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Re: Paladin Steel Storefront

Posted: Mon Oct 25, 2010 5:22 pm
by taalismn
Shark_Force wrote:
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


You're ALL corrupting influences! Facilitators of obsession! Accomplices in promoting madness! :badbad: :nh: :thwak:

...but I love yah for it anyway...

Re: Paladin Steel Storefront

Posted: Mon Oct 25, 2010 11:48 pm
by abtex
:evil: :twisted:
taalismn wrote:You're ALL corrupting influences! Facilitators of obsession! Accomplices in promoting madness! :badbad: :nh: :thwak:

...but I love yah for it anyway...

:oops:

Re: Paladin Steel Storefront

Posted: Tue Oct 26, 2010 3:55 am
by Shark_Force
taalismn wrote:
Shark_Force wrote:
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


You're ALL corrupting influences! Facilitators of obsession! Accomplices in promoting madness! :badbad: :nh: :thwak:

...but I love yah for it anyway...

yup... give us time and we grow on you. kinda like mold :D :P

Re: Paladin Steel Storefront

Posted: Tue Oct 26, 2010 10:01 pm
by taalismn
Great...now I wanna fumigate myself.... :shock:

Re: Paladin Steel Storefront

Posted: Wed Oct 27, 2010 2:20 pm
by abtex
Your place in the Cambridge Jungle awaits. Ole moldin one. :D

Re: Paladin Steel Storefront

Posted: Wed Oct 27, 2010 2:27 pm
by abtex
Have you seen this article for new or recycled future tech ideas?

Re: Paladin Steel Storefront

Posted: Wed Oct 27, 2010 4:17 pm
by taalismn
Paladin Steel/Paragon Progress ‘DynaStrec’ PSA-20 Power Armor
(aka ‘Stretch Armstrong’)
“Okay, you big bad Brodkil! Let’s wrestle!”

“Okay..okay...okay...scrunch a little lower! You don’t wanna give the game away too early! They’re almost under us! NOW!!!”
ZZZIIPPPPP*NAP*’GGGAHHH!!!”
SSCCCRRREEECCCHHHHHHHH
“OPEN FIRE!!!!”
BUDDBUDDABUDDABUDDABUDDA*SCREETOOOSSHHHH*
“Well, that’s that! Let’s wrap the package and head on back home!”
“You won’t get away with this!”
“Dude, we already HAVE! Personally, if I wuz you, knowing there was a bounty for my living breathing arse, I wouldn’t be driving around in an open-topped hovercar! I ESPECIALLY would not be driving around under overpass bridges where, oh, say, somebody could be waiting to snatch me up from out of a moving vehicle? But hey, I’m not you, which is just fine, because right now, it sucks to be you! NOw be good and quiet, or we’ll gag you!”

The PS/PP PSA-20 is another product of the innovative Super Ability Modification(SAM) work done between Paladin Steel and think-tank contractor Paragon Progress. Though the SAM programme had already yielded impressive results in the way of the Elemental Cyborgs, PS engineers wanted to know if similar exotic abilities could be built into power armor exoframes.
Using the PA-10 ‘Pikeman’ as a basis, PS/PP have built a squat, barrel-chested, nearly headless, heavily armored power armor with thick, long, gorilla-like arms. These latter features turn out to be the most startling on the PSA-20, as the thick arms can actually stretch out to incredible length. The legs, in contrast, are thicker and stumpier, resulting in a slower running speed, but helping stabilize and balance the armor when deploying its extensor arms. However, the legs also hold jet thrusters that, in combination with the backpack jets, allow for full flight capabilities.
Though relatively slow on the ground, and sluggish in the air, the DynaStrec is an impressive hand-to-hand combat machine; well-armored and able to use its extensors to good effect(certainly it has the reach on its opponents!). DynaStrec pilots have been known to ‘clothesline’ entire squads of opponents, then finish off toppled enemies with fire from their backpack-mounted weaponry.
The DynaStrec has only recently been introduced, and thus far distribution is limited to a handful of PS/GNEAS units and approved mercenary concerns.
Type: PS-PP-PSA-20
Class: Medium Infantry Exoskeleton.
Crew: One
MDC/Armor by Location:
Main Body 400
Head 95
Hands(2) 40 each
Arms(2) 100 each
Legs(2) 120 each
Backpack 100

Height: 8 ft
Width: 3.5 ft
Length: 2.8 ft
Weight: 450 lbs
Cargo: None, except what can be belted or backpacked on
Physical Strength: Robotic P.S. of 36
Powerplant: Micro-pack nuclear power cell w/ 15 year energy life
Speed:
(Running) 50 MPH
(Leaping) 10 ft up/across, 20 ft up/across with a running start
(Flying) Hover to 100 MPH, maximum altitude of 1,000 ft
(Underwater) 7 MPH running underwater, maximum depth of 900 ft
Market Cost: 2.2 million credits
Systems of Note:
Standard Power Armor Systems, plus:

*Arm Extensors---The PSA-20’s arms can actually extend out to 50 ft!

Weapons Systems:
1) Forearm Hardpoints(2)---Each forearm is fitted with a hardpoint capable of accommodating any of the commercially-available cyborg forearm options.

2)Backpack Hardpoint----The PSA-20 features a single power-actuated over-shoulder hardpoint for mounting a heavy weapon such as a railgun with ammo drum, missile launcher, or light energy cannon. Features weapons stabilization and powered aiming(+1 to strike). ONE of the following can be fitted:
a) MicroMissile Launcher ----4x25-shot cassettes, for a total of 100 micromissiles
b) Mini-Missile Launcher----10 mini-missiles
c) Short-Range Missiles(including Copperhead and Black Talon L-SAM missiles)----4

d)12.7mm PS-MRG03 Snub-nose Short Gatling Gun: This high-powered four-barreled gatling rail cannon features enormous damage potential, and fair range in a small package. The MRG-03 trades range for blistering short-range fire power, and is frequently used as a ‘streetsweeper’ in built-up areas.
Range: 2000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: Equal to the combined hand to hand attacks of the pilot
Payload: 600 rounds each gun
Market Cost: 12,000 credits

e)40mm Grenade Launcher
Range:7,000 ft
Damage: (Fragmentation) 4d6 MD to blast area of 12 ft
2d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
3d6x10 MD to blast area of 8 ft w/ 10-rd burst
Rate of Fire: Standard
Payload: 250 rds
Cost: 50,000 credits

f)PS PTT-M20 Missile Rifle: An extremely popular CS knockoff, especially among pilots who plan on going up against flights of SAMAS, or other aircraft.
MDC: 100
Range: Usually about a mile for the missiles, 2000 feet for the laser
Missile Type: Any Mini-Missile
Damage: Depends on missile type. The Laser does 2d6 MDC
Rate of Fire: Volleys of 1, 2, or 4 for the missiles, Single shots with laser.
Payload: 20 missiles total (10 per tube), laser has 20 blasts on a short clip, 30 on a long.
Bonuses: +1 to strike from laser targeting
Cost: 70,000 Cr

g)Flamethrower------400 ft range, does 3d6 MD per burst, plus does an Additional 2d6 MD per melee for 1d6 melees, 18 shots, 30,000 credits

h)Laser Cannon Pod---A heavier single-barrel laser cannon, based on a weapon acquired from South America(the ATL-7 Anti-Tank Laser)
Range: 3,000 ft
Damage: 3d6x10+10 MD per single shot
Rate of Fire: Four shots per melee
Payload: 80 shot battery
Cost: 180,000 credits

i)PS-DL-110 Razor-Frizzer( a copy of an imported Russian design). The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 2,000 rd drum
Cost: 80,000 credits

j)23mm Arden Light Autocannon---The 23mm ‘Arden’ is a favorite because it has both range and damage comparable to heavier ramjet and rail cannon. The light cannon is often nicknamed the ‘Gimlet’ after the large hole-making tool used by carpenters. With high explosive shells, it can rival a tank gun at full auto.
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters (roughly 10,000 ft)
Damage:(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius
2d4 x10 per 10 rd burst, 15 ft blast radius

(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius
2d4 x10 per 10 rd burst, 12 ft blast radius

(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius
3d4 x10 per 10 rd burst, 2 ft blast radius
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%

(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown

(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
2d4x10+10 SDC per 5 rd burst (2d4x10+10 HP to vampires), 2 ft blast radius
6d6 MD per 10 rd burst (3d6x10+10 HP to vampires), 3 ft blast radius

Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-10 rounds per melee( a 60-rd burst capability was tested, but it tended to wear out the gun barrel in two or three melees of continious fire).
Payload: The OCSW typically comes with two 37 round box-magazines(total of 74 rounds) or can be belt- or drum-fed.
Bonuses: From any sensor package fitted
Special Features:
*Air Burst ‘smart’ munition capability---Shells can be set to explode on contact or proxiimity fuze.
Cost: 8,000 credits


k)45mm PS-HRG05 'Hellshot' Rail Cannons: An early attempt to equal the power of the infamous "Boom Gun" carried by the Glitterboy, these fearsome handheld weapons fire a much larger heavy metal kinetic energy penetrator with a massive punch. Unfortunately, the engineers were unable to equal the Boom Gun's long range or build the projectiles any smaller, limiting the payload.
MDC: 50
Weight: 500lbs
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot only; EGCHH
Payload: 12 shots
Market Cost: 120,000 credits per cannon, 800 credits per penetrator round

3) (Optional) Use of Handheld Weapons---The PSA-20’s hands are scaled to use standard infantry weapons, though the extra strength of the exoskeleton allows the wearer to carry and use fairly heavy weapons with ease.

4) Hand to Hand Combat:
+3 Parry
+2 Entangle
Restrained Punch 1d4 MD
Full Strength Punch 2d6 MD
Power Punch(2 attacks) 4d6 MD
Extensor Power Punch(3 attacks) 2d4x10 MD
Whip with Arms 1d6 MD
Kick: 1d6 MD
Body Block/Ram 2d4 MD

Options:

*Buzz-Knuks---Adds a circular saw to the back of the hand; its terrifying rasping buzz alone makes it worth the extra credits.
Range: Melee
Damage: 2d4 MD from a slash/slice, 4d6 MD for a sustained cut( 2 attacks)
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 50,000 credits per fist

*Shok-Knuks---Adds PS-made Plasma Blast Studs to the knuckles for an extra ‘pow’ on the punch.
Range: Melee
Damage: +2d6 MD to a punch
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 80,000 credits per fist

*Thermal Armor---This adds applique ‘scale mail’ of thermal reflective tile, developed from PS’s pre-Rifts work in heat shield ceramics. The armor takes 1/3 LESS damage from heat and fire-based attacks
Cost: 500,000 credits

Variants:
*PS-PP-PSA-20D---The PSA-20D, nicknamed ‘Ambush Ape’, is designed with both stealth and anti-supernatural capabilities in mind. The power armor is sheathed in dark, stealth armor. Furthermore, it is fitted with several penetration aides meant to negate the advantages of forcefields and damage-resistance magicks. The oversized hands sport glowing studs on the knuckles, anti-theron disruptors able to punch through magical defenses and inflict extra damage on supernatural monsters.
Modifications:
*Stealth Armor---The power armor has only a 20% chance of being spotted by radar, infrared, or thermal imaging systems. It is also unusually quiet, courtesy of sound muffling, and has NO prowl penalty based on sound. Its TW systems are also accordingly masked from detection(only a 15% chance of detecting its emissions).
*Integral SNARLS PPE Sensor System . Thanks to PS’s micro-chip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the scope module. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Othe penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).
*Forcefield Negation System---A TW system, based on the TW Energy Disruptor, that allows the power armor to walk through force barriers(both technological and magical). Lasts 1 minute per 20 PPE pumped into the system.
Weapons Systems:
*Anti-Theron Disruptor -----The fists sport glowing studs that are the effectors for an Anti-Theron generation system, which generates ‘Anti-PPE’ particles from an Ectoplasmic Energy Battery mounted behind the wrist. the ‘Anti-PPE’ disrupts PPE-based magic with the following effects:
Effects of Anti-Theron Weaponry:
Damage: Varies according to the weapon type, but ALL anti-Theron weapons use the following guidelines
Depending on how much PPE is present and how essential it is to an organism’s survival, damage varies:
Techno-Wizardry Devices(including TW generators), enchanted objects, rune weapons, and other magically-infused(but INANIMATE) objects are NOT affected and take no damage.
Non-magical beings. psychics, and ‘mundanes’ are unaffected and experience nothing aside from a slight tingling sensation, mild sunburn-like symptoms, and a passing feeling of nausea from a Disruptor strike.
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and bioborg implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential. They take normal damage as for the weapon’s damage rating.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save NEGATES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automations will be effectively STUNNED, being paralyzed for 1d4 melees per shot, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.

