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Re: Paladin Steel Storefront
Posted: Sat Feb 13, 2010 11:54 pm
by taalismn
I -AM- one, or at least a fairly good doodler, it's just that sadly it's been neglected the last few years because I have so much else on my plate to do/read/experience/should get off my backside and do....
Re: Paladin Steel Storefront
Posted: Mon Feb 15, 2010 7:35 pm
by taalismn
Paladin Steel Chandar Medium Hovertank
(aka ‘DeathSteed’, ‘Slipper’, ‘SuperSkate’)
She grimaced as she squinted at the distant thin haze, a smudge of darkness rising above the dark green smudge on the horizon.
The elven cyberknight looked up from where she was working on the port side rail gun turret of the grounded Chandar and took note of her friend’s apprehensive expression. Dirt covered her face, and she was panting in the thin air at the edges of the green zone, before the magically-grown jungles sparsed out into red desert, but her well-honed danger sense was undiminished. She could see worry written on her friend’s calm countenance.
“Bad news?”
“Yes...They’ve caught up to us....no doubt calling the trail of scent their late scouts left on us...” The black-battle-bikini-clad warrior android gestured at the streaks of dried green staining the sides of the battered tank. “I estimate they will be on us in six minutes, no more... and we still have not re-established communications with the rest of the expedition. So, yes...it is...bad news indeed. “
Tossing her tools inside the open side hatch, Ikara reached for her armor
“Hey Arcos! How long ‘til you get this thing fixed?!”
A dull thud came from inside the hoverskirts, followed by a muffled voice cursing, before one of the skirt side panels flexed open and a sweat-matted head of red hair stuck out, not quite concealing the glare the head’s owner directed at her.
“It will take me at least an hour! It’s completely slimed in here! I just got the life support air compressors working again!”
“You got five minutes to give us propulsion again”, the elven cyberknight broke in, gesturing towards the gathering swarm on the horizon.”Before the neighbors come calling. What’s the holdup?”
“You should ask! The damn turbine hub’s glommed up with insect guts! Damn, but that stuff CLOTS!”
“You weren’t complaining when I rammed our way out of that boil! Now, get moving! We got a swarm coming!”
“####! ALREADY!?”
“YES! We’ll try to buy some time, but the sooner you get this slab running and running, the better! Not an hour, five minutes..or are you just like all the other guys...promise big guns but claim exhaustion when it’s really time to stand and deliver?”
“Damn, you know how to hurt a guy! Okay, my word, I’ll have it fixed!” The dark head snapped back inside, but not before looking up appreciatively at the two statuesque blondes regarding him.
(Muffled and grumbled)“...by the way, nice arse...”
“What was that?” THUMP!
“I SAID, NICE of you to ASK if I needed any help!”
“That’s what I thought you said.” Izara murmurred.
Ikara looked askance at the buxom psyberoid in some frustration.
“You know, Iz, that wasn’t what he said?”
“I know, but the boy has to have his dreams...it may be all he has left..” the android warrior gestured at the closing insect swarm, then she sprang to the top of the grounded hovertank. “TAMYA! You all right in there? Any problems?“ she called down into the tank’s main turret.
The reply came over the external intercom “Perfect...my ex-master was a gunnery officer on a pirate raider...when he had no pressing need for my services, he kept me chained to the deck guns...I am quite familiar with heavy weapons as a result...” As if to prove the ex-slave girl’s point, the triple-barrelled laser turret smoothly hummed and whirled to face the approaching enemy.
Izara clenched her teeth as she reached into the null-space behind her back, and withdrew her Matrix-blade, feeding her psi-chi into the weapon, embuing it with a lethal gleam. Her abbreviated battledress responded to her tense state, forming and folding plates of dark-hued protective force over her exposed limbs and torso, extending blades from her forearms and knees. She was aware of her fellow warrior taking up position beside her, the hiss of the psi-sword undiminished by the thin Martian air, her pulse fairly thundering in the augmented ears of the psyberoid. Beneath her, she was dimly aware of a clattering counterpoint as Arcos, true to his word, hurried to perform mechanical miracles. She could now make out individual insects without flexing her augmented sight......Bristle Flies......ugly beasts, but nowhere near as powerful individually as Voids....if only there weren’t so many of them!
And once more, under the twin moons of Mars, named for the God of War, battle would be joined....
“Careful; just because the propulsion’s rated for three-hundred-an-hour doesn’t mean you can open ‘er up any time you find some open ground. At max speed, you eat up distance MAJOR, and before you know it, you’re running into uneven terrain again. It’s easy to wrap your hovertank around a tree or have a boulder rip the belly out of your ride because you didn’t see it coming. Most of the time, you’re going a hundred miles an hour tops, because that’s about as fast as you can go and still react in time to something popping up.”
The Chandar is an attempt to build an energy-weapon armed hovertank to complement the FireDrake, with even more emphasis on speed, as a fast raider. Substantially higher speed than the latest generation of Coalition hovertanks, such as the Linebacker, was a major consideration in the design. In order to lower the cost per unit, however, the armor has been lightened. Still, the armor is more than sufficient to the task, since it is the new Point Energy Disipation Composite Sandwich(PEDCS) with energy disipation superconductor fibers.
The Chandar, in contrast to the blunt hulled FireDrake, has a sleek, low, lozenge-shaped hull, like a flattened arrowhead. Streamlined for both lower air resistance and improved projectile deflection, and powered by a superior Aerostar VIII nuclear-fusion turbine(rated for the Megabago Hover Van), the Chandar possessses superior handling to the FireDrake, but pays for it with lighter protective weight of armor. The Chandar also has greater amphibious capability, and is frequently used to patrol coastal areas and waterways.
The main teeth of the Chandar are in a top-mounted turret with a streamlined fairing. A multi-barrelled heavy laser cannon commands a broad arc of fire, and the area around the tank.
No less impressive or deadly are the secondary armaments; a pair of high powered rail cannons in auxiliary turrets on either side of the forward hull. The Chandar mounts no less than two KTH-65 32mm Assault Rail Guns, again showing the love PS engineers have of this weapon, which has superior range to the main laser cannon!
The weapons fit out is rounded out with a small rail gun in the forward glacis plate, intended for anti-personnel work, and a rapid-fire gatling gun in a rear turret, put in to discourage pursuers and to cover the tank’s retreat.
One of the biggest initial complaints about the Chandar was its lack of secondary energy weapons(easily remedied by replacing the forward rail gun with a laser, though replacing the side rail guns with heavier energy cannons had proven unpopular until the third production run managed to get adjust the vehicular frame), and a lack of missile weapons, which has been less easily fixed. Efforts to replace the side cannons with missile launchers have proven less than satisfactory, as the larger missile launchers and ammunition feeds throw the hovertank’s center of gravity off, reducing its performance. At best, the engineers have been able to replace the cannons with limited payload external launcher pods. Replacing the main gun with a launcher has similarly met with discouraging results, particularly with crews who LIKE having a long range, rapid fire weapon with an infinite ammunition capacity. This lack of a hovercraft-borne missile fire support capability currently has PS engineers debating the logistical economics of developing a new GEV missile platform to keep up with the Chandar, especially in coastal patrol duties(Update: plans to develop a missile launcher variant of the Chandar were dropped with the successful deployment of the Megabago missile launcher variant and the Marion hovercraft as support for the Chandar).
Like many other designs with a Paladin Steel design influence, the Chandar’s weapons systems are modular for eacy replacement, and a number of different configurations, using different weapons, have been suggested and experimented with. However, there has been some protest of this, as many observers point out that many of the suggested fitouts merely duplicate the characteristics and weapons layout of already established designs like the FireDrake, already in production. So far, test crews have continued to prefer the ‘primary’ configuration over most of the other suggested fitouts, though this is likely to change as the Chandar becomes more widely distributed with GNE and affiliated military forces.
In combat operations the Chandar is deployed as a fast attack vehicle, harassing enemy flanks, reconnoitering in force, and exploiting openings in enemy lines. Chandars frequently escort FireDrakes and other hover vehicles, and are themselves often sheparded by smaller hovervehicles like the Asateague scout GEV.
The Chandar takes its name from the legendary mount of a fabled champion of Elven lore; Van Dallen SilverSwift, who rode “Chandar, mare-daughter of the winds, whose every hoofbeat was but the music of (Van Dallen’s) march to victory!”
Since its introduction, the Chandar has seen some deployment with the GNEAS as part of Armored Cavalry units, but most of the vehicles are deployed with Paladin Steel West and affiliated allied nation-states, as well as approved paramilitary and Irregular units.
Type: PS-GEV-MMBT-20 Chandar
Class: Medium Hovertank
Date of Introduction: 111 PA
Crew: Four; 1-2 passengers can be carried
MDC/Armor by Location:
Main Body 400
Reinforced Crew Compartment 180
Main Laser Turret 200
Secondary Rail Gun Turrets(2) 150 each
Forward Light Rail Gun 25
Rear Gatling Turret 50
Height: 10 ft
Width: 14 ft
Length: 30 ft
Weight: 60 tons
Cargo: 12 cubic feet inside the crew compartment
Powerplant: Nuclear Fusion Power cell w/ 15 year energy life
Speed:(Land) 300 MPH, 3-7 ft off the ground
(Water) 180 MPH, but cannot handle anything worse than a 5 ft swell
Market Cost: 18 million credits for a fully equipped Chandar
Systems of Note:
Basic Robot Features, plus:
*Point Energy Disipation Composite Sandwich(PEDCS)---Advanced composite armor cladding; the use of room temperature superconductor fibers to bleed excess heat off the armor into the plenum-chamber slipstream gives the vehicle a limited degree of energy resistance; lasers and plasma do HALF damage, ion and particle beam weapons do 1/3 LESS damage(as well as plasma explosives, as they still possess a concussion element in their detonation), owing to the more efficient dispersal of their energies on target. When under heavy energy weapon attack, the slipstream spill from under the GEV skirts can emerge heavily ionized and glowing with the disipating energy....On the minus side, the stuff is expensive as hell to manufacture, and even harder to replace, and only major PS garages have the tools to cut and patch the PEDCS, as energy torches just sputter against the stuff, and most mechanical cutters get tangled up as the PEDCS tends to flex and tear, rather than cut cleanly.
PEDCS is still too heavy to be used economically on mecha and aircraft, and it requires some means of discharging the heat quickly, such as a hovercraft’s slipstream, advanced heatsink/radiator vane, or surrounding water.
