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Re: Paladin Steel Storefront
Posted: Fri Apr 02, 2010 7:30 pm
by taalismn
Got a number of 'em, but they're still a few features short of my full satisfaction, plus I'm digging into my paper files to find(and update) some older stuff that got lost when previous files got corrupted.
Re: Paladin Steel Storefront
Posted: Sat Apr 03, 2010 5:45 pm
by taalismn
Paladin Steel V-22 Osprey II Vertol Tiltrotor
“When I asked for air support you coulda warned me you were sending an Irregular unit; when those six jet-black tiltrotors came buzzing around the point, with the skull-and-crossbones emblazoned on ‘em, I thought I’d been sold out to the Jolly Rogers! Glad I didn’t use my remaining missiles for triple-A on them, because another few and those ex-slaves I was sheparding out woulda been back in their masters’ groping paws, not to mention me and my people as bonuses. But those marine raiders secured the beach, loaded up everybody, and we scrammed out just like that! My hat’s off to the eggbeater jocks; that was one smooth extraction!”
“Make sure your pilots are certified for both straight-wing and ‘copter flying before letting them behind the controls of an Osprey; even with modern fly-by-wire systems, the ‘sprey’s still a tricky and unforgiving bird in many ways; anybody more accustomed to jockeying a hoverbrick is likely to auger the props into the ground on a landing if they aren’t careful. And there’s a precious few seconds’ hiccup between regular forward flight and full hover where the tiltrotor can go into a full stall if the pilot loses their nerve and isn’t paying attention. Do your homework when adding a ‘sprey to your force, and do the classwork preparing your pilots so you can get the most out of your new ships.”
The V-22 Osprey Vertol is a design dating from pre-Rifts years. Introduced in the late 1980s by the Bell/Boeing company, the V-22 Tiltrotor was a then-radical design concept for an aircraft combining the best traits of helicopters and conventional fixed-wing prop-aircraft, namely hovering capability, speed, and fuel economy. The V-22 was a hybrid, a more-or-less conventional aircraft frame with tilting engine pods on its wings, that could swivel the oversized propellors between a vertical position for VTOL/hover performance, and a straight horizontal one, for conventional level flight. A large rear-opening cargp/passenger bay allowed for fast loading/unloading, while side hatches could be used for rappel-exits and winch recovery of personnel. The tilt-rotor combined the best of both worlds, at least on paper. Unfortunately, early develpment problems and project teething problems, combined with a scaling back of R&D defense budgets in the late 1990s, exacerbated by an apalling number of accidents, almost spelled the end of the tilt-rotor program, just as engineers were getting the bugs out. The Osprey, once touted as the ‘Huey of the Future’, was suspended from service after limited deployment, amid allegations of being a defense contract white elephant, and the in-service aircraft mothballed, pending decommissioning.
As military budgets again boomed with the ‘Golden Age’ of the mid-2000s, however, attention was again focuseed on the tilt-rotor, not as cutting age technology, but as conventional designs that could be built at lower cost as opposed to the more expensive, sophisticated, and spectacular designs emerging in robotics, bionics, and avionics. The tilt-rotor was quietly perfected and began to enter the world markets at last, but taking a backseat to the newer more efficient ducted fan designs sweeping the world militaries. However, the tilt-rotor, and the revised Osprey, were soon becoming as commonplace as the Huey and Blackhawk helicopters of earlier decades. The V-22 Osprey soon became a staple, an aerial pickup truck equivalent, of military, security and coastal patrol branches, and commerical models were quickly entering production for domestic civil aviation and export. As ‘infinite range’ cold-fusion nuclear-powered vectored thrust designs took to the skies during the Golden Age and grabbed the media limelight(as well as the big military contracts), the tilt-rotors and other conventional designs continued to carry the bulk of Humanity’s local aviation needs.
Thus, when the Rifts struck, the distribution of aircraft was such that many tilt-rotors survived, and, once the skies had cleared, soldiered on during the New Dark Ages. Inevitably, these pre-Rifts aircraft would break down and be forgotten, but enough aircraft and their maintenance databases survived that, once civilization began to find its feet again, a number of manufacturers would resurrect the design.
Golden Age Weaponsmiths(GAW) in particular has made a bundle selling reconditioned V-22s, and building a few new airframes per year, with other Black Market concerns quickly following suit with their own rebuilds and copies, varying in exact features and quality, but essentially all following the basic V-22 design.
Not surprisingly, a young Paladin Steel corporation, seeing the profit to be made from aircraft, saw the “common domain” Osprey design as a promising way to start their own fledging aviation division. They quickly acquired and reverse-engineered several tilt-rotors, then began producing their own. The initial models were little better or worse than those produced by GAW and the Black Market, but they gave PS invaluable experience in aircraft production and sales, paving the way for more ambitious projects. Though the market was already flush with V-22 copies, PS-manufactured versions quickly joined the market stables, with PS steadily lowering the price and offering upgrade packages and improved versions as their production capabilities expanded.
Paladin Steel produced the Osprey II for over twenty years before attention began to shift to other designs, such as fan-ducts and the new GraviMagnetic Resist systems. It is now considered an older design, growing long in the tooth, and the GNE military has shifted its Ospreys to ANG, Reservist, and Irregular units, with the Caribou II taking over many of the roles of the Osprey. THe GNE Coast Guard still continues to use its V-22s in forward service.
Citing declining sales, PS East ceased production of the Osprey II, but manufacture has shifted to secondary and tertiary assembly lines in the Paladin Steel West, Canadian, and Lazlo enclaves, so it is unlikely the PS V-22 Osprey will disappear from PS sales lines any time soon.
Type: PS-V22 Osprey II
Class: Multirole VTOL Tilt-Rotor Transport Aircraft
Crew: 2+2-3 additional crew and 10-24 passengers/troops
MDC/Armor by Location:
Main Body 250
Reinforced Crew Compartment 50
Wings(2) 90 each
Engine Pods(2) 90 each
Rotor Groups(2, 3 blades each ) 60(20 each blade)
Tail 50
Height: 17 ft, 22 ft with rotors held vertically
Width:(Fuselage) 8 ft(9 ft at sponsons), (Wingspan) 46 ft
Rotor Diameter: 38 ft
Folded: 18 ft
Length: 57 ft, folded 62 ft
Weight: 62,000 lbs
Cargo: Rear cargo bay measures 24 ft long x 6 ft high x6 ft wide.
Can hold 5,700 lbs internally, and sling-carry 20,000 lbs in cargo net under the aircraft
Powerplant: Liquid Fuel(w/ 1,600 mile range), Fuel Cell Electric (w/1,800 mile range), or Nuclear Fusion w/ 10 year energy life
Speed: Hover to 350 MPH, maximum altitude 10,000 ft
Market Cost: 600,000 credits for liquid fuel, 900,000 credits for fuel cell electric, 6 million credits for nuclear
Systems of Note:
Standard Aircraft Systems, plus:
*Folding Frame Construction---Designed with Marine and Navy operations in mind, the V-22 Osprey could fold and swivel its wing for more compact stowage aboard ship.
*Underside Cargo Hooks
*Doorway Rescue Hoist---100 ft line, 400 lbs lift capacity.
*Cargo Bay Winch/Pulley System
*Spotlight/Serachlight(600 ft range)
*Environmental System(Provides basic air conditioning, filtration, and 36 hours of recycling/closed air life support)
*Running Lights
*Emergency Flotation Bags(deploy in water crash landings, and support the aircraft)
*Wing De-icers
*Radio: 300 mile range
*Radar---50 mile range
*Radar Detector
Weapons Systems: None standard, but the Osprey has provision for a chin/nose turret, and up to four underwing hardpoints:
1) (Optional) Chin Turret---The Osprey II can mount a powered chin-turret, slaved to an HUD helmet manned by either the pilot or the co-pilot. The nose turret has a 180-degree arc of fire, and is slaved to the gunner’s helmet-mounted retinal fire system, allowing the cannon to track as the gunner turns his head, and fire on what he sights in on. The turret can accommodate ONE of the following:
a)30mm Galing---A copy of the main cannon mounted on the old IHA Iron Eagle; the weapon’s design was ‘donated’ by ex-patriate IHA employees after the fall of New Kenora to the CS. The IHA-30mm outfitted many early-model Osprey IIs
Range: 3,000 ft
Damage: 3d6 MD single shot, 2d6x10 MD per 20 rd burst
Rate of Fire: ECHH
Payload: 5,000 rds
Cost: 150,000 credits(initially; would later drop to 75,000 credits)
b) 30mm Chain Gun---Improved PS weapon.
Range: 9,500 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 5d6x10 MD for a 5-rd burst!
Rate of Fire: Single shot ,two-round, or five-round burst
Payload: 150 rds
Cost: 100,000 credits
c) 12.7mm Multi-barrel Rail Gun
Range:4,000 ft
Damage:1d6x10 MD per 40 rd burst
Rate of Fire:EPCHH.
Payload: 4,000 rds per gun(100 bursts)
d)PS-XGECAL 50 “Ripkiller” ---A new weapon, based on the pre-Rifts .50 caliber GECAL 50 Six Barrel Machine Gun. This weapon fires high explosive shells(based on the Wellington Industries Heavy Explosive shells) over three miles, to devastating effect. In theory, the XGECAL 50 can fire off 8,000 rounds per minute(or 2,000 rounds a melee), but PS has limited the weapon to a maximum of 100 rounds per burst , and even that can shoot the magazines dry in one melee! Only a special coolant jacket, shock-absorbing stabiilizer, and burst limiter prevent this weapon from tearing itself apart under maximum rate of fire, and keeps enough rounds on target to inflict maximum damage. The weapon also tears out its meter-long barrel linings faster than any other weapon in PS service(a cannon barrel is estimated to have a standard combat life of 4,000 shots).
Range: 19,000 ft!
Damage: 1d4 MD single shot, 1d4x10 MD per 12 shot burst(1 attack), 2d4x10 MD per 24 rd burst(2 attacks), 4d4x10 MD per 60 rd burst(3 attacks), 1d4x100 MD per 120 shot burst(takes ALL attacks that melee)
Rate of Fire: ECHH
Payload: 1,200 round drum (10 full-melee bursts)
Cost: 110,000 credits
e) 40mm Automatic Grenade Launcher
Range: 3,000 ft
Damage: (Fragmentation) 4d6 MD to 12 ft area single rd, 2d6x10 MD to 40 ft area per 10-round burst
(Armor Piercing)1d6x10 to 3 ft area single rd, 3d6x10 MD to 8 ft area per 10-round burst
Rate of Fire: EGCHH
Payload: 300 rds
f) Pulse Laser
Range: 4,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: 200 shot battery if conventionally powered, Effectively Unlimited if nuclear
Cost:: 80,000 credits
g) PS-44L Vulcan Laser ---Another ‘orphaned’ IHA weapon adopted by Paladin Steel, this is simply the IH-44L Vulcan Gatling Laser adapted for aerial use.
Range:4,000 ft
Damage:3d4x10 MD per rapid-fire pulse blast(1 attack)
Rate of Fire:Six times per melee
Payload:500 bursts battery, Unlimited nuclear
Cost:: 160,000 credits
2) (Optional)Underwing Hardpoints(1-4)---Each hardpoint can accommodate ONE of the following:
a) MicroMissiles---15mm format McMs
Range:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Rate of Fire: Volleys of 1-10
Payload: 25-shot box cassette
Cost: 10,000 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
b) Mini-Missiles---19 -shot pod
c) Short Range Missiles---4 -shot pod
d) PS ‘Black Talon’ Light SAMs---PS’s ‘brilliant’ mini-missile.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 4
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 60 ,000 credits per launcher, 10,000 credits per missile
e)Heavy Hitter Anti-Armor Missiles---Laser-guided anti-armor missiles
Range: 1 mile(5,000 ft)
Damage: 2d4x10 MD
Rate of Fire: Volleys of 1,2,3,or 4
Payload: 4 shot pod per hardpoint
Bonus: +5 to strike ground targets(Aircraft are only +2 to strike)
Cost: 20,000 credits. 6,000 credits per missile
f)Medium Range Missiles---One per hard point
g) Harpoon III Anti-ShipMissiles---- Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close with an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Cost:(Surface/air launched): 18,000 credits
h)Torpedoes/Depth Charges---- 6 Mini-Torpedoes OR 4 Short-Range Torpedoes/Light Depth Charges OR 2 Medium Torpedoes OR 1 Heavy Torpedo/Depth Charge per hardpoint
i) Bombs---Can carry warhead equivalents of missiles, but DOUBLE the respective number, or retain the same number, and DOUBLE the damage. Note: Can be fitted with ‘smart’ guided munitions. ‘Smart’ Bombs are laser or command-guided and hit large stationary targets automatically! Moving vehicles can also be targeted (at +6 to strike).
Or; can carry up to 1,000 lbs of bombs per hardpoint;
*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
j)Sprayer Pod---This liquid storage pod deploys two diffusers from the back to spray chemicals from the back. This is typically used to control agricultural pests(if the infestation is too great, the ‘copter crew typically fires the affected field), crowd control, firefighting, or other vermin management roles.
Range: Depending on wind and altitude, the helicopter can spray a 100 foot wide swath at maximum dispersal.
Damage: Varies by chemical type. If using water, typically does 4d6 HP to vampires(‘Bless the tank, Holy Father!”).
Rate of Fire: ECHH
Payload: 100 gallons
Cost: 10,000 credits
k)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: 20 per launcher
l) 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.
Cost:50,000 credits
m) PS-XMG Gatling Cannon----A six-barreled gatling cannon, firing a modified WI-23 5.56mm Explosive cartridge. The PS Gatlings trade damage potential per individual round for burst capability and better range using the better cartridge propellants and longer barrels. Mechanical design modeled after the pre-Rifts XM-214 ‘Six-Pak’ Mini-Gun. Excellent range, but low damage, and a tendency to empty the ammo drum, and wear out the barrels, too quickly in heated combat.
For monster hunting, this weapon can also be used to fire silver-plated bullets, each doing HP to vampires and werebeings.
Range: 13,000 ft
Damage:(5.56mm Explosive) 2d4x10 SDC SDC per single shot, 1d6 MD per 10-shot burst, 2d6 MD per 20-shot burst, and 1d6x10 MD per 100-shot burst(counts as TWO attacks),
Rate of Fire: ECHH
Payload: 40,000 rd(400 bursts) drum standard
n) 12.7mm Rapid Fire Gatling Cannon(2)--- Rapid-fire multi-barrel railguns, the same as installed on PS’s PSA-12 power armors. These weapons have an advantage over the lasers in that they deliver more kinetic punch, and thus are more effective against targets that are resistant to energy weapons.
Range:4000 ft
Damage:1d6x10 MD per 40 rd burst
2d6x10 MD for a simultaneous double burst from both guns.
Rate of Fire:EPCHH. Can only fire bursts.
Payload: 2,400 rds per gun(80 bursts)
o) Light Autocannon---The 20mm Taskin Rifle, mounted in a vehicle pod
Range: 3,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
(Super-HEX) 4d4 MD single shot
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
(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)
(Crowd Control rds)humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174)
Rate of Fire: EGCHH
Payload:500 rd magazine
Cost: 20,000 credits
p) 30mm AutoCannon
Range: 9,500 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 5d6x10 MD for a 5-rd burst!
Rate of Fire: Single shot ,two-round, or five-round burst
Payload: 150 rds
Cost: 100,000 credits
q) Light Gunpod----Light Rail Gun---A copy of the Coalition’s own C-200 ‘Dead Man’ rail gun.
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload:400 rd drum(20 bursts)
r)IH-100 Rail Gun (PS-100)
Weight: 300 lbs
Range: 4000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
Cost: 80,000 credits
s)KTH-65 32mm Assault Rail Gun (Raven)(2, Sponson-mounted)----Designed with the needs of a heavy infantry squad in mind, Kera-Tech Industries developed the KTH-65 for long range combat in both atmosphere and in space. the KTH-65 can penetrate most any known armour with ease with a high-velocity burst. With the enhanced capability of variable rounds, numerous different combat roles can be filled by the KTH-65. The weapon is also manufactured under license by Paladin Steel on the East Coast.
Range: 5,500 ft
Damage: Varies by shell type
Shell Types:
APFS-DU (Armour Piercing Fin Stabilized, Depleted Uranium) - 5D6x10, no
blast radius
HESH (High Explosive Squash Head) - 5D6 MD plus 5D6 SDC to the person(s) inside the object.
HE (High Explosive) 1D6x10 to a 5 (16ft) radius
HEG (High Explosive, Guided) - 2D6x10 to a 2m (7ft) radius
Rate of Fire: single shots, ECHH
Payload: 60 rds each
Cost: 120,000 credits
3) (Optional) Door-Mounted Guns---The side doors and rear ramp can be fitted with pintle mounts for crew-served weapons up to heavy infantry weapons/rail guns/rapid-fire miniguns.
Options:
*Nose-Mounted Sensor Turret ----Adds a dedicated sensor turret with the following:
*Telescopic Optics
*Enhanced Thermo-imaging/Nightvision
*Laser Targeting
*Parabolic Microphone
*Laser Illuminator---’Paints’ targets for attack with laser-guided weaponry. Effective range of 3 miles.
Cost: 200,000 credits
*Nose-Mounted Extended Range Search Radar---Intended for naval aircraft, this look-down radar has enhanced software for differentiating between possible targets and surface clutter. Effective range of 50 miles
Cost: 100,000 credits
*Chin-Mounted Turret----Chin-mounted weapons turret.
Cost: 90,000 credits
*Pontoon Landing Gear---This converts the V-22 into a float-plane with two large pontoons afixed under it. The extra drag reduces the aircraft’s speed by 15%, but allows the aircraft to operate directly from water.
MDC of Pontoons(2): 60 each
Cost: 80,000 credits
*Solar Wing---The dorsal surface of the aircraft is fitted with solar panels, and the powerplants supplanted/complemented with a Super-Solar Power System. The large wing surface area of the Skimmer is particularly well-suited for photovoltaic enhancement, as it allows for substantial energy-gathering. Switching over to the electric power system drops maximum speed to 155 MPH. Flying in broad daylight, mostly unobstructed sunlight gives the batteries an 8-hour charge; cloudy and overcast days cut available power to 4 hours.
Cost: 300,000 credits
*Hush Props---These specialized propellors look like multi-vaned pinwheel spinners, but they reduce the airplane’s prop noise by some 50%. They are popular with operators making night landings and supply drops, who want to reduce the chances of advertizing their presence.
Cost: 90,000 credits
*Drop Tanks(2)(For Liquid Fuel models only)---Heavy (45 MDC each) external fuel tanks can be added to the wings of the Osprey II. Each drop tank holds 450 gallons of fuel, and adds 220 miles to range. Can be detached/ejected from the aircraft at any time.
Cost: 50,000 credits each
*Flare/Chaff Launchers--The V-22 can mount flare and chaff dispensers to counter enemy sensors and missiles. Up to four(4) launchers can be mounted; two in the tail and one on each wing.
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: 20 per launcher
Cost: Basic Launcher Unit costs 2,000 credits. Flare/Chaff bundles cost 120 credits each
Variants:
* PS-V22 Osprey IID----An uparmored version using more advanced materials for better protection. It is used by the GNE Marines.
Main Body 350
Reinforced Crew Compartment 80
Wings(2) 120 each
Engine Pods(2) 130 each
Rotor Groups(2, 3 blades each ) 90(30 each blade)
Tail 60
Cost: +3 million credits
*PS-SV22(X)---An experimental version using Gorang-style grav-prop propulsion units, generating a forcefield around the aircraft, as well as giving it full aerospace capabilities(though it is not known if the PS-SV22(X) has yet been tested in space. The below stats are hypothesized based on available data about Gorang-style GPP systems). Other details about the aircraft remain unknown.
The primary advantage, besides aerospace operations, of this configuration would include the ability to generate a forcefield that would shield the aircraft while engaged in hovering and landing, from all sides except directly below.
MDC/Armor by Location:
Forcefield (300 front, 150 each side/top-bottom in conventional flight, or 300 top, 150 sides in hovering flight)
Speed:(Atmosphere) 490 MPH
(Space) 4,900 MPH (Roughly Mach 6.5 ) Maximum Speed 40% of Light
Re: Paladin Steel Storefront
Posted: Sat Apr 03, 2010 8:28 pm
by ZINO
Re: Paladin Steel Storefront
Posted: Sun Apr 04, 2010 2:26 pm
by taalismn
Yep. You can add those too...Basically the Osprey's been around long enough that a lot of buyers have 'Millenium Falcon'ed' theirs with a variety of weapons and equipment....It's a basic transportation vehicle that can be modified ad nauseum, and we haven't even mentioned hte Techno-Wizardry possibilities either.
Re: Paladin Steel Storefront
Posted: Sun Apr 04, 2010 8:17 pm
by ZINO
taalismn wrote:??????????????? ad nauseum????????????????
huh ......big words hurts customer sometime
Re: Paladin Steel Storefront
Posted: Mon Apr 05, 2010 7:19 pm
by taalismn
ZINO wrote:taalismn wrote:??????????????? ad nauseum????????????????
huh ......big words hurts customer sometime
Here, have a complimentary barf-bag. sit down, put your head down between your knees, and just breath normally until the dizziness passes.....Here's a water bottle too, and some headache medication.
Re: Paladin Steel Storefront
Posted: Mon Apr 05, 2010 7:34 pm
by ZINO
Re: Paladin Steel Storefront
Posted: Mon Apr 05, 2010 7:48 pm
by taalismn
Of course, OUR barf-bags are megadamage plastic-lined and seal with a biohazard safety seal, because we don't know what your species is, what it eats, how it digests, and what you're likely to toss up.
We want to protect your health, the health of lifeforms around you, and our property, after all.
Just another courtesy of Paladin Steel.
Re: Paladin Steel Storefront
Posted: Tue Apr 06, 2010 5:17 am
by abtex
Does the "Paladin Steel V-22 Osprey II Vertol Tiltrotor" come in plus sizes like the
V-44 for larger than normal human folk?
BAE Remote Guardian System (RGS) Remotely-Operated Gun Turret with multi guns or mini-/SR missile clip fed launcher plus V-22 equals an upside down P-61 Black Widow that needs no runway. Now I can make a plane like GreatGreatGrandDaddy flew. Does the V-22 come in a
sport-car model like his 3rd wife flew?