Other Effects:
*Magic Disruption----Each blast NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
*Magical Forcefields take 1.5 normal damage.
*On an unmodified To Strike roll of 16-20, the magic forcefield is penetrated altogether(will still effectively be up and effective against all other attacks, but the melee attack will slide right through).
*Invisible beings will be revealed by an anti-theron strike and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to fluoresce and become visible to the naked eye.
Range: Melee
Damage: Does 4d6 HP/MDC damage(modified effects based on what the creature is)
Rate of Fire: Standard, ECHH
Payload: 50 hits per EE-Canister

Re: Paladin Steel Storefront

Posted: Fri Oct 29, 2010 7:11 pm
by taalismn
Paladin Steel PLDK02 ‘Stringbang’ Personal Lane Demolition Kit
(aka ‘Plick’)

“Empty corridor.”
“Free and clear?”
“Not a chance.”
“Trap?”
“Trap. Gimme the Plick.”
“WE GOT MOVEMENT!”
“Smart girls. Know we’re onto them. Too bad for them.”
*STREEECKT!*WHHHOOOSHHHH****BAAARRROOOOMMMM!!!***
“GGGAHHH!!!”
“Hah! At least three pressure plate grab-traps, and infantry hiding behind. Mop ‘em up, boys, while they’re still in shock!”

The PLDK02 is a field demolition kit based on pre-Rifts mine clearance gear. It consists simply of a hardshell backpack kit holding a micro-missile propulsion rocket attached to a coiled line of det-cord. The operator simply opens the pack, aims the rocket on the top-lid launch rail down a suspected trap-zone, and fires. The rocket will pull the det-cord the length of its flight path, laying it down, whereupon the cord is detonated, its shockwave hopefully removing any traps and explosive devices in a blast-cleared lane.
The PLDK02 is less effective against more modern ‘smart’ and stand-off mines and boobytraps, but it works well against static targets, IEDs, and fortifications. It has also proven effective as a ‘corridor clearer’ or ‘alley sweeper’ for urban combat. Used on soft earth, it is also useful as a quick ditch and trench digger.
Weight: 12 lbs
Range: 130 ft
Damage: 6d6 MD to an area roughly 100 ft long and 20 ft wide
Rate of Fire: Single shot
Payload: 100 ft of detcord(1 shot)
Special Features:
*Weather and Water-Proof Carrying Case---Doubles as the launch stand
Cost: 2,000 credits for the case/launcher. 28,000 credits per length of cord

Re: Paladin Steel Storefront

Posted: Mon Nov 01, 2010 5:10 pm
by abe
any new cyborgs?

Re: Paladin Steel Storefront

Posted: Mon Nov 01, 2010 5:42 pm
by taalismn
abe wrote:any new cyborgs?


Got a few in the works I'll get back to with that endorsement. Before then, maybe a mini-sub or two or some spacecraft and other odd stuff.

Re: Paladin Steel Storefront

Posted: Thu Nov 04, 2010 1:57 pm
by taalismn
Cain wrote:Guess I'd better read through the Paladin Steel/Aegis catalogue as well...
Do you happen to have an ASI sales office in Center, by chance? It would be awfully convenient to drop in there to see how you can help me outfit an army...



We're working on renting some space there...as is, we've managed to get an office on one of the orbiting platforms around Phaseworld.
We've also opened an outlet in the Arsenal Dimension(great for getting info on Naruni from its rivals and maybe lining up some corporate allies).

Re: Paladin Steel Storefront

Posted: Thu Nov 04, 2010 6:03 pm
by taalismn
Cain wrote:Excellent! We are coming to Phaseworld next week to do some banking and espionage diplomacy. It shouldn't be any trouble at all for us to hop a shuttle to the stations to look you up. Do you have the ability to deliver goods to the Thundercloud Galaxy yet, or would we have to pick them up at Phaseworld?

I'm not sure I've ever been to the Arsenal Dimension. Interesting, I must look it up.

(What book is that from?)



We're working on producing our own freighters(general mass-market designs based on public realm schematics to start with, or the WZT freighters from the Starships Thread I worked on with DarkMaxx..whereever he is now) at our Amberjin shipyards, or else we're renting/buying vessels from other companies like Wildstorm Industries, and if we really have, we'll hire outside contractors(Got a freighter? We may have a job opportunity for you in Shipping!) so we can deliver. We also keep a tidy inventory stockpiled near at hand at Phaseworld, so unless you're planning on ordering immediate delivery of several million tons of ammo, we can cover your order.

Arsenal is mentioned in the Random Dimensions tables of Megaversal Builder; it's basically a pocket universe where all the (surviving) arms companies that got driven out of mainstream business by Naruni Enterprises hang out to continue business, sell off their renaining stock, or hang out and commiserate about their bad experiences at the hands of those rotten Naruni.

Re: Paladin Steel Storefront

Posted: Sat Nov 06, 2010 7:00 pm
by taalismn
Paladin Steel/Aegis Stellar Industries Weibbe Hayes Heavy Transport

“Our products do no good if they’re just sitting on the tarmac waiting to be picked up. Our best customers tend to be people who can’t come all the way to us to pick up their stuff, so we better be able to help them out and bring the purchases they paid for to them. Not everybody appreciates what we make, especially if we’re delivering to their neighbors, so we best be prepared for a less than friendly reception in some neighborhoods.”
-Megan Carole, Aegis Stellar Industries Assistant Manager, Amberjin.

“Not all the escort pilots on our Weibbes are new hires or mercs. Truth is, the GNE spaceforce is rotating their spacefighter crews through duty assignments with the mercantile fleet. That gives the Earthworms experience with carrier operations, some real time and hopefully non-fatal combat with real enemies, and maybe pick up some wisdom rubbing shoulders with the Galactic hands who’ve been around for awhile.”
-Egaar Molst, Operations Officer, ASISSC Jervis Bay

“It’s a bulk hauler that thinks it’s a war cruiser, but the truth of the matter is that it’s twice the size of a Warshield, with the same armament, same shielding factor, but is twice the target. The big guns are wasted on this hull; better to replace them with long range missile launchers if anything. As is they will only give some captains delusions that they can slug it out with a Kreeghor cruiser, instead of turning tail and running like they should.”
---Arenast Giller, Captain, CAF

The Weibbe Hayes is a heavy armed interstellar transport starship meant to carry PS/ASI products to a growing number of clients in the Three Galaxies, Although PS was already manufacturing the WZ-MCF-100 Behemoth Modular Super and WZ-MCF-500 ‘Immense’ Extendable Ultra Cargo Freighters, something faster and more heavily armed was called for to service regions of the Three Galaxies that were suffering from increasing conflict. The Weibbe Hayes-class Transport Cruiser was conceived of as an armed merchantman, high speed capital transport, or convoy escort cruiser that could fend off determined pirate attacks and protect other freighters from commerce raiders.
Based loosely on the Warshield hull configuration, the Weibbe Hayes is a hulking starship, with a long, blocky, angular main hull, broken towards the rear by three false-wings that serve as sensor arrays and radiators for the oversized engines. The engines are deliberately above spec for a transport; they both give ASI experience in large propulsion systems(with an eye towards warship drives) and give the Weibbe Hayes a high turn of speed(hopefully better than that of any potential attackers). Two hangar bays accommodate several squadrons of transport shuttles or fighters, and are adjacent to the large internal cargo bays, allowing for quick and easy loading of cargo(or armaments). In addition to the large main engines, the ship also has a set of secondary engines; it is hoped that even if an enemy performs a mobility kill on the main engines, the Hayes will still be able to maneuver on its secondaries, to continue the fight or affect an escape.
Besides voluminous internal cargo bays, the Weibbe Hayes sports multiple external attachment points for externally-carried cargo pods(though these pods would be exposed to possible damage in a firefight). The ‘wings’ of the Hayes are long range sensor and radiator mounts, but they also provide partial protection to the external cargo. It is possible that some of the external cargo pods could conceivably be replaced with rocket/missile launchers or deployable space mine pods, although such weapons would not be powered or supported by the ship’s systems. In the alternative, it;s been suggested, these hardpoints could be used to carry up to four ‘parasite’ craft, such as modified light transports, heavy fighters(like the Proconsul), or patrol ships, that could be detached as part of the ship’s protective fighter cover or convoy patrol.
Armament is heavy on the Weibbe Hayes, though it rarely exceeds medium-class weaponry. It’s been noted that the Hayes employ a large percentage of particle projection cannons, rather than the more easily produced/acquired high-intensity lasers; it has been suggested that ASI’s recent licensing deal with WZT may have included a stipulation to buy a production allotment of PPCs(or take over the factory works) from Spedro MagnoDynamics, a struggling manufacturer of PPCs that had joined WZT at about the same time as Aegis Stellar Industries, in hopes of avoiding going into bankruptcy after unwisely challenging Wolfpack Armaments in a large contract bid). Interestingly enough, much of the armament is concentrated around the rear firing arcs; ASI has decided that a transport’s best chance of surviving combat is to run, nd so armament is configured to cover the ship’s retreat. Combined with the Weibbe Hayes’ high turn of speed, it is hoped that any pursuer will find a stern chase against intense defensive fire will prove too daunting to endure for long.
The Weibbe Hayes can operate alone as a fast transport, or act as the armed escort for a convoy of other transports. Its speed allows it to move about convoy formations, outpacing slower cargo ships, moving to bolster defense sectors and intercept raiders.
If the Weibbe Hayes cruisers have any real problems, it’s that for their massive size, their armament is little better than a Warshield’s. Certainly their variable forcefields have the same defensive values protecting a much larger ship. ASI contends, however, that the Hayes is well-armed for a transport, and that it is not meant to engage in slugfests with dedicated warships if such can be at all avoided.
At least six Weibbe Hayes-class vessels have been laid down and constructed to date; among them the name-ship Weibbe Hayes, the Jervis Bay, Compass Rose, and Crescent City. All of these vessels are slated for service with ASI’s small, but growing, long rangetransport fleet. It is unknown at this time if and when Aegis Stellar Industries will offer the Weibbe Hayes for sale to interested outside parties.

*Note: The Weibbe Hayes is named for a Dutch soldier attached to the Dutch East India Company flagship Batavia, during its cruise of 1628. When the Batavia was shipwrecked off the western coast of Australia during a mutiny, Hayes and several other soldiers were hoodwinked into being stranded on desert isles while the mutineers terrorized and executed most of the other survivors. Left to die, instead the resourceful Hayes would survive, turn the tables on the mutineers, and protect the survivors until rescue could come, and the mutineers arrested. Though Weibbe Hayes subsequently disappears from history, centuries later and worlds away, Paladin Steel/Aegis Stellar Industries would name a ship class for him, citing him as an example of “a loyal, steadfast Company Man who made the best of a bad situation, in unknown territory, against overwhelming odds.”

