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Re: Paladin Steel Storefront

Posted: Fri Mar 05, 2010 11:35 am
by taalismn
Paladin Steel/Hangar-18B ‘Atlatal’ SlingScout Variant

“Thing looks like it’s half-crashed already.”
“Wait ‘til you see what it can do to the other guys...”

The fall of Tolkeen cast refugees far and wide across the continent(and beyond). This proved a tainted windfall for some nations, as the refugees brought with them technologies and magics that were once the exclusive properties of Tolkeen.
Both Paladin Steel East and West became home to numbers of former Tolkeenites, surviving soldiers, and their equipment, including a handful of Tolkeen warmachines. The GNE ‘inherited’ several dozen Sling Scouts which became part of Irregular and Auxiliary units of the GNE military. Soon, both PS and former Tolkeenite engineers began to look at the hardware of the Tolkeen military and re-assess them in the light of lessons learned in the war against the Coalition. The Sling Scout became one such machine of interest; a proven workhorse of both recon and tactical transport units throughout the war, it nevertheless failed in providing adequate warning of General Holmes’ blitzkreig. The few units that were covering the northern approaches to the city were quickly overwhelmed and destroyed before they could get out alert warnings. The Sling-Scout, good in ambush, proved inadequate against faster opponents like Coalition Skycycles and SAMAS units.
Using several damaged Sling Scouts as test-beds, Paladin Steel West began work on an improved model or variant that addressed the problems of the original. Hangar-18B, another firm that survived the Seige, and now a sub-contractor for Paladin Steel West, was also called in to consult on improving the design.
The ‘Atlatal’(named for a spear-thrower of antiquity) follows the basic configuration of the original Sling-Scout, but some changes have been made. The laser turrets have been replaced with more powerful pulse models, and the mini-missile launcher ‘cone’ has been moved from the right side of the vehicle to a position opposite the forward laser turret on the ‘cheek’ of the prow, and replaced with a modular weapons fitting. Where the mini-missile launcher originally was, and opposite it, a gimballed thruster has been mounted for increased speed and maneuverability. A third thruster has been added to the rear of the vessel, providing better forward thrust. The cockpit has been remodelled for improved crew comfort, protection, and visibility, and additional fins and antennae have been added to the tail section, including a mast-mounted sight. Additional avionics have been fitted, and countermeasure dispensers added, improving the ship’s stealth and survivability. Finally, several new techno-wizardry systems have been added.
The resulting ship is slightly heavier than the original, possesses slighter better armor protection, is faster and better armed, and is about 30% more expensive to produce. As a heavy scout, the Atlatal is superior, able to run hard and hit hard.
The Atlatal has only been produced in limited numbers, thus far, with the aircraft being assigned to Irregular units in GNE service.
Changes/Modifications:
MDC/Armor By Location:
Main Body 280
Reinforced Crew Compartment 150
Thrusters(3) 90 each
Weight: 45 tons
Speed:(Flying) 300 MPH(DOUBLE on Ley Lines), Maximum Altitude of 20,000 ft
Bonuses: +1 to Dodge, +1 to Roll
Systems of Note:
All Standard Sling Scout Systems, plus:
*Mast-Mounted Sight---This takes advantage of the Sling Scout’s high tail profile to mount a sighting system, allowing the crew to hide behind cover while scoping out the surrounding landscape.
*Laser Illuminator---’Paints’ targets for laser-guided/homing ordnance. Range: 7 miles
*Magnetic Anomaly Detector(MAD)----Range:The magnetometer has a range of 8,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Powered-up rail guns and fusion nuclear containment fields can be detected out to 16,000 ft.
*EW Suite---Basic frequency jumping and radar/IR jamming. Radar-guided weapons are -4 to strike the craft

Weapons Systems:
1) Pulse Lasers(2)----PS replaces the original medium lasers with more powerful pulse lasers.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10+10 MD triple pulse burst
Rate of Fire: EPCHH
Payload: Effectively Unlimited

2) Modular Missile Launcher---Paladin Steel applied its modular mount philosophy to the Sling-Scout by replacing the original fixed-position mini-missile launcher with a multi-option hardpoint, and moving it to a position to balance the laser turrets.
a) Micro-Missiles----96
b) Mini-Missiles---48
c) Short Range Missiles---24
d) Copperhead ATMs
Range: 1 mile
Damage: Armor-piercing: 2d4x10 MD, no blast radius
Rate of Fire:Volleys of 1,2,3, 4, or 6
Payload: 18
Bonuses: +5 to strike
e) Black Talon L-SAMs
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 6
Payload: 12 per pod
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
f) Medium Range Missiles---10
g)TW Heavy Rocket:
Range: 3 miles.
Damage: 2d4x10 MD to 30 ft blast radius
Rate of Fire: Volleys of 1,2,3, 6 or 9
Payload: 18 per pod

3)Flare/Chaff Launchers(2)---Mounted near the tail are two standard countermeasure launchers.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher, 24 total

Magic Systems:
(In addition to those already mounted on the published Sling Scout)

*Protective Energy Field---Fairly standard TW protection mechanism, providing 50 MDC per 10 PPE/20 ISP pumped into the system; 10 minute duration per 10 PPE.

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

Re: Paladin Steel Storefront

Posted: Fri Mar 05, 2010 12:19 pm
by ZINO
wow !!!!!!!!!!!!!!!!!

Re: Paladin Steel Storefront

Posted: Fri Mar 05, 2010 5:15 pm
by taalismn
Yeah, sorry about not including all the original Slingscout data, but I wasn't sure how much I could get away with copying and posting here.

Re: Paladin Steel Storefront

Posted: Mon Mar 08, 2010 6:02 pm
by taalismn
GNE Nationalist Mercenary Units

Guerilla Marketing or Marketing Guerillas?

“Rifts Eath’s greatest asset isn’t its magic...you can’t take that offworld and sell it...It ain’t its technology....plenty of places have better tech and more secure manufacturing locations.....and it sure ain’t its location...though some will argue that being a dimensional nexus is everything.....No, its biggest asset, and one we expect to see more of in the future as they get their acts together, is its people. Anyone who’s ‘native’ to the place has grown up to be a survivor, trained by experience and blooded by hard living. They make for damn good soldiers.....they tend not to flinch at the sight of blood, and a lot of them wouldn’t bat an eye at mention of ‘monster’ or ‘vampire’......Most might not be able to appreciate the complexities of a HI-laser, but if you put one in their hands, they know which way to point it...and they adapt real fast....
I’m starting to appreciate what we got there on Rifts Earth....I can recruit a regiment of troops there for a quarter of what they’re asking in the Three Gees, and while most of them couldn’t speak Standard without dribbling, they’re every bit as tough as any ‘elite’ I can find from a more civilized world. “
-------Gactor Billswyne, Mercenary Agent for FTLnet, Rifts Earth Desk.

“Hear you have a demon problem, so we’re here....Withdraw what’s left of your forces...They won’t last long as it is, and my people don’t want to worry about hitting any friendlies in the area....While we’re taking care of your problem, you can help out by sitting down with our field rep here and negotiate how much you’re going to pay us for dealing with the vermin.”
------Colonel Deso Prescott Camoran, Free Washington Armed Services 18th Regiment(‘The Red Hot Irons’), on free assignment.

While the GNE and PS regularly hire/retain the services of bonded mercenaries, they just as often hire out units of their regular armed forces AS mercenaries, sometimes under the title of ‘military advisors’, or ‘aide escorts’, or other such diplomatic double-talk jargon. These units operate in their national uniform, retain their insignia, and regular command organization, and make no bones about their origins...
The reasons for this are manyfold. Though it does risk valuable manpower that might be needed back home in an emergency, if the GNE picks its fights right, it can keep troop losses to a minimum, and give the troops continued experience in combat. It earns additional income for the alliance, opens up new markets for their goods, and may also further any secret agendas the GNE has. It also can build up a list of potential allies that the GNE can call upon in future times of need. A classic example is the regiments of ‘advisors’ deployed in defense of the city of Kingsdale; these troops, though constantly engaged in fending off Coalition-backed hostiles from nearby Whykin, are not officially registered on Kingsdale rolls as GNE nationals, but as ‘military observers’ or ‘extranational personnel’.
Ground and air units are the most commonly ‘loaned’ combat personnel and equipment hired out, owing to utility and ease of deployment; sea units are less common, but still possible(though rarely anything bigger than a corvette). Space forces are hardly ever hired out, but a few circumstances have arisen where GNE has seen fit to detach a ship or two, or a company or so of ‘special personnel’, for extra-national missions.

“I am here to do the job you can’t do for yourselves!”

“Sometimes, in order to change minds, you gotta bust heads!”
“It’s easier to bust heads than change minds.”

Typical Mission-Employments:

*Raiders----Raiders and Raids are relatively small, tightly-organized attacks meant to achieve one or two narrow goals; destroying a specific cache of materials or industrial site, neutralizing a specific enemy facility, providing distraction for another operation, or carry out a rescue. Mercenary units are often hired for these ‘sharp end of the stick’ missions because they’re considered expendable by the local hiring body, and because raiding missions often violate local rules of martial conduct(especially when the objective of the raid is to terrorize a local populace), so hiring mercenaries provides a degree of ‘plausible deniability’....any transgressions can be blamed on the unsupervised foreign sell-swords.

*Shocktroops---Shock operations are broader scale than raids, with a more general scope of operations, or strategic operation. Shocktroops are used to attack a number of enemy points of strength, such as elite troops or fortifications, to break a stalemate and penetrate enemy positions, allowing follow-up troops to swarm through the broken lines and take the initiative. Shocktroops will see some of the heaviest combat in any action, and take disproportionate amounts of casualties unless they have heavy air support or artillery assets.

*Skirmishers---Skirmish mercs are typically deployed to hold a position or front, acting as a forward picket, and keeping the enemy occupied, while their employers rally their forces in the rear lines for a major push. Many kingdoms hire low-quality skirmishers or picket troops as expendable troops while keeping their own people in reserve for more important actions. This doesn’t always sit well with the hired troops, who must balance the likely pay they are receiving versus the fact that they are often considered to be throwaway soldiers by their employers.

*Garrison Troops---Hiring mercenary garrison troops is a major act of faith on the part of an employer; such soldiers are charged with holding and protecting homeland communities, or recently conquered enemy territory, allowing the employers’ regular forces to be deployed elsewhere. Garrison troops face a myriad of different problems, foremost among them being on good terms with the locals, who may be resentful of outsider troops being in residence. Garrison troops also find themselves all too often becoming wholly responsible for local security, and becoming caught up in local politics. And should an outside enemy actually attack, the garrison is expected to hold its ground and fight to the end, or to deny the enemy useful gains(including destroying the garrisoned facilities as a last resort). And when there isn’t any action, garrison units can fall victim to boredom and ennui. For units more accustomed to mobile combat, being assigned to protracted garrison duty is akin to being tied to a target....

*Peacekeepers-----Often confused with Garrison troops in duties, Peacekeepers perhaps have the worst of jobs....Typically hired as garrison troops, as a compromise between more moderate elements on a war front or in a dispute, these soldiers are charged with maintaining ceasefire conditions, policing the locality, disarming militants, and seeing that essential services are kept flowing. Their job is as much public relations as anything else, so they must constantly have their best faces on, and often must operate under strict codes of conduct. Though they may not represent the dominant aggressive element or power in a region, however, as the most visible presence around, the peacekeepers are bound to attract the ire of local militants, eager to vent their aggression on SOMEONE. Furthermore, if the local ceasefire fails, the troops could be caught in a crossfire between the various factions. Peacekeeping requires walking a fine line between being popular with the locals and being pragmatically effective when called for.

*Containment---Be it an accidental chemical release, an outbreak of contagion, a robot autofac gone berserk, wild animal infestation, or a dimensional rift, the locals don’t have the manpower, equipment, or experience to handle it, so they call in the experts to take care of the situation. This can be a cake walk for an experienced unit, or it can turn into hell the minute they step into the ‘hot zone’. Evacuation of innocent civilians, securing of the affected area, assessment of the situation, implementation of a solution, and cleanup are all aspects of Containment operations. Sometimes this job is made all the more difficult by political considerations; the mercs may have been called in as neutral third parties(someone’s illegal weapon got out of hand or national interests may be at stake) so they must be careful to handle the situation in an evenhanded manner...or they may face outsiders eager to take advantage of the crisis or try to cover up their own mistakes in the matter. Containment ops are considered to be combat-oriented, since the dangers are often as insidious as any firefight, and biological containment missions can quickly become wholesale exterminations(‘bug hunts’ or ‘sterilizations’).

*Rescue----Hostages, slaves, citizens caught behind enemy lines.....it amounts to the same thing; innocent people caught where they are in great danger. Sometimes the locals don’t have the firepower, or the political positioning, to launch a rescue mission to free hostages from another hostile power or paramilitary organization. Rescue missions are typically best suited for small, easily managed, combat units, no more than a company in size, but, depending on circumstances, larger units may be deployed. In the latter cases, larger groups of troops may be used to launch diversionary attacks to distract the attention of the hostiles, while a smaller elite unit moves to secure the hostages. However, when an entire city or population is being held prisoner, that ‘small’ elite unit may be a division in size and organization. Rescue missions have the advantage of being clearly defined in scope....find, rescue, secure, and transport the person(s) out of danger. However, getting information on where the persons to be rescued are being held, the composition of the hostile forces guarding/menacing them, physical layout of their location, and arranging to have the appropriate vehicles and equipment on site and on time to affect a successful rescue are often more nerve-wracking and dangerous than any set-piece open battle. The benefits to be had from taking on rescue missions are tremendous; excellent press, the gratitude of the rescuees and their families, good relations with the hiring government, a reputation for altruism and/or professional conduct, and that warm fuzzy feeling that comes from doing good. However, the possible risks of a failed mission are equally tremendous; dead hostages, blown covers, all-around condemnation for reckless and murderous incompetence, and possible show trials and humiliation by the victorious hostiles.

Other Types:
Not all mercenary missions are particularly combat-oriented:
*Transport---Transport missions and contracts require the hired party to provide transportation, typically of troops or war material, by means and expertise that the hiring party does not possess. Usually, this is with the stipulation and expectation that the transport troops are able to hold together and defend themselves if and when they come under fire.
*Humanitarian Aide----Combat medics and transport may be hired to provide help to the hiring party’s troops, or more often, civilians. Other aspects of this sort of work include food distribution, sanitization of potential ‘hot zones’(burning flea-infested villages and moving the former inhabitants to cleaner housing, spraying mosquito-breeding grounds, napalming open cesspools, etc.), and securing clean water supplies. Again, these personnel are expected to be able to defend themselves in a bad situation(unlike unarmed humanitarian groups who trust in the respect of neutrality to protect them).
*Intelligence----Cloak and dagger types hired to provide much needed intelligence gathering capabilities and develop networks. Initially, such units may have a disadvantage in not knowing the local situation, without extensive preparation. Good thing they do their homework.
*Engineering----Combat engineering teams hired to prepare battlefields and erect fortifications and other facilities in the war zone. They may also be called upon to perform large scale infrastructure repairs(especially if they are already in the area so afflicted) like rebuilding dams, laying pipe, rebuilding communications grids, restoring electrical power, and erecting refugee housing. Engineering ops also include non-combat Containment work; sealing up chemical spills, and the actual work of ‘mopping up’ and cleaning up chemical, radiation, and biological contaminants. Another common and much-requested Engineering mission is demolitions removal; clearing mines and defusing leftover munitions from warzones.
*Training---The mercs have been brought in to teach the locals to fend for themselves, either in combat or in some other survival skill, like farming hostile environments or self-governance. This often requires the patience of saints, due to cultural differences and educational gaps. For purely combat oriented mercenary units, this can be a real challenge, but given the diverse backgrounds of many soldiers, may allow them to discover their own untapped potentials.


Veteran Perks(Optional)
(The following is intended for gaming with the large-scale combat resolution rules presented by Dan Felkins in the Rifter#23)

“You’re looking for bug-hunters, right? Well, the 17th Battalion has spent the last eight months cleaning out the Peninsula of Xiticix...and they haven’t gotten tired of chicken-fried Xiti yet...”

These are traits of the unit that apply to the unit as a whole, and set it aside from the rest....It may also be a factor in how much the hiring party has to pay for their services. It is possible for a unit to have more than one trait, for instance, a guerilla unit may also be specialists in fighting in the city environment, signifying their ability to use the urban jungle to best advantage, and Demon Slayers could be combined with Armor Hunters to create a unit of troops who can peel apart conventional armor like they would a hard-shelled Metzla. However, such combi-units are rare; the combination of two specialized units typically leads to a unit exceptionally proficient in only one thing, rather than two. Those merged units that CAN keep their specializations sharp tend to command higher wages from employers.

*Armor Hunters----Robots, power armor, and vehicles are these troops’ chosen prey and they know just how to prepare the meal; These units get a +2 to damage when facing technological vehicle targets, like tanks and robots, provided the enemy units are familiar or lower quality vehicle types....

*Guerillas----Guerillas know how to move quietly, quickly, and set up ambushes and booby traps; they get a +1 to initiative

*Grizzled----These troops have been inured to the horrors of war and make a collective save vs Horror Factor of +2

*Hardened---These troops like to make it up close and personal in melee combat. They have a +1 to save versus Horror Factor, and add +1d4 to damage when engaged in close combat.

*Fanatic/Crazed---These guys are zealots, bound by a common idea or experience taken to an extreme, be it a rabid hatred of the Coalition, a bigger-than-real belief in their own patriotism, or their own invulnerability in the face of psionic attack. These guys are immune to Horror Factor, and get a +1 to strike when facing their favorite foe. On the minus side, these guys also, as a group, tend to take insane chances and risks that they might not take as individuals, and may disobey orders to pursue their particular fanatical idea(like killing all slavers).

*Urban Warriors---The city is their jungle, and they know how to utilize its features to best advantage. From hopping from rooftop to rooftop, to sneaking through the sewers and vent systems, these guys can make a built-up community an invader’s worst nightmare, or crack a besieged city from within. These units get a +1 to initiative when operating in built-up urban environs.

*Stalkers----As a group, these troops are expert at laying low, remaining under cover, and moving quietly. They get a +1 to initiative, +2 to strike in the first melee of their deployment against the enemy

*Demon Slayers---More than any other units, these troops have experience in handling supernatural foes. These guys are effectively immune to Horror Factor, +1 to damage, and get a +1d4 to initiative when dealing with paranormal enemies.

