Shark_Force wrote: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...
Oops...my bad....going back and fixing....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
Paladin Steel Night Wave Corvette “Detection officer, you are certain of the long range scans?” “Confirmed, we are detecting a large vessel, fifty var northwest of us, procceeding due east at 20 kilots, ShipMaster! We estimate ...it is radiating a military band search radar pattern...tentative identification...60 mlas waveband..... “Shidosa! Then it must be the Vermonter’s Grand Banks carrier! Our intelligence is correct for once! At last, a target worthy of attack! Have they detected us yet!?” “No, ShipMaster....they show no signs of being aware of us...course is steady, radio and EM tactivity is nominal!” “Excellent! Weapons, prepare eighteen KMM Packhunter missiles with eighty reen warheads for immediate launch! Attack pattern swarm multi-vector beta-epsilon-three!We will saturate their defenses!” “Missiles armed and ready!” “Fire all tubes!” “Missile away!” “Eighty kels to impact!” “Report progress at ten kel intervals!” “Target still holding course and speed.” “Missiles are still on course...no sign that they have been detected.” “SIR! I am detecting multiple launches! They are intercepting our missiles!” “WHAT!? But you said they had not detected us! Or did they have passive detection?” “Sir, those missiles were not from the target, but from the surface swell! There must be other ships, hidden from our sensors! At least three other point sources! NO, wait! Another return...twenty var to our south-west! We have tracking sensors active! At least five escort signals now within weapons range!” “DAMNIT!!! Now we have a flotilla out there!” “Sir! We’re being targeted! Multiple launches! Medium and heavy ordnance signatures!“ “Primary target is launching multiple airbornes! They...they are being vectored towards us!” “Countermeasures! Set evasive course! “ “Activate Ithan screens!” “SIR! Blades are showing auras! Those missiles are showing auras!” “WHAT!? Mage defenses! NOW!” “Terminal defenses active! Tracking! Track...” *SIZZLE*
----Transcript #5612, Recovered Bridge Recorder, Kittani Surface Warcraft, Sunk in Incident with Fleet Force #8, August 18th, 111 PA
Vernon Bach, head of Paladin Steel’s Marine Industries Division, felt somewhat cheated by the early Paladin Steel corporate alliances that had benefitted the company so well in its formative years; though the exchanges of technology had benefited other divisions immensely, Bach felt that the alliance had little to offer in the way of ideas and technology applicable to his particular field of expertise. While Bach had proven himself with such applications of the new technology as the Orca merbot, and small craft production like the Sea Robin and Leda class submersibles, Bach felt that his division’s future lay in large craft production. While designs like the Storm Skimmer Frigate were impressive, they were also immense projects that broke little new ground, and with so many small craft competitors and big names like the Coalition and GAW fielding powerful designs, innovative large vessel designs were what Bach felt would justify expansion of the Marine Division, and the expense of developing a salt water port and shipyard. It was while fishing for ideas in several boxes of files recovered from Victor Canth’s Eastern Arms cache, that Bach found something he could use. Among the many files that the late Mr. Canth had discovered and copied while working for Bandito Arms, had been several archives of notes, including technical notes and memoirs of some of Area 51’s and the infamous “Skunk Works”’ founding fathers. What caught Bach’s attention in particular was notes by a Ben Rich(father of the F-117 Stealth Fighter-Bomber) on the development of a prototype “stealth ship” designed for the US Navy. Here, Bach thought, was something he could use! The design that has emerged is of a short, robust-build, catamaran vessel with streamlined hull, sloped sides, and low profile, the better to increase stability and reduce sensor signature. Of particular interest is that the Night Waves incorporate a modular deck/systems design. This last was important, as it allowed Paladin Steel to construct a large number of pre-made basic hulls, then fit them out as needed for customers, a policy that while initially expensive for the company(in the event that orders were canceled), greatly reduced order-to-delivery times and refit times. The Night Wave is considered to be a fair compromise of speed, armor, and armament, with the added benefit of stealth. So far, several dozen of these vessels are known to have been constructed, with the majority of these vessels being incorporated into the VFSN. These vessels are known to serve a variety of functions, from convoy escort, to oceanic research, to picket duty of Atlantis, and long-range patrol/interdiction of the Saint Lawrence and the Florida Keys. Ironically, with the collapse of the K/RG into the Connecticut Baronries, and the subsequent annexation of the area by the GNE in 111 PA, the Night Wave is being slated for secondary site production at the same shipyards as once produced a superficially similar craft, the Sea Knight! Some naval captains assigned to the Night Wave bemoan the fact that most of the Sea Knights of the old Connecticut Baronies were either destroyed or disappeared with the Kingdom’s breakup, and that the two similar ship designs never got the opportunity to square off against each other. Bach also found mention of Rich’s ideas for a stealth submarine and a “stealth aircraft carrier” and is frustrated that no further mention of these has ever been found(actually, Rich’s concepts would be combined and used to design the USS Ticonderoga...)
(Update: The Night Wave has become a standard light ship design of the GNEN service, acting as a picket, interdiction, scout, and escort unit for larger flotillas, and as a support gunboat/taskship for smaller units)
Type:PS-MPS-MSH-2 Class: Multipurpose Corvette Date of Introduction: 106 PA Crew: 30 MDC/Armor by Location: Main Body 1,000 Bridge 350 Height:18 ft Width:40 ft Length:200 ft Weight: 480 tons Cargo: 20 tons in the lower hull; or 50 tons per dedicated cargo module Powerplant: Fusion-nuclear w/ 20 year energy life Speed:120 MPH Market Cost: 16 million credits for the basic ship Systems/Features: Standard Ship Systems, plus: *Long Range Radar---80 miles *Long Range Radio--- 200 mile range *Sonar-------30 miles
*Limited Life Support---The main crew compartments can be sealed airtight and supplied with air conditioned tanked air for up to 48 hours, or filtered external air for 4 days.
*Stealth Design----The special hull configuration, shrouded weapons and antennae, thermal dispersal exhausts, and external hull coatings, make the Shadow Wave rather difficult to spot on sensors(-18% to Read Sensory Instruments rolls)
Weapons Systems: 1) Forward AutoCannon Turret---Curiously enough, the main integral weapon of the Night Wave is not a surface-assault weapon, but a powerful point defense weapon with some close-in surface attack capability. The standard weapon of the Corvette is a PS-XGECAL 50 “Ripkiller”, based on the pre-Rifts .50 caliber GECAL 50 Six Barrel Machine Gun. This weapon fires high explosive shells(based on the Wellington Industries Heavy Explosive shells) over three miles, to devastating effect. 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! Part of the high damage capacity is accounted for by the steady shipboard firing platform and the extensive fire control hardware directing it. This allows the cannon to lay even more shells directly on target with greater accuracy than previous rapid fire cannon models. Range: 19,000 ft! Damage: 1d4 MD single shot, 1d4x10 MD per 12 shot burst, 2d4x10 MD per 24 rd burst, 4d4x10 MD per 60 rd burst, 1d4x100 MD per 120 shot burst Rate of Fire: ECHH Payload: 2,400 round drum (20 full-melee bursts) Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by pilot
2) Aft Short Range Missile Launcher---Mounted on the aft fantail is a single retractable missile launcher firing short-range missiles. Range:Varies by missile type Damage:Varies by missile type Rate of Fire:Volleys of 1,2, 3, 4, or 6 Payload:24 missiles per launcher
3) Short Range Torpedo Launchers(2)--Each of the Shadow Wave’s catamaran hulls conceals an SRT torpedo launcher for use against submerged monsters and surface vessels. Range: 5 miles Damage: 2d4x10(HE) or 1d6x10 MD(Plasma) Rate of Fire: Volleys of 1-4 Payload: 8 torpedoes each, ready to fire. Additional torpedoes may be carried as cargo, but will take at least 30 minutes to transfer from stores and load them into the tubes.
Modular Deck Fitting(4) The Night Wave’s rear deck is actually four open structural spaces designed to accommodate special hull sections or modules, that allow the vessel, without too much trouble, to be refitted for various mission/duty configurations. Note that changing a hull module will require the facilities of a small ship yard(with at least a derrick capable of lifting and positioning 40 tons, and 12-24 hours of work, plus possibly more time for restocking ammunition supplies, refitting and testing hardware specific interface and control software, and rearranging onboard accessory systems. * Flight Deck---Supports a helipad and folding hangar assembly, large enough to service one aircraft(VTOL/helicopter) or up to 8 drones/RPVs. Typically, two modules are carried, one as a dedicated landing pad, and the other as a dedicated hangar.
*Submersible Support Deck---Crane and folding shelter/techshop for servicing and launching a minisub or 4-8 sub-drones.
*Troop/Passenger Module---Provides bunk accommodations for up to 30 people.
*Cargo Deck Module--Shielded pallet deck can hold up to 80 tons of cargo
*ECM/EW Module---Electronic Warfare Center, complete with independent power supply, and accommodations for 1-6 technicians/communications officers. *Sensor Jamming--- Guided missiles are -4 to strike. 50% chance of evading long range radar detection to begin with. *Communications jamming---With its antennae deployed, can jam civilian radio bands/systems with 90% profficiency, and military communications systems with 70% effectiveness; range of 90 miles. *ECCM---This acts to COUNTERACT jamming, with a +15% to rolls to counter sensor and communications jamming *Signal Decryption----Onboard facilities give a +12% to rolls to decrypt enemy communications and determine their protocols.
*Advanced Sensory Module-----Includes a retracting aerial antennae mast. May also include an overboard drogue ‘fish’ for submarine sensors. Additional sensors include: *Long Range Thermo-Optics-----7,000 ft range *Laser Ranging(LIDAR)---60 mile range *Long Range Radar w/ Surface Scatter Filtration---100 mile range, track and ID 144 targets simultaneously *Magnetic Anomaly Detection *PPE Sensor(ORACLE)---Omni-diRectional Aura Classification and Locator Electronics---A TW development of the SNARLS PPE Scanner, this system consists of a series of advanced Technowizardry scanner systems(TW optic mounts, static crystal PPE meters, and whatnot) stationed around the ship, feeding into a central computer system with special TW-derived interface program algorithms. The system is designed to detect incoming magical/paranormal attacks and alert the crew to them(hopefully in time to allow them to take defensive measures). PS hopes to upgrade the system to allow for over-the-horizon and remote-viewing advanced early warning capabilities. The ORACLE Mrk II is currently being retrofitted to most ships-of-the-line of the VFSN, while the Mrk IV is being fitted to all atmospheric capable capital spacecraft of the VFSSF. Effective Range: 4,000 ft radius of detection. Submarine Sensors include: *Sonar---50 mile range *Blue-Green Laser LIDAR---30 mile range *Thermocline Sensor----An underwater drag sensor used to detect thermal gradients in the water, that could be used to conceal a submarine * Chemical Sensors----This samples the water for the traces of the electrochemical processes that sometimes take place between moving water and ship hulls, as well as the alien protoplasm of supernatural sea monsters. Depending on water chemistry, currents, and the time of the presence/passage of a suspect target, this system is 10-60% effective at detecting traces.
*Missile Launcher---Vertical Launch System module, capable of holding 10 long-range missiles, OR 24 medium range missiles, OR 48 short range missiles, OR 96 mini-missiles, OR any combination thereof. The launchers can also be configured to fire the Shrike III ‘Brilliant’ anti-aircraft missile. Range: 75 miles Damage: 3d4x10 MD Rate of Fire: Volley of 1,2,4, 8, or 12 Payload: 12 missiles ready to fire, 36 in storage(takes 1 melee rd to load and test) Bonus: +7 to strike
*Rail Gun Turret(PS-NAC-8)---Mounts a single Rail Cannon turret, magazine, and support gear Weight: 8 tons Range: 11,000 ft(2 miles) Damage: 3d4x10 MD per 40 rd burst(can only fire bursts) Rate of Fire:EPCHH Payload:8000 rds
*Cannon Turret---Mass Driver Rapid Fire 100mm Cannon---Based loosely off schematics for the pre-Rifts French Creusot-Loire 100mm Compact gun system. PS has developed an electro-magnetic rail cannon version of this weapon, replacing volatile propellant bags with a mass-driver system that can lob explosive projectiles on a semi-ballistic fire path, or accelerate long-rod armor-penetrator projectiles on hypervelocity direct fire trajectories. All just by varying the power, frequency, and timing of the ‘spikes’ produced in the acceleration stator ring-elements. This also means that the weapon has a lower barrel fatigue rate(the shells do not come into physical contact with any rifling), the cannon has a higher rate of fire(no residual propellants to clean out between firings or powder bags to load), and the weapon is even capable of firing bursts! Because of the power demand that this weapon has, many buyers have a seperate power cell or nuclear powerpack reactor installed with the cannon installation. Weight: 15 tons Range: 5 miles indirect fire. 2 miles direct fire mode. Damage:(High Explosive) 2d6x10 MD to 80 ft blast radius (Armor Piercing) 2d4x10 MD to 20 ft radius (Plasma) 2d6x10 MD to 40 ft radius Rate of Fire: Six times per melee!(The original Creusot-Loire 100mm could fire up to 90 rds per minute) Payload:100 rds in storage Cost: 2.2 million credits
*Cannon Turret---100mm LB Massdriver Cannon (PS-MDJ100L) ----A more advanced version of the earlier PS-CL-100; smaller, more powerful, with superior performance, and greater ammunition capacity. Weight: 14,000 lbs(7 tons) Range:(Direct Fire) 36,000 ft (7.2 miles) (Indirect Fire) 90,000 ft(18 miles) Damage:High Explosive(HE)---- 1d6x10 MD to 20 ft radius High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius Fragmentation--- 2d6x10 MD to 30 ft radius Plasma-----3d6x10 MD to 35 ft radius (APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range Rate of Fire:Four per melee Payload: 6 tons ammunition capacity 100 mm AP shell weighs 25 lbs( 80 shots per ton) Cost: 2.7 million credits
*Phalanx Air-Defense Module---This module mounts a high-powered, rapid-fire gatling cannon with attendant fire control systems. Though the PS couldn’t acquire the plans for the Coalition’s C90R CIWS, they did acquire a similar, if less powerful, system from their European contacts; a modernized upgrade of the OTO Melara Goalkeeper CIWS. Range: 6,000 ft Damage: 2d4x10 MD per 60 rd burst Rate of Fire: 6 attacks per melee Payload: 12,000 rds per gun(200 bursts each) Radar Targeting Bonus: +3 to strike
*40mm Autocannon Module---This is fitted with a dual-mount 40mm cannon turret(200 MDC) based on PS’s AAB70 Gun System Range: 2.6 miles Damage:(Proximity Fuzed Fragmentation) 3d6 MD to 15 ft blast radius (Armor Piercing Tracer) 5d6 MD single shot (High Explosive Tracer) 4d6 MD to 10 ft blast radius Rate of Fire: EPCHH Payload: 500 rounds
*ASW Module 1---The module mounts two anti-submarine mortars Range: 4,000 ft, 1,000 ft maximum depth Damage: 7d6x5 MD to 50 ft radius Rate of Fire: Volleys of 1,2,4, 5, 8, or 16 Payload: LASRW-5: 5 rounds LASRW-8: 8 rounds LASRW-16: 16 rounds
*ASW Module 2---This module mounts a set of upper deck multi-tube torpedo launch systems, for firing medium-range torpedoes Range: Varies by Torpedo Type(typically 10 miles) Damage:Varies by Torpedo Type(typically 3d4x10 MD) Rate of Fire: Volleys of 1-8 Payload: 48 MRTs per module
*Laser Turret---High-powered naval laser, capable of firing in both air defense and direct anti-surface mode. Range: 7 miles Damage:3d6 MD single blast, 6d6 MD double blast, 1d4x10 MD triple blast(1 attack) Rate of Fire: ECHH Payload: Effectively Unlimited
*Heavy Ion Cannon Turret---Based on designs copied from the New Navy. Range: 6,000 ft Damage: 2d6x10 MD per blast Rate of Fire: EGCHH Payload: Effectively Unlimited
*Particle Beam Cannon Turret----Modified versions of Orbital weapons Range: 12,000 ft Damage: 3d6x10 MD per blast Rate of Fire: 4 times per melee Payload: Effectively unlimited
Variants: *PS-MPS-MSH-2HTW---An experiment, between Paladin Steel and Hangar-18B, to apply the latter’s ‘Elemental Animal’ (‘Eleminal’) technowizardry to naval systems. The vessels of the MSH-2HTW are powered by two Water Elemental ‘horses’ housed in the catarmaran hulls, under spells renewed every six months. The Water-Eleminals can propel the ships at 125 MPH through even the roughest waters; the ships do not suffer from inclement weather such as rogue waves and storms. At the time of writing, only a dozen MSH-2HTW-type vessels have been constructed, almost all of them operating with the GNE Coast Guard.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
Spacecraft, too(have to revise my older ideas and come up with new ones)...