Type: PS/ASI-(A)CSS-02 Weibbe Hayes
Class: Armed Transport Cruiser
Crew: 40 officers, plus 250 crew +50 person air group
MDC/Armor by Location:
Main Body 75,000
Bridge 10,000
Heavy Particle Beam Cannon Turrets(2) 500 each
Medium Particle Beam Cannon Turrets(6) 360 each
Light Particle Beam Cannon Turrets(10) 200 each
Medium Laser Cannon Turrets(8) 360 each
Heavy G-Cannon Turrets(4) 400 each
Medium Range Missile Turrets(24) 200 each
Point Defense Turrets(14) 100 each
Main Engines 40,000
Secondary Engines(2) 7,000 each
Sensor/Radiator Wings(3) 6,000 each
Secondary Sensor Arrays(2) 900 each
Hangar Bays(2) 12,000 each
(Variable Forcefield) 5,000 each side(30,000 total)
Height: 210 ft
Width: 480 ft
Length: 1,100 ft
Weight: 400,000 tons
Cargo: 60,000 tons internally
Can carry as much as 100,000 tons externally (however, if carrying over 60,000 tons of strap-on cargo, reduce the maximum speed/acceleration to Mach 7.9
Powerplant: Nuclear Fusion, w/ 30 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 9
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
Under secondary drive power, the Hayes can go Mach 7
(FTL) 4 light years per hour
(Underwater) Not possible
Market Cost: 3.2 billion credits
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 Resolution Range of 4 million miles

*Gravitic Sensors----55 million mile range
*Neutrino Detection----55,000 mile range
*Tachyon Radar---3 million miles

*Communications Suite:---Long Range Radio and Video

*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 200,000 miles.--For tight-beam communications, ship to ship, or ship/surface. The Laser can even be modulated to the blue-green for communicating with submerged vehicles

*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.


*EM Shielding---Using special electromagnetic radiation shielding, saves on the need for bulky metal or water radiation shielding.

*Tractor Beams(5)----Effectively each rated for 800 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. One emitter is mounted in each wing, and and one is mounted in each hangar bay.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).

Weapons Systems:
1) Heavy Particle Beam Cannons(2, 1 forward, 1 aft)---These are the big guns of the Hayes, but their slow rate of fire limits their effectiveness. They are typically used to engage small enemy spacecraft such as destroyers and frigates that get too close, hoping to incapacitate them with a single hard-hitting shot, or at least dissuade them to back off.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 1d6x1,000 MD per blast
Rate of Fire: Once every two melees/30 seconds
Payload: Effectively Unlimited

2) Medium Particle Beam Cannons(6, 2 each side, 2 rear)---These are less powerful cannons with similar range, but greater rate of fire, used for engaging strike ships and fighters.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d4x100 MD per blast
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited

3) Light Particle Beam Cannons(10, 2 forward, 2 rear, 3 each side) --Again, short range is the major shortcoming of these weapons, but their number, high damage potential and high rate of fire allow them to smash fighters and power armors that get within range.
Range: 1.5 miles in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 1d4x100 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

4) Medium Laser Cannons(8, 3 each side, 2 rear)---These are powerful laser cannons, positioned to cover the sides and rear of the ship.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d6x100 MD per blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

5) G-Cannon(4, 2 forward, one each side)---These weapons, holdovers from PS’s first generation warships, are powerful massdriver cannons capable of firing kinetic kill projectiles or exploding fletchette ‘shotgun’ shells.
Range: 40 miles in atmosphere, 80 miles in space
(Kitsune Values: 80 miles in atmosphere, 80,000 miles in space)
Damage:(Exploding/Fragmenting Fletchette): 5d6x10 MD to anything caught in a 120 ft wide cone/’cloud’----Targets are -2 to dodge the’shotgun spread’
(Penetrator): 2d6x100 MD
Rate of Fire: Four times per melee
Payload: 100 rds per cannon, reloading from the cargo hold takes 1d6 minutes(1 ton of cargo per 12 rounds)

6) Medium Range Missile Launchers(24)---The Weibbe Hayes fairly bristles with MRM launchers, providing extensive ‘swarm’ coverage against fighters and missiles. Fired rapidly enough, the missiles can even knock out small warships.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1-20
Payload:60 missiles total, reloading from the cargo hold takes 1d6 minutes(1 ton of cargo per 24 missiles)

7) Point Defense Turrets(14)---These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Rail Gun) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile

Auxiliary Craft:
Typically 12 transport shuttles
24 Fighters
20-60 Power Armors

Options:
It has been suggested by some early critics of the design that the Weibbe Hayes might be better served by the replacement of the heavy particle beams with long range missile launchers, to discourage ship captains from trying to engage enemy warships with the slower-firing and relatively short range PPCs. Similarly, suggestions to replace other slow-firing weapons with additional point defense cannons, such as rapid-fire rail- or G-cannon, sacrificing range for higher volume of close-in fire, have been made.

Variants:
ASI hasn’t said as much, but to naval artchitects it wouldn’t take much to reconfigure the Weibbe Hayes into more effective warships, sacrificing cargo space for additional power systems to support heavier weapons and shields, or possibly adding additional hangar capacity, making the ships into the equivalent of the CCW’s Explorer class cruisers. ASI hasn’t stated any plans to produce pure warship versions of the Hayes, but almost certainly has schematics in their filing system.

Re: Paladin Steel Storefront

Posted: Sat Nov 06, 2010 7:02 pm
by taalismn
(revised with the addition of price information, corrected weapons ranges, and additional information on variants)

Paladin Steel Hesperia Starfighter (Rev.)
(aka ‘Iron Butterfly’, ‘Spader’)

“We had the Hesperia ready for action before we even had adequate carrier platforms for them...Command wanted them carrier-ready and deployed, fearing that if we tried to planet-base them, the first action they saw, what with their modest acceleration, they’d be caught and cut up on climb-out. So we had to convert a dozen bulk-freighters into MECVs....Put two Hesperias in ready-to-launch attitude on the flipside of each of the big cargo bay doors, with a launch catapult system to sling them free, and another catapult system to push the rest of them out of the new flight decks, once the rapid response flights were away...Real kludge-up job, but it worked...just like the fighters themselves...Hanging them back up, though, was a chore...we had to turn off internal gravity and manhandle the fighters back onto the rapid-launch racks...Not exactly easy when you’re also trying to re-arm them. ”

Even though Greater New England had already decided to pin its plans on the Star Tiger as its primary aerospace fighter, with various specialized craft filling the special duty roles, PS engineers worked on diversifying the design stable, working in parallel to turn out several other space/fighter designs. This was done in anticipation of both marketing opportunities in the greater Megaversal markets, and on the offhand chance that the StarTiger and StarFox programs might be compromised. Paladin Steel decided to play it safe with the ASF-08, their initial offering, by adapting a proven fighter design of one of their citizen-species, and modifying it as best they could with additional improvements and technologies. The result was the TAV-SF-08 Hesperia.
The Hesperia-class has something of a ‘flying wing’ look to it; a broad, wide-winged, bubble-canopied, blunt-nosed design with a long sharp tail(holding forcefield generation and engine gravitic focus nodes) and nacelle-mounted engines buried in the wings. It is capable of both atmospheric and deep space operations, so it is stoutly built, with substantial structural reinforcement and hull armor. A modest monoplanar forcefield of standard design provides additional protection. Armament is fairly heavy as well, consisting of dual laser banks, backed by two large-capacity medium-range missile launchers. Performance is equally modest, with a good acceleration/deceleration curve, and noticeably steady flight in atmosphere(pilots complement the design’s good ‘waverider’ characteristics, especially during re-entry).
The Hesperia lacks the many-optioned modular design configuration so very familiar to Paladin Steel designs; PS engineers who were unfamilar with many of the Galactic technologies they were using, didn’t want to presume too much and produce a sub-standard design with a potentially weakened structure by loading it with unnecessary options. So the Hesperia is very much a ‘by the book’ starfighter of modest performance and capabilities, specializing in no particular role (Note: Once the Hesperia was established as an ASI product, Aegis came out with three ‘Hesperide’ variants, differing primarily in central fuselage armament/equipment fits).
It is a sign of Paladin Steel’s tentativeness about the design, that it first appeared on the market in the Three Galaxies under the Aegis Stellar Industries brand name; Paladin Steel’s ‘front company’ in the Three Galaxies. The design, making modest sales in the 3G, has slowly made it way back into GNE service, first appearing with the ASI/PS security forces, and then into the Solar System forces of the GNE, starting with Valiant Station’s fighter wings. The Hesperia has not yet appeared in GNEAF units serving in PS’s Rifts Earth-analogue expansion zones.

Type: PS-TAV-SF-08 Hesperia
Class: Medium Aerospace Fighter
Crew: One
MDC/Armor by Location:
Main Body 400
Reinforced Cockpit 100
Engines(2) 100 each
Primary Laser Cannon(2) 45 each
Light Laser Cannon(4) 30 each
Missile Launchers(2) 50 each
Forcefield 800
Height: 20 ft
Width: 29 ft
Length: 25 ft
Weight: 15 tons
Cargo: Small space behind pilot’s seat for a survival pack and sidearm(s)
Powerplant: Nuclear-Fusion w/ 20 year energy life
Speed:
(Atmosphere)Hover to Mach 7; transatmospheric.
(Space)Mach 8
(Kitsune Values: 40 % of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) Not Possible
(Underwater) Not Possible
Cost: 42 million credits
Systems of Note:
Standard Starfighter Systems, plus:
*Cockpit Ejection System---The cockpit can be entirely ejected from the rest of the craft, to serve as a lifeboat. The cockpit 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.

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

Weapons Systems
1) Heavy Pulse Lasers(2)---These are the primary anti-fighter weapon for dogfighting, and are mounted midway in the wings.
Range:(Palladium Values) 6,000 ft in atmosphere, 60,000 ft(12 miles) in space
(Kitsune Values) 12 miles in atmosphere, 1,200 miles in space
Damage: 3d6x10 MD per pulse burst, 6d6x10 MD per simultaneous blast(counts as one attack)
Rate of Fire: EPCHH
Payload: Effectively Unlimited

2) Light Laser Cannon(4)---Four light pulse cannon are mounted in the nose to give the pilot a backup weapon.
Range:(Palladium Values) 4,000 ft in atmosphere, 16,000 ft in space
(Kitsune Values) 3 miles in atmosphere, 300 miles in space
Damage: 4d6 MD per blast, 1d6x16 MD for all cannons firing simultaneously.
Rate of Fire: EPCHH
Payload: Effectively Unlimited

3)Medium Range Missile Racks(2)---Buried in the wings are two MRM launchers; these are the fighter’s main weapon against larger ships.
Range: Varies by Missile Type
(Kitsune Values)160 miles in an atmosphere and 80,000 miles in space.
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-5
Payload: 20 MRMs per launcher, 40 total

Vatiants:
*PS-TAV-SF-08B(Arethusa)---Two-seater training/recon version. The cockpit has extra reinforcement(150 MDC) and an improved sensor/communications suite(25% more range).

*PS-TAV-SF-08C(Erytheia)---The ‘c’ variant does away with the four light pulse cannons, and substitutes a PS-XMG 20mm Gatling Cannon instead, and mounts a light pulse laser(identical to the four originally mounted in the nose) facing rearwards in the tail instead. This variant has better ground attack capabilities, but has proven less popular in galactic sales, due to the specialized ammunition the XMG requires.
Range: (Palladium Values)13,000 ft in atmosphere, 52,000 ft in space)
(Kitsune Values) 10 miles in atmosphere, 100 miles in space
Damage: 4d4 MD single shot
1d6x10 MD per 6 rd burst
2d6x10 MD per 12 rd burst
6d6x10 MD for a 30 rd burst(takes 2 attacks)
Rate of Fire: ECHH
Payload: 500 rd drum

*PS-TAV-SF-08D(Aegle) ---The ‘d’ variant likewise does away with the four light pulse lasers and mounts a plasma bolt cannon in their place. Likewise, it mounts a light pulse laser in the tail.
Range: (Palladium) 3.5 miles in atmosphere, 7 miles in space
(Kitsune Values)7 miles in atmosphere, 700 miles 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: Mon Nov 08, 2010 12:42 am
by ZINO

Re: Paladin Steel Storefront

Posted: Mon Nov 08, 2010 12:51 am
by abtex
I with take a Horten Ho-229 Flying Wing Fighter Bomber with swingback wings and hardpoints for mounting heavy weapon/other use pods on upper body. Please.