*Sharpshooters----These troops specialize in long range personal gunnery. The unit will have a larger quantity of modified long-range small arms with which at least half the troops will be proficient at sharpshooting and sniper skills. +4 to strike in ranged combat, but rarely possess anything better than infantry weapons(no heavy artillery).

*Cannoneers---These troops are expert in handling heavy crew-served weapons, such as mortars, rail guns, and missile launchers. These troops practice as a team so they get the following bonuses when operating their heavy weapons; setup and takedown takes HALF the normal time, reloading takes HALF as long(or rather, double the number of attacks with heavy weapons), and +1 to strike.

*Desert/Arctic/Jungle Warriors---These troops are trained to survive in a particular sort of environment, and gain an advantage when operating in those particular terrains. +1 to initiative, and +2 to MDC bonus for use of terrain.

*Champions---Regardless of what the unit specializes in, they have acquired a reputation with glorious or honorable connotations. They are recognized as spit and polish troopers, with high standards of honor and military chivalry. Whether or not this always translates into battlefield efficiency, or whether they are just good at looking and acting good, isn’t at issue; the fact that they are recognized as honorable is. Having the men and women of this unit nearby can be a major morale booster for other beleaguered units and to the hiring party. Opponents will at least seriously entertain the thought of surrendering or yielding the field to the champions, knowing that there is no shame in it, and that their people will be treated well. On the minus side, these showboats are likely to attract more malicious attention from less-honorable foes, out to destroy them. ...Effective Horror Factor of 9, and get a +2 to save versus Horror Factor for superior discipline and motivation. Such units almost always start as a Type 5 or 6 professional unit.

*Notorious----Regardless of what the unit specializes in, they have acquired a reputation with dark or negative connotations.....Rumors of being particularly brutal, taking no prisoners, or creating massive amounts of collateral damage(the ‘Dirty Pair Syndrome’), whether true or not, haunt this group, both within their own forces and in other military forces....While many ‘friendly’ units may not like working closely with the Notorious unit, and allies may be angered by their presence, enemy units may be frightened and unnerved to be facing them...Effective Horror Factor of 12; that’s to BEGIN with...


Secret Agendas(Optional)

“I can’t believe it! They’ve been hunting this man for months and they can’t find him! We start looking for him and three days later we figure out where he is! And they won’t believe us! ‘Take it under advisement!’ they say!”
“Well, it’s clear what’s going on...I can smell a coup a hundred miles out...”
“And we can’t do anything about it! That man’s feeding the slave trade with mind-ensorcelled women, and soon he’ll doubtlessly have a government post to do it legally !”
“Relax...The Aponians are scared of unrest in Elos, that’s why they hired us.”
“So what? We should be pleased that we’re assured of work in Aponus for the next century while that bastard turns every female in Elos under the age of forty into a slave?”
“No...I’d say we have an imperative under ‘hot pursuit’ to pursue him...”
“Except that we’re here, and he’s safely hidden in Elosian territory...with the Elos army between Aponis and him.”
“But the Reil River delta’s supposedly a natural barrier, and so they’re not watching it...but not to amphibtanks and carriers....We nip across the border there from our little right of way port in Scalos, and come back up in a wholly different direction from what they’d expect, we can be in the capital by dawn...We nail this guy, it’s fait accompli and they’ll HAVE to sign off on it.”
“Sooner if we air-deploy....We got four cargo airships and the 5th and 8th Companies are briefed and ready...All that needs to be done is to get the paratroopers on the fast transports leading the advance.”
“Got the troops already briefed? If I were to inquire, would I discover that our Ranger and RPV sections are already on the ground in Elos? Really, how much farther along in planning this little invasion are we?”
“Already got a call-sign for the op...’Operation Jade Dragon’.”

If it’s too good to be true, it usually is; if the GNE nationalist mercs seem to work cheap, it’s usually because you’re paying the price some other way.....The following is an optional table for rolling up the OTHER reason the GNE is lending its military support, besides their STATED price and reason.

01-10 Revenge----Someone on the other side has ticked off the GNE something major, enough that the GNE is willing to go to war over it...the people they’re helping just happen to be a convenient excuse. The major problem with this is that if the war goes badly, and the hiring nation decides to sue for peace or make a settlement with their foes, their GNE allies may not honor such agreements and continue to fight. The private war could easily escalate beyond what the middle party was willing to pay or is able to handle.

11- 20 Marketing Ploy---By showing off their weapons and services, the nationalist mercs hope to attract further interest in PS goods and services....This can go really badly, however, if the advisors/mercs make a less-than-exemplary showing in combat.

21-30 Weapons Test----PS thinks the conflict is an ideal opportunity to test new weapons or tactics. This may not go over well with local field personnel not ‘in the loop’, because they may not like being guinea pigs for new, unproved, and possibly defect-ridden, hardware.

31-40 Strategic Positioning----The real estate being fought over is considered valuable for its location.....a trade nexus, chokepoint, political leverage zone, possible military base site, etc. GNE wants it bad and will want control over it, either directly, or through local proxies armed and supported by them. If the hiring party also covets that property, and wants exclusive control of it once it’s been annexed, friction may occur between the clients and the mercenaries.

41-60 Training---The contract is being used to train a newly formed unit, blood its members, and/or test its loyalty to GNE. They are competent troops that GNE believes can do the job, but employers(and the troops serving alongside them) may not be thrilled if they learn that the soldiers they hired are ‘newbies’.

61-80 Resource Wealth----The real estate being fought over has something of material worth; oil, precious minerals, or agricultural wealth. By getting involved in the fighting, the GNE hopes to be in a better position to control it, either directly or by taking a cut out of subsequent development of the resource. As with the Strategic Positioning agenda, unless it’s spelled out in the contract, the aftermath may lead to friction between employer and mercenaries over the spoils.

81-90 Political Advantage---By getting involved in the fighting, the GNE hopes to gain a political advantage by proving that they can be serious over issues, placate other local powers by eliminating a local threat, or by ingratiating themselves to the local governments with their support. The ultimate payoff of this maneuvering may be years in the future, but the GNE can be patient....

91-100 Rescue/Retrieval----GNE participation in the conflict is a larger cover for another mission; the recovery or rescue of someone or something they lost or believe to be in danger. This could be a scientist with a promising new development the PS CEOs want for themselves, a busload of GNE citizens taken hostage or cut off from their homeland, a load of sensitive equipment, or a valuable archaeological site...Naturally, the GNE folks aren’t going to admit to the side-mission....that’s need to know information only.

Re: Paladin Steel Storefront

Posted: Mon Mar 08, 2010 8:22 pm
by ZINO
taalismn wrote:GNE Nationalist Mercenary Units

Guerilla Marketing or Marketing Guerillas?

“Rifts Eath’s greatest asset isn’t its magic...you can’t take that offworld and sell it...It ain’t its technology....plenty of places have better tech and more secure manufacturing locations.....and it sure ain’t its location...though some will argue that being a dimensional nexus is everything.....No, its biggest asset, and one we expect to see more of in the future as they get their acts together, is its people. Anyone who’s ‘native’ to the place has grown up to be a survivor, trained by experience and blooded by hard living. They make for damn good soldiers.....they tend not to flinch at the sight of blood, and a lot of them wouldn’t bat an eye at mention of ‘monster’ or ‘vampire’......Most might not be able to appreciate the complexities of a HI-laser, but if you put one in their hands, they know which way to point it...and they adapt real fast....
I’m starting to appreciate what we got there on Rifts Earth....I can recruit a regiment of troops there for a quarter of what they’re asking in the Three Gees, and while most of them couldn’t speak Standard without dribbling, they’re every bit as tough as any ‘elite’ I can find from a more civilized world. “
-------Gactor Billswyne, Mercenary Agent for FTLnet, Rifts Earth Desk.

“Hear you have a demon problem, so we’re here....Withdraw what’s left of your forces...They won’t last long as it is, and my people don’t want to worry about hitting any friendlies in the area....While we’re taking care of your problem, you can help out by sitting down with our field rep here and negotiate how much you’re going to pay us for dealing with the vermin.”
------Colonel Deso Prescott Camoran, Free Washington Armed Services 18th Regiment(‘The Red Hot Irons’), on free assignment.

While the GNE and PS regularly hire/retain the services of bonded mercenaries, they just as often hire out units of their regular armed forces AS mercenaries, sometimes under the title of ‘military advisors’, or ‘aide escorts’, or other such diplomatic double-talk jargon. These units operate in their national uniform, retain their insignia, and regular command organization, and make no bones about their origins...
The reasons for this are manyfold. Though it does risk valuable manpower that might be needed back home in an emergency, if the GNE picks its fights right, it can keep troop losses to a minimum, and give the troops continued experience in combat. It earns additional income for the alliance, opens up new markets for their goods, and may also further any secret agendas the GNE has. It also can build up a list of potential allies that the GNE can call upon in future times of need. A classic example is the regiments of ‘advisors’ deployed in defense of the city of Kingsdale; these troops, though constantly engaged in fending off Coalition-backed hostiles from nearby Whykin, are not officially registered on Kingsdale rolls as GNE nationals, but as ‘military observers’ or ‘extranational personnel’.
Ground and air units are the most commonly ‘loaned’ combat personnel and equipment hired out, owing to utility and ease of deployment; sea units are less common, but still possible(though rarely anything bigger than a corvette). Space forces are hardly ever hired out, but a few circumstances have arisen where GNE has seen fit to detach a ship or two, or a company or so of ‘special personnel’, for extra-national missions.

“I am here to do the job you can’t do for yourselves!”

“Sometimes, in order to change minds, you gotta bust heads!”
“It’s easier to bust heads than change minds.”

Typical Mission-Employments:

*Raiders----Raiders and Raids are relatively small, tightly-organized attacks meant to achieve one or two narrow goals; destroying a specific cache of materials or industrial site, neutralizing a specific enemy facility, providing distraction for another operation, or carry out a rescue. Mercenary units are often hired for these ‘sharp end of the stick’ missions because they’re considered expendable by the local hiring body, and because raiding missions often violate local rules of martial conduct(especially when the objective of the raid is to terrorize a local populace), so hiring mercenaries provides a degree of ‘plausible deniability’....any transgressions can be blamed on the unsupervised foreign sell-swords.

*Shocktroops---Shock operations are broader scale than raids, with a more general scope of operations, or strategic operation. Shocktroops are used to attack a number of enemy points of strength, such as elite troops or fortifications, to break a stalemate and penetrate enemy positions, allowing follow-up troops to swarm through the broken lines and take the initiative. Shocktroops will see some of the heaviest combat in any action, and take disproportionate amounts of casualties unless they have heavy air support or artillery assets.

*Skirmishers---Skirmish mercs are typically deployed to hold a position or front, acting as a forward picket, and keeping the enemy occupied, while their employers rally their forces in the rear lines for a major push. Many kingdoms hire low-quality skirmishers or picket troops as expendable troops while keeping their own people in reserve for more important actions. This doesn’t always sit well with the hired troops, who must balance the likely pay they are receiving versus the fact that they are often considered to be throwaway soldiers by their employers.

*Garrison Troops---Hiring mercenary garrison troops is a major act of faith on the part of an employer; such soldiers are charged with holding and protecting homeland communities, or recently conquered enemy territory, allowing the employers’ regular forces to be deployed elsewhere. Garrison troops face a myriad of different problems, foremost among them being on good terms with the locals, who may be resentful of outsider troops being in residence. Garrison troops also find themselves all too often becoming wholly responsible for local security, and becoming caught up in local politics. And should an outside enemy actually attack, the garrison is expected to hold its ground and fight to the end, or to deny the enemy useful gains(including destroying the garrisoned facilities as a last resort). And when there isn’t any action, garrison units can fall victim to boredom and ennui. For units more accustomed to mobile combat, being assigned to protracted garrison duty is akin to being tied to a target....

*Peacekeepers-----Often confused with Garrison troops in duties, Peacekeepers perhaps have the worst of jobs....Typically hired as garrison troops, as a compromise between more moderate elements on a war front or in a dispute, these soldiers are charged with maintaining ceasefire conditions, policing the locality, disarming militants, and seeing that essential services are kept flowing. Their job is as much public relations as anything else, so they must constantly have their best faces on, and often must operate under strict codes of conduct. Though they may not represent the dominant aggressive element or power in a region, however, as the most visible presence around, the peacekeepers are bound to attract the ire of local militants, eager to vent their aggression on SOMEONE. Furthermore, if the local ceasefire fails, the troops could be caught in a crossfire between the various factions. Peacekeeping requires walking a fine line between being popular with the locals and being pragmatically effective when called for.

*Containment---Be it an accidental chemical release, an outbreak of contagion, a robot autofac gone berserk, wild animal infestation, or a dimensional rift, the locals don’t have the manpower, equipment, or experience to handle it, so they call in the experts to take care of the situation. This can be a cake walk for an experienced unit, or it can turn into hell the minute they step into the ‘hot zone’. Evacuation of innocent civilians, securing of the affected area, assessment of the situation, implementation of a solution, and cleanup are all aspects of Containment operations. Sometimes this job is made all the more difficult by political considerations; the mercs may have been called in as neutral third parties(someone’s illegal weapon got out of hand or national interests may be at stake) so they must be careful to handle the situation in an evenhanded manner...or they may face outsiders eager to take advantage of the crisis or try to cover up their own mistakes in the matter. Containment ops are considered to be combat-oriented, since the dangers are often as insidious as any firefight, and biological containment missions can quickly become wholesale exterminations(‘bug hunts’ or ‘sterilizations’).

*Rescue----Hostages, slaves, citizens caught behind enemy lines.....it amounts to the same thing; innocent people caught where they are in great danger. Sometimes the locals don’t have the firepower, or the political positioning, to launch a rescue mission to free hostages from another hostile power or paramilitary organization. Rescue missions are typically best suited for small, easily managed, combat units, no more than a company in size, but, depending on circumstances, larger units may be deployed. In the latter cases, larger groups of troops may be used to launch diversionary attacks to distract the attention of the hostiles, while a smaller elite unit moves to secure the hostages. However, when an entire city or population is being held prisoner, that ‘small’ elite unit may be a division in size and organization. Rescue missions have the advantage of being clearly defined in scope....find, rescue, secure, and transport the person(s) out of danger. However, getting information on where the persons to be rescued are being held, the composition of the hostile forces guarding/menacing them, physical layout of their location, and arranging to have the appropriate vehicles and equipment on site and on time to affect a successful rescue are often more nerve-wracking and dangerous than any set-piece open battle. The benefits to be had from taking on rescue missions are tremendous; excellent press, the gratitude of the rescuees and their families, good relations with the hiring government, a reputation for altruism and/or professional conduct, and that warm fuzzy feeling that comes from doing good. However, the possible risks of a failed mission are equally tremendous; dead hostages, blown covers, all-around condemnation for reckless and murderous incompetence, and possible show trials and humiliation by the victorious hostiles.

Other Types:
Not all mercenary missions are particularly combat-oriented:
*Transport---Transport missions and contracts require the hired party to provide transportation, typically of troops or war material, by means and expertise that the hiring party does not possess. Usually, this is with the stipulation and expectation that the transport troops are able to hold together and defend themselves if and when they come under fire.
*Humanitarian Aide----Combat medics and transport may be hired to provide help to the hiring party’s troops, or more often, civilians. Other aspects of this sort of work include food distribution, sanitization of potential ‘hot zones’(burning flea-infested villages and moving the former inhabitants to cleaner housing, spraying mosquito-breeding grounds, napalming open cesspools, etc.), and securing clean water supplies. Again, these personnel are expected to be able to defend themselves in a bad situation(unlike unarmed humanitarian groups who trust in the respect of neutrality to protect them).
*Intelligence----Cloak and dagger types hired to provide much needed intelligence gathering capabilities and develop networks. Initially, such units may have a disadvantage in not knowing the local situation, without extensive preparation. Good thing they do their homework.
*Engineering----Combat engineering teams hired to prepare battlefields and erect fortifications and other facilities in the war zone. They may also be called upon to perform large scale infrastructure repairs(especially if they are already in the area so afflicted) like rebuilding dams, laying pipe, rebuilding communications grids, restoring electrical power, and erecting refugee housing. Engineering ops also include non-combat Containment work; sealing up chemical spills, and the actual work of ‘mopping up’ and cleaning up chemical, radiation, and biological contaminants. Another common and much-requested Engineering mission is demolitions removal; clearing mines and defusing leftover munitions from warzones.
*Training---The mercs have been brought in to teach the locals to fend for themselves, either in combat or in some other survival skill, like farming hostile environments or self-governance. This often requires the patience of saints, due to cultural differences and educational gaps. For purely combat oriented mercenary units, this can be a real challenge, but given the diverse backgrounds of many soldiers, may allow them to discover their own untapped potentials.


Veteran Perks(Optional)
(The following is intended for gaming with the large-scale combat resolution rules presented by Dan Felkins in the Rifter#23)

“You’re looking for bug-hunters, right? Well, the 17th Battalion has spent the last eight months cleaning out the Peninsula of Xiticix...and they haven’t gotten tired of chicken-fried Xiti yet...”

These are traits of the unit that apply to the unit as a whole, and set it aside from the rest....It may also be a factor in how much the hiring party has to pay for their services. It is possible for a unit to have more than one trait, for instance, a guerilla unit may also be specialists in fighting in the city environment, signifying their ability to use the urban jungle to best advantage, and Demon Slayers could be combined with Armor Hunters to create a unit of troops who can peel apart conventional armor like they would a hard-shelled Metzla. However, such combi-units are rare; the combination of two specialized units typically leads to a unit exceptionally proficient in only one thing, rather than two. Those merged units that CAN keep their specializations sharp tend to command higher wages from employers.

*Armor Hunters----Robots, power armor, and vehicles are these troops’ chosen prey and they know just how to prepare the meal; These units get a +2 to damage when facing technological vehicle targets, like tanks and robots, provided the enemy units are familiar or lower quality vehicle types....

*Guerillas----Guerillas know how to move quietly, quickly, and set up ambushes and booby traps; they get a +1 to initiative

*Grizzled----These troops have been inured to the horrors of war and make a collective save vs Horror Factor of +2

*Hardened---These troops like to make it up close and personal in melee combat. They have a +1 to save versus Horror Factor, and add +1d4 to damage when engaged in close combat.