Paladin Steel is an AMBITIOUS little company...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
The first, with a touch of James Bond thrown in...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
Let ya know as soon as I figure that one out myself!
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
Okay...some notables and some of the organization of Paladin Steel
[b]Paladin Steel Officers and Divisions:[/b]
Notable Personalities: CEO Elijah Vanderbilt----12th level Rogue Scholar. The 50-year old CEO of Paladin Steel, President Vanderbilt is a dynamic and driven leader who has pushed PS into a new period of prosperity. Nicknamed a slave-driver by some, Vanderbilt drives her people hard, but also works hard herself to keep them motivated and focussed. Though a shrewd planner who with a keen sense of organization and long-term strategy, even she was surprised by the growth of her corporate enclave into the “Vermont Free State”, and she occasionally worries if such expansion might not ultimately threaten PS’s own interests......but she does admit that the additional manpower and resources are welcome. Some research scholars in PS’s archives division wonder if she is related to the Vanderbilt family of steel-magnates of the pre-Rifts era. (Update) By 109 PA Elijah Vanderbilt(now in her sixties) will be showing a fair amount of fatigue. If her company remained at the pre-110 PA level of performance, she could probably continue running it forever, but the explosively rapid expansion of her company, acquisition of several smaller companies and kingdoms, alliance with several more, and the growth of the GNE into a superpower(as the GNE) , all have taken their toll on her, and she now looks for a successor to take over the running of the main operations of her company(she expects to be an advisor for many more years to come, however). Events have claimed many old friends who were there at the formation of the modern Paladin Steel , and Elijah is beginning to feel it too. Her daughter has shown no desire to assume the role of matriarch, and her only son, Martin, despite his great promise as an engineer, has expressed no desire to follow his mother into administration.
Deneva Khalene----10th level Half-Atlantean Operator(Scrupulpus Alignment)---This ‘young’ and charismatic young woman would succeed Elijah Vanderbilt as the CEO of Paladin Steel when the elder woman decided to step down at the peak of her game. Though many feared for her success stepping into the shoes of a giant, with regards to corporate management, Khalene’s early experiences traveling the megaverse, and working in the field, have prepared her well for overseeing the expansion of PS and the GNE into the megaversal stage. A conscientious, calm, collected, executive, Khalene has mixed risk-taking with caution, corporate necessity with compassion, and kept Paladin Steel on a steady course of profit and innovation.
Michael Redfern -----10th level Rogue Scientist and historian(Unprincipled alignment), responsible for heading up PS’ archival research division that is deciphering and restoring Paladin Steel’s records, with an eye towards recovering lost technology, and locating possible salvage sites. A rather quiet, shy, introverted, and extremely modest man, whose personality seems at odds with his hulking six-foot-plus physique, Redfern seems to have an almost mystical ability to disappear into the woodwork until needed. With his high position in the PS hierarchy and Amerindian background, Redfern would seem to be a natural suspect as a LongHouse spy. He isn’t. Though he DOES claim, if pressed, to have been an acquaintance of the great Sir John Thorpe(Erin Tarn’s companion), though in what way the two met(and parted company), Redfern hasn’t confided.
Sondra Elliot-----5th level Rogue Scholar and secretary. The diminutive, blonde, blue-eyed, and rather nasal-sounding Elliot IS a spy for the Amerindians, who is working her way into access to PS’s office secrets, and has been feeding information back to the Long House for years.
Veronica Malgora---”The Iron Granny”---12th level Special Forces. Despite being 75 years old, Veronica Malgora continues to be one of PS’s best security personnel, thanks to extensive cybernetic and bionic replacements, and her proficiency in using her power armor. Was head of security until she retired from the position in favor of her protégé, Hanna “The Barbarian” Barbaron. Originally piloted a Samson, but has since upgraded to a PSA-11
Syra---Nobody knows who(or what) this enigmatic woman really is, or where she comes from.....despite the fact that she is a longtime major shareholder in Paladin Steel, and she somehow always manages to show up for votes and decisions on critical issues. What is known is that once a year she arrives with a transport convoy, makes a massive purchase of equipment, then ships her purchases out, never to be seen again. CEO Vanderbilt suspects that the statuesque, silver-haired, soft-spoken Syra may be a True Atlantean(though she’s never displayed any Marks of Heritage), or other demi-Immortal, and possibly an interdimensional arms merchant. She doesn’t know for certain, but really hasn’t inquired too closely(she’d rather not annoy a faithful stockholder).
Divisions: Paladin Steel is fairly large for a “small” company(compared to Triax or Armatech)(this has naturally changed in its alternate ‘home’ continuum by 155 P.A.), and, as such, has had to diversify its operations. It is commonplace for two or more divisions to work together in smaller sub-divisional taskforces(which may or may not spin off to become permanent departments in their own right) when a new problem or technology requires the expertise of those divisions. For instance, Paladin Steel Heavy Machine Assembly and Paladin Steel Heart(Medical) have long worked together on producing bionic conversions for both military and civilian applications, while PSH, Paladin Steel Resource, and Paladin Steel Advanced Biologics have collaborated on cybernetics and bionics for animals, such as beasts of burden like horses and oxen. PSR and PSAB have also worked together on bioremedial microbes, industrial biologics, and the mass production and cultivation of ‘gas-spewer’ algae and microbial converters for producing biofuel from waste, to name a few examples of inter-Divisional overlap.
PS Plate(PSP)---Still the largest of PS’s departments and where it all began in the Golden Age, PS Plate produces the massive amounts of MDC materials for Paladin Steel’s own use, and for export. PS Plate also produces superconductors, SDC materials, and domestic goods, like kitchenware, adhesives, abrasives, resins, silica and plastics, and fiberglass kits, as well as industrial chemicals (coolants, solvents, etc...) used by the company. PSP has a major subdivision, PS Electrical(PSEl), that manufactures electronics, fuel cells, superconductors, generators, and batteries of all sorts(PSEl has since spun off to become the larger and wider-embracing Paladin Steel Energy division). PS Plate also has a large and extensive research department dedicated to refining existing materials, and developing new ones. Among PS Plate’s various research projects: *Refining the newly developed GMR material and memory-plastics *Developing cheaper energy- and laser-resistant armor. * The use of radiation to harden or alter materials at the molecular or atomic levels. * Research into the use of techno-wizardry and magic for producing new materials....some PS engineers have wondered if it isn’t possible to use techno-wizardry to produce a zero-gravity field for the production of specialized materials, like crystals, produced pre-Rifts at the (now inaccessible) Orbitals.....Later on, PS Plate would spin off the magic unit into Paladin Steel MageWorks, devoted to producing TW systems. Notable Persona: Thig Hamuldson---(11th level Dwarf Operator)---Long-time PS employee and officer, Hamuldson knows metals, ceramics, and plastics like the back of his heat-scarred hand(his other arm is bionic, courtesy of a Besemer furnace malfunction), and oversees the main Burlington kilns and furnaces. He regularly walks and tours the production works to check on ‘what’s cooking’. In his spare time he still works out with an old fashioned blacksmith’s tools and anvil, and makes his own ceramic tableware and decorative glazeware.
Millos Scontar---(9th level Trimadore Mechanic)---Scontar is a recent addition to the crew of PS Plate, but already the chemist-mechanic has added a few new ‘recipes’ to the list of new materials being produced by PS, including lighter megadamage materials and better thermal-resistant armor. He is often out at the test ranges or ‘abuse labs’, putting some new formulation to the test for tensile strength or damage resistance.
Joheem Keen---(5th level Elven Alchemist)---’Apothecary Joe’ came to PS from a low-tech fantasy world, but she’s adapted well to a high-tech world. She’s turned her pursuit of potions to a perfection of material additions; ways of enhancing modern materials with magic. While many experiments have proven incompatibilities between traditional magics and modern synthetics, others have succeeded incredibly, or show great promise for future developments. Among her more successful creations; vermin-repellent packaging and storage materials, canning materials that further prevent decay and bacterial growth, and magic-sensitive glass coatings.
PS Heavy Machine Assembly(PSHMA)---The division responsible for producing PS’s line of vehicles and industrial machinery, including AFVs, construction equipment, machine tools, and factory equipment. HMA is also responsible for testing new hardware, and maintains several sizable weapons ranges and testing grounds for the purpose. A good number of ex-Iron Heart Armaments engineers have found employment in the HMA division, allowing it to expand into the second largest of the divisions.
Notable Persona:
Elton Sokohail------Former Iron Heart Armaments engineer(10th level Operator), overseeing the tank development and production lines there; now second in charge of the HMA lines. Sokohail originally was responsible for procuring spare parts and materials from Paladin Steel, before New Kenora was annexed....now he’s in charge of upgrading HMA’s lines to produce not only spare parts and components for IHA’s old vehicles, but also streamlining the mass production of PS’ new heavy vehicle lines. At one time Sokohail dreamed of advancing into the management of IHA...now he dreams of the day that the Coalition will be driven from New Kenora and the old IHA works assimilated by PS.
Rizzo-----TMNT Mutant Rat, 7th level Operator(9th level in 110 P.A.). Rizzo worked his way up through the ranks the hard way, from being a grease monkey who could actually crawl into and run around inside a motor, to floor manager and Mr Fixit on the production lines. Rizzo has an eye for innovation, and frequently consults with outside mechanics and Operators to find ways to simplify PS designs, and improve reliability. If Rizzo has a problem, though, it’s his fast mouth and wise-guy attitude. This, combined with his diminutive size(2.5 ft tall), has led to considerable problems, especially off-work; innumerable bar fights(the rat just can’t keep his mouth shut---more than once he’s been thrown across a room by drunks playing impromptu football), and one kidnapping at the hands of an industrial spy who threatened to run Rizzo through an electric pencil sharpener if he didn’t spill company secrets. Since then, Rizzo is now constantly accompanied by two big assistants(rumor has it they have secret orders to kill the rat if there’s any danger of him blabbing company secrets).
PS Aviation(PSA)---Responsible for producing PS’s line of air vehicles, Aviation Division also handles air transport for the company, both of raw materials, and of finished products. Be it military or civilian(or anywhere in between), if it flies, PSA handles it. PSA originally also handled the Paladin Steel/Greater New England space effort(Second Breakout), but that has since spun off into its own division, PS AeroSpace.
Notable Persona: Brontus ”Crash Helmet” Tulk---An Ogre engineer/ 8th level(13th level in 110 P.A.) Operator, in charge of Aviation. Tulk was considered at one time Vanderbilt’s most likely successor should she ever step down/leave the position of CEO...He later turned down the opportunity, prefering to continue working as head of the Aviation division. Tulk is levelheaded, calm, and even-tempered, who knows how to prioritize and separate his emotions from the work at hand. Another interesting note on Tulk is that he is an accomplished pilot in his own right, and has been known to ride along on test flights to oversee equipment. Story has it, no one can play with paper airplanes in Aviation without receiving an impromptu technical consultancy by Tulk. There may be some truth to this; paper planes made with Aviation stationary have been found miles from Aviation’s main offices.
Anita Baskal----(6th level N&SS Dreamer Gizmoteer). An aviation engineer with Martin-Marietta in her original home universe before her home was destroyed by nuclear war, Baskal’s experience in aerospace has proven invaluable to Aviation. The Starfire VTOL Utility Jet was her personal project and dreamchild.
PS Maritime Projects(Hydro Division)(PSMP)---Initiated at Elijah Vanderbilt’s insistence, the Maritime Projects division is responsible for producing watercraft and submersibles. The MP division currently has a fair-sized facility/shipyard on Lake Champlain, but was hoping to start up large scale operations at a salt-water access facilty under construction at the old site of Bath, in the former state of Maine. Unfortunately, the untimely arrival of a Coalition naval recon patrol sniffing at the mouth of the Kennebec River forced a (temporary) abandonment of the site. Until the security of the site can be verified, or until another site can be found/developed, Maritime Projects’ plans to move to larger, deep-water vessel construction have been put on hold. However, production of small craft continues unabated at the Lake Champlain facilities, and progress on two Storm Skimmer frigates, whose keels had already been laid at the time of the Kennebec incident, continues apace. In 107 P.A. Paladin Steel managed to roar back and reestablish their New Bath facility, and Maritime Divisions saw a sudden UPturn in fortunes. By 110 PA, Maritime Divisions would be one of PS’s biggest divisions, with shipyards up and down the New England Coast and at Paladin Steel West. Notable Persona: Vernon Boch----- 7th level Operator(12th level in 110 P.A.) with a specialization in boat building and ship design. Though disappointed by Maritime’s initial downturn in fortunes, and the reassignment of much of his staff to other divisions, Boch refused to let it get in the way of his job, and continued to pursue promising designs. One of his recent projects is to adapt equipment from other divisions to marine applications. By 110 PA, however, Bach’s division will be one of PS’s largest, and Bach will be happier than the proverbial clam.
