Page 49 of 126

Re: Paladin Steel Storefront

Posted: Wed Oct 06, 2010 7:33 pm
by taalismn
Thanks to Raven for his Kera-Tech dimensional gates for this one...

Valiant Station

It was all going to hell...and it was his watch!
Director Tayqua(<no,> he thought angrily <make that EX-Director>) could only watch and listen to fragmentary reports and communiques coming over his handheld, and all of them painted a dismal picture of his handling of the crisis.
Massive shutdowns of power in the factory modules.....maglev was out in Green Sector, bottlenecking evacuation from the agricultural toroids.....fighting in South End as factions fought on the race to the available shuttles....rumors that one or both of the major groups had seized control of some of the Gateway containment battle platforms and were firing on evacuation shuttles...traffic control down....A shuttle was burning in the North End terminus....air quality warnings in the residential sectors...Less than a day after the laserlink telling of the Conservatives’ takeover of the Congress, and the passing of their ‘Planetary Resource Conservation Act’ and this most distant outpost of the Commonwealth had erupted into chaos.
Now he and his small staff were buckled into the last secure shuttle, having somehow managed to bypass most of the damage...leaving in humiliation, he thought, as the pinnace cleared the bay.....will the last sane person in the universe kindly turn the lights out?
Not that it will matter anyway, with the station venting mass and the computers off-line, the awaiting Cycler transports had confirmed that Val’Ynt Station had lost its fight with the gravitional pull of the Gateway, and was spiralling in to collide. Evacuation had now taken on priority over re-establishing control and peace.
“Sir, we’re still getting reports of weapons fire from the station...Captain Hasel says he doesn’t dare bring his ships in any closer than five hundred xilos.”
“Damn idiots! They’re still fighting? Don’t they know they’re running out of time! The farther out the Cyclers have to wait, the further the shuttles have to go, and the fewer trips they can make! Hasel has to get closer, and we need to get everyone off before the Station breaks up! Damn it, rioters or not, those are still people on the Station!”
“Sir, the Captain insists that he still won’t get any closer! Not with the weapons still online and the Anomaly acting up!”
Tayqua took a look at the view outside the shuttle’s crysteel ports...saw the glittering arc of his Station rolling against black space, and beyond it, closer than ever, the glowing blue mystery of the Gateway...and he made his decision. His career back home was finished, his life’s work here, and he would still fight for it, to the last breath...
“Turn this shuttle around...now. We’re going back.”
The others looked him in shock.
“But sir...”
“ This shuttle is going back...we’ll try to keep as many flights going to get people out as we can...anyone wishes to come back with me, we’ll keep things going as long as we can...Any of you have any objections, there’s enough scooters and suits in the emergency gear to get you out to the Cyclers. We’ll wait five minutes, no more, then head back...If all of you decide against it, then let me go alone...”
“But sir, you might not be able to get out yourself!”
“True, but at least I can get some other people out in before then...and besides, it wouldn’t be the first time a captain’s gone down with his ship, no?” He smiled ruefully at that last.
Seeing their Director was serious, the staff set to work...A few shook their heads and headed for the EVA lockers and the offer of escape, a few others...a mix of veteran staffers and young novices, he saw, had knowing looks as they set to work trying to re-establish communications wirth the beleagured Station...People who still had some ideals left, or nowhere else to go.... They just might be able to pull off a miracle.
Then he looked back at the pulsating glow of the Gateway, and the debris ring around it...and thought again that they would need a miracle so close to that unknown.



Valiant Station is a d-bee space station that has been rifted into Rifts Earth orbit (actually Lagrange orbit) from another uiverse.
Valiant Station has its origins as an outpost of Ekatar, an Earth-like world that was settled originally by Dwarves and Elves, during the last great Wars of the Old Ones, when the two races were at each other’s throats. Ekatar was but one of the battlefields of the Old Ones...though not as hospitable as Earth or the Palladium World, Ekatar did possess some ambient magical energy(though, through some cosmological peculiarity, most of the energy seemed concentrated in one area of the planet), and exploitable resources, and that was enough for the warring Old Ones to send their minions to do battle for it. Two massive armies of Dwarves and Elves were teleported in, appearing within miles of each other, and immediately settled down to the business of bloody combat.
As noted, Ekatar was peculiar in that most of the planet’s magical energies seemed concentrated in one area, including the sort of dimensional stresses that allowed for Rift formation and interdimensional travel. One explanation for this may be the fact that the star system that Ekatar is in possesses a ‘dark companion’ star, a red dwarf with a very eccentric orbit, similar to the so-called ‘Nemesis’ star said to accompany Sol in the Earth Solar System. The sharply varying gravitational force distribution at either extreme of the dwarf companion’s orbit may have a profound effect on the dimensional and mana-dynamics of the Ekatar solar system. At the time of the Old Ones’ campaign to seize the planet, the red dwarf star was in close proximity to the inner solar system; and was just past its closest approach.
It may have been the crucial timing of the battle, it may have been sheer coincidence, or it may have been some fearsome spell unleashed in he heat of battle that did the trick, but on the third day of battle, the Gates that had brought the two armies to Ekatar abruptly vanished, and the ambient magic that fueled the fearsome combat magicks began to rapidly drain away. At first this was believed to be a trick of the enemy, and so the two armies took little notice at first, save to target their enemy’s mages, who must have been behind the disappearance of the respective armies’ doors back home. Befuddled mages, who were trying everything from teleportation circles to blood sacrifices found themselves without the power to do anything, even defend themselves...and thus, most, if not all, were slaughtered when their defensive magicks failed to work.
The two armies continued to grind away into each other through sheer momentum, but eventually attrition forced a slowdown, and combat ground to a halt. This gave the respective enemy commanders the opportunity to see how wretched their condition really was.....Without recourse to retreat, or reinforcements from home, the two armies dug in, the only consolation being, they grudgingly admitted, that the other guys were just as bad off as they were.
Then winter set in...
Bereft of the extra heat provided by the retreating red dwarf, Ekatar now showed its cold side, and the mean side of its climate. Temperatures dropped as chill winds swept down over the battleground. Lakes froze up over, and animals dug in, as food grew scarce.
Not intended as colonization expeditions, the two armies found themselves battling an environment very different from what they’d been equipped to expect. The two armies now dug in deeper, and fighting was not for superiority now, but for resources. But the struggle for survival worked to the contrary here, and faced with the dilemma of living in the alien terrain, the two races of mortal enemies turned to each other. It helped that many of the diehard racist elements of the respective armies had died in the early fighting, but it was still no easy task for the two enemy camps to start extending feelers towards each other, set aside their differences, and begin cooperating to share resources, and carve out an existence on Ekatar. In time, the two forces began to merge, and become one people, surviving through to the next spring, and the next change of season.
With each passing year, and no sign of the return of the Gates, or the magick, the original reason for the armies being sent was forgotten, and the soldiers of conquest now resigned themselves to becoming colonists.
With time, as civilization grew on Ekatar, the origins of it became lost in time. This is not to say that there wasn’t factionalism and war on Ekatar; indeed, many times in the subsequent history of the planet, the ancient Elf-Dwarf animosities flared up into open warfare, but in time, the two peoples developed technologically and expanded across Ekatar.
Eventually, the Ekatarians developed space travel, attained a level of technology roughly equivalent to Golden Age Earth, and began to probe their solar system. Then, on the fringes of their space, they discovered the Red Dwarf.
While exploring the rogue’s orbit, the Ekatarian explorers discovered a strange phenomenon in orbit of the dwarf star; a weakness in the fabric of space/time, that seemed to be an open wound in the dimensional fabric...they were looking at a standing Rift!
While the details of Ekatarian origins had been long forgotten, the Ekatarians still retained some legends about ‘Gates’, the places they opened into, the treasures they permitted access to, and the dangers they represented.
Initial probes of the Rift came back with mixed findings; some reported vast vistas of potential resources and treasures, while other probes didn’t report back at all. Mindful of what some of the reports had indicated, the Ekatarians began arming their research personnel at the Gate, and stationed military forces to back up the scientific teams, and defend the Ekatar system in the event that something came through from the Other Side that posed a danger to the Ekatarians. To facilitate both the exploration and defense, the Ekatarians built a massive space station and colony, the Val’Ynt (Common Ekatarian for ‘Bold in the face of the unknown’ or ‘Adventurer’)platform, to do both.
Val’Ynt Station was a true marvel by pre-Rifts Earth standards, but it was still a modest affair compared to the giant Spinner Colonies of the Ekatarians’ inner solar system. Still, owing to its farflung position far from rapid resupply from the homeworld, Val’Ynt Station was a wonder to behold. Self-sufficient, with both solar energy collectors to make maximum use of the dim illumination from the Red Dwarf, and powerful fusion powerplants, Val’Ynt had massive onboard hydroponics bays to feed its crew, heavy armor to protect against impacts in the debris ring swept up by the rogue star, and a large industrial complex to use that debris to affect repairs and outfit the various expeditionary craft used in probing the Gate.

Despite(or perhaps because of ) the massive effort needed to build and maintain the farflung Val’Ynt space station, the station was not immune to politics...indeed, far from the moderating influence of the Planetary Congress back home , factionalism and conspiracy seemed to flourish on the isolated outpost, sharply dividing the various research teams, even as they worked in close proximity to each other. The most obvious factions on the station were the Conservatives, who wanted to adopt a ‘look, don’t walk’ approach, favoring remote probes, and whose extremists favored research into closing the Gate, and placing the funding dedicated to the Gate study to more easily controlled FTL technologies. The Explorers, on the other hand, favored more pro-active exploration and exploitation of the Rift, including immediate efforts to rush in, explore, exploit, and colonize.
It should be noted that division of Conservatives and Explorers was along geopolitical lines more often, and not along species lines. The percentage of elves and dwarves in both camps was roughly equal...as many adventurous Dwarves favored dive-in exploration as there were Conservative Dwarves who favored belt-tightening and shutting the whole complex down. Likewise, Elven Conservatives demolished the stubborn arguments of Elven Explorers with as much zeal as their counterparts did in attacking the former’s ‘stick-in-the-mud’ ideologies.

It was after a series of dry-well missions and disastrous probes, combined with a particularly bad global economic recession back home, that a particularly strong Conservative element managed to gain control of the Planetary Congress and called for the immediate shutdown of all active exploration of the Gate. In order to curtail further expenditures, and to cut away the support of their opposition, the Conservatives quickly and decisively pushed through legislation that would make it extremely difficult, if not outright impossible, for the Explorers to regain their funding. Further moves made it virtually political suicide for any politician to publicly support throwing money away on the edge of the solar system on an Explorer agenda, over domestic needs back home. The Explorers found themselves feeling unjustly painted with a political smear, and feeling like a persecuted minority by the sudden change in fortunes. Even some Conservatives aboard the Station were taken by surprise by the extreme nature of the edicts coming over the laser-com from back home.
At Val’Ynt station, this feeling of unjust persecution turned into outright paranoia and conspiracy among the more extremist Explorers stationed there. Fearing that the station would soon be mothballed, the extremists hatched, and set into motion, a plan to seize control of the station, using the considerable military might installed aboard. Once in control, it was hoped, they could dictate terms to the administration back home. If not, they’d declare independence, hedging on the station’s increased self-reliance in the way of resources to sustain them until they could acquire what they needed through the Gate. If Val’Ynt cost the taxpayers back home no more, and was staffed by volunteers who WANTED to live out on the edge of nowhere, the Explorers reasoned, the Arch-Conservative home administration would leave them alone, to continue their work of poking through the Gate.
Unfortunately, the plan screwed up, and what should have been a bloodless coup, turned into open warfare as the normally level-headed Val’Ynts panicked as several factions and organizations drew beads on each other in the course of the fighting. Extremists of both factions tried to gain control of key systems, refugees tried to stay alive, and security forces tried to gain control of the situation before the station was compromised. In several cases, an elite shut-down team sent by the Conservatives back home to oversee a controlled shutdown of the complex clashed with station security, who assumed the team’s own security contingent were terrorists sent to seize control(the Conservative security force, conversely, had been told to expect that the Station Security was compromised by extremist Explorers). Labs were gutted in the melee, and confusion reigned.

The chaos would spark later discussion and argument among Station historians and sociologists(many of whom had taken part in the events); why had Val’Ynt Station, a bastion of scientific research, exploded almost overnight into outright chaos? Some blame seething political unrest exported from dissident factions back home, others hint at racist conspiracies and darker agendas, long thought buried in Ekataran history. Others hint at the possibility of alien interference---that improperly decontaminated probes may have brought something aboard the ship that maliciously tampered with the psyches of the crew and drove them out of control (this latter theory has gained more support since the Val’Ynts have seen the sort of horrors that are possible at large in the Megaverse). ....no one really knows, and many Val’Ynts don’t want to either, just so long as it doesn’t happen again...

In the course of the civil war, the station-keeping thrusters of the Station were damaged, and by horrible misfortune, the entire complex now fell into a decaying orbit of the Red Dwarf, and on a collision course with the Gate anomaly. When this was learned, the Station administration(what few were in a position to oversee events), called for a Station-wide evacuation to awaiting long-hauler craft and the few fueled and ready exploration probes in an accompanying orbit. However, by this time, panic had set in among the largely civilian staff, and damaged vital Station systems, which had become key targets of the battling factions, meant that the evacuation went nowhere as smoothly as hoped.
As the management teams made their way to their own escape craft and cast off, they realized almost too late the enormity of what was happening. Seeing that not everyone could get off, many of the crew elected to turn around and stay, in an effort to use their own ships as tugs and divert the Station from entering the Gate at a disastrous approach angle, or at least provide some slender hope that late arrivals might escape in the awaiting craft. Their decision to stay would prove decisive; though it was too late to move the Station back into a stable orbit, the craft did manage to push the Station into the Gate in such a manner that the structure wasn’t destroyed.
Though the Gate approach was hardly controlled, it was successful....Val’Ynt Station vanished from Ekataran space with all remaining hands...presumably never to be seen again...

Val’Ynt Station now popped out of the other end in one of Earth’s Lagrange Points, tearing through the Debris Field. Here, and there after, the heavy armor applied to the Station’s skin served it well in protecting it from debris impacts and the weapons fire of the various Orbital factions that immediately opened up on the newcomer.
Like their ancestors before them, the surviving Val’Ynts were forced to make peace with each other and pull together to survive, unknowingly repeating history.
Using their damaged thrusters, and their remaining ships as impromptu attitude-control tugs, the crew managed to put their battered station through a series of eccentric slingshot orbits that would eventually stabilize them, and deliver them to relative safety at earth’s L-3 Lagrange Point(the two stable points, L-4 and L-5 were ruled out as being too dangerous; the Graveyard that they’d appeared in at one, and Freedom Station at the other). By great fortune, their timing meant they had just avoided the Dreadnought Crisis and the threat the massive vessle might have brought to bear on the relatively fragile space habitat. Unfortunately, several of the orbits brought them dangerously close to near Lunar approach, which the paranoid CAN Republic interpreted as a hostile act, especially in the wake of the recent Dreadnought attacks. When Val’Ynt Station sent a small expedition to scout and mine the satellite for Helium-3 to replenish their re-mass fuel stocks, the Lunarians took this as a sign that the newcomers were confirmed threats, and attacked.
Now, in addition to fighting physics, the Val’Ynts found themselves in a pitched battle against attacking robot fighters. The three orbits that the Station made before being able to slingshot out were among the worst the Station residents had endured yet, as they came under near continuous attack from fighters and surface emplacement fire, including the Lunarites’ massive laser-launch system cannon.
Even after climbing out of range of the Lunarians’ close-in defenses, the Val’Ynts weren’t out of the woods yet....Initially, when the massive space station had burst out of the Graveyard, the other Orbitals were indecisive as to what to do......rumors had spread like wildfire that the massive space station was the old Sino-Japanese complex restored and Rifted into the future, or else the alien structure was the fearsome vanguard of a new alien invasion, or another Kittani-Splugorth Dreadnought....As a result, no effort was made to contact the wildly careening structure, and more than a few shots were fired at it.
Once the Orbitals could discern the relative level of technology of the newcomer, and the fact that the Station was less a vanguard and more a refugee, reactions were equally as mixed. Some of the Orbitals, particularly Freedom Station, were eager to make allies with the newcomers, if only to have another ally against the CAN Republic and the Arkhons. Euro Station and the Outcasts wanted to take over the Station and salvage it for their own enrichment, while Laika Station wanted to side with their CAN Republic allies and neutralize the unknown. Then, too, there were the Arkhons, who attacked without warning. Beset by enemies, bandits, and less-than-sincere negotiators, Val’Ynt Station realized that they were in a predicament. In unknown territory, with their resources running low, the Station facilities largely intact and repairable, but not without extensive assistance, and desperate for relief, the Val’Ynts realized that they would have to make allies soon...or else... They attempted to buy some time for themselves, sending ships out to the Debris Belt to perform salvage, and they used their remaining military craft to drive off pirates and invaders, but the most optimistic estimates gave them four months before they’d be forced to go down with the Station or evacuate...neither a very promising prospect....
It was from listening to radio transmissions from near-Earth orbit that the Val’Ynts became aware of a new power that had emerged, and that might just be both powerful enough, and inclined enough, to lend the battered Val’Ynt Station their aide. Knowing that their gamble might not pay off, but desperate for help and a protector, the Station opened up communications with the new power---The Greater New England Corporate Alliance, newly emerged into Rifts Earth Orbit.

******************************************************************************

The Two Thunderchilde cruisers and two destroyers nosed closer to the giant rotating structure, slowly turning in the reflected moon-glow. About them tumbled various pieces of wreckage from what had to have been a most fierce, and recent, if the debris hadn’t dispersed yet, battle. The destroyers’ laser turrets twitched nervously, tracking the still-recognizable hulk of an Arkhon Spikefish that tumbled lazily past. Other turrets remained fixed casually on the visible weapons turrets of the looming space station ahead. They were here by invitation, but the natives of this corner of space had learned to take nothing at face value....
On the bridge of the overwatch cruiser, the captain and his XO watched as the diplomatic mission’s shuttle moved in to dock with the newcomer space station’s brightly lit northern axis docking bay.
Margroy whistled as he pointed out several shadowed sections of the ring.”Damn...those look like deep laser burns...Lunies really carved them up, didn’t they?”
Captain Constantine nodded.”Structure’s intact, but even from here, they took quite a beating.......they made that much clear when they opened contact with us...they’re desperate for help...”
“We going to give it to them?”
“That’s what we’re here for....if we could get THAT, even as battered as it is, on our side, it would save us alot of trouble building one of our own....take us YEARS to build something of this size on our own..even if the Orbies would allow us to....considering the ruckus they put up when we began building New Monty, let alone Plymouth One...”
“Well, it’s not like Babylon 5 is going to drop in our laps...so we’ll take what we can get, no?”