Re: Paladin Steel Storefront
Posted: Tue Apr 06, 2010 4:29 pm
by taalismn
Not currently, but now that there's an interest in it, we certainly will...
Hpwever, many of the functions of the V-44 can be done quite well by the C-130-II Tiltwing, so we already have you covered in the interim.
And, of ourse, we have drones aplenty coming up in the near future.
Re: Paladin Steel Storefront
Posted: Wed Apr 07, 2010 7:19 pm
by taalismn
PS SPD-335 ‘Bolt’Aerospace Fighter
“The Bolt may not be as fast as the Gemini on account of the engineers using less powerful engines, but it isn’t a shirker either in the speed department. It’s a more intimate machine too, especially in the two-seater version; no constantly looking over to see if your copilot’s gesturing a bad intercom or something. And the overall protection! You got shielding to the front, back, and sides, so you don’t constantly have to be watching your six! That more than makes up for the lack of MagePlate -C in its construction!
My early assessment? We’ve got an overall good performer here that will serve our military and our clients well! I especially wanna see how the Bolt fares in all-out space trials. I’ve only done a few test-flights off the Plymouth One facility, but I gonna say that aerospace capability is something else! Now all we need are some decent carrier platforms for these birds to soar from!”
While Paladin Steel has chosen to concentrate its design/adaptation efforts using Gorang grav-prop technology to classic American warbird designs, they made one exception when it came to experimenting with the tandem engine ‘pusher-puller’ configuration. When PS engineers decided to hardware-adapt the design, they turned to a WW2 German design, the Dornier Do-335 ‘Pfiel’(‘Arrow’), a late-war design that attempted to combine the power of a two-engine design with the drag-clean advantages of a single-engine aircraft. Too late to see much service before Nazi Germany collapsed, the Do-335 became something a curiousity, a case of ‘might’ve been’ in aviation history, with a single example surviving in the United States Smithsonian Museum, but with documentation surviving in other locations.
The design was selected as the basis of a Gorang-contra-grav-drive vehicle because of its tandem prop design. PS engineers wanted to see how the unique drive and shield properties of the GCG propulsion units would manifest in such a configuration. With fore-and-aft field coverage, the arrangement gives the SPD-335 all-around forcefielding, rather in in just one direction, with limited shielding to the sides. The use of GCG systems means that the SPD-335 is fully capable of operating on airless space, giving the fighter incredible range of operations.
While other GCG-fighters like the SP-51 ‘Mustang’ rely on banks of rapid-fire light caliber weapons, the SPD-335 carries in its base configuration a trio of light cannon, including a formidable 30mm weapon mounted to fire through the nose axis. Additional cannon can be mounted in the nose, and up to two thousand pounds of external ordnance, such as bombs and rockets, can be mounted under the wings and fuselage. In addition to its forceshielding, the SPD-335 also carries a fair amount of armor to protect itself, and extra magic protections have been built in for good measure.
The SPD-335 sits high on its tricycle landing gear, in order to give its rear-mount grav prop proper ground clearance. This incidentally also allows for easier access to the underside and the loading of external ordnance.
Though the original Do-335 was regarded as a heavy fighter or ‘destroyer’, PS regards the SPD-335 as a medium-weight fighter, and light compared to its heavier aerospace combat craft.
Only a dozen or so SPD-335s have been produced so far, pending trials and evaluations.
Type: PS SPD-335 ‘Bolt’
Class: Contra-Gravity Aerospace Fighter
Crew: 1-2
MDC/Armor by Location:
Main Body 250
Reinforced Cockpit 120
Wings(2) 160 each
Tail 140
Forcefield (180 front and back, 120 each side/top-bottom)
Height: 15 ft (4.55 m)
Width: 45 ft 1 in (13.8 m)
Length: 45 ft 5 in (13.85 m)
Weight: 19,500 lb
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
Speed:(Atmosphere) 495 MPH
(Space) 4,950 MPH (Roughly Mach 6.5 ) Maximum Speed 40% of Light
Bonuses:
The SPD-335 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:
Systems of Note:
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, 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.
Weapons Systems:
1) Nose-mounted Cannon---Mounted in the forward nose, firing through the axis of the contra-grav prop, is a powerful cannon.
a) 30mm Cannon
Range:10,000 ft(20,000 ft/4 miles in space)
(Kitsune Values: 400 miles in space)
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst
Rate of Fire:EPCHH
Payload:400 rds
Cost: 300,000 credits
b) Rail Gun
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
Rate of Fire:EPCHH
Payload:6,000 rd drum(100 bursts)
Cost: 100,000 credits
c) Pulse Laser Cannon
Range: 6,000 ft(12,000 ft/1.4 miles in space)
(Kitsune Values: 140 miles in space)
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 340,000 credits
d)Particle Beam Cannon
Range: 4,000 ft(8,000 ft/1.6 miles in space)
(Kitsune Values: 160 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: Single shot, ECHH
Payload: Effectively unlimited
Cost: 180,000 credits
2) Wing-Mounted Cannons(2, one each wing)
a) 20mm cannon
Range: 9,000 ft (18,000 ft/3.6 miles in space)
(Kitsune Values: 360 miles in space)
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1000 rd drum
Cost: 50,000 credits
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
3)(Optional) Underwing/Fuselage External Ordnance----Up to 2,200 lbs of external ordnance can be mounted
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 2 can be carried)
*2,000-lb Bomb----2d4x100 MD to 80 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
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:
*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:
*Additional Cannon---Two additional 30mm cannon can be mounted in the wings(one in each) or four additional 20mm cannon(for a total of three in each wing)
Variants:
*SPD-335B---Two-seater version, with a second ‘greenhouse’ canopy in a hump aft of the regular cockpit.
*SPD-335D----In anticipation of offworld deployments, this model features folding wings, for easier storage aboard carrier vessels.
*SPD-335E---Two-seater version outfitted as an EW platform. The wingtips feature antennae pods, and the main fuselage has several extendable aerials. The second cockpit serves as a dedicated EW station.
*Long Range Radar /Radio Jamming---Range: 50 mile radius, Can jam enemy communications with 75% effectiveness.
*Sensor Jamming---If caught by an enemy search/target-lock radar, either from a manned position or a missile, the SPD-335E can attempt to break the lock. In the case of missiles, the ecmtechs can attempt to take over the missiles’ systems and divert them away(roll on ECM skill to jam....roll again at -15% to take control of the missile and direct it elsewhere...roll each time the ecmtech is attempting to direct the missile through a specific action...i.e. turn 180 degrees...lock on target...switch to second target, etc...Or, if the jammer is an NPC, for simplicity’s sake, missiles are -5 to strike).. It can also attempt to ‘cloak’ itself and any other aircraft flying within 150 ft of it with 70% effectiveness(they just don’t appear on radar). Roll every three melees when entering enemy radar zones(or roll ECM skill +15% for more realism).
Re: Paladin Steel Storefront
Posted: Thu Apr 08, 2010 11:13 am
by ZINO
THE Do335
http://upload.wikimedia.org/wikipedia/en/0/06/Do335.pnghttp://upload.wikimedia.org/wikipedia/c ... center.jpgSpecifications (Do 335 A-0)
General characteristics
Crew: 1, pilot
Length: 45 ft 5 in (13.85 m)
Wingspan: 45 ft 1 in (13.8 m)
Height: 15 ft (4.55 m)
Wing area: 592 ft² (55 m²)
Empty weight: 11,484 lb (5,210 kg)
Max takeoff weight: 19,500 lb (8,590 kg)
Powerplant: 2× Daimler-Benz DB 603A 12-cylinder inverted engines, 1,287 kW, 1,726 hp (1,750 PS) each
Performance
Maximum speed: 474 mph (765 km/h)
Combat radius: 721 mi (1,160 km (half load))
Service ceiling: 37,400 ft (11,400 m)
Armament
1 × 30 mm (1.18 in) MK 103 cannon (as forward engine-mounted Motorkanone)
2 × 20 mm MG 151 cannons
Up to 1,000 kg (2,200 lb) bombload
Re: Paladin Steel Storefront
Posted: Thu Apr 08, 2010 6:37 pm
by taalismn
Yep...that's it...I felt obliged to create it just to put my own Gorang technology to work...and the 'Arrow' looked so exotic!
Plus I could picture a project logo based on the CGI movie 'Bolt', showing a white puppy charging, with his tail spinning/wagging like a propeller, and lightning shooting out of his eyes.
Re: Paladin Steel Storefront
Posted: Sun Apr 11, 2010 2:10 pm
by taalismn
Paladin Steel/Douglas DC-3/C-47
(aka ‘Gooney Bird’, ‘Skytrain’, ‘Dakota’, ‘Placid Plodder’, ‘Old Metuselah’, ‘Grand Old Lady’, ‘Dowager Duchess’)
“So what if if it doesn’t come with a lot of options like them other aircraft?! This bird doesn’t NEED all them fancy accessories! She’s just right as is!”
“You take care of the Lady, the Lady takes care of you. That’s all that’s really important to know if you’re flying with my outfit.”
In Aviation, the sequence ‘DC-3’ invokes a legend. The first truly modern airliner of the time, the DC-3 was transformed by war into the C-47, an aircraft that virtually became an icon of the Allied armed forces’ massive logistical and transport capabilities.
The DC-3 had acquired a reputation for reliability and availability even before it was militarized. It was so well regarded that prior to WW2, it was even manufactured under license in the Soviet Union and in Japan. After the War, with so many ex-military transports sold on the civilian market, the DC-3/C-47 legend only grew, as the aircraft’s reliability and economy endeared it to small operators, especially in developing countries, where the aircraft’s ability to land on grass fields or unpaved runways allowed it to go almost anywhere. Even up to the time of the Coming of the Rifts, DC-3s(or facisimiles thereof) could still be found operating around the world, and the fat cigar-shaped body and broad wings with their twin engines remained instantly recognizable by aircraft buffs. It was even rumored that some old relic DC-3s were STILL flying after the Coming of the Rifts, in conditions that had grounded later, more sophisticated, flying machines.
Since Paladin Steel is a company that prides itself on producing reliable, versatile, products, be they new developments or resurrected legends, it should come as no great surprise that PS would eventually want to attach their own name to a legend by reviving it. Believing in the old saying “the only replacement for a DC-3 is another DC-3”, Paladin Steel sought to update the design, but not at the expense of its legendary qualities. Of course, Paladin Steel would have to add a few exotic improvements to the design, beyond just updating the avionics, improving the engines, and building the structure out of lightweight modern megadamage materials.
Even with all the advances, though, the C-47 suffers from the same problems that belie its age. The airfreighter’s antiquated design, with its two main land gear and tail wheel, means that its cargo loading capacity is limited by what can crammed in a side hatch and pushed up an angle (as the interior of the aircraft is sloped when landed).
Compared to other PS offerings in the same category of aviation transport, like the Pioneer 2, the PS-DC-3 looks rather deficient in factory-standard features(for instance, it lacks a pressurized cabin), but Paladin Steel figures that given a good sound airframe to start with, buyers will quickly begin customizing their aircraft, and suggesting new systems, saving PS the time in getting the DC-3 out. For an example of a well-tricked-out variant, the ‘standard’ PSDC-3/C-47 in GNE service, the SC-47S, features gravitic propulsion, air-space capability, a fully pressurized cabin, and technowizardry enhancement.
Type: PS-DC-3/C-47
Class: Transport Aircraft
Crew:2-3, plus 28 passengers/troops
MDC/Armor by Location
Main Body 320
Tail 80
Wings(2) 100 each
Engines(2) 100 each
Height: 16 ft 11 in.
Width/Wingspan: 95 ft
Length: 64 ft 5 in.
Weight:(Empty) 17,865 lbs
Cargo: 10,000 lbs
Powerplant: Liquid Fuel(w/ 1,600 mile range), Fuel Cell Electric(w/ 2,000 mile range) or nuclear fusion
Speed:(Atmosphere) 250 MPH, maximum altitude 24,000 ft
Market Cost: 180,000 credits
Systems/Features:
Standard Aircraft Systems(Radio, altimeter, compass, internal fire extinguishers, etc.)
Weapons Systems: None standard
Options:
*Gun Turret---A single dorsal gun turret can be added to the DC-3. The turret 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, plus cost of the weapons.
*Radome---A radar system can be mounted in a nacelle above the cockpit. Effective range of 40 miles. Cost: 100,000 credits
*Skids---For landing on ice and snow. Cost: 2,000 credits
*Pontoon Landing Gear---This converts the DC-3 into a float-plane with two large pontoons afixed under it. The extra drag reduces the aircraft’s speed by 15%, but allows the aircraft to operate from water.
MDC of Pontoons(2): 60 each
Cost: 80,000 credits
*Solar Wing---The dorsal surface of the aircraft is fitted with solar panels, and the powerplants supplanted/complemented with a Super-Solar Power System. The large wing surface area of the Skimmer is particularly well-suited for photovoltaic enhancement, as it allows for substantial energy-gathering. Switching over to the electric power system drops maximum speed to 155 MPH. Flying in broad daylight, mostly unobstructed sunlight gives the batteries an 8-hour charge; cloudy and overcast days cut available power to 4 hours.
Cost: 300,000 credits
*STOL Gear----This adds advanced featherable props and larger brake flaps, as well as redesigns the wing, for STOL operations.
Cost: 400,000 credits
*Hush Props---These specialized propellors look like multi-vaned pinwheel spinners, but they reduce the airplane’s prop noise by some 50%. They are popular with operators making night landings and supply drops, who want to reduce the chances of advertizing their presence.
Cost: 90,000 credits
*Flare/Chaff Launchers--The DC-3 can mount flare and chaff dispensers to counter enemy sensors and missiles. Up to four(4) launchers can be mounted; two in the tail and one on each wing.
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: 20 per launcher
Cost: Basic Launcher Unit costs 2,000 credits. Flare/Chaff bundles cost 120 credits each
Variants:
*AC-47 ‘Spooky’(aka ‘Puff the Magic Dragon’, ‘Dragon Dak’)----Gunship conversion of the C-47. The AC-47 was a Vietnam-era innovation in laying down a maximum amount of tactical firepower on insurgent ground forces by the expediency of mounting multiple rapid-fire guns along the left side of the aircraft, and slaving their fire control to the pilot(although dedicated gunners were on hand to manage the weapons as well). The AC-47 was an experiment that paid off, and it set the design for subsequent gunship conversions.
The PS AC-47 benefits from superior armoring, more powerful armaments, and night vision systems(the original AC-47 relied on flares for night-fighting).
The PS-AC-47 is not considered an appropriate weapons system in front line combat zones where there is considerable anti-aircraft activity or airborne enemies(the AC-47 is too slow and the weapons mounted inadequately for air-to-air combat), but it is more than effective at ground clearance of massed infantry where local air supriority is secured.
MDC/Armor by Location
Main Body 360
Tail 90
Wings(2) 110 each
Engines(2) 120 each
Systems of Note:
Standard Power Armor Systems, plus:
*Nightvision Optics
*Gyro-Stanilized Gun Mounts
*Laser Targeting---+2 to strike with ranged weaponry
Weapons Systems:
1) Lateral Gun Battery---Multiple rapid-fire guns are mounted along the left side of the aircraft, and fired by the pilot as the aircraft banks over a target zone. One of the following configurations is possible:
a) 3x 7.62 mm General Electric GAU-2/M134 miniguns, or, in this case, the PS-XGECAL 50 “Ripkiller”, based on the pre-Rifts .50 caliber GECAL 50 Six Barrel Machine Gun. This weapon fires high explosive shells(based on the Wellington Industries Heavy Explosive shells) over three miles, to devastating effect. In theory, the XGECAL 50 can fire off 8,000 rounds per minute(or 2,000 rounds a melee), but PS has limited the weapon to a maximum of 100 rounds per burst , and even that can shoot the magazines dry in one melee! Only a special coolant jacket, shock-absorbing stabilizer, and burst limiter prevent this weapon from tearing itself apart under maximum rate of fire, and keeps enough rounds on target to inflict maximum damage. The weapon also tears out its meter-long barrel linings faster than any other weapon in PS service(a cannon barrel is estimated to have a standard combat life of 4,000 shots).
Range: 19,000 ft!(76,000 ft in space)
Damage: 1d4 MD single shot, 1d4x10 MD per 12 shot burst(1 attack), 2d4x10 MD per 24 rd burst(2 attacks), 4d4x10 MD per 60 rd burst(3 attacks), 1d4x100 MD per 120 shot burst(takes ALL attacks that melee)
Rate of Fire: ECHH
Payload: 8,000 round drum (60 full-melee bursts)
Cost: 90,000 credits
b) PS-XMG23 Gatling Cannon----A six-barreled gatling cannon, firing a modified WI-23 5.56mm Explosive cartridge. The PS Gatlings trade damage potential per individual round for burst capability and better range using the better cartridge propellants and longer barrels. Mechanical design modeled after the pre-Rifts XM-214 ‘Six-Pak’ Mini-Gun. Excellent range, but low damage, and a tendency to empty the ammo drum, and wear out the barrels, too quickly in heated combat.
For monster hunting, this weapon can also be used to fire silver-plated bullets, each doing HP to vampires and werebeings.
Range: 13,000 ft
Damage:(5.56mm Explosive) 2d4x10 SDC SDC per single shot, 1d6 MD per 10-shot burst, 2d6 MD per 20-shot burst, and 1d6x10 MD per 100-shot burst(counts as TWO attacks),
Rate of Fire: ECHH
Payload: 40,000 rd(400 bursts) drum standard
c) 3 xPS-XMG214 20mm Gatling Cannon--A new six-barrelled weapon, based on the pre-Rifts XM-214 ‘Six-Pak’ Mini-Gun. Excellent range, but a tendency to empty the ammo drum, and wear out the barrels, too quickly in heated combat.
For monster hunting, this weapon can also be used to fire silver-plated bullets, each doing HP to vampires and werebeings.
Range:13,000 ft(52,000 ft in space)
Damage: 4d4 MD single shot
1d6x10 MD per 6 rd burst
2d6x10 MD per 12 rd burst
6d6x10 MD for a 30 rd burst(takes 2 attacks)
Rate of Fire: ECHH
Payload: 3,000 rd drum per gun
m) Light Autocannon---The 20mm Taskin Rifle, mounted in a vehicle pod
Range: 3,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
(Super-HEX) 4d4 MD single shot
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
(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)
(Crowd Control rds)humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174)
Rate of Fire: EGCHH
Payload: 3,000 rd magazine
Cost: 20,000 credits
2) Mk 24 Illumination Flares---These are large parachute flares, dropped from altitude. They can drift down for 1d4 minutes, and can illuminate a roughly quarter-mile radius nearly bright as day. 48 are carried, ready to drop via chutes in the fuselage. Globe of Daylight flares can be substituted for anti-vampire actions.
*SC-47S---The prefered variant in PS/GNE service, the SC-47S has been outfitted with twin Rating 3 Grav-Prop propulsion units that give the aircraft transatmospheric capability. The aircraft has also been reinforced for the rigors of spacetravel, and TechnoWizardry added
MDC/Armor by Location
Main Body 390
Tail 100
Wings(2) 130 each
Engines(2) 140 each
Forcefield (300 front, 150 each side/top-bottom)
Powerplant:(GravProp Drives)Hybrid Nuclear Fusion/TW Powerstone
PPE Capacity:(Light-Extra)----250 PPE battery capacity; recharges at 10 PPE per hour, 30PPE/hour at a leyline, 50 PPE/hour on a nexus
Speed:(GravProp Drives)Hybrid Nuclear Fusion/TW Powerstone
(Atmosphere) 525 MPH
(Space)5,250 MPH (Roughly Mach ) Maximum Speed 40% of Light
Systems/Features:
Standard Robot Systems, plus:
*Enhanced Radiation Shielding
TW Systems:
*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
PS-Waco CG-4(TW) Glider
(aka ‘Hadrian’, ‘Balsa’)
“I don’t wanna hear anything from you chirps about ‘unlucky thirteen’ riding in this paper airplane, or I’m goin’ to bust the joker in the chops wid me rifle butt, got it? I told the General you gobbies were braver stuff than d’ose human troopies, and you gonna proof right by me, ‘cause I ain’t no liar! The wiz will get us down all right ‘cause he’s a right compeedent cobbler, then we’re going to show those slavers dat ‘unlucky thirteen’ is the bad day they’z getting when the thirteen of us drop in on them! Now let’s hear it, AIRBORNE!!!”
At about the same time that PS engineers were looking to resurrect the DC-3/C-47, several other engineers came across the historical tidbit that the ‘GooneyBird’ had been used as a tug for troop-transport gliders. This consequently led to inquiries as to the CG-4 Waco Gliders that were associated with these airborne operations, and to a design study to see what might come of a similar resurrection plan.
While most combat planners agree that on the modern battlefield, towed gliders are suicide in combat operations, it was also agreed that the advent of magic to Earth aviation could alter circumstances enough to give normally frail and helpless glidercraft a chance. While gliders might not serve as primary troop transports, they could be used as cheap aerial ‘trailers’ for larger aircraft, trailing along behind the main aircraft to carry additional cargo or passengers.
The PS take on the CG-4 Glider is to incorporate a cheap light megadamage plastic panel and fabric body frame with an oversized TW wingboard that provides the lift and extra magical abilities. Several adapted infantry ‘multiplexor’ spell-projectors provide further abilities, much less expensively than a fully integrated TW augmentation would cost. The Glider is dependent in normal operation off a Ley Line on being towed at the end of a 350 ft tow line behind a larger aircraft(typically a DC-3/C-47) or appropriately strong flying creature(like an obliging dragon or gargoyle). The Glider can accommodate a crew of two, plus thirteen passengers, or a palletized vehicle or cargo load(the nose of the Glider is designed to unbolt and swing aside for offloading. The CG-4 lands on two strut-mounted main landing wheels, two bottom skids, and a tail wheel. If conditions permit and the CG-4 hasn’t been damaged, the glider can be moved to a nearby landing field and towed back into the air, or it can ‘snap-lofted’ by the tow-plane flying low overhead and catching a frame-lifted towline.
In the event the Glider is damaged beyond continued service in landing, a TechnoWizard can disengage the wingboard(provided it too hasn’t been destroyed) and fly it back to friendly territory, to be re-integrated into a new Glider. Likewise, the TW spellcard projector wands can be removed from the frame of the wrecked glider and used elsewhere.