PS Advanced Weapons Division(PSAWD)----Originally founded to reverse engineer captured Mechanoid hardware, and produce advanced weapons for Paladin Steel, AWD has also become responsible for doing research on small arms, d-bee technology, and exotic systems. AWD has benefitted immensely from recent technology exchanges with other companies. Notable Persona: Wanda Indiri-----Rogue Scientist. This small, moussy-looking woman is responsible for overseeing the development of new weapons systems. Indiri is an introverted genius of sorts, who formerly worked as an engineer for Wilks Laser Systems before coming to work for PS. Little is really known of her aside from her intense nature; when nervous or really engrossed in a project she slips into rapid-fire speech in Techno-Can or some obscure Hindu dialect(at least, everyone else THINKS it’s Hindu). Also, in an argument with a visiting weaponsmith from another company(the Western American Dwarven enclaves), she silenced the rather brusque dwarf with an incredibly obscene remark in some unknown language...the only way everyone else knows it was obscene was by the way the stunned dwarf’s ears lit red.
Veri Amolland-----Elven Rogue Scientist. Amolland gave up a chance to follow in her mother’s footsteps and become a mage, instead taking up engineering. Now she’s Indiri’s protégé, designing new hardware. Ironically enough, PS’s alliance with the local mage community enterprises has Veri looking up her mother’s friends and studying up on magic again; Indiri is interested in possible TW-applications to PS’s hardware.
PS Robotics(PSRbt)---Originally a long-term project of CEO Vanderbilt’s, PS Robotics had been given fresh impetus and more resources as a result of the success of the ‘Black Titan’ program, and the setbacks suffered by the Maritime Projects Division, then bloomed into the giant it is today. Robotics now produces Walking Trucks, , but also It has absorbed talent from several collapsed companies such as Trinitus Robotics and, after the Smackdown of Atlantis by The Zot, recruited a number of refugees from Atlantis’s high tech factories, including a number of rogue Kittani engineers. With rumors of new developments in the works, PSRbt is attracting attention from Lazlo, Northern Gun, and it is rumored, d-bee concerns and even Triax. Notable Persona: Scandar Zin---(11th level Rogue Scientist). As head of Paladin Steel’s high-tech division, Scandar feels pressured by developments in Triax, the Coalition, and Northern Gun to come up with realistic, innovative, and practical responses to them, and often ends up dissatisfied with many of the compromises Robotics has to make to field a new design. Still, Scandar apparently has the time for his beautiful wife and four kids(it helps that she’s an engineer as well...though many people joke that Scandar’s “perfect” family are really androids he constructed himself).
Sal(8455)----Engineer. Aka ‘Sally’. A recent addition to Robotics, Sal is a rather attractive young human woman, but claims to be a D-bee from a spacefaring race that, she also claims, destroyed itself in a genocidal galactic war. No one really knows how to conclusively prove or disprove her claims, but she does have a very advanced knowledge of high technology, and has already made a number of valuable contributions to Robotics.
PS American Volkswagen Automotive(PSAWA)------New automotive division spun off to produce the VW line of cheap, endlessly modifiable, vehicles. It’s also acquired a reputation as something of a looney-bin, as it caters to MOM Crazies who have taken a shine to the Super Bug, and request special custom models built for them. (Post-110 P.A. Update: PSAWA is still a small division, but a prosperous one, thanks to the popularity of PS’s VW Bug and Camper Van lines)
Notable Persona: Vincent “Gort” Thompson------(11th level Operator). With his icy demeanor, monotone voice, massive build, pale skin, stiff features, and bald head, Thompson looks more suited to be one of Robotic’s creations, rather than working on small civilian-application armored vehicles. In reality, the laconic and seemingly humorless Thompson seems to have a flare for innovation, and a deft hand with negotiating with the Crazies and TechnoWizards who flock to AVA, looking to get themselves the “perfect Bug”. Onlookers claim that part of the attraction is that the Crazies and TechnoWizards like to try to get some sort of an emotional response out of “Gort”; another part is his diehard determination to get the job done, no matter how insane it sounds.... If “Gort” says it can be done, it will be done.......
Kugal Schaeffer---( 9th Levl Triax Field Mechanic). Claims to be an ex-Triax engineer, but no one knows for certain. The diminutive, shrimpy Schaeffer is fanatically devoted to Volkswagen Div, because he claims that “only Germans can make German cars”. This often puts him at odds with “Gort” Thompson, whenever changes are made in the production line without Schaeffer’s say-so, and some of their arguments have ended up in spectacular(and amusing) verbal duels and chases down the assembly line(typically involving much waving and throwing of blunt instruments). Somehow, however, the two manage to resolve their differences, and get along afterwards...until the next production board meeting...
PS Contract Engineering(PSCE)-------This division is really a sort of mercenary heavy labor and field-engineering force, hired out by Paladin Steel to smaller communities to provide them with the skilled expertise for big or exotic engineering projects, as well as to push PS products, scope out salvage/resource opportunities, and build alliances. CE builds roads and bridges, constructs dams and power stations, lays pipelines, puts in electrical grids and sewer systems, drills wells, digs mines, and sets up fortifications, among other things, for a hefty fee. But the work is quality, the response is fast, and occasionally PSCE has been known to give an equally hefty discount to communities(especially if the GNE diplomatic corps or PS marketing department sees the opportunity for some serious positive PR) The more idealistic Operators of CE claim that they’re building the infrastructure for a bold new world; other, older workers just say they’re turning an honest buck doing hard work for other people. The real strengths of CE are its industrial backing and the fact that CE offers vocational training for young Operators and technicians. Another thing CE likes to do is bring local help in on a job; it reduces overall costs, promotes local good will, and gets the locals hooked(“Let’s send the boys on up to that engineering school those nice men who put in the power house last year were talking about...”). Notable Persona: *Krag Arnoldson---(14th level Operator)---The halfblood child of an ogre and a human, Krag’s been around the world and around the country learning how to wrangle a wrench and fit pipe. He also has the scars to show it, being virtually deformed by the various breaks, bends, slashes, and burns he’s survived from his misadventures. However, Krag is virtually worshipped by the people he’s been in charge of...he’s regarded with almost as much respect as the legendary ‘Mister Scott’ of pre-Rifts fame, and ‘Krag’ has become an unofficial term of honor in Operator circles. As much as he hates to admit it, though, he’s getting a little old to be roughing it with his field crews, so he accepted the offer to head up PSCE’s training academy and teach the next generation of Operators in the PS way of things.
*Denis Ebuto Hibiki------ 8th level (12th level in 110 P.A.) Operator(mutant, with Invulnerability and Extraordinary Strength). Hibiki is the chief field engineer for PSCE. Claims to come from a long line of wanderers, with a family background embracing half the world, as evidenced by Denis’ brown skin, white-blonde hair, and epicanthic eyelid folds. Denis is an engineer with wanderlust, and the jobs that Contract Engineering takes all over the place suits him just fine...he adapts quickly to local conditions and has a gift for languages. It’s also rumored he’s some sort of mutant, with incredible strength, endurance, and a talent for martial arts, though he dismisses questions on the subject with a shake of the head and a wry smile. Still, people remember the time he was surprised by a Brodkill, while on a job in Nevada, and he _pasted_ the monster with his bare hands....
Engineering Academies Paladin Steel maintains several excellent engineering schools, financed by company profits and charged tuition(often those who can’t pay full tuition will be obliged to serve a stint with PS or CE). PS has funded the establishment of the Scott Academy of Engineering in Lazlo; a fine school devoted to teaching the basics of high tech engineering , design, and maintenance, but for the very best training for engineers in the post-Rifts Americas, there is no alternative to the Whitney School in the Vermont Free State proper. The Whitney School trains operators and engineers with an emphasis on survival in the modern world, and attempts to duplicate the many conditions that an Operator(and a CE engineer) can expect to encounter out in the “real world”. The most arduous, demanding program is the so-called “Drag”, a six month-long course of study and exercises that plays more like Special Forces training, than engineering school, In the course of study, students are subjected to conditions and exercises just short of lethal, to develop stamina, innovation, and mental endurance. Students are regularly assigned to work on broken machinery underwater, in chest-deep mud, in freezing or torrid conditions. Other favorite teaching exercises include repairing damaged bots with torn up, and still hot, wiring, surprise exams, and repairing equipment while under simulated attack(usually a Crazy firing non-lethal rds or “frazzle” blasts), and everyone remembers the bulldozer that crashed through the building during final exams.... This program is considered to be pure, unrelenting hell by those who enter it, and less than half survive being washed out(or carried out), but those who do survive tend to be incredibly tough, resilient, and cool under fire. Tuition: 8, 000 credits for the six-month course Bonuses: +2 ME, and + 15% to all mechanical and electrical skills
The expansion of Paladin Steel has led to a number of new divisions, many of them formerly departments of existing divisions, being spawned to address PS’s diversified portfolio of technologies and services.
Paladin Steel AeroSpace(PSAS) PSAS now handles PS’s development and construction of transatmospheric, near-space, and space-capable hardware. Aerospace also oversees the design and production of extraterrestrial housing and construction units, such as spacestation modules and assembly rigs. This includes the growing orbital shipyards and out-dimension space facilities. Their main facility and headquarters is Valiant Station. PSAS also goes by the name Aegis Stellar Industries in the Three Galaxies...the ‘front’ company allows PS to gauge interest in their products in a larger galactic market, as well as to acquire common domain galactic technology without tipping their hand. Notable Persona: *Arda LaShen---(10th level Operator)---A former citizen of Freedom Station, LaShen got kicked off for consorting with the ‘wrong folks’; notably freebooters and mutants from Outcast Station, as well as the odd travellers from Rifts Earth. Thus, she was favorably disposed towards dealing with the ‘downwellers’ when the PS-backed Breakout Expeditions established a permanent presence in Earth orbit. She volunteered her services as a mechanic on PS’s Plymouth-One facility, fixing the various ships, and moved up the ranks, eventually becoming head of the Division. She now proudly proclaims that her shipyard slips are busier than Laika Station’s. *Azurel Dench---(11th level Operator)---LaShen’s ‘dirtside’ executive, Dench has a hand in the development of much of PS’s aerospace shuttle and combat craft, including fighters. The long development time of the ‘Star Tiger’ programme has led to some criticism of Dench’s management skills, but the conscientious Dench has shrugged off those accusations, contending that where the extremes of exoatmo and in-atmo operations are concerned, designs have to be done RIGHT or not at all.
Paladin Steel Resource(PSR) A growing industrial power like Paladin Steel needs resources, and PSR, ‘the truck and train army’, also known as the Bucket Brigade, is responsible for feeding PS’s factories and projects with the materials they need. Whether they be pulled from the ruins of pre-Rifts cities, new mines and forests, extradimensional sources, or recycling, those materials have to come from somewhere, and PSR provides. In addition to exploring and negotiating outside the GNE’s borders for new sources, PSR is also up on ‘green’ technologies, finding new ways to recapture and recycle waste products and materials. Not surprisingly, PSR is the holder of almost all the waste removal and management contracts in the GNE, especially in the big metropolitan and industrial areas. Thanks to PSR’s diligence, landfills and garbage dumps are a thing of the past; they are merely ‘transit stations’ and holding areas until a means is found to reuse the materials stockpiled there. PSR divides its responsibilities into three areas: *Recycling---This covers the mechanical, magical, and chemical reclamation of materials from community waste, salvage, and battlefield cleanup. Recycling must constantly weigh the problems of the cost of recycling and refurbishing being greater than the cost of new, virgin, materials, as well as pollution byproducts, and diminishing returns/degradation of recycled materials. Recycling technology is constantly in a state of research and improvement, finding new ways to reduce waste. *Trade---Finding and negotiating for resources from other, already developed sources, and their safe transport back to PS and GNE territories. This is the most precarious of means, as prices are subject to martial, political, and market factors, and the transport chains are susceptible to disruption/attack. *Direct---Direct acquisition of resources includes mining and harvesting of materials directly by PS operations, This includes land mining, offshore and submarine platforms, aerial platforms, and offworld/outdimension facilities owned and operated by PS. As PS expands into the extraterrestrial and interdimensional realms, these operations become more important and extensive, but run the risk of the facilities themselves being vulnerable to attack, especially in unexplored regions. PSR’s main headquarters is located in the massive Shelburne Fusion Power Facility, sharing office space with PSE. They have outposts and agricultural stations all over the world and in other dimensions as well. Notable Persona: *Dasio Mercus----(14th level Smuggler)---Head of the division. Before working for PS, Mercus was a smuggler, a freetrader, and a facilitator for trade negotiations between various small kingdoms, before he decided, for the sake of his family, to settle down and take an office job. While he still does what he did before, now he directs OTHER people to smuggle, trade, and negotiate. *Agos Goldhammer---(12th level Dwarven Miner)---Head of PSW-PSR’s western operations. Goldhammer has been instrumental in acquiring the support of the Grendelsburg, Wagner-Eska, and Ubberborough Dwarven enclaves in support of PS’s operations. *Captain Antony Clenson---(6th level Military Specialist)---PS Security Operations officer, Northern Canada Sector, responsible for overseeing operations of several far northern mining encampments. Often, operations in the far northern wilds cuts Clenson’s command off from contact with the rest of the world, and even from his immediate superior, Major Jastrow, for months at a time, leaving him to fare as best as he can. Clenson has faced hostile Eskimos, Demon-Bears, werewolves, vampires, Neo-Vikings, Arzhur, and even the attentions of a Klia servent-girl who’s practically grafted herself to his side, but has kept his people safe and the mines operating.
Paladin Steel Energy(PSE) PSE was originally a subdivision of PS Plate, as its Electrical department(PSEl), but was spun off to become its own division. Like PSResource, PSE was founded to feed Paladin Steel’s need for energy to power its factories, facilities, and communities. PSE works alongside PSR in the management of the massive Shelburne Fusion Power Facility, but PSE has its own facilities wherever power generation and production is needed. Be it fusion power, fission power, solar, hydroelectric, fossil fuels, biofuels, wind power, or other forms of energy(including PPE), PSE handles it, managing power facilities and energy grids. Its export side of things is the production of energy production equipment and the layout of municipal power supplies for communities outside the GNE. PSE also is responsible for the production of energy storage equipment and media, everything from wristwatch batteries and e-clips to municipal flywheels and radioisotopic thermogenerators. PSE is working closely, of late, with the Advanced Biological Technologies Studies division(ABTechS) on their development of biofuel-spitting microorganisms, and with Paladin Steel Mageworks on the tapping of leylines and creation of PPE-storing Powerstones and crystal generators. Notable Persona: *Trent Carlister---(11th level Operator)----Division Head. Carlister has worked with power systems as long as he can remember, helping his father and mother work maintenance on the Shelburne FPF when he was a rugrat, and moving on to greater works...like lighting entire nations. Sometimes called ‘the Power Man’, he is conscientious about his role of keeping the GNE supplied with power; as far as he is concerned, as long as the power keeps flowing and the lights are lit, civilization survives. *Gogan---(7th level Power Leech, Scrupulous alignment)---Most people know Power Leeches as dangerous annoyances, so many are shocked to learn that PS has a Power Leech on the payroll. Gogan may be an exception to the rule; a mutant, misanthrope among his people, or perhaps a religious sect zealot, but Gogan has taken the time to LEARN about the societies and technologies his people have so blithely fed off of, and respect the laws of same. Gogan’s role within PSE is that of an inspector and senior research aide; he investigates reports of tampering with power grids and powerplants, and helps develop ways to secure the systems from attack. Gogan hasn’t said much about his past, but an encounter with several of his fellow Power Leeches who were devouring the output of a municipal generator, revealed that Gogan may be part of a cultural splinter of the Power Leech society, as opposed to what he disparagingly calls ‘tourists’.