*ECM Suite---The Chandar mounts a powerful ECM suite, the better to close with an opponent. Enemy radar-guided weapons are -2 to strike
*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 recieved communications(the system filters them out from the jamming clutter) and sensory data recieved by that unit alone(other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equiped unit. Magic/psychic jamming is NOT affected by this system.
Weapons Systems:
1) Slayer Quad-Laser Cannon(main turret)---The main turret mounts the powerful PS-RFL-40, a new PS laser weapons system with better range and a redesigned coolant jacket. The turret has full 360-degree arc of fire.
Also see Options for other turret configurations.
Range: 4,000 ft
Damage: 2d10 MD single shot, 2d4x10 MD short burst (four shots, one from each barrel), 4d4x10 MD medium burst (eight shots, two from each barrel in sequence), 4d6x10 MD long burst (takes two attacks), or 6d6x10 MD full melee burst (takes four attacks).
Rate of Fire: EPCHH
Payload: Effectively unlimited
2) KTH-65 32mm Assault Rail Gun(2, one in each lateral turret) (Courtesy of Raven)----Designed with the needs of a heavy infantry squad in mind, Kera-Tech Industries developed the KTH-65 for long range combat in both atmosphere and in space. the KTH-65 can penetrate most any known armour with ease with a high-velocity burst. With the enhanced capability of variable rounds, numerous different combat roles can be filled by the KTH-65. The weapon is also manufactured under license by Paladin Steel on the East Coast.
Also see Options for other turret configurations.
Range: 1600m (1 mile) in atmosphere
Damage: Varies by shell type;
APFS-DU (Armour Piercing Fin Stabilized, Depleted Uranium) - 5D6x10, no
blast radius
HESH (High Explosive Squash Head) - 5D6 MD plus 5D6 SDC to the person(s) inside the object.
HE (High Explosive) 1D6x10 to a 5 (16ft) radius
HEG (High Explosive, Guided) - 2D6x10 to a 2m (7ft) radius
Rate of Fire: single shots, ECHH
Payload: 60 rds per cannon
3) Rear Gatling Cannon----PS-XMG Gatling Cannon----A six-barreled gatling cannon , firing a modified WI-23 5.56mm Explosive cartridge. The PS Gatlings trade damage potential per individual round for burst capability and better range using the better cartridge propellants and longer barrels. Mechanical design modeled after the pre-Rifts XM-214 ‘Six-Pak’ Mini-Gun. Excellent range, but low damage, and a tendency to empty the ammo drum, and wear out the barrels, too quickly in heated combat.
For monster hunting, this weapon can also be used to fire silver-plated bullets, each doing 2d4 HP to vampires and werebeings.
Range: 13,000 ft
Damage:(5.56mm Explosive) 2d4x10 SDC SDC per single shot, 1d6 MD per 10-shot burst, 2d6 MD per 20-shot burst, and 1d6x10 MD per 100-shot burst(counts as TWO attacks),
Rate of Fire: ECHH
Payload: 40,000 rd(400 bursts) drum standard
4) Forward Light Rail Gun----Disguised to look like one of the forward headlights, but extended out for maximum arc of fire(45 degrees side to side/up/down) when needed, is a bow-mounted light rail gun.
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload:6000 rd drum(300 bursts)
Options:
*****Replace the Main Cannon w/
a) Particle Beam Cannon---A massive tri-barrel PBC
Range: 5,000 ft
Damage: 1d4x10 MD per single shot, 3d4x10 MD for all three barrels firing simultaneously(counts as one attack)
Rate of Fire: EGCHH
Payload: Effectively unlimited
b) Anti-Theron Cannon----The Chandar has been approved to mount no less than three of the new Type-1 Disruptor Anti-Theron Cannons, previously seen in a dual mount on the Ghost Adder/Dragonfly Aerodyne. This reduces the tank’s overall damage potential against normal targets, but greatly increases its abilities against magic and supernatural foes.
Weight: 600 lbs
Range: 4,000 ft
Damage: Does 6d6 HP/MDC damage(based on what the creature is)
Depending on how much PPE is present and how essential it is to an organism’s survival, damage varies:
Techno-Wizardry Devices(including TW generators), enchanted objects, rune weapons, and other magically-infused(but INANIMATE) objects are NOT affected and take no damage.
Non-magical beings. psychics, and ‘mundanes’ are unaffected and experience nothing aside from a slight tingling sensation, mild sunburn-like symptoms, and a passing feeling of nausea from a Disruptor strike.
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automations will be effectively STUNNED, being paralyzed for 1d4 melees per shot, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.
Other Effects:
*Magic Disruption----Each blast NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
*Magical Forcefields take 1.5 normal damage.
*Invisible beings will be revealed by an anti-theron burst and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to flouresce and become visible to the naked eye.
Rate of Fire: EGCHH
Payload: Each cannon has a gallon-sized anti-theron cartridge that’s good for 200 shots before needing replacement.
Cost: EXCLUSIVE to PS, not available for sale
c)PS TSC-01 Shock Cannon(copy of the Triax TX-275 ‘Lightning’ Arc Charge Blaster. Though the TSC01 is short-ranged for a vehicular main weapon, PS tacticians hope that the Chandar’s high speed and manueverability will allow the tank to close with its targets fast enough to use the shock cannon successfully and cripple its opponents before they can endanger the hovertank.
Range: 2,000 ft
Damage: 6d6 MD
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockput. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 300,000 credits
*****Replace the Side Cannon Turrets w/
a) Mini-Missile Launcher---18 shot pod
b) Short Range Missile Launcher-----6 shot box launcher
c) Medium Range Missile Launcher----3 shot launcher cluster
d) Pulse Laser
Range: 4,000 ft
Damage: 4d6 MD per single shot, 1d6x10+10 MD per triple pulse burst
Rate of Fire: EGCHH
Payload: Effectively unlimited
e) Ion Cannon
Range: 3,000 ft
Damage: 5d6 MD per shot
Rate of Fire: EGCHH
Payload: Effectively unlimited
f)PSIC-02 Infantry Ion Cannon
Range: 2,000 ft
Damage: 1d6x10 MD per bolt to primary target.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning 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.
Rate of Fire: Standard
Payload: Effectively Unlimited
*****Replace the Forward Rail Gun w/
a) Pulse Laser
Range: 4,000 ft
Damage: 2d6 MD single shot, 6d6 MD pulse shot
Rate of Fire: EGCHH
Payload: Effectively unlimited
b)Forward Ion Pulse-Gun---Mounted in a ball-mount is an ion pulse-weapon, a variant of the popular PSIP-2 ‘Smasher’ series. Mount has a 45-degree arc of fire.
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: Effectively unlimited
Options: Like the handgun version, the vehicle-mounted version can be similarly modified for extra effect/power:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.
*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIP-2 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area. Cost: 5,000 credits
*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 3d6 MD, but boost range to 1,500 ft. Cost: 7,000 credits
*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 400 ft, but up damage to 5d6 MD per shot. Cost: 5,000 credits.
*Laser Sight Module---Another underbarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guidepath’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Cost: 1,000 credits
*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: One MD shot equals 10 SDC shots
Cost: 4,000 credits
*****Replace the Rear Gatling Cannon w/
a) 20mm ‘Taskin’ Light Autocannon
Range: 3,000 ft
Damage:(20 mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm TX-1)4d4 MD per shell
1d6x10 MD per 5 rd burst
2d6x10+4 MD per 10 rd burst
Airburst does 4d4 MD to 2 ft blast radius(single shot)
(Wood rds) 6d6 SDC per shell(1d6x10 HP to vampires)
2d4x10 SDC per 5 rd burst(2d4x10 HP to vampires)
2d4 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds)humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174)
Rate of Fire:ECHH
Payload: 400 rds
Cost: 20,000 credits
b) Flamethrower
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 50,000 credits
(Gasoline/Alcohol) Typically 5-30 credits(depending on availability)
(Napalm) 50 credits per tank
(MD Fluid) 800 credits per tank
(Incendi-Gel) 1000 credits per tank
(WI Napalm-P) 2000 credits per tank
c) ‘Button Gun’---Less range, but more reliable firing characteristics.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload: 8,000 rd drum(200 bursts)
d)Pulse Laser Turret: Paladin Steel also offers a lower-powered laser system, with unlimited payload and a longer range. The Pulse Laser is intended as an anti-aircraft/anti-missile system, and can be remote-linked to an air defense grid system, such as the Meles AAAV, Rattlesnake AAV, or the Vixen Fighter/Recon Pod, (Part of Paladin Steel's emerging BAMSP: Battlefield Asset Management System Package).
Range: 6,000 ft
Mega-Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: Unlimited
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)
Cost: 45,000 credits
f) Light Plasma Cannon
Range: 1,800 ft
Damage: 6d6 MD single shot
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: Effectively Unlimited
Cost: 30,000 credits
g) Light Ion Blasters:
Range: 1,600 ft
Damage: 3d6 MD single shot, 1d6x10 MD pulse burst
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: Effectively Unlimited
Cost: 30,000 credits
Re: Paladin Steel Storefront
Posted: Mon Feb 15, 2010 8:32 pm
by ZINO
Paladin Steel Chandar Medium Hovertank
(aka ‘DeathSteed’, ‘Slipper’, ‘SuperSkate’)
nice....
which tank would it close be related too ( just to get an image for my player heads) ?
Re: Paladin Steel Storefront
Posted: Mon Feb 15, 2010 9:32 pm
by taalismn
ZINO wrote:Paladin Steel Chandar Medium Hovertank
(aka ‘DeathSteed’, ‘Slipper’, ‘SuperSkate’)
nice....
which tank would it close be related too ( just to get an image for my player heads) ?
None, really...think of a flattened arrowhead with a squared off nose, rounded flanks, two small turrets set on either side of the nose, a large flat turret set about 2/3s of the way bback from the front, and a smaller mini-turret at the tail.
Re: Paladin Steel Storefront
Posted: Tue Feb 16, 2010 9:00 pm
by ZINO
taalismn wrote:ZINO wrote:Paladin Steel Chandar Medium Hovertank
(aka ‘DeathSteed’, ‘Slipper’, ‘SuperSkate’)
nice....
which tank would it close be related too ( just to get an image for my player heads) ?
None, really...think of a flattened arrowhead with a squared off nose, rounded flanks, two small turrets set on either side of the nose, a large flat turret set about 2/3s of the way bback from the front, and a smaller mini-turret at the tail.
wow
Re: Paladin Steel Storefront
Posted: Wed Feb 17, 2010 8:04 pm
by taalismn
THat description should work until I (eventually) get off my arse and actually sketch it up(but always another draw on my time)...
