Page 53 of 126

Re: Paladin Steel Storefront

Posted: Thu Jan 13, 2011 11:42 pm
by abtex
taalismn wrote:Can I hunt or hurt DBee Fish monster with these weapons?


If your tastes in violence run that way, sure! :D[/quote]
thanks.
That is a local waterway that has something called 'Dipper-Vamp' in it that may not be that must longer.

So we will be needing a new critter to haunting the area stock the watering hole.

Re: Paladin Steel Storefront

Posted: Fri Jan 14, 2011 12:53 pm
by taalismn
And if that don't work...well, we have plenty of grenade launchers if you don't mind a deeper pond or waterway... :-D

Re: Paladin Steel Storefront

Posted: Fri Jan 14, 2011 1:33 pm
by DhAkael
"ah...the squeeze-bore or 'Light-gas gun'; scaled down from a 50ft. monster used to do scale test meteorite impact test, to a man-portable butt-whupper.
Nice concept but *shakes head* without gravitic inertial-damping systems, your average PBI is gonna be tearing up the landscape, or rattling their teeth outta their own heads." :D

~ Nunzio "Numbers" Sarducci; Lazlo blackmarket enforcer, Triax Manhunter conversion borg.

Re: Paladin Steel Storefront

Posted: Fri Jan 14, 2011 1:42 pm
by taalismn
"We call it the 'Dislocator' or the 'Shoulder Popper' for obvious reasons. Helps if you have a chiropractor or massage therapist in your unit if you're packing the things."

Re: Paladin Steel Storefront

Posted: Sat Jan 15, 2011 9:21 pm
by taalismn
Paladin Steel/Aegis Stellar Industries Parus-Class Zippercraft
(aka ‘Flying Cockroach’, ‘Buzzy’, ‘Chirpy/Chirpee’, ‘Buggy’)

Image:http://s408.photobucket.com/albums/pp164/taalismn/?action=view&current=img107copy.jpg

“This thing’s the aerospace equivalent of the VW Bug. We see as many snazzy paint jobs on these birds as on the ground cars, and just as many gimmicked-up configurations for everything from flying limos to mini-aerospace guerillas. It’s bad enough that these things are actually CUTE looking, but that they can pull that off and be snarling DEADLY to get in the way of is just plain WRONG.”

“There’s just something ignominious about going after one of those little bird-shuttles, lining up the kill, and then losing it...only to find out it’s behind you when your engines start coming apart under the hammering of its guns. Who the hell puts a quad-array on a puddle-hopper?! Still, I coulda had it worse...my carrier got WASTED by an attack of these things. Captain had even worse luck than I did; he lost a sixty-thousand ton battle carrier to a bunch of cruise-missile packing shuttlers done up as pink ladybugs.”


The Parus(‘Chickadee’)-class zippercraft is a newly introduced Paladin Steel design for a small multi-purpose aerospace craft that can serve in both civil and military applications.
The Parus has a simple, robust design. In outward appearance, it resembles a ovoid with a flat bottom and rounded dome top, two small eye-like sensor clusters at one end, and two compact, but powerful, engines at the stern. Two small wings protrude from the sides; these wings can be retracted for stowage aboard spacecraft and stations. Internally, its fittings have been variously described as ‘cozy’ or ‘cramped’ depending on who one asks, but the interior is well shielded, and has a reliable and proven life support system.
The Parus is remarkably durable and well-armored for a vehicle of its size, though it isn’t recommended to go into heavy combat with one. Still, the Parus can survive a surprising amount of punishment and keep flying. Fortunately, the Parus also possesses remarkable agility. Its small size, powerful engines, and multiple concealed attitude thrusters, linked to an improved flight control system, give the small craft a degree of aerobatic performance akin to its avian namesake. The ship is easy to pilot and simple to handle, courtesy of its onboard flight computer systems, making it even more attractive to operators looking for a small, fast, versatile shuttle.
If the Parus has a problem, it’s that the compact power systems require refueling and major component change more frequently than those on similar craft. Fortunately, the engines are on easily-accessible modular trays that allow for quick swap-out and replacement, and the fuel reactor kernal is small and equally easily swapped-out, making major engine overhauls a fairly easy matter.
Because this is a Paladin Steel design, the Parus can be heavily modified for a variety of roles. It is most commonly configured as a light transport, yard inspection pod, or intership transfer vehicle, but it can also be outfitted as a light tug, work pod, scout ship, life pod, or even robot drone. Military configurations make the ship into a fighter or light gunship. It can even be outfitted as a stellacommutta-class FTL shuttle. All attractively priced for small groups looking for aerospace assets or larger concerns looking to place mass orders.
The Parus is becoming quite common in PS/GNE service in a variety of roles. The Parus is manufactured both at Valiant Station and at the Aegis Stellar Industries spaceyards at Amberjin.
Type: PS/ASI-ASST9 Parus
Class: Light Shuttle
Crew: One, with room for 1-5 passengers
MDC/Armor by Location:
Main Body 500
Reinforced Crew Compartment 100
Engines(2) 200 each
Wings(2) 120 each
Height: 12 ft
Width: 10 ft(20 ft with wings fully extended)
Length: 35 ft
Weight: 45 tons
Cargo: 2 tons
Powerplant: Nuclear Fusion w/ 16 year energy life
Speed:
(Atmosphere) Hover to Mach 4
(Space) Mach 8
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(Underwater) Limited; the Parus is water-tight and can operate underwater and in the hydrospheres of other worlds, but without additional modification(see Options) its performance is limited to underwater speed of 25 MPH, maximum depth of 200 ft.
Bonuses: The Parus is easy to pilot and intuitive in handling; +15% to piloting roles and +1 to dodge.
Cost: 6 million credits(would likely cost 2-3 times as much on pre-FTL Rifts Earth)
Systems of Note:
Standard spacecraft systems.

Weapons Systems: None standard(see Options)


Options:
Because it wouldn’t be a Paladin Steel design without lots of options, would it?
*Forcefield Generator(s)
Cost: 80,000 credits per 150 MD (maximum of 750 MDC)

*Variable Forcefield Generator----300 MD per side, 1,800 total
Cost: 10 million credits

*Laser Reflective Armor----Reduce laser damage by HALF
Cost: 3 million credits

*Thermal Resistant Heat-Refractory Tile Armor---Special heat-resistant materials clad the entire vehicle. Heat and plasma-based attacks do 1/4 damage
Cost: 3 million credits

*Stealth Armor---Ship has only a 15% chance of being detected by radar
Cost: 7 million credits

*Radiation Shielding---- Increases the ship’s protection from both thermal and nuclear radiation. Increase mass by 20% and reduce maximum speed by 20%. Heat (including plasma)-based attacks reduce damage by 75%
Cost: 7 million credits

*Flare/Chaff Launchers(1-3 can be added)
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
Cost: 6,000 credits for the launcher, 60 credits per chaff bundle

*Robotic Manipulator Arms----45 MDC, Robotic P.S. of 30, and a 12 ft reach
Cost: 250,000 credits per arm, plus extra for any special tools built into them

*Amphibious Operations-----Allows the craft to survive depths down to 2,000 ft
Cost: 9 million credits

*TW PPE Generator---Can be used to power any add-on spell enchantments or technowizardry devices.
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits

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

*Weapons Mounts(1-5).---Up to four fixed gun mounts can be implaced in the nose, and one in the back tail. Cost per Gun Mount: 75,000 credits +weapon cost.
a) 20mm Cannon
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
Cost: 60,000 credits

b) 30mm Cannon
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
Cost: 520,000 credits

c) 40mm Cannon
Range: (Palladium) 2.6 miles in atmosphere, 5 miles in space
(Kitsune Values) 5 miles in atmosphere, 500 miles in space
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to 15 ft blast radius
(Armor Piercing Tracer) 5d6 MD single shot
(High Explosive Tracer) 4d6 MD to 10 ft blast radius
Rate of Fire: EPCHH
Payload: 400 rounds
Cost: 300,000 credits

d) Rail Gun
Range: (Palladium) 1 mile in atmosphere, 2 miles in space
(Kitsune Values) 2 miles in atmosphere, 200 miles in space
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
Cost: 120,000 credits

e) Pulse Laser
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
Cost: 270,000 credits

f) 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
Cost:220,000 credits

g) 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
Cost:230,000 credits

h)PS TSC-01 Shock Cannon(copy of the Triax TX-275 ‘Lightning’ Arc Charge Blaster
Range: (Palladium) 2,000 ft in atmosphere, 1 mile in space
(Kitsune Values) 1 miles in atmosphere, 100 miles in space
Damage: 6d6 MD
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a m ¶anned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockput. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Cost: 300,000 credits

i) Plasma Cannon
Range: (Palladium) 4,000 ft in atmosphere, 3 miles in space
(Kitsune Values) 3 miles in atmosphere, 300 miles in space
Damage: 1d4x10 MD per blast
Rate of Fire: EPCHH
Payload:Unlimited linked to nuclear power source
Cost: 200,000 credits

j) Particle Beam Cannon
Range: (Palladium) 1.1 miles in atmosphere, 2.2 miles in space
(Kitsune Values) 2.2 miles in atmosphere, 220 miles in space
Damage: 3d6x10 MD per blast
Rate of Fire: Three times per melee
Payload:80 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 950,000 credits

k) Micro-Missile Launcher--- 60 micro-missiles
Cost: 30,000 credits per launcher

l) Mini-Missile Launcher---- 20 missiles
Cost: 32,000 credits per launcher
---The Mini-Missile launcher 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

m) Short Range Missile Launcher---- 10 missiles
Cost: 100,000 credits


*Ordnance Bay---Replaces the cargo bay with a rotary missile bay
Cost: 1 million credits for the launcher array; missile cost extra
a) Micro-Missiles---384
b) Mini-Missiles----96
---The Mini-Missile launcher 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
c) Short Range Missiles----32
d) Medium Range Missiles---18
e) Long Range Missiles---6
f) Cruise Missile---1(carried semi-externally)
g) Bombs---Up to 1,600 lbs of ordnance can be carried:
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blas Ët radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
Can also deploy laser-guided and glide-capable ‘smart’ bombs.

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) 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)


Variants:
*PS-ASST9CGFTL01---This is the ‘stellacommutta’ conversion that can make FTL jumps of 10 light years at 2 lightyears/hour, on a single charge, before needing 2 hours to recharge its drive systems. For frequent multi-jump trips, the tiny ships can reduce recharge time by tapping convenient space station or satellite power supplies(PS/ASI has begun setting up such recharge stations, nicknamed ‘bird feeders’, around its facilities and star systems where it has a presence).

Re: Paladin Steel Storefront

Posted: Sun Jan 16, 2011 6:18 pm
by ZINO
N1!!!!!
hey take a look
viewtopic.php?f=9&t=119899
taalismn tell me what you think????
I really love your ideas and post
there no way i can reach the level of work you do, hope you understand that still i need help from other and came with this

Re: Paladin Steel Storefront

Posted: Mon Jan 17, 2011 2:42 am
by abtex
I am not taalismn, but the topic looks alright to me.

Re: Paladin Steel Storefront

Posted: Mon Jan 17, 2011 1:36 pm
by ZINO
abtex wrote:I am not taalismn, but the topic looks alright to me.

ops sorry thank you

Re: Paladin Steel Storefront

Posted: Mon Jan 17, 2011 3:34 pm
by abtex
taalismn tell me what you think????

ZINO wrote:
abtex wrote:I am not taalismn, but the topic looks alright to me.

ops sorry thank you

Not a problem. Still liked you have done.

Re: Paladin Steel Storefront

Posted: Mon Jan 17, 2011 9:52 pm
by ZINO
abtex wrote:
taalismn tell me what you think????