******************************************************************************

Equally eager to expand their allies and facilities in orbit, Paladin Steel quickly moved to open relations with the inhabitants of the giant alien space station, and were both surprised and pleased to discover the degree of cooperation the Val’Ynts were willing to extend to them, and the compatibility of their technologies. Within a week of contact, PS had already dispatched a small flotilla of warcraft to support the Station against both Orbital and Lunar aggression, and within a month, PS engineers had already laid out plans to convert and reconstruct the industrial facilities of the Station to their purposes. The use of the industrial facilities would help offset the financial cost of the aid now pouring from Earth in the form of personnel, materials, and military force.
Official ‘adoption’ into the Alliance and as a part of Greater New England was acknowledged in 116 PA, when the Station was renamed ‘Valiant Station’ in a compromise that was acceptable to everyone(especially when the residents learned what it meant in the NorAmerican-English that was the predominant tongue of the Alliance). The ceremony was also marked by the stationing of a Orbital Fort in shared close-proximity of the Station as part of its defenses.
In time, the shipyards of Valiant Station would become as important as the Plymouth One facility and New Montepelier. Its strategic position, orbiting both the Earth and the Moon, makes it invaluable as a stepping stone for outbound missions, as well as the first line of defense against invaders coming in.
Though Paladin Steel is still the primary contact the Val’Ynts have with the peoples of Earth and the GNE/Alliance group, increasingly, other Alliance companies have begun to use the facilities aboard the massive station. When PS needed a place to develop super-secret ‘Infiltrator’ stealth aerospace craft, they chose to use Valiant Station’s yards to construct the prototypes, far from possible Coalition spies. Products from Valiant’s zero-gee manufactories, such as crystal lattices and high-purity metals, are making their way into Alliance market warehouses.
Some wags in GNE have pointed at the simillarity between Valiant Station and the Ares Freehold, another large alien spacestation which was drawn into the Rifts Solar System, found itself under seige, and sought alliance with the locals; leading to speculation if some capricious god-entity or force isn’t out roaming the Megaverse collecting big space stations and tossing them into Rifts space!

The residents of the Valiant Station have, by and large, resigned themselves to being trapped here in this strange and hostile universe for the foreseeable future. While there is some residual bitterness between diehard Conservatives and Explorers(the former resentfully insisting that the latter wanted the current scenario to happen), most Val’Ynts have thrown themselves into working to help secure GNE’s presence as the defacto power in orbit here...though many insist that this is to eventually buy the peace and quiet needed to commence thorough exploration for the way back home, while others just want to be on the winning side of the power struggle here...

In overall design, the Val’Ynt resembles a typical Spinner colony with an elongated ‘tail’...the upper portion consists of a large toroidal ring, spinning to maintain artificial gravity, joined to the central hub by six transport/structural tubes. The inner hub is ringed by two layers of angled mirror-plates that reflect sunlight to the outer ring, and the louvered ‘skylights’ ringing the inner surface of the ring. In an emergency, the louvres can be shut, providing additional protection against space debris and weapons fire.
The interior of the colony ring features a high arched ceiling and open space spanning down to the habitation ring’s upper housing decks. Light-framed bugalows and entertainment centers predominate this deck; most of the Station apartments are on the lower levels, with the upper ‘sun deck’ reserved for the extensive hydroponics and recreation facilities. A rooftop suspended monorail along the inner rim(towards the Core) provides rapid transport between the Spokes, and is complemented by a cargo-carrying ‘subway’ under the habitation decks. Individual transport is limited to manpowered scooter and bikes; electric automobiles are limited to emergency services and utility crews. Long ago, someone tried using a man-powered light flier to glide about the high ceiling, but ended up breaking half her bones on a crash into a Spoke. The practice was immediately outlawed before anyone else could be hurt, but recently, several TechnoWizards have begun flying their Wingboards indoors, giving the Constabulary mad fits as they try to confiscated the craft(the TWizards have proven remarkbaly adept at hiding the craft---no small accomplishment on a space station!). In the event of a blowout that can’t be sealed at the site, each of the six Toroid segments can be sealed off from the others by a massive erectable ‘membrane wall’ deployed at each Spoke.
Joined to the underside of the central hub, the main body cylinder continues on down to a special spin decoupler that separates the spinning upper section from the lower, non-rotating Service Section. The lower portion sports two large spherical ‘industrial hulls’ where the Station’s main factories are located. Each sphere has a large dish antennae-like solar collector attached to the side, and a large heat heat radiator wing juts from the other side of the Service Section. Each end of the central cylinder sports a large docking facility(nicknamed ‘North’ and ‘South’ Ports respectively).
Power is provided by both fusion reactors and solar cell arrays(the latter working now with greater efficiency now that Valiant Station is operating closer to a yellow star, rather than the dim illumination of a red dwarf).
When constructed, Val’Ynt Station possessed a formidable armor cladding and heavy armament. That armament has only been beefed up and reinforced with Alliance assistance, and the Station now sports, among other things, long range energy weapon batteries, variable forcefield screening, and reinforced armor protection. PS also installed a Dimensional Gate, tying the complex in with the rest of PS’s space stations. Furthermore, the Station is permanent base for a battalion(640 effectives) of Stelmarine space marines.

“We just wanted to see what was on the other side...we never anticipated becoming a crucial part of that other side....and what was supposed to be our home away from home(Val’Ynt Station) became our home in reality...our last link to all that had come before...”
---Etrees Dalenor, Val’Ynt Station ‘native’.


Valiant Station is presided over by a Citizens’ Council, and an elected Chief Administrator. A GNE Representative is on the Citizens’ Council, as a voting member, though their real purpose is as a liaison overseeing operations with the rest of GNE. Politically, Valiant Station is considered a semi-autonomous STATE of GNE, and a province of the Vermont Free State...this in contrast to Plymouth One, which is considered to be wholly PS property, and New Montpelier, which is administered as a city of the Vermont Free State....Valiant is considered to much like (current)New Manchester and Hanover, in that the Station pays taxes to the VFS(most of the revenue of which comes from docking fees and commercial contracts, and most of which is returned immediately to pay for station upkeep and rennovation), adheres to the general legal and trade statutes of the VFS/GNE, recieves funding and technical support, but has autonomy regarding its own civil laws and regulations.

Type: Valiant Station
Class: Multipurpose Space Platform/Habitat
Date of Introduction: Entered Earth Space in 112 PA, formally joined GNE in 116 PA
Crew: Valiant Station has an overall estimated life support capacity for 80,000 residents
The Station originally had a population of 10,000 people, mostly scientific staff, but at the time that the Station made the Gate trip, they only had 4,000 aboard, thanks to civil war casualties and the partial evacuation. The Station lost another hundred or so people to combat with the CAN Republic and others. Station race is roughly 40% Elf and 60% Dwarf.
Currently, thanks to Alliance personnel coming up from Earth, various Independents( mostly refugees from smaller space habitats destroyed by the Arkhons), and similarly d-stranded D-Bees, the Station’s population has jumped up to 40,000, of whom 20% are non-labor force(families and invalids), 25% are involved in maintaining Station vital functions, administration, and defense, 5% in ‘pure’ scientific research, and the remaining 50% are involved in industry(shipbuilding/fitting, manufacturing, R&D, mining, and refining).
The Station has a 640-man Stelmarine military force on permanent assignment, in addition to the Station’s own 50-man Constabulary.
MDC/Armor by Location:
Main Body/Hub----70,000
Lower Hub----80,000
Waste Heat Radiator Wings(4)-----7,000 each
Solar Mirrors(2)-------3,000 each
Industrial Spheres(2)----40,000 each
Docking Bays(2, one each end of the central body)-----9,000 each
Inner Reflector Array Segments(6)----14,000 each
Toroid Sections(6)---36,000 each
Toroid Ceiling Skylights(24, 4 each Section)----3,000 each
Toroid Armored Louvres(24, 4 each Section)---- 6,000 each
Transport Spokes(6) ---25,000 each
Deep Space Antennae Clusters(3)--------2,500 each
Long Range Particle Beam Cannon(8) 400 each
Medium Laser Clusters(16) 300 each
Point Defense Lasers(50) 80 each
Long Range Missile Launchers(10) 450 each
Short Range Missile Launchers(15) 100 each
Kinetic Kill Rail Cannons(10) 500 each
Gatling Cannons(18) 300 each
*Variable Forcefield 7,000 each side( 42,000 total)

*Shield Refresh Rate is 5% per melee

Height/Length: 7,000 ft
Width: Core Cylinder is 1,500 ft in diameter, Factory Spheres are 2,000 ft in diameter, Toroid is roughly 1.5 miles in diameter, and 2,000 ft thick.
The Toroid Access Spokes are each 200 ft in diameter
Weight 50,000, 000 tons
Cargo: 200,000 tons capacity
Powerplant: Nuclear Fusion w/ Solar power backup
Speed: Station-keeping thrusters only

Systems of Note:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars
Maximum target Resolution: 4 million miles
*Laser Targeting-------100,000 miles
*Communications Suite:---Long Range Radio and Video---The Val’Ynt Station’s communications systems are among the best in the GNE, having been originally designed to handle communications traffic with the Station’s homeworld from a distance roughly equivalent to trans-Plutonian orbit! At closer ranges, it’s claimed, the ‘shout’ of the main transmitters boosted to full power will cause lesser comsets to short out from signal overload!
*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 250,000 miles

*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.

*Internal Artificially Generated Psuedo-Gravity--- Valiant Station relies primarily on centrifugally-generated gravity, but selected areas have limited psuedo-gravity capability, particularly military stations, rescue stations, and the command/traffic-control deck, in event of emergencies.

*MagTech Radiation Shielding--_Protects against solar flares

*Full Medical Facility(equivalent to a large, well-staffed, hospital in terms of quality of treatment). Includes biological research facilities, zero-gravity medicine, and isolation wards. Ships coming in from outsystem are required to pass inspection and quarantine either at this complex, or satellite facilities supervised by its staff.

*Hydroponics Bays and Environmental Recycling---Primary life support purification of air and water is through the hydroponics systems, supplemented with chemical and mechanical processes. Though not 100% closed in terms of materials usage(some air, water, and mass is lost through operations and waste), the system greatly reduces operating/supply costs, keeps the station fed, and morale high(there’s something about growing things that dispels that deep space ennui).

*Industrial Factory Spheres---The two lower spheres on the non-rotating spindle ection of the station are massive factory complexes capable of keeping the Station self-sufficient in terms of spare parts and hardware, provided its smelters are fed enough ore and raw materials. Since joining PS and GNE, these facilties have been expanded and upgraded to refine ores brought in by prospectors, and produce components for the shipyards.

*Variable Forcefield---Valiant Station is equiped with the latest in Alliance battlescreen generation systems...However, given the massive size of the complex to be protected, the field strength is still rather meager compared to what true Level 7 technology generators are capable of pumping out. It is currently unknown whether or not PS intends to upgrade the shield generators as the technology advances, or retain the current systems as is...

*Dimensional Gate---PS has incorporated a Dimensional Gate, similar to the one installed by Kera-Tech aboard Plymouth One. This feature isn’t advertised and rarely used, but it does allow the station to be quickly and quietly re-supplied secretly by PS and Alliance, as well as communicate with the other stations, and even evacuate the complex in an emergency.
This link also permits communications across the Interface with the home dimensional Earth’s surface, and keeps the station in touch with the central military command.
As with all offworld D-Links, security around this apparatus is extremely tight , in order to prevent anything less-than-completely innocuous from skipping directly to Earth and the heart of GNE.....Standard proccedure transfers passengers and cargo through one of the other Stations for security check and quarantine, and only in extreme emergency or urgency are the D-Gates set for direct Earth-Orbital transfer.


Weapons Systems:(Standard)--Part of the PS buildup and reconstruction of Valiant Station has been the rush-rearmament of the station, using common, already-in-production, weapons systems from its warship programs to hastily reinforce the giant orbital complex. In time, these installations are being reinforced or replaced by weapons coming from Valiant’s refurbished factories.
1)Long Range Particle Beam Cannon(8)---Four stationed on each end of the central spindle, giving the station a tremendous punch against warships approaching it. This array of weapons makes Val’Ynt one of the best defended orbital fortresses in the Solar System, and yet another reason the CAN Republic goes to full alert whenever the Station’s orbit comes close to the Moon!
Range: 70 miles
(Kitsune Values: 70,000 miles in space)
Damage: 1d4x1000 MD
Rate of Fire: Four times per melee
Payload: Effectively unlimited

2)Medium Laser Clusters(16)---The Station mounts three of these laser clusters on each Factory Sphere, and 10 spaced about the outer rim of the colony ring.
Range: 64 miles in space
(Kitsune Values: 64,000 miles in space)
Damage: 1d4x100 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited

3)Point Defense Lasers(60)----Located around the station are numerous small rapid-fire laser turrets.
Range: 4 miles in space
(Kitsune Values: 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited

4)Solar Cannon(2)---Though not designed as weapons, the massive solar focusing dishes attached to the twin Industrial Spheres can be refocused and pivoted to strike targets with concentrated sunlight, sending temperatures soaring and exceeding the limits of most safety and shipboard coolant systems. Lesser craft and power armors are literally boiled to death. In the past, this feature has been used to ‘cook’ rotating asteroids for materials...PS hopes to also use it to superheat asteroids, spin them, then ‘lathe’ them into shape as space habitats! However, the Solar Mirrors are slow, hard to track targets, and woefully limited in their weapons capabilities.
Range: 10 miles
(Kitsune Values: 1,000 miles in space)
Damage: 2d4x100 MD per full melee of tracking
Rate of Fire: Once per melee
Payload: Effectively unlimited
Penalties: -2 to strike targets 100 ft or larger, -6 to strike anything smaller

5) Long Range Missile Launchers(10)---The Station mounts two of these launchers at each pole, and the other six distributed about the spindle.
Range:Varies by missile type(speed and range x4 in space)
Damage:Varies by missile type
Rate of Fire:From 1-15 missiles can be fired in one volley
Payload: 90 LRMs per hardpoint), with reloads available within 15 minutes

6) Short Range Missile Launchers(15)---Distributed about the Spindle and colony ring are numerous smaller SRM launcher turrets for firing interception missiles. These launchers can fire just about any standard SRM, but adapted ‘Black Talon’ supersmart interceptors are standard issue for the magazines.
Range:Varies by missile type(speed and range x4 in space)
Damage:Varies by missile type
Rate of Fire: Volleys of 1,2, 4, or 8
Payload: 64 missiles per launcher, with reloads available within 15 minutes

7)Kinetic Kill Rail Cannons(3x10)--- Triple-cannon clusters of kinetic kill rail cannons, taken from PS’s warship construction program. The Station mounts two at each pole and three on each factory sphere
Range: 40 miles in space
(Kitsune Values: 40,000 miles in space)
Damage:1d4x100 MD per 80 rd burst; 3d4x100 MD per triple cannon burst
Rate of Fire:ECHH
Payload: 32,000 rds(400 bursts) per cannon, with reloads available within 15 minutes

8 ) PS-HSGC-AAM-12 20mm Six-Barrel Super Vulcan Cannon(18)----Rapid-fire Gatling guns
Range: 21,000 ft in space
(Kitsune Values: 400 miles in space)
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst(but -1 to strike)
6d6x10 MD for a 40 rd burst(takes THREE attacks and is -3 to strike targets smaller than 20 ft long)
Rate of Fire: EPCHH
` Payload: 8,000 rd drum per gun mount


Auxiliary Craft:
Standard Complement of Auxiliary Craft currently consists of the following:
18 Heton-class Light Exploration Shuttles
20 Light Transports
60 Tugs/Work Pods
Also, typically 1d4 warships of various classifications are docked or orbiting, while resupplying, undergoing repairs, or awaiting assignment.
Note also that the Station has a smaller defense station in close attendance(200 miles away) protecting it.

Robots(20)
Fighters(60)
Power Armor(550)

Re: Paladin Steel Storefront

Posted: Wed Oct 06, 2010 10:35 pm
by ZINO
wow you have out done your self AGAIN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
how do this space station looks? wow your great man !!!!!!!!!

Re: Paladin Steel Storefront

Posted: Thu Oct 07, 2010 1:57 pm
by taalismn
ZINO wrote:wow you have out done your self AGAIN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
how do this space station looks? wow your great man !!!!!!!!!



It follows the Stanford Torus design(small image here: http://http://www.dyarstraights.com/msgundam/STANFORD.GIF ) only rather chunkier, and with two spheroid factory modules/'construction shacks' off the 'lower' end.

Re: Paladin Steel Storefront

Posted: Thu Oct 07, 2010 7:28 pm
by ZINO
wow !!!

Re: Paladin Steel Storefront

Posted: Thu Oct 07, 2010 10:19 pm
by taalismn
Paladin Steel/ Consolidated PB4Y-2(TW) Privateer II

“I swear! That naked elven maiden nose-painting just WINKED at me!”

One of the unsung aircraft of the Second World War, the PB4Y-2 was a derivative of the more numerous B-24 Liberator bomber. Modified to meet the needs of the United States Navy for a long range land-based patrol bomber and reconnaisance aircraft, the PB4Y-2 was immediately distinguishable from its B-24 ancestor by virtue of its single large conventional tail fin, slightly longer fuselage, and streamlined turrets.
The PB4Y-2 served the United States Navy as a land-based patrol craft in the Pacific Theatre primarily, operating from island airbases and sortying to attack Japanese shipping. After the war, it continued to serve as an electronic intelligence gathering spyplane, and as late as the 1990s, as an air tanker, assisting in forest fire control.
The design was resurrected post-Rifts by the eccentric aviation buffs of Paladin Steel West as a TW-enhanced patrol bomber. The original stressed metal hull has been replaced with modern megadamage light alloys and composites, the avgas-fuelled radial engines replaced with modern fuel-cell electric powerplants, modern avionics replace the older systems. TechnoWizardry systems have been added as an ‘equalizer’, bringing the retrocraft’s performance and capabilities up to compete favorably with more modern designs.
The only real complaint voiced about the resurrected Privateer by modern air crews is its lack of the Liberator’s belly-mount gun turret; Horune and other foes with flight capabilities have learned to attack the aircraft from the rear underside quarter where the tail guns cannot reach. One field-modification that has been developed is a bombbay module that has a swivelling remote-control box mini-missile launcher or mini-gun turret at the end of an extending arm. While effective, the mounting cuts down on usable bomb payload, making the inclusion of the module unpopular with mission planners and some crews who prefer more ‘blasting capability’. Another concern is the lack of advanced submarine detection gear; the Privateer is not fitted with a MAD (Magnetic Anomaly Detector) boom or similar equipment. TW optics and sonubouys have helped remedy this problem somewhat, but Privateer crews are still heavily reliant on their own visual searches and surface scane radar for information.
PSW-PB4Y-2s played a large role in the campaign against the Horune assailing the American West Coast, often operating as long range scouts for faster, more sophisticated, craft and the shore-based defenses. They continue to serve in this role, patrolling the American west coast and Pacific region. Their longer range and larger size, with larger crews, allow them to conduct longer endurance missions than smaller aircraft like the PV-200 Hudson-Harpoon, which is popular in the coastal patrol role. Both GNE and PSW also use PB4Y-2s as weather planes(in absence of a reliable weather satellite network, long range weather forecasting has had to make do with a network of ships, aircraft, outposts, clairvoyants, and mages).
Type: PS-PB4Y-2(TW) Privateer II
Class: Heavy Land-based Maritime Patrol Bomber
Crew: 11
MDC/Armor by Location:
Main Body 380
Wings(2) 100 each
Engines(4) 90 each
Tail 100
Reinforced Crew Compartment 90
Gun Turrets(6) 60 each
Height: 8.95m
Width: 33.52m
Length: 21.24m
Weight: 64,000 lbs
Cargo: 12,800 lbs (if not carrying bombs/ordnance). Small spaces in cabin for survival packs and sidearms
Powerplant: Liquid Fuel w/ 2,800 mile range, Electric Fuel Cell w/ 3,000 mile range, or Nuclear Fusion w/ 10 year energy life
Speed: 225 MPH, max altitude 20,700 ft
Market Cost: 700,000 credits for liquid fuel, 900,000 credits for electric, 4 million credits for nuclear
Systems of Note:
Standard Aircraft Systems, plus;
*Radio: 200 mile range
*Radar----100 mile range
*Laser Targeting----All turret-mounted weapons have a +1 to strike, thanks to independent laser ranging, and the forward bomb-sight has a similar LIDAR system for accurately planting bombs(+1 to strike)
*Head-Up Displays----All crew stations feature Jet Age-style Head Up Displays, especially important for displaying mission data during night operations(special tinting on the armor-plex prevents the HUDs’ glow from being visible from outside the aircraft).
*Ejection Seats---all crew stations have emergency ejection apparatus.
*Flotation Bags---Keeps the plane afloat for longer if it has to ditch in the water
*Look-Down Radar----Downward scanning search radar with computer filtration for screening out wave returns, for scanning the ocean surface for vessels. 25 mile range

Weapons Systems:
1) Bomb/Missile Load--The Privateer can carry a bomb load of 12,800 lbs of ordnance. Imrovements in adaptive bombbay technology allow the bomber to carry iron bombs, smart bombs, or missiles, using rotary bay hardware.
a) Short Range Missiles---60

b) Medium Range Missiles---24; the Harpoon III is most commonly carried
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Cost:(Surface/air launched): 18,000 credits

c) Bombs/Depth Charges
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius

d) Sonubouy---10 lbs each; up to 800 can be carried(rarely done; typically only 40-50 are carried)

e) Decoys---The bays can also deploy a variety of freefall, glide, and rocket/turbojet propelled decoy projectiles, meant to simulate the radar and sensor signature of the aircraft and divert attention away from it.

