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Re: Paladin Steel Storefront

Posted: Sat Jul 24, 2010 11:21 am
by abtex
taalismn, must have a nice couch to nap on. That may be why his "to do list" is backlogged.
His Couch in movie trailer.

Re: Paladin Steel Storefront

Posted: Sat Jul 24, 2010 12:05 pm
by taalismn
abtex wrote:taalismn, must have a nice couch to nap on. That may be why his "to do list" is backlogged.
His Couch in movie trailer.



I already have misgivings about the Tron movie...the allure of the first one was that in its clean angular glowing symmetry, antiseptic futurism, and shooting star motion, (and yes, even the off-color skintones) everything looked alive and somehow alien...like you could believe that everything was made of solid energy or tightly packed code...
Now, I don't know if they'll offer up an explaination for it(maybe more advanced computer systems and denser resolution in the System, since computer graphics, as perceived in the User world, are becoming more realistic?) but this just looks like a seedier, neon-lit, version of a regular city, with smoking tires(egad! Is that the best they could do?!) and discotecques, rather than the inside of a computer/alternate dimension...Com'on, Second Life looks better than this!!! They should be bending physics and pushing the limits here...at least give the Programs some digitally-effected hair rather than just leave them as is!

I'm really hoping they're hiding surprises, like killer fractal viruses, or upgraded game tanks, because what I see in that trailer doesn't exactly excite me.

I already got furniture in the works that will blow you away; Tron, despite the prettier eye-candy in tight jumpsuits, looks like it's not even going to ruffle the hairs on my forearms.

Re: Paladin Steel Storefront

Posted: Sat Jul 24, 2010 1:46 pm
by abtex
taalismn wrote:I already got furniture in the works that will blow you away; Tron, despite the prettier eye-candy in tight jumpsuits, looks like it's not even going to ruffle the hairs on my forearms.

Tronettes make nice software for their city.
Chair.
Things that the chair can do.

That must be something in California's water to help make crazies or maybe just the strange come out.

Now taalismn is going make a new gun or such to shot me with...

Re: Paladin Steel Storefront

Posted: Sat Jul 24, 2010 5:35 pm
by ZINO
abtex wrote:taalismn, must have a nice couch to nap on. That may be why his "to do list" is backlogged.
His Couch in movie trailer.

N1 love it

Re: Paladin Steel Storefront

Posted: Sat Jul 24, 2010 6:25 pm
by taalismn
abtex wrote:
taalismn wrote:I already got furniture in the works that will blow you away; Tron, despite the prettier eye-candy in tight jumpsuits, looks like it's not even going to ruffle the hairs on my forearms.

Tronettes make nice software for their city.
Chair.
Things that the chair can do.

That must be something in California's water to help make crazies or maybe just the strange come out.

Now taalismn is going make a new gun or such to shot me with...



I dunno...I still have strong opinions about how certain franchises should look, and the Tron: Heritage looks more like unused sets from Minority Report given to refugees from the remake of Rollerball(and there's ANOTHER remake that missed the point and pulled the teeth of its predecessor---the original Rollerball was pure cyberpunk, corporate wars, conspiracies, and bread and circuses----the remake was just pure wretched skateboarder punk).

Re: Paladin Steel Storefront

Posted: Sat Jul 24, 2010 7:13 pm
by Gamer
So your saying that the virtual world can never change it's look even though the hardware and software that created it has improved by an incredible amount in the meantime.
Riiiight.
That is the one realm that should be allowed to change it's look.

Re: Paladin Steel Storefront

Posted: Sat Jul 24, 2010 8:24 pm
by taalismn
Gamer wrote:So your saying that the virtual world can never change it's look even though the hardware and software that created it has improved by an incredible amount in the meantime.
Riiiight.
That is the one realm that should be allowed to change it's look.


No....I'm saying that if it should change(and I see no reason it shouldn't), it should be something a bit more ...well, EXOTIC....to better distinguish it from User reality..If the Game Realm changes to reflect advances in technology and graphics resolution, it should not only reflect that(for instance; the Recognizers look sharper and more mecha-like), but it should also push the limits, so that it should look to its predecessors as , say, HALO would be compared to PacMan or Tank Battle. So, sure, you can have techno-grit equal to any Grand Theft Auto incarnation...
But also remember that the Game Realm doesn't just reflect the Games; outside the arenas it's supposed to represent a computer system, cyberspace, something that is both knowable and unknowable, dynamic and TRONic ...I dunno; I'm expecting something more along the lines of the cyber-interface in Ghost In the Shell...As is, I wouldn't be surprised if the male lead turned the corner and ran into a bunch of Gumbas chasing Mario.
I'll wait until the movie comes out until I make further judgement(I've been wrong before on movies, but I've also been right on more than one occasion), but I'm just not enticed by the trailer.
In the meantime I'll work towards setting up more hardware for my own corner of cyberspace :D

Re: Paladin Steel Storefront

Posted: Sat Jul 24, 2010 9:16 pm
by Gamer
I get what your saying. :ok:

Re: Paladin Steel Storefront

Posted: Sat Jul 24, 2010 9:58 pm
by abtex
i did not mean to start this.

Re: Paladin Steel Storefront

Posted: Sat Jul 24, 2010 10:17 pm
by taalismn
abtex wrote:i did not mean to start this.

S'right...not blaming you. How could you know I have some serious issues and feelings about movies? Especially older ones that are dear to my heart(when I was first learning how to draw perspective----double vanishing points and all that---my early drawings using it looked very cubistic and clearly drew from TRON architecture----plus I saw it about a dozen times in the old Island Movie Theater in Oak Bluffs)---fond memories... :-D
Still, it was a neat couch and a pretty lady. Her dress could be any one of a thousand permutations of PS 'Skinsuit' armor

Re: Paladin Steel Storefront

Posted: Tue Jul 27, 2010 1:44 pm
by taalismn
Caswell’s Company---GNE Affiliated Mercenary/Free Company
Caswell’s Company is a mechanized infantry/vehicular combat Free Company affiliated with Paladin Steel and Greater New England. Originally one of the House Regiments of the former Connecticut Baronies before their annexation by the GNE, Baron Duane Caswell elected to keep his troops out of the Regular Army, instead chosing to use their money-making potential as mercenaries(while the GNE Regular Army effectively took over the role of protecting the Caswell lands), under the direction of his son, Mathias Caswell. Caswell’s Company would see extensive service in the New West(where they were originally sent to calm fears that Baron Caswell---then running for Senator in the GNE interstate government---might use his household troops to influence the elections), joining the many ‘Desert Legions’ operating there, but would also see action in North Africa, and out-dimension as part of GNE’s Project Outstep.
After making a particularly lucrative strike acting as PS proxies, Mathias Caswell decided to commission several specialized vehicles specifically for the Company from PS, using plans laid down by the Company’s own Operator-in-Chief, Raphael Montgard. These vehicles would serve to further Caswell’s Company’s image as a high-tech mercenary unit( as well as, in new theatres of operations, hide their close relationship with PS and the GNE), and bolster the espirit de corps of the Company members with their own unique ‘look’.
Caswell’s Company is considered to be a Large Mercenary Company with Government sponsorship.
Caswell’s Company also extensively uses modified PSA-10 ‘Pikemen’ power armors for their main heavy infantry formations, the armors being externally reconfigured to match the Company’s design aesthetic(though in all other ways they are identical to the standard model PSA-10).
Caswell’s Company has adopted a dun-coloration as their standard uniform color, though they readily don camouflage appropriate to their area of operations.
Caswell’s Company maintains a large office complex in GNE New York, near Fort Ticonderoga, as well as several semi-developed camp sites in the New West.

Paladin Steel Vortrekker Exploration APC

“We didn’t know those ruins were occupied until that barricade dropped behind us and that armor-piercing obsidian SPEAR came through Gernald’s open hatch way and pinned him to his seat by his throat...Fortunately, Haversol at the back WASN’T asleep, and he gunned it in reverse the moment he knew something was wrong...I don’t think those mutants who dropped all that rubble behind us knew what he was up to until the ‘trekker extended its legs and climbed right up and over all that displaced brick and rubble they were expecting would stop us like a stuck long-pig...Of course, the whole time, me and the war-brethren inside were spinning the gun-turrets, giving the collander-treatment to everything in sight until we were up and out of those ruins...Gernald lived, though even if he could, I doubt he’ll ever drive through unscouted close quarters again with his damn hatch open!”

The PS Vortrekker is another vehicle aimed at the exploration market. Bearing a strong resemblance to the Colter, and sharing many of the same systems and features, the Vortrekker is a basic, utilitarian vehicle of simple, boxy construction. Its chassis and propulsion section shares the same extendable ‘insect leg’ design, but the Vortrekker comes standard with tread units instead of wheels. The Vortrekker is distinguished from the Colter, however, in its larger size, heavier armor, and twin gun turrets on top. The Vortrekker is also notable for its symmetric design, similar to the pre-Rifts ‘Luchs’ armored car; it has no readily apparent front or back, and actually possesses cockpits at both ends of the vehicle, so it drives in reverse as easily as it does forwards. This allows it to back out of situations faster than it would otherwise, or if the forward driver is incapacitated.
The Vortrekker was developed in response to a contract for a mercenary unit, Caswell’s Company, and the first twenty vehicles( as well as replacements for same) went to the Company. Paladin Steel was authorized to manufacture more under license as requested by Caswell’s Company. The Vortrekker has been tentatively offered for sale to select customers; it is assumed that Caswell’s Company receives a royalty from these sales.
Type: PS/CC-S-ATV21
Class: Multi-Purpose All-Terrain Armored Personnel Carrier
Crew: 2+8 passengers
MDC/Armor by Location:
Main Body 400
Reinforced Crew Compartment 100
Turrets(2) 80 each
Tread-Legs(4) 80 each
(Optional) Mini-Missile Launcher 35
Height: 7.5 ft (10 ft with legs at full extension)
Width: 9 ft (11 ft with legs at full extension)
Length: 18 ft (20 ft with legs at full extension)
Weight:30,000 lbs
Cargo: 1 ton of equipment internally
Powerplant:Liquid-fuel, electric, super-solar electric(same as described in Rifts Source Book One and SB1 Revised), or Nuclear-Fusion w/ 20 energy life
Speed: 55 MPH
Can scale obstacles 4 ft tall
Market Cost: 4 million credits for liquid fuel, 5 million for electric. 6.3 million for nuclear
Systems of Note:
Standard Robot Systems.
Weapons Systems:
1) Gun Turrets(2)---The Vortrekker’s main armament are two light turrets, one fore and the other aft, each mounting a rapid fire weapon, such as a light cannon, rail gun, pulse laser, or grenade launcher.
a) 12.7mm Gatling Gun
Range: 2,000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: EGCHH
Payload: 2,000 rds

b) 5.56mm M-214 Chain Gun---Old-style XM-214 gatling, modified to fire MDC-ceramic piercer rounds. Overall damage isn’t terribly good, but the range is excellent and rate of fire tremendous.
Range: 6,560 ft
Damage: 1MD single rd, 1d10 MD per 10 rd burst, 1d4x10 MD per Full Melee Burst of 40 rounds
Rate of Fire: EGCHH
Payload: 4,000 rds

c) Light Rail Gun
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst.
Rate of Fire: ECHH
Payload: 2,000 rd drum per cannon
Cost: 70,000 credits

d) Pulse Laser
Range: 4,000 ft
Damage: 3d6 MD single shot, 1d6x10 MD for a four-shot rapid-fire burst
Rate of Fire: EGCHH
Payload: 200 shot battery if conventionally powered, Effectively Unlimited if nuclear powered

e) 40mm Grenade Launcher
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: Standard
Payload: 250 rds
Cost: 50,000 credits

2) (Optional) Mini-Missile Launcher----The Vortrekker can carry a box-style mini-missile launcher on the roof between the two gun turrets.
Range: Varies by Missile Type
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-10
Payload: 30 mini-missiles

3) Smoke Mortars(2x6)----The Vortrekker mounts two six-tube light grenade launchers specifically configured to launch smoke or chemical rounds. Alternatively, the launchers can burn the rounds in their tubes, spreading smoke or chemical fog in the immediate vicinity of the tank, then ejecting the spent gas cartridge afterwards.
Range: 500 ft
Damage: Smoke or Tear Gas
Rate of Fire: Volleys of 1-4
Payload: 24 shots(2 grenades per tube)

Options:
*Chameoline System---Special fiber optics in the hull can change the color scheme of the vehicle between any one of ten different schemes(programmed in at the time of purchase), including basic camouflage schemes.
Cost: 100,000 credits

* Applique Armor---Additional armor plates can be hooked, welded, or epoxied on. For the sake of calculating movement penalties, three armor weight categories are used; Light, Medium, and Heavy, and several armor options are offered.
*Light----Adds 10-100 MDC main body, + 1-2 tons, without movement penalties
----Cost: 15,000 credits per 10 MDC
*Medium---Adds 110-200 MDC main body, +2-4 tons, but with a reduction in top speed of 15%
----Cost: 16,000 credits per 10 MDC
*Heavy----Adds 210-360 MDC main body, +4-6 tons, but with a reduction in top speed of 25%
----Cost:18,000 credits per 10 MDC
*Laser Ablative Armor(Option)---PS laser-ablative ceramic, based on alien materials. Lasers do HALF damage. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----Cost:+800,000 credits(Rarely available to outsiders)
*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasm-based attacks do HALF damage
----Cost: +1 million credits
*Chemical Resistant Armor(Option)----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage.
----Cost: +1.1 million credits
*Advanced Radiation Shielding---This shields the vehicle against even the sort of radiation to be expected in the close vicinity of a breached nuclear reactor. Adds 20% to weight.
----Cost: +1.3 million credits
*Jettisonable Armor(Option)---Special pre-cut division channels, break points, and integral explosive bolts allow the vehicle crew to jettison the applique armor, shedding it, usually to restore mobility(in the case of medium- and heavy-armors), lose contaminated outer plates, or shed unwanted riders. Once jettisoned, the applique armor CANNOT be re-attached without extensive reconstruction and refurbishment(if anything is left at all of the original material)....Essentially, one has to re-buy the applique and/or jettisonable armor option to regain its benefitts.
OPTIONAL: The explosive bolts, at the GM’s discretion, can explode off with enough force to do 1d6 MD to an 15 ft radius around the vehicle, due to flying armor fragments.
Cost: +4,000 credits+cost of armor

*External Antipersonel Fletchette Packs(40)----An effort to further protect the slow moving APC against faster power armor and infantry, this system consists of s series of directional ‘claymore’-style fragmentation grenades attached to the outer hull and triggred either by command or by motion detector trip to fill a ‘kill zone’ around the tank with lethal shrapnel and anti-personnel fletchettes.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the APC(sides, front, back) has 10 fletchette packs each(40 total),
Cost: 300 credits per charge.

Variants:
*PS/CC-S-ATV21UEx1---A Vortrekker configured as a ammunition mule, with internal space for 2 tons of ammunition, special blow-out paneling to protect against ammunition cook-offs(giving the crew a chance of possibly surviving), and extending armored ammunition conveyor chutes, allowing the APC to roll up to another vehicle and start reloading them without crew having to step outside.

Paladin Steel Laandsrad Armored Car
(aka ‘Skeeter’)
“Supposedly you can climb a sixty-degree slope the way this thing’s treads are articulated; some of the guys in the Company recon platoon claim to have done it during a hot pursuit...Zooom! Straight up a mountainside! I wouldn’t advise it though, because if you’re wrong and hit a rock outcropping, the buggy’s going up and over on its back...and you do NOT want to be doing the Dying Cockroach in the middle of a combat zone!”