The PS-CG-4 isn’t commonly used by the Greater New England Armed Forces, but it is occasionally used by Irregular forces associated with them, and has been sold to various smaller kingdoms. It is also used by private transport firms and adventurer concerns.
Type: PS-CG-4 Hadrian
Class: TechnoWizardry Transport Glider
Crew: 2
(Note: flying the CG-4 requires Pilot: Airplane for strictly gliding operation. Pilot Wingboards and TW Fliers is required for Wingboard operations)
MDC/Armor by Location:
Main Body 90
Wingboard 180
Tail 45
Height: 15 ft 4 in.
Width: 83 ft 8 in.
Length: 48 ft 8 in.
Weight: 3,790 lb (1,719 kg)
Cargo: 13 troops/passengers, OR 7,500 lbs of cargo, OR 1 jeep/light truck and 3-man crew
Note: Up to 5 people can safely ride on the disengaged Wingboard
Powerplant: TW Wingboard
Speed: 150 MPH being towed, Hover to 250 MPH on a Ley Line, maximum altitude 5,000 ft(8,000 ft if being towed)
Requires 600-800 ft of clear, level ground to make a safe three-point landing unassisted by TW means
Market Cost: 35,000 +50,000 credits for the wingboard
Systems of Note:
*Dashboard altimeter, compass, airspeed indicator, and artificial horizon.
*Nose Tow Hitch
Weapons Systems: None, though some operators have been known to mount a light mini-missile/rocket launcher or two, or flare/chaff launchers on the wheel/wing struts for ground suppression fire just before landing. Occasionally, passengers have been known to fire their own weapons through openings in the front or sides of the glider.
TW Systems:
*MultiPlexors(1-4)---These are essentially the PS Infantry PPE-clip-powered “Mini-Mage” MageProjectors, attached to key parts of the glider’s airframe by magic-conductive wiring(silver is the most common material used, but ectofiber cabling is becoming more common), and used to provide the glider with additional protections(albeit more limited in duration and scope than dedicated TW enhancements). The MultiPlexors are of standard type, even down to the attached vibroblades(making them handy in event the passengers have to cut their way out of a wrecked glider or overgrown landing site). Typically The MultiPlexors are often removed after landing and used as normally to protect the debarked troops. Standard spells chipped into these MultiPlexors include general protection spells such as Resistance to Fire, Resistance to Energy, Energy Field, and Invisibility: Simple.
(Reposted for convenience’s sake):
Weight: 8 lbs
Range: Varies by spell
Damage/Duration: Varies by spell
The vibro-blade does 2d6 MD
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. Spells cost as normal
Vibroblade does not draw PPE power; its conventionally powered.
Payload: Draws from the main PPE Battery that slides in like an ammunition clip. In an emergency, the user, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The basic Multiplexor system costs about 35,000 credits
PPE clips cost 6,000 credits for 50 PPE
12,000 Credits for 100 PPE
(PPE Clips cost more than PS’s regular line of car-battery-sized PPE Batteries because of their more compact size and configuration.
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.
Options:
*Amphibious---Just in case somebody wants to operate off/on water, the CG-4 can be made amphibious with a water-tight hull, conformal hull shaping, and floats instead of wheels. Cost: 10,000 credits
Variants:
*PS-PG-2A---Patterned after the production PG-2A, the CG-4 fitted with two 200 hp (150 kW) L-440-7s, redesignated G-2A in 1948, and used briefly as a cheap transport aircraft. The PS version fits two electric motors to the frame, allowing for independent powered flight. Top speed is roughly 160 MPH, and range about 400 miles.
*CG-4UAV---Essentially a gimmicked unmanned glider, meant to act as a decoy and draw enemy fire. It features thermal decoys, a 48-shot flare/chaff launcher, and an autopilot that allows the glider to fly autonomously and maneuver like a manned vehicle.
Re: Paladin Steel Storefront
Posted: Sun Apr 11, 2010 7:38 pm
by ZINO
Douglas DC-3
General characteristics
* Crew: 2
* Capacity: 21-32 passengers
* Length: 64 ft 5 in (19.7 m)
* Wingspan: 95 ft 0 in (29.0 m)
* Height: 16 ft 11 in (5.16 m)
* Wing area: 987 ft² (91.7 m²)
* Empty weight: 18,300 lb (8,300 kg)
* Loaded weight: 25,200 lb (25,346 with deicing boots, 26,900 in some freight versions) (11,400 kg)
* Powerplant: 2× Wright R-1820 Cyclone 9 series (earliest aircraft) or Pratt & Whitney Twin Wasp S1C3G in the C-47 and later civilian aircraft, 1,100 or 1,200 hp max rating, depending upon engine and model (895 kW) each
* Propellers: 3-bladed Hamilton Standard 23E50 series hydraulically controlled constant speed, feathering
Performance
* Maximum speed: 237 mph (206 kn, 381 km/h (=Never Exceed Speed (VNE), or Redline speed))
* Cruise speed: 150 mph (130 kn, 240 km/h)
* Range: 1,025 mi (890 nmi, 1,650 km)
* Service ceiling: 24,000 ft (7,300 m)
* Rate of climb: 1,130 ft/min (5.73 m/s) initial
* Wing loading: 25.5 lb/ft² (125 kg/m²)
* Power/mass: 0.0952 hp/lb (157 W/kg)
http://upload.wikimedia.org/wikipedia/c ... 3_Silh.jpgC-47
General characteristics
* Crew: 3
* Capacity: 28 troops
* Payload: 6,000 lb (2,700 kg) (8,000 lb/3,700 kg - war emergency)
* Length: 63 ft 9 in (19.43 m)
* Wingspan: 95 ft 6 in (29.41 m)
* Height: 17 ft 0 in (5.18 m)
* Wing area: 987 ft² (91.70 m²)
* Empty weight: 17,057 lb (7,760 kg)
* Loaded weight: 26,000 lb (11,800 kg)
* Max takeoff weight: 31,000 lb (14,000 kg)
* Powerplant: 2× Pratt & Whitney R-1830-90C "Twin Wasp" 14-cylinder radial engines, 1,200 hp (895 kW) each
Performance
* Maximum speed: 224 mph (195 kn, 360 km/h)
* Cruise speed: 160 mph (140 kn, 260 km/h)
* Range: 1,600 mi (1,400 nmi, 2,600 km)
* Service ceiling: 26,400 ft (8,050 m)
* Rate of climb: 1,130 ft/min (5.75 m/s)
* Wing loading: 26.3 lb/ft² (129 kg/m²)
* Power/mass: 0.092 hp/lb (150 W/kg)
http://upload.wikimedia.org/wikipedia/c ... 8/C-47.gifWaco CG-4
General characteristics
* Crew: two (pilot and co-pilot)
* Capacity: 13 troopers, or quarter-ton truck (Jeep) and 4 troopers, or 6 litters
* Length: 48 ft 8 in (14.8 m)
* Wingspan: 83 ft 8 in (25.5 m)
* Height: 15 ft 4 in (4.7 m)
* Wing area: 900 ft² (83.6 m²)
* Empty weight: 3,900 lb (1,719 kg)
* Loaded weight: 7,500 lb ()
* Useful load: "Troop Carrier (2 crew & 13 passengers): 4197 lb"; "Cargo Carrier - Jeep (2 crew, 4 passengers, 1 Jeep Car): 4197 lb"; "Cargo Carrier - 75 MM howitzer (2 crew, 3 passengers, 1 Howitzer, 18 rounds ammunition): 4197 lb" [7] ()
* Max takeoff weight: 7,500 lb (3,400 kg)
* *Max take off (Emergency Load): 9,000 lb (4,091 kg)
Performance
* Never exceed speed: 150 mph IAS "...due to the possibility that windshield panels may blow in and other failures may occur."
* Maximum speed: 150 mph[8] at 7,500 lb (3,400 kg) (240 km/h[9]) 128 mph CAS/135 mph IAS at 9000 lb
* Cruise speed: IAS 72.6 mph[10] (117 km/h[11])
* Stall speed: IAS 49 mph[12] (79 km/h[13]) with design load 7,500 lb (3,400 kg)
* Wing loading: 8.81 lb/ft² ()
* Rate of sink: About 400 ft/min (122 m/min) at tactical glide speed (IAS 60 mph/96 km/h)
* Landing run: 600-800 feet (180-244 m) for normal three-point landing; "Landing rolls of approximately 2,000 to 3,000 feet are to be expected at the higher emergency gross weights..."
BY the way NICE!!!!! but your NUTS said an unknown officer
http://upload.wikimedia.org/wikipedia/c ... A_USAF.JPG
Re: Paladin Steel Storefront
Posted: Sun Apr 11, 2010 9:17 pm
by taalismn
Yeah, it's nuts....but as I said; magic changes a lot of things and there will be folks who will get creative with these things...such as never taking them off a leyline.
Re: Paladin Steel Storefront
Posted: Mon Apr 12, 2010 4:43 pm
by glitterboy2098
reminds me, i need to finish up my SkyKnight C-47 write up at some point, get that article done. i'd planned on optimizing it for Passengers, not cargo (cargo is why you have the C-119.
)
Re: Paladin Steel Storefront
Posted: Mon Apr 12, 2010 5:20 pm
by taalismn
glitterboy2098 wrote:reminds me, i need to finish up my SkyKnight C-47 write up at some point, get that article done. i'd planned on optimizing it for Passengers, not cargo (cargo is why you have the C-119.
)
Hey, cargo capacity ....it's key to getting trade on Rifts Earth going again...whatever floats, rolls, walks, or flies.
Re: Paladin Steel Storefront
Posted: Mon Apr 12, 2010 5:34 pm
by glitterboy2098
taalismn wrote:glitterboy2098 wrote:reminds me, i need to finish up my SkyKnight C-47 write up at some point, get that article done. i'd planned on optimizing it for Passengers, not cargo (cargo is why you have the C-119.
)
Hey, cargo capacity ....it's key to getting trade on Rifts Earth going again...whatever floats, rolls, walks, or flies.
frankly, that was kind of my idea. IMO, in canon rifts you basically have two kinds of cargo carriers. the expensive high tech jobs put out by NG, Triax, and so on...or the crappy retrofitted low-tech jobs like those available from GAW. and not much of anything in between.
one of my goals with the skyknight article is add some "in between". at least for aircraft. using just enough advanced tech to make them decent to use, but cheap enough to actually buy in numbers.
Re: Paladin Steel Storefront
Posted: Mon Apr 12, 2010 6:01 pm
by taalismn
Cheap enough to lose, but tough enough that the crews stand a chance of getting down and out alive, simple enough that they can be fixed with bailing wire and duct tape, advanced enough that you don't have to refuel every hundred miles, robust enough to take a few rail gun rounds and teeth bites in the hull, sophisticated enough that you can see those guys coming and outrun 'em.
Re: Paladin Steel Storefront
Posted: Wed Apr 14, 2010 3:45 pm
by taalismn
Paladin Steel ‘Scuttler’ MultiPurpose Robot Vehicle
“Guess they weren’t expecting to find anti-aircraft artillery up on the mountain slopes so quickly, eh?”
“Downside of a Scuttler? They lose more than two legs, you can’t tow them out of the field. You gotta go in with a crane, lift them out, and carry them out. And sometimes they go down where you can’t get a recovery vehicle at them. The only thing that can get them out is another Scuttler with a pick-up frame.”
“’Frankenspiders’ is what we call them! On account of how the Geeners like to mount just about anything on them! I was with the Seventeenth Free Quebec Mechanized when we made a raid-in-force on them along the Saint Lawrence to test their defenses, and the local garrison responded by sending every walker they had up the valley at us! Missile launchers, heaavy guns, robot frames, slash-cutters; no two of them were alike!”
The Scuttler began as a reverse-engineering of the Coalition’s SpiderSkull Walker robot, but PS soon found ways to improve the performance of the multi-legged vehicle, to produce a multi-purpose all-terrain walker. The basic chassis had become the basis of a modular utility vehicle.
The Scuttler is more radially symmetrical, with a hexagonal main body and leg arrangement that permits equal movement in all directions of the horizontal plane. The legs also have a more pronounced angle of bending, and the footpads are broader than those of the Skull Walker, to improve the robot’s performance on softer ground. Each footpad can also deploy a Glitterboy-style laser achoring pylon, allowing the Scuttler to securely anchor itself when climbing steep slopes. The underside of the Scuttler is typically fitted with a pointed conical section, in part to better deflect possible mines and underside explosives away from the main body of the vehicle.
The Scuttler is more expensive than the PS ‘Walking Truck’ design, but is tougher and arguably more mobile. The basic vehicle is fairly simple, but the broad hexagonal cargo deck can be fitted with a variety of modules and configurations. The GNE military quickly found out the Scuttler could be effectively used as a missile carrier and artillery mover, mounting a variety of guns and missile launchers, and able to carry them over terrain that would be impassible to conventional ground vehicles and even hovercraft. The design has become the basis of a number of ‘walker tanks’, produced quickly by the simple expediency of mounting any one of a number of ‘off-the-shelf’ upper bodies on the Scuttler chassis, such robot upper torsos, tank turrets, or even portable bunkers.
The Scuttler is increasingly common in GNE service as an all-purpose ulity and support vehicle, and has even been exported offworld.
Type: PS-UMLRV-09 Scuttler
Class: Utility MultiPurpose MultiLegged Robot Vehicle
Crew: 2
MDC/Armor by Location:
Main Body 360
Reinforced Crew Compartment 100
Legs(6) 150 each
Height: 10 ft with legs fully folded up. Can stand with a 5 ft clearance off the ground
Width: 18 ft, 28 ft with legs at full extension
Length: 18 ft, 28 ft with legs at full extension
Weight: 14 tons
Cargo: Can carry 16 tons
Powerplant: Electric Fuel Cell(300 mile range) or Nuclear w/ 10 year energy life
Speed: 90 MPH, and can climb a 45 degree grade. Leaping is NOT possible.
Market Cost: 3 million credits for electric, 9 million for nuclear
Systems of Note:
Standard Robot Systems, plus:
*Climbing/Anchoring Pylons
Weapons Systems: None standard, but typically cargo carriers will have one or two light weapons mounts on the cab for self defense.
The Scuttler has a limited Kick/Stomp capability, doing 3d6
Options:
*Rotating Platform---The Scutter's central body has a slightly elevated(2 ft) deck that rotates a full 360-degrees. Cost: 200,000 credits.
*Knee Turrets(2-4)---The outermost leg segments can be fitted with small remote-control gun turrets holding either a light pulse laser or a light machine gun. Other options include flamethrowers and ion pulse cannon.
a) Light Pulse Laser---
Range:2,000 ft
Damage: 3d6 MD single shot. 7d6 MD per triple-shot burst
Rate of Fire: EGCHH
Payload: 300 shot battery per gun for conventionally powered models. Effectively Unlimited w/ nuclear powerplant
Cost: 18,000 credits
b) Light Machine Gun---7.62mm LMGs.
Range: 2,000 ft
Damage:(SDC) 5d6 SDC per rd, 1d6x10 SDC per 10 shot burst
(MD)2d4 MD per 10 rd burst per single gun
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
*Can be loaded with specialized ammunition types, such as silver or wood rounds.
Rate of Fire:Standard
Payload: 200 rds per gun
Cost: 18,500 credits
c) Flame Thrower
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 30,000 credits each
d) Ion Blaster---Variant of the popular PSIP-2 ‘Smasher’ series. Mount has a 45-degree arc of fire. Like the handheld version, it can be modified for additional damage effects.
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: 100 shot battery for fuel cell models, effectively unlimited for nuclear-powered models. Can also use a back-up e-clip system; 30 shots short e-clip, 60 shots long e-clip
Options: Like the handgun version, the vehicle-mounted version can be similarly modified for extra effect/power:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.
*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIP-2 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area. Cost: 5,000 credits
*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 3d6 MD, but boost range to 1,500 ft. Cost: 7,000 credits
*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 400 ft, but up damage to 5d6 MD per shot. Cost: 5,000 credits.
*Laser Sight Module---Another underbarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guidepath’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Cost: 1,000 credits
*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: One MD shot equals 10 SDC shots
Cost: 4,000 credits
*External Antipersonnel Fletchette Packs----An effort to further protect the slow moving tank against faster power armor and infantry, this system consists of a series of directional ‘claymore’-style fragmentation grenades attached to the outer hull and triggred either by command or by motion detector trip to fill a ‘kill zone’ around the tank with lethal shrapnel and anti-personnel fletchettes.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each leg can mount up to three charges on the outside leg(18 total if all legs are so fitted), and an additional two can be mounted between the legs(up to 12).
Cost: 300 credits per charge.
*Wheels---The ends of the legs can be fitted with powered caster wheels, They don’t allow the Scuttler to move any faster(speed is only 40 MPH), but they are easier on paved roads.
Cost: 180,000 credits
*Robot Arms(1-6)---Robot arms can be mounted, that unfold from the upper knee of the robot legs, and that can be used for utility work. Maximum P.S. of 30, and maximum P.P. is 24(base for both is 12).
MDC: 35
Length: 8 ft
Damage: 1d6 MD on a punch
Cost: 120,000 credits each
*Robotic Claws(1-6)---Larger and more powerful than manipulator arms, but can only be used to crush or hold, not manipulate objects with any precision.
MDC: 60
Length: 8 ft
Damage: 4d6 MD for a crush/claw
Cost: 200,000 credits each
*Robot Tentacles(1-6)---Extra-large tentacle-style limb ending in a bludgeon, spike, or excavator bucket-scoop.
MDC: 50
Length: 12 ft
Damage: 2d4 MD for a lash/whip or crush/squeeze. 2d6 MD if fitted with a vibrospike or blade
Cost: 190,000 credits for one
Variants:
*PS-MLRV-09SPG---Entrant into consideration for the GNE Armed Services’ next-generation self-propelled gun, the specifics of which called for the ability to operate in rough terrain. The -09SPG has a high-sided turret with 280 MDC.
a)100mm LB Massdriver Cannon (PS-MDJ100L)
Weight: 14,000 lbs(7 tons)
Range:(Direct Fire) 36,000 ft (7.2 miles)
(Indirect Fire) 90,000 ft(18 miles)
Damage:High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range
Rate of Fire:Four per melee
Payload: 100 mm AP shell weighs 25 lbs( 80 shots per ton)
Cost: 2.7 million credits
b) Quad-mount 40mm Anti-Aircraft Gun
Range: 2.6 miles
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to 15 ft blast radius
(Armor Piercing Tracer) 5d6 MD single shot
(High Explosive Tracer) 4d6 MD to 10 ft blast radius
Rate of Fire: EPCHH
Payload: 200 rounds
Cost: 300,000 credits(ammunition costs extra)
c)Twin PS-HSGC-AAM-11 20mm Six-Barrel Super Vulcan Cannons
Range: 7,000 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(but -1 to strike)
6d6x10 MD for a 40 rd burst(takes THREE attacks and is -3 to strike targets smaller than 20 ft long)
(DOUBLE the above damage figures for synchronized firing from BOTH guns; so a three-melee-action superburst does a whooping 1d6x100 MD!)
Rate of Fire: EPCHH
Payload: 4,000 rd drum each gun
Penalty: If more than 4 full 40-rd bursts are fired consecutively, there is a +10% cumulative chance per additional burst of the weapon overheating and seizing up....Takes 1d6 melees to purge the coolant system and unjam the mechanism. Firing multiple lower-volume bursts incurs NO penalty.
Cost: 500,000 credits
d) Twin 40mm ‘Chewer’ Mortar System---Mounts two rack-boxes of 40mm ‘metalstorm’ launchers.
Weight: 2,200 lbs for the basic launcher; 2,900 lbs fully loaded
Range: 6 miles
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) 1d4x10+3 MD to 1.5 ft blast radius
Rate of Fire: Volleys of 1-18
Payload: Each barrel holds 5 40-mm projectiles for a total of 180 rds(so two box launchers hold a total of 360 rounds)
Cost: 200,000 credits
e) Quad T-410 Micro Missile Gun Launcher System
This is simply a scale up to the 20mm projectiles used in the McMAALR-18 ‘Fire Orchid’ 20mm Anti-Aircraft Micro-Missile Launcher. It uses an electromagnetic massdriver system to fire the projectiles out to maximum range where their own rocket propulsion takes over. With a slightly heavier missile and slightly larger stator-ring system, the T-410 has improved range, punch, and accuracy. The Scuttler frame can carry a 1uad mount(4 guns!) and associated magazines, loading, and fire control.
Range: (T-410)Gun launcher fires the micromissile out to about 8,200 ft, whereafter the rocket propulsion takes over.
(Micromissiles)8,000 ft for all types
Damage/Bonuses:
(T-410)
Pattern-2a---4d4 MD to 2 ft blast radius
Pattern-2b----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-2c----(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Bonuses:(T-410)(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Rate of Fire: Bursts of 3-40 rds per melee
Payload: Each gun has two 300-round box magazines(for 600 rds per gun)
Cost: 1 million credits
*PS-MLRV-09MLR----The basic Scuttler fitted with the Iron Bolt Missile Tank’s missile launch box
*PS-MLRV-09C---The lower chassis of the Scuttler fitted with the upper torso of the PS Moljinar combat robot
*PS-MLRV-09D---The Scuttler mounting a modified Tolkeen-pattern Transportable Bunker(see Seige of Tolkeen:Final Seige, pg. 52)
*PS-MLRV-09E----The Scuttler fitted with the turret assembly of the PS Black Bear MBT
*PS-MLRV-09F---The Scuttler Fitted with the turret assembly of the PS Lynx or FireDrake MBT
Re: Paladin Steel Storefront
Posted: Wed Apr 14, 2010 9:51 pm
by Shark_Force
question: can the scuttler by default rotate the 'abdomen'?
and if not, why not? (or perhaps: how much would it cost to make it do so?)
just seems a vehicle with legs that can just as easily take it in any direction is just begging to have the main body also able to face in any direction to me
Re: Paladin Steel Storefront
Posted: Thu Apr 15, 2010 3:16 pm
by taalismn
Shark_Force wrote:question: can the scuttler by default rotate the 'abdomen'?
and if not, why not? (or perhaps: how much would it cost to make it do so?)
just seems a vehicle with legs that can just as easily take it in any direction is just begging to have the main body also able to face in any direction to me
Consider it done....If you really want an extra cost for a rotating deck...say 200,000 credits?