2) Gun Turrets(6)---The Privateer sports a nose turret, two dorsal turrets, a tail gun position, and two waist blister-turrets, each sporting a twin-mount, rapid-fire weapon. Each turret can accommodate TWO of the following:
a) Rapid Fire .50 Caliber Machine Gun(typically firing ramjet or explosive rounds). Range is excellent and the basic guns cheap, but the MD munitions cost in the long run.
Range: 3,000 ft
Damage: 2D6 M.D. per a short burst, 4D6 M.D. per a long burst, and 1D4x10 M.D. per a full melee burst
Rate of Fire: EGCHH
Payload: 800 rds per gun
Cost: 13,000 credits per pair

b) Rapid-Fire Rail Gun---High initial investment cost, but the kinetic slug ammo’s inexpensive.
Range: 4,000 ft
Damage: 1d6 MD single rd, 1d6x10 MD ten-shot burst
Rate of Fire: EGCHH
Payload: 2,000 rd drum per gun
Cost: 60,000 credits

c) Pulse Laser
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10+10 MD for triple pulse burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited if nuclear-linked
Cost: 30,000 credits

d) Ion Pulser
Range: 4,000 ft
Damage: 1d6x10 +7 MD per energy burst
Rate of Fire: EGCHH
Payload: 100 shot battery. Effectively Unlimited if nuclear-linked
Cost: 60,000 credits

e) TW TK Machine Gun
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be re-cast every six months. 200 shot ‘back-up’ PPE clip
Cost: 60,000 credits

3) Underwing Racks(2)---The Privateer can also carry external ordnance under the wings; originally two 1,000-lb ‘Bat’ radio-control glide-bombs, but post-Rifts engineers have improved the versatility of the mounts to include multi-bomb racks, sea-skimmer cruise missiles, and an improved Bat/Stand-Off Weapon.
a) 1,000 lb bomb or depth charge---1 per hardpoint
b) Short Range Missiles----4 shot pod
c) Medium Range Missile---1 per hardpiint
d) Improved Bat-2 Glide Bomb---A smart-guided heavy bomb in an aerodynamic frame of radar-invisible plastics. The glide bomb has the advantages of silent flight, with no telltale thermal emissions to give it away.
Range: Varies by drop altitude; extreme range is considered 20-25 miles.
Damage: 1d4x100 MD to 70 ft blast radius
Bonuses: Enemy sensors are -25% to detect its flight. Automatically strikes static targets, +6 to strike moving targets, but range is limited to half a mile under such circumstances.

e)Harpoon III Missiles----Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close with an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Cost:(Surface/air launched): 18,000 credits

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


TechnoWizardry Systems:
*LeyLine Booster---On a leyline, the Privateer can fly virtually forever
*Penetrating Vision Optics---These use a new spell; Penetrating Vision, to peer through cloud and even into the water as if these barriers to clear observation didn’t exist! When engaged, the optics have a range of roughly 7,000 ft, so flying at an altitude of 5,000 ft, the bombardier can actually see down 2,000 ft through the water! The downside, of course, is that the optical field is fairly limited(think Nordon Bombsight), and the more powerful TW optics burn PPE at a higher rate; 10 minutes per 10 PPE.

*Breath Without Air----Enables the aircraft to fly at high altitude without standard pressurization reinforcement----10 minutes per 10 PPE.

*TW Fire Control System----Supplements the regular fire extinguisher system, and is often more effective at controling electrical and chemical fires. Costs 4 PPE per minute/activation.

*Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.

*Impervious to Fire---Renders the aircraft immune to heat-based attacks; lasts 10 minutes per 5 PPE/10 ISP.

*Accoustic Muffling---Mounted around each engine, this system cuts the drone of the massive engines, while still allowing the crew to communicate with other aircraft via radio(though optical semaphore is often used for line-of-sight communication); lasts 5 minutes per 12 PPE/24 ISP.


Options:
*Bomb-Bay Extendable Gun Turret---This fits a special frame and extendable telescoping arm into the bomb bay. With the bomb-bay doors open, the armature can extend downwards, allowing free play for the gun turret or missile launcher at the end for anti-fighter defense. The EGT has 80 MDC. Installation of the EGT cuts total bomb bay capacity by HALF and many crews complain the additional drag of having the bay doors open negates the value of the additional defensive firepower, but some Privateer crews value the added guns. The EGT is remote controlled from inside the aircraft and can accommodate ONE of the following weapon types:
a) Twin Rail Gun
Range: 4,000 ft
Damage: 1d6 MD single rd, 1d6x10 MD ten-shot burst
Rate of Fire: EGCHH
Payload: 2,000 rd drum per gun
Cost: 80,000 credits
b) Twin Pulse Laser----
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10+10 MD for triple pulse burst
DOUBLE for both guns firing simultaneously
Rate of Fire: EGCHH
Payload: Effectively Unlimited if nuclear-linked
Cost: 60,000 credits
c) Twin Pulse Laser(Type 2)---Better range, but less damage.
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
Cost: 45,000 credits
d)Mini-Missile Launcher----20 mini-missiles or 16 ‘Black Talon’ LAAMs.
Cost: (EGT) 16,000 credits

*PPE Battery and Generator--- Stores and recovers PPE from the environment, and keeps all your TW gadgetry powered up!
Note: All PS-manufactured TW Generators are shielded by special Ley Line Protection devices, analogous to Faraday Cages, in order to prevent being disabled during ley line storms. During such events, all magical systems are turned off and secured, until the storm passes. Invariably, though, some damage is inflicted to peripheral systems that could not be shut down or drained in time, but at least the main generators will not be damaged.
PPE Capacity:(Light)----200 PPE battery capacity; recharg Zes at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits

Re: Paladin Steel Storefront

Posted: Thu Oct 07, 2010 10:24 pm
by DhAkael
animated decals and / or tattoos = win
Animated naked elf-chick decals and / or tattoo's = DOUBLE-PLUS win! :ok:

Re: Paladin Steel Storefront

Posted: Thu Oct 07, 2010 10:41 pm
by taalismn
DhAkael wrote:animated decals and / or tattoos = win
Animated naked elf-chick decals and / or tattoo's = DOUBLE-PLUS win! :ok:


Gonna have to come up with some enchantment to do it justice, then. :wink:

Re: Paladin Steel Storefront

Posted: Fri Oct 08, 2010 5:57 am
by ZINO
DhAkael wrote:animated decals and / or tattoos = win
Animated naked elf-chick decals and / or tattoo's = DOUBLE-PLUS win! :ok:

i agree by the way N1 !!!!!

Re: Paladin Steel Storefront

Posted: Fri Oct 08, 2010 12:00 pm
by taalismn
Gotta be some sort of magical ritual I can come up with for mystic nose-art...maybe it involves a drop of blood from each crewmember(and small PPE contribution) + a 'touchup' from each subsequent new crewmember, but the effect would be a randomly generated bonus(like maybe an axtra attack, + on crew Perception, or Saves versus Horror Factor, damage resistance/Armor Class modifier, or some like...)

Re: Paladin Steel Storefront

Posted: Fri Oct 08, 2010 6:17 pm
by Shark_Force
taalismn wrote:Gotta be some sort of magical ritual I can come up with for mystic nose-art...maybe it involves a drop of blood from each crewmember(and small PPE contribution) + a 'touchup' from each subsequent new crewmember, but the effect would be a randomly generated bonus(like maybe an axtra attack, + on crew Perception, or Saves versus Horror Factor, damage resistance/Armor Class modifier, or some like...)

or it could just be a purely cosmetic modification. people pay for their cars to get custom painted and other purely cosmetic modifications.

Re: Paladin Steel Storefront

Posted: Fri Oct 08, 2010 7:57 pm
by taalismn
Paladin Steel/New Colt/Imachi ‘Hailburst’ Light Automatic Weapon
(aka ‘Mini-Matic’, ‘Bullet-Sprayer’, ‘Plastic Pumpa’)

“At first I thought it was a freakin’ joke....a plastic pocket machine-gun...I thought PS had finally fumbled to corporate greed and was going to produce a pump-out blunder-wunder that harkened back to the days of the ‘polymer one-shot’ that dominated the black market gun scene of the so-called Golden Age...Heck, the thing even looks like a squirt-gun....Hardly inspired any confidence in me...And the cartridge? Hardly worth the trouble of chambering...You’d need a drum-load magazine’s worth of the things to do even scratch damage on most targets these days, and the bullet-size is pushing the effectiveness of even the new megadamage projectile tech...
Thing is, the Hailburst’s small and light enough to pack in a jacket pocket. It’s the modern equivalent of the old Belgian ‘Skorpion’ subbie; you can hide this thing under most clothing, and the ceramic and plastic construction throws off metal detectors. Just perfect for pulling out when you’re cornered by a bunch of ‘burb-rats with baseball bats and blades. And if you get enough metal flying, you can buy yourself some time to do something else. And that’s precious. And for all the things can go wrong with shrinking a gatling mechanism down to that size, the Hailburst is really reliable; PS put some brains into making that work all right. So maybe this squeezer ain’t such a waste of money and effort---provided you know when and where to use it.”
----Jelig Manahorn, Bounty Hunter

“Scary thing is, this weapon’s catching on with the ladies. And by ladies I mean the types who aren’t the hardbitten country folk who’d gut an unwary attacker with a pitchfork, or the urban tomboys who carry more heat than the boys. Nobody expects you to pull a mini-gatling gun out of your handbag or dress sleeve, and those three little barrels can look mighty intimidating pointing at your forehead from a few feet away. Expect this bullet-pump to become THE fashion accessory for the next few months, just like the Wilks Laser Derringer was a few years ago when it first came out. Then, when the initial blush starts to fade, they’ll start coming out in bright colors and molded patterns. Then the next fad will come along....I figure it will be something like micro-grenade throwing Pez-dispensers....and the price on these things will drop twenty percent, and it will start showing up in the lunch pails of office ladies and the purses of little ol’ church-goers--those that don’t already belong to the Church Militant or the Sisters of the Holy Boomstick.”
---Amherst O’Borne, Arms Dealer, The Relic.

In an effort to re-invent itself in the field of small arms design, when the market had been dominated for the last century by energy weapons, New Colt Industries of New Hartford, GNE, took advantage of newly opened communications and trade between North America and the island-states of Japan, to make contact with another projectile-weapons form, Imachi of Hiroshima. Imachi, another pre-Rifts company, had, like Colt, a near-legendary reputation for producing quality personal projectile weapons, having produced a number of successful police- and sport-pistols and rifles during the Golden Age, and was looking to renew that notoriety in the Age of Rifts. Owing to the expansion of PS’s global trade network, both New Colt andImachi felt it would be wise to collaborate on licensing agreements and develop products that appeal to both American and Japanese markets, as well as any other new territories. Paladin Steel would assume overall licensing and logistics, and would market any new products created by the joint effort, with all three sharing in the profits.
The PS-NC-I ‘Hailburst’ was developed as an ultra-light submachine pistol capable of compensating for the low damage of a light caliber bullet, with a rapid-fire burst capability. Instead of a standard gas-blowback and auto-recocking mechanism, the Hailburst uses a rotating triple-barrel configuration; a miniature gatling gun. This makes the gun slightly wider and bulkier, but also less prone to jamming at high rates of fire. PS’s materials expertise give the weapon a light weight, but durable, construction of megadamage ceramics and high-temperature-tolerant polymers. This non-metallic construction also incidentally gives the weapon a better chance of being ignored by weapons scanners.
The Hailburst is being pushed as a conventional side arm for both domestic security forces and private citizens...The low-caliber single shot mode means the user can squeeze off a single not-necessarily fatal round on soft targets, but has the capability of going to full auto in an emergency. The ability to chamber explosive bullets means that damage can be maximized for those encounters with targets that HAVE to be dealt with fatally.
On the minus side, the high rate of fire means that with a standard clip, the weapon almost immediately empties its available ammunition. Larger clips are available, but may interfere with the concealibility of the weapon.
The ‘Hailburst’ has become quite popular with rear-echelon military police and security forces looking for a lightweight, high-power, holdout weapon. Bounty hunters also like the small, but powerful, machine-pistol.
Weight: 2.75 lbs
Range: 300 ft
Damage: (.22)1d6 SD per rd or 3d6 SD per 3-rd burst, 6d6 SDC for a six-round burst.
(Wellington/PS Exploders) 3d6 SD per rd or 9d6 SD per 3-rd burst, 1d4x10 SDC for a six-round burst.
(PSX-2) 1d4 MD per rd, a three round burst does 2d4 MD, a six-round burst does 4d4 MD.
Rate of Fire: Single shot, 3-shot burst, or 6-shot burst
Payload: 18, 24, 30, or 50 rd clip
Special Features:
*Composite construction (40% chance of going undetected by most weapons scanners).
*Underbarrel Mounting Lug(for optional mounting of laser spot sights)
Cost: 1,500 credits
Options:
*Laser Spot/Flashlight---Clips on under the barrel. +1 to strike. Cost: 400 cedits

Re: Paladin Steel Storefront

Posted: Fri Oct 08, 2010 8:00 pm
by taalismn
Shark_Force wrote:
taalismn wrote:Gotta be some sort of magical ritual I can come up with for mystic nose-art...maybe it involves a drop of blood from each crewmember(and small PPE contribution) + a 'touchup' from each subsequent new crewmember, but the effect would be a randomly generated bonus(like maybe an axtra attack, + on crew Perception, or Saves versus Horror Factor, damage resistance/Armor Class modifier, or some like...)

or it could just be a purely cosmetic modification. people pay for their cars to get custom painted and other purely cosmetic modifications.


Aww...where's the fun in just a mundane static painting? :-D
Well, I can set up a graduation scale: simple art---x credits, exceptional art---xx credits, magically animated art---xxx credits, TW Enchantment with bonuses/benefits---XXXXX credits, plus PPE costs(ongoing)

Re: Paladin Steel Storefront

Posted: Fri Oct 08, 2010 9:37 pm
by Shark_Force
taalismn wrote:
Shark_Force wrote:
taalismn wrote:Gotta be some sort of magical ritual I can come up with for mystic nose-art...maybe it involves a drop of blood from each crewmember(and small PPE contribution) + a 'touchup' from each subsequent new crewmember, but the effect would be a randomly generated bonus(like maybe an axtra attack, + on crew Perception, or Saves versus Horror Factor, damage resistance/Armor Class modifier, or some like...)

or it could just be a purely cosmetic modification. people pay for their cars to get custom painted and other purely cosmetic modifications.


Aww...where's the fun in just a mundane static painting? :-D
Well, I can set up a graduation scale: simple art---x credits, exceptional art---xx credits, magically animated art---xxx credits, TW Enchantment with bonuses/benefits---XXXXX credits, plus PPE costs(ongoing)

wasn't saying it couldn't be magical. just that magical doesn't necessarily mean non-cosmetic. it would cost you thousands of dollars to modify your car in certain ways... that doesn't mean nobody does it :P

Re: Paladin Steel Storefront

Posted: Sat Oct 09, 2010 6:26 pm
by taalismn
Paladin Steel OA-15 ‘Meadowlark’ Light Observation Aircraft
(aka ‘Flivver’, ‘Skybox’, ‘Balcony Bird’)
“Flying in a Flivver, one gets one INCREDIBLE view through all the glazing; the round-the-cabin windows and the ground-view panel-doors at the back, plus the skylight in the top of the cabin; hardly a blind spot at all! Sometimes, on a clear day, you feel as if you’re on God’s own porch, able to see forever!
Which is just as well; because you’ll need to be able to see all around you. The Flivver’s got nearly no armor, and not enough speed if a SAMAS or a dragondactyl decides you look good enough to smash. I’ve known pilots who’ve gone up once in a Meadowlark and have sworn never to do so again; they just felt too naked without an inch or more of good opaque armor between them and the real world.”

*TONK!*
“Ah, a little less ballast in the newspaper, Sweney. I think you brained Farmer Jack with that last drop.”
“Sorry, Pops.”