Re: Paladin Steel Storefront
Posted: Thu Feb 18, 2010 11:47 pm
by taalismn
Paladin Steel ‘Magnus’ Infantry Robot
“Yeah, right off I can equip a three battalions strength of robot grunts out of the battlefield salvage piles...Everything from Kittani plate to Chipwell fiberboard armor...doesn’t even have to be fixed right either....Likewise on the weaponry; that CS depot hit yielded a LOT of second- and third-hand weaponry I can give you...Think that will be enough for your little jaunt into the Infernal Planes?”
“Hey! Just because I’ve been put in charge of a company of Magnuses, doesn’t mean I appreciate being called the ‘Dummy Lieutenant’!”
The Magnus is the next step up from the utilitarian ‘Danbot’, with a greater emphasis on military applications. However, the PSRb-02‘s capabilities are still largely within human normal parameters; the robots are stronger, faster, and more perceptive than a normal human soldier, but not extraordinarily so. However, they are also less expensive, per unit, than Triax and Coalition robots, and are much more easily upgraded.
Looking more like a crash test dummy, with a reinforced ribcage, spindly limbs, and near-featureless head, than any of the Coalition’s or Triax’s robot drones, the PSRb-02 is designed along humanoid appearance, articulation, and performance stats as a ‘substitute’. Its strength lies in its versatility; being human-sized and relatively cheap, the PSRb-02 can easily use humanoid-scale equipment, wear human-configuration body armor, and fill out the ranks of regular labor and combat units. Since it is human-sized, it is often used in decoy formations, stationed where it can be mistaken for live soldiers(while the real soldiers deploy elsewhere), and used in front lines where the robots take the brunt of action.
PSRb-02s are easily upgraded with quick skill downloads and chip substitutions, allowing them to be quickly customized for duty from fortification engineers to commando units.
Since their introduction, Magnuses have become fairly common sights in GNE service. They have become a staple of the GNE military, filling out new units, and bolstering older formations, and serving a wide variety of roles from the front lines to the rear echelons. They are commonly used in combat engineering units, and as drivers in transport pools and logistics convoys. In PS’s home dimension, at the height of the Coalition-NAA War, entire pitched battles were fought between massive formations of GNEAS Magnuses and CS Skelebots.
Type: PS-Rb-02 Magnus
Class: Semi-Autonomous Humanoid Utility Robot
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 90
Head 50
Arms(2) 40 each
Hands(2) 10 each
Legs(2) 50 each
Height: 6 ft.
Width: 2 ft at shoulders
Length: 1 ft
Weight: 300 lbs
Cargo: None, except what can be carried externally
Physical Strength: Equivalent to a robotic P.S. of 30
Powerplant: Battery( 10 day power life), Fuel Cell( 24 day power life), or Micro-Nuclear(5 year energy life)
Speed: (Running) 40 MPH
(Leaping) Can leap approximately 14 ft high or across, running leap in access of 30 MPH adds 10 ft to leap
(Flying) Not possible without the use of a jet pack or vehicle
(Underwater) Can run along the bottom at about 20 MPH, or swim(if so equipped and programmed) at about 10 MPH. Maximum depth tolerance of 1,000 ft
Market Cost: 800,000 credits for a basic R-02 (20% less per unit for large orders of 50 of more)
Battery Packs cost 8,000 credits each
Fuel Cell Pack costs 25,000 credits each
Micro-Nuclear Pack costs 900,000 credits each
Systems of Note:
*Basic Robot Optics
*Basic Robot Audio
*Basic Voice Synthesizer(voice sounds obviously artificially and deliberately robotic)
*Locking Joints
Weapons Systems: None standard
Hand to Hand Combat: None standard
Programming:
The following MILITARY Robot Programs are available to the R-02, at a 25% discount: Basic Military Combat, Military Communications Language Program, Military Pilot: Ground, Military Pilot: Air, Military Pilot: Water, Mechanical, Military Support, Pilot Related, Special(Basic) Hand to Hand Combat Program, Weapons Proficiencies(Ancient), Weapons Proficiencies(Modern).
An ABBREVIATED version of the Military Strike Force program, focusing strictly on bomb-disposal, is also available, with the following skills: Basic Electronics 90%, Basic Mechanics 90%, Demolitions 94%, Demolitions Disposal 92%, Demolitions Underwater 90%, Computer Operation 96%, and Trap/Mine Detection 85%, and costs 500,000 credits
Military Communications : Basic, Military Communications Specialized, Military Intellgence, Military : Naval/Aquatic, , Military Specialized Physical, Military Strike Force, Personality Emulation Program, Technical: Computers, and Wilderness are all available, but at the standard cost.
Can be programmed with any of the Domestic/Commercial Programs(Discount the price of programming by 25% for in-GNE sales).
Options:
While the R-02 can be modified according to the various options described in Rifts Sourcebook One(Revised), the following are the most common bcause they can be performed by Paladin Steel at a slightly lower cost than market standard:
*Modular Forearms---Like the earlier R-10s, the R-02 can be fitted with modular tool/weapon forearms. Modular Forearm Fitting Cost: +15,000 credits
*Frame Reinforcement---The durability of the R-02 can be increased, albeit at the possible risk of bulking the robot out(preventing it from easily fitting inside standard body armor types). +10 MDC, +5 MDC per limb, per reinforcement, up to a maximum of +100 MDC, but add 20 lbs per reinforcement
Cost: + 30,000 credits per reiforcement
*Strength Enhancement---More powerful actuators and myomers can be added, increasing the robot’s strength to a maximum Robotic P.S. of 40
Cost: + 8,000 credits per point of enhanced strength
*Increased Speed---Running speed can be jacked up to a maximum of 125 MPH.
Cost: + 9,000 credits per point of enhanced speed
*Environmental Sealing---Can be sealed for deep sea work, deep space work, and the like. Cost: + 280,000 credits
*Facial Expression Display---This adds a basic flatscreen display to the faceplate(the display does not interfere in any way with the drone’s sensor abilities) that can be used to display basic CGI facial expressions...ranging from simple line ‘stick figure’ faces to more elaborate creations, depending on how much the buyer wants to spend. The cheapest and most popular package consists simply of illuminated pixelated lines on a black background, with a light blue ‘nuetral’ expression, bright blue or green ‘happy face’ and a glowing red ‘unhappy/angry’ face to accompany such simple statements like ‘Job Done!’ or ‘Do Not Enter This Area!’. Cost: +2,000 credits
Variants:
*R-02HazM---HazMat variant, designed to operate in toxic environs. Sealed chassis and covered in Hazmat-K composite armor(Corrosives such as acids and alkaline solutions do NO damage). Cost: +140,000 credits
*R-02 N---Naval model, meant for shipboard use. The R-02N looks slightly bulkier, though it has the same weight, due to the extensive use of foamed plastic composites in its construction, affording it added buoyancy in case in falls overboard. The chassis is also thoroughly waterproofed. They also have suction cups for climbing hull sides. Cost: + 110,000 credits
Re: Paladin Steel Storefront
Posted: Sat Feb 20, 2010 1:50 am
by ZINO
taalismn wrote:Paladin Steel ‘Magnus’ Infantry Robot
at the height of the Coalition-NAA
??????
Re: Paladin Steel Storefront
Posted: Sat Feb 20, 2010 5:11 pm
by taalismn
NAA-North American Alliance---a term used to describe, in PS's native version of Rifts Earth, the loose alliance of city states, small nations, corporations, and corporate states, of which Paladin Steel/Greater New England is a member, that formed to oppose the Coalition States and other threats to the common good.
Re: Paladin Steel Storefront
Posted: Sun Feb 21, 2010 2:16 pm
by taalismn
Paladin Steel PS-T-34 ‘Kodiak’ Medium Tank
(aka ‘Red Bear’, ‘Rosebud’, ‘SovSled’. ‘Red Lead’, ‘Kursk-Kar’)
“A Russky tank made in America FOR Americans?! That’s it, I have died and gone to Hell!”----Billy Jacobs, newly-arrived D-Bee(Human)
“Hah, they’re just GROUND crawlers! We can take them!”
“Damn fool! This is a classic example of ‘the bear’s den’! They have us outnumbered, outflanked, and outgunned! Sure, we can fight our way out, but which of our two companion tanks are you going to sacrifice to accomplish that?!”
Scholars and travellers from early period alternate Earths would recognize this Paladin Steel offering as an adapted copy of the Soviet T-34 tank. Arguably the best tank of World War 2, the T-34 was a state of the art armored fighting vehicle that broke new ground with such features as sloped armor. Its reliable engineering, wide treads, low-ground pressure, and fine balance of speed, armament, and armor made it a terror to German troops invading Russian territory, once the Soviet military got its feet back under itself and could use them to best advantage. The T-34 was such a shock to the German Wermacht, in fact, that demands were made that the Reich adopt a straight copy of the T-34 for German use. That didn’t come to pass(wiser heads prevailed), but many lessons observed from the T-34 were applied to later German tanks. The design achieved legendary status among weapons afficionados for its role in the Great Patriotic War, and operated with some success for many years afterwards.
The PS-T-34 remains mostly true to the original design, but has been upgraded with less vulnerable fuel tanks, better armor, a more efficient engine, better optics, superior internal systems, and, of course, better weapons. The tank performs well in wilderness areas, where its low ground pressure allows it to safely traverse conditions that would bog down many other vehicles. Creature comforts remain on the spartan side(and in order to save weight and money, its accessory systems and life support are PA-rated, rather than robot-rated), and the interior isn’t as roomy as that offered on larger fighting vehicles, but for its purposes, the T-34 is ‘just right’.
The PS-T-34 is being offered as a ‘plain vanilla’ MBT to communities in need of some cheap, low cost, reliable, armored protection. The GNE offers it as a ‘signing bonus’ to small town militias that are affiliated with the GNE. Though lacking the bells and whistles of other more advanced designs, the Kodiak offers good, stolid, value. It is not unusual to see the PS-MBT-34 operating alongside the similar PS-M24 ‘Chaffee’ Light Tank(in fact, the two vehicles share a number of components in common).
Type: PS-MBT-T-34
Class: Medium Ground Tank
Crew: 4+1 passenger
MDC/Armor by Location:
Main Body 430
Reinforced Crew Compartment 100
Treads(2) 100 each
Main Turret 200
Reinforced Turret Compartment 90
Height: 8 ft
Width: 9 ft 10 in.
Length: 19.5 ft
Weight: 26 tons
Cargo: Small space in the cabin for survival packs, sidearms, and a few small personal possessions
Powerplant: Liquid Fuel (200 mile range), Fuel Cell(300 mile range), or Nuclear w/ 15 year energy life
Speed: 35 MPH, can ford 5 ft, surmount obstacles up to 2.5 ft high, and cross trenches up to 9 ft wide.