Will add it to the main entry.
Re: Paladin Steel Storefront
Posted: Mon Apr 19, 2010 11:45 am
by ZINO
any new hardware coning soon ? ask a mercenaries officer look for the newest toys
Re: Paladin Steel Storefront
Posted: Mon Apr 19, 2010 5:36 pm
by taalismn
Been working back to back days of late, so I haven't had as much time as I'd like to spend writing/kludging up stuff for everything that I'm involved in....But at least I'm making money to buy cool stuff and keep myself in the basics.
Will update as soon as I'm able.
Re: Paladin Steel Storefront
Posted: Wed Apr 21, 2010 2:54 pm
by taalismn
New Paladin Steel Robots
In 120 PA, Paladin Steel’s Outstep Program of extradimensional exploration and trade scored a major coup in the signing of a major trade and technology exchange treaty with the Corianus-Typhen-Rosette League, a star-nation in another universe. Though PS and the CTRL could not come to a formal military alliance, the CTRL did agree to license several of its own military’s robot vehicle designs, to be modified with Earth technologies, in exchange for PS’s small arms designs and other concessions. This greatly eased PS’s R&D crunch and sped the re-armament of Greater New England and its North American allies, in anticipation of renewed hostilities on a number of fronts. The added bonus of a new sales outlet through the CTRL, to the markets of a greater galactic ‘club’, also provided welcome extra income to Paladin Steel, ever looking for new markets and resources.
The CTRL designs lacked the modularity aspects favored by Paladin Steel, but tend to be more specialized. However, Paladin Steel has seen fit to subsequently modify a number of them to address that issue and bring them more in line with PS/GNE design philosophies and tactical doctrine. It is possible that these modularity studies are being licensed back to the CTRL as part of the technology and trade exchange deal worked out between the two powers.
A handful of these designs have begun to appear on the Rifts Earth Alternity being explored/exploited by Paladin Steel, mainly in corporate units and high-profile military expeditionary forces.
Gondal Light Combat Robot
(aka ‘Ostrich Walker’, ‘Gooney Runner’, ‘Electro-Leggy’)
“Want to maximize the mayhem on the battlefield? Assign a squad of Gondals and a squad of Mantis to the same crash-and-trash fire mission....The two teams will practically run themselves into the ground competing to see who can do the most damage.”
The Gondal is a light, multi-purpose, modular robot vehicle that bears a passing resemblance to Naruni Enterprise’s own NE-DXZ-07 ‘Razor’, but is an indigenous design of the CTR. The design has been sold/licensed to Paladin Steel.
Described as looking like a helicopter cockpit on legs, the Gondal lacks any sort of hands(unless otherwise outfitted in one of its option spaces), but is extremely fast and mobile. Its main strength, aside from its mobility, is its modular weaponry; three option spaces for plug-in systems, that allow it to be quickly customized to various tactical configurations. It has often been compared to the CS’s IAR-5 Hellfire and Naruni’s NE-DXZ-07 ‘Razor’ and serves much the same purpose, as a light, fast, anti-infantry and armor-ambush ‘bot. Interestingly enough, the modular aspect of the Gondal design was part of it from the drawing board, rather than a post-production or Paladin Steel modification. The robot was originally conceived of as a cheap, fast, easily-produced civil defense robot that could reconfigured with armaments to match available local logistics. Thus, when the Gondal design(and actual machines) were sold to the GNE, Paladin Steel actually had little work to do adapting it for Rifts Earth service, aside from modifying existing weapons hook-ups and software interfaces.
Because of the number of light robots already using a modular configuration scheme already in service with Paladin Steel, the Gondal has NOT been adopted in any great numbers by the GNE armed services, though it is made available for sale to approved affiliates(the CTRLeague regards it as older declassified technology). Frankly, most GNE personnel consider the Gondal a real lightweight, and its only real advantages are its abilities to accept just about anything on its hardpoints, and its low cost.
Type: PS/CTRL-GND11
Class: Light Utility Robot/Combat Reconnaisance
Crew: One; a second person can squeeze in behind, but conditions will be cramped.
MDC/Armor by Location:
Main Body 370
Crew Compartment 100
Head(none)
Booster Jets(2) 50 each
Legs(2) 190 each
Height: 17 ft
Width: 10 ft
Length: 8 ft
Weight: 7 tons
Cargo: Small space in crew compartment for a survival pack, sidearm(s), and a few small personal possessions.
Physical Strength: Robotic P.S. of 36 for the manipulator arms
Powerplant: Nuclear Fusion with 20 year energy life
Speed:
(Running) 120 MPH
(Leaping) 20 ft up/across standing jump, 100 ft jet-assisted leap
(Flying) Not possible
(Underwater) Can run along the bottom at 6 MPH. Maximum depth of 800 ft
Market Cost: 12 million credits
Systems of Note:
Standard Basic Robot Systems
Weapons Systems:
1) Centerline Option Space
a) Flamethrower
Range: 800 ft
Damage:(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Rate of Fire: ECHH
Payload: 100 bursts
b) Heavy Machine Gun
Range: 9,900 ft
Damage: (Standard Ammunition)1d6x10 SDC per single shot, 1d6x100(1d6 MD) per 10 round burst
(MDC-standard) 2d4 MD per 10 rd burst per single gun
4d6 MD per 30 rd burst from one gun cluster
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
Rate of Fire: EGCHH
Payload: 600 round drum
c) 12.7mm PS-MRG03 Snub-nose Short Gatling Gun : This high-powered four-barreled gatling rail cannon features enormous damage potential, and fair range in a small package. The MRG-03 trades range for blistering short-range fire power, and is frequently used as a ‘streetsweeper’ in built-up areas.
Range: 2000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: EGCHH
Payload: 2,000 round drum
Cost: 12,000 credits
d) 20mm Autocannon
Range: 4,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
Rate of Fire: Standard
Payload: 400 rds per gun
Cost: 28,000 credits
e) 30mm Light Grenade Launcher
Range:1,200 ft
Damage:
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.
The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire: ECHH
Payload: 200 shot drum
Cost: 19,000 credits; SDC rounds cost 40-60 credits each, Crowd Control rounds cost 20 credits each, standard 30mm HE grenades cost 400 credits each, armor-piercing cost 550 credits each, micro-fusion(rarely available on the open market) cost 1,500 credits each, Incendiary cost 600 credits each.
f) 40mm Grenade Launcher
Range:7,000 ft
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 180 rd drum
Special Features: None
Cost: 50,000 credits for the launcher
g) Pulse Laser
Range: 4,000 ft
Damage: 4d6 MD single shot, 2d4x10 MD per triple burst
Rate of Fire: ECHH
Payload:Effectively unlimited
Cost:120,000 credits
h) Ion Cannon
Range:4,000 ft
Damage: 1d6x10 +7 MD per energy burst
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 60,000 credits
i) Plasma Cannon
Range: 1,600 ft
Damage: 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 60,000 credits
j) Particle Beam Cannon
Range: 4,000 ft
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: Single shot, ECHH
Payload: Effectively unlimited
Cost: 180,000 credits
k) Sonic Cannon
Range: 1,800 ft underwater, 600 ft in air
Damage::Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per se, it does affect the hearing and inner ears of crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or uninsulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.
Rate of Fire:ECHH
Payload: Effectively Unlimited
Cost: 90,000 credits.
l) PS-DL-110 Razor-Frizzer( a copy of an imported Russian design). The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 2,000 rd drum
Cost: 80,000 credits
m)Spray Cannon
Range: 800 ft
Damage: Varies by chemical type. Some examples:
(Water)None, if carrying water, but human-sized beings struck with the stream but roll versus the ‘cannon’s To Strike roll, or be bowled off their feet(lose 1 APM and initaive that melee for getting back up). Does 2d6x10 HP to vampires per blast
(Gloop) PS’s sticky goop---This quick-setting polymer material is used in constuction, as well as to firm up the walls of tunnels and damaged structures. It is also used to cocoon valuable and delicate objects for moving. Each half-gallon application of this quick-set plastic covers about 5 cubic feet, and to cover a human sized target completely, the attacker must roll a 12 or better on the Strike roll. Anyone caught in the goo must have a supernatural or robotic P.S. of 30 or better to escape; otherwise, the target is stuck until released by an outside agency. Gloop has 2d4 MDC per application, and breaks down after 1d4 days of exposure, unless treated with a special binder chemical, and allowed to cure for 1d4 hours, in which case it stabilizes and has an MDC of 2d6+1 per cubic foot. Gloop costs 70 credits per half gallon(single application)
A variant of this gunk, ‘Boro-Slime’, is a quick-setting slurry of lead-powder and boro-silicate glass suspension, which is sprayed on leaking radiation sources, forming a thick crust to simultaneously trap radioactive materials and seal it inside a crusting shell for later safe removal. Best used to contain small (power armor and vehicle) reactor breaches and water leaks; larger reactor leaks will require more drastic measures. ‘Boro-Slime’ is otherwise identical to standard Gloop, and costs 120 credits per half gallon(single application)
(Slip Spray)---Rather than trap, this makes it impossible for people and many vehicles to gain purchase. A single application(a tablespoon) will cover nearly four square feet. Slipspray is very nearly water-resistant----it takes ALOT of water, roughly 10-50 gallons, to wash away an ounce of slipspray---or regular industrial solvents will do the trick. Slipspray breaks down after 1d4 hours of exposure to air.
Effects: Anyone trying to move across slipspray must make a roll under their Physical Prowess at -8 or go out of control at full speed. Vehicles, power armors, and light robot vehicles travelling in ground contact across sufficently large patches of slipspray will be at -15% to their piloting rolls..failure means the vehicel goes out of control and takes on the chaarcteristics of a giant hockey puck. Depending on the hardness of the surface(must be a hard surface, not a permeable surface like dirt or gravel), certain heavy vehicles and robots(like the Behemoth Explorer) will be unaffected, as they simply stomp the effected surface into the subterrane. Hovercraft are NOT affected either.
Cost: 40 credits per ounce(covers 8 square ft...so a gallon’s worth will cover 1,024 ft! Instant ice rink anyone?)
Rate of Fire: ECHH
Payload: 120 blasts
n) Net Launcher---A good weapon for crowd or animal control, and for capturing prisoners and specimens.
Range:1,000 ft. Net covers a 50 ft area
Damage:(Standard Net) Heavy high-tensile strength megadmage steel cable net; takes melee actions/attacks to untangle self(half that for creatures with supernatural PS of 50 or higher)...in the meantime, the victim CANNOT strike or parry, is -2 to dodge, and reduce speed by 90%
(Slicer Net) As above, except that every melee the target spends struggling and trying to get out, they take 2d4 MD from the various hooks and razor-lines. In addition to usual penalties, takes an additional -2 to dodge from the pain.
(Shock Net)As above, except that each melee entangled, the target takes electrical shock damage. At mild current levels, this can be annoying and distracting, but can also stun the victim...higher levels of voltage can toast the entrapped target and damage them severely, if not kill them outright....
2d4 MD per melee/shock pulse, plus MDC beings must roll versus non-lethal poison(16 or better) or be stunned /knocked out for 1d4 melees. Cyborgs have a 60% chance of having their systems overloaded and being immobilized for 1d4 melees, plus a 40% chance of electrical systems/accessories such as sensors or weapons knocked out for 1d4+2 melees. Robots and Power Armor fare somewhat better, having only a 40% chance of losing electrical systems or peripherals for 1d4 melees.
(Drug Net)As above, except that the net has microcapsules that break with any struggle, releasing a skin-contact/aerosol drug--Unless the victim has complete environmental protection(sealed off from contamination), they must roll each melee they are entangled against non-lethal toxin, or find themselves succumbing to chemical lethargy; cumulative -20% chance of falling unconscious(for 2d4 minutes), -1 to initiative, -2 Dodge, Strike, Parry, and Roll, -1 APM (in addition to entanglement penalties).
(Thermite Net) A nasty variant, based on designs brought back from South America(See Rifts South America 2). Same as above, but bursts into flame, doing 4d6 MD for 1d6 melees
Rate of Fire:ECHH
Payload: 45 shots
o)Freeze Gun---A dual mode cryogenic weapon. Great for incapacitating cold-sensitive opponents.
Range: (Beam Mode)2,000 ft
(Spray Mode) 700 ft
Damage: (Beam Mode) This slows down molecular motion in a relatively tight area(1-2 ft wide area), lowering the temperature to almost absolute zero... fabrics like nylon and polyester shatter like glass, electromagnetic superconductivity jumps, and liquids crystallize instantly. Ideal for cold-welding materials, freezing mechanical joints, and snuffing out plasma torches. Does 1d4 MD to structures and 2d4 MD to MDC plastics and organics.
(Spray Mode) Lowers mean temperature by 500 degrees over a 20 ft wide area of effect---This means that it may take several applications to bring a burning pool of jet fuel down to freezing, for example, or cool an glowing hot section of plating. After reaching zero degrees Celsius, it only reduces temperature in increments of 250 degrees, then 100 degrees, then 50, and so on...
Unprotected flesh hit by the beam takes 6d6 SDC in Spray Mode. Must also roll save versus non-lethal poison(12 or better) or temporarily succumb to cold.
A victim who loses all SDC(but NOT Hit Points) to a cold attack lapses into a coma..still alive, but frozen stiff. They can be revived with even heat in 3d4 minutes. Those who lose both SDC and Hit Points are +25% to save versus coma/death, and get 3d4 Hit Points back when revived, but still suffer some cellular damage.
Beings vulnerable to cold-based attacks take DOUBLE damage, while fire elementals and fire-based beings take TRIPLE damage! Water Elementals will lose 2 APMs and cut their speed by HALF for 1d4 melees, while Ice Elementals actually HEAL 1d4 MD of damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 120,000 credits
p) Lance Scanner---Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic mines, but takes twice as long).
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordnance.
Cost: 40,000 credits
q) Optical Cluster---Mini-optics turret similar to those mounted on helicopters and aerodynes
Sensors: Telescopic (2 mile accuity, 4-10x50 magnification)
IR/UV(2,000 ft)
Thermo-Imaging (3,000 ft)
Audio-Video-Survellance System w 48 hour recording capability
Laser Illuminator---’Paints’ targets for laser-guided weaponry. Range of 2 miles and gives a +1 to strike for L-G ordnance.
Cost: 18,000 credits
2) Lateral Hardpoints(2)
a) Micro-Missile Launcher
b) Mini-Missile Launcher---19 shot pod
c) Copperhead ATMissile Launcher
Range: 1 mile
Damage: High Explosive 2d4x10 MD, (6 ft blast radius)
Rate of Fire: Volleys of 1, 2, or 4
Payload: 12(6 per launch box)
Bonuses: +5 to strike
Market Cost: 80,000 credits for the launcher, 10, 000 credits per missile
d) Short Range Missile Launcher---6 shot pod
e) Medium Range Missile Launcher---4 shot pod
f) 12.7mm PS-MRG03 Snub-nose Short Gatling Gun : This high-powered four-barreled gatling rail cannon features enormous damage potential, and fair range in a small package. The MRG-03 trades range for blistering short-range fire power, and is frequently used as a ‘streetsweeper’ in built-up areas.
Range: 2000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: EGCHH
Payload: 2,000 round drum
Cost: 12,000 credits
g) 20mm Cannon
Range: 7,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
Rate of Fire: Standard
Payload: 400 rds per gun
Cost: 34,000 credits
h)30mm Cannon----PS-862 AC Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the TriaxTX-862FC)
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst
Rate of Fire:EPCHH
Payload:800 rds, 400 rds per cannon
Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner
Cost: 500,000 credits
i)2 Pounder 40mm Autocannon---Another variant with export possibilities mounts a turret with a licensed copy of the Farnborough Avionics British 2-Pounder ‘Pom-Pom’ Autocannon Mark IV, a weapon with both ground-fire and air defense capabilties. The turret mounts a single weapon, with 75- degree elevation, and associated air warning/target acquisition/tracking radar(15 mile range and +2 to strike airborne targets).
Weight: (Basic Single-Barrel Weapon, sans mounting) 600 lbs
Weight of Shells: (HV Round) 1.81 lbs
(LV Rounds) 2.0 lbs
Range:(High Velocity Round)5,000 yards(15,000 ft)
Maximum AA altitude w/ HV shells: 13,300 ft
(Low Velocity Round) 3,800 yards(11,400 ft)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 rounds per minute(or up to 30 rds per melee)
Payload: 100 rds in turret box magazine
Cost: (Basic Weapon) 70,000 credits (200,000 credits for entire weapons package)
High Velocity(Fragmentation) shells cost 200 credits apiece, 245 credits for HE
Low Velocity(Fragmentation) shells cost 180 credits apiece, 200 credits for HE
j)PS-US-RG14PS Boom Gun---PS produces a high-powered rail gun akin to the Glitterboy’s RG-14, only with a different mounting, style, and lack of laser-reflective armor
Range: 11,000 ft
Damage: 3d6x10 MD per shot
Sonic shock effects remain unchanged.
Rate of Fire: ECHH
Payload: 180 rd drum
Cost: 280,000 credits
k)PS-RG-60 Heavy Rail Gun( a copy of an imported Russian design)
Range: 5,000 ft
Damage: 1d6x0 per 20 rd burst
Rate of Fire: EGCHH
Payload: 3,000 rd drum
Cost: 100,000 credits
l) PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 1,000 rd drum
Cost: 100,000 credits
m) PS-DL-110 Razor-Frizzer( a copy of an imported Russian design). The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 2,000 rd drum
Cost: 80,000 credits
n)45mm PS-HRG05 'Hellshot' Rail Cannons: An early attempt to equal the power of the infamous "Boom Gun" carried by the Glitterboy, these fearsome handheld weapons fire a much larger heavy metal kinetic energy penetrator with a massive punch. Unfortunately, the engineers were unable to equal the Boom Gun's long range or build the projectiles any smaller, limiting the payload.
MDC: 50
Weight: 500lbs
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot only; EGCHH
Payload: 12 shots
Market Cost: 120,000 credits per cannon, 800 credits per penetrator round
o) Pulse Laser Lances---Adapted from the Kittani Energy Lance; modest damage, but good range, and excellent accuracy(due to its light weight and integral laser sighting). These weapons are heavier than the original, due to different production methods(70 lbs), and are just now becoming available; PS is testing out the market and applications.
Range: 6,000 ft in hi-mode, 3,000 ft in lo-mode
Damage: 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
Rate of Fire: EGCHH
Payload: 100 shot battery
Bonus: +2 to strike
Cost: 75,000 credits
p)PS-AWD-RFL-4------Based on the Mechanoid Exterminator Rapid-Fire Laser Cannon
Weight: 500 lbs
Range:2000 ft
Damage:2d6 MD single blast
1d4x 10+ 6 MD quadruple blast
Rate of Fire: EGCHH
Payload: Unlimited linked to nuclear power source
q) L-Ion Cannon--A lightweight weapon derived from the ‘Beach Stormer’ power armor rifle.
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:230,000 credits
r) M-Ion Cannon----A PS copy of the Triax TX-8841 Ion Cannon(sans MRM launchers, though some buyers have them fitted for installation in large gun mounts). PS has also managed to adapt its ion-weapons modification technology to further augment the M-Ion weapon
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:200,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft. Cost: 12,000 credits
s)PS-MMLR-14 Mini-Missile Launcher ---One of Paladin Steel’s minor triumphs of reverse-engineering has been the knock-off of the Coalition’s CCT-M20 Missile Rifle,complete down to the light laser, but modified to take advantage of PS’s advancements in lighter weight composites and ceramics. Has the advantage of having a light laser for additional firepower. Up to 2 can be mounted on each lateral hardpoint, ONTOS-style.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.
Cost: 36,000 credits per launcher
t)PSMBL-5000B Pulse Laser
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 550,000 credits
u) PS-AWD-DBPBC-2 Particle Beam Cannon------Based on the Mechanoid Exterminator Double-Barreled Particle Beam Cannon
Range: 4,000 ft
Damage: 1d4x 10 MD single blast
2d4x10 MD double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 2.8 million credits
v)PS-44L Vulcan Laser
Weight: 1200 lbs
Range:4000 ft
Damage:3d4x10 MD per rapid-fire pulse blast(1 attack)
Rate of Fire:six times per melee
Payload: Effectively Unlimited
Cost: 450,000 credits
w)Manipulator Arm---Rather than mount a weapon on the lateral hardpoint, the Gondal can be fitted with a robotic arm(Robotic P.S. of 32)
a) Hand---A fully articulated grasping hand, able to hold and use any power armor-scale weapon. Cost: 7,000 credits
b) Battle Claw or Vibro-Chain Saw---6d6 MD for a slash/punch, 1d6x10 MD for a sustained crush/cut. Cost: 15,000 credits
MDC of Arm: 90
Damage: Restrained Punch 1d4 MD
Punch 2d4 MD
Power Punch 4d4 MD (counts as two APMs)
Cost: 55,000 credits per arm
) Artillery Tracker Radar---A folding dish aerial for tracking and backtracking the trajectories of artillery, including mortars, so that counter-battery fire may more effectively be sighted in. Range: 20 miles.
Cost: 1.2 million credits
Hand to Hand Combat
Body Block/Tackle 2d4 MD
Stomp 1d6 MD
Kick 2d6 MD
Leap Kick(2 attacks) 3d6 MD
Use Robot Basic Combat Training stats from RMB
Elite Training in Gondal combat:
+2 APMs, plus 1 at levels 3,7, and 11
+2 Strike in hand to hand combat
+2 Dodge
+2 Parry
+3 Roll w/ punch. fall, or impact
+3 Pull Punch
+1 on Initiative
Variants:
**PS/CTRL-GND11M---Variant that replaces the lateral hardpoints(at best, the lateral hardpoints can mount a light machine gun or smoke grenade mortar cluster each) with a single large hardpoint/turret mounted at the top-rear of the robot. The mounting can accommodate ONE of the following:
a)PS-AWD-MML-2 Mini-Missile Launcher-----Based on the Mechanoid Brute Mini-Missile Launcher Box. This was the only weapon PS was able to duplicate exactly, because they were able to use advanced composites to reduce the weight
Weight: 900 lbs
Range: Varies, generally one mile
Damage: Varies
Rate of Fire: Volleys of 1,2, 4, 6, or 8
Payload: 40
Cost: 120,000 credits
b) Breechloading Automatic 81mm Mortar----A low tech artillery piece that has the advantage over mini-missiles of leaving no incriminating smoke trail. It can be used for ‘over the hill’ plunging fire attacks, and does tremendous damage. On the minus side, it’s terribly inaccurate unless the crew has a forward spotter feeding them targetting data, it cannot be used in a direct attack, and it cannot be fired on the move due to recoil.