Re: Paladin Steel Storefront

Posted: Mon Nov 08, 2010 1:05 am
by abtex
Paladin Steel/Aegis Stellar Industries Weibbe Hayes Heavy Transport

It's nice that PS/ASI did not 'AC-130' the Weibbe with heavy non turret mounted weapon(s) and use it as a fire support platform. :D Side or forward mounted heavy weapon - Cannons [B-26? anti-shipping WW2 style with cannon mounted under cockpit] But a cargo bay loaded missile launcher system works as well, for stand off assaults and bombard.

Re: Paladin Steel Storefront

Posted: Mon Nov 08, 2010 5:33 pm
by ZINO
abtex wrote:I with take a Horten Ho-229 Flying Wing Fighter Bomber with swingback wings and hardpoints for mounting heavy weapon/other use pods on upper body. Please.

add link http://upload.wikimedia.org/wikipedia/c ... rawing.jpg
now I can say N1!!!!!

Re: Paladin Steel Storefront

Posted: Mon Nov 08, 2010 6:27 pm
by taalismn
abtex wrote:
Paladin Steel/Aegis Stellar Industries Weibbe Hayes Heavy Transport

It's nice that PS/ASI did not 'AC-130' the Weibbe with heavy non turret mounted weapon(s) and use it as a fire support platform. :D Side or forward mounted heavy weapon - Cannons [B-26? anti-shipping WW2 style with cannon mounted under cockpit] But a cargo bay loaded missile launcher system works as well, for stand off assaults and bombard.


Well, the Weibbe's a step towards building 'true' warships, while at the same time building up our own in-house interstellar/intergalactic transport capability, AND serving our customers by meeting them more than halfway when it comes to providing them with goods and services.
I probably should have put in stats for a troopcarrier variant, but the Weibbe's right now serving as a cargo carrier/convoy escort, and troop ships/landing carriers have somewhat different design parameters.
Of course, in a pinch, the Weibbe could serve as a not-too-comfortable troop transport/refugee carrier/tramp liner.

Re: Paladin Steel Storefront

Posted: Tue Nov 09, 2010 8:00 pm
by taalismn
(The following uses material contributed by Raven, Kitsine, and Henning Rogge)

Paladin Steel StarTiger Medium Aerospace Fighter
(aka ‘PlugWing’, ‘Jigsaw Fighter’, ‘Shred-Sled’, ‘Catalog-Carrier’, ‘Gun-Kitten’, ‘Mix-and-Match’ )

“Hey, I thought you said we were going to face three-four gunships! Sensors are already picking up a whole freakin’ HORDE of their fighters waiting for us!”
“Don’t worry; I already got the deck crew swapping out the belly packs for multi-missile pods. By the time we get to the flight deck, they’ll be ready to rock!”

“I’ve known pilots who’d rather try to fly a crippled Star Tiger down and attempt to soft-land it than abandon ship and bail out. Stupid, I know, but when you get your ‘tiger fitted out just the way you like it, giving it up is like throwing out a favorite piece of clothing.”

“You might want to be careful when loading up your ‘star from an open armory. A lot of pilots see the big belly guns and go for the heaviest weapon they can get installed. Now, those heavy lasers, plasma chuckers, and particle beamers may do some serious chahunka damage for their weight class, but bear in mind they have slow rate of fire, so to make the most of each shot, you have to hold your ship steady, which isn’t always possible or wise when you’re in a hairball or approach-on-target-with-welcoming committee. You might get some spectacular results with a nice flying sniper shot, but while you’re holding steady, somebody’s likely to draw a bead on you and any possible dodge routes you’ll be taking once you fire off your charged shots.”

“DAMN IT!!!! Doesn’t this accursed garnfly EVER run out of weapons to throw at us?!”

The StarTiger is Paladin Steel’s bid to create a formidable multi-environment space combat fighter that could at least hold its own against the Kittani, Arkhon, and other advanced technology starfighters the Rifts Earth nations were encountering upon expanding into space.
The StarTiger scales up the basic configuration of the SkyTiger, with a flying heart-shaped wing, but is 30% larger and even more strongly constructed, to handle the rigors of atmospheric and space combat, and the stresses of more powerful drives. The structure uses advanced spaceformed alloys for a rugged, durable construction that can handle the abuse of heavy use in the demanding environments of deep space and dense atmosphere.
Because PS expected to follow the same pattern of acquiring new technologies and adapting them to their existing vehicles, the StarTiger was designed with quick modular upgrades in mind....A ventral weapons/avionics bay, leading edge wing root compartments, wing hardpoints, and two large avionics bays behind the cockpit are available to be be fitted out with a variety of systems, and the main engine itself can be swapped out for a variety of powerplants. This modularity has led to the StarTiger sometimes being called the ‘Plug-in Fighter’ or ‘Mix-and-Match’ among ground crews. PS engineers set out to make an aerospace fighter for the GNE Air and Space Forces as versatile as the PSA-11 Power Armor had proven for the Regular Army.
The Star Tiger is generally regarded as a jack-of-all-trades vehicle, able to serve in the surface attack, anti-capital ship, and interception roles equally well with a few quick changes of modular sections, though it can’t perform those roles to the same degree as some other more specialized designs. Its large armament configurations mean that the Star Tiger will always have something to throw at the enemy, allowing it to stay in a fight, while its rugged construction allows it to soak up its share of damage before it needs to pull back. It is fairly heavy for a ‘medium’ fighter, though its overall throw-weight of ordnance and accessory equipment exceed any contemporaries, even among Three Galaxies fighters(it has thus been favorably compared to the A-4 ‘SkyHawk’ in terms of weapons-to-aircraft weight ratio). In fact, some pilots and crews new to the design complain of ‘ordnance overload’, when describing hesitation when trying to decide which weapons to use, especially in the middle of combat(the GNE military gets around this by limiting the available option loadouts to new pilots until they become more experienced in handling their machines and choosing the optimal configuration).
Star Tigers are the standard design aerospace fighters of the GNE aerospace forces, and can be seen with just about all carrier groups and station defense squadrons. The design is rarely seen planetside on Rifts Earth, the ‘in-atmo’ theatre being sceded to the lighter Sky Tiger, although the GNEAS has made no secret that any serious threat to the GNE will bring down ALL available assets, including aerospace fighters from the orbital forces. A few older/earlier models have been sold/transferred to PS/GNE/ASI affiliates.

Type: PS-TAV-SF07 Star Tiger
Class: Multi-Role Medium Aerospace Fighter
Crew: 1-2
MDC/Armor by Location:
Main Body 680
Reinforced Crew Compartment 120
Wings(2) 280 each
Height:13 ft
Width: 33 ft
Length: 45 ft
Weight: 12 tons empty, 18 tons fully loaded
Cargo:Small space behind pilot’s seat for survival pack and sidearm.
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:
(Atmosphere)Hover to Mach 7; transatmospheric.
(Space)Mach 9
(Kitsune Values: 40 % of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) Not Possible
(Underwater) Not Possible
Bonuses: Multiple maneuvering verniers give the Star Tiger a +2 to Dodge
Cost: 55 million credits
Systems of Note:
Standard Starfighter Systems, plus:
*Cockpit Ejection System---The cockpit can be entirely ejected from the rest of the craft, to serve as a lifeboat. The cockpit 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.

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

*Cyberlink(optional): A late retrofit is this advanced cybernetic control system that allows the pilot 'jack in', if so equipped, to the plane, linking him with the plane as if by telemechanics. The pilot is so in tune with the plane and their environment that he instantly knows everything involving their plane and its operations. A series of tiny external cameras normally used for Virtual Environment Cockpits is tied into the cyberlink, giving them an uncanny 360 degree view around the craft, providing them a +1 to init and dodge, in addition to the normal cyberlink bonuses .

*ECM Suite----- The StarTiger has a standard ECM suite for confusing sensor-guided weapons; -5 to strike

Weapons Systems:
1) Nose-Mount Laser Cannons(2)---The main integral weapons system on the StarTiger is a pair of fire-synched forward-firing high-intensity laser cannons
Range: (Palladium) 8,000 ft in atmosphere, 16,000 ft(3 miles) in space
(Kitsune Values) 3 miles in atmosphere, 300 miles in space
Damage: 3d6x10 MD per blast each, 6d6x10 MD for both cannons firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Rear Dorsal Laser Mini-Turrets(3)----The StarTiger mounts three small mini-turrets covering the rear arcs of the fighter from dogtailing pursuit and missile attacks.
Range: (Palladium) 4,000 ft in atmosphere, 8,000 ft in space
(Kitsune Values)4,000 ft in atmosphere, 80 miles in space
Damage: 3d6 MD per blast each
Rate of Fire: EGCHH, or 5 shots per melee in auto-defense mode
Payload: Effectively Unlimited

3)Centerline Weapons Bay(1)
a) Mini-Missile Launcher---120 mini-missiles
b) Short Range Missile Launcher---24
c) Medium Range Missile Launcher---12
d) Long Range Missiles---4
e) Anti-Ship Heavy Nuclear Torpedo----This hardpoint is usually used to carry a mid-range nuclear weapon, but could also accommodate a Three Galaxies Cruise Missile if available.
Range: (Palladium) 1,800 miles in atmosphere, 3,600 miles in space
(Kitsune Values) 3,400 miles in atmosphere, 1,800,000 miles in space
Damage: 2d4 x 1,000 MD to a 3,000 ft destruction radius

f) Heavy Rail Gun-80mm MB Gauss Cannon(PS-MDJ80M)
Weight: 5,800 lbs (2.9 tons)
Range: (Palladium) 25,000 ft (5 miles) in atmosphere, 10 miles in space
(Kitsune Values) 25,000 ft (5 miles) in atmosphere, 500 miles in space
‘Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 160 rds

g) Gatling Cannon
Range: (Palladium) 2 miles in atmosphere, 4 miles in space
(Kitsune Values) 2 miles in atmosphere, 200 miles in space
Damage:3d4x10 MD per 40 rd burst; can only fire bursts.
Rate of Fire:ECHH
Payload: 8000 rd drum(200 bursts)

h)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: (Palladium) 6,000 ft in atmosphere, 60,000 ft in space
(Kitsune Values) 1.2 miles in atmosphere, 120 miles in space
Damage: 4d6 MD single shot, 2d4x10 MD short burst (four shots, one from each barrel), 4d4x10 MD medium burst (eight shots, two from each barrel in sequence), 4d6x10 MD long burst (takes two attacks), or 6d6x10 MD full melee burst (takes three attacks).
Rate of Fire: EPCHH
Payload: Effectively unlimited

i) Heavy Laser---A Medium-class starship weapon mounted on a fighter
Range: (Palladium) 5 miles in atmosphere, 10 miles in space
(Kitsune Values) 5 miles in atmosphere, 500 miles in space
Damage: 1d4x100 MD per shot
Rate of Fire: Four shots per melee
Payload: Effectively unlimited

j) Heavy Plasma Cannon---A Medium-class starship weapon mounted on a fighter
Range: (Palladium) 4 miles in atmosphere, 8 miles in space
(Kitsune Values) 4 miles in atmosphere, 400 miles in space
Damage: 1d6x100 MD per shot
Rate of Fire: Four shots per melee
Payload: Effectively unlimited

k) Particle Beam Cannon---A Medium-class starship weapon mounted on a fighter
Range: (Palladium) 3.5 miles in atmosphere, 7 miles in space
(Kitsune Values) 3.5 miles in atmosphere, 350 miles in space
Damage: 2d4x100 MD per shot
Rate of Fire: Two shots per melee
Payload: Effectively unlimited

l) Plasma Torpedo Launcher
Range: (Palladium) 3.5 miles in atmosphere, 7 miles in space
(Kitsune Values)7 miles in atmosphere, 700 miles in space
Damage: 3d6x10 MD to 15 ft blast radius
Rate of Fire: Three times per melee
Payload:Effectively unlimited

m) Multiplexor Pod---A TW weapons pod/spell projector, with its own PPE batteries. The Multiplexor Magepod can select-fire up to TEN different spells
Range: Varies by spell; Equal to 10th level spell level x10
Damage:Varies by spell; Equal to 10th level spell level x2
Rate of Fire: EPCHH
Payload: 700 PPE battery reserve

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

o)Cargo: 2.5 ton capacity

p)Drive Booster----This trades ordnance capacity for a larger engine, capable of sustained space speeds of Mach 15

q)Heavy Forcefield Generator---400 MDC

r) Recon Sensor Pallet---Specialized sensors and optics can be mounted in a modular tray. Exact capabilities vary, as the sensor configurations can be customized according to mission, and can include PPE sensors, molecular samplers, radiation detectors, gravitic sensors, EM detectors, and EW recorders, to name a few.

s) Variable Forcefield Generator---200 MDC per side, 600 total
Note: This system gets a +20% to shield strength if the fighter is also mounting a Combat A.I.(see Dorsal Avionics Bay options, below), due to the more efficient power management and rapid field allocation by the A.I.