*Fanatic/Crazed---These guys are zealots, bound by a common idea or experience taken to an extreme, be it a rabid hatred of the Coalition, a bigger-than-real belief in their own patriotism, or their own invulnerability in the face of psionic attack. These guys are immune to Horror Factor, and get a +1 to strike when facing their favorite foe. On the minus side, these guys also, as a group, tend to take insane chances and risks that they might not take as individuals, and may disobey orders to pursue their particular fanatical idea(like killing all slavers).

*Urban Warriors---The city is their jungle, and they know how to utilize its features to best advantage. From hopping from rooftop to rooftop, to sneaking through the sewers and vent systems, these guys can make a built-up community an invader’s worst nightmare, or crack a besieged city from within. These units get a +1 to initiative when operating in built-up urban environs.

*Stalkers----As a group, these troops are expert at laying low, remaining under cover, and moving quietly. They get a +1 to initiative, +2 to strike in the first melee of their deployment against the enemy

*Demon Slayers---More than any other units, these troops have experience in handling supernatural foes. These guys are effectively immune to Horror Factor, +1 to damage, and get a +1d4 to initiative when dealing with paranormal enemies.

*Sharpshooters----These troops specialize in long range personal gunnery. The unit will have a larger quantity of modified long-range small arms with which at least half the troops will be proficient at sharpshooting and sniper skills. +4 to strike in ranged combat, but rarely possess anything better than infantry weapons(no heavy artillery).

*Cannoneers---These troops are expert in handling heavy crew-served weapons, such as mortars, rail guns, and missile launchers. These troops practice as a team so they get the following bonuses when operating their heavy weapons; setup and takedown takes HALF the normal time, reloading takes HALF as long(or rather, double the number of attacks with heavy weapons), and +1 to strike.

*Desert/Arctic/Jungle Warriors---These troops are trained to survive in a particular sort of environment, and gain an advantage when operating in those particular terrains. +1 to initiative, and +2 to MDC bonus for use of terrain.

*Champions---Regardless of what the unit specializes in, they have acquired a reputation with glorious or honorable connotations. They are recognized as spit and polish troopers, with high standards of honor and military chivalry. Whether or not this always translates into battlefield efficiency, or whether they are just good at looking and acting good, isn’t at issue; the fact that they are recognized as honorable is. Having the men and women of this unit nearby can be a major morale booster for other beleaguered units and to the hiring party. Opponents will at least seriously entertain the thought of surrendering or yielding the field to the champions, knowing that there is no shame in it, and that their people will be treated well. On the minus side, these showboats are likely to attract more malicious attention from less-honorable foes, out to destroy them. ...Effective Horror Factor of 9, and get a +2 to save versus Horror Factor for superior discipline and motivation. Such units almost always start as a Type 5 or 6 professional unit.

*Notorious----Regardless of what the unit specializes in, they have acquired a reputation with dark or negative connotations.....Rumors of being particularly brutal, taking no prisoners, or creating massive amounts of collateral damage(the ‘Dirty Pair Syndrome’), whether true or not, haunt this group, both within their own forces and in other military forces....While many ‘friendly’ units may not like working closely with the Notorious unit, and allies may be angered by their presence, enemy units may be frightened and unnerved to be facing them...Effective Horror Factor of 12; that’s to BEGIN with...


Secret Agendas(Optional)

“I can’t believe it! They’ve been hunting this man for months and they can’t find him! We start looking for him and three days later we figure out where he is! And they won’t believe us! ‘Take it under advisement!’ they say!”
“Well, it’s clear what’s going on...I can smell a coup a hundred miles out...”
“And we can’t do anything about it! That man’s feeding the slave trade with mind-ensorcelled women, and soon he’ll doubtlessly have a government post to do it legally !”
“Relax...The Aponians are scared of unrest in Elos, that’s why they hired us.”
“So what? We should be pleased that we’re assured of work in Aponus for the next century while that bastard turns every female in Elos under the age of forty into a slave?”
“No...I’d say we have an imperative under ‘hot pursuit’ to pursue him...”
“Except that we’re here, and he’s safely hidden in Elosian territory...with the Elos army between Aponis and him.”
“But the Reil River delta’s supposedly a natural barrier, and so they’re not watching it...but not to amphibtanks and carriers....We nip across the border there from our little right of way port in Scalos, and come back up in a wholly different direction from what they’d expect, we can be in the capital by dawn...We nail this guy, it’s fait accompli and they’ll HAVE to sign off on it.”
“Sooner if we air-deploy....We got four cargo airships and the 5th and 8th Companies are briefed and ready...All that needs to be done is to get the paratroopers on the fast transports leading the advance.”
“Got the troops already briefed? If I were to inquire, would I discover that our Ranger and RPV sections are already on the ground in Elos? Really, how much farther along in planning this little invasion are we?”
“Already got a call-sign for the op...’Operation Jade Dragon’.”

If it’s too good to be true, it usually is; if the GNE nationalist mercs seem to work cheap, it’s usually because you’re paying the price some other way.....The following is an optional table for rolling up the OTHER reason the GNE is lending its military support, besides their STATED price and reason.

01-10 Revenge----Someone on the other side has ticked off the GNE something major, enough that the GNE is willing to go to war over it...the people they’re helping just happen to be a convenient excuse. The major problem with this is that if the war goes badly, and the hiring nation decides to sue for peace or make a settlement with their foes, their GNE allies may not honor such agreements and continue to fight. The private war could easily escalate beyond what the middle party was willing to pay or is able to handle.

11- 20 Marketing Ploy---By showing off their weapons and services, the nationalist mercs hope to attract further interest in PS goods and services....This can go really badly, however, if the advisors/mercs make a less-than-exemplary showing in combat.

21-30 Weapons Test----PS thinks the conflict is an ideal opportunity to test new weapons or tactics. This may not go over well with local field personnel not ‘in the loop’, because they may not like being guinea pigs for new, unproved, and possibly defect-ridden, hardware.

31-40 Strategic Positioning----The real estate being fought over is considered valuable for its location.....a trade nexus, chokepoint, political leverage zone, possible military base site, etc. GNE wants it bad and will want control over it, either directly, or through local proxies armed and supported by them. If the hiring party also covets that property, and wants exclusive control of it once it’s been annexed, friction may occur between the clients and the mercenaries.

41-60 Training---The contract is being used to train a newly formed unit, blood its members, and/or test its loyalty to GNE. They are competent troops that GNE believes can do the job, but employers(and the troops serving alongside them) may not be thrilled if they learn that the soldiers they hired are ‘newbies’.

61-80 Resource Wealth----The real estate being fought over has something of material worth; oil, precious minerals, or agricultural wealth. By getting involved in the fighting, the GNE hopes to be in a better position to control it, either directly or by taking a cut out of subsequent development of the resource. As with the Strategic Positioning agenda, unless it’s spelled out in the contract, the aftermath may lead to friction between employer and mercenaries over the spoils.

81-90 Political Advantage---By getting involved in the fighting, the GNE hopes to gain a political advantage by proving that they can be serious over issues, placate other local powers by eliminating a local threat, or by ingratiating themselves to the local governments with their support. The ultimate payoff of this maneuvering may be years in the future, but the GNE can be patient....

91-100 Rescue/Retrieval----GNE participation in the conflict is a larger cover for another mission; the recovery or rescue of someone or something they lost or believe to be in danger. This could be a scientist with a promising new development the PS CEOs want for themselves, a busload of GNE citizens taken hostage or cut off from their homeland, a load of sensitive equipment, or a valuable archaeological site...Naturally, the GNE folks aren’t going to admit to the side-mission....that’s need to know information only.

VERY VERY WELL DONE !!!! NICE

Re: Paladin Steel Storefront

Posted: Tue Mar 09, 2010 6:55 pm
by taalismn
Well, Kronus asked what job opportunities there were to be had with the GNE and PS...so that's part of what one can expect under our banner.

Re: Paladin Steel Storefront

Posted: Fri Mar 12, 2010 12:02 am
by kronos
taalismn wrote:Well, Kronus asked what job opportunities there were to be had with the GNE and PS...so that's part of what one can expect under our banner.


Sweet.. also it's Kronos XP But minor details, except when it comes to the pay cheques.

Re: Paladin Steel Storefront

Posted: Fri Mar 12, 2010 6:03 pm
by taalismn
kronos wrote:
taalismn wrote:Well, Kronus asked what job opportunities there were to be had with the GNE and PS...so that's part of what one can expect under our banner.


Sweet.. also it's Kronos XP But minor details, except when it comes to the pay cheques.


Good to know we'll be dealing with a LITERATE mercenary who can correct our mistakes :D .
A lot of 'em just sign 'x' on the bottom line of the contract....gives the accountants bleeding headaches...

Re: Paladin Steel Storefront

Posted: Sat Mar 13, 2010 3:41 pm
by kronos
taalismn wrote:
kronos wrote:
taalismn wrote:Well, Kronus asked what job opportunities there were to be had with the GNE and PS...so that's part of what one can expect under our banner.


Sweet.. also it's Kronos XP But minor details, except when it comes to the pay cheques.


Good to know we'll be dealing with a LITERATE mercenary who can correct our mistakes :D .
A lot of 'em just sign 'x' on the bottom line of the contract....gives the accountants bleeding headaches...


We also have a lawyer to help with our contracts so that everything works out fairly for everyone. XP

Re: Paladin Steel Storefront

Posted: Sat Mar 13, 2010 5:53 pm
by taalismn
kronos wrote:
taalismn wrote:
kronos wrote:
taalismn wrote:Well, Kronus asked what job opportunities there were to be had with the GNE and PS...so that's part of what one can expect under our banner.


Sweet.. also it's Kronos XP But minor details, except when it comes to the pay cheques.


Good to know we'll be dealing with a LITERATE mercenary who can correct our mistakes :D .
A lot of 'em just sign 'x' on the bottom line of the contract....gives the accountants bleeding headaches...


We also have a lawyer to help with our contracts so that everything works out fairly for everyone. XP


I thought all the lawyers were dead on Rifts Earth? The good ones practice law, such as is, as a sideline to another profession, like law enforcement, smuggling, medicine, or mercenary work. The bad ones serve on one side or other of the Minion War.

Re: Paladin Steel Storefront

Posted: Wed Mar 17, 2010 10:47 am
by taalismn
Paladin Steel SP-51 Mustang
(aka ‘Star Stallion’, ‘Miracle Bird’, ‘Spam Can’)

“You’re being attacked by WHAT?!”
----CAN Republic Near-Space Orbital Traffic Controller, overheard during a recent skirmish in Lunar orbit.

“Now this is how flying is SUPPOSED to be; NO LIMITS!!!”

“Just be careful when you’re throwing yourself across the sky in the Miracle Bird that nobody nips up behind you and clips you from behind. The Spam Can’s a sweet little dancer, but she drags in-atmo, even with the contra-grav props, and the forceshielding leaves your tail wide open. Paladin Steel may have resurrected the DESIGN, but they’re still no closer to being able to resurrect dead pilots in the field.”

The legendary North American P-51 Mustang, with its superior range, performance, and combat characteristics has long fired the imagination of PS’s Techno-Wizard fliers, even though a large number of TW and repli-aircraft versions of the still famous warbird already existed. It was only natural that they would try their hand at building their own version. Aware that people(and especially pilots) who idolized the legend of the P-51 would have some rather big expectations of the aircraft, PS pulled out the stops on re-producing a world-beater. They did this by utilizing recently-acquired exotic technologies.
The Paladin Steel version took advantage of the fact that PS had begun to crack some of the secrets of the Gorang Air Pirates. Several years prior, GNE/Alliance forces on the American West Coast had successful boarded and captured a Gorang Iron Island(a small nickel-iron asteroid converted into an anti-gravity propelled mothership), and hidden it away, while technicians and engineers poured over it, seeking to unlock its secrets. After several years of intense research, study of captured engines, and, it is said, relentless interrogation of captured Gorang mago-technicians, PS has begun to produce its own ‘grav-prop’ propulsion units. The SP-51 would be among the first of the designs to benefit from this breakthough
The result, much to the shock of anybody expecting a mere air-breathing, piston-powered, prop-pulled snubfighter, is an archaic aircraft that can perform in both atmosphere and airless space with equal ease.
Furthermore, the special gravitic-propellor produces a forcefield that protects(and incidentally streamlines) the front and sides of the aircraft. However, this shielding leaves the aircraft vulnerable to tail ‘up the kilt’ shots. Fortunately, PS Technowizards have added additional protection in the form of several flavors of magic protection. The SP-51 Mustang is also one of the first production aircraft to incorporate the extensive use of MagePlate Formulation-1C, an advanced, but expensive, ectoplasm-enhanced composite armor that is twenty-five percent lighter than conventional materials, and can actually be repaired with the infusion of PPE/ISP.
Without the need for fuel, the wing avgas tanks can be replaced with extra reinforcement and ammunition for the wing guns. This has increased the aircraft’s combat endurance adn firepower greatly. Modular underwing and underfuselage racks allow for the mounting of additional firepower in the form of bombs and missiles.
For all its advanced capabilities, and a speed and agility that rivals that of other, less-archiac-origined craft like the Dragonfly and the Star Tiger, the SP-51 is classed by Paladin Steel and the GNE as a ‘light fighter’. Its overall lack of heavy firepower(stacked up to missile boats like the aforementioned Dragonfly and Star Tiger) can prove a liability in mass firefights and interceptions against heavier opposition. Also, due to its design, the SP-51 lacks the advanced long range sensors of other aerospacecraft, so often SP-51 interceptor squadrons must rely on an accompanying Dragonfly AWACS(or , as they enter service, a dedicated radar-equipped SP-82 Twin Mustang) to guide them to a target.
Compared to other ‘Golden Age’ Mustang conversions/upgrades, the PS SP-51 is ridiculously expensive, but its capabilities are also considerably greater. Thus far, only a few dozen have been constructed and deployed with GNE aerospace units, though that number is expected to grow as experience with the aircraft and its production methods increases.

Type: PS-SP-51
Class: Air Superiority Fighter
Crew: One
MDC/Armor by Location
Main Body 200
Reinforced Cockpit 120
Wings(2) 160 each
Tail 140
Forcefield (200 front, 100 each side/top-bottom)
Height: 13 ft 8 in.
Width/Wingspan: 37 ft
Length: 32 ft 3 in.
Weight: 6,850 lbs empty, 12,100 lbs fully loaded
Cargo: Small space in the ejection seat for a survival back, sidearms, and a space-survival bubble.
Powerplant: Dual Nuclear Fusion w/ 20 year energy life and PPE Powerstone Engine
PPE Capacity:(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus

Speed: (Atmosphere) 490 MPH
(Space) 4,500 MPH (Roughly Mach 6)Maximum Speed 35% of Light

Gorang CG Drives have NO altitude limitation, and their aircraft actually CAN breach the Dimensional Interface(though they fairly lumber up through it) and out into space beyond.

Bonuses:
The SP-51 is an extremely agile aircraft and enjoys the following bonuses: +1 Initiative, +2 to Dodge/Evade at 250 MPH, +4 Dodge/Evade at maximum speed, and gets an AutoDodge(takes no APMs to use) without bonuses.

Market Cost: 39 million credits

Systems/Features:
Standard Aircraft Systems, plus:
*Ejection Seat
*Radio--100 mile range
*Life Support System(48 hour oxygen supply/filtration)
*Photo-sensitive Cockpit Bubble(polarized glare-blocking)

*Autopilot---This simply allows the pilot to set speed, altitude, and heading, and the plane will automatically fly itself along the set course. Great for long flights, alloing the pilot to rest.

*Radar---A small radar system with aerials in the spinner cap and tail gives the SP-51 limited radar capability; 30 mile range in atmosphere

*Laser Targeting---+2 to strike with ranged weaponry

*ECCM system: A semi-automatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.

Weapons Systems:
1) Wing-Mounted Guns(6; 3 each wing)---Mounted in the leading edge of each wing is a battery of three rapid-fire guns(six total), meant to fire in synchronization. The weapons are all one of the following:
a) .50 caliber Machine Guns
Range: 19,000 ft(38,000 ft/ 7.6 miles in space)
(Kitsune Values: 760 miles in space)
Damage:(SDC rd) 7d6 SDC per single rd, 2d6x10+20 SDC per 40 rd burst per single gun
(Exploders)1 MD per single rd, 4d6 MD per 40 rd burst per single gun
(Ramjet rd) 1d4 MD per single rd, 5d6 MD per 40 rd burst per single gun
(PSX-1)1d4 MD per single rd, 2d4x10 MD per 40 rd burst per single gun
Rate of Fire: EPCHH
Payload: 2,000 rds(50 bursts) per gun

b) Rapid-Fire Rail Guns
Range: 4000 ft(8,000 ft/1.6 miles in space)
(Kitsune Values: 160 miles in space)
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst per single gun
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
Cost: 80,000 credits

c) TK Machine Guns
Range: 4,000 ft(double on ley lines)(8,000 ft/1.6 miles in space)
(Kitsune Values: 160 miles in space)
Damage: 6d6 MD burst per single gun.
A full salvo from all six guns, firing at once, does 6d6x6 MD!
Rate of Fire: EGCHH
Payload: Effectively Unlimited; the arming spells must be re-primed and recharged every four weeks.

d) Pulse Lasers
Range: 4,000 feet(8,000 ft/ 1.6 miles in space)
(Kitsune Values: 160 miles in space)
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse per single gun.
Rate of Fire:Standard
Payload: Effectively unlimited