Range: 18,000 ft (over 3 miles!) Minimum range of 5,000 ft
Damage: (PSE-3 High Explosive) 2d4x10 MD to 35 ft blast radius.
Cost per shell: 970 credits
(Fragmentation) 6d6 MD to 60 ft blast radius. Cost per shell: 680 credits
(Incendiary) 4d6 MD to 40 ft blast radius, does an additional 1d4 MD for 1d6 melees, plus 80% chance of setting combustible materials aflame. Cost per shell: 760 credits
(Armor-Piercing Self-Forging)----This is a new experimental special shell that contains a micro-sensor and dual-charge system. The disc-shaped warhead is ‘frisbeed’ to high altitude(800 ft), then scans for target- profiles with its micro-sensor. When it spots a likely target profile (thermal or optical outline)(the limited size and complexity of the micro- sensor severely limits its targeting ability to a total of 6 targets... fortunately, the profile-database can be changed easily enough by inserting a new chip into the fusing assembly before loading), the warhead fires downwards, the material of the ‘discus’ deforming into a narrow, pointed, high-penetration needle well-suited for penetrating armor. Does 3d6x10+5 MD; no blast radius.
Note: This munition does NOT suffer from the indirect fire penalty; roll to strike as normal, but without bonuses. PS is working on a micro- guidance system that would allow these munitions to home in on laser-’painted’ targets, as via a forward observer....as well as better target discrimination(the current model has a tendancy to be distracted by flaming wrecks in the vicinity of the ‘live’ target.
Cost per shell: 5,000 credits
(Plasma) 2d6x10 MD to 13 ft blast radius. Cost per shell: 3,600 credits
(Smoke/Chemical) Varies by chemical type. Typically covers a 25 ft area. Cost per shell: 110 credits apiece
(Illumination) Fires a high altitude illumination flare that burns blightly for 3 minutes. The flare also has a 40% chance of decoying/confusing heat- seeking sensors/weapons systems.
Cost per shell: 550 credits
(Sensor Decoys) The mortar can also fire special lightweight thermal-emission decoys for confusing sensors into thinking there are ground troops where there are none....To further the confusion, the spheroid decoy will randomly extend springloaded ‘legs’ that move the decoy about in 5-10 ft leaps, giving the impression of moving troops. Internal mini- batteries last for 30 minutes. A small acid-capsule or self-destruct anti- tampering charge may also be attached to prevent the decoy from falling into enemy hands. The shell carries up to two decoys
Cost per shell: 800 credits
Noisemaker decoys are similar, but they emitt random amplified ‘soldier noises’...footfalls, clinking of weapons, gunshots, muffled voices, etc., but are otherwise similar to the thermal-decoys.
Cost per shell: 400 credits
TW Warheads
One of Paladin Steel West’s refinements to TW armaments was the use of specially-treated cracked crystal quartz and quartzite in expendable TW munnitions. The ability of to use lower-quality flawed crystalline materials meant that self-destructing ‘one-shot’ TW weapons could be produced much more cheaply, and thus in bulk, while reserving higher-quality materials for superior TW creations.
Note: This uses the same munitions as for the 52mm ‘Gunther’ Infantry Mortar. However, with few exceptions, the TW munitions do NOT scale up in damage owing to the constraints of the magic as opposed to chemical/technological munitions.
(TW Sandstorm)-----Creates a sudden sandstorm that lasts 5 minutes, covering a 100 ft area. People trapped inside it will find visibility cut down to 3 ft, hearing is reduced by HALF, speed by 75%, lose initiative, 2 APM, and -5 strike, parry, and dodge. The scouring sand does 1d4 SDC per melee. Even robot vehicles will find their sensors, including radar, bolluxed by the flying grit.
Cost per shell: 4,000 credits
(TW Chasm)---Opens up a chasm 160 ft long, by 80 ft wide, by 80 ft deep, that remains open for up to 40 minutes. Objects falling in take 2d6 SDC per every 20 ft of depth. At the end of the spell, the chasm belches everything up to the surface as if they’d never fallen(in other words, they don’t get crushed by the closing fissure). CANNOT be used against buildings.
Cost per shell: 7,000 credits
(TW Lava Pool)----Creates a pool or lane of lava 60 ft long. 10 ft wide, 10 ft deep. Objects caught in this pool take 2d6x10 MD per melee.
Cost per shell: 9,000 credits
(TW Air Burst)---Sets loose a Whirlwind that does 2d6+2 MD to everything caught up in its 20 ft wide funnel. The Whirlwind tracks randomly about a 300 ft area for 2d4 melees before disipating.
Cost per shell: 8,000 credits
(TW Storm Shell)---Essentially a longer-ranged version of the TW anti- vampireStormflare. Effects are the same.
Cost per shell: 3,000 credits
(TW SunBomb)---A more powerful version of the Globe of Daylight Flare, only this version is powerful enough to inflict flashburns on vampires! Does 6d6 HP per melee for 3d6 melees to a 50 ft radius.
Cost per shell: 2,000 credits
Rate of Fire: 4 shots per melee
Payload: 50 rds
Bonuses/Penalties:(Optional)(Rifts South America 2 has no rules for the Arkhon’s Mortar Packs’ inaccuracy, but for diehard artillery buffs, figure on 50% chance of hitting moving targets, 75% chance of hitting stationary targets withing 2,200 ft range, or 50% chance out beyond that. 50% of shells will fall within a ‘footprint’ or ‘box’ 131 ft long by 70 ft wide.
Increase the chance for error if the mortar is fired while the trike is
moving by +15%
Cost: 90,000 credits for the mortar
c)80mm Medium Barrel Gauss Cannon(PS-MDJ80M)----Paladin Steel loves dual-mode direct-fire/ballistic-fire artillery and the Gondal is no exception; the 80mm massdriver cannon gives a tremendous bite as both a forward armor-hunter and a light mobile artillery platform.
Range: (Direct Fire)25,000 ft (5 miles)
(Indirect Fire) 62,500 ft (12.5 miles)
Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 50 rounds
d)80mm Gun-Mortar---One version intended for overseas sales in newly reopenned Spain outfits the turret with a locally-produced ‘Mangonel-80’ 80-mm Gun Mortar----This weapon, named for an ancient low-trajectory catapult, trades the range and power of the 120-mm mortar and the 105mm L7 cannon, for a higher rate of fire, and capability in BOTH the direct- and indirect-fire roles. The turret also mounts a light rail gun in an adjacent mount.
Range:(Direct Fire) 3,200 ft
(Indirect Fire) 26,000 ft (5 miles!)
Damage:(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
Rate of Fire: Four times per melee
Payload: 60 rds
Cost: 190,000 credits
e) 2 Pounder 40mm Autocannon---Another variant with export possibilities mounts a turret with a licensed copy of the Farnborough Avionics British 2-Pounder ‘Pom-Pom’ Autocannon Mark IV, a weapon with both ground-fire and air defense capabilties. The turret mounts a single weapon, with 75- degree elevation, and associated air warning/target acquisition/tracking radar(15 mile range and +2 to strike airborne targets).
Weight: (Basic Single-Barrel Weapon, sans mounting) 600 lbs
Weight of Shells: (HV Round) 1.81 lbs
(LV Rounds) 2.0 lbs
Range:(High Velocity Round)5,000 yards(15,000 ft)
Maximum AA altitude w/ HV shells: 13,300 ft
(Low Velocity Round) 3,800 yards(11,400 ft)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 rounds per minute(or up to 30 rds per melee)
Payload: 100 rds in turret box magazine
Cost: (Basic Weapon) 70,000 credits (200,000 credits for entire weapons package)
High Velocity(Fragmentation) shells cost 200 credits apiece, 245 credits for HE
Low Velocity(Fragmentation) shells cost 180 credits apiece, 200 credits for HE
f) 20mm Six-Barrel Super Vulcan Cannon---This weapon is turntable-mounted with a full 360-degree rotation and 60-degree elevation.
Range: 7,000 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(but -1 to strike)
6d6x10 MD for a 40 rd burst(takes TWO attacks and is -2 to strike targets smaller than 20 ft long)
Rate of Fire: EPCHH
Payload: 4,000 rd drum
Penalty: If more than 4 full 40-rd bursts are fired consecutively, there is a +10% cumulative chance per additional burst of the weapon overheating and seizing up....Takes 1d6 melees to purge the coolant system and unjam the mechanism. Firing multiple lower-volume bursts incurs NO penalty.
Cost: 500,000 credits
g)PS-AWD-MTL-1 Tri-Laser-----Based on the Mechanoid Brute
Weight: 2200 lbs
Range:6000 ft
Damage: 4d6 MD single blast
1d4x10 +6 MD double blast
1d6x10 +10 MD triple blast
Rate of Fire: EPCHH
Payload:Unlimited linked to nuclear power source
Cost: 3.6 million credits
h)PS-AWD-PC3------Based on the Mechanoid Brute Plasma Cannon
Weight: 2500 lbs
Range: 4000 ft
Damage: 1d4x10 MD per blast
Rate of Fire:
Payload:Unlimited linked to nuclear power source
Cost: 3 million credits
i)Artillery Tracker Radar---A folding dish aerial for tracking and backtracking the trajectories of artillery, including mortars, so that counter-battery fire may more effectively be sighted in. Range: 20 miles.
Cost: 1.2 million credits
j) Forcefield Generator---The rear mount can carry a powerful forcefield generator that provides 200 MDC. Mor eimportantly, the field can be extended in a 20 ft radius around the ‘bot, allowing it to shield smaller objects/personnel/vehicles around/behind it.
Cost: 2 million credits
*PS/CTRL-GND11S----Specialist space-capable model modified with extra radiation shielding and multiple venturis/maneuvering jets. The oversized footpads also have magnetic grips built in to secure the ‘bot to spacecraft and station hulls. In space, the GND11S can hit speeds of 320 MPH.
*PS/CTRL-GND11URV----An unmanned semi-autonomous robot version. The GND11URV is a robotic drone, nothing more, and has only basic combat programming. It has 5 actions/attacks per melee, +1 Initiative, +2 Strike(+3 to strike w/ ranged weaponry), +2 Dodge, +3 Dodge while running, +2 to Roll, +2 to Pull Punch/Kick.
Re: Paladin Steel Storefront
Posted: Wed Apr 21, 2010 2:57 pm
by taalismn
Bardolph Medium Combat Robot
“All right, boys and girls, you’ve seen the valley...twelve thousand of the meanest ki-enhanced augments we’ve ever identified, dug in down there, training for trouble...maybe ten thousand slaves in that concentration camp they have right next door...Saturation air strike’s out of the question...so we’re going right down there and punch them in the mouth...Each one of those sick ****ers moves like a Juicer, or hits like a cyborg, can bend metal with their bare hands, or can throw fireballs with their lifeforce. They laugh at regular guns, and it’s not certain our stuff’s going to do much better...but we’ve been asked to take care of this festering cancer here because the local military’s not going to stand a chance when these bastards start on the warpath...So we’re going to do it our way...You robo-jockies are going to support the infantry drop and roll right into that encampment...That means marching into the teeth of a dragon’s nest, shielding the infantry, and drawing the enemy’s big guns. You’ll use every weapon at your disposal to hurt their ground troopers any way you can...
Fifth Division’s going to be the hammer, moving up the valley with their heavies and gunships, rolling up their flank, and driving those that figure to retreat and regroup up towards where the Eight and Nineth will be playing anvil to grind them up....We’re the tongs, holding them in place, positioning them for the hammer, and keeping the goons from moving over and using the slave camp as a shield....We’re going to be where it’s hottest because we got the mitts for it...We’ll get burned of course, but if we do our job right, they won’t realize they got themselves right where we want them until they get pulverized.
Mount your machines. We move on the hour.”
The Bardolph is an earlier CTRLeague design that still continues to be produced and deployed as a rear echelon security mecha, due to its versatility and simplicity. The Bardolph shows its age in its clunky, chunky, clearly robot-like appearance(in contrast to the later sculpted look of CTRL mecha). However, the engineers of Paladin Steel have shown great favor to the Bardolph because it incorporates the same sort of modularity they themselves favor in their designs. Typically, one arm mounts a modular weapon, while the other carries a standard manipulator hand. Two shoulder mounts can be fitted with additional weaponry or cargo space. The Bardolph is reasonably mobile, with a good running speed, and the addition of small thrusters allows the robot to make jet-assisted leaps. Another of its strengths is its easy motion and simple piloting; the pilot actually operates the machine standing up in an exoframe that mimics his arm and leg motions. While this means a rather larger cockpit to accommodate the extra movement, and slightly more pilot fatigue than simply sitting down, it also means that Bardolph operators can use more of their own body sense and balance to direct the larger machine. The Bardolph is thus a good training machine and first assignment for beginner robot jocks and operators(Note: CTRL efforts to adapt a similar intuitive control system to higher performance machines proved impossible).
Because the Bardolph is only marginally more technologically advanced than most Rifts Earth robots, the CTRL has seen fit to send hundreds of the ‘bots to their allies, approved its production by PS, and approved limited sales to affiliates.
In GNE service, the Bardolph has become a standard of the Regular Army’s armored corps, typically deployed in squad or platoon strength in support of mechanized infantry formations. It is also often the main robot vehicle of garrison, civil defense, police, and emergency response units, especially when fitted with lower-powered weapons and spray cannon. The procurement/production of Bardolphs freed up a large number of locally-produced Jackalope units to be re-assigned from community defense to front-line units.
Type: PS/CTRL--BRAP-D-07 Bardolph
Class: Medium Combat Robot
Crew: One
MDC/Armor by Location:
Main Body 420
Crew Compartment 120
Head 100
Arms(2) 100 each
Hands(2) 40 each
Legs(2) 150 each
Height: 18 ft
Width: 12 ft at shoulders
Length: 8 ft
Weight: 18 tons
Cargo: Small space in crew compartment for a survival pack, sidearm(s), and a few small personal possessions.
Physical Strength: Robotic P.S. of 35
Powerplant: Nuclear Fusion with 20 year energy life
Speed:
(Running) 45 MPH
(Leaping) 12 ft up/ft across standing jump, 30 ft up/ft across with running start
Jet Boosted Leap of 200 ft up/ ft across
(Flying) Not Possible
(Underwater) Can run along the bottom at 12 MPH. Can survive depths of 1,000 ft.
Market Cost: 13 million credits
Bonus:
Because of the Bardolph’s intuitive piloting system and upright ‘exoframe’ piloting seat, the robot is very forgiving of green pilots, and active gives a +5% to the Pilot Robot skill.
Systems of Note:
Standard Robot Systems
Weapons Systems:
1) Forearm Cannon Mount(1)---One arm of the Bardolph is dedicated to a projectile cannon that takes up the entire forearm. Ammunition is fed from an armored oversized clip that can be changed with the other arm/hand. If so desired, the cannon can be swapped out for a different weapon, such as a gatling cannon, pulse laser, plasma cannon, or ion cannon.
a)76mm Cannon
Range: 28,000 ft
Damage:(Fragmentation) 4d6 MD to 20 ft blast radius
(High Explosive-Armor-Piercing)2d4x10 MD to 8 ft blast radius
Rate of Fire: 4 shots per melee
Payload: 25 rounds
b) Gatling Cannon
Range: 4,000 ft
Damage:1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: EPCHH
Payload: 2,000 rds
c) Pulse Laser
Range: 6,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited
d) Plasma Projector---Adapted from PS’s PPR-3 Serap Heavy Plasma Projector. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Deuterium Gas Reservoir has enough gas under pressure for 45 shots.
e) Ion Cannon---This heavy weapon uses a co-axial laser to ‘prepare’ a pathway for the ion stream, allowing for longer range in the subsequent shot.
Range: 5,000 ft
Damage: 1d6x10+8 MD per blast
Rate of Fire:ECHH
Payload:Effectively Unlimited
f) Heavy Flamethrower
Range: 800 ft
Damage:(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Rate of Fire: ECHH
Payload: 100 bursts
g) Spray Cannon
Range: 800 ft
Damage: Varies by chemical type. Some examples:
(Water)None, if carrying water, but human-sized beings struck with the stream but roll versus the ‘cannon’s To Strike roll, or be bowled off their feet(lose 1 APM and initaive that melee for getting back up). Does 2d6x10 HP to vampires per blast
(Gloop) PS’s sticky goop---This quick-setting polymer material is used in constuction, as well as to firm up the walls of tunnels and damaged structures. It is also used to cocoon valuable and delicate objects for moving. Each half-gallon application of this quick-set plastic covers about 5 cubic feet, and to cover a human sized target completely, the attacker must roll a 12 or better on the Strike roll. Anyone caught in the goo must have a supernatural or robotic P.S. of 30 or better to escape; otherwise, the target is stuck until released by an outside agency. Gloop has 2d4 MDC per application, and breaks down after 1d4 days of exposure, unless treated with a special binder chemical, and allowed to cure for 1d4 hours, in which case it stabilizes and has an MDC of 2d6+1 per cubic foot. Gloop costs 70 credits per half gallon(single application)
A variant of this gunk, ‘Boro-Slime’, is a quick-setting slurry of lead-powder and boro-silicate glass suspension, which is sprayed on leaking radiation sources, forming a thick crust to simultaneously trap radioactive materials and seal it inside a crusting shell for later safe removal. Best used to contain small (power armor and vehicle) reactor breaches and water leaks; larger reactor leaks will require more drastic measures. ‘Boro-Slime’ is otherwise identical to standard Gloop, and costs 120 credits per half gallon(single application)
(Slip Spray)---Rather than trap, this makes it impossible for people and many vehicles to gain purchase. A single application(a tablespoon) will cover nearly four square feet. Slipspray is very nearly water-resistant----it takes ALOT of water, roughly 10-50 gallons, to wash away an ounce of slipspray---or regular industrial solvents will do the trick. Slipspray breaks down after 1d4 hours of exposure to air.
Effects: Anyone trying to move across slipspray must make a roll under their Physical Prowess at -8 or go out of control at full speed. Vehicles, power armors, and light robot vehicles travelling in ground contact across sufficently large patches of slipspray will be at -15% to their piloting rolls..failure means the vehicel goes out of control and takes on the chaarcteristics of a giant hockey puck. Depending on the hardness of the surface(must be a hard surface, not a permeable surface like dirt or gravel), certain heavy vehicles and robots(like the Behemoth Explorer) will be unaffected, as they simply stomp the effected surface into the subterrane. Hovercraft are NOT affected either.
Cost: 40 credits per ounce(covers 8 square ft...so a gallon’s worth will cover 1,024 ft! Instant ice rink anyone?)
Rate of Fire: ECHH
Payload: 120 blasts
h) Net Launcher
Range: 800 ft. Net covers a 50 ft area
Damage:(Standard Net) Heavy high-tensile strength megadmage steel cable net; takes melee actions/attacks to untangle self(half that for creatures with supernatural PS of 50 or higher)...in the meantime, the victim CANNOT strike or parry, is -2 to dodge, and reduce speed by 90%
(Slicer Net) As above, except that every melee the target spends struggling and trying to get out, they take 2d4 MD from the various hooks and razor-lines. In addition to usual penalties, takes an additional -2 to dodge from the pain.
(Shock Net)As above, except that each melee entangled, the target takes electrical shock damage. At mild current levels, this can be annoying and distracting, but can also stun the victim...higher levels of voltage can toast the entrapped target and damage them severely, if not kill them outright....
2d4 MD per melee/shock pulse, plus MDC beings must roll versus non-lethal poison(16 or better) or be stunned /knocked out for 1d4 melees. Cyborgs have a 60% chance of having their systems overloaded and being immobilized for 1d4 melees, plus a 40% chance of electrical systems/accessories such as sensors or weapons knocked out for 1d4+2 melees. Robots and Power Armor fare somewhat better, having only a 40% chance of losing electrical systems or peripherals for 1d4 melees.
(Drug Net)As above, except that the net has microcapsules that break with any struggle, releasing a skin-contact/aerosol drug--Unless the victim has complete environmental protection(sealed off from contamination), they must roll each melee they are entangled against non-lethal toxin, or find themselves succumbing to chemical lethargy; cumulative -20% chance of falling unconscious(for 2d4 minutes), -1 to initiative, -2 Dodge, Strike, Parry, and Roll, -1 APM (in addition to entanglement penalties).
(Thermite Net) A nasty variant, based on designs brought back from South America(See Rifts South America 2). Same as above, but bursts into flame, doing 4d6 MD for 1d6 melees
Rate of Fire:ECHH
Payload: 6 nets
i) Quad Machine Guns---A cluster of four 7.62 caliber machine guns firing in concert
Range: 2,000 ft
Damage:(SDC) 5d6 SDC per rd, 1d6x10 SDC per 10 shot burst
(MD)2d4 MD per 10 rd burst per single gun
4d6 MD per 30 rd burst from one gun cluster
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
*Can be loaded with specialized ammunition types, such as silver or wood rounds.
Rate of Fire:Standard
Payload: 200 rds per gun
Cost: 18,500 credits
j) Circular Saws-----This option consists of a large(5ft diameter) circular saw studded with teeth of superhard ceramic, a swivel mount, and a blade guard. Normally stowed swivelled backwards across the forearm, the saw assembly swings forward when in use, extending past the hand, with the blade guard/hood preventing the spinning blade from slamming back into the armor. The Circular Saw is primarily intended for those jobs where tearing with the hands is not precise enough, and where plasma torches might do unacceptable thermal damage, like felling trees, cutting asphalt and concrete, and carving up debris.