Paladin Heart Division(PHD) PHD is one of Paladin Steel’s later subsidiary divisions, spun off from their domestic products and bionics departments to concentrate wholly on medical goods and services. Primarily, Paladin Heart focuses on producing medical supplies(dressings, bandages, drugs, surgical and diagnostic gear, medical prosthetics, including cybernetics) but also does research and acquisition similar to the other departments. Some of its more advanced/sophisticated project-programs include the cultivation and distribution of medically useful symbiotes and microbes brought from Atlantis(this is shared with the ABTechS division), drug development, and the perfection of ‘regen’ technologies. Paladin Heart also works extremely closely with the Greater New England Public Health Service, insuring that the PHS is well supplied with the equipment and trained personnel it needs to keep the GNE populace healthy. Notable Persona: *Madame-Doctor Silvia Danastras---(12th level Poluznik)---The tall, angular beauty of Doctor Danastras is a common one to the medical profession of the GNE, as this woman is constantly in motion, overseeing various projects, checking on clinical studies, and meeting with physicians and medical students. Despite the demands of management, Doctor Danastras continues to do original research. *Doctor Krisz---(9th level Shaydor Spherian)---A refugee of Splugorth Atlantis, Doctor Krisz came to the attention of the GNE PHS with his work organizing the refugee encampments, and his calm, collected, response to the Marble Plague. He now oversees the integration of medical knowledge taken from Atlantis with the medical services and technology of the GNE, epecially the symbiote-breeding program.
Paladin Steel MageWorks (PSMW) Also known as ‘Paladin Silver’, this is PS’s spun-off Techno-Wizardry Division. The MageWorks mostly focus on finding ways to use magic to streamline the regular manufacturing processes and find ways of producing cheaper, more efficient, techno-wizardry goods that can be marketed under the PS name. The Multiplexor and Mage Pod systems are PSMW’s pride and joy; the breakthroughs that justified PS’s investment in a separately-funded magic division. Subsequent advances have included TW generators, Ecto-Fiber, and power-stone batteries. PS’s ‘industrialization’ of magic has made this division a popular target of criticism from the magic community, both from traditional mages who dislike the ‘bastardization’ of the Arcane Arts, and who see the ‘assembly-line’ workers as not properly respecting the power of the Arts, and even from TechnoWizards who regard those of their fellows who work for PSMW as ‘selling out’. Notable Persona: *Desmond Fontos---(11th level Techno-Wizard)---This old veteran claims to have been part of the ‘Original Nine’, a group of technowizard prodigies who claim to have ‘invented’ modern Techno-Wizardry and raised it to quasi-respectability. Despite his unverifiably claims that he buddied with the legendary ‘Jazz, Dorman, Wyles, and Tsue’, Fontos HAS been around, having served for a time at Stormspire, taught at Tolkeen University, and run a shop in Lazlo, before becoming the head of division for PS. He managed to get a number of his old friends and associates to get out of Tolkeen before the war and take up positions with PS, but he wishes he could have done more. Fontos runs PSMW’s operations with a light hand, allowing his mages to experiment with new ideas, but he’s careful to keep an eye on them, lest they dabble in proscribed territory.
Paladin Steel NanoAutomata (PSNA) One of Paladin Steel’s newer divisions, PSNA is concerned with nanotechnology. Originally a wholly research-oriented office, progress on several programs has reached the production stage, allowing them to expand into a manufacturing division. PSNA produces IRMSS and RMK equipment, but also manufactures fullerene-production equipment and industrial nano for other PS divisions. PSNA research facilities need to be heavily secured against the feared possibility of a ‘gray goo’ incident, as well as industrial and military sabotage, and many are located out-dimension. This has lent an air of controversy and secrecy to PSNA, and the division remains one of the least-known with regards to its operations and resources. Notable Persona: *Doctor Muktar Dois---(8th level HU Scientist)---A d-bee human, who claims to have come from an alternate Earth and a place called ‘Century Station’ where he worked for a bleeding-edge high-tech firm, Scintillatech, that was on the verge of a technological breakthrough(possibly several), when the company was betrayed by an insider working for a less scrupulous rival(or possibly a covetous government agency). When thugs broke into the locked-down Scintillatech offices and began murdering the scientists, a colleague of Dois’s desperately activated a project he’d been working on, a teleporter he hoped to use to get to safety...Instead, Dois found himself catapulted to another world where, after dodging monsters and bandits for several weeks, he was picked up by a GNE border patrol. Dois’s obvious intelligence and skills got him a job with Paladin Steel, and he was selected eventually to head the PSNA, as nanotechnology was his field of study. Dois has given up hope of ever returning home, and is trying to make the best of the situation, but he does wonder if any other colleagues of his were also transported to Rifts Earth; he’s provided his employers with their descriptions in the event they are found somewhere.
Paladin Steel Advanced Biological Technologies Studies (ABTechS ) The Advanced Biological Technologies Studies division is another small, but increasingly important, research and development division that is concerned with biotechnologies, including genetic engineering. Though initially concerned only with agriculture and agribusiness(including animal husbandry), it has since expanded into tailored organisms and microbes. ABTechS has subsequently expanded into actual production, with progress on several of its projects now reaching the ‘break even’ stage(i.e., realized commercial applications and sales profits balancing out the investment). ABTechS is heavily involved of late in the exploration and negotiations with the inhabitants of the Cambridge Jungle on PS’s ‘front door’. The division also maintains a large number of corporate farms(run in cooperation with Resource Division) and agricultural experiementation stations. Notable Persona: *Ursula Kronig---(11th level Rogue Scientist)---Ursula Kronig spent most of her formative years and education doing field work living alongside the Cambridge Jungle tribes, gaining their trust and learning from their elders much forgotten Golden Age lore. She’s since applied what she’s learned to the perfection of new crop species and medicinal processes. An intense, older woman, she regards biological science as an exacting one, and is a stickler for careful, methodical, well-documented scientific procedure..the only variables should be the biological processes themselves; everything else whould be rigorously controlled. She despises slapdash, sloppy science that runs the risk of running out of control, or leaves results poorly documented. She makes new inductees to her division watch a number of ‘historic video presentations’ (actually a collection of pre-Rifts schlock mad-sci horror films) to show what happens when ‘bad science explodes in your face’, and has resolved that no operation under HER management will ever inspire cautionary movies like those... *Schorg Kemmin----(7th level Winaro ‘Cowboy’)----Originally started work as a livestock wrangler in one of the many small villages in central New England, but made the jump to more exotic stock when he and his brothers started a lucrative trade in raising griffons for sale. When PS and the GNE consolidated Central Massachussetts and brought greater trade to the region, Kemmin Bros. became one of many sub-contractors serving the GNE, and got several contracts providing beasts of burden to the new regional government. In time, Schorg became a buyer for PS, and eventually became a senior official in the newly formed ABTechS, managing the animal husbandry and macrofauna portion of operations. He is notable for still commuting to work via trained griffon.
Paladin Steel Sales Department “Had an organized crime cartel discover us out-dimension...They twigged to the fact that we were offering tech and firepower in advance of anything available elsewhere on that world...Rather than out us, they tried to take us over....muscle, blackmail, even mindcontrol...They shouldn’t have tried that last one...we felt obliged to kill all their personnel for that...Leave no witnesses, you understand. I wonder what the big boss would’ve thought if he ever learned we’d pitched his heir and his favorite enforcer into the sun?...Not that we’ll ever have a chance to ask him; we vaporized his fishing boat and him out in international waters in the Carribean.”
Sales is considered an organic part of every PS Division, so PS has a well-developed Sales force. Sales works closely with all Divisions, not only looking ahead to what future projects and prospects are coming in the pipeline, but also providing the Divisions with the much-needed feedback on customer concerns and wants. Sales requires a fine touch; underpromote a product and sales on that new cutting edge project everybody’s staked next year’s projected growth on flop, while talking up the Next Big Thing can result in lagging sales and plummeting profits in the here and now because customers are waiting for something better. Sell guns to an unvetted buyer, and PS can get a serious black eye because the buyer turned those weapons on innocent people. Hold out for a higher price on weapons, and desperate people get slaughtered by their oppressors. Furthermore, PS Sales personnel are either loved or hated; regarded as a necessary evil by communities who distruct big corporations, seen as gunrunners by forces like the CS, hunted as rivals by Northern Gun and Naruni, with often only their wits and warm personalities standing between them and extinction. The PS sales model requires a strong ethical sense, high levels of perception, and almost superhuman judgement; it’s arguably the highest stress job in all of PS for a thinking person. Regardless, though, the Boys and Girls in Sales regard their jobs as one of the most GLAMOROUS in all PS. Internal security in Sales is perhaps the highest of any PS department or division; PS wants to know that its people are the right sort of people selling to the right sort of customer---with so much money changing hands and so much hardware available, temptation can be a dangerous thing, and PS has a reputation for serving the right causes that it has to protect. So PS intensely vetts new employees and spends some serious time checking out customers, especially on the big orders. Their intelligence apparatus is almost as sophisticated as the military’s(indeed, the GNEAS often compares notes with PS Sales to get a picture on who’s who, doing what, and looking for what). Furthermore, because many of their underdog buyers are in desperate straits(evil tyrannical enemies or corrupt government is breathing down their necks or blockading them), Sales often has to figure out ways to safely ship the desired products in to them; PS Sales engages the services of a lot of smugglers and blockade runners in their line of work. From the itinerant traveling salesman with his armful of catalogues and sample cases, to the showroom showcase spiel-man, Sales is the face of Paladin Steel most people see. They take care, and pride, with every sale. Notable Personnel: *Gerhart Roscin(13th level Swip Smuggler)---’Grinning Ger’ has been with PS almost from the beginning, with over forty years of sales under his belt. The daper-clad, tie-wearing, always smiling, cheerful-mile-of-banter-a-minute Roscin has been , to many a prospective customer, the face of Paladin Steel, handing out catalogues, free samples, and prospectuses from his seemingly bottomless sample cases, and never flinching even under the worst of conditions. From toiletries and sewer systems to naval monitors and orbital flight cargo space, he’s sold it all with a smile. He once clinched a sale of armaments by annihilating a Splugorth Slaver attack with a belt-fed grenade launcher he pulled out when the Splugs surprised the town he was staying in. He also once walked into a slave camp and proceeded to ‘interest’ the camp guards by demonstrating an array of PS armaments, cheerfully pointing out aspects of their operation and reliability while toasting, blasting, and hosing the staffers, blowing down walls and fences, and sending missile fire into the administration bloc. While his superiors have tried to promote him up the ladder to an administrative position, Roscin has refused, claiming that he has too much fun as a field rep to give it up; though he does teach classes on his winning sales techniques.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
She's been mistaken for 'He-Man' on occasion... It's a mistake not made twice(especially after the bill for the surgical removal of the blunt instrument has been submitted to the patient)...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
She's been mistaken for 'He-Man' on occasion... It's a mistake not made twice(especially after the bill for the surgical removal of the blunt instrument has been submitted to the patient)...
She's been mistaken for 'He-Man' on occasion... It's a mistake not made twice(especially after the bill for the surgical removal of the blunt instrument has been submitted to the patient)...
Oh, I got it alright....it was my own joke after all....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
abtex wrote:Puffin Take basic idea mix with WW2 fighters [or what even book you grip first] and have armed Flying Suit. Maybe.
"To Infinity...and Beyond!"
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
“I REALLY hope that wasn’t a supporting wall you just shot with that thing, Gallenberg...”
“You really have to shoot the poor kid like that? With that CANNON? POINTBLANK?!”” “Don’t worry, it was a stun round.” “You hit her with a round packed with over a hundred glass beads, each carrying an electrical charge powerful enough to tazer a grown man, meant to shotgun spread across a room, at pointblank range where she got hit with almost all of them in one tight group! I’m amazed she isn’t burned to a crisp! I’m wondering why her heart hasn’t stopped already, and I’m worried about brain damage!” “Look, Zipper, I couldn’t take any chances; her master loosed her on us, and the way they wire those bodyguard slaves’ brains, they’d take on power armor barehanded without a thought to personal survival. Tis’ a mercy if you kill them quick before they can bite out your throat through your armor and break every bone in their heads in the process. At least this way she stands a chance of survivin’. Now why don’t you get the snake who sicced the kid on us?”
The Crusher is an oversized ‘handgun’ niche market-aimed at superstrong beings and those with oversized manipulatory appendages. It is basically a 40mm grenade launcher cut down in size and complexity, firing a cut-down cartridge, and looking like an oversized Colt Automatic Pistol or GyroJet Gun. Forget about subtlety; the Crusher is pure brute force ugliness, especially in close urban combat. Rugged megadamage alloy construction allows this weapon to take a beating, whether from environmental conditions or from superstrength pistol-whipping with the gun. A straightforward blow-back system resets the bolt and chambers the next round for action. Of dubious value as a military weapon, the Crusher sells on pure snob and vanity appeal to ‘borg and d-bee mercenaries, adventurers, and paramilitary security forces looking for a real ‘hand cannon’ to brandish. As such, production of the weapon is low, and by special order, often with such customizations as silver plating, chrome coatings, or ivory handle inlays. For sheer intimidation value, though, there are few sidearms with as much ‘FEAR ME’ as the Crusher, so there’s a waiting list for the weapons. It’s POSSIBLE for a normal person to fire the PSHM-40, but such a task requires a PS of 19 or better , and a two-handed grip, as the handgrip is too large for most normal grasps, and even then it is -1 to strike. The weapon doesn’t come with a foregrip, unless one is fitted in place of any underbarrel rail attachment. Like many PS weapons, the Crusher comes with a range of options and accessories. Weight: 12 lbs MDC: 25 Range: 900 ft Damage: *Frag rounds do 4d6 MD to a 12-foot radius. *AP rounds do 1d4x10 to a 3-foot blast radius *HESH Round---5D6 M.D. plus 4D6 S.D.C. to the person(s) inside of EBA power/body armour (or 3d6 SDC to anyone within 6 ft of the other side of the wall). HALF that if used against composite ‘meshed’ armors designed to flex, rather than spald(most power armors are contructed to have a certain amount of ‘warp’ to their structure, but cheaper armors, like Chipwell and early Northern Gun designs, lack this protection) & roll versus knockdown (14) *Discarding Sabot Armor-Piercing Dart does 1d6x10+10 MD to a six-inch radius, and critical damage on an unmodified 18-20. *Plasma rounds do 1d4x10+10 to a 5-foot radius. *Chemical Shell---choice of smoke(20 ft cloud), stun gas(save of 16 or better, or be knocked out for 1d6 minutes. Successful save means half attacks and bonuses for 1d6 minutes), tear gas, or flash-bangs. *Electroshock Munition---Does 2d6 SDC to everybody in 10 ft radius, and must save at 17 or higher, or be stunned for 1d4 minutes. *S-9Dex Incapacitation Munition ---Essentially a grenade packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...) Effective Range: 35 ft radius Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes. Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out. Rate of Fire: Single shot, ECHH Payload: 7-shot box magazine Features: *Rustproofing *Top and underbarrel rails for sights, flashlights, or laser spots *(Optional) Horror Factor of 12 when pointed at somebody Cost: 13,000 credits Note: 40mm shells cost 10% less than normal due to the cut-down propulsive charge, but since distribution of the guns and shells is limited, that cost savings may be eaten by other stocking charges, depending on where you’re buying. Options: *Semi-Auto Mode---A modification that allows the Crusher to fire in three-shot burst mode for increased damage. Cost: 2,500 credits.