4) Leading Edge Weapons Mounts(4)---The leading edge wing ‘glove’ section has provision for being fitted with various fixed-forward firing weaponry. Once slot can hold ONE of the following:
a) Pulse Lasers
Range: (Palladium) 1 mile in atmosphere, 4 miles in space
(Kitsune Values) 4 miles in atmosphere, 400 miles in space
Damage: 6d6 MD single shot, 1d6x10 MD per double blast(1 attack)
Rate of Fire: ECHH
Payload: Effectively unlimited

b) Ion Cannon
Range: (Palladium) 7,000 ft in atmosphere, 5 miles in space
(Kitsune Values) 5 miles in atmosphere, 500 miles in space
Damage: 1d6x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

c) Ion Spray Cannon
Range: (Palladium) 4,000 ft in atmosphere, 3 miles in space
(Kitsune Values) 3 miles in atmosphere, 300 miles in space
Damage: 1d6x10+10 MD per blast, to a 50 ft wide area
Rate of Fire: EPCHH
Payload: Effectively Unlimited

d) 20mmAutoCannon
Range: (Palladium) 1.3 miles in atmosphere, 2.6 miles in space
(Kitsune Values) 2.6 miles in atmosphere, 260 miles in space
Damage: (20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Rate of Fire: EPCHH
Payload: 1000 rd drum

e) 30mm AutoCannon
Range: (Palladium) 2 miles in atmosphere, 4 miles in space
(Kitsune Values) 4 miles in atmosphere, 400 miles in space
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst
Rate of Fire: EPCHH
Payload: 600 rd drum


5) Wing Hardpoints(4-6)
a) Mini-Missile Pod----Each hardpoint can accommodate a 20-shot MM pod

b) Short Range Missile Launcher----Each hardpoint can accommodate a 10-shot SRM launch box

c) Medium Range Missile Launcher---Each hardpoint can accommodate 4 MRMs
or Albatross IV missiles( 75 miles/150 miles, 2d6x10 MD, +7 to strike)

d) Long Range Missile---each hardpoint can accommodate 1 LRM

e) KTH-65 32mm Assault Rail Gun Pod---Originally designed with the needs of a heavy infantry squad in mind, Kera-Tech Industries developed the KTH-65 for long range combat in both atmosphere and in space. Firing a trio of hyper-velocity tungsten cored rounds, the KTH-65 can penetrate any known armour with ease. With the enhanced capability of variable rounds, numerous different combat roles can be filled by the KTH-65. The design has been adopted by Paladin Steel and the weapon license-produced by PS.
Range: (Palladium)1600m (1 mile) in atmosphere, 8,000m (5 miles)
(Kitsune Values)5 miles in atmosphere, 500 miles in space
Damage: Varies by shell type
Shell Types:
APFS-DU (Armour Piercing Fin Stabilized, Depleted Uranium) - 5D6x10 MD , no
blast radius
HESH (High Explosive Squash Head) - 5D6 MD plus 5D6 SDC to the person(s)
inside the object.
HE (High Explosive) 1D6x10 MD to a 5 (16ft) radius
HEG (High Explosive, Guided) - 2D6x10 MD to a 2m (7ft) radius
Rate of Fire: Single shots, EPCHH
Payload: 100 rds

f) Heavy Gatling Cannon Pod
Range:(Palladium) 6,000 ft/1.1 miles in atmosphere, 24,000 ft/4.4 miles in space
(Kitsune Values) 4.4 miles in atmosphere, 440 miles in space
Damage: 3d4x10 MD per 80 rd burst
Rate of Fire: ECHH
Payload: 20,000 rds(250 bursts)

g)Heavy Laser Cannon Pod
Range: (Palladium) 1.6 miles in atmosphere,, 3.2 miles in space
(Kitsune Values) 3.2 miles in atmosphere, 320 miles in space
Damage: 2d4x10 MD per blast
Rate of Fire: Six times per melee
Payload:Effectively unlimited

h)Ion Cannon Pod--(ionization rules courtesy of Henning Rogge)
Range: (Palladium) 1.2 miles in atmosphere, 2.4 miles in space
(Kitsune Values) 2.4 miles in atmosphere, 240 miles in space
Damage: 2d4x10 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

i)Plasma Cannon Pod
Range: (Palladium) 1.5 miles in atmosphere, 3 miles in space
(Kitsune Values)3 miles in atmosphere, 300 miles in space
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload:Effectively unlimited

j)Particle Beam Cannon Pod
Range: (Palladium) 2 miles in atmosphere, 4 miles in space
(Kitsune Values)4 miles in atmosphere, 400 miles in space
Damage: 1d6x10+20 MD per blast
Rate of Fire: ECHH
Payload:Effectively unlimited

k) Plasma Torpedo Pod----Developed from PS’s plasma weaponry and reverse-engineered Naruni technology, this pod, powered by its own onboard micro-nuclear generator, fires a bolt of plasma wrapped in a degenerating magnetic vortex. The weapon has superior range to a conventional plasma weapon, as well as an area of effect similar to a missile, as well as unlimited payload, but rate of fire is much slower
Range: (Palladium) 3 miles in atmosphere, 6 miles in space
(Kitsune Values)6 miles in atmosphere, 600 miles in space
Damage: 2d6x10 MD to 15 ft blast radius
Rate of Fire: Three times per melee
Payload:Effectively unlimited

l) Combat Multiplexor---A TW weapons pod/spell projector, with its own PPE batteries. The Multiplexor Magepod can select-fire up to five different spells
Range: Varies by spell; Equal to 10th level spell level x10
Damage:Varies by spell; Equal to 10th level spell level x2
Rate of Fire: EPCHH
Payload: 300 PPE battery reserve

m) Forcefield Pod---A self-contained forcefield generator projecting battlescreen to further protect the fighter. Multiple pods may be carried for cumulative screen coverage.
MDC: 200, recharges at a rate of 1 MDC per hour

n) Electronic Cloaking Pod---Integrates with the Star Tiger II’s own aeroshield/forcefield to electronically mask the fighter from detection. A single ECP adds +15% chance of eluding detection(or -15% to enemy Read Sensory Instrument rolls). A second pod will only add an additional +10%

o) Cargo Pod---2,500 lb capacity each

p)Personnel Pod----An environmental (56 hour life support duration) capsule (200 MDC) able to hold a single person. Typically used in evacuation operations and in infiltration/insertion ops.


6)Dorsal Equipment Bay---This bay is reserved for avionics, and can be outfitted with ONE of the following;
a)Communications Booster---This TRIPLES normal communications range, and has an additional +5% to punch through communications jamming.

b) Targeting Link---This enables fighters in a squadron to more effectively share targeting information. Every similarly-equipped fighter within communications and weapons range of the target can use the best targeting solution of all the fighters so connected. Note that this system is limited by effective communciations range and common weapons range(obviously the guy in the back of the squadron, out of gun range, isn’t going to be abel to share in the bonuses of everybody else who can open up with their nose guns on the target). Furtehrmore, the system is vulnerable to jamming.

c) Combat A.I.---This is a ‘symbiotic’ processor that assists the pilot and gives him the following bonuses: + on initiative, +2 to Dodge, +2 to Strike, and is +10% to piloting rolls, in addition to anything else the pilot brings to the link. .
The drawback is, if the fighter takes more than 30% Main Body damage, then the Combat AI is knocked out of commission. It being so heavily integrated into the systemry, the pilot must now struggle with less responsive controls, and is -2 to Dodge, -1 to Initiative, has NO strike bonuses, and is -15% to piloting rolls.

d) Sensor Package---This DOUBLES the effective range of radar and radiation detection gear.

e) Ghost Spoofer---A powerful EW system that can create up to EIGHT sensor ‘ghosts’ and project them up to 5 miles away from the fighter.

f) PPE Sensor Array(range values by Kitsune)
-See Aura: Slightly different than the spell in that it can scan an entire target such as a ship or station. The enchantment can be used to target a single individual but only have one tenth normal range when being used in that matter. Costs 60 P.P.E. per activation due to extended range. Range: Fighter Mount: 100 miles (160 kilometers) in space and 1 mile (1.6 kilometers) in an atmosphere. Effects / Abilities: Gives an approximate count of the number of life forms onboard. Gives the average level of experience, highest level of experience, and lowest level of experience [Given in these terms: Low (1-3), medium (4-7), high (8th and up).] Tells if there is any magic onboard. Gives if there are any psychics onboard (Mind Block will prevent detection), Gives a general count on the amount of P.P.E. the target has (basically the P.P.E. of the crew and any devices which store P.P.E.). Detects if there is any kind of possession. Finally sees if the crew or ship has any unusual aberrations.
-See the Invisible Sensors: The ships has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: Fighter Mount: 200 miles (320 kilometers) in space and 2 miles (3.2 km) in an atmosphere.
-Sense Magic: The ship has sensors which give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: Fighter Mount: 20,000 miles (32,200 kilometers) in space and 200 miles (320 km) in an atmosphere

g) PPE Battery/Generator---Provides PPE for any TW systems mounted aboard.
(‘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

7)Flare/Chaff Launchers(2)---Standard countermeasure system common to most PS aircraft.
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


Options:
The StarTiger is so modular that separate Options listings would be redundant

Variants:
Given the modular nature of the StarTiger, no official variants have been announced/contemplated. There are several testbeds, and several have been fitted with various different armor types(such as thermal-resistant armor, stealth paneling, laser-reflective armor, or MagePlate), and different engines(such as TW drives), but none of these have been approved for larger scale production as official variants.

Re: Paladin Steel Storefront

Posted: Tue Nov 09, 2010 8:10 pm
by Daeglan
I want to see more vehicles like the Reloader Hover Vehicle in the Free Quebec Book. But less expensive. As they strike me as the perfect adventuring party vehicle. I just don't see the average adventuring party having fighter jets or tanks or APC's

Re: Paladin Steel Storefront

Posted: Tue Nov 09, 2010 8:43 pm
by taalismn
Daeglan wrote:I want to see more vehicles like the Reloader Hover Vehicle in the Free Quebec Book. But less expensive. As they strike me as the perfect adventuring party vehicle. I just don't see the average adventuring party having fighter jets or tanks or APC's


I'll see what I can do...I just don't want to re-invent any of the utility vehicles I already have, but I do have a few more general utility vehicles and equipment in the works...hoverplatforms, forklifts, drones, etc...Some of these space-based items/big ticket items are things I've had in the works for a while, and I want to clear them off the 'to do' list and secure the high ground before focusing again on low end stuff(which, I admit, is the real money maker for a company like PS).

Re: Paladin Steel Storefront

Posted: Tue Nov 09, 2010 8:47 pm
by ZINO
Type: PS-TAV-SF07 Star Tiger love it but what design would it look like ?

Re: Paladin Steel Storefront

Posted: Tue Nov 09, 2010 8:54 pm
by taalismn
ZINO wrote:Type: PS-TAV-SF07 Star Tiger love it but what design would it look like ?