ZINO wrote:
abtex wrote:I am not taalismn, but the topic looks alright to me.

ops sorry thank you

Not a problem. Still liked you have done.

thank you so much abtex
hey taalismn & abtex!!!!!!
i know we already seen this :lol: :lol: and made fun of this I just had to put here just for fun take a look
viewtopic.php?f=9&t=119899&p=2307136#p2307136

Re: Paladin Steel Storefront

Posted: Mon Jan 17, 2011 9:59 pm
by taalismn
I came, I saw, I commented.
Now, excuse me...I must return to perusing the latest 'Secret Projects' Book, 'American Bombers and Maritime Patrol Aircraft' for ideas.... :twisted:

Re: Paladin Steel Storefront

Posted: Tue Jan 18, 2011 8:56 pm
by taalismn
Paladin Steel ‘Shaw’ Medium Hovertank
(aka ‘HoverSherm’)

“Think we’re going to see any more action, Legare?”
“Merco, by the time we get to the front, the Immortals will have already broken the United Tribes and it will be all mopping up the villages after they crack Carthon’s walls! Pretty stupid of the tribals, though, holing up in one place where we can seige them, but it IS the only city worth a damn in these parts. As tough as the Unities have been, though, getting trapped like that’s going to break them, you’ll see.”
“If you say so. You, Galos?”
“Me? I’d rather be back here guarding the supplies than with the saps up front charging the walls. Let the Immortals have the glory! And the casualties! We’ll be getting prisoners sent back here soon enough, and the pick of the loot. As Legare said, it will be mopping up once their anchor stone’s broken and it’s every tribe for themselves!”
“So, sit back and enjoy the peace and quiet.”
“Huh? Looks like we got a dust storm shaping up out of the south.”
“What?! That can’t be right....Ares’ rapine testicles! That’s no dust storm! Sound the alarm! MAN ALL VEHICLES! Somebody screwed up! Somehow those damn Unities got themselves hovertanks! That’s at least a regiment coming up our arse from the deep desert!”
“INCOMING! INCOMING! ARTILLERY INBOUND!”
“THEY GOT ROCKETS!!!! “
“%%&ing damnation! GET AWAY FROM THE FUEL DEPOT!!! NOW!!!”
****
Captain-Spear Reega watched as the first salvoes from his calliope tanks hit home in the JanRewyd encampment. Though scattershot as his hovertanks were firing on the move, they still managed to hit something vital and uncovered in the first strike; several fireballs rose over the buildings and warehouse structures. On the nearby airfield several transports broke into flames or shattered under the impact of the missiles falling out of the sky on top of them.
It had taken much needed troops away from the trenches and fortifications of Carthon, but the united tribal elders had chosen wisely in keeping a portion of the new warrior corps out in the open country...that, and acquiring the new weapons from offworld through a new trader concern that had thus far proven reliable and generous in not gouging the desperate United Tribes, unlike what Naruni was asking, though Reega did wonder what price their new ‘friends’ might later ask. The mobility afforded by the warriors outside Carthon now gave them this opportunity to strike at the set-piece seige elements from behind. Even if they didn’t completely annihilate the JanReWyd here in the field, they’d force the seigers at Carthon to split their forces to cover their exposed rear. That would take pressure off Carthon’s defenders for sure, and allow the city to be re-supplied.
Already the lead elements of his strike force were closing with the still disorganized security elements of the self-appointed ‘Central Government’, engaging them directly with their turret guns. The thunder of rail guns and snap-crack of energy weapons chewed the air, answered by far fewer and obviously less coordinated return fire.
More fireballs down the valley told Reega that the other spear of the Tribe offensive had succeeded in striking the rail terminal servicing the supply base. Now it was the seigers who were cut off and beseiged.
Time for him to strike deep, leading the regiment into the target proper. Reega dropped down into the tank’s turret and buttoned down the hatch. He turned to the anxious faces of his crew, lit by their display screens. He grinned a sunclaw-hunter’s grin at them as he turned to his own tactical screens.
“Brother warriors, let us see how the Immortals like going hungry and thirsty, yes?”

“Now, maggot, the point of this exercise is to teach you how to quickly turn the tank on its centerpoint without spinning it like a top and making yourself and your crew all puke your guts up all over the hardware!”

The ‘Shaw’ HBT came about as a proposal to create a low-cost hovertank easily assembled from existing parts, in this case the upper hull and turret from PS’s PS-M4A3-New Sherman tank mounted atop an HP-B Hoverplate. As both vehicles were already in wide distribution and use throughout the PS/GNE network, it was felt that such a vehicle would be appropriate for bolstering National Guard units, affiliated militias, and Irregulars with a minimum of new development and logistical build-up.
The slab-sides of the Sherman’s upper hull have been built-up on the extra freeboard afforded by the hexagonal hoverplate’s wider sides, so as to present a better armor angle against incoming weapons fire, and multiple ducted thrusters have been mounted around the perimeter of the hull for better control and speed.
The Shaw can use the same selection of powerplants as the original New Sherman, but the combination with the GMR hoverplate, rather than treads, means greater range and speed. The wider hull and multiple thrusters help offset the recoil of the main turret gun, compensating for the fact that the Shaw is a hovervehicle and not a ground-stabilized crawler, and insure that the HBT is a stable gun platform.
In all other respects, with regards to armor and armament, the Shaw is identical to the New Sherman. Proven systems, readily available spare parts, and an already-proven tolerance for modification make the Shaw easily servicable with few problems in retraining technical staff and logistics already familiar with the New Sherman and GMR Hoverplates The only major complaints about the Shaw thus far voiced have been that the wide hull makes it somewhat hard to manuever in tight quarters, and rather harder to bring the turret guns to bear on small targets hiding along the blind spots at the very edge of the larger hull.
The Shaw has been acquired in limited numbers by the GNE Armed Services, particularly the National Guard, but it is also used by PS Security. It is also available through PS to affiliates and approved customers. The Shaw has proven itself a tough, reliable, easily-serviced, and versatile combat vehicle that is selling well on the market.

Type: PS-HBT4A3 Shaw
Class: Medium Hover Tank
Crew: 4(+1 passenger)
MDC/Armor by Location:
Main Body 600
Reinforced Crew Compartment 100
Fan Thrusters(6) 80 each
Main Turret 220
Reinforced Turret Compartment 90
Height: 9 ft
Width: 30 ft
Length: (hull) 30 ft
Weight: 73,000 lbs
Cargo: Small space in the cabin for survival packs, sidearms, and a few small personal possessions
Powerplant:Liquid Fuel (450 mile range), Fuel Cell(650 mile range), or Nuclear w/ 15 year energy life
Speed: Hovers 1-10 ft off the ground. 100 MPH
Market Cost: 1.6 million credits for Liquid Fuel, 2 million credits Fuel Cell, 20 million credits for Nuclear
Systems of Note:
Standard Robot Systems
Weapons Systems:
1)76mm Cannon(1, main turret)---PS has updated the design with more modern MD alloys and ceramics for lighter construction, longer life, and easier maintenance, added more advanced fire control(and in some cases an auto-loader), and supplied the weapons with more advanced MD munitions and safer gun propellants.
The PS-HBT4 uses a longer-barreled weapon than that mounted in the PS-T-34, allowing for longer range and more accurate fire.
Range:30,000 ft
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: 77 rds

Alternatively, one of the following weapons can be fitted instead;

a) Heavy Laser (PSMBL-5000B)
Range: 6,000 ft
Damage: 2d6 MD single blast, 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:200,000 credits

b) Heavy Ion Projector-----M-Ion Cannon----A PS copy of the Triax TX-8841 Ion Cannon(sans MRM launchers). PS has also managed to adapt its ion-weapons modification technology to further augment the M-Ion weapon
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:200,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft. Cost: 12,000 credits

c) Plasma Cannon---Adapted from PS’s PPR-3 Serap Heavy Plasma Projector. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: 120 shot battery. Effectively Unlimited if attached to a nuclear powerplant.
Deuterium Gas Reservoir has enough gas under pressure for 45 shots.
Cost: 100,000 credits, plus 1,200 credits per deuterium ‘hotshot’ cartridge.

e)PS-44L Vulcan Laser Cannon
Weight: 1200 lbs
Range:4000 ft
Damage:3d4x10 MD per rapid-fire pulse blast(1 attack)
Rate of Fire: Six times per melee
Payload:500 bursts battery, Unlimited nuclear
Cost: 100,000 credits

f)100mm LB Massdriver Cannon (PS-MDJ100L)
Weight: 14,000 lbs(7 tons)
Range:(Direct Fire) 36,000 ft (7.2 miles)
(Indirect Fire) 90,000 ft(18 miles)
Damage:High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range
Rate of Fire: Four per melee
Payload: 50 rds
Cost: 800,000 credits

g) 60mm ‘Snapfire’ Mass Driver Cannon
Range:(Direct Fire Mode): 6000 ft
(Artillery Mode) 2 .5 miles
Damage:(Direct Fire Mode) 3d6x10 MD, no blast radius
(Artillery Mode) Everything within the 30 ft blast radius takes 2D6x10 M.D. and has a 75% chance of being knocked flat.
Rate of Fire:(Direct Fire Mode) EPCHH
(Artillery Mode) 5 times per melee
Payload: 100 rds


2)Coaxial Light Gun---Mounted next to the main gun in the turret is a smaller secondary weapon, typically used for antipersonnel work.
a) 7.62mm Machine Gun
Range: 3,000 ft
Damage: 6d6 SDC single round, 4d6x10 SDC per 10 round burst.
Rate of Fire: Standard
Payload: 600 rd belt. 5,000 rds total carried

b) Light Rail Gun
Range:4,000 ft
Damage: 1d4 MD single rd. 6d6 MD per 30 rd burst
Rate of Fire: EGCHH
Payload: 600 rd magazine. 5,000 rds total carried
Cost: 60,000 credits

c) Light Pulse Laser
Range:4,000 ft
Damage: 3d6 MD single shot. 1d4x10+6 MD per triple-shot burst
Rate of Fire: EGCHH
Payload: 300 shot battery per gun for conventionally powered models. Effectively Unlimited w/ nuclear powerplant
Cost: 30,000 credits

d) Ion Blaster---Variant of the popular PSIP-2 ‘Smasher’ series. Mount has a 45-degree arc of fire. Like the handheld version, it can be modified for additional damage effects.
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: 100 shot battery for fuel cell models, effectively unlimited for nuclear-powered models. Can also use a back-up e-clip system; 30 shots short e-clip, 60 shots long e-clip
Options: Like the handgun version, the vehicle-mounted version can be similarly modified for extra effect/power:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.

*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIP-2 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area. Cost: 5,000 credits

*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 3d6 MD, but boost range to 1,500 ft. Cost: 7,000 credits

*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 400 ft, but up damage to 5d6 MD per shot. Cost: 5,000 credits.

*Laser Sight Module---Another underbarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guidepath’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Cost: 1,000 credits

*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: One MD shot equals 10 SDC shots
Cost: 4,000 credits

e) Flame Thrower
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Note: Payload can be increased by the addition of external armored fuel tanks(150 MDC for the tanks and TRIPLE payload) (the armored two-wheeled trailer normally available to the New Sherman is NOT available to the Shaw, but larger onboard tanks ARE available). The fuel tanks have an ejection features that catapults the tanks up to 25 ft away from the AFV in the event of a leak or fire(this doesn’t exactly endear the tank to accompanying infantry and many garages and motorpools insist on having a fully fueled-up fire-tank parked in its own revetment or away from other vehicles).
Cost: 30,000 credits. 65,000 credits for external tanks

3)(Optional) Pintle-mount Light Gun-------Acessed from the turret’s main hatch(exposing the gunner), this pintle-mount can be used to hold a heavy machine gun(typically a .50 caliber), light railgun, energy rifle, or light missile launcher

Options:
*Smoke/Grenade Launcher Clusters--- These mini-multi-tube grenade/smoke launcher clusters can be added to the turret. Up to 4 can be added.
Range: 1,200 ft
Damage: Varies by Grenade Type
Rate of Fire: Volleys of 1-3
Payload: Each launcher has 12 30mm grenades or smoke shells
Cost: 2,000 credits per launcher

*External Antipersonnel Fletchette Packs----An effort to further protect the slow moving tank against faster power armor and infantry, this system consists of a series of directional ‘claymore’-style fragmentation grenades attached to the outer hull and triggred either by command or by motion detector trip to fill a ‘kill zone’ around the tank with lethal shrapnel and anti-personnel fletchettes.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the tank(sidesx4, front, back) has 6 fletchette packs each(36 total), the turret has 4 each side, three on top(11 total)
Cost: 300 credits per charge.

*Bow Weapon---A ball-mount glacis-plate weapon can be fitted, and operated by the driver. It can be any of the light weapons described above.
Cost: 2,000 credits for the additional mount, plus the cost of the extra weapon.