The Laandsrad AFV was also commissioned by Caswell’s Company as an all-terrain fast attack vehicle. The vehicle was inspired in many ways by the Tarnow T-322(Mathias Caswell may, in fact, have seen trials of the three examples bought by Paladin Steel and imported to North America for evaluation), and was designed to meet the need for a light, fast, low-profile ‘cruiser tank’ that could outpace heavier vehicles, while still carrying a substantial punch with regards to armament.
Like the Vortrekker, the Laandsrad is carried by four tread units on articulated robot legs, but the Laandsrad’s leg-pylons are longer and more elaborately jointed, like a giant grasshopper’s, allowing it to clamber with relative ease over rubble, landslides, wrecks, and other obstacles and rough terrain. The AFV is lighter and lower-profiled than the slab-sided Vortrekker, with less armor, but the Laandsrad is considerably faster.
The Laandsrad mounts a main modular weapons turret aft of the hull midpoint, and two smaller mini-weapon turrets on the front glacis plate for close-in and anti-personnel weaponry. It is meant for rough terrain hit and run missions, rather than stand and fight, since its armor is rather light. Laandsrads are thus used as fast recon vehicles and breakthrough vehicles, exploiting breaks in enemy lines and unprotected flanks to race to exposed rear areas and undefended quarters.
Caswell’s Company took an initial order of 25 Laandsrads, plus a dozen replacement vehicles. The Company has first option on more, and presumably has a design-commission deal with PS once the exclusivity contract runs out, giving them a cut of any future profits from sales, should PS manufacture the design for the general market.
Type: PS/CC-AFV(R)-02
Class: Armored Fighting Vehicle, Recon
Crew: 3
MDC/Armor by Location:
Main Body 280
Reinforced Crew Compartment 100
Legs/Tread Units(4) 60 each
Main Turret 100
Mini-Gun Turrets(2) 25 each

Height: 6 ft (12 ft with legs at full extension)
Width: 7 ft (10 ft with legs at full extension)
Length: 17 ft (19 ft with legs at full extension)
Weight: 21,000 lbs
Cargo: Small space in cabin for survival packs and sidearms
Powerplant: Electric (700 mile range) or Nuclear w/ 15 year energy life)
Speed: 100 MPH
Can scale obstacles 6 ft tall
Market Cost: 4.5 million credits for electric, 6.5 million for nuclear ; rarely available
Systems of Note:
Standard Robot Systems.
Weapons Systems:
1) Modular Main Turret(1)---The Laandsrads mount a single remote control turret in the rear of the fighting compartment. Typically, this turret mounts a light autocannon of 20-30mm caliber, and a light missile launcher or two, but it can also be fitted with other projectile and energy weapons.
a) 20mm Autocannon
Range:(20mm)4000 ft, 7,200 ft for the Model 2N
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: 40,000 credits. 50,000 credits for the Model 2N

b) 30mm Autocannon
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

c) 45mm ‘Hellshot’
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot only; EGCHH
Payload: 55 shots
Market Cost: 120,000 credits per cannon, 800 credits per penetrator round

d) Extended Range 45mm ‘Hell-Shot-E’---A longer ranged vehicular version of the PA-portable ‘Hellshot’. Rumor has it, Caswell’s Company came across plans for a pre-Rifts Czech Skoda-designed weapon at a old U.S. Army artillery range, and passed them on to PS. The resulting weapon has slightly better range and performance.
Range: 4,200 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot only; EGCHH
Payload: 55 shots
Market Cost: 150,000 credits per cannon, 800 credits per penetrator round

e)Heavy Rail Gun
Range: 5,000 ft
Damage: 1d6x0 per 20 rd burst
Rate of Fire: EGCHH
Payload: 3,000 rd drum

f)80mm MB Gauss Cannon(PS-MDJ80M)
Weight: 5,800 lbs (2.9 tons)
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: 24 shots
Cost: 1.1 million credits (500,000 credits)

g)Mini-Missile Rack---20 shot pod

h) Short Range Missile Rack----10 shot pod

i) Heavy Hitter Anti-Armor Missile Launcher
Range:Varies by Missile Type
Damage:2d4x10 MD
Rate of Fire: Volleys of 1,2, or 4
Bonus: +6 to strike
Payload: 6 per hardpoint
Cost:Basic launcher costs 25,000 credits(missile costs seperately)

j) Medium Range Missile Rack---4 shot pod

k)M-BiLar AT-5000 (PSMBL-5000B) Heavy 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: 120 shot battery capacity. Effectively Unlimited if nuclear powered.

l) Sensor Cluster---Rather than carry weapons on its main turret, the Laandsrad can carry a large sensor package instead, with the following:
-Lance Scanner---Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic mines, but takes twice as long).
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordinance.
-Aura Scanner---For detecting and identifying PPE concentrations
-Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered accoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics.
-Optical Cluster-Sensors: Telescopic, IR/UV, Thermo-Imaging, Audio-Video-Survellance System
-Mini-Radar--5 mile range
-Motion Detector--200 ft range
-Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munitions/weapons
-Laser Targeting System(+1 to strike)
Range: 2000 ft
Cost: 95,000 credits

2) Mini-Weapons Turrets(2)---Mounted one on each side of the front glacis plate are two small weapons turrets. They can fire separately or can be set to fire in synch with each other.
a) Light Rail Guns
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst.
Rate of Fire: ECHH
Payload: 2,000 rd drum per cannon
Cost: 70,000 credits

b) Pulse Lasers
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10 MD triple shot burst
Rate of Fire: Standard
Payload: 300 shot battery pack for conventionally powered versions, effectively unlimited if nuclear
Cost: 40,000 credits

c) Ion Blasters
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

d) Plasma Gun
Range: 1,600 ft
Damage: 6d6 MD single shot, 1d6x10+12 MD simultaneous shot
Rate of Fire: ECHH
Payload:80 shot battery pack for conventionally powered versions, effectively unlimited if nuclear
Cost: 60,000 credits for the set

e) Light Machine Gun
Range: 3,000 ft
Damage: 6d6 SDC per single shot, 4d6x10 SDC(1d4 MD) per 10 rd burst
Rate of Fire: EGCHH
Payload: 2,300 rds per gun
Cost: 2,500 credits

f) 30mm AutoGrenade 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: 50 shot drum

g) Flamethrower
Range: 300 ft for napalm gels
Damage:
(Wellington plasma napalm) 3d6 MD burst
(MD Gel)4D6 MD Upon contact, burning for 1D6 rounds doing 2D6 MD per round. Anything that the character touches also starts on fire. Any combustible materials within touching distance, clothes, brush, etc. also ignite.
Rate of Fire:Standard
Payload: Enough fuel for 35 blasts
Special Features: *Multi-Fuel Capacity
Cost: 10,000 credits

3) Smoke Mortars(2x6)----The Laandsrad mounts two six-tube light grenade launchers specifically configured to launch smoke or chemical rounds. Alternatively, the launchers can burn the rounds in their tubes, spreading smoke or chemical fog in the immediate vicinity of the tank, then ejecting the spent gas cartridge afterwards.
Range: 500 ft
Damage: Smoke or Tear Gas
Rate of Fire: Volleys of 1-4
Payload: 24 shots(2 grenades per tube)

Options:
*Chameoline System---Special fiber optics in the hull can change the color scheme of the vehicle between any one of ten different schemes(programmed in at the time of purchase), including basic camouflage schemes.
Cost: 100,000 credits

Re: Paladin Steel Storefront

Posted: Tue Jul 27, 2010 10:44 pm
by ZINO
#1 N1
#2 LOVE IT
#3 how would this look like or which vechlie would close resemble

Re: Paladin Steel Storefront

Posted: Wed Jul 28, 2010 1:50 pm
by taalismn
Paladin Steel Trasis Heavy Tank
“I tell yah...sitting between those two one-fifty-fives going full auto on a target....it’s better than sex!”

The Trasis was the third vehicle commissioned by Caswell’s Company, and was meant to give the mercenary company a heavy MBT and artillery support vehicle.
The Trasis is an unrepentant gun-monster; a super-heavy armored tank/robot-slayer....The heavy-duty treads fairly groan under the mass of the turret, which is as wide as the lower chassis. The Trasis mounts not one, but two, 155mm guns, feeding from an armored magazine in the rear of the turret. Their combined rate of fire can tear heavy robots and tanks apart within seconds. Four small twin-mount gun turrets also adorn the large turret, providing air defense and anti-personnel fire.
The Trasis is a high profile vehicle, and quite slow, compared to hovertanks and many more modern MBTs, so it is also quite heavily armored.
When operating in the field, Trasis tanks often have a support element of Vortrekker or Clysdale APCs acting as ammunition carriers to feed their guns, as in protracted combat, the twin 155s can easily eat through onboard magazine stores within minutes, risking leaving the tank high and dry without any ammo in its guns.
Caswell’s Company bought an initial order of 12 Trasis tanks, with another 14 as reserves, and the option to buy additional units at discount.
Though initially commissioned for Caswell’s Company, it has been hinted that Paladin Steel will manufacture the Trasis for other interested parties(Caswell’s Company getting a percentage of future sales). Despite early rumors of the exclusivity of the design to Caswell’s Company, reports have surfaced of Trasis(or Trasis-like) vehicles spotted around PS and GNEAS facilities, sporting Greater New England markings.
Type: PS/CC-MBT18 Trasis
Class: Heavy Main Battle Tank
Crew: 5
MDC/Armor by Location:
Main Body 700
Reinforced Crew Compartment 100
Heavy Turret 300
Turret Compartment 100
Air Defense Turrets(2) 45 each
Treads(2) 80 each
Height: 10 ft
Width: 10 ft
Length: 35 ft
Weight: (26 tons; Guns) 85 tons
Cargo: Small space in cabin for survival packs and sidearms
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed: 42 MPH
(Underwater) Fully buttoned up, the Trasis can survive depths of down to 500 ft, and drive along the bottom of bodies of water at 6 MPH.
Market Cost: 34 million credits
Systems of Note:
Standard Robot Systems.
Weapons Systems:
1) Twin 155 mm LB Massdriver Cannon(PS-MDJ155L)---These two weapons sit side by side in the large turret, controlled from a center-line gunnery station with magazines in the center and rear. The guns are mounted for both direct and indirect fire.
Range:(Direct Fire) 45,000 ft(9 miles)
(Indirect Fire) 110,000 ft (22 miles)
( Plasma Cluster-Direct Fire) 27,000 ft (5.4 miles)
(Plasma Cluster-Indirect Fire) 70,000 ft (14 miles)
Damage:High Explosive(HE)---- 3d6x10 MD to 50 ft radius
High Explosive Anti-Tank(HEAT)---- 4d6x10+20 MD to 10 ft radius
Fragmentation---2d6x10 MD to 60 ft radius
Plasma----- 1d6x 40+10 MD to 50 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 6d6x10 MD out to 20,000 ft, 4d4x10 MD out to maximum range
(Plasma Cluster)---15 submunitions---Does 1d4x100+20 MD to a 20 ft blast radius, 6d6 MD concussion damage to an 80 ft blast radius
Rate of Fire: Twice per melee
Payload: 3 ton ammunition capacity
155 mm AP shell weighs 100 lbs( 20 shots per ton)
155 mm Plasma Cluster shell weighs 150 lbs( 13 shots per ton)

2) Roof Anti-Air Defense Cupolas(2)---Two turrets on top of the tank provide air defense, and can operate independently or in coordination with each other. Can be fitted with either 30mm cannon or pulse lasers.
a)AA Cannon (2)-----Twin 30mm ramjet cannon with an integral sensor cluster mounted in each turret. Each cannon is on an independent pivot mount w/ 60 degrees elevation, and are designed to fire in synch with the other cannon.
Sensors: Radar ---10 mile range
Range:10,000 ft
Damage: 3d6 MD single rd,
6d6 MD double rd burst
3d6x10 MD 20 rd burst
6d6x10 MD per double (40 rd) burst! (Takes two attacks)
Rate of Fire:ECHH, as an automated defense system linked to a radar/sensor system, has a +3 to strike, and four attacks per melee.
Payload:660 rds(that’s 33 20-rd bursts, or 16 40 rd bursts!)
Bonuses: +3 to strike airborne targets

3) Lateral Light Turrets(2)---PS engineers have read enough history to know that big tanks draw little problems in the form of infantry; the German Army learned that lesson the hard way in Russia, where their hulking Elefant assault guns fell easy prey to Soviet foot soldiers with anti-armor charges. To save the Trasis from from a similar fate, PS engineers have installed a light weapons turret on each side of the tank.
A) Light Rail Gun---Based on PS’s STARifle:
Range: 2,000 ft
Damage: 1d6 MD per single shot, 5d6 MD on a 5 shot burst, 1d6x10 MD per 10 rd burst
Rate of Fire: Single shot or 5-shot burst, Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: 1,200 rd drum feeding both weapons(60 bursts per gun)
Cost: credits

B) Pulse Laser Turret: Paladin Steel also offers a lower-powered laser system, with unlimited payload and a longer range. The Pulse Laser is intended as an anti-aircraft/anti-missile system, and can be remote-linked to an air defense grid system, such as the Meles AAAV, Rattlesnake AAV, or the Vixen Fighter/Recon Pod, (Part of Paladin Steel's emerging BAMSP: Battlefield Asset Management System Package).
Range: 6,000 ft
Mega-Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: Unlimited
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)
Cost: 45,000 credits

C) Light Plasma Cannon
Range: 1,800 ft
Damage: 6d6 MD single shot
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: Effectively Unlimited
Cost: 30,000 credits

D) Light Ion Blasters:
Range: 1,600 ft
Damage: 3d6 MD single shot, 1d6x10 MD pulse burst
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: Effectively Unlimited
Cost: 30,000 credits

4) Smoke Mortars(2x6)----The Trasis mounts two six-tube light grenade launchers specifically configured to launch smoke or chemical rounds. Alternatively, the launchers can burn the rounds in their tubes, spreading smoke or chemical fog in the immediate vicinity of the tank, then ejecting the spent gas cartridge afterwards.
Range: 500 ft
Damage: Smoke or Tear Gas
Rate of Fire: Volleys of 1-4
Payload: 24 shots(2 grenades per tube)

Variants:
Because production numbers are so low, there are no official variants of the Trasis; however, sources report that both Caswell’s Company and Paladin Steel have discussed variant models using different armament fitouts.
The favored configurations would take advantage of the Trasis’s nuclear powerplant and swap out the 155mm massdrivers for energy weapons, losing the indirect fire capability, but giving the main armament a faster rate of fire , and reduce the risk of an ammunition cook-off from a critical strike.
Examples of energy weapons under consideration:
* Magbolt Plasma Launcher---Yet another fine weapon in the Magbolt series of weapons. Capable of firing a magnetically-cocooned plasma ‘shell’, or of firing seperate magnetic vortices. It can fire a particularly devastating ‘shotgun blast’ of invisible mini-vortices that can barrel through infantry and cut down a squad like hay.
Range:(Plasma Shell) 5,000 ft
(Vortice) 3,000 ft
(‘Shotgun Storm’) 1,800 ft
Damage:(Plasma Shell) 2d4x10 MD to 15 ft blast radius
(Vortice) 1d6x10 MD, plus concussive knockdown:
(‘Shotgun Storm’) 6d6 MD to 50 ft area
Rate of Fire:(Plasma Shell) 4 times per melee
(Vortice) Six times per melee
(‘Shotgun Storm’) Twice pe melee
Bonuses: Magnetic vortices, being invisible, are -8 to dodge
Payload: 300 shot battery (if conventionally powered).
1 Plasma shot equals 2 charges
1 EM Vortice equals 1 charge
1 Shotgun Storm equals 3 charges
Effectively Unlimited w/ nuclear powerplant
Cost:NOT AVAILABLE TO THE MARKET;EXCLUSIVE TO GNE.

*Pulse Laser(PS-RFL-25), the so-called “Prosek’s Gift’ thanks to its being derived from a reverse-engineered Coalition weapon!
Range: 6,000 ft
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 150 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:600,000 credits


*H-Ion Cannon---New Navy-derived heavy ion weapon.
Range: 6,000 ft
Damage: 3d4x10 MD per shot
Rate of Fire: 4 times per melee
Payload:100 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:800,000 credits

*Heavy Particle Beam Cannon
Range: 6,000 ft
Damage: 3d6x10 MD per blast
Rate of Fire: Three times per melee
Payload:80 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 950,000 credits

*RFL-42 Slayer Quad-Laser Cannon---The powerful PS-RFL-40, a new PS laser weapons system with better range and a redesigned coolant jacket.
Range: 6,000 ft(60,000 ft in space)
Damage: 4d6 MD single shot, 2d4x10 MD short burst (four shots, one from each barrel), 4d4x10 MD medium burst (eight shots, two from each barrel in sequence), 4d6x10 MD long burst (takes two attacks), or 6d6x10 MD full melee burst (takes three attacks).
Rate of Fire: EPCHH
Payload: 100 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 4 million credits; rarely available

Re: Paladin Steel Storefront

Posted: Wed Jul 28, 2010 3:04 pm
by ZINO
#1 N 1
#2 LOVE IT
#3 how would this look like or which vehicles would close resemble(Paladin Steel Trasis Heavy Tank
Paladin Steel Laandsrad Armored Car)

Re: Paladin Steel Storefront

Posted: Wed Jul 28, 2010 4:03 pm
by taalismn
ZINO wrote:#1 N 1
#2 LOVE IT
#3 how would this look like or which vehicles would close resemble(Paladin Steel Trasis Heavy Tank
Paladin Steel Laandsrad Armored Car)



Whie I have sketches of all of the vehicles concerned, I'm not yet ready to post them in any form...The nearest I can come to an actual 'real world' vehicle is that the Trasis looks something like the PzH 2000 SPG, only with two guns in the turret, each mounted more outboard of eah other(rather than directly side by side).