2)(Optional)Underwing Ordnance---Up to 2,000 lbs of externally carried ordnance(bombs/rockets) can be carried under the wings
a) Bombs---
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius

b) Mini-Missiles----1 per hardpoint, up to 5 per wing, or one 19-shot pod per wing(no other hardpoints available)

c) Short Range Missiles----1 per hardpoint, up to 5 per wing

d) ‘Black Talon’ L-SAMs
Range: 3 miles(6 miles in space)
(Kitsune Values: 600 miles in space)
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-6(all)
Payload: 1 per hardpoint, up to 5 per wing
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)

e) 15mm Micro-Missile Launcher
Range:
Pattern-1A 5,700 ft(11,400 ft/ 2 miles in space)
(Kitsune Values: 200 miles in space)
Pattern-1B 6,000 ft(12,000 ft/ 2.4 miles in space)
(Kitsune Values: 240 miles in space)
Pattern-1C 6,000 ft(12,000 ft/ 2.4 miles in space)
(Kitsune Values: 240miles in space)
Pattern-1D 7,000 ft(14,000 ft/ 2.7 miles in space)
(Kitsune Values: 270 miles in space)
Pattern-1E 7,500 ft(15,000 ft/ 3 miles in space)
(Kitsune Values: 300 miles in space)
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Rate of Fire: Volleys of 1-10
Payload: 25-shot pod
Cost: 28,000 credits
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Pattern-1C 60 credits per McM
Pattern-1D 95 credits per McM
Pattern-1E 220 credits per McM

f) 20mm ‘Fire-Orchid’ Anti-Aircraft L-SAM Micro-Missiles
Range: 8,000 ft for all types(16,000 ft/ 3 miles in space)
(Kitsune Values: 300 miles in space)
Damage: (Pattern-2a) 4d4 MD to 2 ft blast radius
(Pattern-2b)6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
(Pattern-2c)(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1, 2, 5 or 10
Payload: 20-shot pod
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Special Features:
*Sensor Package---The sensor package includes an IR/Thermal sight, laser rangefinder(2 mile range) and directional mini-radar(2 mile range) with audio-alarm to notify the gunner of target-lock.
Cost: 28,000 credits
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each

g).50 caliber Gunpod---Combines a fifty-caliber heavy machine gun and ramjet amunnition with a four-shot mini-missile launcher
Range:(Machine Gun) 19,000 ft
(Mini-Missiles) Varies by Missile Type
(Kitsune Values: x100 in space)
Damage:(Machine Gun)(SDC rd) 7d6 SDC per single rd, 2d6x10+20 SDC per 40 rd burst
(Ramjet rd) 1d4 MD per single rd, 5d6 MD per 40 rd burst
(Mini-Missiles)Varies by Missile Type
Rate of Fire:(Machine Gun) ECHH
(Mini-Missiles) Volleys of 1,2,3, or 4(all)
Payload:(Machine Gun)2,000 rds(50 bursts)
(Mini-Missiles) 4
Cost: 60,000 credits

h)Light Rail Cannon--Intended for use against targets that are resistant to energy weapons.
Range: 4,000 ft(8,000 ft/ 1.6 miles in space)
(Kitsune Values: 160 miles in space)
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload: 5,000 rd drum
Cost: 80,000 credits

i)ECM/Radar Jammer Pod---5 mile range. Jams radars and radar targeting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). Carrying extra jammer pods does NOT increase the range or effective bonuses of the system, but may provide redundancy and multi-wavelength coverage. Only one pod can be carried per wing(and no other ordnance may be mounted; takes up all weight/hardpoint capacity for the wing)
Cost: 50,000 credits

j) Jammer-----A mini-radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 20 mile radius. Additional pods DO NOT add cumulative bonuses, but do provide system redundancy. Only one pod can be carried per wing(and no other ordnance may be mounted; takes up all weight/hardpoint capacity for the wing)
Cost: 100,000 credits

3) Flare/Chaff Launchers(2)---Mounted in the tail, these can use Triax-standard flare/chaff cartridges.
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: 12 per launcher, 24 total

TW Systems:
*MagePlate Armor(Formulation-1C) Armor---The SP-51 has been extensively constructed with F-1C armor; an advanced ectoplasm-impregnated composite material with limited self-repair capabilities.
When it became clear that F-1B had problems with vulnerabilities to magic attacks, PS engineers learned from their mistakes and sought to reformulate the armor composition to remove its most glaring defects. Formulation-1C is only now reaching field deployment; it lacks F-1B’s vulnerability to magic, but takes DOUBLE the PPE to repair...1 MDC=2PPE/4 ISP.
This system CANNOT replace a wing or tail that’s been blown off, but it CAN repair damaged fuselage armor, damaged flaps, and other barely-functional, but still attached, parts of the aircraft.

*Armor of Ithan---------100 MDC, duration 40 melees(10 minutes). Activation PPE/ISP: 15PPE/25 ISP

*Impervious to Energy( 5 minutes per 20 PPE)

*Leyline Booster(Accelerates the aircraft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)

*Feather-Light----This turns the runway dependant aircraft into an STOL, or even a VTOL aircraft, by allowing the feather light aircraft to fall gently to the ground! However, this is worse than useless in strong wings, unless the plane is going at power against the wind, otherwise the featherlight plane is tossed about by the wind!
However, with a piloting roll(-10%), the plane can gently land on a rooftop or a small clearing. Conversely, Feather-Light can allow the plane to take off from a small space, provided that there is some sort of updraft, or if the engines can be vectored, or otherwise manipulated to generate lift. Takeoff pilot roll at +5%
Duration: 1 minute per use
PPE Usage: Can be used 10 times before needing recharging, or 20 PPE per use

*Wing De-Icer----Ideal for flying in harsh weather. Lasts 2 hours per 5 PPE

*Flicker Dodge---A special capability, an application of the Astral Hole spell. Typically, an SP-51 can engage this system 10 times before needing to recharge the system on a Ley Line(takes about 24 hours), or the pilot can pump in 120 PPE

Options:
*Laser-Reflective/Resistant Armor----The SP-51 can be covered with a coating of laser-reflective alloys and polymers that resembles the original ‘bare metal’ or silver look of the original P-51, and causes laser weapons to do HALF damage. However, if the aircraft takes more than 30% damage to a respective part, the benefit of this coating is lost. Note that the MagePlate Armor(Formulation-1C) ability to repair itself does NOT cover this layering(it’s a separate application) .
Cost: 3 million credits

*Stealth Coating----This covers the aircraft in a matte-black coating of radar-stealthing composite. However, if the aircraft takes more than 30% damage to a respective part, the benefit of this coating is lost. Note that the MagePlate Armor(Formulation-1C) ability to repair itself does NOT cover this layering(it’s a separate application). Aircraft is -20% to be detected by radar and laser rangefinding systems
Cost: 5 million credits

*Wingtip Rails(2)----The normally squared-off wingtips can be fitted with launch rails for short- or medium-range missiles. A single missile may be carried per wingtip.
---’SkyFlash’ Advanced Short Range Air to Air Multiple Missiles(ASRAAMM). This is simply the PS copy/adaptation of the Coalition’s own AIM-180 missile(see Coalition Navy, pg. 88). The ‘Skyflash’ is an MRM that splits in flight to unleash a pack of four smaller SRMs....a surprise that at relatively short dogfighting ranges(10-30 miles) can be devastating, filling airspace with a swarm of corkscrewing projectiles.
This missile is a favorite for mounting on the SP-51.
Range: 15 miles(ft/miles in space)
(Kitsune Values: in space)
Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley)
Bonuses:+3 to strike

*Ventral Gun Pack---Because the SP-51 no longer uses a liquid-fueled engine, the distinctive lower air scoop can be replaced with a weapons or sensor mount. ONE of the following can be mounted:
a) Micro-Missile Launcher---20mm format McMs
Range: 8,000 ft for all types( 16,000 ft/ 3 miles in space)
(Kitsune Values: 300 miles in space)
Damage: (Pattern-2a) 4d4 MD to 2 ft blast radius
(Pattern-2b)6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
(Pattern-2c)(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1, 3, or 9
Payload: 45
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Cost: 58,000 credits
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each

b) Mini-Missile Launcher----8 mini-missiles
Cost: 60,000 credits

c) 20mm Cannon
Range: 9,000 ft(18,000 ft/ 3.5 miles in space)
(Kitsune Values: 350 miles in space)
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX-1) 4d6 MD single shot
2d6x10 MD per 5 rd burst
3d6x10+6 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
Rate of Fire: Standard
Payload: 400 rds
Cost: 22,000 credits

d) 30mm Cannon
Range: 9,500 ft(19,000 ft/ 3.6 miles in space)
(Kitsune Values: 360 miles in space)
Damage:4d6 MD single rd, 1d6x10 MD two rd burst
Rate of Fire: Single shot or two-round burst
Payload: 80 rds
Cost: 50,000 credits

e) Pulse Laser---Identical to the ones mounted in the wings.
Range: 4,000 feet(8,000 ft/ 1.6 miles in space)
(Kitsune Values: 160 miles in space)
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse per single gun.
Rate of Fire:Standard
Payload: Effectively unlimited
Cost: 50,000 credits

f) Particle Beam Cannon
Range: 4,000 ft(8,000 ft/1.6 miles in space)
(Kitsune Values: 160 in space)
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: Single shot, ECHH
Payload: Effectively unlimited
Cost: 180,000 credits

g) Starburst Cannon
Range: 2,000 ft(4,000 ft/ .8 mile in space)
(Kitsune Values: 80 miles in space)
Damage: 2d6x10 MD per shot
Rate of Fire:Single shot. EPCHH
Payload: Effectively unlimited; spells need renewing every six months
Cost: 200,000 credits

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


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

Variants:
*SP-51C---A ‘throwback’ that replaces the bubble canopy with the original built-up rear ‘razorback’ cockpit fairing. Removes the Initiative bonus for the reduced visibility, but adds 100 MDC to cockpit protection and 200 lbs of additional gear/avionics can be carried. Typically, two wide-angle photo-recon packages are added, peering out either side of the fuselage.

*SP-51E---A variant model that fits additional plasma ramjet boosters to the wingtips(wingtip launch rails CANNOT be fitted). These jets can push the SP-51 to speeds 50% higher in both space and atmosphere, but the aircraft is -15% to Piloting rolls for maneuvers and loses ALL autododge capability(only while in atmosphere) while engaged(Note: CAN be used with the Ley Line Booster described above, but penalties are cumulative).

*SP-51F---A variant that replaces the lower airscoop(redundant with the use of a nuclear powerplant) with the air intake of a ramjet that vents under the tail. The ramjet works only in atmosphere and gives the aircraft a speed boost of 25%(but only in atmosphere). However, it only imposes a -5% to Piloting rolls to maneuver, and keeps the autododge(Note: CAN be used with the Ley Line Booster described above, but penalties are cumulative). CANNOT be fitted with the ventral gun pack.

*SP-51G----In anticipation of offworld deployments, this model features folding wings, for easier storage aboard carrier vessels.

*SP-51H---An experiment with the basic Gorang-derived propulsion unit, this variant mounted a contra-rotating prop system for enhanced performance. The design adds an additional 3 ft in length thanks to the longer nose, but boosts overall speed by 30%, and shield strength by 50%(so frontal protection jumps to 300 MDC, sidewall protection to 150 MDC). The Sp-51H is also some 30% more expensive to produce due to the larger upgraded engine and more complicated grav-prop 'gearing'.

Re: Paladin Steel Storefront

Posted: Wed Mar 17, 2010 11:09 am
by ZINO
Paladin Steel SP-51 Mustang nice!!!!!!!!


REAL STATS
P-51D Mustang

http://upload.wikimedia.org/wikipedia/c ... 51_1_2.png

http://static.howstuffworks.com/gif/nor ... tang-1.jpg

http://upload.wikimedia.org/wikipedia/c ... rawing.png

Piper_PA48_Enforcer_USAF.
http://upload.wikimedia.org/wikipedia/c ... r_USAF.jpg

Specifications (PA-48)

General characteristics

* Crew: One
* Length: 34 ft 2 in (10.40 m)
* Wingspan: 41 ft 4 in (12.60 m)
* Height: 13 ft 1 in (4.00 m)
* Wing area: 408 ft² (37.9 m²)
* Empty weight: lb (kg)
* Loaded weight: 14,000 lb (6,350 kg)
* Powerplant: 1× Lycoming YT55-L-9 turboprop, 2,455 shp (1,831 kW)

Performance

* Maximum speed: 405 mph (650 km/h)
* Range: 920 miles (1,480 km)
* Service ceiling: 37,600 ft (11,465 m)
* Rate of climb: 5000ft/min (m/s)
* Wing loading: 34 lb/ft² (167 kg/m²)
* Power/mass: 0.18 hp/lb (0.29 kW/kg)

Armament

* Ten underwing hardpoints for a variety of stores. Optional six .50 M2/M3 machine guns

Titan T-51

http://upload.wikimedia.org/wikipedia/e ... rshow1.jpg

General characteristics

* Crew: 2
* Length: 23 ft 6 in (7.16 m)
* Wingspan: 24 ft (7.32 m)
* Height: 9 ft 2 in (2.8 m)
* Wing area: 118 sq ft (10.96 sq m)
* Empty weight: 850 lb (385 kg)
* Loaded weight: 1,450 lb (658 kg)
* Powerplant: 1× Rotax 912ULS/3 4 cyl, 4 stroke, 100 hp (75 kW)
* Propellers: Controllable four-blade propeller propeller

Performance

* Never exceed speed: 197 mph (317 km/h)
* Maximum speed: 197 mph (317 km/h)
* Cruise speed: 150 mph (241 km/h)
* Stall speed: 39 mph (63 km/h)
* Range: 720 mi (1,159 km) with reserve
* Service ceiling: 16,000-18,000 ft (4,877-5,486 m)
* Rate of climb: 1,200 ft/min (6.1 m/s)
* Takeoff run: 300 ft (91 m)
* Landing roll: 300 ft (91 m)





Data from The Great Book of Fighters,[102] and Quest for Performance[103]

General characteristics

* Crew: 1
* Length: 32 ft 3 in (9.83 m)
* Wingspan: 37 ft 0 in (11.28 m)
* Height: 13 ft 8 in (4.17 m)
* Wing area: 235 ft² (21.83 m²)
* Empty weight: 7,635 lb (3,465 kg)
* Loaded weight: 9,200 lb (4,175 kg)
* Max takeoff weight: 12,100 lb (5,490 kg)
* Powerplant: 1× Packard V-1650-7 liquid-cooled supercharged V-12, 1,490 hp (1,111 kW) at 3,000 rpm;[104] 1,720 hp (1,282 kW) at WEP
* Zero-lift drag coefficient: 0.0163
* Drag area: 3.80 ft² (0.35 m²)
* Aspect ratio: 5.83

Performance

* Maximum speed: 437 mph (703 km/h) at 25,000 ft (7,600 m)
* Cruise speed: 362 mph (580 km/h)
* Stall speed: 100 mph (160 km/h)
* Range: 1,650 mi (2,755 km) with external tanks
* Service ceiling: 41,900 ft (12,800 m)
* Rate of climb: 3,200 ft/min (16.3 m/s)
* Wing loading: 39 lb/ft² (192 kg/m²)
* Power/mass: 0.18 hp/lb (300 W/kg)
* Lift-to-drag ratio: 14.6
* Recommended Mach limit 0.8

Armament

* 6× 0.50 caliber (12.7mm) M2 Browning machine guns with 1,880 total rounds (400 rounds for each on the inner pair, and 270 rounds for each of the outer two pair)
* 2× hardpoints for up to 2,000 lb (907 kg) of bombs
* 10× 5.0 in (127 mm) rockets

[edit] P-51H Mustang

Data from The Great Book of Fighters[102]

General characteristics

* Crew: 1
* Length: 33 ft 4 in (10.16 m)
* Wingspan: 37 ft 0 in (11.28 m)
* Height: 11 ft 1 in (3.38 m)
* Wing area: 235 ft² (21.83 m²)
* Empty weight: 7,040 lb (3,195 kg)
* Loaded weight: 9,500 lb (4,310 kg)
* Max takeoff weight: 11,500 lb (5,215 kg)
* Powerplant: 1× Packard V-1650-9 liquid-cooled supercharged V-12, 1,490 hp (1,111 kW) at 3,000 rpm, 2,220 hp (1,655 kW) at WEP[105]

Performance

* Maximum speed: 487 mph (784 km/h) at 25,000 ft (7,600 m)
* Range: 1,160 mi (1,865 km) with external tanks
* Service ceiling: 41,600 ft (12,700 m)
* Rate of climb: 3,300 ft/min (16.8 m/s)
* Wing loading: 40.4 lb/ft² (197.4 kg/m²)
* Power/mass: 0.23 hp/lb (385 W/kg)

Armament

* 6× 0.50 inch (12.7mm) M2 Browning machine guns with 1,880 total rounds (400 rounds for each on the inner pair, and 270 rounds for each of the outer two pair), or 4 of the same guns with 1,600 total rounds (400 rpg)

Re: Paladin Steel Storefront

Posted: Wed Mar 17, 2010 7:55 pm
by taalismn
Naturally, I'll be tackling the Twin Mustang next...

Re: Paladin Steel Storefront

Posted: Thu Mar 18, 2010 5:02 am
by Arnie100
A P-47 Thunderbolt or P-38 Lightning would be nice, too! :D Hint, hint...nudge, nudge...wink, wink!

Re: Paladin Steel Storefront

Posted: Thu Mar 18, 2010 4:15 pm
by taalismn
Arnie100 wrote:A P-47 Thunderbolt or P-38 Lightning would be nice, too! :D Hint, hint...nudge, nudge...wink, wink!



If I can think of anything really, really, out of the ordinary(and at least CONSIDERED by aviation designers, like the ramjet scoops), I'll consider it.

Re: Paladin Steel Storefront

Posted: Thu Mar 18, 2010 6:17 pm
by taalismn
Went back and added another new variant to the lineup. inspired by racing plane designs.

Re: Paladin Steel Storefront

Posted: Sun Mar 21, 2010 1:07 am
by dargo83
have u ever thought about a satalite launched kenetic weapon like in tom clances end war a kentic strick. i know that space and most of space and satilites are out of question but something like a sub orbit satalite

Re: Paladin Steel Storefront

Posted: Sun Mar 21, 2010 1:57 pm
by taalismn
dargo83 wrote:have u ever thought about a satalite launched kenetic weapon like in tom clances end war a kentic strick. i know that space and most of space and satilites are out of question but something like a sub orbit satalite


Like the THOR system? I'd considered it, but the dubious nature of being able to reliably keep battle satellites in low Earth orbit with the Orbitals already shooting down suspicious hardware makes development of such a system decidedly uncertain from PS's standpoint.
As PS makes more inroads into space, however, this may change(I really need to revamp PS's space division and come up with some new spacecraft designs---another entry on the ever-growing 'to do' list).

Re: Paladin Steel Storefront

Posted: Sun Mar 21, 2010 7:57 pm
by taalismn
Paladin Steel SP-82 Gemini-Twin Mustang Aerospace Fighter

“A prop-plane that goes supersonic?! Do you know how INSANE that sounds?”
“If it helps, it’s really a form of contragravity propulsion...really STRANGE contra-gravity propulsion, but many of the principles are the same. That discovery, of some familiar forms of normality, kept a lot of our tech-lads from having the same reaction you just did, and going off the deep end. Now they’re grinning like the cat who downed the canary as they watch the new factory-fresh engines they helped design go through their paces.”