Market Cost: 1.4 million credits for Liquid Fuel, 1.8 million credits Fuel Cell, 19 million credits for Nuclear
Systems of Note:
Standard Power Armor Systems
Weapons Systems:
1)3-Inch(76mm) Gun---PS has updated the design with more modern MD alloys and ceramics for lighter construction, longer life, and easier maintenance, added more advanced fire control(and in some cases and auto-loader), and supplied the weapons with more advanced MD munitions and safer gun propellants.
Range:7,000 ft
Damage:
(Fragmentation) 4d6 MD to 20 ft blast radius
(High Explosive-Armor-Piercing)2d4x10 MD to 8 ft blast radius
(Flare)Burns for 1d4 minutes, illuminating a 2,000 ft area
Rate of Fire: 20 rds per minute(5 shots per melee)
Payload: 100 rds
Alternatively, one of the following weapons can be fitted instead;
a) Heavy LaserPSMBL-5000B)
Range: 6,000 ft
Damage: 2d6 MD single blast, 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:200,000 credits
b) Heavy Ion Projector-----M-Ion Cannon----A PS copy of the Triax TX-8841 Ion Cannon(sans MRM launchers). PS has also managed to adapt its ion-weapons modification technology to further augment the M-Ion weapon
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:200,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft. Cost: 12,000 credits
c) Plasma Cannon---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:(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: 120 shot battery. Effectively Unlimited if attached to a nuclear powerplant.
Deuterium Gas Reservoir has enough gas under pressure for 45 shots.
Cost: 100,000 credits, plus 1,200 credits per deuterium ‘hotshot’ cartridge.
2) Light Guns(2, one co-axial to the main gun, one bow-mounted in the glacis plate and operated by the driver)
a) 7.62mm Machine Gun
Range: 3,000 ft
Damage: 6d6 SDC single round, 4d6x10 SDC per 10 round burst.
Rate of Fire: Standard
Payload: 600 rd belt
b) Light Rail Gun
Range:4,000 ft
Damage: 1d4 MD single rd. 6d6 MD per 30 rd burst
Rate of Fire: EGCHH
Payload: 600 rd magazine
Cost: 60,000 credits
c) Light Pulse Laser
Range:4,000 ft
Damage: 3d6 MD single shot. 1d4x10+6 MD per triple-shot burst
Rate of Fire: EGCHH
Payload: 300 shot battery per gun for conventionally powered models. Effectively Unlimited w/ nuclear powerplant
Cost: 30,000 credits
d) Ion Blaster---Variant of the popular PSIP-2 ‘Smasher’ series. Mount has a 45-degree arc of fire. Like the handheld version, it can be modified for additional damage effects.
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: 100 shot battery for fuel cell models, effectively unlimited for nuclear-powered models. Can also use a back-up e-clip system; 30 shots short e-clip, 60 shots long e-clip
Options: Like the handgun version, the vehicle-mounted version can be similarly modified for extra effect/power:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.
*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIP-2 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area. Cost: 5,000 credits
*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 3d6 MD, but boost range to 1,500 ft. Cost: 7,000 credits
*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 400 ft, but up damage to 5d6 MD per shot. Cost: 5,000 credits.
*Laser Sight Module---Another underbarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guidepath’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Cost: 1,000 credits
*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: One MD shot equals 10 SDC shots
Cost: 4,000 credits
Options:
*Smoke/Grenade Launcher Clusters--- These mini-multi-tube grenade/smoke launcher clusters can be added to the turret. Up to 4 can be added.
Range: 1,200 ft
Damage: Varies by Grenade Type
Rate of Fire: Volleys of 1-3
Payload: Each launcher has 12 30mm grenades or smoke shells
Cost: 2,000 credits per launcher
*Fording Gear---Adds waterproofin, an extendable conning/escape tower, and a snorkel/periscope, allowing the tank to cross bodies of water up to18 ft deep, crawling along the bottom at 6 MPH.
Cost: 9,000 credits
*External Antipersonnel Fletchette Packs----An effort to further protect the slow moving tank against faster power armor and infantry, this system consists of a series of directional ‘claymore’-style fragmentation grenades attached to the outer hull and triggred either by command or by motion detector trip to fill a ‘kill zone’ around the tank with lethal shrapnel and anti-personnel fletchettes.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the tank(sides, front, back) has 6 fletchette packs each(24 total), the turret has 4 each side, three on top(11 total)
Cost: 300 credits per charge.
Variants:
*PS-T-34/80---Upgunned variant mounting a slightly larger turret(130 MDC and add 1.3 ft to height, and 5 tons to weight) and an 80mm SB Massdriver Cannon(PS-MDJ80S).
Range: (Direct Fire) 19,000 ft (3.8 miles)
(Indirect Fire) 47,500 ft (9.3 miles)
Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 75 rounds
Cost: +800,000 credits
Re: Paladin Steel Storefront
Posted: Sun Feb 21, 2010 8:24 pm
by ZINO
and here a pic of the T 34 with external fuel tank
http://upload.wikimedia.org/wikipedia/c ... r_T-34.jpgOh by the way NICE!!!!!!!!!!!!!!!!
Re: Paladin Steel Storefront
Posted: Sun Feb 21, 2010 8:38 pm
by taalismn
Thanks...another updated 'Classic' to massproduce, mass-deploy, and drown your enemies in.
Re: Paladin Steel Storefront
Posted: Mon Feb 22, 2010 12:14 pm
by ZINO
Re: Paladin Steel Storefront
Posted: Mon Feb 22, 2010 3:00 pm
by taalismn
Yep; low-high military acquisition; manufacture and sell lots of low-end equipment to pay for the big-money, high/super-tech projects.
Re: Paladin Steel Storefront
Posted: Tue Feb 23, 2010 4:51 am
by Arnie100
Cool! M-4 Sherman-style tank perhaps? Please?
Re: Paladin Steel Storefront
Posted: Tue Feb 23, 2010 12:06 pm
by ZINO
Arnie100 wrote:Cool! M-4 Sherman-style tank perhaps? Please?
yes Please
Re: Paladin Steel Storefront
Posted: Tue Feb 23, 2010 8:09 pm
by taalismn
ZINO wrote:Arnie100 wrote:Cool! M-4 Sherman-style tank perhaps? Please?
yes Please
Dunno...The Sherman won more by weight of numbers more than technological superiority.
I created the 'Haunted Vehicles' mainly to 'upgrade' a few old Shermans lounging around in front of VFW posts in my area.
Re: Paladin Steel Storefront
Posted: Tue Feb 23, 2010 8:59 pm
by ZINO
taalismn wrote:ZINO wrote:Arnie100 wrote:Cool! M-4 Sherman-style tank perhaps? Please?
yes Please
Dunno...The Sherman won more by weight of numbers more than technological superiority.
I created the 'Haunted Vehicles' mainly to 'upgrade' a few old Shermans lounging around in front of VFW posts in my area.
PPPPPPPPPPPPPPPPPPPPPPPPPPPPlease!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! not Haunted Vehicle
Re: Paladin Steel Storefront
Posted: Tue Feb 23, 2010 9:06 pm
by taalismn
Got an aversion to voices coming from your vehicle that don't belong to anything...LIVING?
Re: Paladin Steel Storefront
Posted: Tue Feb 23, 2010 11:00 pm
by ZINO
taalismn wrote:Got an aversion to voices coming from your vehicle that don't belong to anything...LIVING?
?
Re: Paladin Steel Storefront
Posted: Wed Feb 24, 2010 10:58 am
by abtex
From many years ago...On a EMail List far, far away...This was posted...
abtex wrote: taalismn wrote: abtex wrote:Wander how many have been hiding on the dashboards of 'Haunted' Cars as Bobb-ile headed dolls and Hula dancers for years. Just waiting for magic to return.
How about those ugly little green haired trolls? Think they might be disguising a supernatural nature?
Why do you have one in your car and you wonder about the singing that you hear from time to time?
taalismn wrote:You mean, like...?
ugggachakkauggachakkaUGGAchakkaUGGAchakkaUGGAUGGAchakkaAAAAAAIIIIII...
No, wait, that's my automatic transmission....
Did you even get it fixed?
Re: Paladin Steel Storefront
Posted: Wed Feb 24, 2010 12:53 pm
by abtex
Re: Paladin Steel Storefront
Posted: Wed Feb 24, 2010 1:21 pm
by popscythe
abtex wrote:[url=http://www.thefirearmblog.com/blog/wp-content/uploads/2008/07/photos-uncategorized-2008-07-15-aus-ad-2.jpg]AirSniper. Because the enemy has guns too![\url]
http://www.wired.com/dangerroom/2008/07 ... iller-dro/Use it to fight with or just throw it away so it with fight for you...
I love real tech. Always so much more "BROKEN OMG UNFAIR HAX" than what is thought tech will be like 20 years beforehand.
Re: Paladin Steel Storefront
Posted: Wed Feb 24, 2010 5:36 pm
by taalismn
Is that a PlayStation controller?!
Re: Paladin Steel Storefront
Posted: Wed Feb 24, 2010 10:05 pm
by ZINO
Re: Paladin Steel Storefront
Posted: Wed Feb 24, 2010 10:54 pm
by abtex
the Ad wrote:"...and is simple to use as a computer game."
Re: Paladin Steel Storefront
Posted: Thu Feb 25, 2010 3:57 pm
by taalismn
abtex wrote:the Ad wrote:"...and is simple to use as a computer game."
Are they seeking to cash in on the Ninetendo Generation entering the military, or planning on selling these things to the gamer geek down the street?(image of pimple-faced kid with a bag of potato chips next to him and a soda sending this thing strafing at the other kid down the street...who's building a model surface-to-air rocket launcher pad on his garage roof).
Re: Paladin Steel Storefront
Posted: Fri Feb 26, 2010 11:07 am
by abtex
Re: Paladin Steel Storefront
Posted: Fri Feb 26, 2010 11:22 am
by taalismn
Paladin Steel M4A3 “Sherman” Medium Tank
(aka ‘Grizzly’, ‘Jumbo’--(uparmored versions) )
“You’all are nothing but a bunch of fascist Nazis in tricked up armor spouting the same old mouth-gas and marching the same ol’ goose step! Well, here’s a blast from the past you might have forgotten, or maybe you never learned, because I doubt you clods ever went to school or spent time in the library’s history section! COMPANY BARRAGE FIRE!!!!”
“We’re the Thick Green Line that lays between civilization and chaos.”