Re: Paladin Steel Storefront

Posted: Wed Jul 28, 2010 6:33 pm
by ZINO

Re: Paladin Steel Storefront

Posted: Thu Jul 29, 2010 10:39 pm
by taalismn
“What’s Old is New Again, and Inexpensive as Well,
So Get Yourself a Repligun, and Send Those Demons Packin’ Back to Hell!”



Semmerling Automatic Pistol (PS Repligun)
“HAW-haw-HAW! Gettaload of the toy gu-*BLAM*---ulk......”(THUD)

The Semmerling is a limited production small arm meant to maximize stopping power in a minimal package, as a hold-out weapon for those who might lose their primary sidearm. Simplicity and concealability were also factors in the Semmerling’s construction; the weapon is very small and quite light weight, with only 33 parts(including fasteners), but very high quality construction. Resembling a snub-nosed automatic pistol, the Semmerling is a manual repeating double-action pistol firing the powerful .45 round, giving the small pistol considerable recoil, but serious stopping power. The Semmerling’s triggeguard merges smoothly with the barrel housing, preventing the weapon from catching on clothing, and the pistol grip pads can be removed entirely, allowing the shooter to check the status of the magazine by sight. Other features included a cocking mechanism that could tell the shooter by touch the state of the weapon(important, since the Semmerling lacks a safety, slide release, and decocker), and an optional double-action trigger.
The Semmerling series was produced in the United States in the early 1980s, and comprised the LM1, LM2, LM3, LM4 and the XLM models. A stainless steel variant was later produced by American Derringer. The Semmerling was essentially handcrafted, with only 600 examples of the LM4 model produced.
The Semmerling is among a large number of weapons(“repliguns”) that has been re-introduced by various manufacturers in port-Rifts North America, seeking to take advantage of the introduction of megadamage munitions to the market.
Paladin Steel has issued its own version of the Semmerling, manufactured in megadamage ceramics and plastics for lower weapons scanner signature, and capable of chambering an express round. The weapon has become popular with bounty hunters and police officers looking for a good holdout weapon, and civilians seeking a little extra protection.

MDC: (PS variant only) 4
Weight: 19.77 ounces
Length: 93.98 mm (3.7 inches)
Range: 150 ft
Damage: ( Standard .45 ACP) 4d6 SD
(Rifts)
(Express Round) 5d6 SD(increase range to 250 ft)
(Ramjet) 1 MD per rd
(Wellington Exploders) 12d6 SD per rd
(PSX-2) 1d6 MD per rd
Can chamber a variety of other ammunition types, including silver, wood, Glaser, and TW bullets.
Rate of Fire: Single shot, ECHH
Payload: 5
Cost: 750 dollars
(PS model) 950 credits

Paladin Steel Nu Calico M-950 9mm Pistol (PS Repligun)
“Dang! Doesn’t that thing EVER run out of bullets?!”

The sleek, futuristic lines and large helically-stored ammunition capacity of this heavy automatic pistol caught the attention of Paladin Steel when they found examples on the Black Market, and they decided to do the same thing with it that they did with the Colt Model 1911, by updating the weapon with modern materials, lubricating coatings, and add-on features. The firing mechanism has been modified for a higher burst rate of fire from its original semi-automatic setting, though the weapon does tend to lose accuracy at the higher rates of fire unless properly held/braced. The weapon can, as always, accommodate a variety of ammunition types, including the recently re-introduced ‘Nema 9’ DSRound.
Since its introduction, the Nu Calico has become a good seller with mercenaries, security forces, and bounty hunters. It is used in quantity by Paladin Steel Security forces, though the Greater New England Armed Services have not acquired the weapon in any great numbers.
Weight: 2.2 lbs
MDC: 10
Range: 200 ft
Damage:( Standard 9mm) 3d6 SD
(Express Round) 4d6 SD(increase range to 250 ft)
(NEMA-9 Saboted Round) 5d6 SD per rd, 1d6x10 SD per 3-rd burst, 2d6x10 SD on a six-round burst
(Ramjet) 1 MD per rd, 1d3 per 3-rd burst, 1d6 MD on a six-round burst
(Wellington/PS Exploders) 6d6 SD per rd, 2d4x10+10 SD per 3-rd burst, 4d4x10+20 SD on a six-round burst
(PSX-2) 1d4 MD per rd, a three round burst does 3d4 MD, 4d6 MD on a six-round burst
Rate of Fire: Single shot, 3-round, or 6-round burst
Payload: 50- or 100-rd helical magazine
Features:
*Top Sight Rail---Can be fitted for a variety of sights, laser spots, and scopes.
*Corrosion-proof Construction
*Barrel Threading---The receiver end is fully threaded for the attachment of silencers, flash hiders, barrel extensions, and pistol/rifle grenade launchers.
Cost: 1,000 credits
Options/Accessories:
*Wire Buttstock---adds 10 inches to length. Cost: 30 credits
*Foregrip---Forward pistol grip for steadying the weapon when firing bursts. Cost: 25 credits
*Carbine Conversion---This adds an extra length of barrel that increases the length of the Calico by 14 inches, and adds 420 ft to the effective range. Cost: 80 credits
*Flash Hider---Cuts down on the muzzle flash. Cost: 45 credits

Variants:
*Nu Calico .22
----Virtually the same weapon, only firing a lower-powered .22 cartridge. The snub-nosed basic configuration, with its large ammunition capacity, makes it popular as a ‘jacket gun’, especially with bounty hunters.
Range: 190 ft
Damage:( Standard .22) 1d8 SD
(Ramjet) Not available
(Wellington/PS Exploders) 3d8 SD per rd or 9d8 SD per 3-rd burst
(PSX-2) 1d4 MD per rd, a three round burst does 3d4 MD, 4d6 MD on a six-round burst
Cost: 850 credits

*Nu Calico .22C---An experiment in combining the Calico design with caseless ammunition. The 50-and 100-round magazines can now hold 55 and 110 rounds respectively,and the weapon no longer needs to eject spent casings, but does require more maintenance and cleaning over the standard designs
Cost: 950 credits

*Calico/Ingram Conversion Kit---This allows for the conversion of a standard 9mm Ingram-pattern SMG to use Nu/Calico helical magazines feeding from the top of the weapon. Cost: 460 credits

Re: Paladin Steel Storefront

Posted: Fri Jul 30, 2010 12:20 am
by Shark_Force
your ROF on the calico is inconsistent. ramjet mode only has single-shot listed (d3 MDC for 3 shot burst would make sense) as are standard and express, while the PS-X2 has damage for a 6 round burst. otherwise, looks nice :)

(though i would argue that footnotes detailing explicitly the availability of silver, wood, and cold iron rounds would also make sense on rifts earth, since there seems to be little point in not arming your troops with materials that are frequently explicitly required to harm certain supernatural beings)

Re: Paladin Steel Storefront

Posted: Fri Jul 30, 2010 1:08 am
by Shark_Force
and more linky goodness.

Post 1
Post 2
Post 3
Post 4
Post 5

Post 6

Paladin Steel Infantry Decoys
Paladin Steel/Hangar-18B/Vought Corsair II(TW)
Paladin Steel Von Stueben Heavy Tank
Paladin Steel ‘Buffalo’ Ordnance Disposal Vehicle
Armongus-brand Megadamage Reinforcement Slime
Paladin Steel Silken-Swift Armored Limousine
Paladin Steel ‘Stratos’ Scout Car
Paladin Steel/Paragon Progress ADLBA-1 Dropsuit Glide Armor
Paladin Steel/Paragon Progress ‘Avalanche’ Earth Elemental Emulation Assault Cyborg
Paladin Steel/Hangar-18B/Grumman F9F-8 ‘Sea Cougar’ (TW)
Paladin Steel Bat Light Hover Jet
PS Holland-class Patrol Submarine
Paladin Steel ‘Spamfac’ Semi-Mobile Asteroid Miner
Paladin Steel Autonomous Benthic Assistants(ABA)
includes:
ABA Type-1 Wrasse
ABA Type-2 Cudda
Paladin Steel ‘Mongrel’ Light Robot Vehicle
Paladin Steel ‘Megabago’ Medium Utility Hover Vehicle
includes:
lots of variants, some of which are much more detailed than usual.
Paladin Steel Haven-class Escort Carrier
Paladin Steel ‘Cyberconda’ Flex-Bot
PS Salerno Landing Ship
Paladin Steel Kraken Deep Sea Robot
Paladin Steel ‘Slepnir’ Heavy Hover Carrier
includes:
lots of variants, some of which are much more detailed than usual.
Paladin Steel Yellowjacket Light GMR Aerodyne
Paladin Steel ‘SkyLift’ Aerial Crane
PS ‘Condor’ Medium Aerospace Transport
Paladin Steel ‘DanBot’ Humanoid Utility Drone
Paladin Steel Atmosphere-Adaptive Bionic Lungs
Maushop class Submarine Freighter
Paladin Steel DimCorps ’Goddard’ Out-Dimension Light Low Orbital SurveySatellite (LLOSSAT) System
Less (likely to be) Lethal Weaponry
includes:
Paladin Steel PSETMP-02 ‘Bubbler’ Projector
Paladin Steel PSETMP-03 ‘BindaGun’ Restraint Projector
Paladin Steel ‘SkyDagger’ XF-UCV-45 Fighter Drone
Paladin Steel Tempest-class TW Cruise Missile
Paladin Steel ‘Batfish’ Floatplane Fighter-Bomber
More small arms to waste your credits on(or hang on your wall)
includes:
Paladin Steel PSAGL-23C 23mm Micro-Grenade Launcher Pistol
Paladin Steel New Colt Model M118 Automatic Pistol
Paladin Steel MC-1 ‘Multi-Caliber’ Artillery Pieces
Paladin Steel Aries Full Conversion Assault Cyborg
Paladin Steel Night Wave Corvette
Paladin Steel Officers and Divisions:
includes:
(some of this is repeat material if I'm not mistaken)

Notable Personalities:
CEO Elijah Vanderbilt
Deneva Khalene
Michael Redfern
Sondra Elliot
Veronica Malgora
Syra

(PSP)
Thig Hamuldson
Millos Scontar
Joheem Keen

(PSHMA)
Elton Sokohail
Rizzo

(PSA)
Brontus ”Crash Helmet” Tulk
Anita Baskal

(PSMP)
Vernon Boch

(PSAWD)
Wanda Indiri
Veri Amolland

(PSRbt)
Scandar Zin
Sal(8455)

(PSAWA)
Vincent “Gort” Thompson
Kugal Schaeffer

(PSCE)
Krag Arnoldson
Denis Ebuto Hibiki

(PSAS)
Arda LaShen
Azurel Dench

(PSR)
Dasio Mercus
Agos Goldhammer
Captain Antony Clenson

(PSE)
Trent Carlister
Gogan

(PHD)
Madame-Doctor Silvia Danastras
Doctor Krisz

(PSMW)
Desmond Fontos

(PSNA)
Doctor Muktar Dois

(ABTechS)
Ursula Kronig
Schorg Kemmin

(PSSD?)
Gerhart Roscin

Divisions:
PS Plate(PSP)
PS Heavy Machine Assembly(PSHMA)
PS Aviation(PSA)
PS Maritime Projects(Hydro Division)(PSMP)
PS Advanced Weapons Division(PSAWD)
PS Robotics(PSRbt)
PS American Volkswagen Automotive(PSAWA)
PS Contract Engineering(PSCE)
Paladin Steel AeroSpace(PSAS)
Paladin Steel Resource(PSR)
Paladin Steel Energy(PSE)
Paladin Heart Division(PHD)
Paladin Steel MageWorks (PSMW)
Paladin Steel NanoAutomata (PSNA)
Paladin Steel Advanced Biological Technologies Studies (ABTechS)
Paladin Steel Sales Department (PSSD?)
(Relatively) Small Arms
includes:
Paladin Steel PSHM-40 ‘Crusher’ 40mm SuperHeavy Automatic Pistol
Paladin Steel PSLAGL-40D 40mm Light Grenade Launcher
Paladin Steel M-120 Automag Pistol
Paladin Steel AR-15G ‘Grendelsbane’ Automatic Rifle
Paladin Steel ‘Mantis’ Modular Infantry Robot
Paladin Steel Vixen LVX-U66W Micro-Fighter
Paladin Steel Chandar Medium Hovertank
Paladin Steel ‘Magnus’ Infantry Robot

Re: Paladin Steel Storefront

Posted: Fri Jul 30, 2010 1:56 am
by Shark_Force
notes: yes, there are 2 links that are not yet on this linked directory. If you want them, scroll up a bit, or persuade Palladium to increase their 50-link limit to a 52-link limit (good luck on that, there's a reason I have no plans on trying). They are, respectively, the Paladin Steel Trasis Heavy Tank, and two new Paladin Steel firearms. I do plan on including them in the next post (which is only about 42 new links worth away). also, i got bored and started putting in editor's notes in some case. feel free to ignore them (or start up your own equivalent project... I've done most of the work for you, you'd just have to quote my posts and tidy them up, I won't stop you). Finally, Taalismn, if you don't like my headings for your multi-entry posts, you are more welcome to include more official headings ;) (the rest of you can suck it up, since it's not your material I'm mangling ;) :P (that's a joke, son) )

Post 1
Post 2
Post 3
Post 4
Post 5
Post 6

Post 7

Paladin Steel PS-T-34 ‘Kodiak’ Medium Tank
Paladin Steel M4A3 “Sherman” Medium Tank
Paladin Steel AAST-8 ‘Wyvern’ Light Aerospace Transport
More Paladin Steel Guns
includes:
Paladin Steel BAR2 Light Rail Gun
Paladin Steel PSPBW-11 Particle Beam Rifle
Paladin Steel PSIW-M3A1 ‘Greaser’ Ion Weapon
Paladin Steel PSPPR-22M1928 ‘Thompson’ Plasma Submachine Gun
Paladin Steel/Hangar-18B ‘Atlatal’ SlingScout Variant
GNE Nationalist Mercenary Units
includes:
basically, fluff you can stuff into the "make your own mercenary squad" tables from RIFTS Mercenaries.
Paladin Steel SP-51 Mustang
Paladin Steel SP-82 Gemini-Twin Mustang Aerospace Fighter
Paladin Steel/Hangar-18B/Lockheed F-104(TW) Starfighter
Paladin Steel GAAB-01 Bus
Paladin Steel LATV-08 ‘RoughRider’ Half-Track Trike
Paladin Steel V-22 Osprey II Vertol Tiltrotor
PS SPD-335 ‘Bolt’Aerospace Fighter
Paladin Steel Aircraft
includes:
Paladin Steel/Douglas DC-3/C-47
PS-Waco CG-4(TW) Glider
Paladin Steel ‘Scuttler’ MultiPurpose Robot Vehicle
Gondal Light Combat Robot
Bardolph Medium Combat Robot
Paladin Steel/CTRL CSTL09 Castellan Defender Combat Robot
G’Nasaw (‘Gnasher’) Heavy Cruiser
Paladin Steel PS-TIR-02 Satyr Light ‘Tankoid’
Paladin Steel Tsubasa-class"VendorBender" Infiltration 'Bot
Montjoy Light Infantry Robot
Paladin Steel/Paragon Progress ‘Inferno’ Full Conversion Fire Elemental Emulation Assault Cyborg
Paladin Steel/Paragon Progress ‘StormSurge’ Water Elemental Emulation Assault Cyborg
Paladin Steel/Paragon Progress ‘Aeolus’ Air Elemental Emulation Assault Cyborg
Paladin Steel Background Information
includes:
I'm pretty sure this material is also not entirely new, if I was to look back through the links.
Paladin Steel Background Information Continued
includes:
foreign relations, mostly.
Paladin Steel Background Information Continued Again
includes:
Notable people. Which I _know_ is mostly not new, because I just compiled a bunch of NPCs and divisions less than an hour ago.
Paladin Steel Background Continued Yet Again
includes:
Paladin Steel Divisons. See above.
Even More Paladin Steel Background Information
includes:
I think this stuff is actually new new stuff, as opposed to old new stuff. Mostly deals with the GNE rather than Paladin Steel actually.
Paladin Steel ‘Sand Demon’ Heavy Armored Fighting Vehicle(6x6)
Paladin Steel Nantucketer GMR AeroTransport
Espionage Weaponry:
includes:
Paladin Steel EMPG-08 EMPulsar
Sleep-Sand
Paladin Steel ‘PAPS-17’ _Black Lightning_ Electro-Magnetic Disruptor Weapon
Aargh! It's Even More Paladin Steel Background Information!
includes:
Pretty sure this is also (at least partially) new new stuff. Deals mostly with foreign relations, some of which is information that is not new but was spread across multiple vehicle designs and such.
http://forums.palladium-megaverse.com/viewtopic.php?p=2205924#p2205924
GraveDigger Medium Combat Robot
Squirrel Weaponry
includes:
(Weapons _for_ squirrels and other small furry (but not harmless) rodents, not necessarily incorporating squirrels into them like this.
Paladin Steel McMLR-S1/15 ‘Tiny Tim’ and McMLR-S1/20 ‘Miney Moe’ MicroMissile Launchers
Paladin Steel .22 SPAR-7 Survival Rifle
PS ATV-IFV02 ‘Speedy’ Quad-Wheeler Mini-AFV
Paladin Steel Mayflower 1
Paladin Steel ‘Shadowfist’ Heavy Hover Tank
PS/CTRL AZTC17 Aztec Heavy Combat Robot
Paladin Steel Grelac Infantry Robot
Caswell's Company Gear
includes:
Paladin Steel Vortrekker Exploration APC
Paladin Steel Laandsrad Armored Car