“Some aircrews have a problem with the separate cockpits; they don’t feel as ‘close’ to their colleagues as they should, and a lot of them worry about what might happen if one cockpit got clipped, and they couldn’t help their partner. That’s reasonable to expect among regular aircrews.
On the other hand, a lot of mages like the design because it gives them their own space, so to speak. They can sit in their own little world and concentrate more effectively on scrying or formatting a spell, without distraction. The pilot can attend to his business of flying the ship, while the mage can work his wonders. Works out just fine for them.”

One of Paladin Steel(Home Alternity)’s secrets is that several years ago GNE forces successfully captured a Gorang Iron Island...a massive(but still small, relatively speaking) nickel-iron asteroid that had been converted into a starship by the eccentric Gorang Sky Pirates, known for both their viciousness and their eccentric mago-technology that created flying vehicles propelled by gravitic ‘propellers’. The capture of the alien base/ship has proven a windfall for the GNE; they both removed a serious scrounge from the skies of the Northern Hemisphere, but also came into possession of a treasure trove of alien technologies, both the Gorang’s own and what the skyrievers had looted over decades of piracy. PS was careful to hide the mile-long alien craft in a northern eirye while company scientists and engineers thoroughly examined what the military forces had captured for them.
It has taken several years of extensive research(and, it is rumored, extensive questioning of imprisoned Gorang technican-mages), but Paladin Steel has begun to crack the secrets of Gorang technology. Although a number of aircraft have already flown with captured Gorang engines mounted in them, the PS SP-82 ‘Gemini’ is among the first aerospace craft to fly with indigenously-produced ‘grav-props’.
The SP-82 has been formatted as a dual air/space fighter aircraft. Though not as agile as the standard SP-51(or even TW P-38 Lightning conversions), the twin engines of the SP-82 give it some serious speed, and the ability to hump some serious firepower around. Its ability to tote a modular pod on its centreline wing section allows it to carry heavy armaments, sensors, or electronic spoofing gear.
Because of its ability to carry both a heavy sensor pod and a dedicated electronics/sensors officer, the SP-82 is frequently assigned to SP-51 squadrons as an EW platform and radar ship, directing the lighter single-seater aircraft in intercept missions.
Though both cabins are pressurized, both crewmembers typially wear full space-rated EBA for personal protection. Though both cockpits are fully capable of controling the aircraft, typically only one set of controls is enabled, while the other cockpit is set aside for a EW station or a dedicated mage position(PS/GNE often deploy Air Warlocks, Leyline Walkers, TechnoWizards, or Spacial Mages aboard SP-82s, giving their air units some airborne magic ‘teeth’ ).
The only real complaints about the SP-82 mirror those of the original P-82; the large aircraft is rather awkward to fly and doesn’t handle as well as the single-engine SP-51(or even the P-38 Lightning), and the divided fuselages and cockpits hamper interaction between the the two crewmembers. However, the SP-82 is still highly regarded as a fighting machine by its crews.
Type: PS-SP-82 Gemini
Class:Two-seat Long-Range Aerospace Escort Fighter and Fighter-bomber
Crew:Two
MDC/Armor by Location
Main Body(ies)(2) 200 each
Reinforced Cockpits(2) 100 each
Wings(2) 160 each
Tail Assembly 220
Forcefield (400 front, 200 each side/top-bottom)
(Optional) Centerline Pod 80
Height: 8 ft, 2 in.
Width/Wingspan: 51 ft, 3 in.
Length: 38 ft, 1 in.
Weight: 13,405 lbs/ 22,000 lbs fully loaded
Cargo: Small space in the ejection seats for a survival back, sidearms, and a space-survival bubble.
Powerplant: Hybrid Nuclear Fusion/TW Powerstone
PPE Capacity:(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
With the SP-82’s twin engine arrangement, typically one Powerstone array is given over to the TW systems of the aircraft, while the other system can be used by an onboard mage as a PPE source for spell-casting purposes.
Speed:(Atmosphere) 700 MPH(!)
(Space)7,000 MPH (Roughly Mach 10!) Maximum Speed 40% of Light
Bonuses:
The SP-82 is a fairly agile aircraft and enjoys the following bonuses: +1 Initiative, +2 to Dodge/Evade at 250 MPH, and +3 Dodge/Evade at maximum speed.
Market Cost: 49 million credits
Systems/Features:
Standard Aircraft Systems, plus:
*Ejection Seats
*Radio--100 mile range
*Life Support System(48 hour oxygen supply/filtration)
*Photo-sensitive Cockpit Bubble(polarized glare-blocking)

*Autopilot---This simply allows the pilot to set speed, altitude, and heading, and the plane will automatically fly itself along the set course. Great for long flights, allowing the pilot to rest.

*Radar---A small radar system with aerials in the spinner cap and tail gives the SP-51 limited radar capability; 30 mile range in atmosphere

*Laser Targeting---+2 to strike with ranged weaponry

*ECCM system: A semi-automatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.

*Emergency Separation---In a dire emergency the two halves of the Gemini can split apart from each other and become separate aircraft.
However, due to the resulting asymmetry, the two smaller aerospace vehicles aren’t as capable as the whole, or even of a proper TW-P51. The feature is also decidedly unpopular with crews, who dislike the idea of abandoning a colleague.

Weapons Systems:
1) Wing Guns(6, center wing)---These weapons are mounted in the centerline wing panel, fixed firing forward.
a) .50 caliber Machine Guns
Range: 19,000 ft(38,000 ft/ 7.6 miles in space)
(Kitsune Values: 760 miles in space)
Damage:(SDC rd) 7d6 SDC per single rd, 2d6x10+20 SDC per 40 rd burst per single gun
(Exploders)1 MD per single rd, 4d6 MD per 40 rd burst per single gun
(Ramjet rd) 1d4 MD per single rd, 5d6 MD per 40 rd burst per single gun
(PSX-1)1d4 MD per single rd, 2d4x10 MD per 40 rd burst per single gun
Rate of Fire: EPCHH
Payload: 2,000 rds(50 bursts) per gun

b) Rapid-Fire Rail Guns
Range: 4000 ft(8,000 ft/1.6 miles in space)
(Kitsune Values: 160 miles in space)
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst per single gun
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
Cost: 80,000 credits

c) TK Machine Guns
Range: 4,000 ft(double on ley lines)(8,000 ft/1.6 miles in space)
(Kitsune Values: 160 miles in space)
Damage: 6d6 MD burst per single gun.
A full salvo from all six guns, firing at once, does 6d6x6 MD!
Rate of Fire: EGCHH
Payload: Effectively Unlimited; the arming spells must be re-primed and recharged every four weeks.

d) Pulse Lasers
Range: 4,000 feet(8,000 ft/ 1.6 miles in space)
(Kitsune Values: 160 miles in space)
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse per single gun.
Rate of Fire:Standard
Payload: Effectively unlimited


2)(Optional)Underwing Ordnance---Up to 4,000 lbs of externally carried ordnance(bombs/rockets) can be carried under the wings
a) Bombs---
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius(up to 4 can be carried)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius(up to 2 can be carried)

b) Mini-Missiles----1 per hardpoint, up to 5 per wing, and 3 on center-wing pylon, or one 19-shot pod per wing (no other hardpoints available)

c) Short Range Missiles----1 per hardpoint, up to 5 per wing, and 3 on center-wing pylon

d) ‘Black Talon’ L-SAMs
Range: 3 miles(6 miles in space)
(Kitsune Values: 600 miles in space)
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-6(all)
Payload: 1 per hardpoint, up to 5 per wing, and 3 on center-wing pylon
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)

3) (Optional) Centreline Module----In place of underwing ordnance, the SP-82 can instead carry a single large pod under the center wing panel.
Energy weapon pods come with their own onboard battery or micro-fusion powerplant, so as not to draw on the SP-82’s own power.
a)8 0.5-in guns
Range: 19,000 ft(38,000 ft/ 7.6 miles in space)
(Kitsune Values: 760 miles in space)
Damage:(SDC rd) 7d6 SDC per single rd, 2d6x10+20 SDC per 40 rd burst per single gun
(Exploders)1 MD per single rd, 4d6 MD per 40 rd burst per single gun
(Ramjet rd) 1d4 MD per single rd, 5d6 MD per 40 rd burst per single gun
(PSX-1)1d4 MD per single rd, 2d4x10 MD per 40 rd burst per single gun
Rate of Fire: EPCHH
Payload: 2,000 rds(50 bursts) per gun

b) Rail Guns(8)
Range: 4,000 (8,000 ft/ 1.6 miles in space)
(Kitsune Values: 160 miles in space)
Damage: 1d4 MD single rd, 1d6x10 MD per 60 rd burst
(8d6x10 MD per full burst from all eight guns firing simultaneously!)
Rate of Fire:EPCHH
Payload:3,000 rds per gun(50 bursts)

c) Mini-Missiles---25 shot pod

d)Short Range Missiles---12 shot pod

e)Medium Range Missiles----6 shot pod

f)Long Range Missiles----2

g)Light Pulse Lasers(6)
Range: 4,000 feet(8,000 ft/ 1.6 miles in space)
(Kitsune Values: 160 miles in space)
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse per single gun.
2d4x60 for all six guns firing simultaneously!
Rate of Fire:Standard
Payload: Effectively unlimited

h)Heavy Laser
Range:8,000 ft (16,000 ft/ 3 miles in space)
(Kitsune Values: 300 miles in space)
Damage:2d4x10 MD per blast
Rate of Fire: 4 blasts per melee
Payload: Effectively Unlimited

i)Pulse Laser(PS-RFL-25), the so-called “Prosek’s Gift’ thanks to its being derived from a reverse-engineered Coalition weapon!
Range: 6,000 ft(12,000 ft/ 2 miles in space)
(Kitsune Values: 200 miles in space)
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

j)Slayer Quad-Cannon(PS-RFL-40)
Range: 3,000 ft(30,000 ft/ 6 miles in space)
(Kitsune Values: 600 miles in space)
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 three attacks).
Rate of Fire: EPCHH
Payload: Effectively unlimited

k)Plasma Cannon
Range: 4,000 ft (8,000 ft/ 1.6 miles in space)
(Kitsune Values: 160 miles in space)
Damage: 2d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

l)Particle Beam Cannon(6)
Range: 4,000 ft(ft/ miles in space)
(Kitsune Values: miles in space)
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Payload: Effectively Unlimited


m)Heavy Particle Beam Cannon
Range: 4,500 ft( 9,000 ft/ 1.8 miles in space)
(Kitsune Values: 180 miles in space)
Damage:1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: EGCHH
Payload: Effectively Unlimited


n)PS TSC-01 Shock Cannon(copy of the Triax TX-275 ‘Lightning’ Arc Charge Blaster). Short range, but a good weapon for capturing other vehicles.
Range: 2,000 ft(4,000 ft/ .8 miles in space)
(Kitsune Values: 80 miles in space)
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

o)MagePod---Multiplexor Spell Projection System w/ 6 spellcard capacity. Typically loaded with offensive magic spells like Lightning Bolt, Meteor, Meteor Shower, or weather control magic like Summon Storm.

p)Long Range Radar Pod---*Radar: Range(effective) 250 miles in atmosphere/3,000 miles in space and can track up to 60 targets at once.

q)Sensor Pod---Specialized photo-recon, radiation, and even magic sensors can be carried in place of weaponry or long range radar.

r) Cargo Pod---Up to 3,500 lbs of cargo can be packed into this droppable pod.


4)Flare/Chaff Launchers(2)---Mounted in the tail, these can use Triax-standard flare/chaff cartridges.
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: 12 per launcher, 24 total

TW Systems:
*MagePlate Armor(Formulation-1C) Armor---The SP-82 has been extensively constructed with F-1C armor; an advanced ectoplasm-impregnated composite material with limited self-repair capabilities.
When it became clear that F-1B had problems with vulnerabilities to magic attacks, PS engineers learned from their mistakes and sought to reformulate the armor composition to remove its most glaring defects. Formulation-1C is only now reaching field deployment; it lacks F-1B’s vulnerability to magic, but takes DOUBLE the PPE to repair...1 MDC=2PPE/4 ISP.
This system CANNOT replace a wing or tail that’s been blown off, but it CAN repair damaged fuselage armor, damaged flaps, and other barely-functional, but still attached, parts of the aircraft.

*Armor of Ithan---------100 MDC, duration 40 melees(10 minutes). Activation PPE/ISP: 15PPE/25 ISP

*Impervious to Energy( 5 minutes per 20 PPE)

*Leyline Booster(Accelerates the aircraft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)

*Feather-Light----This turns the runway dependant aircraft into an STOL, or even a VTOL aircraft, by allowing the feather light aircraft to fall gently to the ground! However, this is worse than useless in strong wings, unless the plane is going at power against the wind, otherwise the featherlight plane is tossed about by the wind!
However, with a piloting roll(-10%), the plane can gently land on a rooftop or a small clearing. Conversely, Feather-Light can allow the plane to take off from a small space, provided that there is some sort of updraft, or if the engines can be vectored, or otherwise manipulated to generate lift. Takeoff pilot roll at +5%
Duration: 1 minute per use
PPE Usage: Can be used 10 times before needing recharging, or 20 PPE per use

*Wing De-Icer----Ideal for flying in harsh weather. Lasts 2 hours per 5 PPE

*Flicker Dodge---A special capability, an application of the Astral Hole spell. Typically, an SP-82 can engage this system 10 times before needing to recharge the system on a Ley Line(takes about 24 hours), or the pilot can pump in 120 PPE


Options:
*Laser-Reflective/Resistant Armor----The SP-82 can be covered with a coating of laser-reflective alloys and polymers that resembles the original ‘bare metal’ or silver look of the original P-82, and causes laser weapons to do HALF damage. However, if the aircraft takes more than 30% damage to a respective part, the benefit of this coating is lost. Note that the MagePlate Armor(Formulation-1C) ability to repair itself does NOT cover this layering(it’s a separate application) .
Cost: 6 million credits

*Stealth Coating----This covers the aircraft in a matte-black coating of radar-stealthing composite. However, if the aircraft takes more than 30% damage to a respective part, the benefit of this coating is lost. Note that the MagePlate Armor(Formulation-1C) ability to repair itself does NOT cover this layering(it’s a separate application). Aircraft is -15% to be detected by radar and laser rangefinding systems
Cost: 9 million credits

*Ouboard Wing Gun Mounts---In an effort to further increase the firepower of the SP-82, the outer wings can be modified to accommodate gun mounts similar to those of the original SP-51. Three guns can added per wing, for a total of six.
Cost: 10,000 credits per gun mount, plus cost of weapon

*Wingtip Rails(2)----The normally squared-off wingtips can be fitted with launch rails for short- or medium-range missiles. A single missile may be carried per wingtip.
---’SkyFlash’ Advanced Short Range Air to Air Multiple Missiles(ASRAAMM). This is simply the PS copy/adaptation of the Coalition’s own AIM-180 missile(see Coalition Navy, pg. 88). The ‘Skyflash’ is an MRM that splits in flight to unleash a pack of four smaller SRMs....a surprise that at relatively short dogfighting ranges(10-30 miles) can be devastating, filling airspace with a swarm of corkscrewing projectiles.
This missile is a favorite for mounting on the SP-82.
Range: 15 miles
Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley)
Bonuses:+3 to strike

*Ventral Gun Pack---Because the SP-82 no longer uses a liquid-fueled engine, the distinctive lower air scoop can be replaced with a weapons or sensor mount. ONE of the following can be mounted:
a) Micro-Missile Launcher---20mm format McMs
Range: 8,000 ft for all types( 16,000 ft/ 3 miles in space)
(Kitsune Values: 300 miles in space)
Damage: (Pattern-2a) 4d4 MD to 2 ft blast radius
(Pattern-2b)6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
(Pattern-2c)(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1, 3, or 9
Payload: 45
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Cost: 58,000 credits
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each

b) Mini-Missile Launcher----8 mini-missiles
Cost: 60,000 credits

c) 20mm Cannon
Range: 9,000 ft(18,000 ft/ 3.5 miles in space)
(Kitsune Values: 350 miles in space)
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX-1) 4d6 MD single shot
2d6x10 MD per 5 rd burst
3d6x10+6 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
Rate of Fire: Standard
Payload: 400 rds
Cost: 22,000 credits

d) 30mm Cannon
Range: 9,500 ft(19,000 ft/ 3.6 miles in space)
(Kitsune Values: 360 miles in space)
Damage:4d6 MD single rd, 1d6x10 MD two rd burst
Rate of Fire: Single shot or two-round burst
Payload: 80 rds
Cost: 50,000 credits

e) Pulse Laser---Identical to the ones mounted in the wings.
Range: 4,000 feet(8,000 ft/ 1.6 miles in space)
(Kitsune Values: 160 miles in space)
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse per single gun.
Rate of Fire:Standard
Payload: Effectively unlimited
Cost: 50,000 credits

f) Particle Beam Cannon
Range: 4,000 ft(8,000 ft/1.6 miles in space)
(Kitsune Values: 160 in space)
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: Single shot, ECHH
Payload: Effectively unlimited
Cost: 180,000 credits

g) Starburst Cannon
Range: 2,000 ft(4,000 ft/ .8 mile in space)
(Kitsune Values: 80 miles in space)
Damage: 2d6x10 MD per shot
Rate of Fire:Single shot. EPCHH
Payload: Effectively unlimited; spells need renewing every six months
Cost: 200,000 credits




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


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


Variants:
*SP-82D----In anticipation of offworld deployments, this model features folding wings, for easier storage aboard carrier vessels.

Re: Paladin Steel Storefront

Posted: Mon Mar 22, 2010 11:13 am
by ZINO

Re: Paladin Steel Storefront

Posted: Mon Mar 22, 2010 2:39 pm
by taalismn
Paladin Steel/Hangar-18B/Lockheed F-104(TW) Starfighter
(aka ‘Zipper’, ‘Sky-Spike’, ‘Manned Missile’)

“That is one SERIOUSLY sexy aircraft...I dunno why they think they have to put an elf-girl in a skintight silver skinsuit in the cockpit to draw attention, though she’s nice to look at too....because that thing looks like it’s breaking the sound barrier just sitting there!”

“Be careful when you’re scrapping the sky...A lot of pilots like to do that hunting for Coalition aerostat-spysats, but you get up TOO high, and the orbital killsats start taking potshots at you, and you start running into the upper atmosphere/nearspace Dimensional Interface wierdness.”