The resurrection of the Fiesler Storch aircraft by numerous manufacturers looking to market a conventional low-cost ‘kit-plane’ had Paladin Steel engineers thinking along similar lines. Though PS turned out a few Storch kits and accessories under their own brand name, Paladin Steel felt they could do better. The project was assigned as an exercise to the latest crop of young Operators and engineers coming up through PSW’s engineering academy; if they came up with a viable design, it would be produced, at least in prototype. The project engineers decided to combine the best of the Storch features on an airframe based on a ancient design unearthed in the Boeing archives; the Model L-15 Scout, a design for a light spotter aircraft Boeing had developed after WW2. Though the design was ultimately turned down by the U.S. military in favor of longer-ranged and more conventional designs, the L-15 had a number of innovative features that caught PSW’s attention even centuries later. The engineers were CERTAIN that they could improve on the old bird and address its deficiencies through through the application of Golden Age and post-Rifts science.
Using more modern techniques and technologies, the design that has emerged has met the criteria set down by Paladin Steel, and has entered limited production as the OA-15 ‘Meadowlark’.
The OA-15 is a high-wing monoplane, with fixed-strut landing gear, a cylindrical tail boom, and inverted twin tail empennage. Construction is of lightweight alloys and carbon fiber composites, while extensive use of transparent megacrylics gives the two crewmembers in the ‘gondola’ fuselage a full 360-degree dioramic view. Improving this field of view is the fact that the entire rear clamshell hatch-end of the fuselage is transparent, with the rear observer’s seat fully swivelled to allow the passenger to take full advantage of the feature.
The power system also shows improvement; PSW replaced the original 145 hp engine with a more compact, fuel-efficient, and powerful 160 hp ceramic-bloc flex-fuel powerplant, for greater range and speed. Use of the same ‘dry lubricant’ coatings used in PS repliguns cuts down(but doesn’t eliminate entirely) on overall maintenance time requirements for the engine. Furthermore, the OA-15 is a hybrid; the wings and tail are covered in photovoltaic solar collectors, allowing the aircraft to run off electrical power if need be, extending its range and endurance.
The entire OA-15 is designed to be easily broken down for easy storage and transport. Through the use of two-state memory plastics, micromotor joints, and molecular adhesion micro-pads, PSW engineers have managed to make the OA-15 even more compactable than the original L-15 Scout; effectively HALVING its stowed size. The aircraft can be disassembled and stowed by a five person crew in as little as 30 minutes, and re-assembled for flight operations in 45 minutes.
Like the Storch, the Meadowlark is too fragile and slow to survive combat on Rifts Earth, so it is NOT recommended as a combatant. The OA-15’s only real hope of survival is to stay clear of combat and hope to remain unnoticed by any potential attackers. In a pinch, the Meadowlark can be fitted with bomb/mini-missile racks, and a pintle-mounted gun mounted in the rear door, but these additions offer only token self-defense capability against determined attackers.
The OA-15 has entered the market as a ‘bush plane’ aimed at wilderness pilots and local air services/civil air patrols. The Meadowlark is also a good choice for a local mailplane and forestry observation vehicle. Its dual liquid fuel/electric operation and ability to be folded up have made it a popular choice for communities wanting to keep an emergency aircraft or two in survival caches, and by adventurers wanting something that can be carried easily aboard ships and in caravan trucks. The OA-15 has also seen no small interest from TWizard aviation hobbyists, who have tried their hand at increasing the survivability of the design through the application of mystic forcefields, invisibility cloaks, and such like.
Type: PS-OA-15 Meadowlark
Class: Light STOL Scout Plane
Crew: 2(weight limit of 600 lbs)
MDC/Armor by Location:
Main Body 120
Crew Compartment 50
Wings(2) 70 each
Tail 80
Height: 7 ft
Width: 40 ft wingspan
Length: 25.3 ft
Weight: 1,560 lbs empty
Cargo: Small space in cabin for survival packs and sidearms
Powerplant: Conventional liquid flex-fuel/electric hybrid w/ 660 mile range
Solar Wing---The dorsal surface of the high-wing is fitted with solar panels, and the powerplant complemented with a Super-Solar Power System. Switching over to the electric power system drops maximum speed to 100 MPH. Flying in broad daylight, mostly unobstructed sunlight gives the batteries an 8-hour charge; cloudy and overcast days cut available power to three hours.
Speed: 124 MPH. Maximum altitude of 16,000 ft
Can take off in as little as 260 ft and land in little as 22 yards, from rough, unimproved fields.
Can practically hover in a 25 MPH headwind without losing control
Market Cost: 360,000 credits
Systems of Note:
The OA-15 comes with basic dashboard instrumentation, altimeter, air speed indicator, and a radio, but no long range sensors more sophisticated than Mark One Eyeball. The cabin is also not pressurized or environmentally shielded.

*Folding Construction----The Meadowlark can be folded and partially dismantled to fit inside a 15 ft x7 ft x 9 ft space.

*Solar Wing---When landed or dismantled, and if not charging the aircraft’s batteries, the solar wings can instead be used to power campsite equipment.
Weapons Systems: None standard, but has provision for a rearward dorsal trainable pintle-mount light rail gun, pulse laser, or other infantry weapon in the back of the crew compartment.

Options:
*Optional Hardpoints(2)---Two small hardpoints can be mounted on the undercarriage for carrying cargo panniers(50 lbs each), mini-missiles(4 shot pod per hardpoint), micromissiles(10 shot pod per hardpoint), light bombs, spray/smoke pods, flare launchers, and similar light hardware. Cost: 3,000 credits each hardpoint

*Optional Droptank(1)---A 25-gallon underfuselage droptank can be mounted, doubling the aircraft’s range on liquid fuel. Cost: 900 credits per expendable droptank

*Cabin Environmental Sealing---Gives the cockpit air filtration and a limited six hour independent air supply. Cost: 12,000 credits

*Mini-Radar---A small radome can be mounted either above the cockpit or under the nose. The data is displayed on a small dashboard HUD. Range: 25 miles. Cost: 120,000 credits

*Ski Landing Gear---Allows for operation from snow and ice. Cost: 1,000 credits

*Pontoon Landing Gear----Allows for operation from water. Each pontoon has 20 MDC, and a small rudder at the trailing end. Cost: 10,000 credits

*Hush Prop---These specialized propellors look like multi-vaned pinwheel spinners, but they reduce the airplane’s prop noise by some 50%. They are popular with operators making night landings and supply drops, who want to reduce the chances of advertizing their presence.
Cost: 20,000 credits

Re: Paladin Steel Storefront

Posted: Sat Oct 09, 2010 9:39 pm
by ZINO

Re: Paladin Steel Storefront

Posted: Sun Oct 10, 2010 1:39 pm
by taalismn



Yep...humble looking little glass bird, isn't it?

Re: Paladin Steel Storefront

Posted: Sun Oct 10, 2010 7:03 pm
by ZINO
taalismn wrote:



Yep...humble looking little glass bird, isn't it?

yes I agree

Re: Paladin Steel Storefront

Posted: Mon Oct 11, 2010 6:55 pm
by taalismn
Paladin Steel/Martin P6M/PS60M SeaMaster Flying Boat Bomber
(aka ‘Purple Martin’, ‘Steel Swallow’)
“(Flaming Hot Metzla Excrement)! Those three Kitties just saw us! They’re leaving their patrol box and coming back our way, Cap!”
“Warm up the cee-eem and the cannon, Ralph! #Jedro, Samuels, you have the bad news?#”
#“I see ‘em, cowboy. Break and converge at the target?”#
#”We can go around them; there’s only three of them! We got the spoofs for it!”#

“No, go to the deck and go super-san. We continue, they’ll have everything up and waiting for us with more than three fliers. Let them think they scared us off. Divert to the secondary targets.”
#“Man, Command really wanted to bag a Spluggie Ark-Ship!”#
“They also don’t want us to lose three bombers with nothing to show. We scram and run, and try for the secondary,a nd maybe we can bring in a good bag. How’s our tail, Ralph?”
“They’re definitely in pursuit, Cap, but they’re not going all out.”
“They’re still unsure what we are. Keep up the cee-eem. We’ll try to hide in the surface back-scatter. Don’t trigger the tail gun active targeting just yet. If they start gaining on us, then we go active.”

Duly impressed by several sea plane and flying boat designs that its West Coast allies had demonstrated for them, Paladin Steel sought to emulate them by producing its own amphibious aircraft designs. Once Paladin Steel West was established, however, PS quickly began outstripping its allies in both the types and quantities of amphibious aircraft produced. PSW was soon producing over twenty different types of water-operations aircraft, most based on pre-Rifts designs.
A classic example of this is the PS/M PS60M ‘Sea Master’, a design that dates back to the 1950’s(pre-Rifts, Old Calender). When the U.S. Navy of the time faced a dramatic budget cut for the anticipated next generation of aircraft carriers, Navy force architects proposed a three-part ‘seaplane force’ in place of the carriers. With an eye towards the nuclear future, the Navy forecast naval aviation based off the water, with a triad of seaplane fighters, seaplane bombers, and flying boat transports that wouldn’t be tied to vulnerable shore installations or large surface taskforces(the aircraft would be serviced and refuelled by ships or submarines). Convair got the contracts for the seaplane fighter and flying boat transport prototypes, while Martin got the bomber contract. By 1955, Martin had come up with the P6M ‘SeaMaster’, a sleek fast amphibious bomber. By the time Martin got all the kinks out of the design, however, times had changed again, and long range land-based Air Force bombers, nuclear-powered Navy submarines, and ICBMs now consitituted the new ‘Strategic Triad’, and big nuclear-powered aircraft carriers were again on the table. Only three production-model SeaMasters were produced before the program was cancelled and the aircraft scrapped(a similar fate awaited the Convair prototypes, those programs too having tanked).
Centuries later, Paladin Steel West would resurrect the design from its specification DNA stored in the large aviation archives unearthed on the West Coast. In need of a long range strike aircraft that could complement smaller aircraft like PS’s own ‘Comorant’ that were fighting the Horune and Splugorth in the new Pacific War.
The SeaMaster is an elegantly-lined flying boat with a shallow hull, thin, backward-swept wings, and a high T-tail. Paladin Steel has substantially upgraded the old P6M design across the board, with newer, lighter, tougher megadamage materials, nuclear fusion powerplants, advanced avionics, and new weapons systems. Technowizardry augmentation was added to further increase the capabilities of the design. Owing to savings in weight from the new materials used, PSW saw fit to include something lacking from the original P6M; Catalina-style taxiing gear that would allow the bomber to move up onto shore without the elaborate boat-cradle originally used.
The PS60M carries a tail gun for self-defense; either two twenty-millimeter cannon or two pulse lasers can be fitted. Its primary weapons payload is its ventral ordnance bay; a rotary dispenser allows the bomb bay to be openned without adversely affecting the aircraft’s flight characteristics(through drag). The original P6M was intended to deploy bombs, mines, or strategic nuclear weapons; PS has subsequently modified the bay to be able to accommodate missile launchers, including surface-skimming anti-ship missiles, air launched cruise missiles, CAPTOR mines, and even submarine drones. The bomb bay CAN accommodate torpedoes, allowing the PS60M to serve as a torpedo bomber in a pinch, but this is rarely done, owing to the defenses the aircraft is likely to encounter in attacking a prepared and forewarned modern warship. The PS60M is too lightly armed to engage in close-order dogfights with opponents; it relies on its speed and a degree of stealth to penentrate enemy defenses and survive encounters with defenders.
The PS60M was too late to see service in the Pacific War, although it was engaged in strike missions and harbor mining efforts during the seige of the Hawaiian Islands. SeaMasters operate with the GNEN on both coasts as patrol bombers, mine layers, and maritime strike aircraft.

Type:PS/M PS60M ‘Sea Master’
Class: Long Range Amphibious Bomber
Crew: 4(pilot, copilot, navigator/weapons officer, radio/sensor operator/gunner)
MDC/Armor by Location:
Main Body 600
Reinforced Cockpit 80
Wings(2) 150 each
Engines(2) 200 each
Tail 120
Tail Turret 45
Height:32 ft 5 in (9.88 m)
Width:102 ft 11 in (31.37 m)
Length:134 ft 0 in (40.84 m)
Weight:•Empty weight: 91,300 lb (41,400 kg)
•Loaded weight: 120,000 lb (54,000 kg)
•Max takeoff weight: 176,400 lb (80,000 kg)
Cargo: Small space in crew compartment for survival packs and sidearms
Powerplant: Nuclear Fusion w/ 10 year energy life
TW Backup---250 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Speed: (Taxiing on Land) 3 MPH
(Taxiing on Water) 15 MPH
(Flying) 650 MPH, and can hit ‘dash’ speed of 685 MPH for fifteen minutes before needing twenty minutes to cool down at 650. Maximum altitude of 45,000 ft
Cost: 36 million credits
Systems of Note:
Standard aircraft/robot systems, plus:
*Nose Radar---100 mile range

*Tail Radar---The PS60M mounts a tail radar set, providing it radar warning coverage to the rear.

*Life Support---Robot vehicle standard

*Ejection Seats---Each crewmember has an individual ejection seat.

*Radar, w/ Terrain-Following and Look-Down capabilities; effective range of 85 miles.

*ECM----A broad area jamming suite that gives the craft a -5 to be struck by radar-guided weaponry

*Passive Stealth---Aircraft is covered in radar-absorbant materials, and the engines are shielded; -15% to be detected on long range sensors and thermal imaging/targeting systems.

Weapons Systems:
1) Tail Gun Turret---The SeaMaster sports a single remote control tail turret with twin guns to discourage attackers from trying to dog it.
Bonuses: Laser- and radar-guidance add a +2 to strike
a) 20mm Cannon(2)
Range: 5,000 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PS-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Airbursts are not possible with wooden rounds
(20mm PSX-2)(after 110 PA)
4d6 MD single rd
2d6x10 MD per 5 rd burst
Airburst does 4d6 MD to 6 ft blast radius
Rate of Fire: Standard.
Payload: 1,000 rds per gun
Cost: 45,000 credits

b) Pulse Lasers---Shorter range, but unlimited payload.
Range: 4,000 ft
Damage:4d6 MD single shot, 8d6 MD pulse burst, 2d4x10 MD for both guns firing simultaneously(counts as one attack)
Rate of Fire: EGCHH
Payload: Effectively Unlimited

2) Ordnance Bay----Rotary Bomb Bay, holding up to 30,000 lbs of ordnance
a)Bombs/Depth Charges
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius

b)Mini-Missiles-----192; volleys of 1-24

c)Short Range Missiles-----96; volleys of 1-12

d)Medium Range Missiles-----48; volleys of 1-6

e)Harpoon III Anti-ShipMissiles---- Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close with an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Cost:(Surface/air launched): 18,000 credits

f)Long Range Missiles----24; volleys of 1-4

g) Sonubouys---Sonubouys are small, expendable sensors deployed by air vehicles to set up temporary sensor nets. The typical sonubouy resembles a cylinder 2-5 ft long, made of light plastics, that when deployed, floats upright while deploying an acoustic sensor and line from its lower end. The sonubouy can either use passive detection, or can use an active sonar pinger, to detect submerged targets. Sonubouys are battery powered, and typically have an active life of an hour or so, but typically drift out of position in 10-20 minutes, depending on currents, conditions, and drop pattern.
They report their information via a radio uplink(standard range 5-10 miles), and can report a sonar/accoustic contact, its strength, estimated range and heading(using a built-in compass to determine direction), and estimated speed. Consider the sonubouy to have a sonar range of 5 miles
Sonubouys are typically laid in a pattern, with multiple sonubouys allowing for the triangulation of a target. They are cheap, disposable, and virtually indetectable(their small size and plastic construction negate most forms of detection), making them extremely difficult to avoid and actively counteract. However, sonubouys are not as accurate as more sophisticated systems(hence, its a good idea to deploy many of them), and they are affected by currents, which can quickly break up a laid pattern. Recommended proccedure when using sonubouys is to lay them across the projected path of the target, or to lay them upstream/current of the target’s suspected location, so the pattern moves with the current. Sonubouys are best used when one is aware that something is there, but not exactly where it is; a pattern of sonubouys can help triangulate a target for more accurate firing solutions and weapons targeting(give guided weapons a +1 to strike an underwater target if using information patched in from a sonubouy network, or give sonar operators a +15% to detection and location rolls).
Once their batteries have given out, sonubouys self-destruct---a plug in the floatation chamber dissolves, and the whole apparatus sinks to the bottom, its electronics ruined.
Each Sonubouy weighs about 10 lbs.
PS’ DiFAR SSQ-400 series Sonubouys cost 100 credits apiece

h)CAPTOR Mines----CAPTOR(Captive Torpedo)Mines are essentailly a PS-manufactured aquatic form of Wellington Industries’ SAWS mines. CAPTORs are identical to the SAWS(see Rifts: Mercenaries) in every respect except that they fire torpedoes, not missiles, and generally cost 20% more over the cost of the specific SAWS type, plus the cost of the torpedoes. They can be parachute deployed from aircraft. The PS60M can typically carry 18 Mini-CAPTORS(6 MRTs each), short-range CAPTORs(4 SRTs each), medium-range CAPTORs(2 MRTs each), OR 9 long-range CAPTORs(2 LRTs each).

i) Torpedoes---Can be parachute dropped or launched directly at low altitude. The PS60M can carry 72 mini-torpedoes, OR 36 short-range torpedoes, OR 18 medium-range torpedoes, OR 9 long range torpedoes

j) Drone Submarines---The PS60M can airdrop PS’s ABA(Autonomous Benthic Assistant) drones---Can carry and deploy 64 Type-1s OR 32 Type-2s

3)Chaff/Flare Countermeasures Launchers(2)
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fy into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher

TW Features:
*Ley Line Flier---Can fly effectively indefinitely on a ley line.
*Impervious to Fire(10 minutes per 5 PPE)
*Impervious to Energy( 5 minutes per 20 PPE)
*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
*Leyline Booster(Accelerates the jet up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
*TW Fire Control System----Supplements the regular fire extinguisher system, and is often more effective at controling electrical and chemical fires. Costs 4 PPE per minute/activation.

*Multiple Image----Next to useless against modern sensor systems, this decoy projector has proven far more effective in low-level attacks, where it has been shown most enemy defenders have less time to waste acquiring a target and more inclined to use basic optical sighting. Creates 3 images.
Range: ‘Ghosts’ can be projected up to 5,000 ft away
Duration: 5 minutes per activation
PPE Activation Cost: 20 PPE per activation


*Mystical Stealth System----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive manuever, the stealth drops and the aircraft can be readily detected. Costs 20 PPE per 3 minutes of activation. About 30% of Beaufighters are fitted with the Stealth system.

Options:
*Nose Guns(2)---Most Rifts Earth natives are uncomfortable in anything that isn’t dripping with guns, and after Horune flier pilots learned that a head-on attack on the oncoming SeaMaster was pretty damn effective at either bringing down the aircraft or causing the pilot to break off his approach, SeaMaster crews insisted that the PS60M be given some forward-firing armament. Paladin Steel has thus begin installing two fixed-forward pulse lasers in the nose, controlled by the pilot. These weapons give the bomber SOME forward firepower, and help dissuade attackers from coming in from the front.
This modification has been added to about half of the existing fleet, and to all new production PS60Ms, though many older aircraft are still awaiting modification.
Range: 4,000 ft
Damage: 4d6 MD single shot, 8d6 MD pulse burst, 2d4x10 MD for both guns firing simultaneously(counts as one attack)
Rate of Fire: EPCHH
Payload: Effectively Unlimited

Variants:
*PS60M2----This is simply the PS60M outfitted with nose guns.

Re: Paladin Steel Storefront

Posted: Tue Oct 12, 2010 5:58 am
by ZINO
you mean this fat bird
http://upload.wikimedia.org/wikipedia/c ... Master.jpg

oh by the way N1 !!!!

Re: Paladin Steel Storefront

Posted: Tue Oct 12, 2010 9:49 pm
by taalismn
Paladin Steel/Martin PSC70M SeaMistress Heavy Flying Boat Transport
“We got two Bannana Flights coming in today carrying in fresh fruit. Make sure the inspection teams are suited up and geared for possible fumigation; we don’t want any repeats of that last incident with the tarantulas. Big boat like a SeaMistress, there’s a lot of spaces for something small to go hiding in.”
“Vampires too; remember the ones that hitched a ride as bats on one of our South America flights?”
(Shudder)”As much as I try, I can’t. Lucky we were that Father Gonzo and his missionary troupe were returning aboard that boat, or who knows how much damage those bloodsuckers would have done loose in California?”