The PS-M4A3 was entered into production by Paladin Steel to meet rising demand, both locally and extradimensionally, for a replica classic American Sherman tank. PS engineers were initially against the idea; the vintage design had few advantages over its contemporaries, being habitually underarmored, undergunned, slower, and higher-profiled than such others as the T-34, and more relevantly, the Panzer IV and Panzer V Panther(to say nothing of the fearsome Panzer VI Tiger). Still, the M4 Sherman was produced in quantity enough to overwhelm the opposition, and establish itself in the minds of witnesses as the iconic tank of the victorious American Army, and multiple examples survived, if only as static monuments, well even into the Age of Rifts(ironically, many of these relics would ‘awaken’ as Haunted Vehicles). Having already achieved success with the PS-T-34 as a low-end ‘militia tank’, PS was somewhat reluctant to clutter and confuse sales with yet another vintage-era tank. However, they caved to popular demand, but at first gave the contracts to subcontractor Twardy Vintage Vehicles. When orders for a re-creation M4 Sherman outstripped TVV’s modest facilities, PS turned over two outdimension factories to the production of the new/old vehicle.
Rather than go with the M4A2, PS engineers chose to focus their efforts on the more capable M4A3; uparmored, upgunned, and generally of better quality, the M4A3(lso known as the ‘Firefly’, after the British upgunned versions) was the more capable of the M4 series, and a better place to start with modifications.
Paladin Steel elected to use as many off-the-shelf components as possible for the M4, borrowing parts and components(such as treads) from the PS-T-34 line, and accessory systems still in production for the defunct LBT01 ‘Jeb’ Light Tank, speeding production and sales stocking. While modularity gives it a similarity in possible configurations to its fellow ‘vintage rebuilds’, the New Sherman has enough unique features to qualify on its own. PS builds the M4 with a heavy carapace of cobhamed ceramic armor for a tougher constitution. Automation has allowed for the dropping of a crewmember, and powered systems have made for smoother operations. A number of variants, based on original M4 variants, have also been produced, to make the most of the production lines.
Since its (re)introduction, the PS-M4A3 has caught on well in sales, with already talk of whole formations of ‘replitanks’(Shermans, Chaffees, Grants, and T-34s) being made up by some buyers.
Type: PS-M4A3-New Sherman
Class: Medium Tank
Crew: 4(+1 passenger)
MDC/Armor by Location:
Main Body 450
Reinforced Crew Compartment 100
Treads(2) 100 each
Main Turret 220
Reinforced Turret Compartment 90
Height: 11 ft 2 in.
Width: 8 ft 9 in.
Length: (hull) 20 ft 7 in. (w/ gun over) 24 ft 8 on.
Weight: 71,000 lbs
Cargo: Small space in the cabin for survival packs, sidearms, and a few small personal possessions
Powerplant:Liquid Fuel (150 mile range), Fuel Cell(250 mile range), or Nuclear w/ 15 year energy life
Speed: 30 MPH, can ford 3 ft, surmount obstacles up to 2 ft high, and cross trenches up to 7 ft wide.
Market Cost: 1.6 million credits for Liquid Fuel, 2 million credits Fuel Cell, 20 million credits for Nuclear
Systems of Note:
Standard Robot Systems
Weapons Systems:
1)76mm Cannon(1, main turret)---PS has updated the design with more modern MD alloys and ceramics for lighter construction, longer life, and easier maintenance, added more advanced fire control(and in some cases and auto-loader), and supplied the weapons with more advanced MD munitions and safer gun propellants.
The PS-M4 uses a longer-barreled weapon than that mounted in the PS-T-34, allowing for longer range and more accurate fire.
Range:30,000 ft
Damage:
(Fragmentation) 4d6 MD to 20 ft blast radius
(High Explosive-Armor-Piercing)2d4x10 MD to 8 ft blast radius
(Flare)Burns for 1d4 minutes, illuminating a 2,000 ft area
Rate of Fire: 20 rds per minute(5 shots per melee)
Payload: 77 rds
Alternatively, one of the following weapons can be fitted instead;
a) Heavy Laser (PSMBL-5000B)
Range: 6,000 ft
Damage: 2d6 MD single blast, 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:200,000 credits
b) Heavy Ion Projector-----M-Ion Cannon----A PS copy of the Triax TX-8841 Ion Cannon(sans MRM launchers). PS has also managed to adapt its ion-weapons modification technology to further augment the M-Ion weapon
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:200,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft. Cost: 12,000 credits
c) Plasma Cannon---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:(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: 120 shot battery. Effectively Unlimited if attached to a nuclear powerplant.
Deuterium Gas Reservoir has enough gas under pressure for 45 shots.
Cost: 100,000 credits, plus 1,200 credits per deuterium ‘hotshot’ cartridge.
e)PS-44L Vulcan Laser Cannon
Weight: 1200 lbs
Range:4000 ft
Damage:3d4x10 MD per rapid-fire pulse blast(1 attack)
Rate of Fire: Six times per melee
Payload:500 bursts battery, Unlimited nuclear
Cost: 100,000 credits
f)100mm LB Massdriver Cannon (PS-MDJ100L)
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: 50 rds
Cost: 800,000 credits
g) 60mm ‘Snapfire’ Mass Driver Cannon
Range:(Direct Fire Mode): 6000 ft
(Artillery Mode) 2 .5 miles
Damage:(Direct Fire Mode) 3d6x10 MD, no blast radius
(Artillery Mode) Everything within the 30 ft blast radius takes 2D6x10 M.D. and has a 75% chance of being knocked flat.
Rate of Fire:(Direct Fire Mode) EPCHH
(Artillery Mode) 5 times per melee
Payload: 100 rds
2)Coaxial Light Gun---Mounted next to the main gun in the turret is a smaller secondary weapon, typically used for antipersonnel work.
a) 7.62mm Machine Gun
Range: 3,000 ft
Damage: 6d6 SDC single round, 4d6x10 SDC per 10 round burst.
Rate of Fire: Standard
Payload: 600 rd belt. 5,000 rds total carried
b) Light Rail Gun
Range:4,000 ft
Damage: 1d4 MD single rd. 6d6 MD per 30 rd burst
Rate of Fire: EGCHH
Payload: 600 rd magazine. 5,000 rds total carried
Cost: 60,000 credits
c) Light Pulse Laser
Range:4,000 ft
Damage: 3d6 MD single shot. 1d4x10+6 MD per triple-shot burst
Rate of Fire: EGCHH
Payload: 300 shot battery per gun for conventionally powered models. Effectively Unlimited w/ nuclear powerplant
Cost: 30,000 credits
d) Ion Blaster---Variant of the popular PSIP-2 ‘Smasher’ series. Mount has a 45-degree arc of fire. Like the handheld version, it can be modified for additional damage effects.
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: 100 shot battery for fuel cell models, effectively unlimited for nuclear-powered models. Can also use a back-up e-clip system; 30 shots short e-clip, 60 shots long e-clip
Options: Like the handgun version, the vehicle-mounted version can be similarly modified for extra effect/power:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.
*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIP-2 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area. Cost: 5,000 credits
*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 3d6 MD, but boost range to 1,500 ft. Cost: 7,000 credits
*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 400 ft, but up damage to 5d6 MD per shot. Cost: 5,000 credits.
*Laser Sight Module---Another underbarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guidepath’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Cost: 1,000 credits
*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: One MD shot equals 10 SDC shots
Cost: 4,000 credits
e) Flame Thrower
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Note: Payload can be increased by the addition of external armored fuel tanks(100 MDC for the tanks and DOUBLE payload) or an armored two-wheeled trailer(2 tons, 150 MDC, reduce speed by 10%, but x4 payload). The fuel tanks have an ejection features that catapults the tanks up to 25 ft away from the AFV in the event of a leak or fire(this doesn’t exactly endear the tank to accompanying infantry and many garages and motorpools insist on having a fully fueled-up fire-tank parked in its own revetment or away from other vehicles).
Cost: 30,000 credits. 60,000 credits for external tanks, 120,000 credits for fuel trailer.
3)(Optional) Pintle-mount Light Gun-------Acessed from the turret’s main hatch(exposing the gunner), this pintle-mount can be used to hold a heavy machine gun(typically a .50 caliber), light railgun, energy rifle, or light missile launcher
Options:
*Smoke/Grenade Launcher Clusters--- These mini-multi-tube grenade/smoke launcher clusters can be added to the turret. Up to 4 can be added.
Range: 1,200 ft
Damage: Varies by Grenade Type
Rate of Fire: Volleys of 1-3
Payload: Each launcher has 12 30mm grenades or smoke shells
Cost: 2,000 credits per launcher
*Fording Gear---Adds waterproofing, an extendable conning/escape tower, and a snorkel/periscope, allowing the tank to cross bodies of water up to18 ft deep, crawling along the bottom at 6 MPH.
Cost: 9,000 credits
*External Antipersonnel Fletchette Packs----An effort to further protect the slow moving tank against faster power armor and infantry, this system consists of a series of directional ‘claymore’-style fragmentation grenades attached to the outer hull and triggred either by command or by motion detector trip to fill a ‘kill zone’ around the tank with lethal shrapnel and anti-personnel fletchettes.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the tank(sides, front, back) has 6 fletchette packs each(24 total), the turret has 4 each side, three on top(11 total)
Cost: 300 credits per charge.
*Bow Weapon---A ball-mount glacis-plate weapon can be fitted, and operated by the driver. It can be any of the light weapons described above.
Cost: 2,000 credits for the additional mount, plus the cost of the extra weapon.
*Mrk 1 Mini-missile ‘Calliope’ Launcher---This turret-mounted multi-tube “pipe organ” missile launcher turns the light tank into a light bombard platform. This particular option equipment is a hold-over from the LBT-01 line, quantities still being in stock and available.
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1,2, 4, 6,
Payload: 20
Cost: 15,000 credits
*Mrk 2 Mini-missile ‘Calliope’ Launcher---A larger version of the above, with sixty single-shot tubes.
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1,2, 4, 6, 12, 20, 30, or 60
Payload: 60 tubes, 1 missile each tube
Cost: 65,000 credits
*Mrk 3 Mini-missile ‘Calliope’ Launcher---A larger version of the Mrk 1, with sixty tubes as the the Mrk 2, but with ‘metalstorm-stacked’ mini-missiles similar to the PS Missile Rifle.
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1,2, 4, 6, 12, 20, 30, or 60
Payload: 60 tubes, 4 missiles each tube, 240 mini-missiles total
Cost: 220,000 credits
*Mrk 1 Short Range Missile Launcher---A heavier box-launcher, providing heavier firepower. This particular option equipment is a hold-over from the LBT-01 line, quantities still being in stock and available.