*Mrk 1 Mini-missile ‘Calliope’ Launcher---This turret-mounted multi-tube “pipe organ” missile launcher turns the light tank into a light bombard platform. This particular option equipment is a hold-over from the LBT-01 line, quantities still being in stock and available.
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1,2, 4, 6,
Payload: 20
Cost: 15,000 credits

*Mrk 2 Mini-missile ‘Calliope’ Launcher---A larger version of the above, with sixty single-shot tubes.
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1,2, 4, 6, 12, 20, 30, or 60
Payload: 60 tubes, 1 missile each tube
Cost: 65,000 credits

*Mrk 3 Mini-missile ‘Calliope’ Launcher---A larger version of the Mrk 1, with sixty tubes as the the Mrk 2, but with ‘metalstorm-stacked’ mini-missiles similar to the PS Missile Rifle.
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1,2, 4, 6, 12, 20, 30, or 60
Payload: 60 tubes, 4 missiles each tube, 240 mini-missiles total
Cost: 220,000 credits

*Mrk 1 Short Range Missile Launcher---A heavier box-launcher, providing heavier firepower. This particular option equipment is a hold-over from the LBT-01 line, quantities still being in stock and available.
Range: Varies by Missile Type(Short Range Missile)
Damage: Varies by Missile Type (Short Range Missile)
Rate of Fire: Volleys of 1,2, 4, 6, (all)
Payload: 6
Cost: 20,000 credits

*Mrk 2 Short Range Missile Launcher---A heavier box-launcher, providing heavier firepower.
Range: Varies by Missile Type(Short Range Missile)
Damage: Varies by Missile Type (Short Range Missile)
Rate of Fire: Volleys of 1,2, 4, 6, 12, or 24(all)
Payload: 24
Cost: 85,000 credits

*Lateral Turret Rocket Launcher---A single-shot box- or rail-style missile launcher can be fitted to the side of the turret. Up to two such launchers can be fitted(one each side). Either a single short range missile, Copperhead ATM, or a medium-range ‘superbuster’ rocket can be fitted.
Range:(Short Range Missile)Varies by Missile Type(Short Range Missile)
(Copperhead ATM)1 mile
(Medium Range Missile) 10 miles
Damage:(Short Range Missile)Varies by Missile Type(Short Range Missile)
(Copperhead ATM)Armor-piercing:2d4x10 MD, no blast radius(+5 to strike)
(Medium Range Missile)Varies by Missile Type(Medium Range Missile)
Rate of Fire:(All) Single shot
Payload:(All) Single shot
Cost: (Short Range Missile)22,000 credits for the launcher; missiles cost extra
(Copperhead ATM) 24,000 credits for the launcher; 600 credits per missile
(Medium Range Missile) 22,000 credits for the launcher; missiles cost extra

*Flamer Defense System---This can be an add-on to an existing flamethrower system, or be wholly separate/independentally installed. Based on an experiment in efforts to deter the tankerman’s worst nightmare, demolition-charge-armed infantry swarming up close, the system consists of six short-range flame projectors set up to surround the tank with a four-fan ring of flame.
Range:(Direct-Stream Mode) 100 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 27,000 credits.


*Additional Armor. Applique MDC armor can be added:
Light: +80 MDC main body. Cost: 160,000 credits
Medium:+150 MDC main body. Cost: 280,000 credits
Heavy: +200 MDC main body. Cost: 360,000 credits

*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage
Cost: 1 million credits

*Chemically Inert Body Armor---Covers the tank in the same jet-black, chemically-inert material as used by the Toxic Avenger Hazmat Cyborg. This material is slicker than Teflon, and resists chemical corrosion as well as adhesives. Paint, glue, and other chemicals simply refuse to stick to this stuff, and corrsoive chemicals just slide off, doing NO damage.
Cost: 1 million credits

*Advanced Radiation Shielding---The vehicle can be heavily insulated against radiation.
Cost: 1 million credits

Re: Paladin Steel Storefront

Posted: Tue Jan 18, 2011 11:44 pm
by ZINO
LOVE IT!!! but this a Sherman design right?
http://upload.wikimedia.org/wikipedia/c ... rmanM4.jpg

Re: Paladin Steel Storefront

Posted: Wed Jan 19, 2011 9:20 pm
by taalismn
Paladin Steel ‘Cossack’ Medium Hovertank
“The Cossack is appropriately named and you are going to learn why! Because you are going to learn to emulate the ways of the Cossack in this tank! You are going to learn to ride like the devil and strike like lightning in passing! You are going to hit the enemy on his unprotected flanks, on his soft underbelly, in his vulnerable groin, and in his unexpecting face! You are going to slash, hit, and run! You are NOT going to stay in one place! That’s what poor bloody infantry’s for! You are going to move so fast and so frequently that your enemy is going to be so busy trying to figure out where you are that he’s going to forget where HE is! You learn this, and you will be worthy of this tank! You will be worthy of the title ‘Cuirassier’ and of the name ‘Cossack’!”

The ‘Cossack’ Medium Hovertank is much like the ‘Shaw’ in concept; a combination of existing parts and systems to produce a fast, inexpensive hovertank that could be used to fill gaps in the ever-expanding colonial territories militias of GNE’s growing dimensional network(some would call it an ‘empire’, but PS/GNE public relations shys away from any such characterization). The Cossack was independantly developed by one of PS’s offworld facilities, the Mintai Foundary, which was already producing the PS-MBT-T-34 ‘Kodiak’ for export. The design was prototyped and tested at the Foundary, with initial units being issued to the local security forces recruited to help protect PS operations there. The Paladin Steel Executive Board had examples shipped to Rifts Earth for further testing, and approved the design for sale and distribution through the company outlets, with primary production being carried out by the Mintai works.
Like the ‘Shaw’, the ‘Cossack’ combines parts of the T-34(mainly the turret) and mounts it atop a heavily-modified GMR Hoverplate. Rather than use the hexagonal HP-B, the HBT-34 uses a much more heavily modified HP-A that has rebuilt into a thick triangular hull with rounded edges. Similarly, the Cossack’s use of a combination of a regular powerplant(liquid fuel, electric, or nuclear) has led to faster speed and better range, due to the permanent-levitation state of the GMR paneling. With regards to armor and armament, the Cossack is identical to the T-34 Kodiak.
Compared to the Shaw, the Cossack is lighter and faster, owing to the use of more powerful jet engines in place of ducted fans, but the Cossack is also more expensive to produce. The Cossack has been produced in smaller numbers thus far than the Shaw, but it’s already been involved in one public relations nightmare for Paladin Steel. One of PS’s outdimension outlets sold a large order of Cossack tanks to a nationalist concern as part of a ‘defense package’ , unaware, due to a communications bottleneck, that another outlet had made a similarly large sale of Shaw tanks to a bordering nation, through a . When war soon broke out between the two nations, Paladin Steel manufactured Cossack and Shaw hovertanks engaged in combat against each other, and when both nations returned to Paladin Steel howling for replacement vehicles and spare parts support, PS found itself in a bind, knowing that by arming BOTH nations, they would be continuing the bloodshed, as well as walking on some seriously thin ethical ice. In the end, PS refused further sales to BOTH nations, threatening to void their service contracts if both nations didn’t come to a ceasefire and peace talks negotiations moderated by Paladin Steel and invited Lazlo diplomats. Both sides refused, blaming each other for the outbreak of hostlities and demanding that PS honor their service contracts. Not willing to engage in a conflict of interest situation that would have PS personnel targeted by BOTH sides, PS broke off relations with both combatants(though, much to the dismay of some PS officials, both combatants turned to Naruni Enterprises, who cheerfully began supplying BOTH sides without reservation). PS is still recovering from PR fallout from the messy little affair, but it hasn’t affected continued sales of the Cossack any.
Type: PS-HBT-34 Cossack
Class: Medium Hover Tank
Crew: 4+1 passenger
MDC/Armor by Location:
Main Body 540
Reinforced Crew Compartment 100
Main Turret 200
Reinforced Turret Compartment 90
Height: 8 ft
Width: 13 ft
Length: 30 ft
Weight: 27 tons
Cargo: Small space in the cabin for survival packs, sidearms, and a few small personal possessions
Powerplant: Liquid Fuel (400 mile range), Fuel Cell(600 mile range), or Nuclear w/ 15 year energy life
Speed: Hovers 1-10 ft off the ground. 220 MPH
Market Cost: 1.9 million credits for Liquid Fuel, 2 million credits Fuel Cell, 21 million credits for Nuclear
Systems of Note:
Standard Power Armor Systems
Weapons Systems:
1)3-Inch(76mm) Gun---PS has updated the design with more modern MD alloys and ceramics for lighter construction, longer life, and easier maintenance, added more advanced fire control(and in some cases an auto-loader), and supplied the weapons with more advanced MD munitions and safer gun propellants.
Range:7,000 ft
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

Alternatively, one of the following weapons can be fitted instead;

a) Heavy LaserPSMBL-5000B)
Range: 6,000 ft
Damage: 2d6 MD single blast, 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:200,000 credits

b) Heavy Ion Projector-----M-Ion Cannon----A PS copy of the Triax TX-8841 Ion Cannon(sans MRM launchers). PS has also managed to adapt its ion-weapons modification technology to further augment the M-Ion weapon
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:200,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft. Cost: 12,000 credits

c) Plasma Cannon---Adapted from PS’s PPR-3 Serap Heavy Plasma Projector. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: 120 shot battery. Effectively Unlimited if attached to a nuclear powerplant.
Deuterium Gas Reservoir has enough gas under pressure for 45 shots.
Cost: 100,000 credits, plus 1,200 credits per deuterium ‘hotshot’ cartridge.


2) Light Guns(2, one co-axial to the main gun, one bow-mounted in the glacis plate and operated by the driver)
a) 7.62mm Machine Gun
Range: 3,000 ft
Damage: 6d6 SDC single round, 4d6x10 SDC per 10 round burst.
Rate of Fire: Standard
Payload: 600 rd belt

b) Light Rail Gun
Range:4,000 ft
Damage: 1d4 MD single rd. 6d6 MD per 30 rd burst
Rate of Fire: EGCHH
Payload: 600 rd magazine
Cost: 60,000 credits

c) Light Pulse Laser
Range:4,000 ft
Damage: 3d6 MD single shot. 1d4x10+6 MD per triple-shot burst
Rate of Fire: EGCHH
Payload: 300 shot battery per gun for conventionally powered models. Effectively Unlimited w/ nuclear powerplant
Cost: 30,000 credits

d) Ion Blaster---Variant of the popular PSIP-2 ‘Smasher’ series. Mount has a 45-degree arc of fire. Like the handheld version, it can be modified for additional damage effects.
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: 100 shot battery for fuel cell models, effectively unlimited for nuclear-powered models. Can also use a back-up e-clip system; 30 shots short e-clip, 60 shots long e-clip
Options: Like the handgun version, the vehicle-mounted version can be similarly modified for extra effect/power:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.

*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIP-2 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area. Cost: 5,000 credits

*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 3d6 MD, but boost range to 1,500 ft. Cost: 7,000 credits

*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 400 ft, but up damage to 5d6 MD per shot. Cost: 5,000 credits.

*Laser Sight Module---Another underbarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guidepath’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Cost: 1,000 credits

*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: One MD shot equals 10 SDC shots
Cost: 4,000 credits


Options:
*Smoke/Grenade Launcher Clusters--- These mini-multi-tube grenade/smoke launcher clusters can be added to the turret. Up to 4 can be added.
Range: 1,200 ft
Damage: Varies by Grenade Type
Rate of Fire: Volleys of 1-3
Payload: Each launcher has 12 30mm grenades or smoke shells
Cost: 2,000 credits per launcher

*External Antipersonnel Fletchette Packs----An effort to further protect the slow moving tank against faster power armor and infantry, this system consists of a series of directional ‘claymore’-style fragmentation grenades attached to the outer hull and triggred either by command or by motion detector trip to fill a ‘kill zone’ around the tank with lethal shrapnel and anti-personnel fletchettes.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the tank(sides and back) has 9 fletchette packs each(27 total), the turret has 4 each side, three on top(11 total)
Cost: 300 credits per charge.

Re: Paladin Steel Storefront

Posted: Thu Jan 20, 2011 7:01 pm
by ZINO
n1!!!!!!!!! but how would it look like???