Re: Paladin Steel Storefront

Posted: Fri Jul 30, 2010 9:43 am
by taalismn
Shark_Force wrote:your ROF on the calico is inconsistent. ramjet mode only has single-shot listed (d3 MDC for 3 shot burst would make sense) as are standard and express, while the PS-X2 has damage for a 6 round burst. otherwise, looks nice :)

(though i would argue that footnotes detailing explicitly the availability of silver, wood, and cold iron rounds would also make sense on rifts earth, since there seems to be little point in not arming your troops with materials that are frequently explicitly required to harm certain supernatural beings)



Fixed....

Gracious for the linky goodness :ok:
It's helping me to keep from double-posting myself(as you noted with the NPCs) :-D

And to add to the frustration of selecting the right weapon from the Small Arms racks in the PS shop:

Paladin Steel PSLP-4 ‘Bushmaster’ Laser Pistol
“I thought you said they were all only armed with slugthrowers!!!”

As with its Repligun Browning BAR, Thompson M1928 SMG, and M3A1 ‘Grease Gun’ series, Paladin Steel has decided to further confuse the issue by developing another energy weapon based on a projectile weapon frame; in this case the Nu Calico M950. The PSLP-5, though made largely of the same composites and ceramics as the projectile weapon, is over twice as heavy, owing to the compact optics jamming its interior. The PSLP-4’s long barrel and more extensive beam-focusing elements give it extraordinary range for a laser pistol, while its burst fire mode gives it damage comparable to a laser submachine gun. The top-loading e-clip allows the weapon to accomodate long e-clips and even energy canisters more easily; combined with the weapon’s advanced superconductor elements and power efficiency, this means large shot payload. The laser pistol(although some in PS would class it as a laser submachine-gun) can also be quickly modified with the addition of a buttstock and barrel extension into an equally effective long range rifle.
All this efficiency comes at a cost, though; the PSLP-4 is not compatible with many of the options available to other PS laser systems, like the PSLP-1B ‘Adder’ , including that weapon’s multi-power mode and ‘stealth’ covering. The longer length of barrel also means the PSLP-4 is less easy to conceal, not being as compact as smaller and stubbier weapons. This has hindered the adoption of an otherwise fine weapon into the ranks of the Greater New England Armed Services, though the PSLP4 has proven a winner thus far in first sales to paramilitary and adventurer groups. Gun Fighters especially like and appreciate the PSLP-4’s angular look and long range.
The PSLP-4’s sharp good looks often get it confused, as intended, with the Nu Calico M950, and often with Wilks Laser Industries’ products(not intended).
Weight: 4.5 lbs
Range: 1,500 ft
Damage: 2d6 MD per single shot, 6d6 MD per 3-shot burst
Rate of Fire: Standard
Payload: 28 shots per e-clip, 45 per long E-clip,
Bonuses:+1 to strike from the weapon’s superior balance and design
Cost: 18,000 credits
Options:
*Rifle Conversion Kit---This kit adds a rifle butt and barrel extension with additional electronics and beam focus elements, pushing the range to 2,200 ft. Cost: 8,000 credits and adds 3.5 lbs to weight

*Blue-Green Frequency Kit---This modifies the ‘Bushmaster’ to fire more effectively underwater, down to 1,000 ft. Comes with a slip-on casing for the laser that gives the weapon neutral bouyancy if dropped in the water. Cost: 6,000 credits

*Fan-Scatter-Laser Kit---This conversion adds what looks like a round-tipped air-cooled muzzle or perforated silencer to the end of the muzzle. In reality, it is a beam-splitter that converts the PSLP into a short ranged ‘fan laser’, doing 1d6 MD to an 10 ft-wide area, at about 300 ft range, with a single shot, and 3d6 MD to a 12 ft area with a burst shot.
Sometimes called a ‘paint stripper’. Cost: 5,000 credits

*PS-S27 ‘Superscope’---A multi-mode/media sensor and sighting package that clips onto/around the gun, and gives the following bonuses:
(Sensor Bonuses) +2 to strike with normal shots, +3 to strike with called shots, with integrated weapon, and is only -2 to strike invisible targets caught in the motion detector arc.
Special Features:
*Sensor Integration Algorithm Computer---A ‘peewee’-sized ‘wonderchip’ that integrates all the sensor data and displays it, along with handy ‘pointers’, on the gunscope, or via a feed to wired HUDs or headjack optic displays. Also can be programmed with a clip-on modie for ‘virtual target practice’, allowing the shooter to be able to dry-fire practice target-shooting.
*Laser Targeting---Visible ‘red dot’ or invisible spot
*Passive Nightvision---2,000-6,000 ft
*Thermo-Imaging System---3000 ft
*Motion Tracking System---120-degree arc in front of the weapon. Range: 500 ft
*SmartGun Linkage Port---Allows the weapon to be ‘jacked in’ to a cyberarm or headjack for additional sensor coordination and targeting system integration.
Note: No bonuses are given for this system because it’s designed to be integrated with a variety of smartgun link platforms, not strictly PS ones; of course, some interface software may not be compatible, or require special adaptors/filters/translators that may factor in a time delay sufficient to negate any bonuses for initiative, but...GMs, use your discretion...
Cost: 8,000 credits and adds 2.5 lbs to weight

Paladin Steel PSLP-5 ‘Krait’ Laser Pistol
“The range may not be much, but in house-to-house, room-to-room, ruin-to-ruin fighting, that really ain’t a consideration. I just don’t wanna be busy changing clips when somebody pops out around a corner and finds me with my gun empty!”

The PSLP-5 is a variant of the PSLP-4, and resembles the Calico M-110 .22 pistol. The short muzzle means that the PSLP-5 lacks the range of the PSLP-4, but it packs a comparable punch and mean energy economy. The ‘Krait’s’ short range and weight keeps it from competing with ‘true’ laser SMGs like Northern Gun’s NG-LP25, but its low cost and high shot capacity compensate, and the weapon is expected to sell well among paramilitary, security, and adventurer-explorer groups.
Weight: 3.2 lbs
Range: 360 ft
Damage: 3d6 MD per single shot, 9d6 MD per 3-shot burst
Rate of Fire: Standard
Payload: 40 shots per short e-clip, 60 per long E-clip,
Bonuses:+1 to strike from the weapon’s superior balance and design
Cost: 10,000 credits
Options:
*Blue-Green Frequency Kit---This modifies the PSLP to fire more effectively underwater, down to 1,000 ft. Comes with a slip-on casing for the laser that gives the weapon neutral bouyancy if dropped in the water. Cost: 6,000 credits

*Fan-Scatter-Laser Kit---This conversion adds what looks like a round-tipped air-cooled muzzle or perforated silencer to the end of the muzzle. In reality, it is a beam-splitter that converts the PSLP into a short ranged ‘fan laser’, doing 1d6 MD to an 10 ft-wide area, at about 100 ft range, with a single shot, and 3d6 MD to a 12 ft area with a burst shot.
Sometimes called a ‘paint stripper’. Cost: 5,000 credits

Re: Paladin Steel Storefront

Posted: Fri Jul 30, 2010 10:25 am
by abtex
Thank you Shark_Force for the indexes of PS Stuff.
taalismn will make more stuff so we will more indexes in the future.

What LATV-08 ‘RoughRider’ Half-Track Trikes want to be when they grow up.
The fine print. "The Panzerbike from Germany, weighing in at just under five tons, has an engine that once powered a Russian T55 tank and the sidecar used to be the casing of a Soviet missile:"

Re: Paladin Steel Storefront

Posted: Fri Jul 30, 2010 11:55 am
by taalismn
abtex wrote:Thank you Shark_Force for the indexes of PS Stuff.
taalismn will make more stuff so we will more indexes in the future.

What LATV-08 ‘RoughRider’ Half-Track Trikes want to be when they grow up.
The fine print. "The Panzerbike from Germany, weighing in at just under five tons, has an engine that once powered a Russian T55 tank and the sidecar used to be the casing of a Soviet missile:"



:lol:
If and WHEN we start making products for giant-sized humanoids, I'll bear that one in mind.

Re: Paladin Steel Storefront

Posted: Fri Jul 30, 2010 6:04 pm
by Shark_Force
taalismn wrote:And to add to the frustration of selecting the right weapon from the Small Arms racks in the PS shop:

PS has too much stuff to devote just one rack to this stuff i think. the PS shop probably has a PS guns shop inside of it. aren't dimensional portals handy? :P

Re: Paladin Steel Storefront

Posted: Fri Jul 30, 2010 8:04 pm
by taalismn
Shark_Force wrote:
taalismn wrote:And to add to the frustration of selecting the right weapon from the Small Arms racks in the PS shop:

PS has too much stuff to devote just one rack to this stuff i think. the PS shop probably has a PS guns shop inside of it. aren't dimensional portals handy? :P


Do I pay you anything? :P
But yeah, I go to places like Home Depot for ideas of the scale and the bustle of an 'average' PS outlet, with huge shelves of stuff....then I mentally add several basement levels, toss on a lumber yard and several showrooms, a movie theater, runway/landing pads, a walk-in clinic, and a few smaller boutiques clustered around, plus a security office...bingo; armed mall!
Pity the zombies who lay siege to such a place...

Re: Paladin Steel Storefront

Posted: Sun Aug 08, 2010 7:55 am
by taalismn
PS ‘Classic Movers’ M-29C Weasel
A remake of the old U.S. Empire M-29C ‘Weasel’, a 4-seat amphibious tracked vehicle. For people who don’t need a DUKW for a job. Not particularly fast or well-armored, but quite inexpensive. Great for water-taxi work.
Type: Light Treaded Amphibious Vehicle
Crew: 1+3 passengers
MDC: Main Body-- 70
Treads(2)---25 each
Length: 15.72 ft
Width: 5.58 ft
Height: 5.97 ft
Weight: 4,000 lbs
Cargo: 3 passengers or 1,990 lbs
Powerplant: Liquid Fuel (200 mile range)or Electric (280 mile range).
Speed: 38 MPH. Can propel itself through the water by its treads at 5 MPH
Special Equipment:
*Forward Winch Mortar--- The Weasel can deploy a winch mortar with 50 ft of line to pull itself up particularly steep or slippery shore embankments.
Weapons Systems: None standard, but 1-3 pintle mounts can be added.
Cost: 15,000 Credits(25% extra for electric propulsion).
Options:
*Engine Upgrade----A more powerful engine and more efficient power train can be added, improving overall speed, but at greater expense;
Speed: Can improve top speed by up to 50%
Cost: 5,000 credits per 10% of improvement over base.

*Grousers---Grousers are simply track extensions that widen the treads(by 2-3x) and allow the treadlayer to reduce its ground pressure and better traverse soft surfaces such as mud and snow, and reduce penalties for travelling over such surfaces by HALF. Cost: 5,000 credits per set of treads.

*Fabric Cargo Deck Top(25 MDC) Cost: 4,000 Credits
*Hard Cargo Deck Top(35 MDC) Cost: 5,000 Credits

*Hydrofoil Conversion---A PS innovation that deploys two side-mounted hydrofoils and a back outboard propulsor, to allow the Weasel to more effectively skim the waves at faster speeds. Allows the PSM29C to hit speeds of 50 MPH on the water.
Cost: 40,000 credits

Paladin Steel’Classic Movers’ LVT-4 ‘Gator’ Amphibious Personnel Carrier]
(aka ‘Buffalo’ or ‘WaterBuffalo’)
“Yeah, sure it’s a slab-sided, clanking, cantankerous piece of crawling boiler plate that’s a bastard to hoist aboard ship, lower into the water, and hoist back up, but that thing’s been the only thing that’s saved me and my crew from drowning and being eaten alive on unfriendly shores on at least two occasions!”

Paladin Steel believes that you can’t have enough good basic transportation at your disposal, and if you’re traveling anywhere near water, you can’t have enough good basic AMPHIBIOUS transportation at your disposal. Furthermore, transporation sells even when heavy combat equipment doesn’t, so PS likes to have lots of utility vehicle designs available and in stock to help pay for the more advanced projects they have going. The PS-LVT-4 is a perfect example of this ‘high-lo’ marketing strategy; lots of relatively low-tech, low-cost, fast-selling designs subsidizing the development of more complex designs.
Based roughly on the classic pre-Rifts World War Two LVT-4, the Paladin Steel version is a sturdy, modular vehicle that can be quickly customized to a variety of purposes. The LVT-4 has an angular sloped body, with treads wrapping around the neight of the APC on the sides. A rear ramp opens up, permitting access to a large central cargo/passenger bay. The top of the bay is typically open to the sky, permitting passengers to exit by climbing up and over the sides, or to shoot over the sides of the APC with their own weapons. The open deck also allows the LVT-3 to be used for carrying and firing mortars and other light artillery, and for easy crane loading off a ship. The LVT-4 is fully waterproofed and amphibious, and is propelled through the water by the action of its treads. PS adds megadamage armoring, and a choice of a Flex-Fuel internal combustion engine, fuel-cell electric drives, or a nuclear power pack.
Internal layout depends on the powerplant type chosen; if liquid or electric powerplant is selected, the LVT-4 mounts two engines and their associated fuel tanks/power cells on either side of the central bay. If the nuclear option is bought, the fusion bottle is mounted just behind the cockpit at the front of the carrier, and the space in the side sponsons used to hold additional gear instead.
The top of the LVT-4 is normally open, though light MD panelling or a weather-proofed tarp can be pulled over it for protection. In combat models, the upper opening can be decked over with a ‘drop-in’ prefab unit, holding gun turrets and their rotation gear.
Though slow and cumbersome compared to many other rifts Earth vehicles, the PS-LVT-4’s low cost and high utility have made it a steady seller with merchant-adventurers, explorers, and mercenaries looking for some inexpensive light ampibious transport. A good deal for maritime merchants and coastal communities.