Weight: 100 lbs
Range: Melee
MDC per Blade:55
Damage: 6d6 MD per slash, 1d6x10+12 MD per full melee cut
Cost: 150,000 credits
2) Forearm Laser(1)----The arm dedicated to a hand-manipulator also mounts a forearm-mount pulse laser...just point and shoot
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10 MD per pulse burst
Rate of Fire: ECHH
Payload: Effectively Unlimited
3)Torso Hardpoints(2) ---The shoulders and upper torso of the Bardolph support two option slots for modular weaponry. The installation can consist of a single fixed position weapon, or a mini-turret on the shoulder, with support gear(capacitors or ammunition storage) in the torso bins below. Each hardpoint slot can hold ONE of the following:
a) Light Rail Gun(w/ turret)
Range: 4,000 ft
Damage:1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
b) .50 Six-barrel Machine Gun(w/ turret)
Range: 6,000 ft
Damage: 2d6x10 SDC single shot, 2d6+3 MD 10-shot burst
Rate of Fire: EPCHH
Payload: 3,000 rd drum
c) 20 mm Autocannon(w/ turret)
Range:7,200 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire:EPCHH
Payload: 2,000 rd drum
d) Flamethrower(w/turret)---This is PS’s multi-fuel compatible incendiary weapon with high-speed pump and jet-nozzle.
Range: 500 ft
Damage: (Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Rate of Fire:EPCHH
Payload: 100 blasts
e) 40mm Grenade Launcher(w/turret)
Range: 7,000 ft
Damage: (Fragmentation) 4d6 MD to blast area of 12 ft
2d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
3d6x10 MD to blast area of 8 ft w/ 10-rd burst
Rate of Fire:EPCHH
Payload: 250 rounds
f) 81mm Mortar----A low tech artillery piece that has the advantage over mini-missiles of leaving no incriminating smoke trail. It can be used for ‘over the hill’ plunging fire attacks, and does tremendous damage. On the minus side, it’s terribly inaccurate unless the crew has a forward spotter feeding them targetting data, it cannot be used in a direct attack, and it cannot be fired on the move due to recoil.
Range: 18,000 ft (over 3 miles!) Minimum range of 5,000 ft
Damage: (PSE-3 High Explosive) 2d4x10 MD to 35 ft blast radius.
Cost per shell: 970 credits
(Fragmentation) 6d6 MD to 60 ft blast radius. Cost per shell: 680 credits
(Incendiary) 4d6 MD to 40 ft blast radius, does an additional 1d4 MD for 1d6 melees, plus 80% chance of setting combustible materials aflame. Cost per shell: 760 credits
(Armor-Piercing Self-Forging)----This is a new experimental special shell that contains a micro-sensor and dual-charge system. The disc-shaped warhead is ‘frisbeed’ to high altitude(800 ft), then scans for target- profiles with its micro-sensor. When it spots a likely target profile (thermal or optical outline)(the limited size and complexity of the micro- sensor severely limits its targeting ability to a total of 6 targets... fortunately, the profile-database can be changed easily enough by inserting a new chip into the fusing assembly before loading), the warhead fires downwards, the material of the ‘discus’ deforming into a narrow, pointed, high-penetration needle well-suited for penetrating armor. Does 3d6x10+5 MD; no blast radius.
Note: This munition does NOT suffer from the indirect fire penalty; roll to strike as normal, but without bonuses. PS is working on a micro- guidance system that would allow these munitions to home in on laser-’painted’ targets, as via a forward observer....as well as better target discrimination(the current model has a tendancy to be distracted by flaming wrecks in the vicinity of the ‘live’ target.
Cost per shell: 5,000 credits
(Plasma) 2d6x10 MD to 13 ft blast radius. Cost per shell: 3,600 credits
(Smoke/Chemical) Varies by chemical type. Typically covers a 25 ft area. Cost per shell: 110 credits apiece
(Illumination) Fires a high altitude illumination flare that burns blightly for 3 minutes. The flare also has a 40% chance of decoying/confusing heat- seeking sensors/weapons systems.
Cost per shell: 550 credits
(Sensor Decoys) The mortar can also fire special lightweight thermal-emission decoys for confusing sensors into thinking there are ground troops where there are none....To further the confusion, the spheroid decoy will randomly extend springloaded ‘legs’ that move the decoy about in 5-10 ft leaps, giving the impression of moving troops. Internal mini- batteries last for 30 minutes. A small acid-capsule or self-destruct anti- tampering charge may also be attached to prevent the decoy from falling into enemy hands. The shell carries up to two decoys
Cost per shell: 800 credits
Noisemaker decoys are similar, but they emitt random amplified ‘soldier noises’...footfalls, clinking of weapons, gunshots, muffled voices, etc., but are otherwise similar to the thermal-decoys.
Cost per shell: 400 credits
g) Mini-Missile Launcher---20 shots per launcher(Volleys of 1-10)
h) Short Range Missile Launcher---12 shots per launcher(Volleys of 1-12)
i) Medium Range Missile Launcher---3 shots per launcher(Volleys of 1-3)
j) Laser Cannon(w/ turret)
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10+10 MD triple pulse burst
Rate of Fire: EPCHH
Payload:Effectively Unlimited
k) Ion Cannon(w/ turret)
Range: 4,000 ft
Damage:1d6x10 +7 MD per energy burst
Rate of Fire: EPCHH
Payload:Effectively Unlimited
l) Plasma Projector(w/ turret)
Range: 3,000 ft.
Damage: 1d6x10 MD to 8 ft blast area per single blast
Rate of Fire: EPCHH
Payload:Effectively Unlimited
m) Chemical/Water Sprayer(w/ turret)
Range: 500 ft
Damage: Varies by chemical dispersed
Rate of Fire: EPCHH
Payload: 110 bursts
n) Cargo---In place of a weapon, the Bardolph can instead carry up to 500 lbs of cargo in their place.
Hand to Hand Combat
(Use the Basic and Elite Robot Combat Training for the bonuses; no other adjustments)
Restrained Punch 1d4 MD
Full Strength Punch 2d6 MD
Power Punch(2 attacks) 4d6 MD
Tear/Pry with Hands 1d6 MD
Body Block/Tackle 5d6 MD
Stomp 2d4 MD
Kick 2d4 MD
Options:
*Applique Armor---Additional armor can be bolted onto the Bardolph, adding +200 MDC to the main body, and +120 to each leg, but reducing speed by 20%. Cost: 3 million credits
Variants:
*PS-BRAP-D-07N Naval Bardolph---Naval version fitted for submersible operations with advanced water-sealing, adjustable flotation units integrated into the body, hydrothrusters, sonar, and other modifications. Typically sport a gray-green or blue-gray camouflage scheme.
Modifications/Changes:
Speed:(Underwater) Can ‘swim’ at 15 MPH, and dive to depths of 1.5 miles.
Systems of Note:
*Crew Compartment Escape Pod---The crew compartment now has emergency lift bags, can detach to ascend on its own, and has emergency decompression gear built in.
*Sonar---15 mile range
*Depth Guage
Weapons Systems:
*Projectile Weaponry---The projectile weapons are now fitted with advanced waterseals on any openings, and fire super-cavitating ammunition.
*Blue-Green Lasers---Laser systems are refitted to operate in the BG spectrum for maximum underwater penetration.
*Modular Torpedo Racks--In place of the missiles, the Naval Bardolph can carry torpedo racks instead, including PS’s ‘Sea Fire’ missile-torps
*PS-BRAP-D-07S Space Bardolph---Space operations variant, fitted with additional radiation shielding, redundant life support, and multiple verniers and maneuvering jets mounted around its hull. The Space Bardolph’s lower legs also bend forward at the knees for better orientation when approaching a spacecraft or small asteroid. The Space Bardolph is by no means a space fighter with its slow speed, but it’s a good support platform and heavy labor unit.
Modifications/Changes:
Speed:(Running) Reduce running speed and leaping distance by 25% due to the leg joint redesign
(Space) Can achieve a speed of 320 MPH. It typically has enough reaction mass for up to 48 hours of continous maneuvering.
Systems of Note:
*Crew Compartment Escape Pod---The crew compartment now has emergency escape jets, can detach to drift on its own,has limited maneuvering ability(can achieve a speed of 200 MPH and has 5 hours of fuel) and has emergency beacon and re-entry gear built in.
*Electromagnetic Pads---Mounted in the hands and feet, these allow the ‘bot to anchor to metal ship hulls.
*Enhanced Electromagnetic Radiation Shielding---Both passive insulation and an active Magtech field protect the ‘armor from radiation. Incidentally, particle and ion beam weapons do HALF damage when this system is up. However, due to the EM field this system sets up, electronic cloaking and stealthing CANNOT be used simultaneously.
Re: Paladin Steel Storefront
Posted: Wed Apr 21, 2010 10:42 pm
by Shark_Force
the gondal sounds suspiciously like the zentraedi battle pods
(only smaller. and not made out of cardboard)
Re: Paladin Steel Storefront
Posted: Thu Apr 22, 2010 9:29 am
by taalismn
Shark_Force wrote:the gondal sounds suspiciously like the zentraedi battle pods
(only smaller. and not made out of cardboard)
Or an Imperial AT-ST, with more mobility and, again, armor not made of cardboard(com'on, guys...two logs crushed it in? That's pathetic!)
Yeah, you can't make a bipedal light walker without drawing comparisons like those...(shrug)
Re: Paladin Steel Storefront
Posted: Thu Apr 22, 2010 9:56 pm
by Shark_Force
taalismn wrote:Shark_Force wrote:the gondal sounds suspiciously like the zentraedi battle pods
(only smaller. and not made out of cardboard)
Or an Imperial AT-ST, with more mobility and, again, armor not made of cardboard(com'on, guys...two logs crushed it in? That's pathetic!)
Yeah, you can't make a bipedal light walker without drawing comparisons like those...(shrug)
hmmm... i'd have to disagree with you on the AT-ST. the gondal sounds a lot more agile. the AT-ST is really slow and looks like it's about to fall flat on its 'face' even when it *isn't* walking over a bunch of rolling logs. the zentraedi battle pods, on the other hand, are very fast, and agile, both on the ground and in space. if they weren't made of (explosive) cardboard, they'd actually be a lot more scary.
Re: Paladin Steel Storefront
Posted: Thu Apr 22, 2010 10:04 pm
by taalismn
Shark_Force wrote:hmmm... i'd have to disagree with you on the AT-ST. the gondal sounds a lot more agile. the AT-ST is really slow and looks like it's about to fall flat on its 'face' even when it *isn't* walking over a bunch of rolling logs. the zentraedi battle pods, on the other hand, are very fast, and agile, both on the ground and in space. if they weren't made of (explosive) cardboard, they'd actually be a lot more scary.
It's the contact-paper they decorate them with....very flammable
On the other hand, I once did some modified Battlepods up in skull, demented clown, and a Darth Maul paintjobs...
Re: Paladin Steel Storefront
Posted: Mon Apr 26, 2010 9:19 am
by abtex
Re: Paladin Steel Storefront
Posted: Mon Apr 26, 2010 9:41 am
by abtex
taalismn wrote:Shark_Force wrote:hmmm... i'd have to disagree with you on the AT-ST. the gondal sounds a lot more agile. the AT-ST is really slow and looks like it's about to fall flat on its 'face' even when it *isn't* walking over a bunch of rolling logs. the zentraedi battle pods, on the other hand, are very fast, and agile, both on the ground and in space. if they weren't made of (explosive) cardboard, they'd actually be a lot more scary.
It's the contact-paper they decorate them with....very flammable
What's wrong with Cardboard armor it has it's uses. Just needs to be made of the
right stufftaalismn wrote:On the other hand, I once did some modified Battlepods up in skull, demented clown, and a Darth Maul paintjobs...
Cute. But does make tacky cheap lawn/bar furniture for after the combat action.
Re: Paladin Steel Storefront
Posted: Mon Apr 26, 2010 2:41 pm
by taalismn
Add yet more to the ever-growing list of things to do with ever-diminishing free time
Re: Paladin Steel Storefront
Posted: Tue Apr 27, 2010 8:56 pm
by ZINO
the north American armored transport in rifts North America or N.A.A.T is ready is look for new military and other type of hardware . which like to see all your toys and has over 600 million + credit to spend in your company .but will like to like see what other toys are coming down the pipe line as well . sending 20 million credits of varies high end perspicuous materials ,gold ,diamonds and other commodities ( they air drop and transfer to your SALE dept two hours ago) from a N.A.A.T rep
we wait for your reply email
Re: Paladin Steel Storefront
Posted: Wed Apr 28, 2010 4:54 pm
by taalismn
Paladin Steel/CTRL CSTL09 Castellan Defender Combat Robot
“Here and no farther shall you go! No more shall you advance! Here, unless you choose wisely to turn and go back whence you came, is where your journey ends! Seek to come any farther, and the next person you address will be the Stygian Ferryman, to shuttle your soul into the afterlife, for this place I protect at all costs!”
The Castellan is a short, squat, heavily armed and armored robot designed for point defense and garrison duty. It’s designed to sit and soak up punishment, with its thickly armored carapace body, and deal out grievous amounts of pain in return, with its distinctive heavy quad-pulse laser cannon mounting on one forearm, a large autocannon on the other, heavy handheld battleblade, and large capacity short range missile launcher systems.
Not terribly maneuverable or agile, the Castellan will take a defensible position, such as bridge, rampart, tunnel, or city gate, and hold it against all comers. This limits its effectiveness in a fluid combat environment, and so the design isn’t popular with military planners and pilots who prefer mobility. However, its heavy armor and imposing appearance make it attractive to urban defense and corporate site security forces. Veteran Castellan pilots are known to acquire a Nordic-like stoicism and diehard attitude towards combat, undaunted by the prospect of being the target of beseiging enemy forces, and unfazed by meatgrinder combat. CTRL combat records and soldiers’ tales tell of Castellans defending chokepoints against overwhelming odds, fighting to total destruction---their own or the enemy’s.
The Castellan’s other major problem is a lack of infantry defenses, which strikes many as odd, given its urban defense orientation. Early models in the CTRL suffered badly when their infantry accompaniment was cut from them, and enemy anti-armor guerillas were able to close on the hulking machines. Subsequent models have seen a number of modifications to address this issue, including applique anti-personnel mines and gun-mounts.
A few dozen Castellans have been provided to Paladin Steel and the GNE for trials and modification, and these machines have typically been assigned to defending PS installations, strategic geographical chokepoints, and major GNE cities, such as the New Boston Arcology.
Type: PS/CTRL-CSTL09 Castellan
Class: Heavy Battle Robot
Crew: 1+1 passenger/gunner.
MDC/Armor by Location:
Main Body 860
Crew Compartment 200
Head 250
Arms(2) 250 each
Hands(2) 80 each
Quad Cannon Gunshield(right arm) 220
Heavy Autocannon Gunshield(left arm) 350
Mecha Broadblade 120
Backpack Missile Launchers(2) 80 each
Legs(2) 350 each
Height: 19 ft
Width: 18 ft
Length: 12 ft
Weight: 65 tons
Cargo: Small space in crew compartment for a survival pack, sidearm(s), and a few small personal possessions.
Physical Strength: Robotic P.S. of 45
Powerplant: Nuclear Fusion with 30 year energy life
Speed:
(Running) 50 MPH
(Leaping) 10 ft up/across; 15 ft w/ a running start
(Flying) Not possible
(Underwater) Can survive depths of 1,000 ft, but is limited to running along the bottom at 5 MPH.
Market Cost: 85 million credits
Systems of Note:
Standard Basic Robot Systems, plus:
*Stabilization Jacks--- Originally meant to anchor the Castellan against the recoil of its 100mm massdriver, this system uses Glitterboy-style pylon technology to las and hydraulically drive six stabilizer jacks up to 5 ft into the ground, even through concrete and metal gratings, within 5 seconds, affixing it like a barnacle, and able to stay upright in even hurricane-force winds. System can disengage in 2 seconds, for that speedy getaway. Castellan pilots are notorious for planting themselves in place using this system to declare their ‘point of no retreat’.
Weapons Systems:
1) Quad-Laser Cluster(right arm)---Four pulse laser barrels protrude from the Castellan’s arm, and give a brutal, armor- and flesh-melting energy barrage in direct fire. Castellan pilots have been known to redline these lasers in combat, fighting with their barrels glowing white from the heat, until the weapons melt their own mechanisms.
Range: 4,000 ft
Damage: 6d6 MD per single blast, 1d6x10 MD per pulse burst, single cannon. 4d6x10 MD per simultaneous pulse blast from all four barrels.
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Note: Paladin Steel has experimented with fitting some Castellans with Scattershot laser lensing, reducing the total range and point damage, but allowing the weapons to do area of effect attacks.
2) 100mm Gauss Cannon(left arm)---Mounted in a shoulder gunshield is a powerful 100mm massdriver cannon. This weapon is frequently used to rain down artillery fire on an advancing enemy, then switch over to direct fire when the enemy comes into line of sight. The massdriver hits like a piledriver at short range.
Range:(Direct Fire APFSDSDU) 27,000 ft (5.4 miles)
(Indirect Fire) 67,500 ft( 13.7 miles)
Damage: High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range
Rate of Fire: Four per melee
Payload: 85 rounds in a backpack magazine (100 mm AP shell weighs 25 lbs( 80 shots per ton))
3) Short Range Missile Launchers(2, backpack)---Like the massdriver, these launchers are used to keep an advancing enemy under bombardment, and are used for keeping enemy air support off.
Range: Varies by Missile Type
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-9
Payload: 18 SRMs per launcher; 32 total
Alternatively; Paladin Steel has made the launchers modular, swappable with a mini-missile launcher or ‘metalstorm’-style mortar cannon system:
a)Mini-Missile Launchers---Based on the ‘metalstorm’-format stacked tube system used in the PS-M20 Missile Rifle
Range: Varies by Missile Type
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-9
Payload: 6 mini-missiles per tube, 54 each launcher, 108 total.
b) ‘Chewer’ 40mm Mortar System----36(6x6)-tube stack-array.
Weight: 2,200 lbs for the basic launcher; 2,900 lbs fully loaded, per single launcher
Range: 6 miles
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) 1d4x10+3 MD to 1.5 ft blast radius
Rate of Fire: Volleys of 1-18
Payload: Each barrel holds 5 40-mm projectiles for a total of 180 rds
Cost: 60,000 credits
c)Slammer Concussion Missiles---Knockoff Triax Weapon, acquired through industrial espionage.
Range:(Missiles) 6,000 ft
Damage: (Missiles) 2d4x10 MD to 90 ft radius.
88% chance of knock-down(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)
Payload: 4 per launcher
4) Eye Lasers(2)---The ‘eyes’ of the Castellan mount a photonic-death-glaring stare that’s lethal to enemy troops at short range
Range: 1,000 ft
Damage: 3d6 MD per shot, 6d6 MD per dual single shot, 2d6x10 MD per 4 shot burst from both eyes simultaneously
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Note: Paladin Steel has experimented with fitting some Castellans with Scattershot laser lensing, reducing the total range and point damage, but allowing the weapons to do area of effect attacks, doing 2d4 MD to an 10 ft-wide area, at about 600 ft range, with a single shot, and 6d6 MD to a 15 ft area with a burst shot..
5)Heavy Vibrosword---Though many military personnel consider this an anachronism of little real value on the battlefield, Castellan veterans swear by this broad-bladed vibroweapon...As a weapon of last resort, it’s been used to gut attacking Maggots, block the advance of Striders, and behead attacking Hellraisers. Castellan pilots have also been known to drive the sword deep inside a wall or floor, the protruding hilt preventing vehicles from easily getting through a passage, tunnel, or roadway until the firmly implanted weapon is removed.
Range: Melee
Damage: 6d6 MD +P.S. damage
6) (Optional) Hand-held Weaponry---The Castellan can pick up and use any appropriately-sized weaponry, including melee weapons and gunpods. Frequently, Castellans will use improvised weapons to defend their position, such as shields, IEDs, and blunt weapons(including thrown vehicles, utility poles, and enemy troops).
Hand to Hand Combat
(Use the Basic and Elite Robot Combat Training for the bonuses; no other adjustments aside from the following)
+2 Roll with Punch, Kick, or Impact
Restrained Punch 1d6 MD
Full Strength Punch 3d6 MD
Power Punch(2 attacks) 1d6x10 MD
Tear/Pry with Hands 2d4 MD
Body Block/Tackle 4d6 MD
Stomp 2d4 MD
Kick 5d8 MD
Options:
*Fletchette Packs/Reactive armor----An effort to further protect the slow moving robot against faster power armor and infantry, this system consists of a series of directional ‘claymore’-style fragmentation grenades attached to the outer hull and triggered either by command or by motion detector trip to fill a ‘kill zone’ around the tank with lethal shrapnel and anti-personnel fletchettes.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the ‘bot, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each leg of the robot has 10 fletchette packs each(20 total), the main body has 21(9 front, 12 on the back).
*Leg Cannon----Paladin Steel has worked on mounting a pair of small remote-control autocannons or laser cannons on the legs.
a) Light Rail Guns
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst.
Rate of Fire: ECHH
Payload: 2,000 rd drum per cannon
Cost: 70,000 credits
b) 20mm Cannon
Range: 3,000 ft
Damage:(Standard) 4d4 MD single rd, or 8d6 MD per 3 shot burst
Airburst does 4d4 MD to 2 ft blast radius. Burst does 3d6 MD to 4 ft blast radius
Rate of Fire:Single shot or 3 shot burst
Payload: 300 rd magazine per gun
Cost: 6,000 credits
c) Light Pulse Lasers
Range: 2,000 ft
Damage: 4d6 MD single shot, 1d6x10 MD triple shot burst
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 20,000 credits
d) Ion Pulse Guns ----Adapted variant of the popular PSIP-2 ‘Smasher’ series. Mount has a 45-degree arc of fire. Like the handheld version, it can be modified for additional damage effects.
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: Effectively unlimited for nuclear-powered models.
Options: Like the handgun version, the vehicle-mounted version can be similarly modified for extra effect/power:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.
*Ion Scatter-Shot Module---This is a barrel clip-on that turns the ion gun into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area. Cost: 5,000 credits
*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 3d6 MD, but boost range to 1,500 ft. Cost: 7,000 credits
*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 400 ft, but up damage to 5d6 MD per shot. Cost: 5,000 credits.
*Laser Sight Module---Another underbarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guidepath’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Cost: 1,000 credits
*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Cost: 4,000 credits
e) Scatter-Laser
Range:2000 ft
Damage:2d6 MD single blast
1d4x 10+ 6 MD quadruple blast
Rate of Fire: ECHH
Payload: Unlimited linked to nuclear power source
*Smoke/Chemical Launchers
Range: 500 ft
Damage: None, smoke(chemical agents such as tear gas can be substituted) in 10 ft radius.