The ‘SeaMistress’ transport was a product of the same 1950s(pre-Rifts, Old Calender) Navy proposal for a ‘Seaplane Strike Force’. Anticipating success with the P6M, Martin used much of the initial design work to come up with a scaled-up version that would be configured as a troop and cargo transport. With a large cargo capacity roughly equivalent to that of the later C5 Galaxy, forward-raising loading door, and roll-on-roll-off capacity, the SeaMistress was touted as being the answer to the U.S. military’s need for rapid overseas force deployments. It was even proposed that future variants might be nuclear-powered!
Unfortunately, Martin never had the chance to construct any Sea Mistresses; Convair got the contract for the sea plane transport component of the Seaplane Strike Force, and produced the problem-plagued R3Y Tradewind. Shortly afterwards, the entire SSF concept was rolled up and discarded in favor of land-based and carrier-based aircraft. Martin’s extensive plans for the SeaMistress were filed away and eventually ended up as yet another archived curiousity in the massive aviation databases of the Golden Age.
Ever eager to expand its transport capabilities, Paladin Steel West resurrected the design proposal, fleshed it out, and began producing the SeaMistress as its PSC70M transport. Like the PS60M, the PSC70M saw across the board improvements and changes. Tough, megadamage materials replaced the old SDC metal construction, and savings in weight allowed Paladin Steel West to add dry land taxiing gear and defensive armament to the original design, which lacked either.
The SeaMistress is a large flying boat of plan and configuration similar to the SeaMaster; it shares the same swept-back narrow wings, engines embedded in the wing roots, and high T-tail. The crew cabin is situated high atop the fuselage above a large central cargo bay, which is accessed from the visor-like hinged nose. Unlike the PS60M, which was only engined with nuclear engines, PSW offers the SeaMistress in both liquid-fueled and nuclear-powered variants, in order to facilitate sales.
Paladin Steel considers the SeaMistress to be a ‘medium’ transport compared to its larger and more heavily armed GMR and WiGships, and thus typically uses the aircraft on routine deliveries along well-charted routes. It is also available commerically through PS sales. It is not uncommon to see aerial ‘caravans’ of these aircraft making their way between trade ports on Rifts Earth, often flying with escort.
Type: PS/M PSC70M SeaMistress
Class: Flying Boat Transport
Crew: 7(pilot, copilot, navigator, and four gunners)+1-10 additional passengers/crew in the cabin.
MDC/Armor by Location:
Main Body 720
Reinforced Crew Compartment 80
Retractable Gun Turrets(6) 45 each
Wings(2) 200 each
Tail 200
Height: 75 ft
Width: 210 ft
Length: 226 ft
Weight: 500,000 lbs
Cargo:(Liquid Fueled) 50 tons or 415 fully equipped troops, for 3,500 miles,
OR 130 tons for 1,000 miles
(Nuclear Powered) 120 tons or 420 fully equipped troops
Powerplant: Liquid Fuel(w/ 3,500 mile range) or Nuclear Fusion(w/ 10-year energy life)
Speed: (Taxiing on Land) 3 MPH
(Taxiing on Water) 15 MPH
(Flying)630 MPH. Maximum altitude of 45,000 ft.
Cost: 17 million credits for liquid fuel, 21 million credits for nuclear
Systems of Note:
Standard aircraft/robot systems, plus:

*Nose Hatch--The entire nose hinges up for loading and unloading from the front.

*Float-Ramp---A memory-plastic and aerogel ramp that can be extended (up to 25 ft) from the front of the aircraft when landed on the water. The float-ramp serves as a bridge or a dock for moving cargo when on open water. Extending the ramp takes 1 minute, retracting it takes 6 minutes.

Weapons Systems:
1) Retractable Gun Turrets(4, one in the tail, two amidships under the wings, and one on the dorsal side, aft of the cockpit. Each turret can hold a single or paired guns.
a) 20mm Cannon---Can be single or dual mounts
Range: 5,000 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PS-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Airbursts are not possible with wooden rounds
(20mm PSX-2)(after 110 PA)
4d6 MD single rd
2d6x10 MD per 5 rd burst
Airburst does 4d6 MD to 6 ft blast radius
Rate of Fire: Standard.
Payload: 1,000 rds per gun
Cost: 24,000 credits per gun

b) Pulse Lasers---Shorter range, but unlimited payload. Can be single or dual mounts
Range: 4,000 ft
Damage:4d6 MD single shot, 8d6 MD pulse burst, 2d4x10 MD for both guns firing simultaneously(counts as one attack)
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 30,000 credits per gun

c) .50 caliber Heavy Machine Guns---Can be single or dual mounts
Range: 4,000 ft
Damage: 1d4 MD single shot, 4d6 MD per 20 rd burst, 6d6 MD per 30 rd burst
(DOUBLE damage for a twin-mount)
Rate of Fire: EGCHH
Payload: 6,000 rds (200 maximum bursts) per gun
Cost: 15,000 credits per gun

2)Chaff/Flare Countermeasures Launchers(2)
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fy into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher

Re: Paladin Steel Storefront

Posted: Wed Oct 13, 2010 5:25 pm
by taalismn
Paladin Steel ‘Bailey’ Submersible Power Boats
(aka ‘LosLoc’, ‘Bailey-Boat’, ‘Tuttle’)
“The Deadboys got the port tied up tighter than a gargoyle‘s sphincters, and they got dogpacks searching the neighborhoods. They’re closing in on our guy and we can’t play keep away much longer!”
“You still got access to the waterfront? Long enough to get him to it?”
“Yeah, but what good will it do? Our man can’t swim!”
“Won’t have to. We got you covered. Just get him to the water. We’ll do the rest.”

The sea is dark at night, the beach under the cloudy skies only less so. There is only the sound of the dark humps of waves coming up and pushing up to the shore and against the rocks.
Three particularly large waves roll in and up the beach, only they do not crest, nor do they collapse as they reach the beach. Instead, three large low-profiled smooth-lined shapes shed their cloaks of water and beach themselves, like alien porpoises. Hatches open up, and shapes emerge from the boats; dark-clad, accoutered with armor and weaponry of evil shape and purpose. Several soundlessly scurry up the beach, while others remain to push the boats further into the cover of shadow afforded by the nearby rocks, then proceed to start taking bundles of gear handed out from the boats.
Another shape detaches itself from the shadowed undergrowth up the beach and approaches the scene. One of those by the boats straightens and approaches the newcomer, then escorts them to the boats.
“Agent Makleson, what news do you bring us?”
“Our little slave-maker is definitely here, in the kingdom, with his little cadre. Everything I’ve learned is that he’s planning a coup with the local general, but first he’s taking care of some business to finalize the support with the local upper crust. I’ve been invited to a little demo and private auction where I imagine he’ll trot out some aristo he’s brainwashed into a toy, put her through her paces, then hit me and a few ‘select’ others up for a piece of the action.”
“You’re in that good? He have you followed?”
“The tail was weak and lost interest when I went into the study to read. Of course, I also hit him with a hypnotic sending just to be certain. If he wakes up, he’ll see my holo still enjoying the papers. I’ll get back in, make sure to wake him up, and make the wine and cheese party. Yeah, I’m on the short list of rich and disgruntled enough to be invited to take part in a sordid conspiracy to enslave this little kingdom. Our target’s going to be there with his top cronies-”
“And everybody he wants in on the plot. Same place as you indicated?”
“They like their comfort, and the club house is what they consider secure. Expect no more than a dozen guards with light arms; they think they’re safe there.”
“Good. All in one tidy little package then. We follow you in, set up, and bag the whole lot. We’ll lead with the heavies going in just to make sure nobody puts up a fight.”
“Try not to shoot me by mistake.”
“Only if you OVERPLAY your role and get TOO buddy-buddy with the damn slavers. And make sure your ID transponder’s working.“
“I’ll try not to drip too much slime for your people to slip on when they come through the windows. Just make sure we get this guy; his coup goes off, he’ll entrench himself so deep in this kingdom we won’t get another clean shot at him ever again!”
The Spec-Ops Captain gestured at the twenty-odd raiders attached to the Greater New England Anti-Slavery Taskforce as they assembled their gear and made adjustments to their stealth suits. The landing boats would stay on-station and await their return, the crews ready to whisk them away ideally as quietly as they arrived, with cover fire from hell if the mission went south they had to exist under pursuit. “Don’t you worry; we’ll have the mad doctor mind-&&&&er wrapped and back offshore to hand off to the mind-reamers to take the little poke apart before the night’s over. That oughta put a monkeywrench in the general’s plans and throw him off enough for the airborne boys to mop up!”

Prior to the Golden Age entering its full blossom, the secretive and isolationist regime of North Korea pioneered a number of semi-submersible power boats for covert actions against South Korea and its North American Empire protectors. Over the decades, the South Koreans captured a number of these craft during illegal incursions into South Korean waters, and copied several of the designs for their own use. During a number of small conflicts that followed during the Golden Age, the U.S. Navy acquired a few, and had American contractors build similar boats for use by SEAL teams. Meanwhile, less-than-scrupulous North Korean agencies had ‘flushed’ the blueprints to South American drug cartels, who had long been interested in low-observibility watercraft for smuggling purposes.
Thus, there was a large database (and even some museum-mothballed examples) on these small stealth watercraft when Paladin Steel began unearthing naval archives in the establishment of Paladin Steel West. Not surprisingly, Paladin Steel would try their hand at manufacturing similar craft. The ‘Bailey’(named for WW2-era Marine Raider Kenneth D. Bailey) is one of the designs to emerge from that effort.
The typical ‘Bailey’ is a large, low-profile powerboat, with a low ‘turtleback’ upper deck, constructed of non-metallic composites and ceramics. Fore and aft diving lanes assist in underwater operation. Erectable periscope and snorkel masts allow the boat to cruise just below the surface while keeping the shore and air under surveillance. The engine and internal machinery are accoustically isolated and muffled so as not to give away the boat’s presence and position by sound leakage. Shallow-draft boats, the Baileys can slip into coastal waters and maneuver close to shore, or wend their way through riverine waters with relative ease. Though modestly armored, the Baileys are surprisingly well-armed, with a retractable weapons turret capable of mounting powerful direct- or indirect-fire weponry, and two external collars for carrying torpedoes. Their real weapon, however, remains the ability to deliver up(or extract) to eight personnel under cover of stealth.
These small boats are in use with the GNEN and Paladin Steel Security, but are also available to the open market to approved parties. The craft have proven popular with smugglers, especially along the heavily patrolled Coalition States’ waterways. The boats have played critical roles in several gray- and black-ops missions pulled off by PS- and GNE-affiliated forces.
Type: PS-LOSLLC-03
Class: Low-Observibility Submersible Light Landing Craft
Crew: 4+8 passengers
MDC/Armor by Location:
Main Body 280
Retractable Gun Turret(1) 45
Periscope/Snorkel Masts(2) 10 each
Height: 5 ft
Width: 9 ft
Length: 38 ft
Weight: 4 tons
Cargo: 1,000 lbs of gear
Powerplant: Electric(w/ mile range) or Nuclear(w/ 5 year energy life)
Speed: (Surface) 55 MPH
(Underwater) 24 MPH, maximum depth of 60 ft(typically 10 ft snorkeling depth)
Market Cost: 600,000 credits for electric, 2.2 million credits for nuclear
Systems of Note:
*Life Support----Buttoned up, the boat can remain underwater for as long as 96 hours.
*Radar---20 mile range; note that this is an ‘active’ system and can be picked up by EW sensors
*Sonar---5 mile range. Also has passive mode hydrophones for listening to movement on and underwater, without giving away the boat’s position.
*Compass/Navigation System
*Snorkel---This permits the boat to replenish its air supplies, and recharge its batteries(using a liquid fueled generator to create current) while remaining underwater. The snorkel is covered with sonar-aborbant materials to prevent its detection.
*Optical Periscope---12 ft optics mast with both wide angle and high elevation air search optics.
*Stealth Design----The Bailey is designed with stealth in mind; its low profile, composite construction, and muffled engines minimize sensor returns; -75% chance of detection by sonar or radar at ranges over 3,000 ft, drops to -50% at ranges over 500 ft.
Weapons Systems:
1) Retractable Weapons Turret(1)---This streamlined turret lies flush with the upper deck to reduce drag and radar profile, but can elevate for maximum field of fire. The turret can be a twin- or single-mount weapon, as follows:
Twin Mounts:
a)GPMG M43 ‘Fritz’ General Purpose Machine Gun
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 800 rpm
Payload: 250-rd belt or 75-rd saddle drum
Cost: 8,000 credits per gun

b) .50 caliber Machine Gun
Range: 5,000 ft
Damage: 1d4 MD single rd, 5d6 MD for 40 rd burst
Rate of Fire: Burst firing only, EGCHH
Payload: 1,000 rds per gun
c) 20mm ‘Taskin’ Light Autocannon
Range:(20mm)3000 ft (1500 ft for wood rounds)
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 PS-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
(Wood Rounds) 6d6 SDC per round (1d6x10 HP to vampires)
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airbursts are not possible with wooden rounds
(20mm PSX-2)(after 110 PA)
4d6 MD single rd
2d6x10 MD per 5 rd burst
Airburst does 4d6 MD to 6 ft blast radius
Rate of Fire: (20mm)Standard.
Payload: 200 rds,
Cost: 20,000 credits per gun
A box of 100 20 mm ‘smart’ rds costs 800 credits
A box of 100 20 mm ‘smart’ PSX-1 rds costs 3000 credits(after 110 PA, this drops to 2,000 credits)
A box of 100 20 mm ‘smart’ PSX-2 rds costs 3200 credits

d)Light Rail Gun(PS-RFRG200)---PS copy of the C-200 ‘Dead Man’ Rail Gun
Weight: 42 lbs
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 per gun

e) Pulse Laser Turret:
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: 100 shot battery per gun. Effectively Unlimited if nuclear powered
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)
Cost: 45,000 credits

f) Light Plasma Cannon
Range: 1,800 ft
Damage: 6d6 MD single shot
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: 180 shot battery per gun. Effectively Unlimited if nuclear powered
Cost: 30,000 credits

g) Light Ion Blasters:
Range: 1,600 ft
Damage: 3d6 MD single shot, 1d6x10 MD pulse burst
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: 100 shot battery per gun. Effectively Unlimited if nuclear powered
Cost: 30,000 credits

Single Mount:
a) 40mm Autogrenade Launcher
Range:7,000 ft
Damage: Identical to the WI-GL20;
Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
and Plasma rounds do 1d4x10+10 to a 5-foot radius.
A 3 round burst of frag shells does 1d4x10 to a 15 foot radius,
a burst of 3 AP shells does 2d4x10 to a 5 foot radius,
and a burst of 3 plasma shells does 3d4x10 to an 8 foot blast radius
A 5 round burst of frag shells does 1d6x10 to a 20 foot radius,
a burst of 5 AP shells does 2d6x10 to a 6 foot area,
and a burst of 5 plasma shells does 3d6x10 to a 10 foot radius.
A 10 round burst of frag shells does 2d6x10 to a 40-foot radius.
A 10 round AP burst does 3d6x10 to an 8-foot area,
and a 10 round plasma burst does 4d6x10+10 to a 15-foot radius!!
Rate of Fire: Standard
Payload: Belt or box magazine
Special Features: None
Cost: Black Market examples cost 180,000 credits, but PS would/will ideally market the weapon for 50,000 credits for the launcher; the cost is in the larger projectiles

b) 52mm Mortar
Range: 6,500 ft (over a mile!)
Damage: (PSX-II High Explosive) 2d4x10 MD to 20 ft blast radius. Cost per shell: 800 credits
(Fragmentation) 6d6 MD to 50 ft blast radius. Cost per shell: 600 credits
(Incendiary) 4d6 MD to 30 ft blast radius, does an additional 1d4 MD for 1d6 melees, plus 80% chance of setting combustible materials aflame. Cost per shell: 700 credits
(Armor-Piercing Self-Forging)----This is a new experimental special shell that contains a micro-sensor and dual-charge system. The disc-shaped warhead is ‘frisbeed’ to high altitude(800 ft), then scans for target-profiles with its micro-sensor. When it spots a likely target profile(thermal or optical outline)(the limited size and complexity of the micro-sensor severely limits its targeting ability to a total of 6 targets...fortunately, the profile-database can be changed easily enough by inserting a new chip into the fusing assembly before loading), the warhead fires downwards, the material of the ‘discus’ deforming into a narrow, pointed, high-penetration needle well-suited for penetrating armor. Does 3d6x10 MD; no blast radius.
Note: This munition does NOT suffer from the indirect fire penalty; roll to strike as normal, but without bonuses. PS is working on a micro-guidance system that would allow these munitions to home in on laser-’painted’ targets, as via a forward observer....as well as better target discrimination(the current model has a tendancy to be distracted by flaming wrecks in the vicinity of the ‘live’ target. Cost per shell: 4,000 credits
(Plasma) 2d6x10 MD to 10 ft blast radius. Cost per shell: 3,000 credits
(Smoke/Chemical) Varies by chemical type. Typically covers a 20 ft area. Basic smoke shells cost 100 credits apiece
(Illumination) Fires a high altitude illumination flare that burns blightly for. The flare also has a 40% chance of decoying/confusing heat-seeking sensors/weapons systems. Cost per shell: 500 credits
(Sensor Decoys) The mortar can also fire special lightweight thermal-emission decoys for confusing sensors into thinking there are ground troops where there are none....To further the confusion, the spheroid decoy will randomly extend springloaded ‘legs’ that move the decoy about in 5-10 ft leaps, giving the impression of moving troops. Internal mini-batteries last for 30 minutes. A small acid-capsule or self-destruct anti-tampering charge may also be attached to prevent the decoy from falling into enemy hands. Cost per shell: 700 credits
Noisemaker decoys are similar, but they emitt random amplified ‘soldier noises’...footfalls, clinking of weapons, gunshots, muffled voices, etc., but are otherwise similar to the thermal-decoys. Cost per shell: 400 credits
TW Warheads
One of Paladin Steel West’s refinements to TW armaments was the use of specially-treated cracked crystal quartz and quartzite in expendable TW munitions. The ability of to use lower-quality flawed crystalline materials meant that self-destructing ‘one-shot’ TW weapons could be produced much more cheaply, and thus in bulk, while reserving higher-quality materials for superior TW creations.
(TW Sandstorm)-----Creates a sudden sandstorm that lasts 5 minutes, covering a 100 ft area. People trapped inside it will find visibility cut down to 3 ft, hearing is reduced by HALF, speed by 75%, lose initiative, 2 APM, and -5 strike, parry, and dodge. The scouring sand does 1d4 SDC per melee. Even robot vehicles will find their sensors, including radar, bolluxed by the flying grit. Cost per shell: 4,000 credits
(TW Chasm)---Opens up a chasm 160 ft long, by 80 ft wide, by 80 ft deep, that remains open for up to 40 minutes. Objects falling in take 2d6 SDC per every 20 ft of depth. At the end of the spell, the chasm belches everything up to the surface as if they’d never fallen(in other words, they don’t get crushed by the closing fissure). CANNOT be used against buildings. Cost per shell: 7,000 credits
(TW Lava Pool)----Creates a pool or lane of lava 60 ft long. 10 ft wide, 10 ft deep. Objects caught in this pool take 2d6x10 MD per melee. Cost per shell: 9,000 credits
(TW Air Burst)---Sets loose a Whirlwind that does 2d6+2 MD to everything caught up in its 20 ft wide funnel. The Whirlwind tracks randomly about a 300 ft area for 2d4 melees before disipating. Cost per shell: 8,000 credits
(TW Storm Shell)---Essentially a longer-ranged version of the TW anti-vampireStormflare. Effects are the same.Cost per shell: 3,000 credits
(TW SunBomb)---A more powerful version of the Globe of Daylight Flare, only this version is powerful enough to inflict flashburns on vampires! Does 6d6 HP per melee for 3d6 melees to a 50 ft radius. Cost per shell: 2,000 credits
Rate of Fire:3 shells per melee autofeed.
Payload: 60 shot magazine
Bonuses/Penalties:(Optional)(Rifts South America 2 has no rules for the Arkhon’s Mortar Packs’ inaccuracy, but for diehard artillery buffs, figure on 50% chance of hitting moving targets, 75% chance of hitting stationary targets withing 2,200 ft range, or 50% chance out beyond that. 50% of shells will fall within a ‘footprint’ or ‘box’ 131 ft long by 70 ft wide.
Using a PS ‘Battleman’ battle remote computer and fire control linkage will give a +10% to hit probability, and having a forward observer with direct line of sight on the target will give another +10%
Cost: 55,000 credits

c)PS McML-08 ‘BoomBox’(aka ‘Pencil Box’, ‘RacketRak’)(103 P.A.)----The McMLR-05 taken to an extreme, this is more a crew-served heavy weapon than a precision weapon, and consists of five disposable plastic cassette-style launch ‘boxes’ stacked on an erectable launch frame, tripod, and turntable. Bringing to mind the ‘Metalstorm’ guns of the past, each box-cassette has 25 micro-missiles(5 rows of 5) for a total of 125 projectiles, and can fire them in volleys of 5 to all 125 at once. It uses Pattern 1A -1C micro-missiles, but is problematic in laser-guidance mode due to frequent inadvertent missile fratricide when all 125 micro-missiles were trying to hope on the same target(volleys of 5-20 are recommended instead). The entire set-up weighs in at 120 lbs, making it barely manportable, but a trained crew can swap out expended cassettes in 3 actions(typically takes 30-45 seconds to reload the entire weapon with new magazines). Cost: 80,000 credits.