Type: PS-LVT-4
Class: Treaded Amphibious Utility Vehicle
Crew: +30 passengers
MDC/Armor by Location:
Main Body 200
Reinforced Crew Cabin 80
Treads(2) 50 each
Rear Ramp 100
Height: 8 ft
Width: 10 ft
Length: 26 ft
Weight: 38,500 lbs
Cargo: 30 passengers OR 1 light vehicle OR 30,900 lbs of cargo
Powerplant: Liquid Fuel(with 150 mile range), electric(with 200 mile range), or Nuclear(with 10 year energy life)
Speed: (Ground) 25 MPH
(Water) 6 MPH
Market Cost: 45,000 credits for liquid fuel, 68,000 credits for electric, 1.9 million credits for nuclear
Systems of Note:
*Retractable Keel Board/Trim Vanes/Rudders
*Power Bilge Pumps
*Dashboard Compass
*Dashboard Radio(15 mile range)
*Depth Finder
*Normal Light/IR Headlights

Weapons Systems: None standard, but pintle mounts for 1-4 light rail guns/energy cannons/rocket launchers can be quickly fitted

Options:
*Engine Upgrade----A more powerful engine and more efficient power train can be added, improving overall speed, but at greater expense;
Speed: Can improve top speed by up to 50%
Cost: 5,000 credits per 10% of improvement over base.

*Hydrojets---These are specific-purpose water drives that increase water speed to 8 MPH. Cost: 7,000 credits

*Canopies---A fabric canopy with 25 MDC can be mounted for 50,00 credits, or a hardshell canopy top with 80 MDC can be added for 180,000 credits

*Sonar--5 mile range. Cost: 70,000 credits

*Mini-Radar-Cost: 60,000 credits for 5 mile range, 120,000 credits 10 mile range

Variants:

* PS-LVT-4(A)---An armed variant sporting three turrets(one, the main turret, taken directly from surplus PS ‘Jeb Stuart’ light tanks), with light rapid-fire armaments
Modifications/Changes:
Crew: 6+6 passengers
MDC/Armor By Location:
Main Body +50
Main Turret 80
Secondary Turrets(2) 50 each
Height: 10 ft
Weight: 24,000 lbs
Cost: +180,000 credits
Weapons Systems:
1) Light Cannon---The main turret of the PS-LVT-4(A) originally mounted a 37mm cannon; PS has fitted ONE of the following instead:
a)25 mm Cannon
Range: 4000 ft
Damage: 1d4 x10 MD per HE shell ; blast radius 8 ft.
Fragmentation: 4d6 MD to 20 ft radius
Plasma/AP : 1d6x10 MD to 3 ft radius
Rate of Fire: EGCHH
Payload: 250 rd cassette drum
Cost: 10,000 credits

b)PS-862 AC 30mm Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the TriaxTX-862FC), Can be mounted singly or in two-gun mounts.
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

c) 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

d) Pulse Laser---An early model PS weapon that first saw service on the PS ‘Jeb Stuart’ light tank.
Range: 4, 000 ft
Damage: 6d6 MD per blast
Rate of Fire: EPCHH
Payload: 200 shot battery. Unlimited with a nuclear power plant
Cost:90,000 credits
Upgrade Kit: Improves range to 6,500 ft. Cost:150,000 credits

e)Turret Flame Thrower---This replaces the main cannon with a flame projector and armored fuel tanks(100 MDC for the tanks). The fuel tanks have an ejection features that catapults the tanks up to 25 ft away from the AFV in the event of a leak or fire(this doesn’t exactly endear the tank to accompanying infantry and many garages and motorpools insist on having a fully fueled-up fire-tank parked in its own revetment or away from other vehicles). Taken directly from surplus PS ‘Jeb Stuart’ light tanks. Used on the water, this weapon can create some SPECTACULAR floating flames.
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

2) Twin Light Gun Positions(2)----Two independentally manned light gun positions are mounted side by side on the rear deck behind the main turret, affording arcs of fire to the rear and sides. The gun turrets are open, with the gunner exposed(typically from the waist up), with only a gunshield(50 MDC) and ther own personal body armor(if any) offering protection. The turrets sport rapid-fire rail guns, or infantry heavy weapons such as machine guns, heavy laser rifles/light energy cannon, or light rocket launchers, with their own power supplies/ammunition magazines.


* PS-LVT-4(B)---Another armed variant, dispensing with the light turrets in favor of one larger turret, sporting a heavy cannon.
Modifications/Changes:
Crew: 6+6 passengers
MDC/Armor By Location:
Main Body +90
Main Turret 100
Height: 10 ft
Weight: 36,000 lbs
Cost: +250,000 credits
Weapons Systems:
1) Main Gun(1)---Mounted in the main turret with a full 360-degree arc of fire is a heavy gun, mounted co-axially with a light weapon.
a)75mm Howitzer
Using low-pressure propellant techniques, this cannon heaves a beer-can sized projectile at opponents with considerable punch.
However, the 75mm can be used to fire a variety of rounds, from expanding
foam-plastic "punching glove" non-lethal people-stoppers, to megadamage plasma shells.
Primary Purpose: Anti-armor
Secondary Purpose: Anti-personnel
Range: 6000 m(roughly 18000 ft)
Damage:
Smoke Rd: Smoke in a 30 ft area
Foam Rd: Designed for fire-fighting. Covers a 15 ft area in fire-retardant foam.
High Explosive Rd: 8d6 MD to 10 ft area
Armor Piercing Round: 1d6x10 MD to 3 ft area
Plasma Rd:Does 1d8x10 MD to a 6 ft blast radius.
Rate of Fire: EPCHH
Payload: 50 rds
Cost:150,000 credits.

b)80mm LB Gauss Cannon(PS-MDA80L)
Weight: 5,800 lbs (2.9 tons)
Range: (Direct Fire)25,000 ft (6 miles)
(Indirect Fire) 62,500 ft (14.5 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: 45 shots

c)) ‘Mangonel-80’ 80-mm Gun Mortar----Acquired through trade with PS’s Spanish trade partners. 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.
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: 40 rds
Cost: 180,000 credits

d)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

e)Hydro-Cutter-----The Hydro-Cutter is a heavy vehicle mounted
power-tool that is essentially a electro-magnetic squirtgun. Using
electromagnetic stator rings similar to a railgun's, the Hydro-Cutter
instead accelerates water through an intense magnetic field, pushing it up to
supersonic speeds, pumping it though in tremendous amounts at tremendous
velocity. The result is an extremely fine, precise, sharp cutting tool that
doesn't require the replacement of expensive cutting heads, makes a neat,
precise cut(perfect for slicing composites and ceramics), and is relatively
quiet. The Hydro-Cutter has found employment in rock-cutting and quarrying
as well, where the hypersonic stream of water raises little dust while
cutting thru the toughest rock.
Though not intended as a weapon, the Hydro-Cutter is extremely
dangerous to anyone stupid enough to stand within its short range. The
hypersonic water stream can easily slice thru MDC armor and the person
inside it in seconds. However, its most lethal effects are on vampires, as
was discovered by miners in the West, who turned their Hydro-Cutters on
marauding bloodsuckers in desperation. The ultra-high powered water stream
punched thru the front ranks of the invading vampire pack, and often lost
enough velocity slamming through the front vampires, to fan out into a spray,
drench-burning the vampires behind them!
Mounted atop an amphibious vehicle, such as the LVT-4, the Hydro Cutter can draw on virtually limitless supllies of water. It has been used in marine salvage operations, and even up close against other vessels, such as Horune ships.
MDC: 150
Range: 500 ft
Damage: 6d6 MD per burst, 1d6x10 MD for a full melee cutting burst.
Does 2d6x10 hit point damage to vampires
Rate of Fire: EPCHH
Payload: 300 full melee bursts; unlimited on the water
Cost: 30,000 credits

f)PSMBL-5000B Heavy 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: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 270,000 credits

g) Multi-Mode Plasma Cannon----Based on the PSPPR-20 ‘Supernova’ heavy plasma rifle.
Range: (Plasma Shot)2,500 ft
(Plasma Scattershot) 900 ft
(Plasma Mini-Torpedo) 3,200 ft
Damage:(Plasma Shot) 1d6x10 MD
(Plasma Scattershot) 6d6 MD to 20 ft wide area
(Plasma Mini-Torpedo) 1d4x10 MD to 18 ft blast radius
Rate of Fire:(Plasma Shot) ECHH
(Plasma Scattershot) ECHH
(Plasma Mini-Torpedo) Twice per melee
Payload:(Plasma Shot) 5 shots per standard e-clip, 10 shots per long e-clip, 21 shots per e-canister, 36 shots per backpack battery-pack, and can also be hooked directly to a cyborg , robot, or vehicular powerplant.
(Plasma Scattershot) Same as for regular plasma bolts
(Plasma Mini-Torpedo) Takes 2 shots each
Bonuses:----
Special Features:
*“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the gun, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike).
Cost: A recharged cylinder of refined d-gas costs 800 credits(300 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 20 shots.

Cost: 92,000 credits

h)Sonic Cannon(PS-UHFSC-02)
Range:2,000 ft
Damage: 1d6x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage and range underwater)
Rate of Fire: ECHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 95,000 credits


2) Co-axial Light Gun---Mounted next to the main gun is a light rail gun, machine gun, or laser rifle
a) (Typical)Co-Axial Rail Gun
Range:4000 ft
Damage: 1d4 MD single rd. 6d6 MD per 30 rd burst
Rate of Fire: ECHH
Payload: 600 rd magazine

3) (Optional) Pintle-mounted Gun Position---A single externally-manned gun, such as a light rail gun, laser rifle, or machine gun can be mounted atop the main turret.

4) (Optional) Smoke Mortars(2x4)---Two clusters of smoke launchers can be added to the sides of the main turret.

Re: Paladin Steel Storefront

Posted: Sun Aug 08, 2010 9:29 am
by abtex
The bold on your ' LVT-4 ‘Gator’ ' when crazy.

I found an al a gator I did!! I did!!! Here are some more pictures of it as well.

Re: Paladin Steel Storefront

Posted: Sun Aug 08, 2010 10:14 am
by taalismn
abtex wrote:The bold on your ' LVT-4 ‘Gator’ ' when crazy.

I found an al a gator I did!! I did!!! Here are some more pictures of it as well.


Sorry; misplaced a bracket.

Looking good there!

Re: Paladin Steel Storefront

Posted: Sun Aug 08, 2010 11:29 am
by ZINO
taalismn wrote:PS ‘Classic Movers’ M-29C Weasel
A remake of the old U.S. Empire M-29C ‘Weasel’, a 4-seat amphibious tracked vehicle. For people who don’t need a DUKW for a job. Not particularly fast or well-armored, but quite inexpensive. Great for water-taxi work.
Type: Light Treaded Amphibious Vehicle
Crew: 1+3 passengers
MDC: Main Body-- 70
Treads(2)---25 each
Length: 15.72 ft
Width: 5.58 ft
Height: 5.97 ft
Weight: 4,000 lbs
Cargo: 3 passengers or 1,990 lbs
Powerplant: Liquid Fuel (200 mile range)or Electric (280 mile range).
Speed: 38 MPH. Can propel itself through the water by its treads at 5 MPH


Special Equipment:
*Forward Winch Mortar--- The Weasel can deploy a winch mortar with 50 ft of line to pull itself up particularly steep or slippery shore embankments.
Weapons Systems: None standard, but 1-3 pintle mounts can be added.
Cost: 15,000 Credits(25% extra for electric propulsion).
Options:
*Engine Upgrade----A more powerful engine and more efficient power train can be added, improving overall speed, but at greater expense;
Speed: Can improve top speed by up to 50%
Cost: 5,000 credits per 10% of improvement over base.

*Grousers---Grousers are simply track extensions that widen the treads(by 2-3x) and allow the treadlayer to reduce its ground pressure and better traverse soft surfaces such as mud and snow, and reduce penalties for travelling over such surfaces by HALF. Cost: 5,000 credits per set of treads.

*Fabric Cargo Deck Top(25 MDC) Cost: 4,000 Credits
*Hard Cargo Deck Top(35 MDC) Cost: 5,000 Credits

*Hydrofoil Conversion---A PS innovation that deploys two side-mounted hydrofoils and a back outboard propulsor, to allow the Weasel to more effectively skim the waves at faster speeds. Allows the PSM29C to hit speeds of 50 MPH on the water.
Cost: 40,000 credits

Paladin Steel’Classic Movers’ LVT-4 ‘Gator’ Amphibious Personnel Carrier]
(aka ‘Buffalo’ or ‘WaterBuffalo’)
“Yeah, sure it’s a slab-sided, clanking, cantankerous piece of crawling boiler plate that’s a bastard to hoist aboard ship, lower into the water, and hoist back up, but that thing’s been the only thing that’s saved me and my crew from drowning and being eaten alive on unfriendly shores on at least two occasions!”

Paladin Steel believes that you can’t have enough good basic transportation at your disposal, and if you’re traveling anywhere near water, you can’t have enough good basic AMPHIBIOUS transportation at your disposal. Furthermore, transporation sells even when heavy combat equipment doesn’t, so PS likes to have lots of utility vehicle designs available and in stock to help pay for the more advanced projects they have going. The PS-LVT-4 is a perfect example of this ‘high-lo’ marketing strategy; lots of relatively low-tech, low-cost, fast-selling designs subsidizing the development of more complex designs.
Based roughly on the classic pre-Rifts World War Two LVT-4, the Paladin Steel version is a sturdy, modular vehicle that can be quickly customized to a variety of purposes. The LVT-4 has an angular sloped body, with treads wrapping around the neight of the APC on the sides. A rear ramp opens up, permitting access to a large central cargo/passenger bay. The top of the bay is typically open to the sky, permitting passengers to exit by climbing up and over the sides, or to shoot over the sides of the APC with their own weapons. The open deck also allows the LVT-3 to be used for carrying and firing mortars and other light artillery, and for easy crane loading off a ship. The LVT-4 is fully waterproofed and amphibious, and is propelled through the water by the action of its treads. PS adds megadamage armoring, and a choice of a Flex-Fuel internal combustion engine, fuel-cell electric drives, or a nuclear power pack.
Internal layout depends on the powerplant type chosen; if liquid or electric powerplant is selected, the LVT-4 mounts two engines and their associated fuel tanks/power cells on either side of the central bay. If the nuclear option is bought, the fusion bottle is mounted just behind the cockpit at the front of the carrier, and the space in the side sponsons used to hold additional gear instead.
The top of the LVT-4 is normally open, though light MD panelling or a weather-proofed tarp can be pulled over it for protection. In combat models, the upper opening can be decked over with a ‘drop-in’ prefab unit, holding gun turrets and their rotation gear.
Though slow and cumbersome compared to many other rifts Earth vehicles, the PS-LVT-4’s low cost and high utility have made it a steady seller with merchant-adventurers, explorers, and mercenaries looking for some inexpensive light ampibious transport. A good deal for maritime merchants and coastal communities.

Type: PS-LVT-4
Class: Treaded Amphibious Utility Vehicle
Crew: +30 passengers
MDC/Armor by Location:
Main Body 200
Reinforced Crew Cabin 80
Treads(2) 50 each
Rear Ramp 100
Height: 8 ft
Width: 10 ft
Length: 26 ft
Weight: 38,500 lbs
Cargo: 30 passengers OR 1 light vehicle OR 30,900 lbs of cargo
Powerplant: Liquid Fuel(with 150 mile range), electric(with 200 mile range), or Nuclear(with 10 year energy life)
Speed: (Ground) 25 MPH
(Water) 6 MPH
Market Cost: 45,000 credits for liquid fuel, 68,000 credits for electric, 1.9 million credits for nuclear
Systems of Note:
*Retractable Keel Board/Trim Vanes/Rudders
*Power Bilge Pumps
*Dashboard Compass
*Dashboard Radio(15 mile range)
*Depth Finder
*Normal Light/IR Headlights

Weapons Systems: None standard, but pintle mounts for 1-4 light rail guns/energy cannons/rocket launchers can be quickly fitted

Options:
*Engine Upgrade----A more powerful engine and more efficient power train can be added, improving overall speed, but at greater expense;
Speed: Can improve top speed by up to 50%
Cost: 5,000 credits per 10% of improvement over base.