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 6 smoke grenades per launcher, 12 total
Cost: 600 credits per launcher, grnades cost extra
*Leg Flamethrowers
Range: 300 ft
Damage: (Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Rate of Fire:EPCHH
Payload: 100 blasts each
Variants:
*CSTL09C Castellan---This variant addresses the issue of infantry and power armor overwhelming the robot at close range. The -C variant does away with the backpack missile launchers, mounts two chest-mounted 40mm rapid-fire grenade launchers, and replaces the heavy autocannon with a triple-barrel plasma cannon instead. Two light machine guns are also mounted in the left forearm.
Additions:
1) 40mm Automatic Grenade Launchers(2)
40mm Grenade Launcher
Range:7,000 ft
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 180 rd drum per AGL
2) Triple-Barrel Plasma Cannon
Range: 3,000 ft.
Damage: 5d6 MD per single blast, 2d4x10+10 MD per three-shot burst, 3d6x10 MD per six-shot burst, and a whopping 6d6x10 MD for a twelve-shot burst
(Spray Mode) - Splits the plasma discharge into a dozen smaller plasma mini-bolts. Range drops to 1,000 ft, but the bolts do 6d6 MD to a 30 ft wide area.
Rate of Fire: Single shot, three, six, or twelve shot bursts
Payload: Effectively Unlimited
3) Light 7.62mm Machine Guns(2x, left forearm)
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 800 rpm
Payload: 2,000 drum per gun
*CSTL09F Shield-Castellan ---This version does away with the backpack missile launchers and mounts a powerful forcefield generator instead, giving the Castellan 300 MDC of forcefield protection.
*CSTL09G Wizard-Castellan ---Sometimes nicknamed the ‘Gandalf’, this variant trades the backpack systems for a TW Power Stone Generator and a Multiplexor Mage Spell Projection System(with 8 spellcard capability), typically loaded with defensive spells or Earth Warlock geo-movement/fortification magic spells.
Weight: 1,000 lbs
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the robot’s/vehicle’s other PPE reserves/batteries(if any have been fitted). In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The basic Mage Pod system costs about 1 million credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.
PPE Generators:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits
*CSTL09M Castellan---An aquatic version, designed with protecting underwater facilities and colonies in mind. The CSTL09M mounts a heavy sonic cannon in place of the autocannon, upgrades the pulse lasers to blue-green types, and replaces the missile launchers with torpedo racks.
Speed:(Underwater) 6 MPH running along the bottom, or 10 MPH swimming via thrusters. Maximum Depth of 8,000 ft
Additions:
*Sonar---50 mile range
1) Sonic Cannon---
Range: 4,000 ft underwater, 2,000 ft in air
Damage::Wide Beam: 5d6 MD to a 30 ft area
Concentrated Beam: 1d6x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per se, it does affect the hearing and inner ears of crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or uninsulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.
Rate of Fire:ECHH
Payload: Effectively Unlimited
2) Torpedo Racks---Replaces the missile racks with mini- or short-range torpedoes(same number of rounds). Reportedly, the Castellan has also been tested with PS’s ‘SeaFire’ rocket-propelled air/water-capable missile-torpedoes.
Re: Paladin Steel Storefront
Posted: Mon May 03, 2010 2:57 pm
by taalismn
G’Nasaw (‘Gnasher’) Heavy Cruiser “Laugh, if you must, at their absurdity...they’re stubby, they’re slow, and they’re cantankerous-looking ships...But as anyone who has dealt with Dwarves can tell you...those who laugh too much and too long end up choking on their own blood when the fighting starts.”
“HOW many torpedoes have we put into that thing?!”
“Six, so far, captain!”
“Are you SURE we’re hitting them?”
“Sonar keeps confirming contact and impact!”
“And I don’t see that we’re doing a thing to them! Either our torps are duds or we’re going to have to use a nuke! Very well, load tubes again and angle us in for another run...Maybe we can get another shot at them before their escorts lock onto us!”
----Recorded aboard CSN-SSN Demolisher, during an encounter with the GNEN in Floridian waters.
In stark contract to the sleek stealthy angles and high speed hulls of the rest of the Greater New England Navy, the five heavy cruisers of the Gnasher class look like bad jokes; tubby, wide of beam, slow of speed, with a veritable forest of masts, ventilation horns, barbarettes, turrets, and stacks, the Gnashers look like a parody of ancient pre-Dreadnought(i.e. pre-Rifts British Royal Navy) battleship design. Yet when these five ships first appeared in the Devil’s Triangle, the Splugorth Minions and monsters who encountered them had little reason to laugh after the doughty Dwarven squadron fought their way through them.
The G’Nasaws, as they are known to their builders, are heavy cruisers originating from a magic-using alternate Palladium World where the Elven-Dwarven War proceeded at a slower, but no less aggressive, pace, drawing out the conflict into a millenia-long feud. Science has now emerged to complement magicks weakened by the earlier conflicts, a Cold War of sorts has broken out, and the current age is one of modern industry and technological development bent to maintaining a tense martial standoff. Elven airships and flying machines dominate the skies, while Elven technicians experiment with telepathic radio and etheric ranging systems. Dwarven engineers and technowizards have gone into vehicle and naval engineering with a vengeance, and Dwarven land-juggernauts and floating fortresses dominate the field and contest the waterways. Humans and Wolfen are third-world parties to the maneuvering and competition of giant colonial and industrial superpowers.
It was during a patrol during a relatively tense period between the Dwarven and Elven blocs, that a group of renegade mages sought to further inflame tensions by attacking the Dwarven Navy squadron, as it shadowed a similar Elven force, with a powerful magical storm. In order to summon up the correct amount of power, the terrorists resorted to an ancient(and little understood) artifact that proved more powerful than they expected. Besides summoning up a storm that swamped the lighter Elven vessels, the artifact opened up a dimensional Rift that set loose a swarm of demons into the vicinity. The guilty mages were among the first devoured by the horde, but the appearance of the monsters galvinized an aggressive response on the part of the surviving naval squadrons. In an effort to close the Rift, part of the Dwarven line of battle moved in to pound the magical storm with powerful new munitions the Dwarves had. The effects were spectacular; the Rift closed, but not before suddenly reversing, and sucking an entire squadron into itself...and into the Atlantic Ocean of Rifts Earth.
Desperately seeking safe haven in a world not their own, the Dwarven squadron fortunately made peaceful contact with patrolling units of the Greater New England Navy. Thouh badly damaged and absurd-looking in their antiquatedness, the Dwarven ships were still very much seaworthy, and the crews were very much willing to put up a fight, which impressed the New Englander interdiction forces greatly. Not ones to waste opportunities to add allies and hardware to their force, the GNErs offered the Dwarves safe passage and assistance, and escorted them to a New England port for repairs. Subsequent negotiations proved fruitful, and the GNE have inducted the G’Nasaw flotilla and crews into their ranks(although there was some serious tension and near misunderstandings when the Palladium Dwarves discovered bith Dwarves and Elves working side by side in the ranks of their GNE hosts).
Paladin Steel engineers assisting in the repairs of the G’Nasaws were amazed by the ships. The G’Nasaws were more heavily armored than a coastal monitor, with multiple layers of conventional armor plate, magically-hardened steel, and mystically-molded reinforced concrete or stone! At least one shipyard worker evinced disbelief that such ships could float, let alone make any sort of battle-worthy headway(much to the satisfaction of the Dwarven crews, who were feeling a little daunted by the high technology of their new host-nation).
Since being inducted into the Greater New England Navy, the G’Nasaws have been extensively refitted with more modern systems and upgraded technology. Modern megadamage metals and concrete have added a little extra protection to the already impressive armor the original Dwarven shipwrights laid down. The original combination coal-and-oil-fired combustion engines have been replaced with a more modern fusion nuclear powerplant, and the old fuel bunkerage used for additional hull reinforcement and internal facilities. The old smokestacks have been retained, but now conceal two batteries of vertical launch system missile cells. The original Dwarven cannons have new barrels, fire control, and mountings, and the original stocks of magic munitions that the squadron shot to such telling effect fighting out of Bermudan waters have been replicated, replaced, and supplemented with additional types of munitions.
Because of the shortage of nautically-trained Dwarves in Greater New England, the G’Nasaws have had their crew complements bolstered by automation, particularly on the gun decks, where specially programmed labor ‘bots now serve in the more dangerous/strenuous roles. However, fire control is still firmly in the hands of the live crew(“Nothing is more satisfying than pulling the lanyard on a cannon, knowing that somewhere downrange, some b’ztarrd is about to have a really bad day!”).
Nor has magic been neglected; the TWizards of the GNE were able to re-instate a few ideas that the Dwarves had had to abandon in their own dimension due to declining ambient PPE levels, and add a few additional modifications, mainly defensive, of their own, increasing the vessels’ survivability.
The G’Nasaws are not without their limitations; they are slow to speed, slow to maneuver, and their built-up superstructures are hardly stealthy, even with extensive electronic jamming. Against faster, more agile, opponents in open water, the G’Nasaws are sitting ducks, but in closer quarters, the ships have proven able to take serious damage, and still keep handing back a beating to foes. The lack of energy weapons also poses a problem; the GNEN has asked the Dwarven captains to consider a less wholly ammunition-dependent weapons configuration in mind, but the Dwarves are adamant on retaining the current shell-thrower armaments; the addition of pulse lasers to the upper works air defense weaponry has been the best compromise so far. Another complaint is that the G’Nasaws, being designed with Dwarven crews in mind, are uncomfortably cramped for beings standing over five feet tall(one GNE naval reservist assigned a tour of duty aboard a G’Nasaw compared it to ‘living in an iron mine at sea’). Accordingly, the GNE Navy tends to assign the G’Nasaws to coastal patrol, port defense, and amphibious support roles. They have also occasionally performed ‘White Fleet’ operations in support of GNE diplomatic missions overseas, escorting visits to foreign ports to show the flag.
Type: G’Nasaw/Gnasher (BB-015X)
Class: Dwarven Battleship/Heavy Cruiser
Crew: (Original) 963(40 officers, 823 enlisted)---(Post-Conversion) 762(42 officers, 720 enlisted---including a 40-man Marine contingent) + 50 robot drones
MDC/Armor by Location:
Main Body/Hull 25,000
Armored Bridge 900
Main Turrets(2) 1,200 each
Sponson-mounted 180mm/5.9 in. Heavy Cannon(14, 7 each side) 200 each
CIWS ‘Button ‘ Rail Guns(6) 150 each
88mm AA Guns(10) 150 each
Smokestacks/MRM Batteries(2) 900 each
Masts(2) 800 each
Mast Barbarettes(4) 500 each
Searchlight Mounts(4) 50 each
Ram Prow 1,900
Height: Masts rise 90 ft
Draught: 26 ft
Width: 88 ft
Length: 360 ft
Weight: 16,000 tons
Cargo: 800 tons of supplies can be carried
Powerplant: Nuclear Fusion w/ 50 year energy life
Triple PowerStone PPE Generators------- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Speed: 20 knts(Double on Ley Lines)
Market Cost: The G’Nasaws have NOT been made available for sale, but similarly outfitted ships would cost roughly 500 million credits to construct
Systems of Note:
*Long Range Radar---300 miles
*Long Range Radio--- 800 mile range
*Directional Microwave/laser Communications(range: Line of Sight)---The main superstructure mounts a set of directional antenae for tightbeam communications with embarked troops and surveillance drones---This allows for minimal chance of interference with communications in landing operations, as well as keeps EM noise to a minimum...
*ECM/EW Suite---The G’Nasaws now have a portion of the command deck devoted to active electronic countermeasures, including radio and sensor jamming, although this is not as effective as dedicated airborne platforms(85% effectiveness at jamming civilian communications bands, 75% military systems, 50 mile range), and signal encryption/descrambling, in order to cut through enemy jamming(+15% to EW skill rolls to defeat jamming).
*Sonar-------100 miles
*Desalination System---The ships can make their own fresh water from salt water
*Hull Degausser---A necessary part of the ships’ anti-mine and anti-torpedo defenses is its ability to bleed off electromagnetic charge, reducing their magnetic signature, and reducing its trigger-threshold to magnetically-armed mines and torpedoes.
*Limited Life Support---The main crew compartments can be sealed airtight and supplied with air conditioned tanked air for up to 96 hours, or filtered external air for 8 days.
*Search Lights(4)----10,000 ft range. IR and normal light.
*Lifeboats---The G’Nasaws sport eight 20-man heavy lifeboats(250 MDC each, 20mph electric motors), and inflatable rafts (30-150 MDC each) for 120% of crew complement.
*ORACLE---Omni-diRectional Aura Classification and Locator Electronics---A TW development of the SNARLS PPE Scanner, this system consists of a series of advanced Technowizardry scanner systems(TW optic mounts, static crystal PPE meters, and whatnot) stationed around the ship, feeding into a central computer system with special TW-derived interface program algorithms. The system is designed to detect incoming magical/paranormal attacks and alert the crew to them(hopefully in time to allow them to take defensive measures). PS hopes to upgrade the system to allow for over-the-horizon and remote-viewing advanced early warning capabilities. The ORACLE Mrk II is currently being retrofitted to most ships-of-the-line of the VFSN/GNEN. The G’Nasaws sport the first Mrk III sets with extended range.
Effective Range: 6,000 ft
Weapons Systems:
1)Turreted 305mm/12 in. Heavy Cannon(4, 2x2)---The main armament of the G’Nasaws are a quartet of heavy cannon, in twin mountings fore and aft. Each turret has a 270 degrees of rotation, and 60 degrees of elevation. These powerful cannon use a combination of smokeless powder and magic to lob twelve-inch shells over ten miles down range. The Dwarven arms smiths of the G’Nasaws’ home dimension have made provision for a variety of munition types, which Paladin Steel has faithfully duplicated to keep the ammunition magazines of the warships stocked. PS has also been busy designing other TW munitions deliverable in an 11-inch format as well, such as TW Warlock Munitions.
Range: 19, 245 yards(57,735 ft/11 miles)
Damage:
(High Explosive) 5d6x10 MD to 40 ft blast radius
(Plasma) 1d4x100 MD to 50 ft radius
(Burst Explosive)--- Rather than just a massive casing of high explosive, this shell uses a pre-timed fuze to burst the casing just above the target(a crude proximity fuze...later munitions would use a more modern ‘smart’ fuze) and spew nearly a hundred hand-grenade-sized explosive submunitions. Ideal for attacking the open decks of warships and transports, as well as shore fortresses and enemy ports. Each grenade/bomblet does 4d6 MD to a 10 ft blast radius, and the overall shot spread is a 100 ft radius. Each target in the blast radius rolls 1d10(x2 for targets 10 ft or larger) to see how many bomblets strike it.
(Eldrencher Fire)---A munition developed late in the Elf-Dwarf War, to defeat the new generations of magically-reinforced armor plate. This napalm-like incendiary shell spreads a viscous, flaming goo that actually does MORE damage to magically-enhanced armors(such as those used in Demon Ships, many technowizardry vessels, and even some Haunted Ships), feeding on a portion of the ensorcelled energies to enhance thermal effects. PS engineers are VERY interested in applying this alchemy to other munitions as well. Does 3d6x10 MD to 50 ft blast radius, plus the lava-napalm continues to burn for 1d6 minutes, doing 6d6 MD per melee. It is especially dangerous in that it has been known to drip down through decks and down air shafts, doing additional damage to the interior of targets. Supernatural BEINGS caught by Eldrencher Fire take 50% more damage, and supernaturally-enhanced structures take DOUBLE damage.
Rate of Fire: Twice per melee
Payload: 80 rds per gun, ready to use. Additional ammunition can be brought up from cargo
2)Sponson-mounted 180mm/5.9 in. Heavy Cannon(14, 7 each side)---Lining the sides in special sponsons are the secondary armament of 180mm guns. The problem with these weapons is in their mounting; their casemated positioning gives them a limited arc of fire(45 degrees in any direction), but a powerful broadside(a holdover of the old sailing ships of the wooden fleet days).
Range: 50,700 ft (10 miles)
Damage:High Explosive(HE)---- 4d6x10 MD to 55 ft radius
High Explosive Anti-Tank(HEAT)----5d6x10 MD to 12 ft radius
Fragmentation--- 3d6x10 MD to 85 ft radius
Plasma-----1d6x 50+20 MD to 55 ft radius
Rate of Fire: Three times per melee
Payload: 50 rds per gun, ready to use. Additional ammunition can be brought up from cargo
3)88 mm Air Defense Cannon(10, 5 each side)----Mounted on the upper works of the superstructure are two lateral batteries of 88mm-rapid-fire heavy cannon. These guns are used for both air defense and for actions against smaller surface combatants.
Range: 35,000 ft
Damage:High Explosive(HE)----1d6x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d6x10 MD to 7 ft radius
Fragmentation--- 5d6 MD to 35 ft radius
Plasma----- 2d4x10 MD to 25 ft radius
Rate of Fire: Five times per melee
Payload: 60 rds per gun, ready to use. Additional ammunition can be brought up from cargo
4)Barbarette 20mm Autocannons (8) Mounted up in the armored ‘birdhouses’ on the masts,
Range: 7,200 ft
Damage: 3d6 MD per single shot, 1d6x10 MD per 5 shot burst
Rate of Fire: EGCHH
Payload: 1,000 rd drum per cannon
5) Heavy Torpedo Tubes(6)----These are used primarily against submarines and underwater monsters. A combination of TW Steam-powered torpedoes and more modern PS-supplied weapons, many with TW warheads, are carried aboard ship.
Range: 20 miles
Damage: 4d6x10 MD conventional HE
Rate of Fire: Volleys of 1-6; takes three melees to reload a tube
Payload: 48 torpedoes are carried as cargo
6) Long Range Missile Launchers(4)---A post-Rift addition, these are twin Vertical Launch System boxes bolted to the fore and aft hulls, on either side of the superstructure, aft of the gun turrets.
Range: Varies by Missile Type (Long Range)
Damage: Varies by Missile Type (Long Range)
Rate of Fire: Volleys of 1-6
Payload: Each deck launcher holds 12 missiles(total of 48 missiles ready to go), and must be manually reloaded from below deck stores(no autoloader).
7) Medium Range Missile Launchers(2)---After powerplant conversion removed the need for smoke-belching stacks, the two funnels were converted into medium range missile launch systems.They are typically used to fire SAMs for air defense.
Range: Varies by Missile Type (Medium Range)
Damage: Varies by Missile Type(Medium Range)
Rate of Fire: Volleys of 1-12
Payload: Each launcher holds 60 MRMs ready to go
Pulse Lasers(12, 6 forward, 6 aft)---Mounted in the casemate catwalk works and fore/aft barbarettes above the lateral 88mm batteries are a dozen heavy pulse lasers, replacing the light caliber ‘falconette’ rifles once mounted there.
Range: 4,000 ft
Damage: 4d6 MD per single shot, 1d6x10+10 MD per triple pulse burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
9)Anti-Submarine Mortars(4, fore, aft, and lateral)----LASRW-16 Anti-Submarine Mortars- light, rocket-propelled depth charge launchers. A post-Rifts addition, meant to improve the cruisers’ ASW defenses.
Range: 4,000 ft, 1,000 ft maximum depth
Damage: 7d6x5 MD to 50 ft radius
Rate of Fire: Volleys of 1,2,4, 5, 8, or 16
Payload: 16 rounds per launcher
Must be manually reloaded.
10) PS-L-CIWS Vulcan Chain Gun(aka “Button Guns”)(6)---This installation, introduced on the Minotaur robot, then adapted as an air defense weapon option for the VW Camper Gunship, has been adapted for shipboard use as PS’s standard light maritime weapons system. The system is a very compact and neat installation that takes up little space, and has been compared to the pre-Rifts Russian ADMG-630 30mm Gatling CIWS that saw extensive service aboard Russian warships. The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret.
Two L-CIWS are mounted on each main 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)
11) Decoy/Countermeasure Launchers(4)------Paladin Steel has adopted a series of standard countermeasure packages for use aboard their vessels. Notably they have adapted the US Navy Mk 38 Rapid Bloom Off-Board Countermeasures(RBOC-2) launcher system and the Replica radar signature decoy system. The RBOC-2 fires rocket-mortar shells of flares and chaff up to 1.25 miles away, to heights of 3,000 ft(the better to fool missiles coming in over the horizon), and fires clouds of chaff from deck mortars at closer ranges to confuse other guided weapons).
The Replica system resembles a folded-liferaft capsule when in its launcher, but can be fired off up to 300 ft, and rapidly unfolds to become two linked floating radar and sonar reflectors that give the appearance of a much larger object, and hopefully divert enemy fire and attention away from the targetted vessel.
A variant on this system includes attaching active sonar decoys or “Screamers” to attract or confuse accoustic sensors and homing torpedoes.
Range: The RBOC can toss decoy bundles 1.25 miles, and to an altitude of 3,000 ft
Damage: None. The RBOC is too inaccurate to be used as an effective weapon(oh, it could probably blow a person off the deck if they were standing too close, but that goes without saying) Effects are similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
(Flare/Chaff)Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: Flare/Chaff lauchers typically have 10 shells each. A Replica launcher will have 2 decoys per launcher.
10)Ram Prow----It isn’t readily apparent, but the G’Nasaws sport a pointed bow under the waterline. This was rarely used, owing to the slow speed of the G’Nasaws( typically used to ram through beseiged harbor net-booms), but with the full mass of the ship behind it, the ram can deal a hull-busting blow.
Range: Melee
Damage: 2d4x10 MD per 10 MPH
Magic Systems:
*Bow Shield---The prow of the Gnashers are fitted with an elaborate gilded shield that combines aspects of a figurehead and an insignia shield/coat of arms. Beyond identifying the ship and its accomplishments, the Bow Shield is also a magical device that casts the following spells:
-Charismatic Aura- Creates an area of effect Horror/Awe Factor 13 up to 2,000 ft in front of the shipin a 60-degree arc. Duration: 60 melee rounds per activation, 20 PPE per activation.
-Calm Waters-10 mile radius, 10 hour duration, 150 PPE. Often used to ride out storms
- Ice Breaker- Used to crack ocean ice in front of the ship as it moves along. 100 ft range, 30 minutes per 15 PPE, does 2d4 MD per melee to MD ice/ice elementals.