The Lockheed F-104 Starfighter was a Cold War aircraft that looked the part of a high-altitude, all-weather, highspeed interceptor; a long slender body, needle-sharp nose, T-tail, and minimalist wings, the Starfighter earned its name of ‘manned missile’.
Unfortunately, the ‘manned missile’ also earned the name of ‘manned coffin’ while in service; the aircraft had unforgiving handling characteristics. For all its high speed, the F-104 had a poor turning radius, and a tendency to fall out of the sky if not handled carefully. At its best when engaged as a stand-off interceptor, the F-104 was NOT the aircraft of choice for a close dogfight.
Adding to the F-104’s litany of woes was its chapter of service with the Cold War-era West German Luftwaffe. Needing a more general purpose aircraft, the Luftwaffe and Lockheed modified the specialist F-104 into a fighter-bomber with mixed success. The accident rate among German F-104 pilots became so great that morbid barracks humor began circulating’ “How do you get a Starfighter?””Buy a field and wait!”.
Though not a BAD plane, the F-104 was a very specialized aircraft, and suffered from the sacrifices taken to produce its high performance. Taken outside those parameters and shoehorned into the multi-role classification, the design suffered. For that, and its timing as one of the first high performance jet aircraft, its service in the USAF was brief, though it continued to see service in the West Germn Luftwaffe, Japan, and Pakistan for some time afterwards. The F-104 soldiered along through many modifications, until replaced by less-specialized, and more capable, designs. For many years, the F-104 chugged along in government service as a chase-plane and research testbed, favored for its high speed performance.
Nevertheless, having enjoyed considerable success with other pre-Rifts design mods, the engineers of PS and H-18B turned their skills to the exercise of resurrecting and rehabilitating the F-104 Starfighter.
Three different designs were initiated, based around three different powerplants. One used a straightforward fusion powerplant with a plasma-electric propulsion system and an anti-gravity generator. The second variant used an ensorcelled Air Eleminal powering various TW systems, and the third was a TW crystal generator.
Paladin Steel also took the interesting step of fabricating much of the new F-104’s body from an advanced magically-enhanced armor material known as MagePlate Formulation-1C, which is 25% lighter than regular megadamage materials, but which actually repairs itself with the application of PPE/ISP.
The incorporation of either a magical or technological anti-gravity system has given the F-104 improved maneuverability at slower speeds, addressing the matter of a lack of agility. While the F-104(TW) is still not the best dogfighter around, especially with its light armament, the aircraft can still corner far more closely than its ancestral design.
The resulting aircraft, regardless of its configuration, has emerged as a superfast(especially when boosted) interceptor. While still very specialized, and a mediocre performer in any other role, for those seeking a high-performance interceptor, the new F-104(TW) Starfighter is worth looking at.
Type: PS/H-18B/L-F-104 Starfighter(TW)
-F-104-D(TW) ---Fusion-powered model
-F-104-E(TW) ---Air Eleminal-powered model
-F-104-F(TW) ---TW Powerstone-powered model
Class: High Altitude All-Weather Interceptor
Crew: One
MDC/Armor by Location:
Main Body 240
Reinforced Cockpit 80
Wings(2) 70 each
Tail 75
Height: 13 ft 6 in.
Width: 24 ft(21 ft w/o wingtip pods)
Length: 54 ft 9 in.
Weight: 14,000 lbs unloaded, 31,000 lbs fully loaded
Cargo: Survival pack in ejection seat
Powerplant: Nuclear Fusion w/ 15 year energy life, TW Powerstone w/ 12 year energy life, or Captive Air ‘Eleminal’---The containment spells need to be renewed every six months or the critter will escape.
(All models)---150 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Bonuses: The use of the Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
Speed: Mach 2.3, maximum altitude of 90,000 ft(service ceiling of 58,000 ft)
Market Cost: 35 million credits for fusion power, 37 million credits for Eleminal or Powerstone-powered models.
Systems of Note:
*Ejection Seat
*HUD-Head Up Display
*Environmental Protection/Life Support---Pressurized cabin(though pilot typically wears pressure suit/EBA for additional protection).
*Long Range Radio----500 mile range
*Long Range Radar---100 mile range
*Radar Detector---Picks up enemy radar emissions and weapons locks
*Laser Rangefinding/Targeting----+1 to strike with cannon and rockets

*ECCM system: A semi-automatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.
Weapons Systems:
1) Fuselage Gun Mount(1)---Mounted in a fixed-forward position in the starboard(right) side of the fuselage, just below the cockpit, is a forward-firing gun. PS has made this weapon modular, allowing for the installation of a variety of weapons.
a) 20mm Vulcan Cannon---Modified M-61 Six-barrel 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

b) Pulse Laser
Range: 6,000 ft
Damage:2d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) 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

d) Extended Range TW Starfire Cannon
Range: 5,000 ft(double on ley lines)
Damage: 2d6x10 MD per single shot
Rate of Fire:Single shot, ECHH
Payload: Effectively Unlimited; powering spells must be re-cast every six months. 50 shot ‘back-up’ PPE clips

e) TW TK Cannon
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst.
Rate of Fire: ECHH
Payload: Effectively Unlimited; powering spells must be re-cast every six months. 200 shot ‘back-up’ PPE clip

f) Rail Gun----Alternately, some buyers elect to have the PS-ammo-specific 20mm cannon replaced with a rail gun, similar to that carried by the Grey Falcon Attack Jet.
Range: 4,000 ft
Damage: 1d4x10 MD per 40 rd burst
Rate of Fire: EPCHH
Payload: 8,000 rds(200 bursts)

2) Wingtip Pods(2)----The wingtips originally could be fitted with either a missile launch rail or an auxiliary fuel tank; the removal of fuel dependency has opened up other possibilities for the wingtip position. The outer pylons can hold 1,000 lbs of weight.
a) Short Range Missiles----1 per hardpoint

b) Medium Range Missiles----1 per hardpoint

c) Laser Pod
Range: 6,000 ft
Damage:2d4x10 MD per blast
Rate of Fire: ECHH
Payload: 120 shot battery

d) Particle Beam Cannon Pod
Range: 6,000 ft
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload: 60 shot battery

e) TW TK Cannon
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst. Damage x2 for synchronized fire from TWO mounted pods)
Rate of Fire: ECHH
Payload: Effectively Unlimited; powering spells must be re-cast every six months. 200 shot ‘back-up’ PPE clip

f) Extended Range TW Starfire Cannon
Range: 5,000 ft(double on ley lines)
Damage: 2d6x10 MD per single shot
Rate of Fire:Single shot, ECHH
Payload: Effectively Unlimited; powering spells must be re-cast every six months. 50 shot ‘back-up’ PPE clips

g)ECM Module---Electronic jamming system that gives radar-guided weaponry a -4 to strike the drone. Or it can be used offensively, to foil ALL radar-guided weaponry in a 30 mile radius(-2 to strike). Additional pods DO NOT add cumultaive bonuses, but do provide system redundancy.
Cost: 200,000 credits

h) Jammer-----A radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 40 mile radius. Additional pods DO NOT add cumulative bonuses, but do provide system redundancy.
Cost: 100,000 credits

3) (Optional) Underwing Hardpoints(2-4)---A hold-over from the fighter-bomber days, these hardpoints allow for extra ordnance to be carried, at the expense of increased drag and loss of speed. The inner pylons can hold 1,000 lbs of weight, the outer 500 lbs.
Penalties: Each loaded pylon decreases top speed by 10%, and having four fully loaded pylons imposes a -1 to Dodge until the stores are jettisoned.
a) Mini-Missiles---19 shot pod
b) Short Range Missiles----1 per hardpoint
c) Medium Range Missiles----1 per hardpoint
Harpoon III/Komoran Missiles
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Cost:(Surface/air launched): 18,000 credits

d) Bombs---can carry ‘iron’ or ‘smart’ bombs; either take the equivalent missile warhead and DOUBLE the blast radius, or can carry TWICE the number of warhead equivalents as missiles, or use the following:
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius(Note: 3 can be carried on an outboard pylon, 2 on an inboard pylon)
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius

e) Recon Pod---Can be fitted to accommodate up to three different sensor systems, but most sensor pods will have a wide angle still or digital camera, IR/Thermograph optics, and a laser rangefinder. Other sensor types include Kirillian aura-imagers, radiation detectors, magnetometers, EM detectors, and other specialized sensor types.

f)Flare/Chaff Launcher Pod--
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

4)(Optional) Underfuselage Hardpoints(1-3)---A hold-over from the fighter-bomber days, these hardpoints allow for extra ordnance to be carried, at the expense of increased drag and loss of speed. The center pylon can hold 2,000 lbs of weight, the two outer pylons 250 lbs each.
Penalties: Loading the belly pylons decreases top speed by 15%, and having loaded belly pylons imposes a -1 to Dodge until the stores are jettisoned.
Ordnance options are the same as for the wing pylons.


5)Flare/Chaff Launcher (1)---Not part of the original design, but added because PS wanted to give the interceptor some integral anti-missile defense. Mounted in the large tail.
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: 12 per launcher

TechnoWizardry Systems:
*Mageplate Formulation-1C Armor---- Though adding considerably to the aircraft’s cost, this armor and structural material actually repairs itself with the application of PPE/ISP: 1 MDC= 2PPE/4 ISP.

*Levitation(Eliminal and TW Powerstone versions only)----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE.

*Impervious to Energy( 5 minutes per 20 PPE)

*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)

*Leyline Booster(Accelerates the jet up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)

Options:
*Laser-Reflective Chromeskin---The F-104(TW) can be coated in a high-gloss, mirror-finish, laser-reflective chrome-enamel that cuts laser damage by HALF. Cost: 1 million credits

Flicker-Dodge---A special capability, and one of FA’s signature creations: an application of the Astral Hole spell. This allows the aircraft to quickly dodge out of sight/reality, for a few seconds, or move up to 2000 ft sideways, up, down, or backwards , with a +2 to dodge while doing so. Typically, an aircraft can engage this system 6 times before needing to recharge the system on a Ley Line(takes about 24 hours), or the pilot can pump in 120 PPE per “flicker-dodge”.
Cost: 3 million credits



Variants:
*PS-F-104(TW)-B----Two-seat training version. Otherwise identical to the other models.
*PS-F-104(TW)Z---Configured for space operations with an upgraded contra-gravity powerplant, this is a true ‘Starfighter’. Details are sketchy on the design, but reportedly, the F-104(TW)Z can make speeds of Mach 9 in space.

Re: Paladin Steel Storefront

Posted: Tue Mar 23, 2010 12:29 am
by Arnie100
Is it possible to use the F-104 or any of the other PS/Hangar 18-B airplanes WITHOUT the TW stuff? I'd also like to see an F-86 Sabre...

Re: Paladin Steel Storefront

Posted: Tue Mar 23, 2010 11:32 am
by ZINO
nice
REAL STATS
Specifications F-104G
Orthographically projected diagram of the F-104 Starfighter.
J79 with components labeled
Cutaway of an air start system of a General Electric J79 turbojet. The small turbine and epicyclic gearing are clearly visible.

Data from Quest for Performance[75]

General characteristics

* Crew: 1
* Length: 54 ft 8 in (16.66 m)
* Wingspan: 21 ft 9 in (6.36 m)
* Height: 13 ft 6 in (4.09 m)
* Wing area: 196.1 ft² (18.22 m²)
* Airfoil: Biconvex 3.36% root and tip
* Empty weight: 14,000 lb (6,350 kg)
* Loaded weight: 20,640 lb (9,365 kg)
* Max takeoff weight: 29,027 lb (13,170 kg)
* Powerplant: 1× General Electric J79-GE-11A afterburning turbojet
o Dry thrust: 10,000 lbf (48 kN)
o Thrust with afterburner: 15,600 lbf (69 kN)
* Zero-lift drag coefficient: 0.0172
* Drag area: 3.37 sq ft (0.31 m²)
* Aspect ratio: 2.45

Performance

* Maximum speed: 1,328 mph (1,154 kn, 2,125 km/h)
* Combat radius: 420 mi (365 nmi, 670 km)
* Ferry range: 1,630 mi (1,420 nm, 2,623 km)
* Service ceiling: 50,000 ft (15,000 m)
* Rate of climb: 48,000 ft/min (244 m/s)
* Wing loading: 105 lb/ft² (514 kg/m²)
* Thrust/weight: 0.54 with max. takeoff weight (0.76 loaded)
* Lift-to-drag ratio: 9.2

Armament

* Guns: 1 × 20 mm (0.79 in) M61 Vulcan gatling gun, 725 rounds
* Hardpoints: 7 with a capacity of 4,000 lb (1,814 kg) and provisions to carry combinations of:
o Missiles: 4 × AIM-9 Sidewinder
o Other: * Other: Bombs, rockets, or other stores

Re: Paladin Steel Storefront

Posted: Tue Mar 23, 2010 6:04 pm
by taalismn
Arnie100 wrote:Is it possible to use the F-104 or any of the other PS/Hangar 18-B airplanes WITHOUT the TW stuff? I'd also like to see an F-86 Sabre...



Yeah; reduce the cost by 25-30%, but the TW additions give the designs zip, and allow them to remain competitive with the pure tech ships.

Re: Paladin Steel Storefront

Posted: Tue Mar 23, 2010 10:46 pm
by ZINO



hey am i wrong on this one ?

Re: Paladin Steel Storefront

Posted: Wed Mar 24, 2010 1:10 pm
by taalismn
*Paladin Steel GAAB-01 Bus
(aka ‘Gaby’, ‘Go-About’, ‘Rolligan’)

“Trust me, you appreciate those big tires, those armored walls, those run-flat tires, and all that horsepower when you’re rolling out over zombie hordes.”

“And over there you can see the massive towers of the North Dakota Xiticix complex! Impressive, aren’t they? We’ll stop so those of you with telephoto lenses can get some nice pictures...No, ma’am, we can’t get any closer, nor can we let you get out and walk around! This bus is shielded to screen you mages and creatures of magic from being detected by those MAGIC PREDATORS, so for your safety’s sake, please remain within the vehicle!
Oh, look! It looks like we have an unexpected special treat! It looks like the Coalition is launching an air strike on the hives today! This could be quite the show!”

“Section 4? This is Rylog with Special Operations; get me Bennie!...Hello, Bennie? Rylo here! Listen, that call we went in on? We knocked over a slave-cloning operation. I got a hundred fifty kids, all identical, in need of some transport to someplace safer, and I don’t want to shovel them in the back of a cargo lugger. They need protection and the soft touch treatment...I need three GAABs...no, add a fourth, and make it an ambulance; some of these kids are pretty shakey and need professional help. Can you get those buses over to my location soonest? Yeah, they’ll need food and clothing too...You can? Great, I appreciate it!”

The PS GAAB(for ‘Go Almost Anywhere Bus’) is a heavy-duty civilian transport for post-Rifts Earth. The design actually has its origins in several pre-Rifts Canadian tour vehicles that were commissioned to ferry paying tourists about the tundra and glaciers during those days. It is entirely possible that Tundra Ranger or Paladin Steel scouting parties may have found junked examples of these vehicles in remote regions of Canada. In any event, PS has adapted the design and made a multipurpose people-mover for growing civilization, particularly small border communities that need to keep in touch.
The GAAB-01 is a massive boxy bus carried on eight wheels. It’s built rugged, to handle unpaved roads and undeveloped landscape. Its five-ft diameter run-flat tires allow it to churn though mud, muck, mire, snow, and ice with relative impunity, and it’s amphibious to boot. PS offers the GAAB with a variety of powerplant options, from a well-tested Omni-Fuel ICE that can run on just about anything from woodshine and cooking fat, to avgas, to nuclear fusion powerpacks. The GAAB-01 can even be powered by solar cells and technowizardry. Reliability is another hallmark of the GAAB; the design and its parts have been thoroughly tested and proven, so customers won’t find themselves in the lurch, without power, or tipped over in the middle of nowhere because of shoddy design and construction.
Because it typically carries loads of talking meat, too tempting for many monsters, and the meats’ luggage, which is tempting for bandits, the GAAB is built well-armored, and can be armored even more, for travel in particularly rough regions. Armor-glass(often supplemented with armored shutters) allow for vision, without sacrificing protection. Though not designed for combat, the GAAB can be modified to carry weapons(and just about anything and everything on Rifts Earth gets modified for combat), resulting in some rather enthusiastically outfitted ‘bus-naughts’.
Though it may have problems maneuvering in the close quarters of some communities, the GAAB is turning out to be quite popular with communities and public transport companies. The GAAB is a common sight in and around GNE communities and affiliated kingdoms.
Type: PS-GAAB-01
Class: All-Terrain Personnel Transport
Crew: 1-3, plus 56 passengers
MDC/Armor by Location:
Main Body 200
Wheels(8) 30 each
Height: 13 ft(3 ft ground clearance)
Width: 11 ft
Length: 48 ft
Weight: 33 tons
Cargo: Besides what can carried aboard and stowed in overseat racks, the GAAB has lower cargo bins for up to a ton of cargo. Additional gear/cargo can be tied to roof racks, but will be exposed to the elements/damage.
Powerplant: Liquid Fuel(550 miles), Fuel Cell Electric (620 miles), or Nuclear Fusion w/ 5 year energy life. Other powerplants are also available, such as TW, Bio-Methane(using PS Biological’s fuel-synthesizing ‘greenpacks’ to convert waste into fuel), and Solar-Electric, but the former three are the most common/popular.
Speed: 55 MPH, typically 30 MPH offroad
(Water) Fully amphibious and floats, churning along at 5 MPH
Market Cost: 110,000 credits for liquid fuel, 150,000 credits for electric, 1.2 million credits for nuclear
Solar-Electric costs 500,000 credits, Bio-Fuel Synth 800,000 credits, and a ‘standard’ PPE-powered systems can cost between 230,000 and 500,000 credits depending on the type of TW powerplant chosen(typically requires at least a basic liquid fuel or electric motor to be converted).
Note: Paladin Steel offers discounts of 10-20% on purchases of ten or more vehicles. Inquire about our Civilization Builder, Trade Partner, or Family Customer Discount Club offers.
Systems of Note:
*Air Conditioning/Air Filtration(70% effectiveness at filtering out airborne toxins)
*Internal Fire Extinguisher System
Weapons Systems: None standard
Options:
*Engine Upgrade----A more powerful engine and more efficient power train can be added, improving overall speed, but at greater expense;
Speed: Can improve top speed by up to 50%
Cost: 8,000 credits per 10% of improvement over base.

*Extra-Wide ‘Corncob’ Tires---These allow the vehicle to wallow effectively through swamp and soft terrain. Effectively DOUBLES the width of the vehicle, but reduces the speed by only 25% when crossing muck that would otherwise stop the vehicle cold. 8,000 credits per set.