Re: Paladin Steel Storefront

Posted: Thu Jan 20, 2011 7:19 pm
by taalismn
ZINO wrote:n1!!!!!!!!! but how would it look like???


Really, you should know by now that if I had an image available for it, I'd have put it up. :-)

Put the turret of a Russian T-34 atop a thick triangular base with a rounded bumper all around it. It's basically a 'bitzer' assembled from existing off-the-shelf parts and components, so it's pretty damn basic. Nothing fancy.

Re: Paladin Steel Storefront

Posted: Thu Jan 20, 2011 9:11 pm
by ZINO
oh thank you I am an idiot!!!! should of seen that coming!!!!

Re: Paladin Steel Storefront

Posted: Sat Jan 22, 2011 11:47 am
by taalismn
Updated the Parus/Chickadee zipper-shuttle with this whimsical image:
http://s408.photobucket.com/albums/pp164/taalismn/?action=view&current=img107copy.jpg

Re: Paladin Steel Storefront

Posted: Sat Jan 22, 2011 12:05 pm
by ZINO
taalismn wrote:Updated the Parus/Chickadee zipper-shuttle with this whimsical image:
http://s408.photobucket.com/albums/pp164/taalismn/?action=view&current=img107copy.jpg

wow finally!!!! LOVE IT MAN!!!!!!!!!!!!!!!!!

Re: Paladin Steel Storefront

Posted: Sat Jan 22, 2011 2:39 pm
by Shark_Force
hmmm... i feel tempted to call it a penguin actually :P

Re: Paladin Steel Storefront

Posted: Sat Jan 22, 2011 3:11 pm
by taalismn
Shark_Force wrote:hmmm... i feel tempted to call it a penguin actually :P


I know, I know...so was I, but penguins can't fly... :D

Re: Paladin Steel Storefront

Posted: Sat Jan 22, 2011 3:40 pm
by Shark_Force
taalismn wrote:
Shark_Force wrote:hmmm... i feel tempted to call it a penguin actually :P


I know, I know...so was I, but penguins can't fly... :D

so it swims. no biggie :)

Re: Paladin Steel Storefront

Posted: Sat Jan 22, 2011 5:09 pm
by ZINO
I didnt think of this but where are the stats for those GUNS N1!!! man !!!!!!!!!!!!
http://s408.photobucket.com/albums/pp164/taalismn/
Dame!!!!!

Re: Paladin Steel Storefront

Posted: Sat Jan 22, 2011 9:31 pm
by taalismn
ZINO wrote:I didnt think of this but where are the stats for those GUNS N1!!! man !!!!!!!!!!!!
http://s408.photobucket.com/albums/pp164/taalismn/
Dame!!!!!


I believe all my guns are captioned and those captioned weapons are all depicted already in this thread.
YOu just have to do a little digging and/or consult Shark-Force's nicely set-up indexes/product list guide(s).

Re: Paladin Steel Storefront

Posted: Sat Jan 22, 2011 10:57 pm
by abtex
Shark_Force wrote:
taalismn wrote:
Shark_Force wrote:hmmm... i feel tempted to call it a penguin actually :P

I know, I know...so was I, but penguins can't fly... :D

so it swims. no biggie :)

They can if they have Pilot: taalismn's creations skill. :D If not stand still and hope they miss you when trying to pilot the craft.

Re: Paladin Steel Storefront

Posted: Sun Jan 23, 2011 1:54 pm
by ZINO
taalismn wrote:
ZINO wrote:I didnt think of this but where are the stats for those GUNS N1!!! man !!!!!!!!!!!!
http://s408.photobucket.com/albums/pp164/taalismn/
Dame!!!!!


I believe all my guns are captioned and those captioned weapons are all depicted already in this thread.
YOu just have to do a little digging and/or consult Shark-Force's nicely set-up indexes/product list guide(s).

maybe because they didn't have a link????that why I may have missed it !!!!! :D :D :D

Re: Paladin Steel Storefront

Posted: Mon Jan 24, 2011 1:14 am
by abtex
1] PSAGL-50A 50mm Projectile Gun is part of Paladin Steel Guns

2] PS Guns & Accessories has PSLR-5 ‘Partisan’ Laser Rifle as part of it

3] 15mm Micro-Missile Launchers may be part of PS Guns & Rockets

4] Kurang Prototypes w/ alternate Stock Units may be the PSPBW-8 ‘BlueBolt’ Heavy Particle Beam Rifle is part of PS Guns

5] PSPPR-22M1928 ‘Thompson’ Plasma Submachine Gun is part of More PS Guns. PSPPR-22B-Pattern is last line of the ‘Thompson’ weapon post.

Paladin Steel PSLP-3 'Asp' and Paladin Steel ‘Adder’ PSLP-1B Heavy Laser Pistol are part of PS Guns

6] Paladin Steel PSPBW-7 Particle Beam Weapon (Aka ‘Kurang’) is part of PS Guns

7] Kurang Stock Unit Variations (Cont.) may be #6 above.

8] PSIP-15 Arc-Pistol can be found in PS Guns

9] SPBW-8 'BlueBolt' Heavy Particle Beam Rifle can be found in PS Guns

10] PSIR-9 'Murchison' Ion Rifle at PS Guns

11] PSPPR05 'Lewiston' Light Plasma Cannon

12] PS-PFL2-33 'Blazer' Rapid-Fire Infantry Laser may be part of PS Guns & Rockets

13] Paladin Steel PSLR-10 'Maximus' Laser Rifle part of Paladin Steel Guns

Found do to the fine cataloging of 'PS topic' by Shark_Force
Post 1-4 are here.
Post 5.
Post 6-7 are here.

taalismn wrote:abtex is a helpful little kobold(though, for all I know, in real life he could be a six-foot-plus linebacker) who's very useful in the lab in absence of a full-blooded Igor.
Plus he doesn't stop at just fetching brains or bits and pieces; sometimes he brings the whole breathing body.
abtex wrote:More bald gorilla, that linebacker.
"..whole breathing body." is more fun to play with.

Re: Paladin Steel Storefront

Posted: Mon Jan 24, 2011 2:14 pm
by Shark_Force
yeah, i'm probably gonna have to do another cataloging run soonish. there's a fair amount of new material since the last one =S

Re: Paladin Steel Storefront

Posted: Mon Jan 24, 2011 6:45 pm
by taalismn
Shark_Force wrote:yeah, i'm probably gonna have to do another cataloging run soonish. there's a fair amount of new material since the last one =S


Shark-Force, what would I do without you? ;)

Well, besides not feeling vague pangs of conscience and guilt for not paying you for organizing my messes?
:P

Re: Paladin Steel Storefront

Posted: Mon Jan 24, 2011 8:34 pm
by ZINO
abtex wrote:1] PSAGL-50A 50mm Projectile Gun is part of Paladin Steel Guns

2] PS Guns & Accessories has PSLR-5 ‘Partisan’ Laser Rifle as part of it

3] 15mm Micro-Missile Launchers may be part of PS Guns & Rockets

4] Kurang Prototypes w/ alternate Stock Units may be the PSPBW-8 ‘BlueBolt’ Heavy Particle Beam Rifle is part of PS Guns

5] PSPPR-22M1928 ‘Thompson’ Plasma Submachine Gun is part of More PS Guns. PSPPR-22B-Pattern is last line of the ‘Thompson’ weapon post.

Paladin Steel PSLP-3 'Asp' and Paladin Steel ‘Adder’ PSLP-1B Heavy Laser Pistol are part of PS Guns

6] Paladin Steel PSPBW-7 Particle Beam Weapon (Aka ‘Kurang’) is part of PS Guns

7] Kurang Stock Unit Variations (Cont.) may be #6 above.

8] PSIP-15 Arc-Pistol can be found in PS Guns

9] SPBW-8 'BlueBolt' Heavy Particle Beam Rifle can be found in PS Guns

10] PSIR-9 'Murchison' Ion Rifle at PS Guns

11] PSPPR05 'Lewiston' Light Plasma Cannon

12] PS-PFL2-33 'Blazer' Rapid-Fire Infantry Laser may be part of PS Guns & Rockets

13] Paladin Steel PSLR-10 'Maximus' Laser Rifle part of Paladin Steel Guns

Found do to the fine cataloging of 'PS topic' by Shark_Force
Post 1-4 are here.
Post 5.
Post 6-7 are here.

taalismn wrote:abtex is a helpful little kobold(though, for all I know, in real life he could be a six-foot-plus linebacker) who's very useful in the lab in absence of a full-blooded Igor.
Plus he doesn't stop at just fetching brains or bits and pieces; sometimes he brings the whole breathing body.
abtex wrote:More bald gorilla, that linebacker.
"..whole breathing body." is more fun to play with.

:ok: :frazz: :frazz: :frazz: :frazz: :frazz: :shock: :shock: :shock: :shock: :shock: !!!!!!

Re: Paladin Steel Storefront

Posted: Tue Jan 25, 2011 10:23 pm
by taalismn
Paladin Steel/Sikorsky Cypher III Light VTOL RPV

“Eyes in the Sky!”
“The thing’s a Frisbee with an attitude!”

“Hey, neat! I can fly this thing down the elevator shaft! Whheeee!!! Look out belowwwww!!!!!”

“First few hours practicing with the Cypher, you’re going to be spending a lot of time pinballing off buildings while getting the hang of the controls ...that’s the time that both you and the quartermaster are grateful for the ducted fan design...”

Though Midge robots have long been used by the GNE military in the aerial tactical recon role, the high cost per unit makes them less attractive to smaller militias, who don’t feel that the high-level response times of the Midges’ onboard battlebot A.I.s are worth the high maintenance and replacement price tag, despite their ready acceptance and deployment by the PS-backed GNE Regular Army. To provide new GNE military units, friendly militia, and affiliated Irregular units with the same degree of airborne security, PS has developed (or rather RE-developed) the Cypher III autocopter. Inspired by the pre-Rifts Canadian Sentinel, but based on a pre-Rifts Sikorsky proposal(unearthed in a college engineering school library database), the Cypher III is a lightweight, low-altitude, long-endurance RPV rotocraft---But unlike the peanut-shaped Sentinel, the Cypher is a low, squat, ducted-fan design, with a small pusher fan, and two stubby wings. The Cypher is constructed mostly of lightweight, low cost, high-impact plastics and foamed synthetics, reducing the overall cost and weight. It can be piloted with a simple portable suitcase or laptap console and joystick, or can fly on a simple autopilot-style robotic A.I. system.
The motor is a high powered electrical model, powered by an E-clip canister-style power cell(in fact, E-canisters can be modified as replacement power cells).
Sensors are typically a set of optical cameras mounted around the rim and underside of the RPV. The armament, if any, can be mounted in a lower body slot under the main rotor. The wings can be modified to hold additional sensors, or light armaments, and can be easily modified in the field; snap-in modules being readily available. The Cypher has been deliberately designed to accept readily available cyborg sensor and weapons systems to save costs(Unfortunately, this has also incidentally led to a number of Cypher shoot-downs by bodychoppers looking to scavenge the RPVs for cybernetic parts).
Due to the large number of Midge ‘bots already in service in the GNE, the Cypher III hasn’t been quite as popular to services already deploying the former, but the design is catching on well with outside buyers who are looking for something smaller than the Sentinel. It is starting to see an increase in orders from military units looking for a cheap, disposable drone that can be deployed from vehicles to give them ‘over the horizon and behind that hill’ remote surveillance capabilities. It is not uncommon to see Cypher IIIs mounted on vehicle roofs next to sensor and communciations domes.

Type: PS-LUCV-37 Cypher III
Class: Light Unmanned Combat/Reconnaissance Vehicle
Date of Introduction:111 PA
Crew: None; robotic drone
MDC/Armor by Location:
Main Body 25
Length: 5 ft in diameter
Height: 2.5 ft
Width: 5 ft in diameter
Weight: 150 lbs
Cargo: 20 lb payload
Powerplant: Battery w/ 600 mile range(or roughly 6 hour endurance)
Can also be adapted to run off E-Clips or E-Canisters(a single E-clip can keep the Cypher aloft for 1 hour, an E-canister for 6 hours)
Speed: 105 MPH, maximum altitude of 10,000 ft
Market Cost: 15,000 credits
Systems of Note:
*Radio Command Link(effective range of 5 miles, but can be boosted)
*Gyrostabilization
*Basic Optics/Low-Lite System(similar to cyberoptics, and be modified with whatever cybernetic/bionic sensor systems at equivalent cost...minus the surgery costs of course).