Like a bigger version of the Sky Tiger, of course! :-D

Re: Paladin Steel Storefront

Posted: Thu Nov 18, 2010 9:07 pm
by abtex
ZINO wrote:
abtex wrote:I with take a Horten Ho-229 Flying Wing Fighter Bomber with swingback wings and hardpoints for mounting heavy weapon/other use pods on upper body. Please.

add link http://upload.wikimedia.org/wikipedia/c ... rawing.jpg
now I can say N1!!!!!

Thanks for the pictures. This not to just move topic to the first page again.

Re: Paladin Steel Storefront

Posted: Thu Nov 18, 2010 9:34 pm
by taalismn
I'll see what I can do for a Horton-style fighter; there are several intriguing Horton designs worth pursuing for Rule-of-Cool reasons(I have a good book on flying wing projects, amongst my small, but good, library of speculative aircraft designs)

Re: Paladin Steel Storefront

Posted: Thu Nov 18, 2010 10:53 pm
by abtex
taalismn wrote:I'll see what I can do for a Horton-style fighter; there are several intriguing Horton designs worth pursuing for Rule-of-Cool reasons (I have a good book on flying wing projects, amongst my small, but good, library of speculative aircraft designs)

Does not have to be just a fighter, enlarged version that could be a group/cargo transport [ie. airborne jeep or truck], bomber, flying gun -- plane build around a cannon..Germans and other were good, strange about doing that, what ever you come up with.

Re: Paladin Steel Storefront

Posted: Fri Nov 19, 2010 1:22 pm
by taalismn
abtex wrote:
taalismn wrote:I'll see what I can do for a Horton-style fighter; there are several intriguing Horton designs worth pursuing for Rule-of-Cool reasons (I have a good book on flying wing projects, amongst my small, but good, library of speculative aircraft designs)

Does not have to be just a fighter, enlarged version that could be a group/cargo transport [ie. airborne jeep or truck], bomber, flying gun -- plane build around a cannon..Germans and other were good, strange about doing that, what ever you come up with.



Got a stealth paratrooper transport in the works that may fit that bill. :D

Re: Paladin Steel Storefront

Posted: Tue Nov 23, 2010 10:36 pm
by taalismn
Firepike Fire Support Robot
“Remember; your best defense is to keep the enemy as far from you as possible...Keep them out where they have no cover, where you can keep them under fire every step they take towards you....Give them only two choices; turn around and run like hell, or be chopped to pieces facing you...”

The Firepike is often called the Fireshriek’s undernourished younger brother. It is a lighter machine, with much the same role as tactical artillery support, but is less expensive, less complicated, and more easily produced and deployed.The Firepike is a medium-class robot designed as a fire support machine, and, as such, it has medium armor protection, a better than average speed, and a diverse array of long range weapons. The Firepike can act as an air-defense mech, long range anti-armor sniper, or fire support carrier. It is frequently seen deployed in CTRL ground formations and garrisons, and has recently begun appearing in Paladin Steel/Greater New England military units(though it has not yet been offered for sale to outsiders).
The primary weapons of the Firepike are two long-barrelled long range laser cannons mounted on the back. These weapons, adapted from starship point defense armaments, give the Firepike its long-range ‘pike’ offense/defensive capabilities. and allow it to strike targets at surprisingly long range. The effect somewhat suffers, however, due to the fact that the Firepike lacks adequate long range sensors and targeting gear to make full use of the weapons; thus, Firepikes assigned to air defense rely on accompanying vehicles dedicated to carrying proper long range EW and TAG.
Backing up the heavy lasers is a combination armored-shield and rail rail-gun carried on one forearm. For secondary defense, the Firepike has two small laser turrets in the chest and a pair of concealed mini-missile launchers in the shoulders. Both arms mount forearm hardpoints for carrying a weapons pod or shield(typically only one is carried). The hands are fully articulated, allowing the use of additional mecha-scale armaments, though these are rarely issued as standard equipment.
Armor protection on the deceptively thin-limbed mecha is modest, but isn’t considered an issue, as long as the Firepike stays out of close-range slugging matches. The mecha’s long-legged stride gives it a turn of speed that allows it to outrun many armored vehicles and most other robots, allowing it to keep its distance from them.
The Firepike is best used as a stand-off support weapons platform or a squad anti-aircraft defense unit. Firepikes are NOT designed for close-in combat, and experienced pilots will constantly maneuver to open up the distance between themselves and the enemy, keeping at optimal sniping range.
Firepikes have begun appearing in substantial numbers in GNE robot armored and air defense units as fire support. They are less common in smaller Irregular units.

Type:PS/CTRL-MCR-FP04 Firepike
Class: Medium Combat Robot, Fire Support
Crew: One
MDC/Armor by Location:
Main Body 420
Crew Compartment 100
Head 100
Long Range Laser Cannon(2, back) 120 each
Chest Laser Turrets(2) 25 each
Arms(2) 150 each
Hands(2) 50 each
Shoulder Mini-Missile Launchers(2) 55 each
Forearm Shield(1-2) 150
Shield Rail Gun 90
Legs(2) 200 each
Height: 26 ft, 36 ft with main cannon at full elevation
Width: 10 ft
Length: 10 ft
Weight: 35 tons
Cargo: Small space in crew compartment for a survival pack, sidearm(s), and a few small personal possessions.
Physical Strength: Robotic P.S. of 38
Powerplant: Nuclear Fusion with 20 year energy life
Speed:
(Running) 120 MPH
(Leaping) Not really designed wth leaping in mind; can manage to leap 15 ft across and 12 ft up.
(Flying) Not possible
(Underwater) Can run along the bottom at 5 MPH. Maximum depth 800 ft
Market Cost: 28 million credits
Systems of Note:
Standard Robot Systems, plus:
*Laser Targeting and Advanced Tracking---+3 to strike with ranged weaponry
*Directional Laser Communications---This allows the ‘bot to have unjammable point-to-point communications with other(similarly equipped) vehicles and remote surveillance drones. Effective Range of 200 miles.
*Short Range Radar---50 mile range, w/ trajectory backtrack capability

*ECCM system--- Because of the Coalition’s(and other high-tech adversaries’) increasing use of jamming during assaults to divide defenders and cut them off from reinforcement, PS decided to install an ECCM system in its combat vehicles to insure that the slow moving tanks can receive and send in the thickest EW-jamming conditions. A semi-automatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming(non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible). Having an Electronic Warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to recieved communications(the system filters them out from the jamming clutter) and sensory data recieved by that unit alone(other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equiped unit. Magic/psychic jamming is NOT affected by this system.

Weapons Systems:
1) Lightlance IV Long Range Laser Cannon(2)---Mounted on the back of the Firepike, these paired long range laser cannons are the Firepike’s primary long range weaponry. The weapon is readily distinguished by its long barrel, and the folding stabilization/radiator fins at the back.
Range: 4 miles in atmosphere, 8 miles in space
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
Damage:4d6x10 MD per blast, 8d6x10 MD for both cannons firing simltaneously
Rate of Fire: EPCHH
Payload: Effectively Unlimited

2) Forearm Rapid-Fire Rail Gun(1)....Mounted on one forearm and incorporated into a heavy protective shield is a heavy rapid-fire rail gun. Standard Issue ‘sidearm’ for the Firepike in the event the enemy manages to close range is the Telgorn T40 ‘Piledriver’ Rail Gun, a boxy weapon that can be attached to either forearm. Two of the heavy weapons can be carried, but most pilots carry only one, leaving the other arm free. The T40 looks like it has three barrels protruding from the end of its rectangular housing, but in reality the center barrel is the weapon muzzle and the other two are shock absorbers running parallel to the weapon. The Piledriver is relatively short-ranged, but delivers a heavy, high-velocity round that lives up to its name, smashing deep into enemy robots, vehicles, and creatures who stray too close to the Firepike.
Range: 3,500 ft
Damage: 3d6x10 MD per shot
Rate of Fire: EPCHH
Payload: 100 rds

In the alternative, the Telgorn can be replaced with a more conventional five-barreled rapid-fire gatling cannon:
Range: 3,000 ft
Damage: 3d6 MD single rd, 2d6x10 MD per 20 rd burst
Rate of Fire:EPCHH
Payload:4000 rds(200 bursts)

3) Twin Chest-Mount Light Pulse Lasers(2)----The torso of the Firepike sports a pair of ball-mount light pulse lasers for use in close-in combat against infantry and other light combatants.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
Rate of Fire: EPCHH
Payload: Effectively Unlimited

4) Shoulder Mini-Missile Launchers(2)
Range: Varies by Missile Type(mini-missiles)
Damage:Varies by Missile Type(mini-missiles)
Rate of Fire: Volleys of 1-10
Payload: 20 mini-missiles per shoulder, 40 total

5) Optional Use of Handheld Weaponry---In a pinch, the Firepike can pick up and use any oversized robot-scaled weaponry, such as cutter bars or gunpods. When not in use, such weapons can be carried clipped to the outside of the legs.

Hand to Hand Combat
Robot Combat Elite provides the following bonuses for Firepike combat:
+1 APM at level one, three, six, and twelve
+3 roll
+3 Initiative
+2 Dodge
+1 Parry
Restrained Punch 1d4 MD
Full Strength Punch 2d6 MD
Power Punch(2 attacks) 4d6 MD
Tear/Pry with Hands 2d6 MD
Body Block/Tackle 3d6 MD
Stomp 1d6 MD
Kick 3d8 MD
Leap Kick: Not possible
Options:
*Laser Ablative Armor(Option)---PS laser-ablative ceramic, based on alien materials. Lasers do HALF damage. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----Cost:+950,000 credits(Rarely available to outsiders)
Variants:
*PS/CTRL-MCR-FP04B---An experiment in fitting the Firepike with different armaments in place of the lasers; in this case a pair of heavy ion cannon, modified as ‘lightning guns’.
-Heavy Ion Cannon
Range: 6,000 ft
Damage: 3d4x10 MD per shot
Rate of Fire: 4 times per melee
Payload: Effectively unlimited
* The weapon also does 2d6x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.

*PS/CTRL-MCR-FP04C---An experiment in fitting the Firepike with different armaments in place of the lasers; in this case a pair of T-410 ‘Rocket Guns’ firing micro-missiles.
Range: (T-410)Gun launcher fires the micromissile out to about 8,200 ft, whereafter the rocket propulsion takes over.
(Micromissiles)8,000 ft for all types
Damage:(T-410)
Pattern-2a---4d4 MD to 2 ft blast radius
Pattern-2b----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-2c----(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Bonuses: (T-410)
(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Rate of Fire: Bursts of 3-40 rds per melee
PS is rumored to be experimenting with versions that can fire as many as 100 missiles in a melee round(or 400 mimis in a minute!) or more!
Payload: 600 rd bin per gun.

*PS/CTRL-MCR-FP04----An experimental gun variant fitted with 3-inch automatic cannons in place of the laser lances.
-3-Inch(76mm) Gun---An adapted naval weapon, constructed with lighter materials and an autofeed system
Range:14,600 yards in a surface role, 29,800 feet in anti-aircraft mode
Damage:
(Fragmentation) 4d6 MD to 20 ft blast radius
(High Explosive-Armor-Piercing)2d4x10 MD to 8 ft blast radius
(Flare)Burns for 1d4 minutes, illuminating a 2,000 ft area
Rate of Fire: 20 rds per minute(5 shots per melee)
Payload: 100 rds per gun


Fireshriek Heavy Fire Support Robot
“That’s not just plasma blasts rending the air...that’s the sound of the enemy going to hell....”