*Carbine Barrel Kit---Extends range to 1,300 ft. Comes with folding forward handgrip. Underbarrel rail moved to the side. Cost: 4,000 credits
*Drum Magazine(16 rds). Cost: 800 credits
*Buttstock(choice of wire frame, solid wood/plastic, or tubular alloy/plastic). Cost: 400 credits
“So what if it seems like PS is competing with its own designs by releasing this and the PSHM-40 near simultaneously? For a fraction of the cost of a WI-GL4, you can buy a Laggie, fit it with the extended drum clip, and still have money left over for three more, so it’s a win-win as far as I see it!”
For those wanting the light weight convenience of an LAGL with the heavy-hitting power of the 40mm grenade format, PS has the LAGL-40D, essentially a cut-down version of the powered automatic AGL-40B. The LAGL-40D also copies such revolver-style grenade launchers as the Wellington WI-GL4 and pre-Rifts weapons such as the South African Striker and Milcor MGL. Construction is simple and straightfoward, of corrosion-proofed megadamage alloys, with a modular handgrip/trigger mechanism, revolver-style magazine, forward handgrip, and tubular barrel that can be fitted with a variety of muzzle brake and flash hider options. Because of its much more ergonomically-compatible design, the LAGL-40D can be quickly used by both regular-strengthed soldiers and cyborgs with a minimum of fuss, the trigger mechanism being easily modified for different-sized hands. The weapon can also chamber the cut-down 40mm rounds used by the PSHM-40, as well as a variety of other ammunition types. With the wide variety of grenade launchers already available from PS, the LAGL-40D hasn’t made much of a splash, but it is proving popular with security forces and bounty hunters who don’t need massive magazine capacity to get the job done. Its price, a fraction of that of the Wellington Industries weapon, is also making it very attractive to cost-conscious customers and promises to ignite another price war between the two companies. Weight: 10 lbs Range: 1,300 ft for standard 40mm AGLs Damage: Same as for the standard 40mm format Rate of Fire: ECHH Payload: 6 Cost: 9,000 credits Options: *Semi-Auto Mode---A modification that allows the LAGL-40D to fire in three-shot burst mode for increased damage. Cost: 2,500 credits.
*Drum Magazine(24 rds and adds 9 lbs). Cost: 1,200 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
Nah; I just like the idea of a cyborg pulling out a BIG automatic pistol and one-shot dropping some armored Juicer or monster(or even tank).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
I think I'll trying some more cyborgs, robots, or BIG robots before any more small arms....you can only do so much damage with infantry scale weaponry, but if you plan on taking on BIG boys....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
“I used to believe the Uzi was the Ultimate Pre-Mega Weapon, until PS issued this baby. I sold my collector and repligun Uzis and invested in Super-Glocks as my shooting irons of choice, and I haven’t regretted the trade ever!”
The M-120 started out as a copy of the venerable NEMA Automag AMT Pistol, examples of which had been recovered from Smuggler’s Notch, Old Vermont, but PS saw fit to improve on the weapon where it could. Dry lubricant coatings protect the inner workings, and a tougher megadamage alloy is used to construct the weapon. The weapon can chamber a varuety of 9mm format rounds, so increasing its versatility. Paladin Steel was even able to duplicate the more powerful ‘NEMA 9’ cartridge(which essentially fired an armor-piercing saboted fletchette of megadamage material). Accessory kits can convert the weapon into a carbine or SMG. More of a submachine gun akin to the Samopal 62 ‘Skorpion’, the M-120 is more expensive than weapons like the venerable(at least in design) M-118 Automatic Pistol, though the ‘Super-Glock’ has a larger ammunition capacity, burst fire capability as normal, and superior balance. This hasn’t hurt sales of either weapon, though, which have skyrocketed since the (re)introduction of both. Afficinados of the M-118 and the M-120 are known to have heated arguments whenever they meet over whose is the better weapon, and more than a few shoot-offs(and shoot-outs) have resulted. Weight: 1.6 lbs MDC: 16 Range: 200 ft Damage:( Standard 9mm) 3d6 SD or 1d4x10 SDC per 3-rd burst (range goes down to 120 ft) (NEMA-9 Saboted Round) 5d6 SD or 1d6x10 SDC per 3-rd burst (Express Round) 4d6 SD(increase range to 250 ft) or 1d4x10+10 SDC per 3-rd burst (Ramjet) 1 MD per rd or 3 MD per 3-rd burst (Wellington/PS Exploders) 6d6 SD per rd or 2d4x10+10 per 3-rd burst (PSX-2) 1d4 MD per rd, a three round burst does 3d4 MD Can chamber a variety of other ammunition types, including rubber, silver, wood, Glaser, and TW bullets. Rate of Fire: Single shot or 3-shot burst Payload: 18 rd clip 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 M120 is balanced for shooting: +2 to strike with aimed shots. Cost: 2,500 credits Option: *Carbine Barrel Kit---Extends range to 500 ft. Comes with folding forward handgrip. Underbarrel rail moved to the side. The feed mechanism is modified for full-auto capability, allowing for bursts of 20 rds. Extended clips are available that hold 32 or 50 rds. Cost: 1,300 credits
*Drum Magazine(70 rds). Cost: 800 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
Yeah; the 'Terrorist's Friend'; lousy range, poor damage, but very concealable, and its tendency to spray its shots aroudn makes it downright terrifying in close quarters. But the Carbine form of the AMT is based on the HERA Arms conversion kit, the same place that was producing carbine conversions for the Colt .45. I figured that the conversion kit made it possible to create the M-120, rather than simply have PS produce a point-to-point exact knockoff of the NEMA weapon.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
abtex wrote:Two Words -- Alaskan Hunter or UpGun the infantry scale weaponry to something with the right bite.
If I do a version of THAT weapon, I shall call it the 'PS M-4 Liberal Defender' or 'Rogue Shooter', and sell at discount to Lazlo, just to show what a spiteful post-apocalyptic scholar-engineer I really am...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
abtex wrote:Two Words -- Alaskan Hunter or UpGun the infantry scale weaponry to something with the right bite.
If I do a version of THAT weapon, I shall call it the 'PS M-4 Liberal Defender' or 'Rogue Shooter', and sell at discount to Lazlo, just to show what a spiteful post-apocalyptic scholar-engineer I really am...
30 caliber Beowulf carbine rifle IF I POSTED THIS LET ME KNOW THANK YOU
30 caliber Beowulf carbine rifle this weapon is design to give infantry anti tank /power amour man size or giant size robots or anti -anything rifle Weight: 8 LD rifle by it self, 5 ld add military shot gun, or rapid fire grenade launcher systems add 6 ld all full loaded Cartridge: 30 caliber secondary weapons: 12 gauges shot gun or fire grenade launcher systems Damage: Special 30 calibers Depleted uranium H.E.A.T Round MK IV Can still use ANY 30 caliber rounds M.D.C OR S.D.C TYPES round 2d4 MDC or 1d8 M.D.C round, M.D.C burst short 6d6 three round , M.D.C burst ( 6 rounds fired ) medium 1d6x10+8 , M.D.C burst long 3d4x10 + 8 ( 12 rounds fired), M.D.C burst , full melee( 24 rounds fired) 5d6x10+16 or S.D.C round
12 gauge shot 5d4 single shot , two round short burst 1d4x10 , three medium round burst 1d6x10 , long burst six round 2d6x10 , full melee 12 rounds 4d6x10
20 MM rapid fire grenade launcher single shot H.E.A.T 5d6 MDC, or 1d6x100 SDC (1d6 MDC) dual shot short burst round burst two round 1D6X10 M.D.C ,burst medium four round shot 2D6X0 M.D.C ,burst, six round long burst 3D6X10 M.D.C full melee 10 rounds burst 5D6X10 M.D.C Blast radius 4 feet per grenade fired
Rate of Fire: single shot, look at each weapon Payload: LOOK BELOW 30 caliber small clip 25 rounds, standard clip 50 rounds, drum on the rifle 100 rounds,, box or case 260 rounds ADD 1 ld 12 gauge shot gun plus 10 internal clip 20 total 30 , drum 60 (or 30 per sided ) plus 10 internal total 70 , case 120 rounds m( or 60 per sided ) plus 10 internal total 130 20 MM rapid fire grenade launcher 160 total or 80 per sided Maximum Effective Range: 30 caliber 3000 FEET 12 gauge shot gun 100 FEET sorry Fire grenade launcher systems direct fire 3000 feet, in direct fire 6000 feet /12000 feet guided or smart grenade Black Market Cost: Note can fire both at the same time!!!!!
It works. Could have calibers using the frame ranging from .25 to .65 [for big folk or borg ones]. Did you do your own picture or on a web site?
Jump around The Firearm Blog and Blogs linked to it. The new thing with guns this year is Short Barreled Rifles and pistols made from rifles. DS Arms new FAL pistol and SBR. This posting "2010 Shot Show Links compiled" will take you to a lot of pictures from the show. That is another one up above to the AR-15.com pool of info and last year pictures as well. Enjoy.
Okay, okay...the ChiTown Crusher 4000 will have to wait a little longer...I'm doing up the Grendelsbane .50-cal 'Hunting' Rifle and should have it ready by tomorrow. once I scale down the damage and range from a Barret and figure out how to fire this thing without driving the rifle butt through the shooter's shoulder.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
taalismn wrote:...I'm doing up the Grendelsbane .50-cal 'Hunting' Rifle and should have it ready by tomorrow. once I scale down the damage and range from a Barret and figure out how to fire this thing without driving the rifle butt through the shooter's shoulder.
You are thinking old style recoil: pull trigger, weapon moves back, bullet/slug goes flying one way and the shot-ter the other. That are other ways, costly in some cases, of getting the bullet to the target. Two-Stage bullets, low recoil 1st and then 2nd turns into a MDC body stopper. Couple of dozen in between. But a simple one might be a low recoil Gas operated firing system, like used on the AA-12 Assualt Shotgun or machine gun around 8:30 minutes on the Reed Knight’s Gun Collection video .
I hate it when my mind wonders, Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
“Up here it ain’t just the regular kind of wolves you gotta worry about; some of them run on two legs and come buzzing in on helicopters. When that happens, you need more than a deer-hunting piece to protect yourself with!”
The AR-15G is another ‘niche market’ weapon produced after several examples of pre-Rifts ‘super-caliber’ hunting rifles surfaced in the Canadian wilderness. One of these was a weapon based on the familiar M-16 design in its civilian guise, but modified to chamber and fire a cut-down .50-caliber cartridge(marketed pre-Rifts as the ‘Beowulf Round’). Paladin Steel saw promise in the weapon, given the number of similar handmade heavy-caliber ‘hunting’ rifles prevalent in the North, that they elected to produce an updated version for sale. The resulting AR-15G has the familiar looks of an M-16 derivative, with a top carrying handle, large cooling shroud around the barrel, and the tubular construction, though advanced lightweight megadamage alloys and heat/corrosion-resistant ceramics have replaced the original materials. Where possible, dry lubricant coatings have been used to reduce maintenance needs, allowing for a more durable and forgiving weapon under tough field conditions. The weapon has been thoroughly weatherproofed against the rigors of wilderness operations, and can be fitted with a variety of sighting packages, depending on the resources and means of the buyer. Because of the lower power of the propelling charge (necessary to make the weapon usable), the AR-15G lacks the range and stopping power of other .50-caliber weapons like the Barret-series sniping rifles, but is lighter and more convenient to use on the move. Still, the .50-cal rounds deliver a fierce kickback when leaving the weapon, even with the advanced recoil-canceling stock; proper bracing is required when using this weapon, especially when firing three-shot bursts. Being only recently introduced, the ‘Grendelsbane’ still has yet to make any big impact on the market. Because of military preferences for energy weapons and heavier grenade and missile launchers, the AR-15G is not considered a military weapon, and is likely to see most sales, aside from a few specialized sniper units, to hunters, adventurers, and mercenaries. Because the weapon is currently being exclusively manufactured at Paladin Steel’s CHeVER(Canadian Heavy Vehicle Evaluation Range), the AR-15G is being bought in the largest quantities by Tundra Rangers, though recently a large shipment of the weapons was sold, reportedly at considerable discount, to the Lazlo Militia. Weight: 9 lbs MDC: 20 Range: 4,000 ft Damage:( ‘Beowulf’ .50) 6d6 SD(1d4x10 SD at ranges of 1,600 ft or less) or 1d6x10+10 SDC per 3-rd burst (3d6x10 SD at ranges of 1,600 ft or less). +2 versus Armor Rating. (Saboted Round) 5d6 SD (1d4x10+5 SD at ranges of 1,600 ft or less)or 2d4x10 SDC per 3-rd burst(4d4x10 SD at ranges of 1,600 ft or less). +3 versus Armor Rating. (Ramjet) 1d4 MD per rd or 3d4 MD per 3-rd burst (Wellington/PS Exploders) 2d6 x10 SD per rd or 1d4 MD per 3-rd burst (PSX-2) 3d4 MD per rd, a three round burst does 6d6 MD Can chamber a variety of other ammunition types, including rubber, silver, wood, Glaser, and TW bullets. Rate of Fire:Single shot or 3-shot burst Payload: 7- or 15-shot clips Features: *Corrosion-proof construction. *Top-rail and underbarrel bayonet attachment point. *Optional bipod or pintle mounting *Optional Smart-sighting Bonuses: Balanced for shooting; +1 to strike with an aimed shot Cost: 7,500 credits Options: *Mercury Bead Recoil Control----Absorbs recoil from rapid fire bursts, and provides a +1 to strike with three-shot bursts. Cost: 2,000 credits.