*Can be controlled by hardwire fiber-optic line

Weapons Systems:
None standard, but the payload module can be fitted with light weaponry such as the following:
a) 7.62mm Light Machine Gun---Standard cyborg forearm weapon
Range: 2,000 ft
Damage: (SDC) 1d6x10 SDC per 10 rd burst
(MDC) 1 MD single rd. 2d4 MD per 10 rd burst
Rate of Fire: ECHH
Payload: 300 rds
Cost: 20,000 credits.

b) Light 23mm Grenade Launcher
Range: 280 ft
Damage: (High Explosive)2d4 MD to a 10 ft area
A 5 rd burst does 1d4x10 MD to an 15 ft area
(Incendiary)---A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees
(Flare) Burns with blinding incandesence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius. These are NOT parachute flares, but fall normally.
Rate of Fire: ECHH; single shot or 5 round burst
Payload: 10 shot clip, or a 25 shot drum
Cost: 9,000 credits. HE Shells cost 400 each, incendiary 450 each, and flare rounds 30 each.

c) Micro-Missile Launcher----25 shot cassette. Cost: 25,000 credits+ missile cost

d) Light Pulse Laser---Standard cyborg forearm weapon
Range: 2,000 ft
Damage: 3d6 MD per pulse burst
Rate of Fire: ECHH
Payload:15 shots standard e-clip, shots long e-clip
Cost: 32,000 credits.

e) Light Ion Blaster---Standard cyborg forearm weapon
Range: 1,200 ft
Damage: 3d6 MD per shot
Rate of Fire: ECHH
Payload:20 shots standard e-clip, shots long e-clip
Cost: 20,000 credits.

f) Sonic Stunner
Range: 200 ft in air
Damage: (Variable power settings) 4d6 SDC, or 4d6 MD per blast
Area of effect ‘shotgun’ blast: Half damage to a 10 ft wide area.
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
The sonic vibrations can also be used to set up a resonance in hard armor that can stun or disorient living beings. Humans(and those most like them) will find these subsonic vibrations particularly irritating, the barely audible buzzing setting up painful discordance in their eardrums and auditory apparatus. Beings with enhanced hearing are particularly vulnerable to this attack(DOUBLE penalties and duration of effects). Cyborgs and those with baffled hearing implants will NOT be affected by this.
Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance for 1d6 melees. Roll under P.E. or fall unconscious for 1d6 melees.
Power Armor and EBA-wearers will be more susceptible to the effects of resonance, owing to their close proximity to the materials being affected. The effects are greatly diminished to occupants on a vehicle owing to the many interior structures that serve to disipate and insulate the sound waves.
Rate of Fire: ECHH
Payload: 30-shot E-clip(1 MDC shot equals 10 SDC shots), 50 shots from a long E-clip
Cost: 80,0000 credits

g) Fusion Block---The Cypher can carry and drop a single grenade, heavy fusion block, or SRM warhead(typically this option is used as a ‘kamikaze’ weapon).

h) Chemical Sprayer---Can be mounted in the sides to direct a stream of chemical agent through an open window or vent, but typically takes advantage of the rotor downwash to direct a stream of vapor down on a target. Great for crowd control.
Range: 20 ft directed spray, or 50 ft if directed into the rotorwash
Damage: Varies by chemical agent used
Rate of Fire: ECHH
Payload: 20 doses of aas many as five different chemicals
Cost: 35,000 credits

Programming:
The Cypher ‘s robotic A.I. is extremely simple; the aircraft is designed primarily for remote control operations, rather than autonomous missions. Still, in a pinch, it can be set to perform basic area policing and combat duties.
Attacks per Melee: 3
+2 Strike
+1 Dodge
+1 Roll

Options:

*Wing Hardpoints(1-2)---The wings can be fitted with hardpoints capable of carrying additional sensors/ordnance....typically both are fitted to maintain equal balance.
a) Spotlight----100 ft range. Normal/IR light spectrum. Cost: 200 credits

b) Stun Gun
Range: 270 ft
Damage: Victims must save at 16 or better or be -8 to strike, parry, and dodge, and reduce speed and APMs by HALF, for 2d4 melee rounds per shot.
Rate of Fire: ECHH
Payload: 30-shot E-clip, 50 shots from a long E-clip
Cost: 10,000 credits

c) Stun-Bead Gun
Range: 200 ft
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes. EBA defeats it, but partial body armor and heavy clothing provide only partial cover against a taser bead strike.
Partial Cyborgs have a 50% chance of having their cybernetics disrupted for 1D10 minutes, and a 20% chance of a non-vital system being permanently shorted out. Full conversion cyborgs have only a 25%/5% chance, and Assault Cyborgs and those with hardened systems aren’t affected at all.
Rate of Fire: ECHH
Payload: 20 taser ‘beads’ in a screw-on magazine. The gas cylinder has enough inert gas propellant for 40 shots.
Cost: 3,000 credits. 300 credits per magazine. 25 credits per gas cartridge

d) Dart Gun
Range: 700 ft
Damage: (Rubber Baton) Range 300 ft, 1 SDC, and a 15% chance of knocking down a suspect. This option is best used in a burst, for maximum chance of knockdown.

(Taser) 1d6 SDC, victim is -8 to strike, dodge, and parry for 1d4 melees, plus an additional 1d4 melees per subsequent hit, Also must save versus non-lethal poison, 16 or higher, or be knocked unconcious.

(Tear gas) None...Due to the small internal volume of the bullet, this shell can deliver only a small amount of chemical agent to the target area; enough for a 5 ft cloud. It’s best used in a burst for maximum effect. Victims are -10 to strike, parry, and dodge, plus lose one attack/action per melee for 1d6+1 melees

(Tag) None...This is either a paintball round or a special scent pellet...the scent pellet gives a +20% to anyone with an advanced sense of small to identify and track a tagged suspect. Paint or scent tags can only be removed with a paint remover like turpentine.

(Drug Dart) Does no damage, but victim must make a save versus nonlethal poison or fall asleep for 3d6 minutes. A successful save means that the victim has fought off most of the drug, but is still dizzy and disoriented; -5 to initiative/strike/parry/dodge/ and roll, and -1 APM for 1d6 melees.
The danger comes in multiple strikes; for every dart strike after the first, while its effects are still being felt, the victim has a chance of suffering physical damage from drug overdose...each strike/unsuccessful save thereafter does 1d4 SDC, as well extends the effects of the dart. For this reason, police rarely ever fire drug darts in bursts, except against exceptional physical specimens, like Juicers or Crazies.

(5.56 mm Cartridge) 3d6 SDC per single rd

Note: PS is also developing other specialized ammunition types...the gun is fully compatible/able to fire wood and silver rounds as well.

Rate of Fire: Standard; single shot, 3, 5, or 10 rd burst
Payload: 30 rd magazine
Cost: 2,400 credits

e) Micro-Missile Launcher---6 per hardpoint. Cost: 18,000 credits

f) Mini-Missile---1 per hardpoint. Cost: 19,000 credits

g) Fusion Block---The Cypher can carry and drop a single grenade or light fusion block per hardpoint.

Variants:
*PS-UlAHm-V-37---A factory-line ‘Frisbee’ that’s been modified with a miniature set of controls to allow beings of Size Level 2 to pilot the craft like a helicopter.

Re: Paladin Steel Storefront

Posted: Wed Jan 26, 2011 11:15 am
by ZINO
Paladin Steel/Sikorsky Cypher III Light VTOL RPV

dame N1!!!! but how the heck would this look like dame love your work I fell so small when you write man this stuff I am in the shadow of the shadow form your shadow

Re: Paladin Steel Storefront

Posted: Wed Jan 26, 2011 1:06 pm
by abtex

Re: Paladin Steel Storefront

Posted: Wed Jan 26, 2011 2:33 pm
by ZINO
abtex wrote:A flying donut?
:D :D :D hoooooo now I see thank you my player are so going to thrown oof by this Little toy !!!

Re: Paladin Steel Storefront

Posted: Wed Jan 26, 2011 9:17 pm
by taalismn
Scimitar Medium Combat Robot
(aka ‘Butcher’, ‘Butch’, ‘Slice n’ Dice’, ‘Swashbuckler’, ‘Cleaver’)

“It takes a certain kind of bloodthirstiness to properly pilot a Scim’...you gotta want to get up close and personal to an opponent, close enough to take some hurtin’ bodyblows, see your enemy eye to eye, while you cut him up into chunks. Typically I’ve seen two types who gravitate towards the Scimitar...the flashy flamboyant in-your-face guys and girls who got something to prove, and don’t mind annoying you in the process...and the quiet sorts who are hiding a little piece of hell inside themselves....people give those guys a wide space back at the barracks...”

The Scimitar is a CTRL attempt to create a heavily armored infantry robot that can hold its own in close combat with other robots and supernatural beasts. It has recently been sold/licensed to Paladin Steel, who have begun making their own alterations and modifications to the design, and fielding the machine in Greater New England’s forces.
The Scimitar is humanoid in design, with a thick-bodied, muscular look that hints at its powerful artifical musculature, and the heavy actuators and shock absorbers built into its limbs. Its armored shell is heavy and rounded in design, offering few edges for an opponent to grab onto or get a good biting angle on. The head is an almost featureless dome of armor, giving the robot an appearance of faceless anonymous apathy to the carnage it is dishing out(although many pilots use the smooth armor as a canvas to paint custom faces on their warmachines; typically death’s heads, scowling monsters, or taunting faces). The robot is highly mobile, and even has limited flight capabilities, giving it excellent overall maneuverability and tactical flexibility.
Its most distinctive weapon is the trademark large razor-edged shield-plate mounted on one forearm. This weapon can be used to slice and parry with ease, and, with the weight and power of the mecha behind it, can cleave lesser machines and monsters in two within moments. Backing this weapon are an arm-mounted ion pulse cannon, a pulse laser, two shoulder-mounted missile pods, and the option of using handheld weapons.
Scimitars are typically deployed as heavy scouts or fast assault units against other robots and oversized monsters. A Scimitar pilot will typically use his missile racks to pin down or cripple an opponent, then use his robot’s high mobility to close in and finish off the target with melee butchery and short range pulse laser fire. If opposition becomes too tough, the Scimitar again tries to evade with its flight systems, breaking off combat until it can again drop an opponent with missile fire. The jetpack is also useful for surprising airborne opponents, like gargoyles and dragons, who like hovering above large earthbound robots and raining destruction down on them from above; these threats don’t expect the heavy clanky warmachines to be able to rocket-leap up to tackle them to the ground.
The Scimitar was a groundbreaker back in the CTRL when it was first deployed over a century ago, but has been relegated to second-line status since the introduction of its larger, heavier, more powerful successor, the Taurus, in front-line duty. Thus, PS has been allowed to have access to the design, and a few have begun appearing in PS and GNE units since. It is unknown if these machines are modified examples from the CTRL, or if PS has acquired the means and license to manufacture their own machines as yet. It is often paired with the Aztec in close-combat monster-slayer units. Scimitar pilots seem to have acquired something of a rivalry with Naruni Reaper and Death Knight robots, and also like hunting dragons, dinosaurs, gargoyles, and Metzla, to engage at close range and with extreme violence.
Type: PS/CTRL-MCR-SCMT12 Scimitar
Class: Medium Combat Robot
Crew: 1
MDC/Armor by Location:
Main Body 780
Head 150
Reinforced Crew Compartment 100
Shoulder Missile Launchers(2) 100 each
Jet Pack 300
Arms(2) 250 each
Hands(2) 95 each
Scimitar-Shield(1) 200
Legs(2) 300 each