*Hydrojets---These are specific-purpose water drives that increase water speed to 8 MPH. Cost: 7,000 credits

*Canopies---A fabric canopy with 25 MDC can be mounted for 50,00 credits, or a hardshell canopy top with 80 MDC can be added for 180,000 credits

*Sonar--5 mile range. Cost: 70,000 credits

*Mini-Radar-Cost: 60,000 credits for 5 mile range, 120,000 credits 10 mile range

Variants:

* PS-LVT-4(A)---An armed variant sporting three turrets(one, the main turret, taken directly from surplus PS ‘Jeb Stuart’ light tanks), with light rapid-fire armaments
Modifications/Changes:
Crew: 6+6 passengers
MDC/Armor By Location:
Main Body +50
Main Turret 80
Secondary Turrets(2) 50 each
Height: 10 ft
Weight: 24,000 lbs
Cost: +180,000 credits
Weapons Systems:
1) Light Cannon---The main turret of the PS-LVT-4(A) originally mounted a 37mm cannon; PS has fitted ONE of the following instead:
a)25 mm Cannon
Range: 4000 ft
Damage: 1d4 x10 MD per HE shell ; blast radius 8 ft.
Fragmentation: 4d6 MD to 20 ft radius
Plasma/AP : 1d6x10 MD to 3 ft radius
Rate of Fire: EGCHH
Payload: 250 rd cassette drum
Cost: 10,000 credits

b)PS-862 AC 30mm Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the TriaxTX-862FC), Can be mounted singly or in two-gun mounts.
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

c) 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

d) Pulse Laser---An early model PS weapon that first saw service on the PS ‘Jeb Stuart’ light tank.
Range: 4, 000 ft
Damage: 6d6 MD per blast
Rate of Fire: EPCHH
Payload: 200 shot battery. Unlimited with a nuclear power plant
Cost:90,000 credits
Upgrade Kit: Improves range to 6,500 ft. Cost:150,000 credits

e)Turret Flame Thrower---This replaces the main cannon with a flame projector and armored fuel tanks(100 MDC for the tanks). The fuel tanks have an ejection features that catapults the tanks up to 25 ft away from the AFV in the event of a leak or fire(this doesn’t exactly endear the tank to accompanying infantry and many garages and motorpools insist on having a fully fueled-up fire-tank parked in its own revetment or away from other vehicles). Taken directly from surplus PS ‘Jeb Stuart’ light tanks. Used on the water, this weapon can create some SPECTACULAR floating flames.
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

2) Twin Light Gun Positions(2)----Two independentally manned light gun positions are mounted side by side on the rear deck behind the main turret, affording arcs of fire to the rear and sides. The gun turrets are open, with the gunner exposed(typically from the waist up), with only a gunshield(50 MDC) and ther own personal body armor(if any) offering protection. The turrets sport rapid-fire rail guns, or infantry heavy weapons such as machine guns, heavy laser rifles/light energy cannon, or light rocket launchers, with their own power supplies/ammunition magazines.


* PS-LVT-4(B)---Another armed variant, dispensing with the light turrets in favor of one larger turret, sporting a heavy cannon.
Modifications/Changes:
Crew: 6+6 passengers
MDC/Armor By Location:
Main Body +90
Main Turret 100
Height: 10 ft
Weight: 36,000 lbs
Cost: +250,000 credits
Weapons Systems:
1) Main Gun(1)---Mounted in the main turret with a full 360-degree arc of fire is a heavy gun, mounted co-axially with a light weapon.
a)75mm Howitzer
Using low-pressure propellant techniques, this cannon heaves a beer-can sized projectile at opponents with considerable punch.
However, the 75mm can be used to fire a variety of rounds, from expanding
foam-plastic "punching glove" non-lethal people-stoppers, to megadamage plasma shells.
Primary Purpose: Anti-armor
Secondary Purpose: Anti-personnel
Range: 6000 m(roughly 18000 ft)
Damage:
Smoke Rd: Smoke in a 30 ft area
Foam Rd: Designed for fire-fighting. Covers a 15 ft area in fire-retardant foam.
High Explosive Rd: 8d6 MD to 10 ft area
Armor Piercing Round: 1d6x10 MD to 3 ft area
Plasma Rd:Does 1d8x10 MD to a 6 ft blast radius.
Rate of Fire: EPCHH
Payload: 50 rds
Cost:150,000 credits.

b)80mm LB Gauss Cannon(PS-MDA80L)
Weight: 5,800 lbs (2.9 tons)
Range: (Direct Fire)25,000 ft (6 miles)
(Indirect Fire) 62,500 ft (14.5 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: 45 shots

c)) ‘Mangonel-80’ 80-mm Gun Mortar----Acquired through trade with PS’s Spanish trade partners. 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.
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: 40 rds
Cost: 180,000 credits

d)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

e)Hydro-Cutter-----The Hydro-Cutter is a heavy vehicle mounted
power-tool that is essentially a electro-magnetic squirtgun. Using
electromagnetic stator rings similar to a railgun's, the Hydro-Cutter
instead accelerates water through an intense magnetic field, pushing it up to
supersonic speeds, pumping it though in tremendous amounts at tremendous
velocity. The result is an extremely fine, precise, sharp cutting tool that
doesn't require the replacement of expensive cutting heads, makes a neat,
precise cut(perfect for slicing composites and ceramics), and is relatively
quiet. The Hydro-Cutter has found employment in rock-cutting and quarrying
as well, where the hypersonic stream of water raises little dust while
cutting thru the toughest rock.
Though not intended as a weapon, the Hydro-Cutter is extremely
dangerous to anyone stupid enough to stand within its short range. The
hypersonic water stream can easily slice thru MDC armor and the person
inside it in seconds. However, its most lethal effects are on vampires, as
was discovered by miners in the West, who turned their Hydro-Cutters on
marauding bloodsuckers in desperation. The ultra-high powered water stream
punched thru the front ranks of the invading vampire pack, and often lost
enough velocity slamming through the front vampires, to fan out into a spray,
drench-burning the vampires behind them!
Mounted atop an amphibious vehicle, such as the LVT-4, the Hydro Cutter can draw on virtually limitless supllies of water. It has been used in marine salvage operations, and even up close against other vessels, such as Horune ships.
MDC: 150
Range: 500 ft
Damage: 6d6 MD per burst, 1d6x10 MD for a full melee cutting burst.
Does 2d6x10 hit point damage to vampires
Rate of Fire: EPCHH
Payload: 300 full melee bursts; unlimited on the water
Cost: 30,000 credits

f)PSMBL-5000B Heavy 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: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 270,000 credits

g) Multi-Mode Plasma Cannon----Based on the PSPPR-20 ‘Supernova’ heavy plasma rifle.
Range: (Plasma Shot)2,500 ft
(Plasma Scattershot) 900 ft
(Plasma Mini-Torpedo) 3,200 ft
Damage:(Plasma Shot) 1d6x10 MD
(Plasma Scattershot) 6d6 MD to 20 ft wide area
(Plasma Mini-Torpedo) 1d4x10 MD to 18 ft blast radius
Rate of Fire:(Plasma Shot) ECHH
(Plasma Scattershot) ECHH
(Plasma Mini-Torpedo) Twice per melee
Payload:(Plasma Shot) 5 shots per standard e-clip, 10 shots per long e-clip, 21 shots per e-canister, 36 shots per backpack battery-pack, and can also be hooked directly to a cyborg , robot, or vehicular powerplant.
(Plasma Scattershot) Same as for regular plasma bolts
(Plasma Mini-Torpedo) Takes 2 shots each
Bonuses:----
Special Features:
*“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the gun, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike).
Cost: A recharged cylinder of refined d-gas costs 800 credits(300 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 20 shots.

Cost: 92,000 credits

h)Sonic Cannon(PS-UHFSC-02)
Range:2,000 ft
Damage: 1d6x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage and range underwater)
Rate of Fire: ECHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 95,000 credits


2) Co-axial Light Gun---Mounted next to the main gun is a light rail gun, machine gun, or laser rifle
a) (Typical)Co-Axial Rail Gun
Range:4000 ft
Damage: 1d4 MD single rd. 6d6 MD per 30 rd burst
Rate of Fire: ECHH
Payload: 600 rd magazine

3) (Optional) Pintle-mounted Gun Position---A single externally-manned gun, such as a light rail gun, laser rifle, or machine gun can be mounted atop the main turret.

4) (Optional) Smoke Mortars(2x4)---Two clusters of smoke launchers can be added to the sides of the main turret.


N1

Re: Paladin Steel Storefront

Posted: Sun Aug 08, 2010 8:14 pm
by taalismn
All part of my plan; give people cheap(but sturdy) all-environment utility transport, with combat capabilities...
This in part pays for the sorts of programs to develop defenses against orbital bombardment, since a ground campaign would find just about EVERYBODY packing armed MDC vehicles. :twisted:

Re: Paladin Steel Storefront

Posted: Wed Aug 11, 2010 4:58 pm
by taalismn
Paladin Steel “Skyver” Light Orbital Shuttle

“Attention, passengers! Welcome to Sky Flight Delta-Three-Alpha. We’re about to assume climb and boost attitude, so please return to your seats, stow any loose belongings, and fasten your seat restraints. We’ll be briefly pulling multiple gees during boost phase, so you may experience some discomfort; air sickness bags have been provided by each seat. Once we hit orbit and cut off our boost thrust, you will experience zero-gravity; please do NOT leave your seats until informed it is safe to do so; we’re entering still hostile space and may have to perform evasive maneuvers. Otherwise, enjoy your flight and welcome aboard Paladin Steel SpaceWings Sky Flight Delta-Three-Alpha. Next stop will be Plymouth-One!”

“You don’t wanna try flying low-level with the plasma torch on; you may go like a bat out of hell, but the plasma plume will light up every thermo-imager and heat-seeker for miles around, screaming ‘come hit me!’. So unless you got a good head start to outrun ‘em, you’re going to be attracting missiles like moths.”

The Skyver LOS is a Paladin Steel design based on a pre-Rifts ‘X-Prize’ contender, the Pan Aero Sabre Rocket, that later went on into commercial space tourism service early on in the Golden Age. The original design was further derived from the Sabre 40, a commercial light executive transport jet. PS has resurrected the concept with more modern technology, creating a light, versatile, aerospace craft with greater speed and endurance.
The Skyver looks very much like its Sabre 40 ancestor; a more or less conventional aircraft with slightly swept wings, tail with horizontal and vertical stabilizer planes, and two jet nacelles nestled aft of the wingbox. Under the tail, however, is an extension holding a rocket propulsion unit. In the original design, this was a seven-chambered liquid-fueled chemical rocket cluster.
PS has reinforced the wing and fuselage with megadamage materials(no problem for PS, which was manufacturing ferro-ceramic heat-resistant aerospace materials even before the Coming of the Rifts), replaced the original dual power system with a fusion nuclear powerplant, and replaced the original liquid-fueled rocket engine with a more powerful plasma propulsion unit. The increased power from the plasma drive allows the Skyver to attain true orbit, and even break orbit. The plasma drive is saved for transatmospheric insertion and space propulsion; in-atmo the Skyver relies on conventional turbojets to maneuver. The Skyver DOES require runways for take-off and landing, but PS has incorporated the ability to operate from semi-improved runways(paved, graveled, or planked) into the rugged Skyver.
Because it’s manufactured by a Rifts Earth company, the Skyver is armed. However, PS doesn’t consider the Skyver to be a combat vehicle , and it is very lightly armed by Rifts Earth standards, speed being its primary defense.
As transatmospheric vehicles go, the Skyver is dirt-cheap and, by PS standards, bare-bones as far as options and accessories go. While the Orbital Containment Ring around Rifts Earth makes it problematic for such a vessel to operate from Rifts Earth(Paladin Steel was only able to attain their orbital presence through heavy technological/magical defenses and propulsion systems), the Skyver has been used quite successfully elsewhere, and serves quite ably with GNE extradimensional merchants and adventurer-scouts.


Type: PS-TAV-40/AAST-7 Skyver
Class: Light Transatmospheric Vehicle/Shuttle Transport
Crew: 3+6 passengers
MDC/Armor by Location:
Main Body 400
Reinforced Crew Compartment 100
Wings(2) 150 each
Tail 150
Height: 16 ft
Width: 44 ft 6 in
Length: 48 ft
Weight: 11,000 lbs empty, 19,000 lbs fully loaded
Cargo: Six passengers plus 2 tons of cargo.
Powerplant: Fusion Nuclear w/ 20 year energy life
Speed: (Atmosphere) 550 MPH under turbojet drive; can hit speeds of Mach 7 using the plasma drive for orbital insertion
(Space) Mach 8
Range is effectively limited by the onboard consumables. Typically used for only surface-to-space/space-to-surface orbital travel, the Skyver CAN make range as far as the Moon or the Lagrange Points(for comparison), but this is not standard operating range.
Market Cost: 48 million credits
Systems of Note:
Standard Aerospace Craft Systems, plus:

*Life Support---Robot vehicle standard

*Long Range Radio and Laser Communications---Radio range:100,000 miles, Laser range; 200,000 miles, Scrambler/Signal Decryption standard

*Long Range Radar---Includes EM detectors, terrain-following, IFF, low-altitude discrimination. Range: 120 miles(12,000 miles in space)

*Extra Radiation Shielding---The Skyver’s cabin is fully insulated against cosmic radiation

*Thermal Resistant Heat-Refractory Tile Armor---Special heat-resistant materials designed for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage. Note that this applies only to the underside and leading edges of the airframe.

Weapons Systems:
1) Light Pulse Lasers(2) ---Mounted in the nose are two light lasers in a fixed-forward position.
Range: 4,000 ft(16,000 ft in space)
(Kitsune Values: 4,000 ft in atmosphere, 40,000 ft in space)
Damage:2d6 MD single laser, 4d6 MD dual-cannon pulse shot, 6d6 MD triple shot burst
Rate of Fire: ECHH
Payload: Effectively unlimited

Options:
*Flare/Chaff Launchers(1-2)---Up to two flare/chaff countermeasure launchers can be added to the LOS.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 18 per launcher
Cost: 10,000 credits per launcher

*Wing-Miounted Gun Positions---UP to TWO additional gun mounts can be added to the Skyver, one mounted in each wing:
a) 20mm Cannon
Range: 9,000 ft in atmosphere, 3.6 miles in space
(Kitsune Values: 1.8 miles in atmosphere, 180 miles in space)
Damage:(Proximity-fused High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 725 rds each gun
Cost: 100,000 credits

b) Rapid-Fire Rail Gun(PS-100)
Range: 4000 ft, 1.3 miles in space
(Kitsune Values: 1 miles in atmosphere, 130 miles in space)
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire: EGCHH
Payload:12,000 rd drum(200 bursts)
Cost: 100,000 credits

c) Pulse Laser(PSMBL-5000B)
Range: 6,000 ft, 2.2 miles in space
(Kitsune Values: 1.1 miles in atmosphere, 110 miles in space)
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 250,000 credits

d) Ion Cannon
Range: 4,000 ft, 1.3 miles in space
(Kitsune Values: 1 mile in atmosphere, 100 miles in space)
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 230,000 credits

e)Particle Beam Cannon---A modified, longer-ranged version of the PSPBW-8 ‘Blue Bolt’ particle beam weapon.
Range: 8,000 ft, 2.6 miles in space
(Kitsune Values: 1.3 miles in atmosphere, 130 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; the Viritalium particle core is good for some 1,000 shots before needing replacement
Cost: 450,000 credits

Variants:
A number of variants exist, resembling similar small jet aircraft, but essentially identical in performance.

*AAST-7B---Folding wing variant, intended for carriage aboard larger spacecraft. With wings folded, the Skyver is only 18 ft wide.

*AAST-7D---A further refined model fitted with a GMR drive system that allows the shuttle to perform VTOL take-offs and landings, rather than requiring runways. Estimated cost of 54 million credits.

Re: Paladin Steel Storefront

Posted: Wed Aug 11, 2010 11:31 pm
by ZINO
N1!!!

Re: Paladin Steel Storefront

Posted: Thu Aug 12, 2010 8:27 am
by taalismn
Yep; gearing up for my (woefully) short annual summer vacation next week, so my thoughts are turning to travel.

Re: Paladin Steel Storefront

Posted: Thu Aug 12, 2010 12:34 pm
by Shark_Force
hmmmm... given the lack of weather in space, i think you should save the space vacation for the winter :)

(yes, i realise you never said you were going on a space vacation, but you said it got you thinking about travel, and the travel you apparently got thinking about was space travel :P )

Re: Paladin Steel Storefront

Posted: Thu Aug 12, 2010 1:30 pm
by taalismn
RGG wrote:Man I would love to add this to a collected PDF.... I know it's like I'm cyber Stalking now. :thwak:

Great stuff man :ok:

PM me if I can use this stuff. I think more than one person would love to have this gear in one PDF.