Last edited by taalismn on Thu Feb 04, 2010 7:03 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
Shark_Force wrote:i'm still waiting for someone to present a 3-stage round (regular ==> ramjet ==> scramjet) and make the boom gun look like a pea-shooter personally
but that does look like a nice (relatively) inexpensive weapon that would be good for militias and whatnot.
mmm...you've given me new ideas for tank gun ammunition...The old Shillelagh gun-cannon was an unmitigated disaster, but this...has possiblilities...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
Paladin Steel AR-15G ‘Grendelsbane’ Automatic Rifle i love this weapon but ...... do you have any depleted uranium round for hard target as well as under barrel grenade launcher systems either single or mulit shot systems ? ask a customer to a P.S sale rep
let your YES be YES and your NO be NO but plz no maybe
ZINO wrote:Paladin Steel AR-15G ‘Grendelsbane’ Automatic Rifle i love this weapon but ...... do you have any depleted uranium round for hard target as well as under barrel grenade launcher systems either single or mulit shot systems ? ask a customer to a P.S sale rep
You COULD mount a standard underbarrel grenade launcher, or even a 1-3 shot micromissile launcher if you could, and I left the note: "Can use specialized ammunition' to leave open the possibility of using DU-, U-, hollow-point, TW, and other ammunition types. If you're mounting a GL under the barrel though, you're probably better off getting a lower-caliber weapon with a better rate of fire and ammunition capacity(or an energy rifle), since the .50-cal's supposed to be the heavy weapon here...it would be like putting a grenade launcher on a Barret sniper rifle; messing with a specialized weapon when what you probably need is a more generalized weapon type.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
ZINO wrote:Paladin Steel AR-15G ‘Grendelsbane’ Automatic Rifle i love this weapon but ...... do you have any depleted uranium round for hard target as well as under barrel grenade launcher systems either single or mulit shot systems ? ask a customer to a P.S sale rep
You COULD mount a standard underbarrel grenade launcher, or even a 1-3 shot micromissile launcher if you could, and I left the note: "Can use specialized ammunition' to leave open the possibility of using DU-, U-, hollow-point, TW, and other ammunition types. If you're mounting a GL under the barrel though, you're probably better off getting a lower-caliber weapon with a better rate of fire and ammunition capacity(or an energy rifle), since the .50-cal's supposed to be the heavy weapon here...it would be like putting a grenade launcher on a Barret sniper rifle; messing with a specialized weapon when what you probably need is a more generalized weapon type.
soo what would the damage for a depleted uranium round ?......and they all will have GL as standard issue for my heavy trooper , my elite troops will have smart TW micromissile and which T.W type of warhead do you ready to go as well as standard smart micromissile i say about 120 division size , plus support personal that 60 division size will that the standard Paladin Steel AR-15G ‘Grendelsbane, ho.... by the way my trooper look normal human but are shall we .......say all are huh super ....p.s and p.e to deal with the the problem we are have at hand you follow me told customer to P.S which huge wallet the of a battle !!!!!!!!
let your YES be YES and your NO be NO but plz no maybe
“We’re not the broadsword of the Army, we’re the broad-headed spear...we’re the long-reaching, hard-hitting heavy steel arm that gets way out in front..and jams between the enemy’s ribs...Then we TWIST...”
The Paladin Steel ‘Mantis’ Modular Infantry Robot has had a long and convoluted development history that saw the programme almost canceled and nearly obliterated time and time again, at least four times. Originally, the design was meant as PS’s first totally indigenous combat robot, initiated at roughly the same time as the PSA-11 Power Armor programme, and was meant as a complement to the power armor. With little experience in designing a giant robot, PS engineers set to work on a generic testbed platform that would test their evolving theories on optimal movement, weapons configuration, and balance of mass. Constant budget battles with the Black Moljinar and Mongrel projects almost axed the Mantis programme, but desperate lobbying saved it from Accounting. Early reports of the Coalition’s new Hellfire robot helped anchor the Mantis as a possible response to the new CS machine, and its ulimate combat role began to be defined as a fast-moving, hard-hitting, light attack unit meant at flanking maneuvers and armored cavalry tactics. The emerging design was heavier than that originally envisioned, but was faster and more agile, combining what PS had learned of Coalition developments, and from their own experience with such designs as the Jackalope(especially with regards to jumpjet-equipped heavy exoframes). Improved pilot interfaces promised to allow better multi-tasking by a single pilot, while a modular armaments configuration allowed for quick mission- or pilot-customizable weapons fitouts. Finally, just as the Mantis project was seeing some concrete results in the form of several test prototypes ready to roll(or rather walk), disaster struck in the form of the Mechanoids....The Mantis test facility was one of the victims of the combined raid and EMP cyberattack that was Mad Sunday(also known as the Meltdown); several factories and their databanks were obliterated. The Mantis works, along with the prototypes, were a complete loss, and the project was seen as irrecoverable. But several weeks later, a surprise arrived in the news that a PS field evaluation team, working with the Tundra Rangers at a far distant wilderness testing range, was submitting their reports on the three prototypes they had taken up and out for advanced harsh climate testing. Cut off by distance and inclement weather, the team was unaware that the rest of the project they were working for had been wiped out. PS hurriedly dispatched a team to secure the surviving prototypes and copy the technical documentation that had accompanied the FET. Before the year was over, the Mantis facilities had been reconstructed, and the program back underway. The revised and improved Mantis has finally entered service as a fast strike infantry assault robot, tasked with hunting enemy troops and power armors. While the Mongrel heavy power armor/light robot makes up the main combat lines, the Mantis is more frequently found running around the flanks or performing deep penetration headhunter missions, targeting key enemy assets, such as artillery, command and control, and other ‘mechs. The Coalition’s Hellraiser and Hellfire combat robots have become regular targets of Mantis pilots eager to score against their opposite numbers, especially since the long development time allowed the design teams to learn from observations of the Coalition machines(as well as study of captured/salvaged examples).
Type: PS-IAR-7 Mantis Class: Infantry Assault Robot Crew: 1 MDC/Armor by Location: Main Body 550 Reinforced Crew Compartment 100 Head 200 Light Pulse Laser 40 Light Rail Guns(2) 30 each Modular Arms(2) 140 each Torso Gatling Cannon(1)---45 Legs(2) 200 each Leg Grenade Launchers(2)---40 each Jumpjet Thrusters(4) 50 each Height: 18 ft Width: 10 ft Length: 9 ft Weight: 25 tons Cargo: Minimal space in cabin for a survival pack and sidearms Physical Strength: Robotic P.S. 45 Powerplant: Nuclear Fusion w/ 20 year energy life. Speed:(Running) 100 MPH (Leaping) Can make a standing leap of 25 ft up/across. A jet-boosted leap carries the ‘bot ft up/across 180 ft. Increase distance by 50% with a running start. (Flying) Not Possible (Underwater) Can survive depths down to 800 ft Market Cost: 29 million credits Systems of Note: Standard Robot Systems, plus: *ECCM system: A semi-automatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible). Having an Electronic warfare Skill gains a +15% bonus to operating this system. Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.
Weapons Systems: 1) Head Pulse Laser---Mounted in the center front of the head is a triple-barrel pulse laser cannon, meant primarily for anti-infantry fire. The head pulse laser is typically slaved to fire in synchronization with the head-mounted light rail guns. Range: 2,000 ft Damage: 2d6 MD single shot, 6d6 MD pulse burst Rate of Fire: EPCHH Payload: Effectively Unlimited
2) Light Rail Guns(2)---Mounted on either side of the pulse laser in the head, and looking like an insect’s mandibles, are two six-barrel rapid-fire light rail guns. Both guns working simultaneously can spray enemy infantry and lay down suppressive fire. Range: 4,000 ft Damage: 1d4 MD single rd, 6d6 MD per 30 rd burst Rate of Fire: ECHH; typically fire in concert with each other(and often with the head pulse laser, counting as one attack). Payload: 12,000 rd drum(200 bursts) per gun
3) Modular Weapons Arms(2)---The Mantis has two modular forearms that can be configured with a staggering variety of systems, making customizing a mechine to the mission’s needs or the pilot’s preferences as easy as swapping out armatures.
a) 20mm Autocannon Arm---Similar to the PSA-11’s ‘claw arms; which have a three-fingered claw with a weapon firing through the palm, the Mantis has a larger version of the same. Range: 4,000 ft Damage: Crush/Tear/Pry with Claw 2d4 MD (20mm) 1d4 MD single shot 4d6 MD per 5 rd burst 1d4x10+4 MD per 10 rd burst Airburst does 1d4 MD to 5 ft blast radius(single shot) (PSX 20mm) 4d4 MD single shot 2d4x10 MD per 5 rd burst 4d4x10 MD per 10 rd burst Airburst does 4d4 MD to 5 ft blast radius(single shot) (Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires) 2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires) 6d6 MD per 10 rd burst (3d6x10 HP to vampires) Rate of Fire: Standard Payload:
b)Rail Gun Arm---PS-RG-60 Heavy Rail Gun( a copy of an imported Russian design) Range: 5,000 ft Damage: Crush/Tear/Pry with Claw 2d4 MD 1d6x10 per 20 rd burst Rate of Fire: EGCHH Payload: 3,000 rd drum
c) 25mm Autocannon Arm Range: 4000 ft Damage: Crush/Tear/Pry with Claw 2d4 MD 1d4 x10 MD per HE shell ; blast radius 8 ft. Fragmentation: 4d6 MD to 20 ft radius Plasma/AP : 1d6x10 md to 3 ft radius Rate of Fire: EGCHH Payload: 450 rd cassette drum
d) 30mm Cannon Range:10,000 ft Damage: Crush/Tear/Pry with Claw 2d4 MD 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst Rate of Fire:EPCHH Payload: 400 rds per cannon
e) Heavy Rail Gun----PS-US-RG14PS Boom Gun---PS produces a high-powered rail gun akin to the Glitterboy’s RG-14, only with a different mounting, style, and lack of laser-reflective armor. Note: It lacks the claws Range: 11,000 ft Damage: 3d6x10 MD per shot Sonic shock effects remain unchanged. Rate of Fire: ECHH Payload: 180 rd drum
f) Hellshot 45mm Heavy Rail Gun Note: It lacks the claws Range: 3,300 ft Damage: 3D6x10 MD per shot Rate of Fire: Single shot only; EPCHH Payload: 30 shots
g) Double-Barreled 60mm Launcher Cannon Note: It lacks the claws Range: 20mm Cannon: 4,000 ft 60mm Launcher: 2,200 ft Damage: 20mm Cannon: 1d4 MD single shot 4d6 MD per 5 rd burst 1d4x10+4 MD per 10 rd burst Airburst does 1d4 MD to 5 ft blast radius(single shot) (PSX 20mm) 4d4 MD single shot 2d4x10 MD per 5 rd burst 4d4x10 MD per 10 rd burst Airburst does 4d4 MD to 5 ft blast radius(single shot) (Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires) 2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires) 6d6 MD per 10 rd burst (3d6x10 HP to vampires) 60mm Launcher:(HE) 1d6 MD to 50 ft blast radius (HEAP)3d4x10 MD per round (HESH )(High Explosive Squash Head) - 6D6 MD plus 6D6 SDC to the person(s) inside the object....Particularly effective against power armors and vehicles without a reinforced pilot’s compartment Rate of Fire: 20mm Cannon: Equal to the pilot's combined hand to hand attacks 60mm Launcher: Single shot; equal to the pilot's combined hand to hand attacks Reloading a Cannon or Launcher clip takes one melee action. Payload: 20mm Cannon: 100 rounds 60mm Launcher: 6 rounds
h) MicroMissile Launcher---50 shot pod
i) Mini-Missile Pod---19 shot pod
j)Short Range Missile Launcher----8 missiles
k)Medium Range Missiles----4 missiles
l) Hellfire/Copperhead Missiles Range: 1 mile Damage: High Explosive 2d4x10 MD Rate of Fire: Volleys of 1, 2, or 4 Payload: 8 Bonuses: +5 to strike
m) Long Range Missile-1
n) Flamer Range: 800 ft Damage:(Gasoline/Alcohol) 1d4x10 SDC (Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes (MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes (Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes (WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes. Rate of Fire: ECHH Payload: 100 bursts
o) Melee Claw 1--Extending Triple Vibroblades Range: Melee Damage: 3d6 MD for one claw, 9d6 MD for all three extended.
p) Melee Claw 2---Triple Buzzsaw Head Range: Melee MDC per Blade:45 Damage: 6d6 MD per slash, 2d4x10 MD per full melee cut
q) Melee Claw 3---Plasma Scythe---Derived from studies of Kittani weaponry Range: Melee Damage: 1d4x10 MD on a slash Can also fire a short range(500 ft) plasma blast that does 5d6 MD to a 12 ft wide swathe once per melee
r) Melee Claw 4---Power Ram Range: 10 ft Damage: 3d6x10 MD! Rate of Fire: Once per melee; recocking takes one action Payload: Effectively Unlimited
s) Laser Claw(PSMBL-5000B) Range: 6,000 ft Damage: Crush/Tear/Pry with Claw 2d4 MD (Laser) 2d6 MD single blast, 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast Rate of Fire: ECHH Payload: Effectively Unlimited
t) Laser/Missile Arm---Bundles a pulse laser and a 20mm micromissile launcher system. Range:(Laser) 7,000 ft (Micro-Missiles) 8,000 ft for all types Damage:(Laser)2d4 MD single blast, 3d6 MD double blast, 1d4x10 MD quad blast (Micro-Missiles)(Pattern-2a) 4d4 MD to 2 ft blast radius (Pattern-2b)6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode (Pattern-2c)(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees Rate of Fire: (Laser)ECHH (Micro-Missiles) Volleys of 1-10 Bonuses: (Micro-Missiles)(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip. Payload: (Laser)Effectively Unlimited (Micro-Missiles) 40
u) Heavy Laser---A heavier single-barrel laser cannon, based on a weapon acquired from South America(the ATL-7 Anti-Tank Laser) Range: 3,000 ft Damage: 3d6x10+10 MD per single shot Rate of Fire: Four shots per melee Payload: Effectively Unlimited
v)Plasma Claw---Adapted from PS’s PPR-3 Serap Heavy Plasma Projector. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder Range:(Plasma Stream) 2000 ft (Plasma Bolt) 1500 ft Damage: Crush/Tear/Pry with Claw 2d4 MD (Plasma Stream) 1d6x10 MD per blast* *Can be increased by 50% with a ‘hot shot’ injection of deuterium gas (Plasma Bolt) 1d4x10 MD to 8 ft blast radius Rate of Fire: Single shot, ECHH Payload: Effectively Unlimited Deuterium Gas Reservoir has enough gas under pressure for 20 shots.
w) Ion Cannon Range: 4,000 ft Damage: 1d6x10 +7 MD per energy burst Rate of Fire: EGCHH Payload: Effectively Unlimited
x) Particle Beam Cannon Range: 4,500 ft Damage:1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD! Rate of Fire: EGCHH Payload: Effectively Unlimited
y) Chemical Sprayer Range: 400 ft Damage: If loaded with water, it does 1d4x10 HP to vampires Rate of Fire: ECHH Payload: 200 blast reservoir/tank
z) Magepod System---The Mage Pod is probably the most significant technology and option to come out of PS’s earlyy robotics programs. The Mage Pod also represents a crowning achievement for Paladin Steel’s industrial-magery division, and helped establish it as a power to be reckoned with in the PS organization(it had previously been regarded as a ‘cottage industry’ department compared to the large-scale assembly-line centered Heavy Machinery, Aviation, and Naval Engineering sections). The Mage Pod is an effort to develop a modular TechnoWizardry weapon, applicable to vehicles and robots, and is a TW weapons module that incorporates a PPE Battery(Maximum Strength: 500 PPE!) and a pre-programmed crystal spell projector, with hardwired activator spells(Energy Bolt, Energy Field, Domination[for mental spells], and Wind Rush). The heart of the system, though, lies between the crystal lenses and the PPE Battery. There are three option spaces for Spell Cards. What’s a Spell Card? A Spell Card is a brick-sized wafer of pure iron, crystals, and wiring(typically a large percentage of the wiring consists of gold or silver), woven in mystic configurations, typically around a central gemstone or crystal lense/’lasing’ element, and incorporating a ‘hardwired’ spell. The Spell Card can be simply installed in the Mage Pod’s option slot( a matter of 10-15 minutes to check for correct lense alignment), fed PPE from the Battery via the activator spell, and projected via the crystal ‘shooter’. Instant spell magic! This system also allows the weapons system to be specifically configured to a particular mission needs(i.e. , a Minotaur wheeled tank expected to act as an ECM/ECCM vehicle might carry Frequency Jamming, Illusion, and Illusion Booster, while a vampire hunter might carry Globe of Daylight, Circle of Rain, and Water Wisp). The Mage Pod has a few drawbacks; one is the fact that the mys-technology is still new and fairly expensive. Spell Cards are rather rare and hard to come by on the market(currently available direct from PS only). The other is that currently only simple single spells can be incorporated into the Spell Card module. Combined effect spells cannot currently be incorporated, though PS is working feverishly on the means to do so.