The Fireshriek is the Firepike concept scaled up to a heavier and more powerful machine. The Fireshriek is reminiscent in aspect of the New Japanese Republic Karuma Heavy Combat Robot in that it is heavily armed and armored, and able to hold its own in close combat, while still delivering a devastating long range barrage.
In keeping with its role as a heavy fire support unit, the Fireshriek’s armament is heavy, more akin to a light warship’s.The main ranged weapons are the two dual mode plasma torpedo launcher-cannon slung on the back, in place of lasers; the plasma torpedoes have greater range and area of effect. Two gimballed pulse lasers are mounted high on the armored shoulder plates; linked to the anti-missile tracking and interception system, they are also capable of acting in an anti-personnel role as well. A battery of chest-mounted lasers give close-range support . The Fireshriek can also do considerable damage in melee combat with its fully capable manipulator claws, backed by its powerful servos. The only real complaint is the Fireshriek’s lack of projectile weaponry, aside from a pair of mini-missile launchers in the legs, meaning it is forced to rely primarily on energy weaponry for its martial capabilities. Thus, many Fireshriek crews will equip their robots with handheld missile launchers or autocannon for situations where they expect to be facing energy-resistant opponents.
The Fireshriek is extremely heavily armored, able to handle the inevitable counterbattery fire its presence tends to draw. Two shoulder-mounted light rapid-fire energy cannons serve as point-defense systems for use against incoming missiles and even conventional artillery.
Fireshrieks have begun appearing in the ranks of GNE robot armored formations, apparently without any modification. They seem to be especially prominent in units deployed along the GNE’s eastern seaboard, against an anticipated renewal of Splugorth hostilities. Frequently, Fireshrieks are grouped with escorts of Firepikes, that serve as anti-air defense units for the larger artillery ‘bots.
Type: PS/CTRL-HCR17 Fireshriek
Class: Heavy Combat Robot, Fire Support
Crew: 2
MDC/Armor by Location:
Main Body 1,200
Crew Compartment 180
Head 300
Chest-Mounted Pulse Lasers(2 banks) each
Arms(2) 320 each
Hands(2) 80 each
Shoulder Plasma Launchers(2) 300 each
Shoulder Plate Pulse Lasers(2) 150 each
Legs(2) 500 each
Leg Mini-Missile Launchers(2) 90 each
Height: 25 ft, 36 ft with cannons at full elevation
Width: 16 ft at shoulders
Length: 12 ft
Weight: 75 tons
Cargo: Small space in crew compartment for a survival pack, sidearm(s), and a few small personal possessions.
Physical Strength: Robotic P.S. of 45
Powerplant: Nuclear Fusion with 20 year energy life
Speed:
(Running) 90 MPH
(Leaping) Not really designed wth leaping in mind; can manage to leap 18 ft across and 15 ft up.
(Flying) Not possible
(Underwater) Can run along the bottom at 5 MPH. Maximum depth 2,000 ft
Market Cost: 125 million credits
Systems of Note:
Standard Robot Systems, plus:
*Laser Targeting---+1 to strike with ranged weaponry
*Directional Laser Communications---This allows the ‘bot to have unjammable point-to-point communications with other(similarly equipped) vehicles and remote surveillance drones.
*Short Range Radar---50 mile range, w/ trajectory backtrack capability

*ECCM system--- Because of the Coalition’s(and other high-tech adversaries’) increasing use of jamming during assaults to divide defenders and cut them off from reinforcement, PS decided to install an ECCM system in its combat vehicles to insure that the slow moving tanks can receive and send in the thickest EW-jamming conditions. A semi-automatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming(non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible). Having an Electronic Warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to recieved communications(the system filters them out from the jamming clutter) and sensory data recieved by that unit alone(other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equiped unit. Magic/psychic jamming is NOT affected by this system.

Weapons Systems:
1) Heavy Plasma Torpedo Launchers---An adaptation of Paladin Steel advanced plasma projection technology, these weapons fire ‘packets’ of plasma. Surprisingly, these plasma ‘bullets’ can be made to ‘curve’ ballistically, allowing them to be used for indirect fire.
Range: 5 miles
Damage: 1d6x100 MD to a 25 ft blast radius
Rate of Fire: Three times per melee
Payload: Conditionally Unlimited

2) Forearm Lasers(2) --Each forearm sports a powerful pulse laser for close-in work.
Range: 4,000 ft
Damage: 4d6 MD per single shot, 1d6x10+10 MD per triple pulse burst
Rate of Fire: EGCHH
Payload: Effectively unlimited

3) Chest Lasers(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

4) Shoulder Point Defense Pulse Laser Turrets
Range: 5,000 ft
Damage: 1d6x10 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

5) Leg Mini-Missile Launchers(2)
Range: Varies by Missile Type(mini-missiles)
Damage:Varies by Missile Type(mini-missiles)
Rate of Fire: Volleys of 1-10
Payload: 30 mini-missiles per leg, 60 total

Hand to Hand Combat
Robot Combat Elite provides the following bonuses for FireShriek combat:
+1 APM at level one, three, six, and twelve
+3 roll
+3 Initiative
+1 Dodge
Restrained Punch 1d6 MD
Full Strength Punch 3d6 MD
Power Punch(2 attacks) 2d4x10 MD
Tear/Pry with Hands 4d6 MD
Body Block/Tackle 4d6 MD
Stomp 5d6 MD
Kick 2d6 MD
Options:
*Laser Ablative Armor(Option)---PS laser-ablative ceramic, based on alien materials. Lasers do HALF damage. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----Cost:+2 million credits(Rarely available to outsiders)

*Tri-Laser(PSMBL-3E)---Adapted from the Glitterboy No. 7 of South America. Replaces the arm lasers.
Range: 8,000 ft
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

*Forcefield Generator---Replaces the chest lasers and generates a 300 MDC forcefield.

Variants:

*PS/CTRL-HCR17C---A Fireshriek modified to carry two five-inch naval cannon in place of the plasma launchers:
-5-Inch(127mm) Gun--- An adapted naval weapon, constructed with lighter materials and an autofeed system
Range:17,575 yards* in a surface role, 37,200 feet in anti-aircraft mode
(RAP/Rocket-Assisted Projectile) 23,770 yards
(*Note: It would take over a minute for shot to hit the target at maximum range...est. 68 seconds)
Damage:
(Fragmentation) 6d6 MD to a 35 ft radius
(High Explosive-Armor-Piercing) 1d6x10 MD to 12 ft blast radius
(PSX3 High Explosive Rounds) 2d6x10 MD to a 20 ft blast radius
(Plasma)2d4x10 MD to a 30 ft blast radius
(Flare) Burns for 1d4 minutes, illuminating a 2,000 ft area
(Chaff Round)Spreads radar-disrupting chaff similar to Triax-type chaff
Rate of Fire: 3 rds per melee
Payload: 60 rds per gun
Cost: 360,000 credits

*PS/CTRL-HCR17CD---A variant of the Fireshriek armed with twin superheavy Anti-Theron Disruptors. Extra sensors have been added to allow the ‘mech to better detect and target supernatural threats:
-Long Range PPE Sensors---An avionics development of the Army’s SNARLS and the Navy’s ORACLE systems, this advanced Kirillian-optics and ethermetrics sensor system allows the Fireshriek to detect supernatural phenomenon at a distance. Though it isn’t as precise, nor as useful in tracking, as a Dogboy or a Psi-Stalker, the sensors can still warn the crew of supernatural danger.
Range: 4,000 ft

-A-Theron MagnaBlaster
This is the largest production Anti-Theron weapon to date, the ‘big daddy’ of current development, and is intended to be used by mecha for dealing with large-scale paranormal enemies, like demon lords, vampire intelligences, and large infestations of magical monsters. The MagnaBlaster is a true monster; it can de-energize a horde of Brodkil in one shot, blast a Master Vampire to dust, and do big-time damage to normally invulnerable beings like the Metzla.
Date of Introduction: 113 P.A.
Weight: 3.5 tons
Range: 12,000 ft
Damage: Does 1d4x100 HP/MDC damage per shot(based on what the creature is)
Can also do a ‘spread shot’ doing 4d6x10 HP/MDC to a 60 ft wide swath
Rate of Fire: Three times per melee
Payload: 75 shots per cannon; 3x25 shot canisters(takes 1 melee to auto-swap the cylinders)
Special Features:
*Targeting Sensor and Fire Control Interface Package----PPE Sensor, Radar, and Laser Targeting give a +2 to strike
Cost: EXCLUSIVE to PS, not available for sale

Re: Paladin Steel Storefront

Posted: Wed Nov 24, 2010 3:58 pm
by abtex
They are not designed for BBQs or fixing TDay dinners?

Re: Paladin Steel Storefront

Posted: Wed Nov 24, 2010 8:41 pm
by taalismn
abtex wrote:They are not designed for BBQs or fixing TDay dinners?


Well, with the plasma torpedoes and accurate spotting you COULD roast an entire herd of Devil-Rhinos on the hoof... :-D :x

Re: Paladin Steel Storefront

Posted: Fri Nov 26, 2010 9:14 pm
by taalismn
Paladin Steel OPAL/TOPAS One-Person Submarines
(aka ‘Sub-Pod’, ‘Deep Egg’)
“Just because the Opal’s civilian-rated, doesn’t mean you can just hop in and go cruising along the edge of the abyssal depths just for kicks. The deep’s still a deadly dangerous place to be.”

“Ever been on an Egg Drop? That’s where you strap into a sub-pod and they push you out the back ramp of a carrier like a Herc or a Caribou...exactly like the big bird just laid an egg. Only the egg’s got a parachute and a proximity decoupler that pops the chute a few feet above the water, so you drop in and can get clear, without tangling in your own silk. You go from open air to deep water like that! It can be exhilarating and terrifying at the same time, ‘cause you’re likely dropping in your little sub into the middle of a feeding frenzy, so at the same time you’re sailing down to the water, you’re going over everything on your ‘pod, wanting to be able to hit the water with your engines, weapons, and sensors hot and ready to go!”

The OPAL/TOPAS is a small family of single-person ‘sub pods’ designed for underwater operations. Sharing a common design configuration using tough pressure-resistant megacrylic bubble hulls, the subs are both quite sturdy and fast, making them popular with those wanting to roam(or patrol) the watery depths on a budget.
The OPAL(One Person Amphibious Leisurecraft) is an ovoid-shaped one-person recreational watercraft. Compact and sturdy, the OPAL can move surprisingly fast, propelled by a powerful hydrojet drive. Tough megacrylic construction resists water pressure up to a mile deep. The civilian model has been compared to an aquatic motorcycle for its speed and size.
The OPAL is the basis of the TOPAS(Tactical One-Person Armed Submarine), an armed mini-submarine. The TOPAS is slightly longer than the OPAL, in order to accommodate slots for three light weapons in the nose, and additional systems in the tail. The TOPAS is slightly slower than the OPAL, but is more stoutly constructed. The TOPAS is being marketed as a light underwater craft for port and harbor security and waterway patrol. The small size of the submarine means it’s easily transported by trailer or aboard larger craft, and perfect for shallow waters and close quarters that would restrict movement of larger submersible craft. The price is a bit pricy compared to more ‘open’ underwater sleds, but the overall maneuverability and capabilities of the OPAL/TOPAS are regarded as worth it by many maritime adventurers and coastal militaries. PS sub-freighters and many surface vessels carry TOPAS pods as ‘sub-fighters’ and security craft, and the GNE Coast Guard uses them for harbor security and recovery operations.
Type: PS-OPAL-01
PS-TOPAS-02
Class:(OPAL) One Person Amphibious Leisurecraft
(TOPAS) Tactical One-Person Armed Submarine
Crew: One(a second person could conceivably squeeze in and sit either crammed behind the pilot, or sitting in their lap, but conditions will be very cramped---GMs may wish to impose a -10%-20% to Piloting rolls, depending on the size and other considerations of the second person).
MDC/Armor by Location:
(OPAL) Main Body 200
(TOPAS) Main Body 280
Height: 4.5 ft
Width: 5 ft
Length:(OPAL) 13 ft
(TOPAS) 15 ft
Weight:(OPAL) 3,750 lbs
(TOPAS) 3,980 lbs
Cargo: Small space in cockpit for a survival pack and sidearm
Powerplant: Electric (w/ 800 mile range) or Nuclear Fusion(w/ 5 year energy life)
Speed:(OPAL) 50 MPH surfaced, 40 MPH underwater. Maximum depth of 1 mile
(TOPAS) 50 MPH surfaced, 35 MPH underwater. Maximum depth of 1 mile
Market Cost:(OPAL) 400,000 credits for electric, 1 million credits for nuclear
(TOPAS) 700,000 credits for electric, 1.2 million credits for nuclear
Systems of Note:
*Life Support
*Sonar----8 mile range(TOPAS: 10 mile range)
*Spotlights---High intensity headlights for illuminating the dark depths.
Weapons Systems:(OPAL) None
(TOPAS) Has slots in the nose for three light weapons:
a) Micro-Torpedo Launcher---PS SeaHammer MicroTorpedo Launcher---Vehicle-mounted version of the PS underwater infantry weapon.
Range:(Pattern-MT1A)2,500 ft underwater, 500 ft in air
(Pattern-MT1B)2,500 ft underwater, 500 ft in air
(Pattern-MT1C)3,200 ft underwater, 700 ft in air
(Pattern-MT1D) 4,000 ft underwater, 900 ft in air
Damage:(Pattern-MT1A)6d6 MD to 3 ft radius
(Pattern-MT1B) Screamer Round; Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub/diver to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike .
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Effective radius of effect of the 18mm screamers is aproximately 1,000 ft
(Pattern-MT1C) Sonic Warhead---2d4 MD per blast to an 8 ft blast radius, 1d6x10 SDC to another 10 ft beyond that, Does only 1d4 MD to a 4 ft radius in air
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor(such as wetsuits).
(Pattern-MT1D) 1d4x10 MD to 3 ft blast radius
Bonuses:(Pattern-MT1A) None; unguided
(Pattern-MT1B) None; unguided
(Pattern-MT1C) (+1 to strike in water. Micro-Homing Sonar Chip) Can also home in on a tracer beacon, and can track moving targets.
(Pattern-MT1D) (+3 to strike in water. Micro-Homing Sonar Chip)Can also home in on a tracer beacon, and can track moving targets.
Rate of Fire: Standard(Yes, bursts are possible)
Payload: 24 rds
Cost: 9,000 credits for the launcher
(Pattern-MT1A)250 credits
(Pattern-MT1B) 220 credits
(Pattern-MT1C) 360 credits
(Pattern-MT1D) 400 credits