d) 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
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

e) Light Laser Cannon----
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10+10 MD triple pulse blast
Rate of Fire: EGCHH
Payload: 100 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 65,000 credits

f) Ion Cannon
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

g) Plasma Cannon---Adapted from PS’s PPR-3 Serap Heavy Plasma Projector. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited if nuclear powered
Deuterium Gas Reservoir has enough gas under pressure for 20 shots.
Cost: 100,000 credits, plus 800 credits per deuterium ‘hotshot’ cartridge.

h) Sonic Cannon
Range:(Sonic Blast) 1,800 ft underwater, 600 ft in air
Damage::Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per se, it does affect the hearing and inner ears of crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or uninsulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.
Rate of Fire:(Sonic Blast) ECHH
Payload:(Sonic Blast) 100 shot battery. Effectively unlimited linked to a nuclear powerplant
Cost: 90,000 credits

i)PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture. VERY effective in clearing decks and doing damage to flammable mateials.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 1,000 rd drum
Cost: 100,000 credits

j) PS-MMLR-14 Mini-Missile Launcher ---One of Paladin Steel’s minor triumphs of reverse-engineering has been the knock-off of the Coalition’s CCT-M20 Missile Rifle,complete down to the light laser, but modified to take advantage of PS’s advancements in lighter weight composites and ceramics. Has the advantage of having a light laser for additional firepower.
Range:(Mini-Missiles) Varies by Missile Type(usu ally about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.
Cost: 36,000 credits per launcher

k) Flamethrower---A fearsome weapon to use against ships and coastal facilities. Note that the napalm jels, while they stick to targets, will also float on top of water, burning, until they adhere to a solid object.
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

l) L-SAM ‘Black Talon’ Launcher---A light weapon mount RAM(rolling airframe missile) launcher adapted for shipboard use.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
R ate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 8 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 200,000 credits per launcher, 10,000 credits per missile

2) Torpedoes---The ‘Bailey’ can carry either FOUR short range torpedoes or TWO medium torpdoes in sideboard racks.

Options:
*Hydrofoil Mode---The engines and dive planes can be modified for high speed hydrofoil operations. When stealth isn’t an issue, the boat can deploy its hydroplanes and get up on the water to hit speeds of 150 MPH. Cost: +200,000 credits

Re: Paladin Steel Storefront

Posted: Wed Oct 13, 2010 11:00 pm
by ZINO
N1!!! but I cannot find a picture of both your new toys help on this one thanks

Re: Paladin Steel Storefront

Posted: Thu Oct 14, 2010 1:29 pm
by taalismn
Made some additions(mast and gun turret MDC) plus, here's what they were based off of:
http://covertshores.blogspot.com/2010/06/north-korean-semi-submersible-craft.html

Scroll to the bottom of the page.

Re: Paladin Steel Storefront

Posted: Fri Oct 15, 2010 9:27 am
by abtex
Still need help with squirrels? Those Battleships will help.

Re: Paladin Steel Storefront

Posted: Fri Oct 15, 2010 9:43 am
by abtex
taalismn wrote:Made some additions(mast and gun turret MDC) plus, here's what they were based off of:
http://covertshores.blogspot.com/2010/06/north-korean-semi-submersible-craft.html

Scroll to the bottom of the page.

Looking at this blog, we will be seeing 101 mini subs, chariots, and other submersible craft in the near future. Right?

Is this where your folding kayak design came from? British SF water craft article.

Re: Paladin Steel Storefront

Posted: Fri Oct 15, 2010 12:02 pm
by taalismn
Maybe not 101 different types, but a few general types with lots of options...stuff that small adventurer parties are more likely to use(and can afford), rather than big multi-million dollar battleships.
And yes, the Whisper Kayak was based on British kayaks...in fact, during WW2, they used (conventional) kayaks in at least one raid on German coastal shipping/blockade runners.

Re: Paladin Steel Storefront

Posted: Fri Oct 15, 2010 5:52 pm
by ZINO
wow!!!

Re: Paladin Steel Storefront

Posted: Fri Oct 15, 2010 7:28 pm
by taalismn
ZINO wrote:wow!!!


Scary what the North Koreans come up with, isn't it?

Re: Paladin Steel Storefront

Posted: Fri Oct 15, 2010 10:03 pm
by abtex
taalismn wrote:
ZINO wrote:wow!!!


Scary what the North Koreans come up with, isn't it?

Nacro-subs
Narco submarine
Images of Self-Propelled Semi-Submersible
SPSS
Concrete Submarines just Armongus-brand Megadamage Reinforcement Slime up a few of them. :D

Re: Paladin Steel Storefront

Posted: Sat Oct 16, 2010 9:50 am
by taalismn
abtex wrote:Nacro-subs
Narco submarine
Images of Self-Propelled Semi-Submersible
SPSS
Concrete Submarines just Armongus-brand Megadamage Reinforcement Slime up a few of them. :D



Abtex, you're reading my mind...I've had concrete subs stated up for a while; I just have to revist the old file and update them a little and they should be ready to go. :)

Re: Paladin Steel Storefront

Posted: Sat Oct 16, 2010 3:21 pm
by abtex
I need new glasses, is GIMIK and the Brit's Welfreighter [down a little ways], in your mind somewhere as well. As small personal Submersible transports and their like.

Re: Paladin Steel Storefront

Posted: Sat Oct 16, 2010 7:30 pm
by taalismn
abtex wrote:I need new glasses, is GIMIK and the Brit's Welfreighter [down a little ways], in your mind somewhere as well. As small personal Submersible transports and their like.


Yeah, that's what I have in a DK Press book on Special Forces, commandoes, and espionage. :-D

Re: Paladin Steel Storefront

Posted: Sun Oct 17, 2010 9:29 pm
by taalismn
Aegis Stellar Industries “Heston” Mini-Star Shuttle
(aka ‘StarPod’, ‘Chimp Rocket’)
“Three hours to another star system? In one seat? You’re complaining about THAT? Dude, I’ve been on eighteen hour CAR trips between towns! No rest stops! And that’s ON the highway!You galactics sure are jaded!”

ASI’s first high-performance light starship is a stellacommutta-class shuttle that bears a strong resemblance to a proposed pre-Rifts Earth spacecraft, Winged Gemini. The Heston indeed resembles a modified Gemini capsule with extended wing strakes and a heatshield. However, the Heston is a high performance two-seater mini-shuttle with limited interstellar range, meant for quick intersystem jaunts and easy interstellar travel along established traffic lanes.
Unlike scout ships, stellacommuttas rely on fixed coordinates and navigation beacons to fly reliably over interplanetary and interstellar distances, and have little provision for travelling outside those preprogrammed limits (Reprogramming the ship’s hardwired navigation comps to go outside those parameters will take Computer Programming and Navigation: FTL rolls at -15%, and will take 1d6 hours to accomplish). They are best used on well-established and mapped stellar routes.
The Heston is a rugged, well-armored bird for its size and weight. It can double as a light shuttle or a two-person lifepod aboard a larger vessel most effectively. The Heston is not meant for extended galactic voyages; the two man crew have little room to stretch out in, and facilities are extremely limited(there isn’t a lavatory aboard, for instance). The cockpit hatches double as the universal airlock, though if any EVA is planned during a trip, it is advised that the crew wear EVA or EBA suits at all times.
Of course, because this is a Paladin Steel-associated company, the Heston can be modified for improved performance and even weapon systems. Though not intended for combat, the ship can be fitted with a single light weapon in the nose.
The Heston is manufactured by ASI on Amberjin and sees heavy usage along the well-trafficked Eyarn Hyperway. It is rarely seen back in the Rifts Earth solar system, in part due to the more hostile environment; the GNE Space Force favors more versatile and heavily armed vessels for transport duties.
Type: PS/ASI LInstelAAT-02 Heston
Class: Light Stellacommutta Intersystem FTL Shuttle
Crew: 2
MDC/Armor by Location:
Main Body 460
Thermal Shield 300
Height: 13 ft
Width: 13 ft
Length: 15 ftft
Weight: 9,000 lbs/ 4.2 tons
Cargo: Small space behind pilots’ seats for survival packs and sidearms
Powerplant: Nuclear Fusion(15 year energy life)
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 6
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.0% of light speed per melee)
(FTL) 5 light years per hour; the FTL drive can go as far as 25 light years in a jump, before needing to drop out and recharge for four hours.
(Underwater) Not possible; though it can float on the surface most ably, and even motor-taxi to shore using its thrusters(speed of 20 MPH)
Market Cost: 7 million credits
Systems of Note:
Standard Shuttle/Aerospace Fighter Systems, plus:

*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: None standard

Options:
*Booster Pod---Plugs into the back and adds 4 ft to length and 2 tons to weight. Adds 80 MDC. The extra thrusters increase speed in normal space to Mach 7.5
Cost: 2 million credits

*Power Pod----Another plug-in unit that extends the length of the shuttle by 7 ft and adds 3 tons to weight. Also adds 100 MDC. This unit adds an accessory reactor and fold-out solar wings(2, 50 MDC each), allowing for faster recharge of the FTL system; using the reactor alone, the FTL can recharge in 1 hour. Depending on ambient sunlight, the solar wings can reduce that time to 30 minutes. Cost: 3 million credits

*Weaponry---A single light weapon can be mounted in the nose
a) Mini-missile Launcher----24. Cost: 22,000 credits

b) Short Range Missile Launcher----12. Cost: 25,000 credits

c) Laser Cannon(Light)
Range:1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 4d6 MD single shot, 1d4x10 MD burst fire
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 15,000 credits

d) Ion Cannon
Range: 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 5d6 MD single shot, 1d6x10 MD burst fire
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 20,000 credits

e) Particle Beam Cannon(light)
Range: 4,000 ft in atmosphere, 2.5 miles in space
(Kitsune Values: 2.5 miles in atmosphere, 250 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: EPCHH
Cost: 80,000 credits

Re: Paladin Steel Storefront

Posted: Mon Oct 18, 2010 5:31 pm
by ZINO
N1!!!!!!!

Re: Paladin Steel Storefront

Posted: Mon Oct 18, 2010 7:12 pm
by taalismn
ZINO wrote:N1!!!!!!!



Here's the facts on the Winged Gemini program: http://www.astronautix.com/craft/winemini.htm

Re: Paladin Steel Storefront

Posted: Tue Oct 19, 2010 6:00 am
by ZINO
taalismn wrote:
ZINO wrote:N1!!!!!!!



Here's the facts on the Winged Gemini program: http://www.astronautix.com/craft/winemini.htm

wow !!!!!!!!!!!!!!!!!!!!!!!!!!

Re: Paladin Steel Storefront

Posted: Tue Oct 19, 2010 9:39 pm
by taalismn
Aegis Stellar Industries Scobee-class Light FTL Transport Pod
(aka ‘HyperBell’, ‘AstroScoot’)

“The Scobee’s remarkably compact, and that’s a plus and a minus. Being small, it takes up next to no room in a hangar or an anchorage; a lot of places even give discounts for such a small ship docking, on account that they can fit two or three more ships in the same space.
On the minus, the quarters aboard a Scobee aren’t exactly roomy; you can hardly stand up and move around on account of the orientation of the decks, and most Scobee crews prefer to leave the gravity plates off to facilitate operations. About the only place that keeps a low-powered gravity field generation plate on ALL the time is the small lavatory back by the cargo bay. Any trip where there’s a load of dirthuggers who have never experienced zeegee, that little facility gets a line-up of people needing to heave stomach, who don’t want to leave it once they feel up and down re-assert themselves. Of course, experienced spacehounds and those looking for a feel for the olden days of legend, well, the whole set up doesn’t bother them at all.
Cargo capacity aboard a Scobee ain’t great either, but if you’re just jaunting in-system, it’s not bad for the ship’s overall weight and capabilities. The ability to hook up to a customized trailer helps add capability, so if you need to expand or extend what you got, upgrading is as simple as buying an acessory hull and hard-docking to it.
The price is cheap for a starship, but then you aren’t paying for a lot of luxury. This is a working ship, and so ought to sell quite well to star systems that are seeing a lot of in-system development. “

This robust short-range light transport bears a number of similarities to a proposed pre-Rifts Earth spacecraft known as ‘Big Gemini’. The Scobee has a robust, conical hull similar to that of early space capsules. Inside, a two-man cockpit is at the front, with a small passenger cabin directly behind. A small axial passageway leads aft through the annular drive/power system to a small cargo bay at the base of the capsule. A rear heatshield with a rear hatchway/docking adapter are mounted at the rear.
The Scobee can land and take off vertically on its ‘tail’, or it can deploy a combination solar collector/sunshield/parafoil wing, and glide to a horizontal landing tilted over on one side, on three skid-landing gear. This ability to operate vertically or horizontally does require some specially designed crash-couches able to hold their occupants during the shifts of orientation, and loose objects must be safely locked away or tied down to prevent them falling about the cabin.
The Scobee is often compared to a larger stellacommutta; the ship is not meant for extended journies(with a full passenger complement, it can be quite cramped and crowded inside), but for short jaunts between planets or neighboring solar systems.
The Scobee can be attached to larger accessory hulls, increasing its capabilities in a manner similar to the ASI Frontera-class transports. Some larger ships, like bulk transports, can carry several Scobees as FTL lifeboats.
Like the Heston, the Scobee is manufactured by ASI on Amberjin, and sees much use with ASI. It is less commonly seen in the Rifts Earth solar system, in part due to the more hostile environment and the detrimental effects that the intense local Rift activity seem to have on FTL propulsion systems around the Sol system.
Type: PS/ASI LInstelAAT-03 Scobee
Class: Light Interstellar Transport
Crew: 2+1-9 passengers(typically 6)
MDC/Armor by Location:
Main Body 900
Reinforced Crew Compartment 100
Deployable Solar Wing 100
Height: 21 ft
Width: 21 ft
Length: 35 ft
Weight: 18 tons
Cargo: 5,500 lbs
Powerplant: Nuclear Fusion(20 year energy life)
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 6
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.6% of light speed per melee)
(FTL) 5 light years per hour; the FTL drive can go as far as 35 light years in a jump, before needing to drop out and recharge for four hours. Deploying the solar sail/collector can reduce recharge time by as much as 75%, depending on solar radiation intensity.
(Underwater) The Scobee can float, but cannot operate underwater
Market Cost: 25 million credits
Systems of Note:
Standard Shuttle/Aerospace Fighter Systems, plus:

*Cockpit Ejection System---The crew cabin can be entirely ejected from the rest of the craft, to serve as a lifeboat. The crew pod can make a safe atmospheric re-entry, if necessary, with deployable parachutes, and can even float for a time on water, increasing the chances for crew survival. The passenger capsule is roughly 12 ft in diameter by 21 ft long, and carries only maneuvering thrusters and the parasail system for basic manuevering, once detached from the FTL propulsion and cargo section.

*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 to the entire vehicle, due to the uniform placement of the tiling.

*Deployable Solar Parasail
In space, the mirror-like sail can be used to shade the spacecraft, protecting it from radiation and solar wind. It also soaks up and converts sunlight into electrical energy, taking the strain off the ‘s own reactor systems, and allowing the FTL-CG drive to recharge faster.
In atmosphere, the Parasail allows the ship to make controlled unpowered glides to the surface.
Deploying the Parasail takes 1 melee/15 seconds. Stowing it takes 4 melees/1 minute

Weapons Systems: None standard.

Options:

*Weaponry---A single light weapon can be mounted in the nose
a) Mini-missile Launcher----24. Cost: 22,000 credits

b) Short Range Missile Launcher----12. Cost: 25,000 credits

c) Laser Cannon(Light)
Range:1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 4d6 MD single shot, 1d4x10 MD burst fire
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 15,000 credits

d) Ion Cannon
Range: 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 5d6 MD single shot, 1d6x10 MD burst fire
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 20,000 credits

e) Particle Beam Cannon(light)
Range: 4,000 ft in atmosphere, 2.5 miles in space
(Kitsune Values: 2.5 miles in atmosphere, 250 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: EPCHH
Cost: 80,000 credits


*Accessory Hulls----The Scobee can attach itself to a variety of accessory hulls, some of them little more than standard cargo ‘cans’, but cylindrical in shape. These hulls can be simply cargo pods that are hauled along by the ship, mobile laboratories, passenger accommodation, and scientific research facilities. However, some provide extra propulsion, range, speed, and endurance, and can be quite large and elaborate. Weapons modules are also possible.
Few of these accessory hulls are atmosphere-worthy; the Scobee must detach and leave them in orbit, or drop them off at a convenient space station.
(Typical Accessory Hulls)
-Type 1(Unpowered)----This is a basic sealed cylindrical module, about 22 ft in diameter, 60 ft long, and weighing 6 tons. It’s comparable to a Giant Can, and can hold 20 tons of cargo. The Type 1 CAN be fitted with solar cell ‘wings’ that extend out to 50 ft, and which can reduce the FTL recharge by as much as 75%, depending on local solar radiation intensity, or the solar arrays can power any equipment aboard the Type 1. Attaching the Type 1 does impose some penalties to movement due to the added mass; the Scobee cannot enter atmosphere with the accessory hull attached, speed/acceleration is reduced to Mach 5, and FTL speed to 4 light years/hour. Cost: 3-10 million credits, depending on how it’s fitted/configured.