Range: Varies by Missile Type(Short Range Missile)
Damage: Varies by Missile Type (Short Range Missile)
Rate of Fire: Volleys of 1,2, 4, 6, (all)
Payload: 6
Cost: 20,000 credits
*Mrk 2 Short Range Missile Launcher---A heavier box-launcher, providing heavier firepower.
Range: Varies by Missile Type(Short Range Missile)
Damage: Varies by Missile Type (Short Range Missile)
Rate of Fire: Volleys of 1,2, 4, 6, 12, or 24(all)
Payload: 24
Cost: 85,000 credits
*Lateral Turret Rocket Launcher---A single-shot box- or rail-style missile launcher can be fitted to the side of the turret. Up to two such launchers can be fitted(one each side). Either a single short range missile, Copperhead ATM, or a medium-range ‘superbuster’ rocket can be fitted.
Range:(Short Range Missile)Varies by Missile Type(Short Range Missile)
(Copperhead ATM)1 mile
(Medium Range Missile) 10 miles
Damage:(Short Range Missile)Varies by Missile Type(Short Range Missile)
(Copperhead ATM)Armor-piercing:2d4x10 MD, no blast radius(+5 to strike)
(Medium Range Missile)Varies by Missile Type(Medium Range Missile)
Rate of Fire:(All) Single shot
Payload:(All) Single shot
Cost: (Short Range Missile)22,000 credits for the launcher; missiles cost extra
(Copperhead ATM) 24,000 credits for the launcher; 600 credits per missile
(Medium Range Missile) 22,000 credits for the launcher; missiles cost extra
*Flamer Defense System---This can be an add-on to an existing flamethrower system, or be wholly separate/independentally installed. Based on an experiment in efforts to deter the tankerman’s worst nightmare, demolition-charge-armed infantry swarming up close, the system consists of four short-range flame projectors set up to surround the tank with a four-fan ring of flame.
Range:(Direct-Stream Mode) 100 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 20,000 credits.
*Additional Armor. Applique MDC armor can be added:
Light: +80 MDC main body. Cost: 160,000 credits
Medium:+150 MDC main body. Cost: 280,000 credits
Heavy: +200 MDC main body. Cost: 360,000 credits
*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage
Cost: 1 million credits
*Chemically Inert Body Armor---Covers the tank in the same jet-black, chemically-inert material as used by the Toxic Avenger Hazmat Cyborg. This material is slicker than Teflon, and resists chemical corrosion as well as adhesives. Paint, glue, and other chemicals simply refuse to stick to this stuff, and corrsoive chemicals just slide off, doing NO damage.
Cost: 1 million credits
*Advanced Radiation Shielding---The vehicle can be heavily insulated against radiation.
Cost: 1 million credits
* Flail Mounting---Inspired by the old WWII Scorpion “Flail Tanks”, this option mounts a long roller-supported assembly on the front of the tank, with a rapidly rotating drum on the end, to which are attached dozens of lengths of high-strength chain. The theory goes that by advancing behind the flailing chains, the tank can safely detonate mines at a standoff distance, triggering them prematurely with the ground-hammering chains. In practice, though, this worked only against the simplest of mines, and the device was easily defeated by time delay fuzes, greater blast radius explosives, and ‘smart’ mines like the Wellington SAW, which could attack targets from the side and from a distance. Most of the flail packages sold by PS ended up being used to clear brush or in riot control. It had some some success against infantry, but as the tank is made rather slow and cumbersome by pushing the flail assembly, it’s easily avoided.
MDC of Assembly:80
Size: The flail assemby adds ten feet to the length of the tank
Range: 8 ft range
Damage: 1d6 MD per chain strike(Roll 1d6 to determine number of chains hitting)
Penalties: Reduce speed of tank by 20%, and -10% to Pilot Tank skill
Cost: 20,000 credits
*Mine Rollers/Plows---Mine rollers and plows are simply heavily reinforced(100-200 MDC) modifications of road and farm equipment designed to be pushed ahead of the vehicle into a suspected minefield. Rollers detonate pressure-contact mines by their greater ground pressure, ideally before the vehicle itself passes over them. Plows work to unearth explosives and push them to the side where they explode with less effectiveness, or else can be more easily detonated by other means. A Mine Roller or Plow assembly typically costs 10,000-30,000 credits, and reduces the vehicle’s speed by 25%
*Hedgerow Cutters---Because tanks frequently have problems getting through undergowth, the bow plate can be fitted with an array of sharp-tined plowshare-like blades, with several vibroblades mounted among them. It also makes the tank look fierce as hell.
Damage: 4d6 MD
Cost: 30,000 credits
*Bulldozer Blade---A bulldozer blade can be mounted on the front, with enough hydraulics to raise and lower the blade. Dozer blade has 80 MDC.
Cost: 15,000 credits
*Grousers---Grousers are simply track extensions that widen the treads(by 2-3x) and allow the treadlayer to reduce its ground pressure and better traverse soft surfaces such as mud and snow, and reduce penalties for travelling over such surfaces by HALF. Cost: 8,000 credits per set of treads.
Variants:
*PS-M4A3R---A robotic tank conversion, using the same software as the PS ‘Damnthing’ RoboTank.
Actions/Attacks per Melee: 4
+2 strike to w/ all ranged attacks
+3 to strike w/ main cannon/direct fire weapon
Cost: +1 million credits
*PS-M4 BARV(aka ‘Sea Lion’)---Beach Amphibious Recovery Vehicle; a turret-less M4 with a built-up superstructure(100 MDC), tow bars/bumpers and cable winches fore and aft, flotation units, and twin water impellers. Typically armed only with 2 light weapons, but fully amphibious(5 MPH on the water).
Cost: Reduce base price by 30%
*PS-M32 ---Recovery version of the M4, with the turret and main gun replaced with an armored cupola and A-frame crane/winch w/ 60,000 lb pull capacity. Additional racks and armored cabinets on the hull top and sides hold cabling, spare parts, and tools. Typically only armed with the cupola-top pintle weapon, though some vehicles have been fitted with an 81mm mortar.
Cost: Reduce base price by 40%
*PS-M4 ‘Kangaroo’ APC---Simply the chassis of the PS-M4 with the turret removed and hull rebuilt into a crude APC, able to carry 8 troops. Typically armed only with 1-2 light weapons.
Cost: Reduce base price by 50%
*PS-M7---Simply the chassis of the PS-M4 with the turret removed and hull rebuilt to accommodate a heavy massdriver cannon of 105-155mm caliber, in imitation of the WW2 ‘Priest’ SPG. Also mounts a ‘pulpit’ with a light weapon/rail gun/lighter energy cannon for self-defense.
Cost: Reduce base price by 20%, but main gun costs extra.
Re: Paladin Steel Storefront
Posted: Fri Feb 26, 2010 12:23 pm
by abtex
Nice ‘Replitank’. Now a Haunting them we will go, A Haunting them will go...
SomedayDoes PS make
Lawn Darts?RAP version [Rifleman’s Assault Projectile] of the
RAW thing?
Re: Paladin Steel Storefront
Posted: Fri Feb 26, 2010 2:47 pm
by ZINO
Paladin Steel M4A3 “Sherman” Medium Tank
thank you !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
#1)your stats are better than my!!!!!!!! thank YOU!!!!!! your awesome man !!!
Sherman VC Firefly
http://upload.wikimedia.org/wikipedia/c ... irefly.jpgor
http://www.afrikakorps.org/_photos/Comm ... owage1.jpgrear
http://www.afrikakorps.org/_photos/Comm ... owage2.jpgAn M4A3E8 76 mm armed Sherman tank made during the Second World War
http://upload.wikimedia.org/wikipedia/e ... um_012.JPGT34 Calliope
http://upload.wikimedia.org/wikipedia/c ... France.jpg
Re: Paladin Steel Storefront
Posted: Fri Feb 26, 2010 6:26 pm
by taalismn
Yah...You may now build yourself a "Golden Age' army with M4s, M3's, Chaffees, and Half-tracks.
Strike fear in the hearts of facist monsters across the Megaverse as you drive across universes with these remodelled classics.
Re: Paladin Steel Storefront
Posted: Fri Feb 26, 2010 7:52 pm
by ZINO
Re: Paladin Steel Storefront
Posted: Fri Feb 26, 2010 11:00 pm
by abtex
taalismn wrote:Yah...You may now build yourself a "Golden Age' army with M4s,
M3's [it's a TW version, does that count?],
Chaffees, and
Half-tracks.
Strike fear in the hearts of facist monsters across the Megaverse as you drive across universes with these remodelled classics.
Be sure to support them with
Classic Mover Series VehiclesMore Classic Mover Series VehiclesFor more fun things. Check out the
Catalog index and
Part 5.
Re: Paladin Steel Storefront
Posted: Sat Feb 27, 2010 11:52 am
by taalismn
Yeah, but I have those M-1 Rail Gun Rifles.
I'll have to do up some more TW aircraft from the period(including imports from Farnborough Aviation) just to even it up, and give the G.I. some more air support.
Re: Paladin Steel Storefront
Posted: Sat Feb 27, 2010 4:27 pm
by Arnie100
Thank you, taalismn! All you need to do now is add some M1A1 Thompson SMGs, the M3 or M3A1 SMG, a BAR (Browning Automatic Rifle) and an M1 or M1A1 carbine!! And don't forget the M1919 machine guns!
And you'll have the American Arms of World War II Catalog!
Re: Paladin Steel Storefront
Posted: Sat Feb 27, 2010 5:31 pm
by taalismn
Arnie100 wrote:Thank you, taalismn! All you need to do now is add some M1A1 Thompson SMGs, the M3 or M3A1 SMG, a BAR (Browning Automatic Rifle) and an M1 or M1A1 carbine!! And don't forget the M1919 machine guns!
And you'll have the American Arms of World War II Catalog!
Hmmm.....Got enough projectile weapons, but maybe an energy version of the Thompson, maybe a light rail gun, particle beam, or TW version of the BAR. Perhaps a light plasma version of the Grease Gun.
Re: Paladin Steel Storefront
Posted: Tue Mar 02, 2010 2:25 am
by Arnie100
Y'know, you could make the BAR a rail gun (using the same ammo as your M1) and the Tommy Guns and Grease Guns could use ramjet ammo!
Re: Paladin Steel Storefront
Posted: Tue Mar 02, 2010 7:14 pm
by taalismn
Got energy versions coming out...but you can safely assume that PS makes standard projectile weapons to old patterns as a matter of course...they're just too mundane to all list here...