Height: 20 ft
Width: 15 ft at shoulders
Length: 10 ft
Weight: 45 tons
Cargo: Space behind cockpit for a survival pack, sidearms, and a few small personal possessions.
Physical Strength: Robotic P.S. of 50
Powerplant:Nuclear w/ 20 year energy life
Speed:(Running) 65 MPH
(Leaping) 20 ft up/across standing jump, 35 ft up/across w/ running leap. A rocket-powered leap can carry the ‘bot 300 ft up/across in a single bound.
(Flying) Hover to 250 MPH, maximum altitude of 10,000 ft.
(Space) In microgravity, the Scimitar can rocket along at Mach 3
(Underwater) Can run along the bottom at 5 MPH. Maximum depth 900 ft
Market Cost: 86 million credits
Systems of Note:
Standard Robot Systems
Weapons Systems:
1)Forearm Blade(1)---The Scimitar’s signature weapon is this large blade-shield, attached to the underside of one arm, its blade extending below and beyond the hand-manipulator. It’s large enough to be used as a parrying shield, and its superhard molecularly sharp edge can cut through darned near anything with the robotic actuators behind it applying pressure.
Paladin Steel has managed to improve on this weapon by upgraded it, using technology seized from the Kittani; the weapon can be energized with a conformal plasma sheath for even more damage potential.
Range: Melee
Damage:(Unenergized) 6d6 MD
(Energized Plasma Strike) 1d6x10 MD

2)Blade Pulse Cannon(1)---Mounted next to the blade on the forearm is a compact ion pulse projector, chosen because the weapon is less likely to suffer from a cracked lasing crystal or jarred focal array from blade work than a pulse laser would be.
Range: 2,000 ft
Damage: 1d6x10 MD per bolt
Rate of Fire: EPCHH
Payload: Effectively Unlimited

3)ForearmPulse Laser---On the arm not mounting the scimitar and ion blaster, a more powerful pulse laser is mounted.
Scimitars in PS/GNE service have been modified with a modular hardpoint on this arm, allowing alternate weapons to be fitted. Some pilots like to sacrifice unlimited payload and long range for higher damage potential and a kinetic kick, carrying ‘shotgun’ cannons for close-in work.
a) Pulse Laser
Range: 4,000 ft
Damage:4d6 MD single shot, 1d6x10 MD per pulse burst
Rate of Fire: EPCHH
Payload: Effectively Unlimited

b) Ion Cannon
Range: 2,000 ft
Damage: 1d6x10 MD per bolt
*Ion Scatter-Shot Mode---This produces a short range shotgun-shot with an area of effect blast. Reduce range to 1,000 ft, but does 6d6 MD to a 20 ft wide area.
Rate of Fire: EPCHH
Payload: Effectively Unlimited

c) Ion Cannon 2---Alternately, an ion cannon based on the PS PSIC-02 Infantry Ion Cannon
Range: 2,000 ft
Damage: 1d6x10 MD per bolt to primary target.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning disipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(4d6 MD).
Does only 1/4 of the original damage if the secondary targets are non-metallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: EPCHH
Payload:Effectively Unlimited
Bonuses: +2 to strike metallic targets

d) Plasma Cannon
Range: 3,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

e) Heavy Machinegun----12.7mm PS-MRG03 Snub-nose Short Gatling Gun
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: 2,000 rounds

f) 40mm ‘Short’ Autocannon---More of a grenade launcher than an autocannon.
Range: 4,000 ft
Damage: *Frag rounds do 4d6 MD to a 12-foot radius.
A 3 round burst of frag shells does 1d4x10 to a 15 foot radius,
A 5 round burst of frag shells does 1d6x10 to a 20 foot radius,
A 10 round burst of frag shells does 2d6x10 to a 40-foot radius.

*AP rounds do 1d4x10 to a 3-foot blast radius
A burst of 3 AP shells does 2d4x10 to a 5 foot radius,
A burst of 5 AP shells does 2d6x10 to a 6 foot area,
A 10 round AP burst does 3d6x10 to an 8-foot area,

*HESH Round---5D6 M.D. plus 4D6 S.D.C. to the person(s) inside of EBA power/body armour (or 3d6 SDC to anyone within 6 ft of the other side of the wall). HALF that if used against composite ‘meshed’ armors designed to flex, rather than spald(most power armors are contructed to have a certain amount of ‘warp’ to their structure, but cheaper armors, like Chipwell and early Northern Gun designs, lack this protection) & roll versus knockdown (14)

*Discarding Sabot Armor-Piercing Dart does 1d6x10+10 MD to a six-inch radius, and critical damage on an unmodified 18-20.

*Plasma rounds do 1d4x10+10 to a 5-foot radius.
A burst of 3 plasma shells does 3d4x10 to an 8 foot blast radius
A burst of 5 plasma shells does 3d6x10 to a 10 foot radius.
A10 round plasma burst does 4d6x10+10 to a 15-foot radius!!

*Chemical Shell---choice of smoke(20 ft cloud), stun gas(save of 16 or better, or be knocked out for 1d6 minutes. Successful save means half attacks and bonuses for 1d6 minutes), tear gas, or flash-bangs.

Rate of Fire: Single shot or 5-10 shot bursts
Payload: 100 rd belt

4) Missile Launcher Racks(2)----Mounted over each shoulder is a missile launcher
a) Mini-Missiles-----24 per launcher; 48 total
b) Short Range Missiles---12 per launcher; 24 total
c) Medium Range Missiles---6 per launcher, 12 total
*TW ‘Breaker’ Missile---The ‘Breaker’ is a new, and extremely expensive, cruise missile-style munition that came about after observations of the various weapons used in the Tolkeen struggle. Engineers were particularly intrigued by several of the anti-armor Technowizardry weapons systems deployed by Tolkeen, especially the Energy Disrupter Mechanism(EDM----See Seige on Tolkeen, pg 69 for details), which allowed small vehicles to infiltrate magically- and technologically-generated forcefields/energy barriers . Anticipating that the Coalition might at some future time acquire large battle-screen capabilities, as well as the knowledge that Atlantis already possessed both technological and magical forcefields, PS mated the EDM to a cruise missile. This addition allows the weapon to penetrate enemy forcefields to deliver its warhead to the target within. The PPE cost is actually less for the missiles than for the original EDM system, owing to the much smaller size of the projectile.
Currently, however, this technology is still rather expensive and bulky...despite hopes of being able to install a Sphere of Annihilation device inside the warhead, the ‘Breaker’ is limited to conventional warheads. The missiles are also prohibitively expensive and complex to manufacture, limiting their numbers and distribution. ‘Breaker’ Technology can be fitted to MRMs and LRMs---it is not considered to be cost effective to employ it on SRMs and mini-missiles.
Range: Varies by Missile Type--MRM
Damage:Varies by Missile Type--MRM, but typically the heaviest warhead available.
Special: Can punch through forcefields and magical barriers, but only those larger than 12 ft or more(will not work on personal forcefields)
PPE Cost to Create: 300 PPE to enchant the crystal ‘initiator’ crystal

d)Slammer Concussion Missiles/Bombs---Knockoff Triax Weapon, acquired through industrial espionage. The knock-down factor of this ordnance is particularly attractive to Scimitar pilots, sonce they like knocking their opponents off-balance before closing in for the kill.
Range:(Missiles) 6,000 ft
Damage: (Missiles) 2d4x10 MD to 90 ft radius.
(Bombs) 1d4x10 MD to 90 ft blast radius.
88% chance of knock-down(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)
Payload: 4 per launcher, 8 total

e) ) Mega-Scat Shell Launcher--- This is a munition adapted from the PS Zyasha combat robot. Designed, ideally, for bringing down large numbers of airborne Xiticix, the Mega-Scat is no more than a heavy howitzer modified into a giant shotgun, blasting huge amounts of metal and ceramic shrapnel into a lethal cloud of death. The shell is a garbage-barrel sized drum that fragments in midair. PS is working on a version that scatters aerodynamic fletchettes for greater blast radius and damage, while another variant would scatter-shot armor-piercing ‘beebees’ impregnated with chemical agents (see descriptions below for chemical types). The Scimitar can mount a six-shot ‘revolver’ launcher on each shoulder.
Range: 4,000 ft
Damage: 2d6x10 MD to a 30 ft blast radius
Rate of Fire: Volleys of 1-4
Payload: 6 rds per launcher, 12 total

5) Optional Use of Handheld Weaponry---In a pinch, the Scimitar 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 Scimitar combat:
+1 APM at level one, three, six, and twelve
+3 roll
+3 Initiative
+2 strike in hand to hand melee attacks
+2 to parry at level one, +1 at levels six, nine, and twelve
+1 Dodge while standing, +3 to dodge running and jumping
Restrained Punch 2d6 MD
Full Strength Punch 6d6 MD
Power Punch(2 attacks) 2d6x10 MD
Tear/Pry with Hands 2d6 MD
Body Block/Tackle 4d6 MD
Stomp 1d8 MD against targets 12 ft tall or smaller
Kick 6d8 MD
Leap Kick(2 attacks) 2d6x10 MD

Variants:
*PS-CTR-SCMT12D---This variant mounts TWO arm-blades
*PS-CTR-SCMT12G---This variant mounts several launch-packs of micro-missiles on its legs( 3 25-shot cassettes per leg, for a total of 150 total). Each launch pack has 50 MDC.
*PS-CTR-SCMT12H---Nicknamed the ‘High-Gloss’, this variant has been fitted with gold- or silver-tint laser reflective armor(lasers do HALF damage). Its estimated cost is 91 million credits
*PS-CTR-SCMT12i(TW)---Technowizard variant modified with a Powerstone auxiliary powerplant(Rating:Medium-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus), chest-mounted multiplexor system(with 6 spell spellcard system), Protective Energy Field(50 MDC and 10 minutes duration per 10 PPE/20 ISP pumped into it), as well as any other spell augmentations that can be added to it at extra cost. The PS-CTR-SCMT12i(TW) also gains a +1 to strike if fighting near or on a leyline, +1 to Initiative, Strike, Parry, and Damage if fighting on or near a ley line nexus.
*PS-CTR-SCMT12N---Navalized Scimitar, sometimes called the ‘Swashbuckler’ or ‘Buccanneer’. Has the ability to swim at 20 MPH, survive depths down to 1.2 miles, and has a sonar suite (30 mile range). The arms typically carry blue-green lasers, ion cannon, or supercavitating ammunition in the guns, while the missile racks are replaced with the equivalent torpedo launcher types.

Re: Paladin Steel Storefront

Posted: Thu Jan 27, 2011 11:40 pm
by taalismn
Paladin Steel Salamis-class Cruiser Submarine

“So...when are we going to hit Galveston?”

The Salamis-class cruiser SSBNs are an experiment by PS to produce a large submersible warship capable of both tactical support and strategic attack.
The Salamis carries central vertical launch tubes for four heavy missiles, similar to pre-Rifts SLBMs. In addition, rear hull hangars and launch cells can accommodate twenty heavy cruise missiles or sub-launched recon drones or fighters. The two rows of revolver-style launch cells can also launch robotic craft such as the PS Roboat-series of semi-autonomous marine patrol vehicles. Recovery is more difficult than launching, however, and frequently requires the submarine to surface to reload its hangar-cells, a problem that continues to vex PS engineers.
The Salamis mounts a powerful array of torpedo tubes that are capable of firing tube-launched SUBROC, anti-ship cruise missiles, and Type-2 Wrasse ABAs, as well as regular torpedoes. Mounted low in the prow is a powerful EM Vortice Cannon that can rip out the engines and gu he hulls of other ships with a single shot.
Finally, the hull sports several smaller laser cannons for close-in defense and the forward-mounted sail sports a variety of turret-mounted armaments for self-defense when surfaced.
The Salamis is a mixed success by pre-Rifts standards, being neither as powerful in all-out attack as a dedicated SSBN, nor as maneuverable or stealthy as an SSN. However, in the crisis-fraught waters of post-Rifts Earth, where specialization isn’t always the route to success, the cruiser submarine concept has some validity.
PS has built five Salamis-class vessels for the GNEN, and is waiting to see how the existing vessels perform, compared to the smaller, cheaper, more easily-produced Hippocampus-class. However, since the production templates and tooling jigs already exist, PS can easily build additional units for the GNEN or other interested parties, if so needed.
Type: PS-SSBN-17 Salamis
Class: Cruiser Submarine
Crew: 90+1-25 passengers
MDC/Armor by Location:
Main Body 7,500
Conning Tower 1,000
Air Defense Turrets(2) 250 ech
Heavy Blue-Green Laser Turret(1) 400
Blue-Green Lasers(6) 100 each
Reinforced Pressure Hull 1,000
Hangar Bay Doors 700
Rudder(1)(underwater)1,000
Main Thrusters(4) 300 each
MHD “Caterpillar” Drive(1) 500
Height: 26 ft
Width: 32 ft
Length: 380 ft
Weight: 5,500 tons displacement
Cargo: 75 ton supply capacity
Powerplant: Nuclear Fusion, w/ 25 year energy life
Speed: 30 knts, maximum depth of 2,000 ft
Market Cost: 260 million credits
Systems of Note:
Standard Ship Features, plus:
*Long-range Sonar----(Passive) 10 miles, (Active) 50 miles
*Communications---Long Range Radio: 1,000 miles
*Periscope System w/ full optics, including pasive nightvision, telescopic, and laser range finding. Also includes a mast-mounted radar system(50 mile range) and radar detectors.
*Full Environmental System---Can sustain a breathable atmosphere for up to 75 days.
*Escape Pods---The Salamis have escape pods sufficient for the crew and the listed number of passengers. Each pod carries a solar-powered desalination kit and concentrated foodstuffs for two weeks(pill rations primarily).