-Type 2(Powered)---The same as above, but the Type 2 is some 70 ft long and weighs 12 tons, owing to the engine at the rear. The Type 2 has MDC, and can hold 10 tons of cargo. The added powerplant helps offset the added mass, so the Scobee can make its standard speed without penalty. Cost: 4- 12 million credits

- Type 3(Unpowered)---A larger version(120 ft long and 20 tons) of the above, with deployable solar arrays(2, 35 MDC each, and extend out 80 ft each). It can hold up to 35 tons of cargo, but when attached to the Scobee, reduces maximum speed to Mach 4/ 3 light years an hour. Configured as an orbital habitat, it can accommodate up to 7 people comfortably for up to three months between resupply. Cost: 5- 14 million credits

- Type 3(Powered)---A larger version(120 ft long and 20 tons) of the above, with deployable solar sails(2, 35 MDC each, and extend out 80 ft each). It can hold up to 28 tons of cargo, and the added powerplant means that NO penalty is imposed on speed. Cost: 6- 18 million credits

- Type 4(Armed)---This is a militarized Type 3(Powered) component pod, allowing the Scobee to be transformed into a crude space fighter/defense boat. In place of the solar wings and cargo/habitation, weapons and shield generators can be mounted. The Type 4 has two pallet-points for military systems, each one of which can be fitted with ONE of the following:
a) Mini-Missile Launcher
Range:Varies by Missile Type
(Kitsune Values: 2 miles in atmosphere, 100 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-20
Payload: 200 missiles per launcher

b) Short Range Missile Launcher
Range:Varies by Missile Type
(Kitsune Values: 10 miles in atmosphere, 500 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-10 each launcher
Payload: 100 per launcher

c) Medium Range Missile Launcher
Range:Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-8
Payload: 80 missiles each launcher.

d) Long Range Missile Launcher
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-8
Payload: 40 missiles per launcher

e) Point Defense Laser Array(2)
Range: (Palladium)4 miles in space
(Kitsune Values: 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH, as an automated defense system linked to a radar/sensor system, has a +4 to strike, and four attacks per melee.
Payload: Effectively unlimited

f) Laser Cannon
Range: (Palladium) 7 miles in space
(Kitsune Values: 700 miles in space)
Damage: 6d6x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

g) Ion Cannon--(ionization rules courtesy of Henning Rogge)
Range: (Palladium),24,000 ft in space
(Kitsune Values)400,000 ft in space
Damage: 2d6x10 MD per blast,
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: Five times per melee
Payload: Effectively unlimited

h) Plasma Cannon
Range: (Palladium)24,000 ft/4 miles in space
(Kitsune Values)400 miles in space
Damage: 5d6x10 MD per blast
Rate of Fire: ECHH
Payload:Effectively unlimited

i) Particle Beam Cannon
Range: (Palladium)3 miles in space
(Kitsune Values: 300 miles in space)
Damage: 1d4x100 MD per shot
Rate of Fire: EPCHH
Payload:Effectively Unlimited

j) Point Defense Rail Guns(2)
Range: (Palladium)5 miles in space
(Kitsune Values: 500 miles in space)
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate {of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload:8,000 rd drum(200 bursts)
Cost: 30,000 credits

k)Gravitic Rail Gun
Range: (Palladium)6 miles in space
(Kitsune Values: 600 miles in space)
Damage: 4d6x10 MD per 50 rd burst
Rate of Fire: EGCHH
Payload: 800 bursts each gun. Additional ammunition drums could be stored as cargo, and replaced within 15 minutes.

l)Heavy Autocannon/200mm MB Massdriver Cannon(PS-MDJ200M)
Range: (Palladium)16 miles in space
(Kitsune Values: 1,600 miles in space)
Damage:High Explosive(HE)---- 5d6x10 MD to 55 ft radius
High Explosive Anti-Tank(HEAT)----6d6x10 MD to 15 ft radius
Fragmentation--- 4d6x10 MD to 75 ft radius
Plasma-----1d6x 50+15 MD to 60 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 8d6x10 MD out to 15,000 ft, 4d6x10+5 MD out to maximum range
Rate of Fire: Three times per melee
Payload: 120 rds

m) Forcefield Generator --- generates a single field force shield of 900 MDC

n) Jamming Pod----Bundled standard ECM suite for confusing sensor-guided weapons; -5 to strike, scrambler field; confuses radio transmissions in an 80 mile(Kitsune: 8,000 mile) radius, particle beams do HALF damage, and 45% chance of deflecting standard missiles(i.e.; ‘dumb’ missiles). Taking two pods does not result in cumulative bonuses; only system redundancy.


o)Tachyon Scatter Gun(2)
Range: (Palladium)6 miles (10,000 m) in space w/ 3 mile wide arc*
(Kitsune Values: 600 miles in space)
Damage:2d4x10 MD per shot
Rate of Fire: EPCHH
Payload:Effectively Unlimited

p) Plasma Torpedo Launcher
Range: (Palladium) 24,000 ft in space
(Kitsune Values: 400,000 ft in space)
Damage: 2d6x10 MD to 15 ft blast radius
Rate of Fire: Three times per melee
Payload:Effectively unlimited

Re: Paladin Steel Storefront

Posted: Thu Oct 21, 2010 3:08 pm
by taalismn
Should I be feeling particularly insane, I may feel compelled to produce an Upgrade Package for PS jeep-rovers based on this...
http://latimesblogs.latimes.com/technology/2010/10/darpa-flying-humvee-transformer.html

Note, however, that I would have to be GENUINELY insane, deliriously ill, or on judgement-affecting drugs in order to do so...

Re: Paladin Steel Storefront

Posted: Thu Oct 21, 2010 5:40 pm
by ZINO
taalismn wrote:Should I be feeling particularly insane, I may feel compelled to produce an Upgrade Package for PS jeep-rovers based on this...
http://latimesblogs.latimes.com/technology/2010/10/darpa-flying-humvee-transformer.html

Note, however, that I would have to be GENUINELY insane, deliriously ill, or on judgement-affecting drugs in order to do so...

It may look like a toy commando truck from the G.I. Joe cartoons, but the Pentagon is serious about developing a flying Humvee. :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: I fell of my chair !!!!!!!!! oh god that funny use an RPG to Shot this of the sky hey let make RPG stats !!!!!! :lol: :lol: :lol: :lol:

http://latimesblogs.latimes.com/.a/6a00 ... 970b-600wi

http://latimesblogs.latimes.com/.a/6a00 ... 56d970c-pi

hey taalismn I hope you have more of these !!!!! N1!!!!!!

Re: Paladin Steel Storefront

Posted: Thu Oct 21, 2010 6:00 pm
by taalismn
Darn, back in the day when I was still on an old Palladium Games-related mailing list, I did a conversion(back when nobody particularly cared) of a Matchbox toy called the 'FlightHunter', as a Paladin Steel product(a gliding scoutcar, go figure!)...It was a ridiculous concept(but no more so than jumpjet-equipped Juicer motorcycles.
Now I see the Flying Humvee, and I realize it's the RPG-legal Flight Hunter...with the added bonus of being even more absurd.

Nothing would scare the Army Aviation helijockies more than the idea of some road-nomad or jeep-jockey flying one of these around a forward airbase...in close terrain...

Re: Paladin Steel Storefront

Posted: Fri Oct 22, 2010 4:46 pm
by ZINO
taalismn wrote:Darn, back in the day when I was still on an old Palladium Games-related mailing list, I did a conversion(back when nobody particularly cared) of a Matchbox toy called the 'FlightHunter', as a Paladin Steel product(a gliding scoutcar, go figure!)...It was a ridiculous concept(but no more so than jumpjet-equipped Juicer motorcycles.
Now I see the Flying Humvee, and I realize it's the RPG-legal Flight Hunter...with the added bonus of being even more absurd.

Nothing would scare the Army Aviation helijockies more than the idea of some road-nomad or jeep-jockey flying one of these around a forward airbase...in close terrain...

:lol: :lol: :lol: :lol:

Re: Paladin Steel Storefront

Posted: Sat Oct 23, 2010 10:00 am
by taalismn
Honestly...with this gizmo(the flying Hummer) you lose your rooftop turret--bye-bye field of fire; you have to pintle-mount your guns in the doors...leaves plenty of open space for somebody at street level to lob a grenade in or just shotgun you. They hoping to hover at rooftop level and shoot snipers in the eye?
Not to mention the armor you'd have to shave off to lighten the load for airborne operations.
You'll either need lots of expensive composite...or megadamage materials...to compensate.

Well, it's a 9 million dollar bonehead study, but after it was proven, against the then prevailing common belief of the time, that aircraft COULD sink battleships, the military doesn't want to miss any bets in case an idea is, by some slim margin, applicable(still gotta wonder about the psychic goat-slaying, though).

Re: Paladin Steel Storefront

Posted: Sat Oct 23, 2010 12:07 pm
by ZINO
This robust short-range light transport bears a number of similarities to a proposed pre-Rifts Earth spacecraft known as ‘Big Gemini’.


you mean this ?
http://upload.wikimedia.org/wikipedia/c ... Gemini.png

Re: Paladin Steel Storefront

Posted: Sat Oct 23, 2010 12:11 pm
by ZINO
taalismn wrote:Honestly...with this gizmo(the flying Hummer) you lose your rooftop turret--bye-bye field of fire; you have to pintle-mount your guns in the doors...leaves plenty of open space for somebody at street level to lob a grenade in or just shotgun you. They hoping to hover at rooftop level and shoot snipers in the eye?
Not to mention the armor you'd have to shave off to lighten the load for airborne operations.
You'll either need lots of expensive composite...or megadamage materials...to compensate.

Well, it's a 9 million dollar bonehead study, but after it was proven, against the then prevailing common belief of the time, that aircraft COULD sink battleships, the military doesn't want to miss any bets in case an idea is, by some slim margin, applicable(still gotta wonder about the psychic goat-slaying, though).

:lol: :lol: :lol: :lol: :lol: :lol:

on the plus side
WE are playing slpcie R.P.G and I just add this to the TJ arsenal
and you should of seen there face all 8 of them
and said What ?!!!?? priceless :lol: :lol: :lol: Oh god I fell of the chair laughing when this happen

Re: Paladin Steel Storefront

Posted: Sat Oct 23, 2010 8:06 pm
by taalismn
Blame Abtex for posting the inspiration for this; I certainly do(why is it the really DUMB ideas that stick in my mind?).

Paladin Steel ‘Ulani’ Flying Yacht
SCREEEEE!!!!WHAM! WHAM! *ZAAARRRZZZTTTTT!!!”
“Dear, I really wish you wouldn’t walk around naked in front of the bay windows and bait dragonfish into the security grid! The windows may be well armored, but you shouldn’t take chances like that!”

“Which lake you want to go on today?”
“How about we fly down to the ocean and cruise around the Cape? I hear the fishing’s GREAT this time of season!”

“So, is it to be skinnydipping off the outriggers, basking in the sun, or wine and heavy necking on the open deck today?”
“Gee, Milton, you make it sound so arduous, consorting and frolicking with us girls! And I was going to show you my new swimsuit too!”
“You are exhausting, my dear, I’ll admit. It’s getting wearying, though, playing the carefree playboy for the benefit of the ogling public while we shadow the Hage’Bai in hopes of catching some serious intel on their smuggling operations.”
“Yeah; I want to be able to DO something. Lovely as this ‘vacation’ has been, I want to get some shooting time in before my marksmanship goes soft.”
“Why don’t you take the day off and do a turn in the surveillance room? Run a few simulations with the weapons systems, just in case the occasion for swift and violent action should arise? Might do you some good.”
“I just may do that! Aliza could do with some sun, and the ‘playboy’ needs to be seen with another piece of eye-candy to further establish his disreputable reputation! I’ll send her up!”
“Here’s hoping you find something we can act on soon then. Aliza’s idea of ‘frolicking’, especially when she knows people are watching, would appall her acting coach.”
“Poor baby. You’ll survive.”

“You know, it takes a little extra effort to conceal the buyer identity, then arrange for delivery, but dealing with the continent-based manufacturers, I can have a luxury yacht with enough armor and armament for a gunboat for half the price that SkyTours would ask for an equivalent vessel. That allows me to spend more on and with my girls on my new boat!“
-Lord Setaranus, Splynn Merchant

“That piece of frill yacht just $#!++ING PAINTED US WITH A MISSILE RADAR!!???HARD APORT! HARD APORT! GET US THE HELLOUTOF---”

The ‘Ulanis’(named for a type of flying fish native to the Wynaro homeworld) are based loosely on a pre-Rifts Golden Age speculative design for a flying luxury boat proposed by futurist Yelken Octuri, but technologically, the craft owe more to Atlantean leyline flier design and Paladin Steel’s experiments in various forms of anti-gravity. Paladin Steel benefitted enormously from the Great Smackdown that liberated several million Splugorth slaves, many of whom settled to the west, or who cheerfully sold Splugorth technology and know-how they’d picked up, in exchange for safe escort as far from the Splugorth as possible. Among the many refugees/escapees was Zeran Donayar.
Donayar was unusual, even for PS’s odd mixture of engineers, aliens, and techno-wizards. Donayar had come to PS as a refugee from Atlantis, a True Atlantean who had escaped from nearly a century of slavery under the Splugorth, since a youthful and misguided expedition to his people’s ancient homeland had gone horribly wrong.
That Donayar was brilliant, there was no doubt. That he was also somewhat insane, there was also no doubt.
Donayar had been put to hard labor as the foreman’s slave in one of Splynn’s shipyards, and there, when not being worked nearly to death, observed with wonder the amazing vessels, combinations of technology and magic, that the Splugorth’s gifted artisans and shipwrights created. With the longing of a slave to be free, Donayar gazed upon these incredible sky barges and spelljammers, and dreamed of escape on similar craft of his own devising.
Ironically, when the opportunity to escape did come, it was on a lowly garbage scow that he and several fellows commandeered. Running the guantlet of sadistic hunters, ley-line storms, and monsters of the deep, Donayar watched helplessly as his companions were, one by one, killed off, and his barely seaworthy craft deteriorated, before he himself was swept up on the shores of the American Gulf Coast.
Wandering up the coast of Texas, Donayar made a small reputation for himself as a shipwright, designing and building increasingly sophisticated vessels for the various small communities he briefly settled in. But even as he designed and laid down bigger and better fishing trawlers or small freighters, even the occasional ley-line flyer for more liberal-minded communities, Donayar still dreamed of the beautiful sailing craft of water and sky that had so enthralled him as a lowly slave. Donayar just barely missed being swept up in the Coalition’s annexation of Port Horus(he’d quit work the previous day, and had left to seek his fortunes elsewhere). Donayar soon thereafter encountered a team of Paladin Steel industrial-archaeologists who were duly impressed with the small flying sailboat that Donayar had built for himself, and offered him a job with PS. Intrigued, and sensing an opportunity, Donayar accepted. When he came to Paladin Steel West’s New Seattle facility, and saw the Magic Research Complex, lit with mystic energy, Donayar smiled with the knowledge that his instincts were right....
Donayar latched onto the PS archives with a gleam in his eye, and used the old speculative designs he found in them as a way of selling his own ideas, wrapping his innovative dreams in a conservative package of ‘it had been considered before; it can now be done!’ shipped to Paladin Steel executives.
The Ulani is a sleek torpedo-hulled trimaran vessel with sharp prow and fantail. Three masts of ultra-resilient reinforced carbon fiber support four ‘smart sails’ that can be lowered into position to form airfoils, but which also serve as solar collector arrays(main power is either a nuclear fusion or PPE generator system, but the super solar engine provides extra power). Main lift is provided by anti-gravity GMR plates and possible TW levitation, but the wings add extra control. Forward propulsion is provided by sail and hydrojets in the water, and by two pylon mounted turboprops at the rear of the vessel when in the air.
Internally, the Ulanis have twin decks; a lower main deck with kitchen bathroom, and storage, and an upper deck with three cabins and another bathroom facility. The cost of premium luxury internal fittings can more than double the cost of the vessel, depending on the buyer and how deep their pockets(and how lavish or eccentric their tastes) are.
Construction is of ultra-tough, lightweight, corrosion-resistant composites in a monocque construction. The Ulanis are heavily automated, and just about everything can be controlled from the bridge(or from the bedrooms, as some buyers have set up alternate control setups), including course, speed, and flight reconfiguration. While unarmed, the Ilanis are incredibly tough for their size, and for extra cost, can be outfitted with a surprising amount of armament(some analysts have called them “luxury gunboats”), for the more security/paranoia-minded.
To many more historically-minded Rifts Earth Operators and Scholars, the Ulani smacks of the infamous Caproni Ca.60 Noviplano, still occasionally referenced in surviving texts as one of the worst aircraft ever designed. Paladin Steel Marine ignores these comparisons and instead takes pride that they’ve managed to make the concept WORK.
The Ulanis are a mixed offering for Paladin Steel; the ships might do well selling on Atlantis, but for obvious reasons that market is closed to PS, while most other Rifts Earth residents are too busy trying to stay alive to be interested in extravagances like luxury yachts. Only a dozen have sold Earth-side, but the design is faring somewhat better in off-world/out-dimension sales, so Paladin Steel is considering transfering construction of the Ulani line somewhere offworld, or licensing the design to other builders. Still, it is rumored that Paladin Steel and the GNE operate several Ulanis as diplomatic barges and surveillance platforms out-dimension.
Type: PS-PWC017 Ulani
Class: Flying Luxury Yacht
Crew: 2 crew, with provision for 1-10 passengers
MDC/Armor by Location:
Main Body 760
Bridge 80
Outriggers(4) 45 each
Rudder Assembly 70
Engine Pods(2) 100 each
Wing/Mast Assemblies(4) 130 each
Height: 27.6m/ft(rudder to furled mast), 50.7m/ ft with masts fully erected
Width: 27 m/ft from outrigger to outrigger, 90.4 m/ ft wingspan
Length: 46.2 m/ ft
Weight: 45 tons
Cargo: 6 tons
Powerplant: Nuclear Fusion or PPE Generator, w/ Super-Solar backup
Speed: (Water) 16 MPH sailing, 32 MPH under power
(Flying) Hover to 250 MPH, maximum altitude 24,000 ft
Market Cost: 6 million credits for nuclear, 9 million credits for PPE-powered(not including luxury fittings)
Systems of Note:
Standard Robot Systems, plus:

*Sonar---5 mile range

*Solar Wing---The dorsal surface of the aircraft is fitted with solar panels, and the powerplants supplanted/complemented with a Super-Solar Power System. The large wing/sail surface area of the Ulani is particularly well-suited for photovoltaic enhancement, as it allows for substantial energy-gathering. Switching over to the electric power system drops maximum speed to 155 MPH. Flying in broad daylight, mostly unobstructed sunlight gives the batteries an 8-hour charge; cloudy and overcast days cut available power to 4 hours.