The model described is a MagePod Model 0.1C, a (slight) refinement over the original model, and featuring a three-slot Spell Card ‘magazine’, allowing the operators to clicke between three spells with the flip of a switch. Weight: 1,000 lbs Range: Varies by spell Damage/Duration: Varies by spell Rate of Fire: EPCHH PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF. (So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle). Payload: Draws from the main PPE Battery, but can also draw upon the robot’s/vehicle’s other PPE reserves/batteries(if any have been fitted). In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE. Bonuses: As per spell(if any) Cost: The basic Mage Pod system costs about 1 million credits Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers) *500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells) *Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems. PPE Generators: PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus (Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus (‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus (‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus Cost:(Light)----500,000 credits (Medium)-----1 million credits (‘Wizard’)----2 million credits (‘Sorcerer’)---- 3 million credits
4) Torso-Mount Gatling Gun---12.7mm PS-MRG03 Snub-nose Short Gatling Gun : This high-powered four-barreled gatling rail cannon features enormous damage potential, and fair range in a small package. The MRG-03 trades range for blistering short-range fire power, and is frequently used as a ‘streetsweeper’ in built-up areas. The mini-turret has a 60 degree arc of fire in all directions. MDC: 30 Weight: 50lbs Range: 2000 ft Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst, 2D6x10 +60 per Full Melee Burst of 40 rounds Rate of Fire: EGCHH Payload: 600 rounds
5) Leg 30mm Grenade Launchers---Mounted just above the ‘bot’s knees on each leg is a small rotary grenade launcher that throws grenades similar to those used in the Northern Gun ‘SuperLaser’ pistol. Primarily used to clear a zone around the ‘mech of enemy infantry and other small obstacles. Range:1,200 ft Damage: (SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius (High Explosive) 6d6x10 SDC to 4 ft radius (Armor Piercing) 1d4x100 SDC, no blast radius (Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown (Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
(MD)(HE) 2d6(12 ft blast radius) A 5 rd burst does 1d4x10 MD to an 20 ft area (Armor-Piercing) 4d6(3 ft blast radius) A 5 rd burst does 1d4x10 MD to an 9 ft area (light micro-fusion) 6d6 MD (12 ft blast radius) A 5 rd burst does 1d6x10 MD to an 25 ft area (HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together. HESH rounds do NOT have a blast radius. 3D6 MD plus 4D6 SDC to the person(s) inside the object. (Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.
The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades. Rate of Fire: ECHH Payload: 50 rds each
6) Hand to Hand Combat: Robot Combat Elite provides the following bonuses for Mantis combat: +1 APM at level one, three, six, and twelve +3 roll +3 Initiative +2 strike in hand to hand melee attacks +2 Dodge while standing, +4 to dodge running and jumping Punch 2D4 MD Power Punch(2 attacks) 3d6 MD Kick 2D6 MD Leap Kick(2 attacks) 3d6 MD Running Leap Kick 6d6 MD and can only be done at the beginning of a melee round, using up all but one attack that melee. Has a 35% chance of knocking giant-sized opponents over, forcing them to lose 2 APM and initiative getting back up. Variants: *PS-IAR-7C---Two-seater model; otherwise identical to regular production models. *PS-IAR-7D Dark Mantis--Stealth variant. Among other changes, the 7D removes the torso gatling cannon in favor of an EW jamming suite (thermal, radar, and motion sensors have only a 20% chance of detecting the ‘mech, and radar/laser-guided weaponry are -2 to strike the Dark Mantis). *PS-IAR-7F Shield Mantis---Experimental model that replaces the torso gatling gun with a PSFFG-200 Force Field Generator with 200 MDC. *PS-IAR-7G GlitterMantis---Limited production run fitted with Glitterboy-style chromium armor, before the advent of ‘nonpolish’ laser-ablative armor. *PS-IAR-7S StarMantis---Space-adapted Mantis, with extra radiation shielding, improved maneuvering thrusters(can hit speeds of 360 MPH in space), and molecular grippers on its legs for clinging to space stations, spacecraft, and celestial objects in microgravity. Removes the torso gatling gun for additional systemry.
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
ZINO wrote: soo what would the damage for a depleted uranium round ?......and they all will have GL as standard issue for my heavy trooper , my elite troops will have smart TW micromissile and which T.W type of warhead do you ready to go as well as standard smart micromissile i say about 120 division size , plus support personal that 60 division size will that the standard Paladin Steel AR-15G ‘Grendelsbane, ho.... by the way my trooper look normal human but are shall we .......say all are huh super ....p.s and p.e to deal with the the problem we are have at hand you follow me told customer to P.S which huge wallet the of a battle !!!!!!!!
Okay, according to notes for Triax DU-rounds, they do 25% more damage than a regular round, and since they're kinetic and not explosive weapons, their damage is largely dependent on projectile speed...so a cutdown .50cal round doing 6d6 SD would do 7d6+3 SDC, and where they would do 1d4x10 SDC, they do 1d4x10+10 SDC. I'd also toss in a +2 versus Armor Rating. For MD work, you're better off using ramjets. TW Micromissiles? Nothing yet. I'd suggest looking at TW Arrowheads for ideas, but really, if you've got an exploding warhead already, a magic warhead effect on top of that doesn't add much unless you're hunting beings vulnerable to magic.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
Thanks. Hope to have more up soon, but original R&D takes time and blood, and I don't wanna re-invent the Browning .50-cal fifty times over or so.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
“What the hell is that thing?! A Link Trainer? Do you think you have enough quarters to keep it going in combat?”
“This thing looks like a manned kamikaze cruise missile...especially with that ejection system...and while it may be fast, the down-and-forward positioning of the cockpit windshield gives you a great view of the ground, but you can’t look back over your shoulder to spot the guy who’s climbing behind you on your six...”
“Say what you will about the design, the facts are that the Vixen is no more awkward than a SAMAS, and is damn faster...and unlike a regular fighter, this little bastard really CAN fly at Mach One down a building corridor, stop on a dime, and corner like a hellion...I should know...I once cleared out a skyscrapper full of Coalition troopers by going in one end at top speed, leading the shockwave and knocking them all down inside, then cornering on the other side and cutting up any who were still standing by the (shattered) windows with my cannon... Did a stop and pop hiding from Coalition jets and skycycles that same day too...they never could get the hang of me hiding in narrows, and then snapping up behind them to kill them from behind...Flight control interface practically reads your mind, lets you pilot even with g-forces pinning your arms, allowing you to fly this thing with your mind solo.”
“You went supersonic INSIDE a building? You are one crazy chick....great looking chick in that outfit, but crazy nevertheless...”
The Vixen was one of Paladin Steel’s first major experiments to produce a weapons system using its newly developed GMR technology, and it was developed in parallel with the Night Flyer (PA-11 Flying Steath Power Armor) program, the two projects often sharing information and technology. However, despite the shining successes of Vixen tests, the unconventional design and expense of it kept the vehicle’s production and development a low priority. Paladin Steel maintained several dozen machines for special operations, but for the most part, these craft spent their time testing various modifications of the pilot interface, ECM, or GMR drive systems, and rarely ever shed their bright orange, high-visibility, prototype paint jobs. Invariably, plans to upgrade the design, or else streamline it for larger production, resulted in the planned modification program spinning off to become its own production line....the Vixen serving as a testbed for more conventional vehicles. Such craft included the Sparrowhawk Light Aerospace Fighter, and many other vehicles that can trace their design lineage to the Vixen. Under the new post-109 PA administration of Paladin Steel, however, newly-appointed CEO Deneva Khalane made cleaning up old projects and revamping older machines a priority in her company, either cutting them from the development budget, or else giving them the funding to be completed while they were still relevant. The Vixen R&D team, a proud gang of stalwarts who never gave up hope that their day would come, successfully lobbied for the Vixen to finally achieve its due, and the project was reopened. At the time of the project’s inception in 102 PA, Paladin Steel’s intention was to produce a small, fast, agile cutting-edge technology attack craft. The design was intended to incorporate some of the company’s most advanced technologies, including lightweight fusion powerplants, energy weapons, and the GMR(Gravi-Magnetic Resist)(a superconductor material with certain levitating properties in Earth's gravitic/electromagnetic field) material introduced by Paladin Steel, and the advanced flight control and pilot interface systems then being adapted/ developed by its newly formed robotics team. The Vixen was tested in secret, by an elite engineering group, at Paladin Steel's West Coast test range. The Vixen falls somewhere between a heavy power armor and true aircraft. The vehicle, as it emerged, resembles a crude caricature of an aircraft, an incredibly short, blunt, and stubby airframe with a stub tail, bulging cyclopean canopy in the nose, and a seemingly oversized engine thruster sticking out the back end.The single pilot flies the craft in a prone position, looking out through the heavily armored bubble-nose with an excellent view below, but only modest visibility ‘over the shoulder’, and straddling a cushioned rest like a Skycycle pilot. Access and emergency escape is through a dorsal hatch. The prone position and small size of the craft make emergency exits difficult to say the least, the ‘face-first’ posture of the pilot makes a crashlanding a particularly terrifying prospect, and many pilots initially balked at the thought of entering a high-powered experimental aircraft without a proper ejection seat system. Subsequent attempts to modify and add a ‘drogue-drag’, or ‘sled’ ejection seat have met with mixed results, and most engineers agree that the configuration of the Vixen with regard to emergency bailout is one of the design’s most glaring design flaws. The Vixen has been called even more of a flying brick than the PS Moth, and less of a Vixen, than a 'Killer Guppy'. Part of the later modification program involved streamlining the pudgy Vixen into an even slimmer, more angular shape better suited for stealth/low visibility operations, with a better safety system design. For all its lack of esthetics, though, the Vixen is incredibly responsive and agile, with hummingbird-like control, and a surprising turn of speed. The Vixen uses a 'dumbed-down' 'dog-brain' AI system, to complement the Power-Armor-grade reflex control system, as well as to better control its directed thrust flight system. To further assist the pilot manage the various systems, the Vixen uses a voice-response system, tied in to the 'dog-brain'.....this system can respond to simple verbal commands, and can report on systems conditions, and call out alerts. The AI also reduces pilot work-load, by managing routine duties and assisting with responses. This interface system can be augmented with a full-body suit interface(making the Vixen one of the few non-humanoid configuration vehicles to be able to benefit from a somatic bodyweb interface), or a direct cyberlinkage. Despite their reservations about the prone pilot position, once they strap in, pilots have reported the Vixen to be a thrill to fly, referring to the experience as ‘riding the porpoise’, or ‘bodysurfing’. The heart of the Vixen's propulsion system is a powerful GMR-coil coupled to a turbofan hover system similar to that used by Triax's pod-series hovercraft. Combined with the Vixen's small size, this powerful drive system can rocket the tiny craft to Mach speed, yet also give the craft superb maneuverability at slower speeds. This earlier, cruder, form of contra-gravity propulsion was later upgraded with an even more powerful true contra-gravity propulsion unit with the technology exchanges with out-dimension trading partners, making the Vixen even faster and more responsive. While(initially) lightly armed for an air combat vehicle, the Vixen is extremely well armored for its size, and its speed and handling promise to make it fierce competition for the Coalition's Sky Cycles and SAMAS units. The 109 PA upgrades have focused attention on the armaments with an eye towards adapting the modularity so common to other PS designs to the Vixen. The side ‘outrigger pods’ are now modular, and can be quickly refitted to accommodate a variety of different weapons. Its electronics suite ECM systems, make the Vixen the equivalent of Bandito Arms' Wild Weasel SAMAS, and PS has not tampered with this. In many ways, the Vixen is intended to be a competitor to the Wild Weasel; faster, more agile, with a better chance at survival. The Vixen is a truly sophisticated little beast, a miracle of post-Rifts technological miniaturization, which may be its greatest drawback. Should the Vixen go into large scale production, it’s estimated that its cost will be equal to, perhaps greater than, the USA-10 Glitterboy(from which the Vixen draws much design inspiration); roughly 25-30 million credits, very much at odds with Paladin Steel's past policy of less expensive, affordable systems. Back in 102 PS elected to build a limited number of Vixens for its own security forces, rather than mass produce them for the general market ...those machines ended up spending more time as test platforms than anything else, though several spectacular special ops missions were carried out during that time. These successes included the 107 shooting down of Coalition Air Marshall Daniel Stryker on his way to organize the Eastern Air campaign against Free Quebec(and presumably Greater New England), the interception of several nuclear tipped cruise missiles over Long Island Sound(aimed at targets in the GNE...the responsible party has never been identified), and the destruction of the Guwardi Object in New Mexico, 108 PA. These missions helped bolster the Vixen’s image in the minds of military planners in justifying further expenditures. As of 112 PA, the new Vixen is still very much a specialist machine, too large to be called a power armor, but too slow and underweight to be called an aerospace fighter. However, its multi-environment performance, stealthy operations, and surprisingly heavy armament, coupled with its small size, make it a dangerous foe that should not be underestimated. As a result, this light fighter is likely to remain a staple of SpecFor units and special operations squads for the foreseeable future. The Vixen takes its name from early control trials, when the design’s female test pilot, inadvertantly(or so she claimed later) assumed a rather sexy pose while being fitted with somatic reflex control sensors, in front of the documentation recorders, prompting one PS engineer to dub the design(at least, that's what they assume he was referring to) 'a real vixen!"(before he was belted by his female colleagues). Paladin Steel officials were just grateful for any name besides "Killer Guppy" or "Fighter Pod" to describe the craft and the 'Vixen' tag stuck....