Re: Paladin Steel Storefront
Posted: Wed Mar 03, 2010 2:11 pm
by taalismn
Paladin Steel AAST-8 ‘Wyvern’ Light Aerospace Transport
“Rottweiler! Rottweiler! This is Luggage! Please respond! Over!”
“---uggage, this is Rottweiler!”
“Rottweiler, you’re late for rendevouz! Please report your condition! Over!”
“Luggage, this is Rottweiller! We’re kinda stuck down here, pinned on the forty-eighth floor! Unable to make roof rendevouz! Repeat, UNABLE to make roof rendevouz! Over!”
“Rottweiler, hear and confirm your status! Are you near an external wall? Give me transponder lock! Over!”
“-don’t know! Turning on personal beacons!”
“Doug, I got’em! They’re right next to the south side wall. No windows, but we oughta be able to chew through the concrete easily enough for them to exit! If you can hold this bird steady long enough.”
“Not a problem!----Rottweiler! This is Luggage! Hold your position! We’re coming to get you! And you hear something biting through the wall behind you, that’s just us coming to save your arses!”
“Just want I always wanted; a cargo plane that can land just about anywhere on any terrain, and then follow me around the airfield like a giant puppy.”
The AAST-8 is a decidedly eccentric light aerospace transport design that arose from Paladin Steel’s interaction with fugitive Kittani engineers who fled Atlantis during the Great Exodus.
Away from the restrictions placed on them by their Splugorth overlords, the Kittani eggheads apparently felt free to finally indulge their fancy with innovative design. With access to Terran databases for inspiration, these eccentric Kittani refugees set to work pouring out a variety of brainstorms, some of which have been developed into working designs. The AAST-8 was one of these that made it to the hardware stage, after Paladin Steel allowed their new employees to look at GNE’s emerging aerospace needs. Always looking to increase their pool of transport vehicles, PS funded the construction of several working prototypes for field testing.
To many observers knowledgeable with Terran aircraft history, the AAST-8 bears a strikingly strong resemblance to the WW2 vintage Arado Ar-232, a multipurpose rough-field transport aircraft that bore the nickname ‘Millipede’ for the 10 sets of small idler wheels in addition to its main landing gear. Indeed, the AAST-8 has the same general configuration , but the whole seems to have been crossed with the articulated frame of a Kittani robot vehicle.
The AAST-8 has the Ar-232’s ten pairs of smaller wheels, but these are attached to retractable robot legs reminescent of the Kittani ‘Millipede’ Power Armor’s legs, giving the vehicle the ability to roll or crawl across a landing area as circumstances dictate. The cockpit is a heavily glazed pod that can actually move in limited fashion(up to 50 degrees in all directions) on powered actuators as the robot-vehicle’s ‘head’, complete with metal-rending jaws. Instead of the Ar-232’s four engines, though, the AAST-8 only has two large engine nacelles mounted on the variable geometry wings. The tail assembly follows a split-V configuration similar to that of the Paladin Steel ‘Dragonfly’ fighter-bomber/tactical transport. Both the tail assembly and wing surfaces of the AAST-8 fold for storage in bunkers or aboard spacecraft, or to allow the vehicle passage through close spaces. The wings also fold for fast atmospheric reentry ‘dives’. Access to the interior of the aircraft is through a rear clamshell and ramp door and two small side hatches.
The AAST-8 is well armored for its role as a tactical transport, able to handle small- to medium-caliber weapons strikes, and it comes standard with an aerospace-grade forcefield. Armament is also decidedly heavy. Of note is the ability of embarked troops to open ports in the side of the vehicle and use their own weapons to add to the ship’s fire(note that this is not possible or permitted during high speed in-atmo maneuvering, and that opening the side ports compromises the environmental integrity of the vehicle’s main bay...not a problem for Kittani, who wouldn’t think of going anywhere without full EBA or light power armor, but Human crews tend to lock-seal the gun ports). Of note is that the Wyvern lacks any missile armaments.
The AAST-8’s Kittani designers seem to have conceived of the vehicle as a light tactical support transport that could follow its debarked troops into combat and act as a light tank or APCof sorts, beyond simply dropping them off. This has raised quite a lot of heated debate among GNE military tacticians and engineers, who are dubious of the wisdom of risking valuable air transport assets in ground combat.
The eyewatering complexity and eccentricity of the AAST-8 has currently meant that production of the AAST-8 is slow and expensive; only a few dozen of the vehicles have been constructed and deployed to date, mainly with GNE transport and evaluation units. Paladin Steel is currently waiting to see what comes of performance evaluations of the vehicles already in service, before approving the design for larger scale production and possible sales.
Type: PS-AAST8 Wyvern
Class: Light Aerospace Transport
Crew: 4
MDC/Armor by Location:
Main Body 360
Cockpit/Head Assembly 160
Jaw Assembly 120
Dorsal Turret 80
Tail Turrets(2) 45 each
Main Landing Legs(3) 30 each
Crawler Legs(20; 10x2) 30 each
Engine Pods(2) 130 each
Wings(2) 120 each
Tail 150
Forcefield 200
Height: 18 ft(22 ft with legs at full extension)
Width: 103 ft wingspan w/ wings at full extension, 39 ft w/ wings folded
Length: 78 ft
Weight: 26 tons
Cargo: 10 troops or 6 tons of cargo
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed: (Ground)(Wheels) Taxi at about 15 MPH
(Crawler Legs) 25 MPH; can clamber over obstacles as tall as 6 ft, and climb up a 60-degree grade.
(Flying-Atmosphere) Hover to Mach 2; transatmospheric boost mode of Mach 7
(Flying-Space) Fyully capable of space flight; Mach 6
(Underwater) Limited to crawling along the bottom at 5 MPH. Maximum depth of
Market Cost: 58 million credits
Systems of Note:
Standard Robot Systems, plus:
Weapons Systems:
1) Nose Turret(1)---Mounted in the nose, between the jaw assembly, is a powerful nose cannon. It can be one of the following;
a) 20mm Cannon
Range: 9,000 ft
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 725 rds each gun
b) Rapid-Fire Rail Gun(PS-100)
Range: 4000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EGCHH
Payload:12,000 rd drum(200 bursts)
Cost: 100,000 credits
c) Pulse Laser(PSMBL-5000B)
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
d) Ion Cannon
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload:Effectively Unlimited
Cost: 230,000 credits
e) Lightning Blaster
Range: 3,000 ft
Damage: 6d6 MD
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockput. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 300,000 credits
f)Particle Beam Cannon---A modified, longer-ranged version of the PSPBW-8 ‘Blue Bolt’ particle beam weapon.
Range: 8,000 ft
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited; the Viritalium particle core is good for some 1,000 shots before needing replacement
2) Dorsal Turret(1)---Immediately aft of the cockpit, on the upper surface of the vehicle, is a powered turret with a full 360-degree rotation, and 60-degree elevation. It can hold TWO of the following weapons:
a) 20mm Cannon
Range: 9,000 ft
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 725 rds each gun
b) Rapid-Fire Rail Gun(PS-100)
Range: 4000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EGCHH
Payload:12,000 rd drum(200 bursts)
Cost: 100,000 credits
c) Pulse Laser(PSMBL-5000B)
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
d) Ion Cannon
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload:Effectively Unlimited
Cost: 230,000 credits
e)Particle Beam Cannon---A modified, longer-ranged version of the PSPBW-8 ‘Blue Bolt’ particle beam weapon.
Range: 8,000 ft
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited; the Viritalium particle core is good for some 1,000 shots before needing replacement
3) Tail Turrets(2)---Two small turrets are mounted side-by-side just under the tail, on either side of the top of the rear hatch. They can be operated independently, or fire in synchronized fashion with each other. They both can be one of the following:
a) Light Rail Gun
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst.
Rate of Fire: ECHH
Payload: 2,000 rd drum per cannon
Cost: 70,000 credits
b) Light Pulse Laser
Range: 4,000 ft(16,000 ft in space)
Damage:2d6 MD single laser, 4d6 MD dual-cannon pulse shot, 6d6 MD triple shot burst
Rate of Fire: ECHH
Payload:Effectively unlimited
Cost: 22,000 credits
c) Light Ion Pulse Cannon
Range: 2,500 ft
Damage: 3d6 MD per shot, 1d6x10 MD four-shot burst
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 20,000 credits
4) Jaw Bite---The Wyvern sports a fully articulated robotic jaw assembly in the nose that is normally used for clearing landing areas of brush and other obstacles, but which can be used in close combat.
Range: Melee
Damage: 4d6 MD
5) Flare/Chaff Launcher (1)
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 18 per launcher
Options:
Aside from its modular weaponry, the Wyvern has not yet been offered with any major options.
Variants:
The Wyvern is so new, that no variants have yet emerged, though a Special Forces version with stealth features and ECM/ECCM systemry, and a TechnoWizardry-augmented version are rumored.
Re: Paladin Steel Storefront
Posted: Wed Mar 03, 2010 2:30 pm
by ZINO
Re: Paladin Steel Storefront
Posted: Wed Mar 03, 2010 2:36 pm
by taalismn
Almost...only two engines, a V-tail, articulated wings, and folding outer wings, and you got the Wyvern.
Re: Paladin Steel Storefront
Posted: Thu Mar 04, 2010 10:34 am
by taalismn
Arnie100 wrote:Thank you, taalismn! All you need to do now is add some M1A1 Thompson SMGs, the M3 or M3A1 SMG, a BAR (Browning Automatic Rifle) and an M1 or M1A1 carbine!! And don't forget the M1919 machine guns!
And you'll have the American Arms of World War II Catalog!
Paladin Steel BAR2 Light Rail Gun(aka ‘Piledriver’, ‘BARgun’, ‘Punch-Rifle’)
‘Even if I didn’t see his head come off, I’m pretty certain that guy I hit ain’t going to be getting up for a while; that shot punched him in the helmet pretty damn hard, and that’s gotta at LEAST sting something fierce!”
Yet another ‘repliweapon’, a modern weapon, in this case a light rail gun, dressed up to resemble a classic firearm, in this case the Browning Automatic Rifle.
Like the M-1R ‘Trusty’, the BAR2 uses a dual clip system; a regular projectile magazine, and a powering e-clip in the buttstock. Like other e-clip powered projectile weapons already in service, this has caused no end to controversy with (para)military personnel over the merits of kinetic strike weaponry over pure energy projection weaponry, and the allocation of available e-clips in a unit. The BAR2 uses the same ammunition as the M-1R, but in megadamage mode, the larger and heavier rifle accelerates its projectiles harder and faster, resulting in much heavier damage.