Feel free to PDF it; I already have a number of sla- ah, unpaid volunteers(for whom I am very grateful, folks!) who have donated their time to organizing my stuff into a semblance of readable format, kind of like the bemused staffers at a college following the eccentric professor around and making sure his papers are at least in his office and not blowing around campus... :D

Re: Paladin Steel Storefront

Posted: Sun Aug 15, 2010 3:49 pm
by taalismn
Before I head off on my one-week annual vacation away from all things internet/television-related, here's a toy for you all....

Paladin Steel PSSW-07 ‘Pucker’ Sonic Plumbing Tool
(aka ‘SuperMario’, ‘Sonic Sucker’)
“Quite simply the best, most versatile, combat plunger available!”

“Though it takes some finese, sticking your Pucker to the other guy’s face is a very effective tactic; you get it right smack on, you effectively blind them and get a point-blank shot right in their faces. If you got the muscle for it, you can also haul them around by the skin of their nose; the molecular bond, if you got skin contact, freakin’ HURTS when you pull on it. Some people find the ‘mmphf! mmphf!’ noises that a lot of people so hit make to be pathetic and heartwrenching, but I frankly find it pretty amusing.”

“Supposedly, you can jam this thing up to a thin enough wall and use the sonar feature to get a rid on what’s in the enxt room. I wouldn’t recommend it, though, because the sonar’s really tuned for looking down pipes, not wide area scans, so the sensor resolution and the display screen scope of vision are both suspect if you’re using it like that. Dogboys and cybernetic hearing can also pick up on the sonar pulse, so you just might get made that way.”

“Trust me; after you’ve spent a day mucking around in the byproducts of New Boston Acology’s residential population, and you suddenly find yourself facing a horde of mutant leeches that somehow slipped through the filters and guard barriers, you’re grateful for a weapon that can take being submerged in $#!+ and still work on the first trigger pull!”

The PSSW07 was developed to meet an outdimension government’s contract for a multi-role plumbing tool that could be used as a combat weapon, for use by combat engineers. PS delivered on the design with the PSSW07.
Based on the frame of the compact and sturdily-constructed PSPSR-1 ‘Saber Rifle’ Multi-Mode Plasma Carbine, the ‘Pucker’, in place of a plasma emitter, mounts a semi-flexible diaphragm made of layered composite and wire-weave reinforcing belts to create a ‘plumber’s helper’ bell that is both flexible enough to create the necessary pressure seals, and rigid enough to stand up to considerable abuse. Tiny micropumps can evacuate the air inside, making for a near perfect vacuum within seconds. A thin ring of molecular adhesion padding inside the rim of the bell makes sure of a tight seal on target, be in on porcelien, concrete, metal, or even flesh. The entire PSSW is covered in ruggerized, water-sealed, and acid-proofed material that’s tough enough to withstand immersion in nitric acid, and stainless-stickless enough to clean up after being submerged in the worst goo and clean up without problem afterwards.
Mounted in the handle, projecting through the bell, is a powerful e-clip powered sonic generator, that can produce a variety of frequencies to a variety of purposes. Coupled to a clip-on mini-display scope that can be added to the frame of the PSSW, the sonic generator can be used to produce a sonar signal that can pinpoint where a clog is in a pipe, and even give some indication of its density(from which its composition can be inferred; a solid plug such as hardened concrete, fiberous, as in a hairball, or gelatinous, as in congealed chicken fat or old crankcase grease. The sonic projector can then be set to an optimal frequency for vibrating the clog loose, sonically jackhammering the offending material without damaging the surrounding pipe.
Despite its reporting name of ‘Sonic Utility Tool’, the Pucker bears the call designation PPSW for Paladin Steel Sonic Weapon. Despite its many utilitarian uses, the Pucker is a most effective sonic weapon. The sonic generator can be set to far more powerful levels(though drawing more heavily on the power cell in the process), starting with contact stun, up through ranged stun, and then to ranged damage. The Pucker is also stoutly constructed enough to serve as a most effective bludgeon in hand to hand combat.
PS delivered on the contract, and also has rights to manufacture and sell the PSSW07 on the open market. Though too short-ranged to appeal to serious open-field shooters, the PPSW07 is seeing some attention from urban warriors, police, and street rats, but the biggest buyers are Operators and TechnoWizards.
Weight: 6 lbs
Range:
(Sonic Jackhammer) 5 ft
(Contact Stun) Melee
(Ranged Stun) 500 ft (double range underwater)
(Ranged SDC) 280 ft(double range underwater)
(Ranged MD) 180 ft(double range underwater)
Damage/Effect: (Bludgeon) 1d8 SDC
(Sonic Jackhammer) Variable; 1, 1d4, 1d6, 3d6 SDC, 1 MD, or 1d4 MD per melee operation.
(Contact Stun) 2 SDC, plus save at 16 or better, or be rendered unconscious for 1d4 melees(if the contact stun is made to the face, it’s a save at 17 or better, and unconsciousness lasts 2d4 melees). Even on a successful save, the victim is -2 to initiative, strike, parry, and dodge for 1d6 melee rounds.
(Ranged Stun) 1 SDC, plus save at 16 or better, or suffer -7 on initiative, -6 to strike, parry, and dodge for 1d6 melees. Reduce Spd by 20%.
(Ranged SDC) 3d6 SDC per shot
(Ranged MD) 3d6 MD per shot
Save: Standard; 16 or higher
Rate of Fire: ECHH
Payload:
(Sonic Jackhammer) Continuous SDC operation for up to 3 hours per E-clip
Continuous MDC operation for 30 minutes per e-clip
(Ranged Stun) 200 shots per E-clip
(Ranged SDC) 150 shots per E-clip
(Ranged MD) 15 MDC shots per E-clip
Special Features:
*Snap-Lock Handle---Can sit flush to the barrel or can be unlocked to form a pistol grip.
*Waterproof/acidproof construction
*Power-Link---Can be hooked up to an external power source/power feed for continuous operation.
*Clip-On Sighting Package----includes a laser spot(+1 to strike), flashlight-torch, mini-screen readout showing sonar and cup pressure reads.
*Suction Cup---The Pucker holds with a P.S. of 40 through both air pressure and molecular adhesion.
*Molecular Adhesion Ring---Sticks to darn near anything, and can be disengaged with the click of a button.
*Sonar Setting:---25 ft range
*Ring Attachment ---Located at the end of the hild’ allows for clip-on attachment to a belt or line.
Cost: 9,000 credits

Re: Paladin Steel Storefront

Posted: Sun Aug 15, 2010 5:07 pm
by ZINO
N1 MAN!!!!!!!!!!!!!!!!!!!!

Re: Paladin Steel Storefront

Posted: Sun Aug 15, 2010 8:55 pm
by Shark_Force
what, no entangle bonus for being able to attach it to someone? :P

Re: Paladin Steel Storefront

Posted: Sun Aug 15, 2010 9:08 pm
by Colt47
I wonder if Joseph Prosek approves of Paladin Steel Industries...

Re: Paladin Steel Storefront

Posted: Sun Aug 15, 2010 9:56 pm
by abtex
taalismn wrote:Before I head off on my one-week annual vacation away from all things internet/television-related, here's a toy for you all....

Have a good week off or is it away.

Re: Paladin Steel Storefront

Posted: Mon Aug 16, 2010 5:43 pm
by taalismn
Colt47 wrote:I wonder if Joseph Prosek approves of Paladin Steel Industries...



Hell no! We employ d-bees, promote literacy, used to sell to Tolkeen, clashed with the CS in the Whykin region, use magic, and sell offworld! We're Yankee entrepenaurs and proud of it! Green-sensitive industrial conservative liberals who know our history and Hold These Truths To Be Self-Evident. In our government we vote, and on the battlefield we vote twice(maybe more times)!

No, we don't get along with Uncle Joe...

Re: Paladin Steel Storefront

Posted: Mon Aug 16, 2010 5:44 pm
by taalismn
Shark_Force wrote:what, no entangle bonus for being able to attach it to someone? :P


The Model B maybe? Or attach two of them via a length of cable and you have plunger-chuks!

Re: Paladin Steel Storefront

Posted: Mon Aug 16, 2010 5:45 pm
by taalismn
abtex wrote:
taalismn wrote:Before I head off on my one-week annual vacation away from all things internet/television-related, here's a toy for you all....

Have a good week off or is it away.


Away...I come back next Sunday, so it's really three days off and two of travel...Either way, it's too short.

Re: Paladin Steel Storefront

Posted: Mon Aug 16, 2010 8:42 pm
by ZINO
enjoy man have fun!!!!!

Re: Paladin Steel Storefront

Posted: Tue Aug 24, 2010 10:10 pm
by abtex
taalismn's vacation photos

Getting ready for trip to island
At the beach without Internet or tv day two, His not in the picture.
Was looking at the water :eek:

Welcome back!!! :D

Re: Paladin Steel Storefront

Posted: Tue Aug 24, 2010 10:14 pm
by abtex
Someone to help with squirrels problem a Marine K-9 Sniper team.

Do any of these squirrels look like your little friends?

Re: Paladin Steel Storefront

Posted: Wed Aug 25, 2010 2:10 pm
by taalismn
abtex wrote:taalismn's vacation photos

Getting ready for trip to island
At the beach without Internet or tv day two, His not in the picture.
Was looking at the water :eek:

Welcome back!!! :D

:lol: :lol: :lol:

Honestly...the island was too small for me and the President, so I let him have it on the condition that he return it in good shape.

Now I got to play catch up on yardwork and typing all the stuff I thought of while zoning on on the porch... :D

Re: Paladin Steel Storefront

Posted: Wed Aug 25, 2010 3:11 pm
by abtex
taalismn wrote: and typing all the stuff I thought of while zoning on on the porch... :D

Ok where do I start?

Re: Paladin Steel Storefront

Posted: Wed Aug 25, 2010 8:25 pm
by taalismn
abtex wrote:
taalismn wrote: and typing all the stuff I thought of while zoning on on the porch... :D

Ok where do I start?


SPARKY!!!!

Re: Paladin Steel Storefront

Posted: Wed Aug 25, 2010 8:27 pm
by taalismn
The Vermont Free State Military Forces-----A Military in Transition

“Do not sell the peoples of the Eastern Seaboard short....they do not remain in that monster-infested land, wedged between the warring superpowers inland, and the demons of Atlantis off their shores, out of desperation, because they have nowhere else to go....human history is full of migrations for less....but because of their determination to make lives for themselves....by nature the peoples of the Northeast have always been a sturdy, determined, and inventive folk...and should they ever organize...they would be a force to be reckoned with.....”
-----Harold Waldeman, Scholar of Lazlo, 45 P.A.

“I heard sometime in school that some folks in these parts way back in the past before the Rifts started a Revolution and started a whole new nation ‘cause they didn’t like what was goin’ on in their world right then....well, I reckon the people around here parts are ready for another revolution...”
----Corporal Ab Hogarth, VFS Militia, 95 P.A.

“I don’t care if I meet the enemy in a trench outside my hometown, with his gun in my guts, or in his bedroom in his hometown, strangling him with my bare hands....whether I live or die in the process, my mates and kits will be safe from all who would threaten my family...and my colleagues will second that, and back me all the way, just as I will for them...”
--- Private Sengeth-Mori-Delen, GNE Regular Army, 109 P.A.

“Greetings from Earth, or more specifically, Greater New England, which is the best part of it!”
----Ensign Ralph Miller, Greater New England Space Force, 125 P.A.

The GNE military has grown considerably since the days when it consisted of an enlarged community militia and Paladin Steel’s own security forces. It now encompasses air, land, sea, and space, spans a continent, and reaches beyond the atmosphere. In total, the GNE commands a most powerful military force to protect itself from the Coalition, Free Quebec, and the Splugorth; together with their Five Star allies and assets, the Free States of New England are a power to be reckoned with when they take the field.


A Military in Transition
“Some join for the adventure, some for the training and free education, others for revenge, and some for the patriotism. Some join because of all the neat toys, and others because it means citizenship for them and their families. Some join for the free food and board, and others because they got nothing to lose in this world.
In the end they become something other than a reason...they become comrades, family, battlekin, even if they never see battle in their tours....They become the Green Line between civilization and chaos, standing shoulder to shoulder, from the mouth of the Connecticut to Arcadia’s shores....Every one of them, from the combat engineers and supply men to the flight controllers and mecha aces.....
Our nation is truly blessed to have such people defending it.”
------Aaron G’El, Elven poet, from his work ‘Citizen’

“What a sorry bunch of trogs and gutter-slime you are! I have never before seen such a collection of culling season rejects, inbred yoohoos, swaggering prostates, unweened bedwetters, and all-around losers in my life! If it were up to me, I’d send the lot of you congenital morons back where you came from, but the orderly here tells me that all of you dumbasses VOLUNTEERED to join the service, so I gotta accept that maybe there’s something to redeem you after all!
So PROVE IT!!!! DROP AND GIVE ME FIFTY, RIGHT HERE RIGHT NOW!!! ON THE DIRT AND LET’S SEE YOU START PUMPING MUSCLE!! YES, YOU TOO SKINNY LEGS!!! I WANT TO SEE SOME MOVEMENT!!!SHOW ME YOU GOT WHAT IT TAKES TO BE A TROOPER IN THIS ORC’S ARMY!!!!”
-----Drill Sergeant Rodo “Rigor’ Mordus, (Orc Academy Officer), Camp Arlinton(aka ‘Camp Sweathog’), Day 1, Basic Training