*Transmitter Buoys---The sub crew can encrypt and record messages into these disposable floater pods, which then float to the surface, extend an antennae, ‘burp’-transmitt their scrambled message, then self-destruct. This allows the submarine to transmitt information without giving away their exact position, but they can’t recieve messages either.

*Desalination System---The ship can make its own fresh water from salt water.

*Stealth Systems---Acquired through some serious industrial espionage, PS has managed to develop its own stealthing measures for submarine use...though not as effective as those on the Coalition refits or the New Navy(-15% to enemy detection roles), PS is learning...

*MHD Propulsion System---A magnetic impellor system that sucks in water through forward intakes, like a turbojet, and expels it under pressure aft. Reduced speed, but it is 50% more quiet than the regular propulsion systems.

Weapons Systems:
1) ICBMs----(4)---These are two-stage ‘Hellstrike’ missiles, originally meant for mobile land-based launch operations. These are massive missiles more akin to the ICBMs/IRBMs of pre-Rifts times. Though several different designs have been seen, all are of a large, two-stage design, and have been given the codename ‘Hellstrike’, though their individual model type designations remain unknown.
PS has categorically denied that they have been deployed with strategic nuclear warheads. Instead, PS has released limited information on Hellstrikes being fitted with multiple warhead tac-nukes or deep-penetrator ‘bunker busters’. At least one Salamis has been known to deploy Hellstrikes fitted to loft second-stage hypervelocity interceptor missiles, for high-atmosphere ABM defense, and it is likely that a number of units were used as sounding rockets for studying the upper atmosphere, Dimensional Interface, and the efficiency of the Orbital Containment defenses prior to PS’s Breakout into space.
Range: 8,000 miles
Damage:(ONE of the following)
*Light Kinetic Penetrator---Works similar to a WWII ‘Earthquake Bomb’. Kinetic weapons have the advantage of leaving little or no radiation to contaminate a battlefield or potential post-war acquisition.The Hellstriker actually carries three separate RVs on a maneuverable ‘bus’ stage. Each RV does 5d6x10 MD to a 40 ft radius

*Fuel Air Explosive Munition---A single warhead(no multiple warheads) non-nuclear area of effect weapon that disperses a cloud of volatile fuel droplets in a mist over the target area, then ignites it in a rapidly propogating explosion. Besides thermal damage, the real damage from this weapon comes in the massive overpressure shockwave that it creates, capable of forcing its way into open ducts and vents, and imploding vehicles and bunkers. Also known as a ‘Daisy Cutter’, it is often used to simultaneously secure and clear landing zones of obstacles(both sentient and material). The heavy FAEM carried by the Hellstriker can do 4d4x10 MD to a 500 ft radius, plus 3d6x10 MD to everything else in a 3,000 ft ft radius. Those caught within the blast radius are also likely (01-88%) likely to be bowled over by the blast and stunned, if not worse....

*ElectroMagnetic Pulse Weapon---Designed to knockout unprotected electronics and power distribution networks, exploding at high altitude for maximum effect.
Damage: 5d6x10 MD to 80 ft blast radius
EM effects: Used against unshielded power grids(such as cities and towns), the particle blast has a 99% chance of knocking down electrical systems, including vehicles, in an 50-mile radius of the point of detonation. Unprotected computers and other hardware not protected by surge protectors, and hooked into the common power grid, may still be affected up to a hundred miles or more away by power surges through the power lines.
The EMP is less effective against shielded systems such as those on space structures(25%) and military systems(10% for surface military vehicles), which are hardened against radiation.

Rate of Fire:Volleys of 1-4(all)
Payload: 4

2) Heavy Torpedo Tubes(16, 12 prow, 4 tail)---storage for 24 reloads in the prow
Range: 20 miles
Damage: 4d6x10 MD each
Rate of Fire: Volleys of 1-16. Once per melee
Payload: 26 in forward hold, 10 aft

The tubes can alternatively be used to launch submarine cruise missiles(same as LRMs), SUBROCs, Harpoon III anti-ship missiles, or ABA-2 Wrasse RPVs(typically carries up to 24 of the aforementioned in any combination in addition to the standard complement of torpedoes):

SUBROC
--Subroc is merely the Asroc concept applied to submarines; an encapsulated Asroc is launched from a heavy torpedo tube, allowed to ascend to the surface, and there the rocket motor lights off to deliver the torpedo. Aiming is more difficult, as it relies on the launch platform’s sonar systems to determine the approximate location of the target, but it can give a great element of surprise to an attack(GM’s call), as the target is usually unable to watch the sky while submerged, giving the weapon a better chance of closing to within the lethal range before being detected.
Range:(Rocket) 5 miles(Torpedo) 5 miles
Damage: 1d6x10 MD(Plasma) or 2d4x10 MD(HE)
Bonuses:+3 to strike within 1000 ft

---Harpoon III Missiles
Paladin Steel has also (re)perfected the torpedo-tube launch capsule method to bring back the submarine-launched Harpoon medium-range anti-ship missile. Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close with an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike

3) Heavy Magnetic Vortice Cannon(1)----Mounted in the prow under the torpedo tubes is an experimental weapon that many PS engineers regard as the shape of marine weapons to come. This weapon fires a powerful, invisible, vortice of electromagnetic force that hits like a giant kinetic hammer, but also does extra damage tearing into metal and electroconductive structures.
Range: 12,000 ft underwater(can only fire underwater)
Damage: Does 6d6x10 MD to a 30 ft wide area. Does 50% more damage to metal hulls. Crews inside effected hulls also must dodge or take 1d6 MD from loose metal objects being thrown around by the electromagnetic vortice.
Also roll on the following for additional electromagnetic effects:
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: Once per melee
Payload: Conditionally Unlimited; the weapon can fire 12 shots before needing 1 hour to cycle and recharge.

4) Heavy Blue-Green Laser Turret(1) ---Mounted on the foredeck is a powerful super-laser cannon that would be at home on a surface cruiser. On the Salamis, it harkens back to the old experiments with big-gun cruiser submarines and ‘monitor’ weapons.
Range: 9,000 ft range
Damage: 1d4x100 MD per shot
Rate of Fire: Four times per melee
Payload: Effectively Unlimited

5) Quad 30mm Cannon Turret(2)---Mounted fore and aft on the sail are two qud-cannon gun turrets with independent air defense targeting sensor systems.
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per SINGLE gun firing. All four guns going at maximum rate of fire simultaneousy do a whopping 3d6x40 MD!
Rate of Fire:EPCHH
Payload:1,600 rds, 400 rds per cannon
Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner

6) Blue-Green Lasers(6, two each side, two forward, and two aft ventral)---Used for point defense against underwater opponents such as swimmers and boarding parties.
Range:4,000 ft
Damage:1d6x10 MD per single blast
Rate of Fire: ECHH
Payload: Effectively unlimited

Auxiliary Vehicles:
*20 Drone Fighters (or heavy cruise missiles) OR 20 Type-1 Roboats OR 40 Type-2 Roboats/Type-3 ABAs.

Variants:
No variants of the Salamis are currently in operation, but there has been talk that a nineth hull (aka ‘Project SeaWitch”)might be laid down with extensive Techno-wizardry systems integrated into it. Such a ship would likely have some sort of multiplexor systems built in, as well as PPE masking gear, environmental protections, and magic-based weaponry.

Re: Paladin Steel Storefront

Posted: Fri Jan 28, 2011 12:14 am
by ZINO
nice one!!!

Re: Paladin Steel Storefront

Posted: Sat Jan 29, 2011 10:32 am
by abtex
taalismn wrote:I came, I saw, I commented.
Now, excuse me...I must return to perusing the latest 'Secret Projects' Book, 'American Bombers and Maritime Patrol Aircraft' for ideas.... :twisted:

If your latest postings are based on the above book. :shock: The book has nothing to do with aircraft and needs to be returned. :D That are we know why the Projects were never built. Thank you. :angel:

Re: Paladin Steel Storefront

Posted: Sat Jan 29, 2011 8:21 pm
by taalismn
Hey...ideas take time to percolate, mature, age, like fine cheese or wine...

In the meantime....


(based on ideas for alternate energy weapons damage put forwrd by Glitterboy-2098)

Series 2098 Ion Weapons

*ZARCCC!*THUOMMMM!!!
“Ouch...that’s definitely going to leave a mark...”

Series 2098 Ion Projectors are the result of work by an independent weapons researcher, a veteran Heritage Glitterboy Pilot who sidelined in his own studies of energy weaponry.
The man, while studying the effects of ion weaponry, concluded that current weapons were not performing to their true potentials with regards to the efficient transfer of energies to target. The cold plasma projected by existing ion weaponry tended to ‘skip’ off targets, disipating most of their damage into the air, instead of imparting it to the target. Through experimentation on his own, the researcher was able to improve the damage characteristics of several types of ion weapons at high accuracy strikes. Instead of wasting the energy in a broad disipation front, the ion stream more effectively transfers disruptive energy into the target, generating an explosive shock that shatters the affected material(or, in the case of organics, triggers a boiling pressure explosion).
Paladin Steel agents acquired copies of the researcher’s work during operations in the Oklahoma region, when they assisted in moving the man and his work out ahead of a Coalition strike force, who had also caught wind of the man’s work. Paladin Steel engineers quickly moved to incorporate the suggested improvements into new generations of PS ion weaponry as they are being produced, starting with vehicular ion cannon. The adjustments have become known as ‘Series-2098’ guns.
Thus far, the low statistical probability (a Natural 20) necessary to attain the critical improvement in damage hasn’t affected the overall performance of the weapons so modified, and the modification is still rather expensive, but the weapons HAVE quickly acquired, as word spreads, a reputation of being ‘super killers’, which is beginning to drive up demand for the 2098-series.
Range: Unaffected
Damage: On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Payload: Unaffected
Cost: Increase cost of the weapon by 50%( in time, PS hopes to bring the price down as much as 25%)

Re: Paladin Steel Storefront

Posted: Sun Jan 30, 2011 11:32 pm
by abtex
abtex wrote:
taalismn wrote:I came, I saw, I commented.
Now, excuse me...I must return to perusing the latest 'Secret Projects' Book, 'American Bombers and Maritime Patrol Aircraft' for ideas.... :twisted:

If your latest postings are based on the above book. :shock: The book has nothing to do with aircraft and needs to be returned. :D That are we know why the Projects were never built. Thank you. :angel:

"AMERICAN SECRET PROJECTS: Bombers, Attack And Anti-Submarine Aircraft 1945 To 1974" might be the real title? Goggle tried to surrender but did not have a chance. :D

Re: Paladin Steel Storefront

Posted: Mon Jan 31, 2011 12:21 am
by taalismn
You got it!
I have an impressive(and expensive) collection of books by the guy(and by the same press) and others covering British, Russian, American, and Japanese secret aircraft projects(I'm not terribly interested in the Germans, because the subject's been done to death), as well as flying wings and military space programs....rather fascinating seeing how some classic modern aircraft developed, the roads not taken, and the ones that fell by the wayside...