- Detect Unseen---A combination of Detect Concealment and several other detection spells, used to search the water for mines(‘torpedoes’, to use the original Civil War language) ahead of the ship. 400 ft range, 1 hour duration, 30 PPE.
-Protective Energy Field---This creates a forcefield that protects the front and forward half of the vessel with 50 MDC per 10 PPE pumped into the system. Duration: 10 minutes per 10 PPE/20 ISP pumped into the field.
* Stern Protective Energy Field---This separate system creates a forcefield that protects the stern and rear half of the vessel with 50 MDC per 10 PPE pumped into the system. Duration: 10 minutes per 10 PPE/20 ISP pumped into the field.
*Water Seal---In addition to compartmentalization, the ships have been fitted with a magic damage control system. PPE Cost: 10 PPE per activation, covers a 16 ft square area, and lasts 8 hours.
*Smokescreen---Creates a thick obscuring bank of dark smoke that is equivalent to the Fire Elemental spell Cloud of Smoke....PPE Cost: 10 PPE per activation, covers a 1,000 ft square area, and lasts 10 minutes.
*Wall of Water---Can raise a barrier of water that can act as a shield against low trajectory shells and sea-skimming missiles, and can also be raised underwater as a torpedo defense. ....PPE Cost: 25 PPE per activation, 50 ft high/100 ft long, does 1d6x10 MD to anything running into it(plus reduce target speed by half), lasers and large missiles will be -5 to strike passing through the wall, and lasts 10 minutes, half damage/duration underwater.
*Ley Line Storm Protection System---Ley LIne Storms can be a real hazard to magic craft, so PS effectively fitted the G’Nasaws with lightning rods and surge protectors, shielding the ships from damage by rampant PPE surges.
*Magic Optics---The spotters’ stations have TW optics that include See the Invisible, Eye of the Eagle, See Magic, See Aura, and Sense Evil.
*Water Shield---Developed to counter Coalition naval nuclear weapons, Water Shield is triggered automatically by remote sensors detecting the radiation flash of a nearby nuclear explosion, then projects a tidal wave/pressure front in the direction of the explosion. In theory and simulation, this has been shown to be able to counter the pressure wave of a nuclear torpedo or mine, and greatly reduce(if not totally negate) the damage it does.
PPE Cost: 90
Range: 500 ft from ship’s hull.
Effects: Produces a counter-wave that effectively negates the pressure wave from submarine nuclear explosions(or Water Elemental attacks for that matter). It can also be used to do 4d6x10 MD to anything caught in the way of the wave if not being used as counter-pressure suppression.
Auxiliary Craft:
*8 Launches/Hard-shell Lifeboats. These motorized armored small craft are similar to the ‘life pods’ once carried on North Sea oil rigs, and have 250 MDC each
* RPV Launchers---A late addition, insisted on by the GNEN is the provision of launch and recovery facilities for Remote Piloted Vehicles to act as recon units, communications relays, and spotters for the cruisers’ heavy guns. A dozen drones are carried and launched from a small pneumatic catapult on the upper works of the ship, Returning drones are captured in an erectable net.
Re: Paladin Steel Storefront
Posted: Sat May 08, 2010 3:01 pm
by taalismn
Paladin Steel PS-TIR-02 Satyr Light ‘Tankoid’
“Compact little destroyer this thing is...Made the mistake of trying to wrestle one of them during an urban combat, thinking I could toss the little bastard around...Gawd but I was wrong! Those torso cannon got a clean shot at me and sawed me in half! Lucky me, I kept most of my life support high up in my upper torso, but without the power cells in my legs, I was just flopping on the ground. At least the pilot was good enough to take me prisoner after that and not finish me off.”
----Anonymous Coalition Cyborg Trooper, after the Battle of New Rochester
The PS-TIR-02 Satyr is an early model transformable-frame robot vehicle that was developed as a test vehicle to study variable-configuration combat vehicles. The Satyr prototype contributed to the design of the Ontos-derived Transformable Zerkat, and led to consideration of the testbed itself being approved for development as a combat vehicle.
The Satyr has a pair of reverse-articulated legs that fold to allow the vehicle to sit lower to the ground, where two electrically-driven tread units on the backs of the legs can be engaged as tank treads for ground movement. The upper hull/torso is roughly wedge-shaped, with an armor-glassed crew compartment in the middle of a sharply-angled glacis-plate, with two small robotic arms slung on either side. In both modes, the upper torso can rotate, allowing a full range of play for the torso-mounted weaponry.
Armament consists of a pair of shoulder missile/mortar racks and a forward ‘gun tray’ of light energy weapons in a fixed forward firing position. While individually these weapons(adapted from existing PS small arms) don’t do much damage, with four to eight of them firing simultaneously, they can prove devastating at short range. In urban combat, Satyrs have been known to gut larger armored vehicles with one or two such barrages. Melee combat capabilities, however, are fairly weak; despite its robotic strength, the Satyr’s arms and legs are articulated such that they are little better in delivering hand to hand damage better than most power armors.
The Satyr is marketed as a light security and recon vehicle, as well as an urban defense AFV. It hasn’t sold well, owing to the availability and mobility of power armors, but the Satyr still has established a small niche for itself.
Type: PS-TIR-2 Satyr
Class: Transformable Light Assault Vehicle
Crew: One
MDC/Armor by Location:
Main Body 320
Reinforced Crew Compartment 100
Forward Gun Tray 100
Shoulder Racks(2) 90 each
Arms(2) 100 each
Legs(2) 120 each
Treads(2) 40 each
Height:(Tank) 7 ft
(Robot) 18 ft
Width:(Tank) 6.8 ft
(Robot) 7.9 ft
Length:(Tank) 14 ft
(Robot) 7 ft
Weight: 6.5 tons
Cargo: Small, glove-compartment-sized space in cockpit, and stowage behind the seat for a survival pack and sidearm.
Physical Strength: Equiv to PS 40
Powerplant: Nuclear-Fusion w/ 10 year energy life
Speed:(Tank; Treads) 60 MPH
(Robot: Running) 40 MPH
(Robot: Leaping) 10 ft up/20 ft across
Market Cost: A fully equiped Satyr would cost 8.6 million credits
Features of Note:
Standard Robot Features, plus;
*Basic Robot Optical and Audio Systems
*Mini-Radar---20 mile range
*Trailer Hitch---Can tow up to 5 tons without difficulty.
Weapons Systems:
1) Glacis-Plate Mounted Weaponry---The main direct-fire weaponry of the Satyr is mounted in a weapons tray at the lower front of the upper torso glacis plate, in a fixed-forward position. This rather limits the play of fire and one has to aim the torso to bring these weapons to bear. On the other hand, the glacis plate fairly bristles with small-caliber light weaponry, earning the configuration the nickname ‘Pan Pipes’.
a) Light Pulse Lasers(6)
Range: 3,000 ft
Damage: 2d6 MD single shot, 6d6 MD triple pulse shot
5d4x10 MD for all six lasers firing in pulse mode simultaneously
Rate of Fire: ECHH
Payload: Effectively unlimited
b) Light Ion Cannon(6)
Range: 1,600 ft (1,000 ft underwater)
Damage: 5d6 MD single shot
Rate of Fire: Standard
Payload: Effectively unlimited
Options:
*Ion Scatter-Shot Module---This is a barrel clip-on that turnseach ion gun into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 12 ft wide area(or, in the case of the Satyr’s six guns, a swath 24 ft wide). Cost: 6,000 credits per barrel
*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Cost: 4,000 credits per barrel
c) ‘Rip-Zapper’ Ion Cannons(4)
Range:(Ion Beam Mode) 1,700 ft
(SDC Beam) 2,000 ft
(Ion Bolt Mode) 3,000 ft
(Lightning Zapper Mode) 500 ft
Damage:(Ion Beam Mode) 4d6+2 MD per single shot
(SDC Beam)1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees, and a 75% chance of permanently frying nanotech devices(like Armor-dissolving nanites or RMK/IRMSS systems).
(Ion Bolt Mode) 2d4 MD to 5 ft radius, 55% chance of knocking out unshielded cybernetics for 1d4 melees.
(Lightning Zapper Mode) Does stun damage similar to SDC beam through metal armor and light power armor.
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon does 1d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
Rate of Fire:(Ion Beam Mode)Standard
(SDC Beam) Standard
(Ion Bolt Mode) Four times per melee
(Lightning Zapper Mode) Can fire only one Zap every melee(takes fifteen seconds to power up)
Payload: Effectively Unlimited
d)Light Plasma Cannon(4)
Range:(Stream) 1,500 ft
(‘Popper’) 1,000 ft
Damage:(Stream) 1d6x10 MD per blast
(‘Popper’) 4d6 MD to 10 ft blast radius
Rate of Fire: Standard
Payload: Effectively Unlimited
Options:
*SprayFire Barrel Modification Kit---PS weapons engineers seem to have discovered a fetish for area of effect shotgun-style weaponry, because just about every weapon they’ve put out has subsequently been modified for such; the Nimro is no exception. This mod mounts a ‘watering can’ of multiple short projection coils on the barrel, splitting the plasma discharge into a dozen smaller plasma mini-bolts. Range drops to 500 ft, but the bolts do 3d6 MD to a 20 ft wide area(or, in the case of the Satyr’s FOUR guns, a swath 25 ft wide).
Cost: 9,000 credits per barrel
2) Shoulder Ordnance Racks(2)---Flanking the cockpit are two shoulder ordnance racks. Each can accommodate ONE of the following;
a) Micro-Missiles----Can be fitted with two 25-shot packs for a total of 50 15mm-micro-missiles per rack
b) Mini-Missiles---12 each rack
c) Short Range Missiles---6 each rack
d) Medium Range Missiles---3 each rack
e) Copperhead Anti-Tank Missiles---Uses PS ‘smart’ armor killers for more accurate fire.
Range: 1 mile
Damage: Armor-piercing:2d4x10 MD, no blast radius
Rate of Fire:Volleys of 1,2,3, 4, or 6
Payload: 8 each rack
Bonuses: +5 to strike
f) Black Talon LSAMs
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 8 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
g) 40mm ‘Metal Storm’ Mortar System(6 barrels per hardpoint)
Range: 6 miles
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) 1d4x10+3 MD to 1.5 ft blast radius
Rate of Fire: Volleys of 1-18
Payload: Each barrel holds 5 40-mm projectiles for a total of 30 rds
Cost: 60,000 credits for the basic unit
3)(Optional) Handheld Weaponry---Typically, the Satyr will carry a rail gun in one arm, but it can use other weapons as well.
4) Hand to Hand Combat
Use Robot Basic Combat Training stats from RMB
Restrained Punch 1d4 MD
Punch 2d4 MD
Power Punch 3d6 MD
Kick 1d6 MD
Body Block/Tackle 1d6 MD
Options:
*Laser Illuminator Pod---Mountable on a roof rack pod is a laser illuminator w/ a 50,000 ft range and sighting optics, for illuminating targets for laser-guided weaponry. Cost: 12,000 credits.
*Vibroclaws---Either retractable bionic-style vibroclaws or a single vibroblade (2d4 MD in both cases) can be mounted on the forearms. Cost: 9,800 credits per arm
Variants:
*PS-LBT(RV)-2C---This variant is optimized for the direct fire role, replacing the arms with rapid-fire heavy machine guns, and the shoulder ordnance racks with ammunition storage feeding the arm guns.
Modifications/Additions:
*Replace one or both of the shoulder missile launchers and articulated hands/arms with one of the following:
a) 30mm Chain Gun
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EGCHH
Payload:4,000 rd drum(200 bursts)
Cost: 25,000 credits
b) 23mm Autocannon
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters
Damage:(SDC)* (Fragmentation) 2d6x10 SDC to 10 ft radius**
4d6x10 SDC per 5 rd burst, 8 ft blast radius
1d4 MD per 10 rd burst, 14 ft blast radius
4d6 MD per 60 rd burst! 25 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 6d6x10 SDC to 4 ft radius
1d4 MD per 5 rd burst, 8 ft blast radius
2d4 MD per 10 rd burst, 12 ft blast radius
6d6 MD per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing) 1d4x100 SDC, no blast radius
1d6 MD per 5 rd burst, 1 ft blast radius
2d6 MD per 10 rd burst, 2 ft blast radius
1d6x10 MD per 60 rd burst! 4 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
**(Note that SDC weapons enjoy a slightly larger blast radius than that of MDC weapons, owing to the lower damage potential)
(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius
2d4 x10 per 10 rd burst, 14 ft blast radius
4d6x10 per 60 rd burst! 22 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius
2d4 x10 per 10 rd burst, 12 ft blast radius
5d6x10 per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius
3d4 x10 per 10 rd burst, 2 ft blast radius
6d6x10 per 60 rd burst!, 3 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%
HESH (High Explosive Squash Head) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
1d4x10 per 5 rd burst,4 ft blast radius----plus 4D6+2 SDC to the person(s) inside the object
2d4 x10 per 10 rd burst, 6 ft blast radius----plus 5d6 SDC to the person(s) inside the object
5d6x10 per 60 rd burst! 10 ft blast radius----plus 1d4x10 SDC to the person(s) inside the object(takes ALL attacks that melee and is -2 to strike)
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
2d4x10+10 SDC per 5 rd burst (2d4x10+10 HP to vampires), 2 ft blast radius
6d6 MD per 10 rd burst (3d6x10+10 HP to vampires), 3 ft blast radius
Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-60 rounds per melee
Payload: 6,000 rd drum per arm
Cost: 10,000 credits for the basic weapon(yep!) Shells cost 10(SDC Fragmentation) 20(High Explosive) 28 (SDC Armor Piercing)- 100 (MD Fragmentation) 200 ( MDHigh Explosive) 350(MD Armor Piercing) credits each OR
c)PSAGL-40B 40mm Automatic Grenade Launcher
Range:7,000 ft
Damage: Identical to the WI-GL20;
Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
and Plasma rounds do 1d4x10+10 to a 5-foot radius.
A 3 round burst of frag shells does 1d4x10 to a 15 foot radius,
a burst of 3 AP shells does 2d4x10 to a 5 foot radius,
and a burst of 3 plasma shells does 3d4x10 to an 8 foot blast radius
A 5 round burst of frag shells does 1d6x10 to a 20 foot radius,
a burst of 5 AP shells does 2d6x10 to a 6 foot area,
and a burst of 5 plasma shells does 3d6x10 to a 10 foot radius.
A 10 round burst of frag shells does 2d6x10 to a 40-foot radius.
A 10 round AP burst does 3d6x10 to an 8-foot area,
and a 10 round plasma burst does 4d6x10+10 to a 15-foot radius!!
Rate of Fire: Standard
Payload: 200 rds per gun
Cost: 75,000 credits
*PS-TIR-2E---Optimized for melee combat, this variant sacrifices the shoulder missile racks for holders for power armor/robot-scaled close quarters weaponry with their handles pointing forward(the ‘bot simply reaches up, takes a grip, and pulls the weapon free). Each rack can hold 6 short-sword-sized vibroblades/throwing irons (2d4 MD each), 3 straight-bladed sword-style weapons (3d6 MD), or 1 heavy hafted weapon like an electro-mace or battleaxe.
*USCDF ‘Tracen’ Light Robot Infantry Vehicle---Reports of a vehicle resembling the PS-TIR-2 Satyr in service to the Unity of Starholme in the Thundercloud Galaxy have led to speculation that Rifts Earth Paladin Steel may be in contact with this power, and has either sold, or licensed production of, the Satyr to the UoS(some day the opposite is true; the UoS developed the Satyr and sold it to Greater New England). None of these speculations have been proven or disproven. Without close-up examination of the vehicles in question(and the Starholmers are reluctant to let outsiders near their combat equipment), the exact parentage of the machines cannot be determined, but reported the ‘Tracen’ is in all regards identical externally to the Satyr, save for different electronics, and hints that the Starholme vehicle may mount a light forcefield(estimated value 120 MDC), and there have been reports of a variant mounting EIGHT weapons of an unknown type in the forward gun-bristle.
Re: Paladin Steel Storefront
Posted: Sat May 08, 2010 8:08 pm
by Shark_Force
nitpick: reverse articulated legs are in fact articulated the same as human legs... the part you're thinking of as the foot is in fact the toes.
anyways, an interesting concept... reminds me of e-102 gamma from sonic adventure (after moving for a bit, he would switch from legs to wheels)
Re: Paladin Steel Storefront
Posted: Sat May 08, 2010 8:30 pm
by ZINO
Re: Paladin Steel Storefront
Posted: Sun May 09, 2010 2:08 pm
by taalismn
Fictious Term...It's about the size of a British Scimitar light tank, but lacks a traditional tank gun, and it can convert into a legged battloid or roboid-mode...hence, Tankoid (whereas 'tankette' referred to a craze in one-two man small tracked machine gun carriers that designers hoped woul replace vulnerable infantry)..
Neither fish nor fowl, but a little bit of both.
In any case, it's an earlier PS design that's still in production due to interdimensional expansion(and the establishment of additional factories)..P.S. hardly throws ANYTHING away, since expansion into the outdimension markets means that somewhere somebody's going to want to buy it.
Re: Paladin Steel Storefront
Posted: Sun May 09, 2010 10:52 pm
by ZINO
taalismn wrote:Fictious Term...It's about the size of a British Scimitar light tank, but lacks a traditional tank gun, and it can convert into a legged battloid or roboid-mode...hence, Tankoid (whereas 'tankette' referred to a craze in one-two man small tracked machine gun carriers that designers hoped woul replace vulnerable infantry)..
Neither fish nor fowl, but a little bit of both.
In any case, it's an earlier PS design that's still in production due to interdimensional expansion(and the establishment of additional factories)..P.S. hardly throws ANYTHING away, since expansion into the outdimension markets means that somewhere somebody's going to want to buy it.
http://s3.amazonaws.com/twitter_product ... normal.jpghttp://fc05.deviantart.com/fs8/i/2005/3 ... aneRid.jpghttp://2.bp.blogspot.com/_REuP22NTqxY/S ... r+copy.jpgi wish i could draw really good
http://www.seibertron.com/images/news/g ... 20Mode.jpgOR
Gear Krieghttp://www.seibertron.com/images/news/g ... 20Mode.jpghttp://www.7gadgets.com/wp-content/uplo ... 7469lg.jpghttp://fc05.deviantart.com/fs8/i/2005/3 ... aneRid.jpg
http://i106.photobucket.com/albums/m245 ... lade_1.jpg
SORRY
http://img1.visualizeus.com/thumbs/08/1 ... 830d_h.jpg
COULDN'T HELP IT
Re: Paladin Steel Storefront
Posted: Mon May 10, 2010 4:14 pm
by taalismn
Nice collection of art there.
And you know...You COULD design a hovercycle to look like a hovering missile, just to drive others nuts. Give it a nice flaming exhaust, then fly it down the middle of a community's streets, just to see the panic.
Re: Paladin Steel Storefront
Posted: Mon May 10, 2010 5:46 pm
by ZINO
taalismn wrote:Nice collection of art there.
And you know...You COULD design a hovercycle to look like a hovering missile, just to drive others nuts. Give it a nice flaming exhaust, then fly it down the middle of a community's streets, just to see the panic.
NICE!!!!!!!!!!!!!!!!!!!
Re: Paladin Steel Storefront
Posted: Mon May 10, 2010 6:03 pm
by taalismn
ZINO wrote:taalismn wrote:Nice collection of art there.
And you know...You COULD design a hovercycle to look like a hovering missile, just to drive others nuts. Give it a nice flaming exhaust, then fly it down the middle of a community's streets, just to see the panic.
NICE!!!!!!!!!!!!!!!!!!!
yep. gives new meaning to calling a vehicle a bomb.
Re: Paladin Steel Storefront
Posted: Mon May 10, 2010 9:03 pm
by ZINO
taalismn wrote:ZINO wrote:taalismn wrote:Nice collection of art there.
And you know...You COULD design a hovercycle to look like a hovering missile, just to drive others nuts. Give it a nice flaming exhaust, then fly it down the middle of a community's streets, just to see the panic.
NICE!!!!!!!!!!!!!!!!!!!
yep. gives new meaning to calling a vehicle a bomb.
how about bomb vehicle
Re: Paladin Steel Storefront
Posted: Mon May 10, 2010 9:07 pm
by Shark_Force
ZINO wrote:taalismn wrote:ZINO wrote:taalismn wrote:Nice collection of art there.
And you know...You COULD design a hovercycle to look like a hovering missile, just to drive others nuts. Give it a nice flaming exhaust, then fly it down the middle of a community's streets, just to see the panic.
NICE!!!!!!!!!!!!!!!!!!!
yep. gives new meaning to calling a vehicle a bomb.
how about bomb vehicle
i would argue that the term 'crotch rocket' would be the more likely thing to call it, personally.
Re: Paladin Steel Storefront
Posted: Tue May 11, 2010 5:43 pm
by taalismn
Shark_Force wrote:i would argue that the term 'crotch rocket' would be the more likely thing to call it, personally.
(palms face) ...must not think....jokes....saddle sores...can't walk straight...ride'em cowboy!...
Re: Paladin Steel Storefront
Posted: Wed May 12, 2010 11:54 am
by abtex
taalismn wrote:Paladin Steel LATV-08 ‘RoughRider’ Half-Track Trike
Cute.
Is this a RoughRider using maxed out speed 50% and "Claw Drive" tread units with a 'snowmobile' refit?or a Different vehicle?
From
"Howe and Howe" website, also has Ripsaw, Ripsaw 2, PAV-1 [it's cute going through walls and the rest of the house], and Underground Thunder.
But back to my question,
* Grousers ... Cost: 2,000 credits per set of treads.
Grousers are
"per set of treads, OK. Both treads right?.
* "Soft Foot Drive" ... Cost: 5,000 credits per tread unit.
* "Claw Drive" ... Cost: 5,000 credits per tread unit.
Those two are
"per tread unit", why would I only want to do a tread unit and not both? or Does tread unit mean set of treads, not just one?
Re: Paladin Steel Storefront
Posted: Wed May 12, 2010 2:02 pm
by taalismn
It should be amended to 'per set of treads'...you are correct, sir, and thus get a free complementary set of replacement tracks with your next purchase.