*Walker Legs---Replaces the wheels with robotic legs. Each leg has 60 MDC, and the vehicle’s top speed is 60 MPH, but it has superior rough terrain handling.Cost: 1.6 million credits

*Hovercraft Conversion----Don’t like wheels? Another expensive conversion that trades the conventional wheeled propulsion for a hoverjet GEV system.
MDC of Hoverjets(8) 60 MDC each
Speed: 120 MPH maximum, 1-6 ft off the ground, and can skim above water(no more than 3 ft waves) at 80 MPH
Cost: 2.8 million credits...or 3 million to add to an existing wheeled chassis(wheels fold up and out of the way of the hoverjets)

*Mini-Radar----8 mile range
Cost: 2,000 credits

*Radar Detector----A dashboard ‘fuzzbuster’ for detecting other folk’s radar sensors.
Cost: 200 credits

*Motion Detector----In addition to alerting the driver of approaching objects, it can also tell them from what direction a projectile attack came from. 50 ft range
Cost: 500 credits

*Stabilization Jacks---Tired of being knocked over by concussion blasts, or being rolled over by mobs of zombies before your flamethrowers can get to work? This interesting little system uses Glitterboy-style pylon technology to las and hydraulically drive four stabilizer jacks up to 5 ft into the ground, even through concrete and metal gratings, within 5 seconds, affixing you like a barnacle, and able to stay upright in even hurricane-force winds. System can disengage in 2 seconds, for that speedy getaway.
Cost: 9,000 credits

*MagTread Traction System--A new innovation for conventional wheeled vehicles, this system creates a virtual tread surface under the vehicle’s tires, giving greater control over wet or slippery surfaces, greater speed over soft terrain, and better handling at high speed. This system also allows for shorter braking distances, tighter turns at high speed, and even allow the vehicle to ride up on steep embankments if the surface is smooth enough.
Bonus:+10% to control rolls
Cost: Vehicle installation is 10,000 credits

*Dozer Blade---This is a mini-bulldozer/payloader blade that can be attached to the front, and raised up to 7 ft high by hydraulics, turning the vehicle into a mini-land clearance vehicle. Very popular in winter for snow removal.
MDC of Blade: 80
Cost: 3,000 credits


*Variable Opacity Windows---Tune the windows from crystal-clear to impenetrable mirror/black.
Cost: 2,000 credits

*Skylight---Look up and away in perfect safety, from under this armor-plas roof-panel.
Cost: 9,000 credits

*Autopilot---Available in both a ‘dumb’ and a ‘smart’ version. Dumb versions will basically just keep the vehicle going straight and level on a pre-set course, never deviating from said course...the ‘dumb’ system will alert the crew if anything trips the sensors or gets in the way, and it can be programmed to stop, or deviate a set distance from course in such events, until the crew can regain/resume control.
A ‘smart’ system is actually an onboard Artificial Intelligence(AI) using PS’s new microtronics AI chips. The ‘smart’ system can actually evade and maneuvar to avoid obstacles, and even anticipate trouble, while remaining on the general course. The ‘smart system’ has a +1 to dodge
Cost: 7,000 credits for the ‘dumb’ version, 12,000 credits for the ‘smart’ Auto-Pilot

*Electro-Shock Security System----Special contacts in the skin of the vehicle can be electrically charged to deliver a taser-like shock to anyone attempting to break into the vehicle. Alternatively, the system can be set to dump most of its power into a vaporizing megadamage shock blast, though this tends to drain the batteries far faster. CANNOT be mounted on top of Applique Armor.
Range: 3 ft
Damage: 3d6 SDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
(MD ) The higher end setting does 1d6 MD per shock
Payload: 20 SDC (2 Megadamage charges) charge battery(recharges off the conventional powerplant at one SDC blast per 5 minutes), or unlimited if linked to a nuclear powerplant.
Cost: 3,000 credits

*TV/Video System---Installs a 7-inch fold-out mini-television video flat-screen, that can display transmissions, or CD/tapes.
Cost: 200 credits per seat so fitted

*Holographic Entertainment System---Full 3-D display and entertainment center...comes with Surroundsound. Not advised for the front seat or easily distracted drivers(certainly no monster movies!).
Cost: 900 credits per seat so fitted

*Enhanced Communications System-----Extends radio communications out to 300 miles with a retractable antennae.
Cost: 36,000 credits

*Enhanced Life Support---This feature installs a robot-quality life support system that can recycle air for up to a week
Cost: 500,000 credits

*Mine Detector-----A detection coil can be installed on the prow, and uses a variety of magnetic, chemical, and ground sonar detection systems to sniff out mines and buried ordinance. 85% accuracy. Cost: 3,500 credits

*Sensory Cluster----MDC 80---Has the following sensors:
*Motion Detector--200 ft range
*Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munnitions/weapons
*Laser Targeting System(+1 to strike)
*Lance Scanner---Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic mines, but takes twice as long). Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordinance.
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered accoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics.
* Optical Cluster--- Telescopic,IR/UV, Thermo-Imaging, Audio-Video-Survellance System
Cost: 80,000 credits


*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF. PS actually offers a 10% discount on other options if this option is taken(hey, auto insurance is sorta ridiculous in monster infested Rifts Earth, but there should be some economic incentives for safety devices...).
Cost: 45,000 credits

*Security/Ambush Restraints---These are designed not to hold people in a crash, but to hold them, period. Specially reinforced shackle-mounts and lock-braces make sure that anyone locked into them ain’t going anywhere until you unlock them.
Ambush retraints deploy instantly from concealment, at a signal(secret control or verbal command)(+4 Entangle strike roll). Combined with an Auto-Doc, this system can be used to administer sedation drugs and keep prisoners from injuring themselves, or calling attention to themselves.
This system is available on the GAAB only for special purposes, such as prison transport buses.
Restraints hold with a PS of 30
Cost: 8,000 credits

*Submersible---Fits the vehicle for amphibious and underwater operation; watersealing, reinforced hull, sonar, depth guage, and a small hydrojet thruster are all standard with this package.
Speed: 20 MPH, maximum depth of 1,000 ft
Cost: 400,000 credits

*Gunports---Use your own handweapons to blast away at the bad guys outside, without compromising your own safety and the vehicle’s environmental integrity, with these special gunports with one-way locks(they let you shoot out, but keep the outside from getting in). Gunports impose a -1 to strike because of the limited field of fire. Heavy Weapons CANNOT fit in the gunports.
Cost: 1,000 credits each

*Chemical Sprayer System---For wiping vermin, mobs, or those equally obnoxious vampires off the car.
Range: 50 ft
Damage: Varies by the chemical agent used. If using water, does 4d6 HP to vampires
Rate of Fire: ECHH
Payload: 100 blasts of chemical/liquid
Cost: 200,000 credits

*Smoke Screen Generator---Generates a thick, obscuring cloud of dense smoke. Each blast covers a 60 ft area and anyone caught in the cloud of thick, obscuring smoke is. Has enough smoke-matrix for 12 clouds.
Cost: 10,000 credits

*Applique Armor---Adds additional protection(and weight) to the main body. Up to 200 additional MDC can be added, at 7 lbs, and 150 credits, per 1 MDC point. Lighter armor can be substituted, at 1 lb per MDC point, but the stronger polycarbonate armor costs 400 credits per MDC point.
*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
*Chemical Resistant Armor(Option)----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage.
----Cost: +1.1 million credits
*Jettisonable Armor(Option)---Special pre-cut division channels, break points, and integral explosive bolts allow the vehicle crew to jettison the applique armor, shedding it, usually to restore mobility(in the case of medium- and heavy-armors), lose contaminated outer plates, or shed unwanted riders. Once jettisoned, the applique armor CANNOT be re-attached without extensive reconstruction and refurbishment(if anything is left at all of the original material)....Essentially, one has to re-buy the applique and/or jettisonable armor option to regain its benefitts.
OPTIONAL: The explosive bolts, at the GM’s discretion, can explode off with enough force to do 1d6 MD to an 15 ft radius around the vehicle, due to flying armor fragments.
----Cost: +4,000 credits+cost of armor

*Morphing ‘Armadillo’ Armor---Enfolds the ENTIRE bus in articulated armor plates, increasing armor protection, but effectively immobilizing the vehicle. Can only be openned from the outside by special electronic passcode(included in cost)
MDC: +200 MDC when deployed
Cost: 500,000 credits; 100,000 credits for four Glitterboy-style laser pylons that drive into the ground and anchor the vehicle to the ground(takes a Robotic PS of 40 or greater to uproot the vehicle)

*Shock Blaster Security System---This addition to the standard anti-theft locks and alarms BLASTS the miscreant with bullhorns and industrial-strength strobelights that override passersbys’ normal apathy about car alarms, and limelights the thieving bastards like jack-lit deer, as well as chiseling their eardrums and optical nerves. Imagine a flash-bang grenade going off in your face while you’re trying to coathangar the door-lock.....
Range: 10 ft radius
Effects: Targets without ear and eye protection are temporarily blinded and deafened; -5 to strike, -10 parry/dodge, and 40% chance of stumbling and falling per 10 ft of movement. Has a Horror Factor of 8 to anyone else standing nearby, who think the car just exploded. Effects last 1d4 melees
Cost: 700 credits

*Onboard Toilet---A small single occupant enclosed bathroom can be added to the rear of the bus, for those long trips.
Cost: 4,000 credits

*Armored Wheels----These are mor heavily armored solid strung-mesh ‘run flat’ tires that don’t need inflatable inner tubes for shock absorption. 50 MDC each, at 4,300 credits per wheel/tire.

*Armored Cabin----Adds a 60 MDC hardshell sheath/Reinforced Crew Compartment around the passengers, including armored doors and windshield. Costs about 10,000 credits. Can be made air conditioned and airsealed with its own independent life support, similar to EBA(2 hour air supply, and 12 hour filtration/recycling) for an additional 10,000 credits.

*Gun Turrets(1-2)---One or two rooftop turrets can be added. These turrets can be opaque alloy or megadamage perspex, and mount 1-2 heavy machine guns/weapons, or four lighter weapons(light machines guns, energy rifles, and the like), fed from their own e-clips/magazines, or magazines/capacitors in the vehicle itself.
MDC of Turret: 50
Cost: 80,000 credits each, plus cost of the weapons.

*PS-L-CIWS Vulcan Chain Gun(aka “Button Guns”)---This installation, introduced on the Type 9 Battlemover, then adapted as an air defense weapon option for the VW Camper Gunship, has been adapted for shipboard use as PS’s standard light maritime weapons system. The system is a very compact and neat installation that takes up little space, and has been compared to the pre-Rifts Russian ADMG-630 30mm Gatling CIWS that saw extensive service aboard Russian warships. The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret.
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)
Cost: 30,000 credits

*Urban Crowd Control Package---This version carries a tear gas dispenser ‘pepper gun’(100 ft range, 100 shots of chemical agent) and special stand-off shields and wire mesh frames around the vehicle(8 shields, each 35 MDC) that keep improvized explosive/incendiary devices off the vehicle. A close-in hull fire extinguisher system is also incorporated, that oozes fire retardant agents onto the hull. A close-proximity motion detection system also alerts the crew to the likely source of incoming fire(especially important to know in built-up urban areas). Loudspeakers and flashing strobe lights(effects equivalent to a Blinding Flash spell) are also standard equipment.
Cost: + 300,000 credits

*Land-Train System---This allows up to four GAABs to be linked by megadamage accordion-bellows-style tunnels, and control linkages, into one long serpentine vehicle. Passengers can freely move between interlinked buses, and the entire vehicle can be controlled from one cab.
For every vehicle linked up, however, reduce maximum speed by 10%, and control rolls by -8%, owing to the extra mass and diffculties of controlling the supersized tandem-rig.
Cost: 30,000 credits per vehicle linked.

Variants:
*PS-GAABA-02---The GAAB-01 outfitted as an ambulance. Essentially a mobile MASH unit for treating victims in the field, and transporting them to safety. The GAABA has provision for 16 recliner chairs, 8 lockable gurney-stretchers, cabinets for medical equipment, a full HEPA-filter oxygenation system, two wheelchair/stretcher lifts, and a small procedural area that can be set up for field surgery.

Re: Paladin Steel Storefront

Posted: Wed Mar 24, 2010 8:28 pm
by ZINO
nice when the next tour?

Re: Paladin Steel Storefront

Posted: Wed Mar 24, 2010 9:08 pm
by taalismn
We can get you a seat next to Billy Bob the Splurgorth...

Re: Paladin Steel Storefront

Posted: Fri Mar 26, 2010 11:20 am
by abtex
Can we Rotel your 'Paladin Steel GAAB-01 Bus'?

Re: Paladin Steel Storefront

Posted: Fri Mar 26, 2010 4:54 pm
by taalismn
abtex wrote:Can we Rotel your 'Paladin Steel GAAB-01 Bus'?


Sure you can! Paladin Steel just provides you with the basic vehicle, a book of basic options, and workshops and mechanics willing and able to take your special order...You provide the purpose and function and plan of what you want, and we'll work to make it possible...or if it's TOO grandiose, advise you as to what MIGHT work(like another vehicle being more appropriate...for instance, a large Rotel might be better served constructed on a Hover-Drom platform, or a Rambo super-heavy truck).

Re: Paladin Steel Storefront

Posted: Sat Mar 27, 2010 3:45 pm
by taalismn
Paladin Steel LATV-08 ‘RoughRider’ Half-Track Trike

“Ain’t got any problems getting between homesteads in either mud or snow, what with my half-trac trike!”

“Most fun I ever had with this thing? Leaping onto the back of a land train out West...Yeah, these things CAN jump if you get them moving fast enough and you have a good takeoff point, but that’s beside the point. Thing is, I surprised the HELL out of a pair of Pecos boys who weren’t expectin’ what looked like a miniature TANK to come howling out of the air, squash one of them, then come tearing down the car roofs at the other, pushing him off!
Ye gods, but that was FUN!”

The RoughRider is a light, open-deck, all-terrain vehicle that resembles the offspring of a light tank and a motorcycle. That’s because it’s based on the WW2-vintage German NSU Kettenkrad HK 101, a dual wheel-and-track vehicle that served the Wermacht as a light artillery tractor, utility vehicle, and scout car. The two treads provide the traction and the suspension, while the single motorcycle wheel in front provides steering, via the motorbike-style fork and handlebar-assembly. Up to two people can sit, facing backwards, in the small cargo bed immediately behind the driver. The vehicle proved remarkably adept at handling difficult terrain, and it continued in service even as the anti-tank guns it was originally intended to service became too heavy for it to pull.
Ever looking for new ideas(or reusable old ones), PS resurrected the design concept to help plug the hole in its product line-up for light vehicles. The HK 101 configuration was considered particularly promising, with its combination of rough terrain handling, stability, traction, and ability to haul light trailers. PS has updated the design, naturally using lightweight and durable megadamage materials for its construction, an upgraded suspension, and a choice of powerplants. Several options are available, including amphibious conversion, strengthed frames, and a variety of tread-types.
PS is marketing the LATV-08 to the general market, especially frontiersmen, adventurers, farmers, and regular civilians.
Type: PS-LATV-08 RoughRider
Class: Light All-Terrain Vehicle
Crew: 1+2 passengers
MDC/Armor by Location:
Main Body 50
Front Wheel 10
Treads(2) 15 each
Height: 3.3 ft
Width: 3.9 ft
Length: 9.9 ft
Weight: 2,800 lbs
Cargo: Rear deck can carry up to 600 lbs, and can tow up to 1,200 lbs
Powerplant: 36-hp Liquid Fuel w/ 175 mile range, electric fuel cell w/ 200 mile range, or micro-nuclear w/ 5 year energy life.
Speed: 55 MPH
Market Cost: 9,000 credits for liquid fuel, 10,000 credits for electric, 600,000 credits for nuclear power
Systems of Note:
*Anti-Lock Brakes
*Headlight
*Trailer Hitch
Weapons Systems: None standard; many are outfitted with a central pintle mount for a machine gun, rail gun, or light rocket launcher. Some users customize the trike with rocket launchers on either side of the passenger/cargo bed, or guns mounted on the handlebars.
Options:
*Strengthened Frame---Additional armor protection can be added to the main body, via the use of different materials, but at greater expense. Up to 50 MDC can be added to the main body(note; this does NOT change the fact that the RoughRider is still an open-topped vehicle; the added MDC protects the vehicle and not its crew/passengers. Cost: 7 lbs, and 150 credits, per 1 MDC point. Lighter armor can be substituted, at 1 lb per MDC point, but the stronger polycarbonate armor costs 400 credits per MDC point.
The front wheel can be replaced with a solid 45 MDC wheel. Cost: 7 lbs, and 150 credits, per 1 MDC point. Lighter armor can be substituted, at 1 lb per MDC point, but the stronger polycarbonate armor costs 400 credits per MDC point.
The treads can be replaced with more durable models, up to 80 MDC. Cost: 7 lbs, and 150 credits, per 1 MDC point. Lighter armor can be substituted, at 1 lb per MDC point, but the stronger polycarbonate armor costs 400 credits per MDC point.

*Engine Upgrade----A more powerful engine and more efficient power train can be added, improving overall speed, but at greater expense;
Speed: Can improve top speed by up to 50%
Cost: 3,000 credits per 10% of improvement over base.

*Amphibian Conversion---Waterseals the vehicle, and provides an all-around ‘feet dry’ hull to the RoughRider. Adds 5 MDC to main body. Can power itself along the surface via its treads at a leisurely 5 MPH.
Cost: 4,000 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: 2,000 credits per set of treads.

*Fabric Top(30 MDC) Cost: 5,000 Credits

*"Soft Foot Drive", also known as "Ninja Treads": Developed for quieter operations in urban environments, the SFDs use shock- and noise-absorbing plastics and spring-joints to mask and reduce noise. The
trike as a result actually gets a prowl roll of 20% in daylight, 40% in darkness(+10% if using the electric or nuclear powerplant).
5,000 credits per tread unit.