Type: PS-XLVX-U66W-ULAFAV-X-01 Class: (Experimental) Ultra-Light Aerodyne Flying Armor Vehicle Date of Introduction: 103 PA, Block III Modification 109 PA. Crew: One(cannot wear more than light armor) M.D.C./Armor by Location: Main Body 400 Outrigger Weapon Pods(2) 180 each Main Thruster 100 Rapid-Fire Energy Cannon 80 Height: 6.5 ft Width: 8.5 ft Length: 10 ft Weight: 3.2 tons Cargo: Minimal; limited to a survival pack and side arm Power Plant: Nuclear Fusion, 10 year life Speed: (Flying) Hover to 1400 MPH(Mach 2). Is considered to be transatmospheric, but Maximum Operational Altitude is regarded as 40,000 ft. (Space) The switch to a pure contra-gravity drive system now allows the Vixen to perform in space; Mach 7. (Underwater) Limited; the Vixen can actually survive and travel underwater, at 60 MPH. Maximum Depth 800 ft Market Price: Currently not available for sale. Estimated Black Market price 9-15 million credits, if not more Construction Features: Standard Robot Systems, plus: Life Support----72 hour air supply, 19 week recirculation Environmental Shielding/Insulation Voice-Actuated Locking System External Spotlights---600 ft range Loudspeaker----80 decibels Audio/Visual Flight Recorder Combat/Targeting Computer---30 mile range Laser Targeting(+2 strike w/ ranged weapons) Head Up Display(HUD) in Cockpit-bowl 10 gallon water refrigeration tank and 2 week condensed nutrient supply dispensers in Cockpit-bowl Radio: 300 miles Self-Destruct System----Currently, given the special operations nature of the Vixen, PS has fitted the production models with demolition charges/overload drivers to keep the units from falling into the wrong hands. Sensors: External Audio Pickup-----4000 ft Radar---Track/ID 98 targets at 100 miles range Infrared/Ultra-Violet Optics-------2000 ft Telescopic/Image Enhancement Optics----6000 ft Thermo-Imaging-------2000 ft Motion Detector/Collision Warning System(particularly useful for maneuvering in close quarters)---200 ft
Weapons Systems: 1)Rapid Fire Energy Cannon---A variant of the Paladin Steel PS-AWD-MTL-1 Tri-Laser, and mounted on an underslung gimbal-mount with 90-degree depression, and 120-degree arc of fire. Range:6000 ft Damage: 4d6 MD single blast 1d4x10 +6 MD double blast 1d6x10 +10 MD triple blast Rate of Fire: EPCHH Payload:Unlimited linked to nuclear power source
2) Outrigger Weapons Pods(2)---The two large outrigger ‘pontoon’ pods that make up nearly half of the Vixen’s mass have been refitted with modular mounting interiors, allowing them to accommodate a variety of different weapons and avionics configurations. a)Heavy Autocannon Pod ----These are the original armaments; two heavy 30mm autocannon pods, mounted in the outrigger hulls, can deliver a massive punch at short range, punching through armor and tearing smaller power armor apart in a matter of seconds. Range: 10,000 ft Damage:Single rd does 3d6 MD 20 rd burst does 2d6x10 MD 4d6x10 MD for a double simultaneous burst from both cannon (Counts as one attack) Rate of Fire: EPCHH Payload: 2000 rds per cannon(100 bursts)
b) PS-XGECAL 50 “Ripkiller” ---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). Some military analysts at PS are rather critical of this weapon, citing its reliance on specialized ammunition, and its potential, in the hands of an inexperienced gunner, to empty its ammunition reserve too quickly, leaving the gunner without their primary weapon at a critical time. The great range of the weapon, increasing supplies of explosive ammunition, as well as newer, more durable, space-manufactured gun barrel materials, may save the PS-XGECAL 50 yet, in the eyes of VFS officials. 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) (Simultaneous bursts from TWO cannons) 1d4x10 MD per 24 shot burst(1 attack), 2d4x10 MD per 48 rd burst(2 attacks), 4d4x10 MD per 120 rd burst(3 attacks), 1d4x100 MD per 240 shot burst(takes ALL attacks that melee) Rate of Fire: ECHH Payload: 2,400 round drum (20 full-melee bursts)
c) Heavy Rail Gun Pod----KTH-65 32mm Assault Rail Gun Pod, license-manufactured from Kera-Tech. 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
d) Heavy Laser Cannon Range: 6,000 ft Damage:2d4x10 MD per blast Rate of Fire: ECHH Payload: Effectively Unlimited
e) Particle Beam Cannon---This powerful system uses Viritalium technology, pioneered in the ‘BlueBolt’ infantry weapon, to enhance the damage potential. Range: 5,000 ft Damage: 2d4x10 MD per blast, but on a strike roll of 18 or more, the weapon does 3d6x10+10 MD! Rate of Fire: ECHH Payload: Effectively Unlimited
f) Plasma Cannon Range:4,500 ft Damage: 2d6x10 MD per blast Rate of Fire: EPCHH Payload: Effectively Unlimited Optional: Can also be fitted to fire in ‘sprayfire’ mode; splitting the plasma discharge into a dozen smaller plasma mini-bolts. Range drops to 2,000 ft, but the bolts do 5d6 MD to a 30 ft wide area.
g)Plasma Torpedo Launcher Range: 5,200 ft Damage:1d4x10 MD to 18 ft blast radius Rate of Fire: Three times per melee Payload: Effectively Unlimited
h)Ion cannon Range:4,000 ft Damage: 1d6x10+10 MD per shot Rate of Fire: ECHH Payload:Effectively Unlimited Optional: Can also be fitted to fire in ‘Arc-shock’ mode: 1d6x10 MD per bolt to primary target. Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning disipates. Secondary targets can attempt to dodge the energy ball as standard. Secondary targets will take HALF damage(4d6 MD). Does only 1/4 of the original damage if the secondary targets are non-metallic or grounded Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round. 50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees. Beings susceptible to electricity take DOUBLE damage.
i) Micro-Missile Launchers---15mm format micro-missile launchers. Perfect for so-called ‘firefry’ attacks. Range: Pattern-1A 5,700 ft Pattern-1B 6,000 ft Pattern-1C 6,000 ft Pattern-1D 7,000 ft Pattern-1E 7,500 ft Damage/Bonuses: Pattern-1A---1d4 MD to 2 ft blast radius Pattern-1B---1d6 MD to 5 ft blast radius Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode Pattern-1E---1d4x10 MD to 3 ft blast radius Bonuses: Pattern-1A (None) Spin-Stabilized Pattern-1B (None) Gyro-Compass Chip Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip. Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip. Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip. Rate of Fire: Volleys of 1-10 Payload: 50 micro-missiles per launcher
k) T-410 Missile Launcher Gun System----This is simply a scale up to the 20mm projectiles used in the McMAALR-18 ‘Fire Orchid’ 20mm Anti-Aircraft Micro-Missile Launcher. It uses the electromagnetic massdriver system of the previous T-310 System. With a slightly heavier missile and slightly larger stator-ring system, the T-410 has improved range, punch, and accuracy. Range: (T-410)Gun launcher fires the micromissile out to about 8,200 ft, whereafter the rocket propulsion takes over. (Micromissiles)8,000 ft for all types Damage/Bonuses: (T-410) Pattern-2a---4d4 MD to 2 ft blast radius Pattern-2b----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode Pattern-2c----(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees Bonuses: (T-410) (All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip. Rate of Fire: Bursts of 3-40 rds per melee PS is rumored to be experimenting with versions that can fire as many as 100 missiles in a melee round(or 400 mimis in a minute!) or more! Payload: 200 rd magazine Cost: 150,000 credits for the T-410 Gun System (Pattern-2a) 90 credits each (Pattern-2b)130 credits each (Pattern-2c)150 credits each
k)Mini-Missile Launcher---Each pod holds 20 MMs
l) Short Range Missile Launcher---Each pod holds 5 SRMs
m) Medium Range Missiles---Each pod holds 3 MRMs.
n) Long Range Missiles---Though rarely carried, one LRM can be carried in each pod(for a total of two). Vixens will typically carry LRMs configured as decoy-drones, deep recon drones, or disposable jammers.
o) Recon Pod---A photo-optical imaging pod with low light, multi-spectral, panoramic optics and digital and/or photoreactive film cameras.
p) Cargo Pod---Typically carried by special operations(SO) craft conducting covert resupply of guerrillas or deep-field espionage operatives. Each pod can carry up to 500 lbs of cargo.
q) Forcefield Generator---Generates a 200 MDC field. Two can be carried and their fields synched for a cumulative 400 MDC!
3) ECM Suite ----Paladin Steel copy of the Wild Weasel SAMAS' infamous Black Boxes.......an imitation Bandito Arms doesn't find flattering, and that the Coalition would be very disturbed by, if they knew of it(which they don't). (The following is cribbed from RWB14: New West, pg 186) Range: (Offensive Jamming) 100 mile radius 01-65% Jams communications into indecipherable white noise 66-00% No effect! (Missile Jamming) 2000 ft Missiles are -7 to strike on a successful weapons systems or electronic countermeasures skill roll, +10% from the 'dog brain' AI Targeting Uplink---Allows the Vixen to act as a forward observer and target designator. Up to 24 units can be linked via scrambled, encrypted radio(still subject to broad-band jamming), or direct-line laser com link(must have line of sight on the Vixen, however). All units linked to the Vixen receive +1 on initiative and +1 to strike/dodge designated targets
4) Chaff/Flare Launchers(2)---Located between the outriggers, on the underside of the machine, below the engine is another Wild Weasel derivation; a chaff-flare decoy launcher rack. Damage: None; similar to Triax-style chaff 01-50 Enemy Missile or volley detonates in chaff and threat is neutralized 51-75 Missile/Volley diverts and may pursue/lock on to other targets 76-00 No Effect! Missile(s) still on target! Will also temporarily blind and impede flying monsters who fy into it. Reduce APMs/combat bonuses/ speed by half for 1d4 melees Payload: 12 per launcher, 24 total.
5) Optional Missile Racks----Though not really intended to carry additional ordnance, the Vixen can carry weapons slung between the two outrigger pods. However, the addition of missiles tends to spoil the Vixen's performance characteristics, imposing penalties on its speed and handling. When equipped with missiles, test pilots predict, the most likely course will be to fire the missiles at long range, and either go to guns or flee at speed. Can Carry 2 Medium range missiles, OR 4 Short Range missiles OR 8 Mini-missiles BUT reduce speed by 20%, and -1 to dodge.
Combat Bonuses from Special Vixen Combat Training (Currently available only from Paladin Steel) +2 attacks per melee(in addition to pilot's HTH) One additional attack at levels 5 and 10 +2 Strike w/ Ranged Weaponry No Parry +3 Roll +6 Dodge +3 Initiative
Options:
*Manipulator Arms(4)---Early when, it was apparent that the Vixen was emerging as an ANTI-GRAVITY fighter, PS engineers began to experiment with the idea of AG-designs replacing the power armors and flying robots then under consideration. The idea of a manipulator-equipped anti-gravity platform that could perform the same tasks as a power armor was especially endorsed by Paladin Steel West engineers, who were talking with their allies in the CTE. The idea has yet to gain acceptance, and conventional power armors are not going to be replaced by pure contra-grav vehicles any time soon, but the Vixen was tested with robotic arms. For a number of tasks and mission profiles, robotic arms were deemed suitable and desireable, and the equipment offered as an option. This option mounts the Vixen with two retractable manipulator arms(70 MDC each, robotic P.S. of 30). Two additional armatures can be fitted, further back down the hull; these armatures are typically fitted with capture claws, magnetic clamps, or hull cutters. Vixens fitted with this equipment are typically regularly involved in snatch-and-grab missions, boarding, and sabotage, latching onto a vessel or aircraft, and cutting into them, or engaging in some other form of sabotage.
Variants: Paladin Steel has constructed a series of more radically modified Vixens for special purposes:
*XLVX-U66W-01C---This variant rebuilt the central hull to a more conventional recumbant seating position, to address concerns that the supine position originally designed limited visibility ‘over the shoulder’, as well as was less suited to high-gee ergonomics. The 01C version is slightly faster, with better handling during high speed turns, but is slightly less responsive(only +2 to initiative, and +5 to dodge). Speed: Maximum speed is now Mach 2.5
*XLVX-U66W-01S---’Stealth Vixen’(aka ‘Black Fox’, ‘Sable’)---This model has an even more angular appearance, and is constructed of special radar- and sensor-absorbant materials, affording the little fighter advanced stealth capabilities. The ‘Stealth’ is being developed for deep penetration and ELINT missions. Stealth Bonuses: +4 to initiative, and enjoys an 80% chance of going undetected by radar and long range sensors
*XLVX-U66W-01M---Advanced amphibious operations model (aka ‘Water Fox’, ‘Sprite’). This variant is even better equipped for submarine operations, with a maximum dive depth of 1 mile. Other features include an external manipulator arm(10 MDC, Robotic PS of 20), advanced sonar(20 mile range). It has also been fitted with supercavitation transducers, allowing the vehicle to set new underwater speed records of 450 MPH! The Marine version has the option of being fitted with Supercavitation Ammunition-compatible guns, torpedo pods, and SeaFire missiles.
Last edited by taalismn on Thu Feb 25, 2010 4:00 pm, edited 1 time in total.
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
ZINO wrote:i love it but have a hard time seen this mecha /robot what would you compare it to tailman ?
from the sound of it, you know that cardboard tube at the center of a roll of paper towels? tape a rocket booster on the back, put a person lying down facing forward inside, and then staple some guns to it. probably add some fins for control surfaces (don't need them to fly, it's contra-grav)
ZINO wrote:i love it but have a hard time seen this mecha /robot what would you compare it to tailman ?
from the sound of it, you know that cardboard tube at the center of a roll of paper towels? tape a rocket booster on the back, put a person lying down facing forward inside, and then staple some guns to it. probably add some fins for control surfaces (don't need them to fly, it's contra-grav)
Or one of the early lifting body testbeds, with two nacelles nearly the same length as the main body bolted on the sides, a cockpit canopy in the very nose, with the glazing peeking over the ventral edge, a big-mother engine venturi sticking out the back, and a retractable gun turret on the bottom. It could also look like some of the early American rocket planes(which researched prone position), with really abbreviated wings and a BIG engine.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
ZINO wrote:wow thanks man you awesome and how about this one Paladin Steel ‘Mantis’ Modular Infantry Robot
Nothing for that one, I'm afraid. Think insectile giant robot is all I can say at this point.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"