Weapons Systems: None standard, but has provision for up to four retractable weapons turrets(see options)

Options:
*LeyLine Flyer---Accelerates the aircraft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged.
Cost: 650,000 credits

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

*Cabin Sensor-Proofing---The interior is proffed against casual surveillence with such instruments as laser mikes and thermal imaging(so such optics cannot look ‘through’ the walls of the cabin to detect heat sources and how many). A layer of radiation-proofing may offer some protection against such superpowers as X-Ray Vision. Furthermore, soundproofing protects against attached surveillance bugs.
Cost: 300,000 credits

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

*Ejection Seats---Great for last minute bailouts, or, if one decides to take the ‘master control’ option built into a secret control, ejecting unwelcome passengers from the vehicle. Includes auto-deploy restraints and head protector. Typically fire the seat up to 250 ft away; comes standard with zero-altitude capability, so if you leave the kids on the boat, folks, while you pick up some groceries, disable the seats first....
Cost: 6,000 credits per chair
(Master Control): 1,000 credits

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

*Hot Tub--- With jacuzzi, of course.
Cost: 3,000 credits per two person capacity(cheaper than a car or aircraft-mounted version because, hey, there’s more space on a boat)

*Water Distillation System: 500 gallons/day capacity. Cost: 9,000 credits

*Auto-Doc---An onboard medical system that can be quickly hooked up to a passenger to monitor and diagnose life signs, and administer common medications and broad-spectrum drugs. +10% to medical rolls when used by a competent medical technician, or can be considered to have a First Aid skill of 40%.
Cost: 40,000 credits. Drug refills cost extra

*EW Jamming System---A more sophisticated version of the ‘black box’ system used on the Bandito Arms ‘Wild Weasel’ SAMAS. This system has a 01-80% chance of jamming all civilian band communications, and a 01-70% chance of jamming military bands within its 25 mile radius of effect
The target jamming aspect of this system means that in automatic mode missiles and sensor-guided weapons systems are normally -2 to strike the ‘copter. If the EWTech chooses to devote an APM to defense per attack, he or she, using their Electronic Countermeasures skill, can raise that to -6 for a volley, or -9 if they elect to focus their efforts on one missile/weapon for that action.
Electronic Cloak:
In the alternative, the system can be used as an electronic cloak, to mask the aircraft from detection, by creating enough backscatter and sensor ‘fuzz’ to mask the exact location and nature of the intruder. This system is essentially a scaled-up version of the Juicer ‘Scrambler’ electronic cloakers, powered up and improved to shield the larger and more complicated(in terms of sensor signature) aircraft. With luck, such disappearances can be explained away by weather anomalies or radio transmission errors(most air traffic control systems rely not on radar, but on transponder signals to pinpoint the whereabouts of aircraft). However, a sharp military EW officer will know that something is out there, but he just won’t be able to tell the WHAT and the WHERE.
Under the protection of the Cloak, the ‘copter has only a 20% chance of being detected by standard thermal optics, motion detectors, and radar. Laser targeting systems have NO bonuses(lose lock-on), and missiles are -2 to strike(Conventional jamming CANNOT be activated simultaneously with this...the increased EM ‘noise’ will blow the cloak).
EM Detector---This system picks up and backtracks radio and radar signals, allowing their point of origin to be determined.
Cost: 1.2 million credits

*Electronic Bug Sweeper---Detects the telltale EM signature of electronic trackers and listening devices on or inside the vehicle.
Cost: 2,000 credits

*PPE Detector---Detects the presence of PPE concentrations(including magically-concealed beings) in and around the vehicle(25 ft radius)
Cost: 9,000 credits

*Cyberlink Drive System--Allows a driver with a headjack to ‘jack in’ to the vehicle for more responsive control. This allows the driver to drive without their hands on the wheel(“Look, Mom, no hands!”), and/or to respond with greater speed to road situations. Similar to the system presented in Rifts: Russia, but GNE makes them less expensive(the real expense is in the implant end).
Bonuses: For anyone with the CyberVehicle Link, the following bonuses apply: +1 to initiative, +1 to strike using the vehicle or vehicle-mount weapons, +1 to Dodge, +1 Action/Attack per Melee, Base Driving skill of 45%, or +10% to existing driving skill. Driver can also ‘tweak’ the vehicle’s maximum speed by 1% per I.Q. point. Note that the operator can only be controling the vehicle while doing this....no other relevant actions(can carry on light conversation, or take a quick bite/drink, but can’t disassemble their weapons or whittle a wooden toy .
To anyone lacking the CVL, there are no bonuses to vehicle operation, but they CAN make minor adjustments to vehicle peripherals’ without using their hands(turning on/off headlights, booting up the stereo, rolling down the electric windows, adjusting the AC, etc...).
Cost: Vehicle installation is 10,000 credits, the cybervehicle link(implant) costs 120,000 credits

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

*Onboard Artificial Intelligence---This installs a micro-computer AI that, in addition to monitoring the vehicle’s functions, can also actively scan for problems outside itself, anticipate problems, advise the driver. The OAI is much more responisve than a ‘smart’ autopilot, and is able to plot far more extensive course deviations, even take independant action as it falls within its orders and program parameters. An OAI, for instance, can determine that its operator/passengers are hurt and unable to help themselves(critically wounded by a passing SAMAS, for instance), and the car will begin looking for medical assistance. Most OAIs have a verbal interface, pleasant synthesized voice, and a psuedo-personality, giving them the illusion of ‘life’. An OAI has an IQ-equivalent of 10, and comes with Navigation, Aircraft Mechanics, Read Sensory Instruments, Weapons Systems, and Radio: Basic, all at 98%, has 3 actions/attacks per melee . Additional specialized programming may be added as the buyer/owner specifies...many owners program their cars to be able to sing or read.
Anything more sophisticated than this, and the buyer is best off using the Robot Creation Tables from Rifts Sourcebook One or Heroes Unlimited.
Cost: 550,000 credits

*Laser Ablative Armor(Option)--- Eight coats of wax not enough? Get your boat refitted with PS’s laser ablative armor, available in just about any color(though metallic hues are most often requested). Reduces laser damage done to your vehicle by HALF. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----Cost:+550,000 credits(Rarely available to outsiders)

*Chameleon Coat---No, it can’t make your boat invisible, but it CAN allow you to fit in a bit better against the ocean, if that’s what you want to do. Or maybe you want to make like a squid and show off your state of mind with some rapid-fire chromatic changes. Programmable hull fiber optics allow you to select between twenty different camouflage patterns, or devise a moving video display of your own, from subtle mood colors to blazing bright night displays! From sublime relaxed color schemes to party berserker, all at the touch of a keyboard! CANNOT be combined with LaserAblative Armor. Cost: 780,000 credits

*Large Turrets(1-4) ---Thes eare large(roughly 4-6 ft wide) weapons turrets that can back some impressive firepower, turning a luxury yacht into a floating fortress, or a true corporate raider!
Cost: 95,000 credits for the turret, weapons cost extra
a)PS-L-CIWS Vulcan Chain Gun(aka “Button Guns”)---This installation, introduced on the Type 9 Battlemover, then adapted as an air defense weapon option for the VW Camper Gunship, has been adapted for shipboard use as PS’s standard light maritime weapons system. The system is a very compact and neat installation that takes up little space, and has been compared to the pre-Rifts Russian ADMG-630 30mm Gatling CIWS that saw extensive service aboard Russian warships. The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate {of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload:8,000 rd drum(200 bursts)
Cost: 30,000 credits

b) Laser Cannon---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
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: EP /CHH
Payload: 100 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 4 million credits; rarely available

c) Laser Cannon 2---PSMBL-5000B)
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 270,000 credits

d)Ion Cannon
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) Plasma Cannon---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


f) Micro-Missile Launcher----This is a multi-box launcher for PS 15mm format micro-missiles. 20mm and 30mm launchers are also available(the 15mm example presented here is simply the most popular of the series).
Range:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Rate of Fire: Volleys of 5-20
Payload: 125
Cost: 80,000 credits.
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Pattern-1C 60 credits per McM
Pattern-1D 95 credits per McM
Pattern-1E 220 credits per McM


g) Mini-Missile Launcher/PS-MMLR-14 Mini-Missile Launcher ---One of Paladin Steel’s minor triumphs of reverse-engineering has been the knock-off of the Coalition’s CCT-M20 Missile Rifle,complete down to the light laser, but modified to take advantage of PS’s advancements in lighter weight composites and ceramics. Has the advantage of having a light laser for additional firepower.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.
Cost: 36,000 credits per launcher

h) Short Range Missile Launcher---6 shot launcher box
Cost: 90,000 credits

i) Mini-Torpedo Launcher(PS-CT24 Torpedo Rifle
The PS-CT24 is merely an adaptation of the PS-CM22 Missile Cannon, modified to fire mini-torpedoes instead. Meant to be carried by amphibious cyborgs and power armors, the PS-CT24 looks and operates almost exactly like the mini-missile version, even down to the backup co-axial light laser mounted on top. The main differences are that the CT24 is slightly more streamlined in design, fires mini-torpedoes, and the laser is a blue-green model for maximum underwater penetration.
Weight: 120 lbs(90 lbs unloaded)
Range:(Mini-Torpedoes) 1 mile
(Laser) 2,000 ft in air/Underwater
Damage:(Mini-Torpedoes) (HE or Plasma)1d6x10 MD to a 6 ft blast radius
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Torpedoes) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Torpedoes)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.
Special Features:
*Mini-Sonar---Mounted alongside the laser sight is a mini-sonar array that is direction ratherthan omni-directional(meaning that to acquire a contact, the gunner has to ‘wave’ the beam around to pick up contacts). Effective range of 3,000 ft and generates a 30 degree arc of effect. 60% accuracy in gauging distance, depth, and shape. Relays its information via a hardwire link or to an optional video display on the back of the sight(the latter is not recommended for murky conditions or covert ‘blackout’ operations).
Cost: 48,000 credits

j) Short Range Torpedo Launcher
Range: Varies by Torpedo Type(typically 5 miles)
Damage:Varies by Torpedo Type(typically 2d4x10 MD)
Rate of Fire: Volleys of 1, 2, 3, or 6
Payload: 6, ready to fire. Additional torpedoes typically must be manually reloaded from stores.
Cost: 100,000 credits for a 6-shot short range torpedo launcher

k)40mm Autogrenade Launcher
Range:7,000 ft
Damage: Identical to the WI-GL20;
Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
and Plasma rounds do 1d4x10+10 to a 5-foot radius.
A 3 round burst of frag shells does 1d4x10 to a 15 foot radius,
a burst of 3 AP shells does 2d4x10 to a 5 foot radius,
and a burst of 3 plasma shells does 3d4x10 to an 8 foot blast radius
A 5 round burst of frag shells does 1d6x10 to a 20 foot radius,
a burst of 5 AP shells does 2d6x10 to a 6 foot area,
and a burst of 5 plasma shells does 3d6x10 to a 10 foot radius.
A 10 round burst of frag shells does 2d6x10 to a 40-foot radius.
A 10 round AP burst does 3d6x10 to an 8-foot area,
and a 10 round plasma burst does 4d6x10+10 to a 15-foot radius!!
Rate of Fire: Standard
Payload: Belt or box magazine
Cost: 50,000 credits

*Mini-Turret(1-4)---Up to four additional concealed and retractable light weapons turrets can be added in addition to the four larger hardpoints included in the design. The turret(s) have 30 MDC each(they’re small), have a 360 degree rotation and 60-degree inclination, and can be fitted with a rifle-sized weapon(like a light rail gun, energy rifle, or light grenade launcher), and have a standard-sized box magazine/ammo drum/e-canister(energy weapons can be linked to the powerplant for unlimited shots). Can be remote controlled from inside the plane, or slaved to an auto-shooter. Great for surprising
pirates out to board you
Cost: 75,000 credits for the turret, weapons cost extra

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

*Shocker Security System---Scaring them not enough? This system feeds them a charge of electricity that’s sure to curl their toes.
Range: 3 ft
Damage: 3d6 SDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
Payload: 10 charge battery, or unlimited if linked to a nuclear powerplant.
Cost: 1,000 credits

*Auto-Shooter Security System--Scaring them or shocking them doesn’t do it for ya, no? You take your private property rights SERIOUS? With this little baby, anyone trying to break in will find themselves targeted by whatever weaponry your ride’s toting. A five-second warning gives them enough time to back off if they’re smart.
Bonus: +3 to strike(targeting bonus), 2 Attacks per Melee until the target leaves the area of alert(typical 10-20 ft from the car), then resets itself.
Cost: 10,000 credits

*Fryolater Shock Security System---Screw mercy; they’re messing with your ride! This system blasts them with megadamage electrical force; enough to reduce the average hijacker or burglar into a puff of ionized plasma and some easily swept aside ash on the ground.
Range: 3 ft
Damage: 3d6 MDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
Payload: 10 charge battery, or unlimited if linked to a nuclear powerplant.
Cost: 20,000 credits

*Smoke Screen Generator---Generates a thick, obscuring cloud of dense smoke. Each blast covers a 60 ft area and anyone caught in the cloud of thick, obscuring smoke is. Great for fooling pursuers into thinking you’re going down...or for skywriting. Has enough smoke-matrix for 12 clouds.
Cost: 10,000 credits

*TV/Video System---Installs an 18-inch fold-out mini-television video flat-screen, that can display transmissions, or CD/tapes.
Cost: 800 credits per seat so fitted

*Holographic Entertainment System---Full 3-D display and entertainment center...comes with Surroundsound. This is a deluxe room-sized system for full home-theater quality!
Cost: 9,000 credits

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

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

*Hush Props---These specialized propellors look like multi-vaned pinwheel spinners, but they reduce the airplane’s prop noise by some 50%. They are popular with operators making night landings, who want to reduce the chances of advertizing their presence and disturbing the neighbors.
Cost: 90,000 credits

*Nose-Mounted Extended Range Search Radar---Intended for naval aircraft, this look-down radar has enhanced software for differentiating between possible targets and surface clutter. Effective range of 50 miles
Cost: 100,000 credits

*Nose-Mounted Sensor Turret ----Adds a dedicated sensor turret with the following:
*Telescopic Optics
*Enhanced Thermo-imaging/Nightvision
*Laser Targeting
*Parabolic Microphone
*Laser Illuminator---’Paints’ targets for attack with laser-guided weaponry. Effective range of 3 miles.
Cost: 200,000 credits

*Flare/Chaff Launchers--The Ulani can mount flare and chaff dispensers to counter enemy sensors and missiles. Up to four(4) launchers can be mounted.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 20 per launcher
Cost: Basic Launcher Unit costs 2,000 credits. Flare/Chaff bundles cost 120 credits each

*PPE Battery and Generator---Paladin Steel is proud to offer TW systems for buyers willing to add a little magic to their ships. While many sea captains and crews avoid such systems because they claim the presence of such equipment actually attracts the attention of the supernatural(and of CSN boarding parties), others have learned the effectiveness of having a few weather control spells, damage-control magic, and protective warding on hand. Stores and recovers PPE from the environment, and keeps all your TW gadgetry powered up!
Note: All PS-manufactured TW Generators are shielded by special Ley Line Protection devices, analogous to Faraday Cages, in order to prevent being disabled during ley line storms. During such events, all magical systems are turned off and secured, until the storm passes. Invariably, though, some damage is inflicted to peripheral systems that could not be shut down or drained in time, but at least the main generators will not be damaged.
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits

Re: Paladin Steel Storefront

Posted: Sat Oct 23, 2010 10:20 pm
by abtex
Blame Abtex for posting the inspiration for this; I certainly do (why is it the really DUMB ideas that stick in my mind?).

Paladin Steel ‘Ulani’ Flying Yacht

Who Me? :-? :D
This one?
http://www.cnn.com/2010/TECH/innovation/08/19/futuristic.flying.yacht/?cid=mkt_out_tech&iref=obnetwork

Re: Paladin Steel Storefront

Posted: Sun Oct 24, 2010 9:57 am
by ZINO
abtex wrote:
Blame Abtex for posting the inspiration for this; I certainly do(why is it the really DUMB ideas that stick in my mind?).

Paladin Steel ‘Ulani’ Flying Yacht

Who Me? :-? :D
This one?
http://www.cnn.com/2010/TECH/innovation ... =obnetwork

N1 :ok: :ok: :ok: :ok: :ok:

Re: Paladin Steel Storefront

Posted: Sun Oct 24, 2010 11:00 pm
by taalismn
abtex wrote:
Blame Abtex for posting the inspiration for this; I certainly do(why is it the really DUMB ideas that stick in my mind?).

Paladin Steel ‘Ulani’ Flying Yacht

Who Me? :-? :D
This one?
http://www.cnn.com/2010/TECH/innovation ... =obnetwork


Yes! You! Guilty!
I kept seeing THAT and the Caproni 'flying houseboat', and the failed aviator in me had to see a brick fly! No, SOAR!

Re: Paladin Steel Storefront

Posted: Mon Oct 25, 2010 3:07 am
by Shark_Force
taalismn wrote:Blame Abtex for posting the inspiration for this; I certainly do(why is it the really DUMB ideas that stick in my mind?).


in the interest of fairness, i suppose i should point out that I am probably not entirely without blame in the matter :P

Re: Paladin Steel Storefront

Posted: Mon Oct 25, 2010 3:52 am
by abtex
taalismn wrote:
abtex wrote:
Blame Abtex for posting the inspiration for this; I certainly do(why is it the really DUMB ideas that stick in my mind?).

Paladin Steel ‘Ulani’ Flying Yacht

Who Me? :-? :D
This one?
http://www.cnn.com/2010/TECH/innovation ... =obnetwork


Yes! You! Guilty!
I kept seeing THAT and the Caproni 'flying houseboat', and the failed aviator in me had to see a brick fly! No, SOAR!

Why would anyone in Italy build a personal Yacht-plane [I use the term loosely] to fly transAtlantic to some island just offshore of New England? :-o

What I really wanted was Superyacht transforms into 'pleasure submarine' that and anything in the little gallery box 'Ruturistic superyacht concepts'.


Caproni’s Flying House Boat

from http://www.things-with-wings.com/ToFly/CaproniCA60.htm
Caproni CA-60 triple triplane flying boat

The Caproni CA-60 was made as a cross between a house-boat and a plane. This 1920 triple-wing monstrosity used three sets of triplane wings left over from WW1 bombers, bolted to a 100 {!} passenger flying boat hull. It had twice the wing area of a B-52 bomber and weighed 55,000 pounds. The 9000 square foot wings were equipped with ailerons and the rear set were elevators. Power was by eight 400 hp American Liberty engines in pusher and tractor sets, ten times as much as the average passenger aircraft of the time. Miraculously, this machine DID fly the first time in 1921- it reached a height of 60 feet, collapsed, and plummetted toward the lake just after take off, killing both pilots. The test pilot was named Semprini. It was "mysteriously" destroyed in a fire while undergoing repairs. Despite it's massive size, it was merely a prototype for a 150 seater designed to cross the Atlantic.