Moving from corporate and community security forces to budding superpower army has had a profound and radical effect on the militia forces of the GNE, who are experiencing what can only be described as growing pains. The citizen-soldiers of the Vermont Free State find themselves increasingly torn between the small-town defensive mindset of their humble origins, and the big picture intermeshed organization of the greater national society they are building...Instead of regarding themselves as protecting their own small home villages, the troops of the GNE now regard themselves as a nationalist force, beholding to a way of life encompassing all of the Vermont Free State, and, by extension, Greater New England. A growing percentage pay heed to the propaganda of the Expansionists or the corporate reports, and regard themselves as serving something larger and greater, such as Greater New England, or the Corporate Alliance(whose corporate origins are growing increasingly obscured). This has given rise to a disturbing trend of ‘super-patriots’, young people and experts whose fanatical devotion to the GNE, PS, and/or Alliance is as rabid as any Coalition Human Supremacist or Free Quebec Nationalist.
Balancing(and sometimes feeding) the patriotism of the soldiers of the VFS/GNE is the awareness of how numerically outnumbered they are by their enemies. With the Splugorth to the east of them, the Coalition States to the west, and Free Quebec to the north, the men and women of the GNE realize that in a total war situation they could very well be facing better than twenty-to-one odds in men and equipment. Furthermore, the GNE doesn’t have the vast stretches of territory, like the CS and Free Quebec have, to lose enemies in. Despite the outcries of a few isolationist radicals who advocate a return to a leaner, less-threatening, more obscure posture, few of these warriors worry about what their prosperity has bought them...it has made them more dedicated to protecting what they have worked to hard to build. The GNE soldiery realize that they may not be able to prevent an all-out invasion, but they will make their opponents pay a bitter price in attrition-exchange, hopefully more than they are willing to afford.
To this end, under the peaceful, pastoral setting of rural Vermont Free State and New England, and the bustling commerce of its cities, lie a network of fortifications and traps to make every community a strong point. GNE and GNE troops are trained to use a variety of artillery weapons, particularly remote control batteries, to bombard and soften up opponents, and keep them off balance, while the soldiers move to better positions or in for the kill. Expendable robots can be used to hold strong points, or kamikaze into enemy formations, forcing the enemy’s hand and keeping them occupied.
Despite the fact that hilly New England is hardly ideal tank country, the VFS/GNE makes extensive use of armored vehicles(and later robot vehicles in the same capacity) as mobile strong points and choke points, drawing enemy fire, while smaller, more mobile vehicles and infantry(and power armor are ideal for this role) maneuver into position to flank an opponent and target their weak points. The increasing mobility of the new generations of combat robots, as opposed to more lumbering North American robots like the Coalition’s and Northern Gun’s, adds an element that VFS/GNEAS military planners are still trying to figure on how best to exploit. Already, though, many analysts are predicting that the days of the big, towering, metal mountain giant robots are waning, to be replaced by smaller, faster, more versatile mecha along the lines of the Mongrel and Mantis.....However, the GNE military is not ready to abandon the massive ‘battlefield kings’ just yet, and has invested equally in refining combat robots and their weapons.
Of equal importance is Power Projection...taking the war to the enemy. Here, Paladin Steel’s corporate espionage expertise has proven particularly invaluable in the use of special covert teams to infiltrate and damage an enemy from within. Small, mixed-arms forces can move quickly into enemy lines, targeting communications and logistics, and tying up enemy security forces, while the slower moving heavy armored, artillery, and heavy air support blasts the front lines with rolling barrages. But whether or not, or how, the defensive mindset of the Regular Army translates to taking the offensive, remains to be seen. Aware of this, the GNE military is closely watching events in Canada and in the west...Observations of how the Coalition fared against Free Quebec and Tolkeen, and the aftermath, may help determine the course of future GNEAS military philosophy and organization...
The GNEAS Armed Services retain the rank structure and insignia of the respective pre-Rifts United States Armed Services...in part because of the early formation of militia units around National Guard units, the prevalence of surviving material about the old U.S. Empire military, and convenience. While this makes it fairly easy for anyone even moderately versed in pre-Rifts military matters to figure out unit organization and identify officers, it is a more important public relations move on the part of Paladin Steel, who was largely responsible for pulling the various regional militias together into a greater military organization. By identifying with the pre-Rifts North American Empire, a sense of continuity of strength is projected, though there is little real connection between the multi-species, supra-corporate, Greater New England armed services and their pre-Rifts ancestor services. It also serves to create the image of the GNE military services as less an extension of Paladin Steel’s corporate security, and distinguish them as NATIONAL armed forces in service to a greater nation. Both of these ideas appeal to the GNE’s expansionists and para-nationalists, who see the GNE armed services as one of the building blocks in efforts to ‘rebuild a continental empire’....
In terms of actual overall numbers, the armed services of the GNE look pretty miniscule, especially in comparison to the massive legions fielded by both sides in the recent Siege of Tolkeen, where multiple Corps clashed. The GNE military is painfully aware of the massive discrepancies in manpower that the GNE is likely to face in any future conflicts with the Coalition, Free Quebec, or the Splugorth, but given the relative geographic size of Greater New England, and the relatively low population given centuries of depredation by the Splugorth, the numbers of full-time soldiers raised and maintained are fairly impressive. Furthermore, the GNE armed services are much more spread out over multiple services(Army, Navy, SpaceForce, etc.) than the armies at Tolkeen, and possess much better technology, and, it can be argued, training. Units of the GNE regularly use Dimensional Transit Gates to travel to the West Coast and Free Canada to conduct exercises with other Alliance paranational militaries, share tactical information, and familiarize themselves with a variety of terranes, weather conditions, and wargear. This higher level of training gives GNE soldiers a small, but important, edge in combat. As the population of the GNE grows, and more allies are made, the GNE hopes to increase the number of soldiers in its military, adding more Divisions, Wings, and Flotillas as circumstances permit.
Another important note is the emphasis on skills training and versatility in the preparation of soldiers. Since the GNE has a relatively small population, with a correspondingly smaller (even with advanced subsidized medical care) pool of eligible candidates for active service, and with the demands for manpower from the agricultural and industrial sectors, there are relatively few wholly ‘pure military’ soldiers who specialize in nothing but weapons and combat. Soldiers are encouraged to study a diverse range of fieldcraft and technical skills, especially technology maintenance and engineering, allowing them to fill a variety of roles in GNE society, as well as cross-train within the military. Literacy is a MUST with GNE soldiers and most of the militia. This means that the average GNE soldier may SEEM less capable in a head-to-head one-on-one fight with a dedicated killer from another military organization, but GNE soldiers are taught to use their skills creatively as, in the words of one veteran;”They won’t know what good it’s for until you hit ‘em between the eyes with it, and if you do it right, they still won’t figure out what you hit’em with!” Innovation and unorthodox tactics are promoted within the GNE military, but not at the expense of organizational cohesion; the Regular Army has little use for glory-seeking daredevils who risk the lives of their colleagues.

Training

“Sir, I just want you to know, after these sixteen weeks, after over a month of learning how to hate your guts for bursting my misconceptions, despise your sadistic ways as you showed me how to fight and survive, endure the physical torture that you meted out to toughen me up, and curse you for making me strife to be better than I thought of myself....I just wanted you to know, that, well, I’m come to think of you as the abusive, manipulative, foster-father I never had.”
*Sniff* “Bless you, ex-cadet Alvolan, yah make me proud! NOW GET OUTTA HERE BEFORE I KICK YOUSE ASS!”
----Boot-Graduate Yen Syler Alvolan and Drill Sergeant Rodo “Rigor’ Mordus, Graduation Day, ‘Camp Sweathog’

The GNE Regular Army and Armed Services runs all recruits through a mandatory nine week basic training schedule designed to provide basic skill knowledge and disciplinary awareness, toughen recruits up, test for aptitudes, and cull the unsuitable from the ranks. Literacy, basic math, and basic language skills are drilled into the recruits, as well as organization. This period, variously called the ‘Grinder’, the ‘Melting Pot’, the ‘Crunch’, and the ‘Fat Burner’, also forces the mixing of the various species that make up the GNE, forcing people who have had little exposure to other beings not of their race and species into working relationships. Basic training also serves to emphasize the various strengths and weaknesses of the various races, while many exercises require teamwork in order to get by. Anyone who cannot accept working thus, typically finds themselves shortly flunking out.
At any time during training, the recruits may be called upon to act as emergency workers, responding to disasters and crisises like forest fires, floods, and earthquakes.
After the initial period of rigorous instruction and training, the survivors graduate and may go on to advanced training, as their service preferences and tested aptitudes demonstrate. Typically this is another 2-8 months of advanced training(air combat training for Air Force, tank and artillery training for Army, assignment to coastal defense ships for Naval recruits, and advanced Z-G training on one of the space colonies for Stelmarines and Space Force), with an emphasis on multi-environment training and orientation. This means visiting a space colony, undersea facility, or practicing at any of the joint Alliance training ranges on the West Coast or in Free Canada. participating in war games with their allies. Though still considered to be training, these green soldiers are considered to be cleared for combat.
Militia in the GNE typically have a thirty-day mandatory ‘mini-boot’ basic training period held locally to orient local militia as to their fellows and the local command structure. Most employers in the GNE are required under law to allow interested employees to take this training, as a paid leave(but the participants MUST complete the course).
Of course, in time of war time, these time restrictions would most likely be scaled back, though the quality of training would suffer accordingly, but war runs by its own schedule.

Magic, Psionics, and the GNE Military

“Ain’t no ‘us’ and ‘them’ in the GNE!! Just ‘us’! That applies to mages and psychs as well! You all live, you all bleed...somehow...and you’re all HERE.....You either all pull together or you die alone! ’Them’ is the poor bastards out there that don’t realize we don’t make any distinction in our ranks!”

The GNE/GNE military welcomes the recruitment of magic and psychics into their ranks, distributing them into their units so as to make the best possible use of their abilities. The GNE has not yet organized any special ‘magic corps’ made up exclusively of magic-users, but have experimented with units with larger concentrations of magic users, to test the pros and cons of such formations. Currently, all-mage units are ad-hoc formations, created on the battlefield on the advice of the command staff’s magic advisors, to deal with special situations, and are reassigned to their regular units afterwards. The only units that retain such cohesion are the Techno-Wizard support echelons, but that’s a matter of convenience, as regular mechanics and technical staff have a hard time, most of the time, following the doings of their Techno-Wizard colleagues.
Magic-users in GNE service typically adopt a low-key appearance, and wear the standard gear and uniform of the rest of the troops in their unit. The infamous egos of magic users aside, the GNE military command feels, and makes it a point to explain to dissenters of this policy, that it makes sense not to give the enemy any obvious visual clues as to who the prime targets(i.e. magic users) are in a given military unit. Most GNE-military mages accept this common sense, if grudgingly, though the more popular mages will find their colleagues taking extra steps to make THEMSELVES look ‘more like a magic user should’ in order to draw fire away from their mystic-adept teammate... This pressure to downplay one’s status as a magic user, however based on improving the survival of the individual, has not sat well with many schools of magic, who have adopted distinctive costumes and regalia to set themselves APART from the rank and file, rather than blend into it. The very act of ‘dressing down’, especially in the uniform of a nationalistic service, is seen as a betrayal of the oaths of loyalty to one’s School, in the eyes of many conservative mages, putting Country before Master. This has led to some established Schools of magic shunning practitioners known to serve in the GNE military not as highly-paid independent contractors, but as rank-and-filers, and has also led to rumors being spread that the mages in GNE military ranks are secondhand wannabes, failed apprentices, and amateurs who abandoned their course of study to sell themselves to a nationalist calling.
Besides the obvious tactical applications of magic in forward units, the GNE military also makes extensive use of mages and psychics in Intelligence and Logistics roles. Mages with any sort of Prognostication or Farseeing abilities are valued by intelligence operatives, even with the unreliability of many future-scryings, as it is considered that even bad omens can yield useful information on what to plan ahead for. The Navy and Air Force, in particular, have their own departments of Elemental Warlocks and other weather-sensors for predicting changes in weather, while the Corps of Engineers employ StoneMasters, Earth Warlocks, and Techno-Wizards extensively in their operations.
Techno-Wizards are the most often sought-out and recruited mages because of their ability to create devices that can be used by others, as well as the servicing of the various technological and magical systems used by the GNE military. Being a Techno-Wizard in the GNE carries none of the stigma normally associated with the specialization by other schools of magic, though there are some TWizards who feel that they are being taken for granted, or regarded as ‘assembly-line mages’ within the GNE.
Smokers, LeyLine Walkers, and Warlocks are the next most commonly sought-after recruits, because of the raw power of their spells, variety of magics, and general knowledge of supernatural threats and practices. Ocean Mages are sought by the Navy for the same reason, while the Space Force is currently trying to find any space-oriented magic users for their own service.
Mystics are less common in main line GNE military units because their orientation towards nature doesn’t fit as well with the heavy firepower-orientation of the GNE military. Mystics are more often found with community militia and Ranger recon units, or with Military Intelligence, playing a support role.
Other magic classes are far less common, but occasionally, can be found serving alongside the more mundane troops. Since the Day of Wrath, large numbers of Tattooed Warriors have joined the ranks of the military, though many ‘true’ mages, especially the Conjurers, don’t regard them as mages at all, but merely the beneficiaries of magical augmentation(and are treated in much the same way as cyborg or superhuman troops). By the same event, large numbers of Stone Masters, either ex-slaves or Atlantean volunteers, have arrived in the GNE, and have been been active as combat engineers and civil engineers, helping to fortify the various communities of the GNE. Shifters are far less common, owing to their flirtation with dangerous forces, but a few are employed by the GNE, mostly by the Project Outstep group for extra-dimensional exploration.
It is RUMORED that the GNE military has acquired the services of a turncoat Temporal Wizard, possibly an escapee of the Asylum, and is training an elite cadre of Temporal Wizards and Warriors, but this seems unlikely, aside from a few mercenaries, given the high risk of insanity associated with the practice.
Witches, Necromancers, and other willing servants of evil are NOT tolerated by the GNE. Necromantic magic is only studied in the GNE as a branch of forensic sciences and is carefully monitored; any other application draws the quick and often fatal attention of the authorities.

Similar policies apply for psychics and super abilities in the VFS/GNE military. Most units will try to incorporate at least one minor-psychic in their ranks, as every small edge counts. More powerful psionics like Bursters and Zappers are welcomed into the ranks of the general infantry for their built-in firepower, NegaPsychics for their resistance to magic and other psionics, while Psi-Stalkers are actively recruited for Horror-Hunter and Ranger units. More powerful psionic classes like MindMelters, Psi-Ghosts, and Psi -Assassins are less visible in the ranks, and are usually assigned to special forces units. Seers and other dedicated sensitives are sought after as intelligence agents, and the GNE military is trying to see if they can’t learn more about such groups as the Psi-Warriors and the Aramaki Duelists...if either mental discipline could be taught and actively encouraged in the GNE, they would add immensely to the diversity of the GNE military.
It should be noted that there is somewhat less trust for major psychics than for magic users, owing to the fact that mages tend to be more obvious and flamboyant in their use of their abilities than psychics....Ironically, most of this distrust is at the lower rank levels, where many a fight has broken out over accusations of a psychic cheating at cards....and just as ironically, the fights blow over quickly as those same soldiers congratulate their psychic colleagues for saving their asses in a bad situation...

Though the policy in general may seem ad-hoc and curiously like the ‘don’t ask, don’t tell’ policies of the pre-Rifts American Empire armed forces, over all, the tolerance and acceptance, indeed willingness, of the GNE military to use magic and psionics adds immensely to their effectiveness as a fighting force....Their casualness in accepting it all underscores their commitment to using all available talents in defending their nation....”Freedom and Unity”, so the state saying goes.

Major Military Facilities of the GNE
The following is a list of some, but not ALL, of Greater New England’s major military facilities:
Fort Jericho---Also the former pre-Rifts community of Jericho, Vermont, which survived by virtue of being near the U.S. Army’s Mountain Warfare Training School at Smuggler’s Notch. With the cache of Special Forces hardware and the trained personnel of the facility, the town survived the Coming of the Rifts(barely) and expanded into a military commune, which continues to thrive to the present day. A major training and base facility.
Fort Ti/Mount Defiance---Once a mercenary training and trading post, as well as a PS weapons development range, the Fort Ti/Mount Defiance complex is considered to be one of the GNE’s western bastions(though it is increasingly behind the front lines of loyal GNE-affiliated communities...)
New Bath----The main shipyards and naval station for the Eastern Fleet. This massive naval yard facility is ringed by both coastal fortresses and submarine defenses. Nearby Fort Faith is a Marine training center.
Penobscott Bay---Once a pirate fortress, now a naval station providing protection to the small shipyards under construction there.
Fort Taunton---Army base providing ground support for defense units in the GNE’s South East quadrant. Its LRM batteries also provide fire coverage of the Cape Cod/Island areas.
Bourne---Naval station, protecting the all important secure Cape Cod Channel, supporting both Marines and light naval units.
Fort Otis----Naval air station protecting the Massachusetts coastline, primarily from Splugorth aggression. Its airfield provides facilities for coastal patrol aircraft and transports.
Plattsburgh AFB---Like a phoenix from the ashes, the devastated remains of this pre-Rifts military facility have been rebuilt into a major aerospace facility. Because of its proximity to Free Quebec’s borders, the complex is very heavily protected and patrolled, and its air defenses provide additional coverage to nearby Burlington.
Springfield Armory----This mini-fortress and home of the ‘Springfield Rifles’ sits near the pre-Rifts site of Springfield, but is sometimes confused with the famous pre-Rifts Springfield Armory(which was in Illinois). The facility supports a small airfield that it is hoped will be expanded as part of the nearby Westover Reclamation Project, establishing a series of small military facilities, including a weapons factory, that will eventually be joined into one larger complex.
Fort Faith----Located near New Bath, Fort Faith is a Marine training base and basing facility, with its own airfield, training grounds, and target ranges for troops embarking ships at New Bath.
Baldur Field----Just west of New Boston is Baldur Field, a fair-sized airfield that provides air defense patrols for the New Boston Bay area. Baldur Field’s laser net was responsible for shooting down several Coalition cruise missiles that had come in from the Long Island Sound area during the Coalition’s ill-advised bombing campaign on Eastern cities.
West Point---Still in the process of being constructed by the GNE Corps of Engineers, this new facility is expected to anchor the GNE’s southwestern approaches, and keep an eye on the dangerous “New York Triangle”.

Halifax Base---Since being seized by GNE forces, this ex-Coalition facility has been built up into a major military nexus. Among its many strategic duties is providing a bulwark against Splugorth incursions from the Newfoundland colonies(and, it is suspected, would be a forward staging area in event GNE decided to invade the island)

Bradley Field---This pre-Rifts international airport is being rebuilt into a major aerospace facility under the auspices of the Connecticut Reconstruction Initiative. Though intended primarily as a commercial transport hub, it will have the capability to support military units, and will be amply protected.

Fort Swift----Actually a captured Gorang Iron Island, Fort Swift’s antigravity propulsion continues to befuddle GNE engineers who can pilot the thing, but can’t yet duplicate it (unlike the smaller Gorang A-G drive systems). For now, Fort Swift is hidden in deep northern Free Canadian territory, while the Iron Island’s defenses are being refitted, a new crew trained, and the GNE authorities figure out how best to deploy the massive thing.