b) Spear Gun
Range: 500 ft in air, 380 ft underwater
Damage: Standard steelhead does 2d6+4 SDC/Hit Points, High Explosive does 4d6 MD, flare, transmitter, and cable-hook as usual.
Rate of Fire: 1-3
Payload: 24 per gun
Cost: 5,000 credits

c) Machine Gun---GPMG M43(Fires super-cavitating ammunition)
Range: 10,000 ft (2,000 ft underwater with supercavitation rounds, at great depth and pressure, range begins to suffer with the greater resistance offered by the water; at depths of 5,000 ft, range is reduced by 1/4....at 2 miles by HALF.)
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. (Cannot be used underwater)
Rate of Fire: Standard; rated at 800 rpm
Payload: 250-rd belt
Cost: 8,000 credits

d) Pulse Laser
Range: 2,000 ft in air and underwater
Damage: (SDC Mode) 6d6 SDC per shot
(MDC Mode) 2d6 MD per bolt, 6d6 MD per triple burst.
Rate of Fire: Standard
Payload: 200 shot battery or unlimited if nuclear powered
Cost: 22,000 credits

e) Ion Blaster
Range: 800 ft in air/ 500 ft underwater
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: 100 shot battery or unlimited if nuclear powered
Cost: 10,000 credits each

f) 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:100 shot battery or unlimited if nuclear powered
Cost: 60,000 credits

g) Mini-Torpedo Launcher
Range: 1 mile
Damage:(Mini-Torpedoes) (HE or Plasma)1d6x10 MD to a 6 ft blast radius
Rate of Fire: Volleys of 1, 2, or 4
Payload: 10 per launcher
Cost: 28,000 credits

h) Light Rail Gun---Also capable of firing supercavitating ammunition.
Range: 4,000 ft (1,000 ft underwater with supercavitating ammunition, at great depth and pressure, range begins to suffer with the greater resistance offered by the water; at depths of 5,000 ft, range is reduced by 1/4....at 2 miles by HALF.)
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

i) Light Rail Gun(b)---Also capable of firing supercavitating ammunition.
Range:2,600 ft (850 ft underwater with supercavitating ammunition, at great depth and pressure, range begins to suffer with the greater resistance offered by the water; at depths of 5,000 ft, range is reduced by 1/4....at 2 miles by HALF.)
Damage:(SDC) 3d6+1 per single shot
(MD)4d6 MD per single shot, 1d6x10+4 MD per 5 rd burst
Note: Can chamber specialized rail gun ammunition, such as silver and wood rounds.
Rate of Fire:Single shot, ECHH
Payload: 200 rds in a box magazine
Cost: 29,000 credits

Options:
*Manipulator Arms(1-2)---One or two folding robotic manipulator arms can be added to the sub-pod, for underwater work.
Base MDC: 10
Basic Strength: 15
Basic Cost: 25,000 credits

Variants:
*OPAL-01B---A true amphibian, with extendable powered wheels, turning the sub-pod into a land vehicle. Can hit speeds of 65 MPH on paved/level ground. Cost: +20,000 credits

Re: Paladin Steel Storefront

Posted: Fri Nov 26, 2010 10:55 pm
by abtex
taalismn wrote:Here's the facts on the Winged Gemini program: http://www.astronautix.com/craft/winemini.htm

combined with concept of Laser launch spacecraft for low cost operations. maybe.

Re: Paladin Steel Storefront

Posted: Fri Nov 26, 2010 11:33 pm
by abtex
taalismn wrote:Paladin Steel OPAL/TOPAS One-Man Submarines

Cute after a quick read. Now print, read and think about it.

Re: Paladin Steel Storefront

Posted: Sat Nov 27, 2010 10:24 am
by taalismn
Thanks. Gotta intersperse the big ticket 'nation/world-saver' items that adventurers aspire to with smaller stuff that the average adventurer can actually realistically afford and use ;)

Re: Paladin Steel Storefront

Posted: Sat Nov 27, 2010 12:42 pm
by Shark_Force
The OPAL is the basis of the TOPAS(Tactical One-Man Armed Submarine)


so umm... what does the P stand for? :P

Re: Paladin Steel Storefront

Posted: Sat Nov 27, 2010 1:14 pm
by taalismn
Shark_Force wrote:
The OPAL is the basis of the TOPAS(Tactical One-Man Armed Submarine)


so umm... what does the P stand for? :P


Oh, my bad...should be 'Person'.
Fixed

Re: Paladin Steel Storefront

Posted: Sat Nov 27, 2010 1:17 pm
by taalismn
abtex wrote:
taalismn wrote:Here's the facts on the Winged Gemini program: http://www.astronautix.com/craft/winemini.htm

combined with concept of Laser launch spacecraft for low cost operations. maybe.


Maybe...and if you can get past all the "I went into orbit when they used a laser to shoot me in the ass!" jokes.

Re: Paladin Steel Storefront

Posted: Sat Nov 27, 2010 3:12 pm
by abtex
The OPAL is the basis of the TOPAS(Tactical One-Man Armed Submarine)

Picture of concept. Search failed.

Re: Paladin Steel Storefront

Posted: Sat Nov 27, 2010 3:44 pm
by taalismn
abtex wrote:
The OPAL is the basis of the TOPAS(Tactical One-Man Armed Submarine)

Picture of concept. Search failed.


http://images.businessweek.com/ss/08/07/0717_idea_winners/image/s_aqua.jpg

Re: Paladin Steel Storefront

Posted: Sun Nov 28, 2010 1:24 pm
by ZINO
taalismn wrote:
abtex wrote:
The OPAL is the basis of the TOPAS(Tactical One-Man Armed Submarine)

Picture of concept. Search failed.


http://images.businessweek.com/ss/08/07/0717_idea_winners/image/s_aqua.jpg

WOW!!!!!!!!!!!!!!!!!!!
N1

Re: Paladin Steel Storefront

Posted: Sun Nov 28, 2010 2:47 pm
by taalismn
Thanks. Start building your mini-navy/naval mercenary band today...

Re: Paladin Steel Storefront

Posted: Mon Nov 29, 2010 2:01 am
by abtex
taalismn wrote:
abtex wrote:
The OPAL is the basis of the TOPAS(Tactical One-Man Armed Submarine)

Picture of concept. Search failed.


http://images.businessweek.com/ss/08/07/0717_idea_winners/image/s_aqua.jpg

Thanks, now real name of vehicle and/or maybe businessweek.com page picture is from?

Re: Paladin Steel Storefront

Posted: Mon Nov 29, 2010 2:10 am
by abtex
taalismn wrote:
abtex wrote:
taalismn wrote:Here's the facts on the Winged Gemini program: http://www.astronautix.com/craft/winemini.htm

combined with concept of Laser launch spacecraft for low cost operations. maybe.


Maybe...and if you can get past all the "I went into orbit when they used a laser to shoot me in the ass!" jokes.

"...used a laser to shoot me in the ass!" jokes. part leads to ...

"It just popped up out of no where and started shooting. What the HELL was it. Clear sky, No radar contact. Just tanks in the woods one minute. Airborne support out nowhere the next."
Ground or mobile heavy laser and an airborne Mirror bottom turrets for area defense some say attacks, Equipped with point defense weapons in the small Gemini size to really large multi-deck design 'turrets'. Tired written badly, maybe idea came across.

Read about a laser launch system ages ago. Seem to make sense. Just hooking the back of mind.

Re: Paladin Steel Storefront

Posted: Mon Nov 29, 2010 2:48 am
by abtex
What kind of Ammo is PS West have on sale now? :eek:
I am asking about the blasts and clouds from them in the background. :D Really!!

But if you have a catalog page or section on the other Weapons, equipment, body armor/force fields and Garments you can post them.

Re: Paladin Steel Storefront

Posted: Mon Nov 29, 2010 7:27 pm
by taalismn
abtex wrote:
taalismn wrote:
abtex wrote:
The OPAL is the basis of the TOPAS(Tactical One-Man Armed Submarine)

Picture of concept. Search failed.


http://images.businessweek.com/ss/08/07/0717_idea_winners/image/s_aqua.jpg

Thanks, now real name of vehicle and/or maybe businessweek.com page picture is from?


The original page just listed it as a 'student concept powered by an as yet to be created powerplant'. An exercise in thinking on paper/computer rather than a serious bid to create a working commercially viable vehicle.

Re: Paladin Steel Storefront

Posted: Mon Nov 29, 2010 7:29 pm
by taalismn
abtex wrote:What kind of Ammo is PS West have on sale now? :eek:
I am asking about the blasts and clouds from them in the background. :D Really!!

But if you have a catalog page or section on the other Weapons, equipment, body armor/force fields and Garments you can post them.


...uhm...what blasts? Clouds?
I'm sorry, I'm too busy og--ah, studying...the artillery in the foreground...

Re: Paladin Steel Storefront

Posted: Mon Nov 29, 2010 11:02 pm
by abtex
taalismn wrote:
abtex wrote:What kind of Ammo is PS West have on sale now? :eek:
I am asking about the blasts and clouds from them in the background. :D Really!!

But if you have a catalog page or section on the other Weapons, equipment, body armor/force fields and Garments you can post them.

...uhm...what blasts? Clouds?
I'm sorry, I'm too busy og--ah, studying...the artillery in the foreground...

...the artillery in the foreground...

Now we know why there is no catalog entrees on her the gear/artillery. :lol:

Re: Paladin Steel Storefront

Posted: Tue Nov 30, 2010 12:04 am
by Gamer
I see shes wearing the latest in female heavy body armor for maxiumum protection.

Re: Paladin Steel Storefront

Posted: Tue Nov 30, 2010 12:08 am
by taalismn
Gamer wrote:I see shes wearing the latest in female heavy body armor for maxiumum protection.


"You'd rather shoot your partner than shoot me when I'm wearing this."
"I'm gay."(KER_CHAK!)
".... :shock: oh :shock: ..."