*"Claw Drive"---"Claw" or "climber " treads are heavy tread units with heavy traction pads, and chain-spikes. "Climbers"
are designed for rough country, climbing slopes, and traversing debris.
With "Climbers", the trike can speed up a 60-degree slope at top speed without fear of sliding off, or clamber over heavy debris at 25%-50% normal speed.
Downside: Climber treads are extremely noisy, and tear up pavement.
Reduce speed on the straight and level by 15%.
Stupid Anime Trick: Some (idiot) drivers discovered that climbers can allow the trike to climb up a 90-degree rock or concrete wall at speed. Reduce speed by 75%, can only move in a straight line, and cannot(afford to) stop until you reach the top. This is an extremely difficult maneuvar(roll Pilot at -25% per every 50 ft travelled, backing down in this way at -30%). Also remember that anything not well secured in the back cargo bed is going to be falling out.
GMs: Once players fail a roll, give 'em enough hang-time to decide maybe they should have taken the stairs.
Oh yeah, and don't forget there's a good chance they've brought the wall down with them(remember Wiley Coyote and the anvil?).
Cost: 5,000 credits per tread unit .
An experienced and competent mechanic crew can change treads in 15-20 minutes(disengage the old treads, drive the tank up onto the new treads, connect and tighten them, done!).

Re: Paladin Steel Storefront

Posted: Sun Mar 28, 2010 10:03 am
by abtex
taalismn wrote:
abtex wrote:Can we Rotel your 'Paladin Steel GAAB-01 Bus'?


Sure you can! Paladin Steel just provides you with the basic vehicle, a book of basic options, and workshops and mechanics willing and able to take your special order...You provide the purpose and function and plan of what you want, and we'll work to make it possible...or if it's TOO grandiose, advise you as to what MIGHT work(like another vehicle being more appropriate...for instance, a large Rotel might be better served constructed on a Hover-Drom platform, or a Rambo super-heavy truck).

*Land-Train System---This allows up to four GAABs to be linked by megadamage accordion-bellows-style tunnels, and control linkages, into one long serpentine vehicle. Passengers can freely move between interlinked buses, and the entire vehicle can be controlled from one cab.

Can the Bus pair up with cargo and work bus size trailers? Are there wide body, maybe double decker size ones?

I know guy looking for a "Traveling Flea Market" vehicle, cargo and workshop units would work nicely. Armored Cabins can they be used as Safes/Gun lockers and can they have extra armor added?

There some other folk that need to replace their Carnival Show road vehicles, after a bad run(ning away) of luck. Some of the options might just come in handy. Beside rooms, living areas and cargo space [in body and roof top] that is, Armor [Morphing ‘Armadillo’ Armor or Jettisonable Armor with extra explosive bolts], weapons, Crash Control/Safety Restraints/Fire Control System, Submersible [if near a body of water or river], Shock Blaster Security System, and such.

Re: Paladin Steel Storefront

Posted: Sun Mar 28, 2010 10:34 am
by abtex
taalismn wrote:
dargo83 wrote:have u ever thought about a satalite launched kenetic weapon like in tom clances end war a kentic strick. i know that space and most of space and satilites are out of question but something like a sub orbit satalite


Like the THOR system? I'd considered it, but the dubious nature of being able to reliably keep battle satellites in low Earth orbit with the Orbitals already shooting down suspicious hardware makes development of such a system decidedly uncertain from PS's standpoint.
As PS makes more inroads into space, however, this may change(I really need to revamp PS's space division and come up with some new spacecraft designs---another entry on the ever-growing 'to do' list).

Smart Spears

Now where are Paladin Steel Aerospace Bombers and Fighter-Bombers? A-20 Havoc, please. Or maybe just...

taalismn wrote:
Ninjapuppy wrote:It's alot of work. Don't know where you get all the time to put this stuff together!? I usually stick to NPCs, but couldn't resist trying. Also, I noticed in your Paladin Steel posts your currently doing old WWII stuff. Any chance of Getting a B-52? Perhaps techno wizardry or just amped up with modern weapons capable of space flight?


Considering it...I already have a shuttle/spaceplane in the works based on the old B-36 'Peacemaker' :D

Specifications (B-36J-III)

General characteristics

* Crew: 9
* Length: 162 ft 1 in (49.40 m)
* Wingspan: 230 ft 0 in (70.10 m)
* Height: 46 ft 9 in (14.25 m)
* Wing area: 4,772 ft² (443.3 m²)
* Airfoil: NACA 63(420)-422 root, NACA 63(420)-517 tip
* Empty weight: 171,035 lb (77,580 kg)
* Loaded weight: 266,100 lb (120,700 kg)
* Max takeoff weight: 410,000 lb (190,000 kg)
* Powerplant:
o 4× General Electric J47 turbojets, 5,200 lbf (23 kN) each
o 6× Pratt & Whitney R-4360-53 "Wasp Major" radials, 3,800 hp (2,500 kW) each

Performance

* Maximum speed: 420 mph (365 knots, 685 km/h) with jets on
* Cruise speed: 230 mph (200 kn, 380 km/h) with jets off
* Range: 6,795 mi (5,905 nmi, 10,945 km) with 10,000 lb (4,535 kg) payload
* Ferry range: 10,000 mi (8,700 nmi, 16,000 km)
* Service ceiling: 48,000 ft (15,000 m)
* Rate of climb: 1,920 ft/min (9.75 m/s)
* Wing loading: 55.76 lb/ft² (272.3 kg/m²)
* Power/mass (prop): 0.086 hp/lb (120 W/kg)
* Thrust/weight (jet): 0.078

Armament

* Guns: 2× 20 mm (0.787 in) M24A1 autocannons
* Bombs: 86,000 lb (39,000 kg) with weight restrictions, 72,000 lb (32,700 kg) normal

Re: Paladin Steel Storefront

Posted: Sun Mar 28, 2010 2:22 pm
by taalismn
Read the book 'Magnesium Overcast' about the development and deployment of the 'Peacemaker'...it's great reading, and it's what I used for my own conversion of the B-36.

Re: Paladin Steel Storefront

Posted: Mon Mar 29, 2010 10:17 am
by abtex
taalismn wrote:Like the THOR system? I'd considered it, but the dubious nature of being able to reliably keep battle satellites in low Earth orbit with the Orbitals already shooting down suspicious hardware makes development of such a system decidedly uncertain from PS's standpoint.
As PS makes more inroads into space, however, this may change(I really need to revamp PS's space division and come up with some new spacecraft designs---another entry on the ever-growing 'to do' list).

Smart Spears or Smart Spears
Why go to space to drop them
You've heard of smart bombs. This is a smart spear.

You take a half-dozen of these Smart Spears up in a high-altitude bomber, like a B2 or B52, [or B36] and drop them over Yongbyon at 50,000 or 60,000 feet. The Smart Spears have such a big sectional density that it will be like a vacuum drop ? with no wind resistance, they will be going faster than the speed of sound when they hit their target.

Going so fast and with almost no radar signature, the GPS-guided Smart Spears will punch through the Yongbyon reactor and keep right on going, burying themselves in the earth several hundred feet deep. The North Koreans won't know what happened, and all there will be is some holes in the ground ? plus a melted-down reactor....

Re: Paladin Steel Storefront

Posted: Mon Mar 29, 2010 12:40 pm
by glitterboy2098
abtex wrote:
taalismn wrote:Why go to space to drop them
You've heard of smart bombs. This is a smart spear.

You take a half-dozen of these Smart Spears up in a high-altitude bomber, like a B2 or B52, [or B36] and drop them over Yongbyon at 50,000 or 60,000 feet. The Smart Spears have such a big sectional density that it will be like a vacuum drop ? with no wind resistance, they will be going faster than the speed of sound when they hit their target.

Going so fast and with almost no radar signature, the GPS-guided Smart Spears will punch through the Yongbyon reactor and keep right on going, burying themselves in the earth several hundred feet deep. The North Koreans won't know what happened, and all there will be is some holes in the ground ? plus a melted-down reactor....

lockheed actually tried ot sel lthe airforce on a similar idea (which they called "the energy bomb") back in the 60's and 70's... the idea was to drop a 1000lb metal "bomb" from an SR-71 at mach 3.2+ at 60,000ft+. it was would to hit with an impact force greater than a nuclear bomb blast, but non-explosive, non-radioactive, and several orders of magnitude less collateral damage.

the air force was un interested (they weren't willing to buy bomber variant SR-71's since they were investing heavily in the [inferior and more expensive] YB-70 project at the time..)
makes me wonder how the idea would have been received had they had the "smart bombs" developed in the 70's, and could demonstrate presicion accuracy with such inert projectiles...

Re: Paladin Steel Storefront

Posted: Mon Mar 29, 2010 3:15 pm
by abtex
That is nice to know, glitterboy2098.
Yes. Simple, cast [by tech means or magic] then drop them. Just need some way to deplore the spears from a craft that would not be destroyed by orbital satellites. Cheap and easy.

Re: Paladin Steel Storefront

Posted: Mon Mar 29, 2010 7:34 pm
by taalismn
Lob them from a high speed aircraft like they used to practice with nuclear bombs.
The Brits also looked at momentum bombs for attacking ships....you could be traveling AWAY from the target's air defense zone, toss the bomb, and it would lopp up and over to strike behind the fleeing aircraft, even if you'd passed your target at an angle.

Re: Paladin Steel Storefront

Posted: Mon Mar 29, 2010 8:09 pm
by Yllidor
The designs I've seen look very good, but sifting through 45 pages of the Paladin Steel thread is not a task I feel up to at the moment. Consequently, I was wondering if the designs were collected in a downloadable format anyplace?

Yllidor

Re: Paladin Steel Storefront

Posted: Mon Mar 29, 2010 8:39 pm
by taalismn
THey've been trying to get at me to just that for over a year, but, unfortunately, I'm a truly lazy sod.

Re: Paladin Steel Storefront

Posted: Mon Mar 29, 2010 9:03 pm
by Yllidor
taalismn wrote:THey've been trying to get at me to just that for over a year, but, unfortunately, I'm a truly lazy sod.


I sympathize. You'll notice I was asking because I didn't feel up to going through 45 pages of the Paladin Steel thread, extracting the designs, categorizing them, and so on. Ah well, I guess I should get to work myself if I want it done.

If I do it, which I probably will, but it will probably take a while, I will send you a copy of my final catalog.

Yllidor

Re: Paladin Steel Storefront

Posted: Mon Mar 29, 2010 9:15 pm
by taalismn
Yllidor wrote:
taalismn wrote:THey've been trying to get at me to just that for over a year, but, unfortunately, I'm a truly lazy sod.


I sympathize. You'll notice I was asking because I didn't feel up to going through 45 pages of the Paladin Steel thread, extracting the designs, categorizing them, and so on. Ah well, I guess I should get to work myself if I want it done.

If I do it, which I probably will, but it will probably take a while, I will send you a copy of my final catalog.

Yllidor


I maintain my own catalogue note list(without links) just so I know what I've already posted and what I have in progress, simply because I have all the Paladin Steel material distributed across fifty different files(when one is using interchangeable systems to keep down cost, it helps not having to go up and down truly MASSIVE 300+ page documents just to see what price I assigned to a light machine gun... :D

Re: Paladin Steel Storefront

Posted: Mon Mar 29, 2010 9:39 pm
by Yllidor
taalismn wrote:
Yllidor wrote:
taalismn wrote:THey've been trying to get at me to just that for over a year, but, unfortunately, I'm a truly lazy sod.


I sympathize. You'll notice I was asking because I didn't feel up to going through 45 pages of the Paladin Steel thread, extracting the designs, categorizing them, and so on. Ah well, I guess I should get to work myself if I want it done.

If I do it, which I probably will, but it will probably take a while, I will send you a copy of my final catalog.

Yllidor


I maintain my own catalogue note list(without links) just so I know what I've already posted and what I have in progress, simply because I have all the Paladin Steel material distributed across fifty different files(when one is using interchangeable systems to keep down cost, it helps not having to go up and down truly MASSIVE 300+ page documents just to see what price I assigned to a light machine gun... :D


Again I sympathize. Simply cutting and pasting designs into one Word file, after the first three pages of the thread I now have 77 pages of designs. I think both reformatting, and subdividing into smaller files dealing with specific types of designs is going to be necessary. Still, I feel the urge to do this for myself, it'll just take a while.

EDIT: Well, after the first ten pages of the Paladin Steel thread I'm on p 334 of my Paladin Steel Designs Word document. It will clean up pretty nicely I think, but it is still going to be a ton of material.

EDIT 2: Well, first preliminary edit of the first ten pages of the Paladin Steel thread and the designs are down to 250 pages. It's a start.

Re: Paladin Steel Storefront

Posted: Tue Mar 30, 2010 6:05 am
by abtex
Goto page 38 of this tread and search for 'well, what my file at home does have is a'. It 's a index of PS postings that is semi upto date, only missing 7 pages or so of catalog items.

Re: Paladin Steel Storefront

Posted: Tue Mar 30, 2010 2:07 pm
by Yllidor
Thanks for the tip Abtex. I am presently feeling somewhat tired so I may just use that post rather than trying to collect all the designs.

Yllidor

Re: Paladin Steel Storefront

Posted: Tue Mar 30, 2010 5:49 pm
by taalismn
Yeah, well imagine hardcopying everything...I have an ten-inch thick stack of material on top of everything else I've collected...Can't bind the sucker.
And I'm still writing up more material(one of my other reasons for not organizing what I've got....takes away from new material creation)....I start doing a DC-3/C-47 revamp, and I wind up looking at making Waco CG-4 Gliders viable Rifts vehicles(shrug).

Re: Paladin Steel Storefront

Posted: Fri Apr 02, 2010 5:53 pm
by ZINO

Re: Paladin Steel Storefront

Posted: Fri Apr 02, 2010 5:54 pm
by ZINO
why not a
AC-47 Spooky
http://upload.wikimedia.org/wikipedia/c ... -47Mew.jpg

General characteristics

* Crew: 8: pilot, copilot, navigator, flight engineer, loadmaster, 2 gunners and a South Vietnamese observer
* Length: 64 ft 5 in (19.6 m)
* Wingspan: 95 ft 0 in (28.9 m)
* Height: 16 ft 11 in (5.2 m)
* Wing area: 987 ft² (91.7 m²)
* Empty weight: 18,080 lb (8,200 kg)
* Loaded weight: 33,000 lb (14,900 kg)
* Powerplant: 2× Pratt & Whitney R-1830 radial engines, 1,200 hp (895 kW) each

Performance

* Maximum speed: 200 kn (230 mph, 375 km/h)
* Cruise speed: 150 kn (175 mph, 280 km/h)
* Range: 1,890 nmi (2,175 mi, 3,500 km)
* Service ceiling: 24,450 ft (7,450 m)
* Rate of climb: ft/min (m/s)
* Wing loading: 33.4 lb/ft² (162.5 kg/m²)
* Power/mass: 0.15 hp/lb (240 W/kg)

Armament

* Guns:
o 3× 7.62 mm General Electric GAU-2/M134 miniguns, 2,000 rpg or
o 10× .30 in Browning AN/M2 machine guns
* 48 × Mk 24 flares
or

Lockheed AC-130
http://upload.wikimedia.org/wikipedia/c ... t_view.jpg
( hey what about a VTOL propeller or jet turbine as the osprey now that scaring )
http://upload.wikimedia.org/wikipedia/c ... aining.jpg
General characteristics

* Crew: 13
o Officers: 5 (pilot, copilot, navigator, fire control officer, electronic warfare officer)
o Enlisted: 8 (flight engineer, TV operator, infrared detection set operator, loadmaster, four aerial gunners)
* Length: 97 ft 10 in (29.8 m)
* Wingspan: 132 ft 7 in (40.4 m)
* Height: 38 ft 6 in (11.7 m)
* Wing area: 1745.5 ft² (162.2 m²)
* Loaded weight: 122,400 lb (55,520 kg)
* Max takeoff weight: 155,000 lb (69,750 kg)
* Powerplant: 4× Allison T56-A-15 turboprops, 4,910 shp (3,700 kW) each

Performance

* Maximum speed: 260 knots (300 mph, 480 km/h)
* Range: 2,200 nm (2,530 mi, 4,070 km)
* Service ceiling: 30,000 ft (9,100 m)

[edit] Armament
Gunners loading 40 mm cannon (background) and 105 mm howitzer (foreground)
AC-130H Spectre over Santa Rosa Island, Northwest Florida coast.

AC-130A Project Gunship II

* 4× 7.62 mm GAU-2/A miniguns
* 4× 20 mm M61 Vulcan cannon

AC-130A Surprise Package, Pave Pronto, AC-130E Pave Spectre

* 2× 7.62 mm GAU-2/A miniguns
* 2× 20 mm M61 Vulcan cannon
* 2× 40 mm (1.58 in) L/60 Bofors cannon

AC-130E Pave Aegis

* 2× 20 mm M61 Vulcan cannon
* 1× 40 mm (1.58 in) L/60 Bofors cannon
* 1× 105 mm (4.13 in) M102 howitzer

AC-130H Spectre[30]

(Prior to circa 2000)

* 2× 20 mm M61 Vulcan cannon
* 1× 40 mm (1.58 in) L/60 Bofors cannon
* 1× 105 mm (4.13 in) M102 howitzer

(Current Armament)

* 1× 40 mm (1.58 in) L/60 Bofors cannon
* 1× 105 mm (4.13 in) M102 howitzer

AC-130U Spooky II

* 1× 25 mm (0.984 in) 5-barrel GAU-12/U Equalizer Gatling gun
* 1× 40 mm (1.58 in) L/60 Bofors cannon
* 1× 105 mm (4.13 in) M102 howitzer

AC-130U Plus 4 / AC-130U+4 (cancelled)[31]

* 2× 30 mm Bushmaster II cannon
* 1× 105 mm (4.13 in) M102 howitzer

Re: Paladin Steel Storefront

Posted: Fri Apr 02, 2010 6:06 pm
by taalismn
Already did the AC-130...and the AC-37 with the 10x .50 cals was an interim measure they tried(and discovered didn't work; the ten guns only equaled the firepower of ONE of the Miniguns and produced way too much waste gas, plus they jammed too often), and discarded the minute they got more Miniguns. THe original Spookys also relied on flares to illuminate the target area...later gunships used aerial spotlights or nightvision optics.

Re: Paladin Steel Storefront

Posted: Fri Apr 02, 2010 7:20 pm
by ZINO
taalismn wrote:Already did the AC-130...and the AC-37 with the 10x .50 cals was an interim measure they tried(and discovered didn't work; the ten guns only equaled the firepower of ONE of the Miniguns and produced way too much waste gas, plus they jammed too often), and discarded the minute they got more Miniguns. THe original Spookys also relied on flares to illuminate the target area...later gunships used aerial spotlights or nightvision optics.

umps sorry lad so what the next military hardware for your customers