The BAR2 is a heavy weapon, and it backs a considerable recoil in operation(hence its nickname of ‘punchgun’), but it still comes in as considerably lighter than other machine-gun-styled rail guns that rely on firing larger numbers of smaller projectiles at lower velocity to achieve the same damage results. It CANNOT, however, match the sustained rate of fire that such dedicated and purpose-designed fully automatic weapons can achieve, and it can only accommodate a twenty-shot clip in its magazine receiver, limiting its usefulness as a suppressive fire weapon.
Still, the BAR2 is a sturdy, reliable, well-engineered weapon that has been designed for consistant performance under the worst of conditions, so the weapon has acquired a following of sorts among paramilitary units and wilderness hunters(despite its dual magazine system). The BAR2 is also popular with dinosaur and monster hunters for its ability to switch firepower modes. Paladin Steel thus sells a lot of BAR2s to interested parties, varying from small-town warriors to big-game hunters.
To prevent confusion with another PS repliweapon, the PSPBW-11 ‘Super-BAR’, a particle beam rifle that ALSO resembles the revered Browning Automatic Rifle, the two weapons can be distinguished by the different-colored banding around their rifle butts; the rail gun. BAR2 has a green barcode while the particle beam weapon has a yellow barcode.
Weight: 19 lbs
Range:2,600 ft
Damage:(SDC) 3d6+1 per single shot
(MD)4d6 MD per single shot, 1d6x10+4 MD per 5 rd burst
Note: Can chamber specialized rail gun ammunition, such as silver and wood rounds.
Rate of Fire:Single shot, ECHH
Payload: 20 rds in a box magazine
Buttstock e-clip is good for 250 SDC shots or 40 MD shots.
Special Features:
*Underbarrel Bipod
*Optional electrical power link---Can be plugged into a cyborg, power armor, or vehicle electrical power system in place of the e-clip.
Cost: 29,000 credits
Paladin Steel PSPBW-11 Particle Beam Rifle(aka ‘Super-BAR’)
“Okay, sir, is it all right in this case to cross the particle streams? ‘Cause there’s a gargoyle lord up there on the ridge and I figure if all three of us hit him at once with our Super-BARs, he ain’t going to stand a chance!”
“So what if it’s heavy?! I EXPECT heavy firepower to be exactly that! HEAVY! Don’t trust a weapon that claims to be ‘heavy’ fire, that you can juggle one-handed. A proper heavy weapon goes ‘thump’ and ‘thud’ in your hand, and lets you know it can get the job done!”
This is an advanced particle beam weapon configured to look like the vintage Browning Automatic Rifle, a favorite weapon in WW2, despite its relative age and closer resemblance in weight and size to a light machine gun. The PSBW-11 has better-than-average range for a particle beam weapon(thanks to its long accelerator barrel, and a selectable damage range, allowing for energy economy with lower-powered shots, or high-powered anti-armor shots.
Interestingly enough, the PSBW-11 can fit a Triax-style FSE-clip like a standard e-clip. It can aslso accommodate PS Regenerating Power Packs, or can be hooked up to an external power source for use as a vehicle- or power armor- mounted weapon.
The PSPBW-11 has proven unexpectedly popular due to its falling in weight, range, and capability between PS’s higher-end weapons and the offerings of companies like Northern Gun and Triax. The ‘Super-BAR’ has thus equiped Greater New England military units and other formations when production of the more advanced and powerful PSPBW-8 ‘Blue Bolt’ failed to keep up with demand.
Weight: 19 lbs
Range: 2,600 ft
Damage: Two fire modes; 6d6 MD low power and 1d4x10 MD high power mode
Rate of Fire: ECHH
Payload: 12 low-power/8 hgh-power shots from a standard e-clip, 20 low power/16 high-power shots from a long-e-clip/FSE
Special Features:
*(Optional) Bipod
Cost: 32,000 credits
Variants:
*PSPBW-11B---This is merely the PSPBW-11 done up in a more modern ‘futuristic’ external casing. It is otherwise in all other respects identical to the Super-BAR.
Paladin Steel PSIW-M3A1 ‘Greaser’ Ion Weapon (aka ‘Greased Lightning’, ‘Spark Plug Gun’, ‘Zap Sprayer’)
“Be careful; in order to keep the cost down, Paladin Steel uses a lot of metal alloy in this thing’s construction, rather than composite or ceramic. They’ve kept the innards well insulated, so the weapon doesn’t build up a static charge like some ion spitters do, but the casing can still heat up, especially when you’re burst-firing. If you’re not wearing gloves, you can burn yourself something annoying.”
“HAH! At full rock-n-roll on this thing, there’s hardly anything that can stand up to this baby!”
“Suoivrepmi ot ygrene.”
“...you know, I really hate you...”
The PSIW-M3A1 was developed to meet the rather curious requirement of a modern energy weapon resembling an ancient projectile weapon, in this case the M3A1 ‘Grease Gun’, a multi-calibre submachine gun of WW2 vintage.
The PSIW-M3A1 uses the stripped-down inner workings of the tried and true PSIP-2 ‘ Smasher’ Rapid Fire Ion Submachine Pistol. Because of the desire to keep cost down, the weapon is heavier than more sophisticated weapons like the ‘Viper’ ion pistol, as less advanced materials are used in its construction. Range is considerably less, and the PSIW-M3A1 cannot accept any of the modifications that have made the ‘Smasher’ so popular. However, the PSIW-M3A1 has a selective power mode option and a higher rate of fire, giving it devastating power at short range. The PSIW-M3A1 also shares the primitive, stubby, no-nonsense looks of its inspiration, which appeals to many prospective buyers.
The Greaser is only just entering production and distribution, but PS optimistically predicts the weapon will sell well. The lack of range is likely to curtail sales in some quarters, but the short range burst fire capabilities are predicted to draw good returns from urban militia and vehicle crews.
Weight: 8 lbs
Range: 400 ft
Damage: 3d6 MD or 5d6 MD per shot, 1d4x10 MD per 3-shot low-power burst, 1d6x10+15 MD per 3-shot high-power burst, 2d6x10 MD per 10-shot low-power burst, 3d6x10 MD per 10-shot high-power burst.
Rate of Fire: Standard
Payload: 10/(8 high power) shots short e-clip, 30/(25 high power) shots long e-clip
Special Features:
*Folding Wire Stock
Cost: 10,000 credits
Variants:
*PSIW-M3A1B---This is merely the PSIW-M3A1 with a more modern external casing. An additional clading of composite insulation around the weapon provides additional heat protection, so the weapon is rather more popular with users, but otherwise the weapon is in all other regards identical to the PSIW-M3A1.
Paladin Steel PSPPR-22M1928 ‘Thompson’ Plasma Submachine Gun(aka ‘Hot Tom’, ‘Melter’)
“Don’t waste a grenade on that door; just lemme give it a burst.”
“Okay, I like the idea of equipping a company of Magnus-bots with Thompsons to help fight Splugorth incursions...but dressing them in plastic zootsuits and fedoras?”
“Hey, this is New Jersy! Those slavers wanna muscle in on MY home turf? They’re gonna be taught a lesson!”
The PSPPR-22M1928 came about from two concerns; interest in weapons styled after ‘vintage’ pre-Rifts weaponry, and rumors that Naruni Enterprises was about to capitalize on that market by adapting their Plasma Cartridge technology to resemble those vintage weapons.
PS therefore came out with the mouthfillingly-named PSPPR-22M1928, a plasma submachine gun built to resemble, externally, the famous M1928 ‘Thompson’ submachine gun, famed for its service with the military, police, and crminals.
The PSPPR-22M1928 has good damage at short range, and the ability to deliver an armor-vaporizing burst that can cripple power armor makes this weapon a favorite of assault troops and urban warriors. At full burst, the weapon does tend to climb a bit with recoil(the plasma blasts acting like a rocket thruster), making the buttstock and foregrip a must for steadying it for accurate fire. The long barrel with its many small flanges allows for adequate cooling of the barrel during sustained firing. Compatibility with acquired CS e-canisters(and knockoffs) in imitation of the original weapon’s ‘cheesewheel’ drum magazine, gives the PSPPR-22M1928 impressive payload.
Just recently introduced, the PSPPR-22M1928 is already doing well in sales to those who want brutal short-range firepower in a convenient package. Already, the Paladin Steel weapon is looking to challenge its closest competitor, the NE-350 ‘Thumper’ Plasma Cartridge Submachine-Gun, for market share.
Weight: 10.75 lbs
Range: 900 ft
Damage: 4d6 MD single shot, 1d6x10 MD three-shot burst, 4d4x10 MD per 10-shot burst.
Rate of Fire: Standard
Payload: 18 shots short e-clip, 30 shots long e-clip, 100 shots e-canister
Special Features:
*Detachable Foregrip
*Detachable Buttstock
Cost: 29,000 credits
Options:
*Regenerator E-clip---PS’s reverse-engineering of the NG Regenerating Power Pack became available in 111 P.A., using more advanced d-bee-donated engineering and synthetic power matrix-crystals. A smaller version that could be added to pistols(RPP-2S) became available a year later. This 3 lb octagonal unit provides the weapon with 100 single shots, and regenerates 4 shots per hour, up to seven times. The technology is still fairly expensive, though; a single PS RPP-2S costs 18,000 credits, though as PS’s orbital manufactories increase production, the cost is expected to come down in coming years.
Variants:
*PSPPR-22B---This is merely the PSPPR-22M1928 with a more modern appearance and fuuristic cooling shroud. It is otherwise in all other regards identical to the PSPPR-22M1928.
Re: Paladin Steel Storefront
Posted: Thu Mar 04, 2010 12:07 pm
by ZINO
Re: Paladin Steel Storefront
Posted: Thu Mar 04, 2010 5:37 pm
by Arnie100
Cool!
Re: Paladin Steel Storefront
Posted: Thu Mar 04, 2010 6:48 pm
by taalismn
Gentlemen, you may now go to war...in historic style.
Re: Paladin Steel Storefront
Posted: Thu Mar 04, 2010 8:20 pm
by ZINO
Re: Paladin Steel Storefront
Posted: Thu Mar 04, 2010 10:57 pm
by abtex
Re: Paladin Steel Storefront
Posted: Thu Mar 04, 2010 11:43 pm
by taalismn
ahhhhhwwww........
shiny....
Re: Paladin Steel Storefront
Posted: Fri Mar 05, 2010 9:43 am
by abtex
taalismn wrote:ahhhhhwwww........
shiny....
Yes.
GOLD-plated shiny