On an unrelated note...ouuuuuuccccchhhhh.....pulling snow off my garage roof for several hours in anticipation of more snow(don't want the roof to collapse)....damn, I need either a small plasma gun or a grapple blade on the end of a rope to pull all the white stuff off(angle's too wrong for a pole and there's no way I'm climbing out on top there even if the snow drifts are four feet deep!). Arms feel like I climbed Mount Everest from all the chopping ice.....Dang, why'd I think winter was fun? :D

Re: Paladin Steel Storefront

Posted: Tue Feb 01, 2011 12:44 pm
by abtex
ZINO did not tell taalismn about this site: http://strangevehicles.greyfalcon.us/
and http://www.greyfalcon.us/
or was it the other way around and no one told the rest of us about it?

Re: Paladin Steel Storefront

Posted: Tue Feb 01, 2011 2:47 pm
by ZINO
abtex wrote:ZINO did not tell taalismn about this site: http://strangevehicles.greyfalcon.us/
and http://www.greyfalcon.us/
or was it the other way around and no one told the rest of us about it?

humm sorry??? love this place and there was a boxy robot i had for a while and happen to be similar to the artist ideas !!!! it closet some thought of of WOW !!!

Re: Paladin Steel Storefront

Posted: Tue Feb 01, 2011 11:14 pm
by abtex
taalismn wrote:Dang, why'd I think winter was fun? :D

One reason.
Another Reason.

Re: Paladin Steel Storefront

Posted: Tue Feb 01, 2011 11:34 pm
by taalismn
abtex wrote:
taalismn wrote:Dang, why'd I think winter was fun? :D

One reason.
Another Reason.


I prefer his 'Pierre of the North' arc with the miserable French-Canadian....though when he encounters a bikini-clad supermodel wandering by through the waist-deep snow, he admits 'the hallucinations are INCREDIBLE.' :D

Re: Paladin Steel Storefront

Posted: Wed Feb 02, 2011 12:02 am
by ZINO
abtex wrote:
taalismn wrote:Dang, why'd I think winter was fun? :D

One reason.
Another Reason.

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

Re: Paladin Steel Storefront

Posted: Wed Feb 02, 2011 9:57 pm
by taalismn
Paladin Steel/Hangar-18B F-205 Thunderchief II
(aka Lead Sled, Thud, Squash Bomber, Ultra Hog, Triple Threat , Mighty Iron Hardware, Iron Butterfly, Air Horse )
(http://www.aerospaceweb.org/.../%20f105/f105_schem_01.gif
http://richard.ferriere.free.fr/3vues/f105d_1_3v.jpg
http://richard.ferriere.free.fr/3vues/f105d_2_3v.jpg)

Airman Gavis felt, rather than heard, a change in the timbre of the airy hissing from behind him and knew that Wendy was upset about something.
“What’s up with you, girl?” He wasn’t really expecting an articulate answer, but Wendy could make herself understood in other ways that he, experienced in her moods, could pick up on.
Gavis knew that a lot of pilots tended to regard the Air Elemental essences that powered aircraft like his Ultra Hog as merely part of the machinery, and there were many who thought that their use to power warplanes, of any sort of machinery, constituted blatant slavery. To the first, Gavis could only wonder why they took such an attitude; it behooved a pilot to make friends with his or her aircraft. As to the latter, Gavis knew better; Wendy might not be terribly bright, but she was no slave, and in fact could be outright EAGER to throw her metal home about the sky. The best way Gavis could describe it was that Wendy was more like a well-trained and loyal warhorse or sled dog than any sort of slave. She(well, at least Gavis assigned ‘it’ a sex) could be moody and tempermental, though. like now. Something was bothering the Elemental essence.
“Nervous about the mission, darling?” Gavis crooned gently, as he stroked a switch that fed a trickle of liquid helium from armored bottles into the aircraft’s Elemental chamber, where a jet combustion chamber would be on an old air-breather. Liquified gases were a common ‘treat’ for Air Eleminals, like fuel oil or kerosene was for Fire Eleminals, and were often used to reward or calm down the other-planal beasties.
Wendy drank the cryogen down and calmed down a little, but Gavis could tell she was still agitated about something. Had to be mission related, and he began checking the skies around his speeding aircraft for possible danger. Not seeing anything immediate, he nevertheless toggled his comm.
“Delta-Leader, this is Delta-Fye. Permission to file stat report. Over.”
#“Delta-Fye, this is Delta-Leader, what’s up, Gav?”#
“Delta-Leader, my bird’s gotten nervous about something all of a sudden. Could be nothing, but we might want to watch out, especially if anybody else has noticed anything. Over.”
#“Delta-Fye, you been talking to your plane again?”#
“Delta-Leader, don’t you?” It was true; Captain Brubeck was flying the other Air-powered Thud in the six-plane flight. The others were nuke-fliers.
The rely was a laugh. #“Yeah. Snowy’s been shaking a little. So it’s just not me.”#
The all-squadron frequency crackled to life. #“Delta-Leader to DeeFlight. Wake up, boys and girls; we’re still aways from the target zone, but there might be something out there, and it could be dangerous.”#
#”What? More dangerous than going off to bomb a demon war encampment in the Magic Zone? That sounds dangerous enough!”#
#”Can it, Delta-Quad, and look alive! Yeah, more dangerous. Demons got air support too, you know!”
As if on cue, Wendy began acting up again, her hissing becoming a growling that began to rattle Gavis’s controls. The Eleminal was SERIOUSLY upset about something.
“Delta-Fye to Delta Flight! Whatever it is, it’s close-”
It looked like a knot of clouds had suddenly peeled off from the low scud they were skimming and formed a boiling fist that rose and came at Delta Flight from below with incredible speed.
#”Break! Break!”#
Gavis didn’t need to be told twice; he grabbed his stick and threw his plane on a banking climb away from the onrushing turbulence, the ordnance-heavy aircraft protesting the sudden change of direction and momentum. Gavis caught an impression of a nested mess of whirlwinds that punched through the space his fighter-bomber had been a minute ago, its wake sucking at his wings. He also caught an impression of bloated, winged, humanoid figures in the mess of disturbed air. Some sort of air demons he guessed.
#”Multiple boogies! Grab altitude and dodge!”#
Gavis’s Ultra Hog crawled for the sky, Wendy giving it her all, and he spared a glance back to see the cloud-fist had broken up into smaller vapor trails that were pursuing the scattering aircraft. Behind his own plane, Gavis could see his own pursuer following faithfully, but lagging; he was outrunning the flying demons.
That was when Wendy squealed again, as a whorl of hard mist suddenly shot from his pursuer and tagged the F-205 in the tail, just as a forewarned Gavis jerked the stick to one side, rolling the big aircraft, while still giving Wendy full throttle. He heard metal protest and felt a partial loss of control, but after some buffeting, his ride steadied in his hands. A quick check of his HUD vitals told him the port tail stabilizer was acting a little wonky, but it was still there at least. A paint chipper then.
He didn’t have time to confirm that though. His cockpit suddenly lit from outside as he saw the incoming ball lightning come racing towards him. His pursuers were trying to take advantage of his momentary slowdown and distraction to electrocute him.
Well, he was ready for them. Pushing some of his anger into his stick, Gavis activated his bird’s energy dispersal field. As the glowing balls of demon lightning smacked home and crackled harmlessly over the plane’s fuselage, Gavis began plotting how he was going to take the offensive against his pursuer, going over what he knew about aerial demons, especially Elemental-types, and measured that knowledge against what he knew he was carrying. It didn’t look too promising; most Elemental-oriented demons tended to be immune to physical and electrical attacks like the ones that were his primary weapons.
Yeah, looked like it was going to be a long hard fight, Gavis, thought as he twisted away from another attack, with an eye towards what the rest of his flight was doing. However, he knew wasn’t alone; Wendy was growling up a fine storm metaphorically and probably literally behind him, and she hadn’t let him down yet in a fight.



The ‘Thud’ is yet another ‘bring-back’ Golden Age warbird resurrected and updated for the Rifts era. Based on a Vietnam War-era fighter-bomber, the F-105 Thunderchief, the F-205 is upgraded across the board for survival in the considerably more hostile skies of Rifts Earth(and beyond) .
Externally, the Thunderchief II resembles its ancestor almost to a seam, including the sharp-angled, dagger-like, swept-wing appearance and the distinctive ‘dogtooth’ air intakes. Armament consists of a single rapid-fire vulcan cannon, and both internally- and externally-carried ordnance. Three different powerplants are available; a standard fusion-nuclear powerplant powering a plasma-electric thruster, a Techno-Wizardry PPE-pusher, or an Air Elemental essence(the planar equivalent of a horse or other beast of burden). The fuselage has been armored in lightweight megadamage materials, and the avionics upgraded with more mdoern all-weather systems. The Thunderchief’s performance has been improved, making it a more effective all-weather combat aircraft.
The greatest complaints thus far about the design are the lack of integral energy weapons, especially for the pure-tech versions, limiting the endurance of the aircraft in combat once its missiles and bombs are expended. Other complaints find fault with the dependence on bombs, rather than missiles; compared to the older Grey Falcon design, the F-205 carries fewer missiles. Both of these issues are likely to be addressed via future upgrade kits or production changes.
To date, PS/H18B have only produced about six squadrons’ worth of aircraft(the majority going to GNE-based new ANG and affiliated Irregular/house mercenary units), but because of the high demand for tactical strike aircraft orders are already lining up for future production. The loss of Iron Heart Armaments to the Coalition, and the cessation of primary production of their Grey Falcon fighter-bomber(although several smaller operations, run either by refugee elements of IHA or copycats, have sprung up producing smaller numbers of the jets) has further helped drive up the demand for the aircraft.
Type: PS/H18B/R-F-205 Thunderchief II
Class: Fighter-Bomber
Crew: One
MDC/Armor by Location:
Main Body 180
Reinforced Cockpit 100
Wings(2) 100
Tail 100
Height: 19 ft 8 in.
Width: 34 ft 11 in.
Length: 64 ft 3 in.
Weight: 12 tons empty, 24 tons fully loaded
Cargo: Survival pack in ejection seat
Powerplant: Nuclear Fusion w/ 15 year energy life, TW Powerstone w/ 12 year energy life, or Captive Air ‘Eleminal’---The containment spells need to be renewed every six months or the critter will escape.
(All models)---150 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Bonuses: The use of the Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
Speed:(Flying) 1485 MPH(improved over the original 1390 MPH) , maximum altitude of 52,000 ft.
Market Cost: 17 million credits for the techno-version, 20 million credits for the TW model, 23 million credits for the Elemental version
Systems of Note:
Standard Aircraft Systems
*Ejection Seat
*HUD-Head Up Display
*Environmental Protection/Life Support---Pressurized cabin(though pilot typically wears pressure suit/EBA for additional protection).
*Long Range Radio----500 mile range
*Long Range Radar---100 mile range
*Radar Detector---Picks up enemy radar emissions and weapons locks
*Laser Rangefinding/Targeting----+1 to strike with cannon and rockets

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

Weapons Systems:
1) 20mm Vulcan Cannon---Modified M-61 Six-barrel Cannon, fixed forward.
It has been suggested by some energy weapon adherents that the 20mm Vulcan could be replaced with a heavy rapid-fire pulse laser or ion cannon, but most crews thus far prefer the long range and heavy kinetic punch of the projectile weapon, despite its ammunition dependence.
Range: 9,000 ft
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 1,208 rds

2) Underwing Hardpoints(5; 2 under each wing, one underfuselage centreline)---The F-105 can carry up to 14,000 lbs of ordnance.
Penalties: Loading the underwing pylons decreases top speed by 20%, and having loaded belly pylons imposes a -1 to Dodge until the stores are jettisoned.
a) Mini-Missiles--- 7 or 19 shot pod

b) Short Range Missiles----2 per hardpoint
The following are examples of some of the more advanced SRMs possible for carriage:

*’SkyFlash’ Advanced Short Range Air to Air Multiple Missiles(ASRAAMM). This is simply the PS copy/adaptation of the Coalition’s own AIM-180 missile(see Coalition Navy, pg. 88). The ‘Skyflash’ is an MRM that splits in flight to unleash a pack of four smaller SRMs....a surprise that at relatively short dogfighting ranges(10-30 miles) can be devastating, filling airspace with a swarm of corkscrewing projectiles.
Range: 15 miles
Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley)
Bonuses:+3 to strike

c) Medium Range Missiles----1 per hardpoint
The following are examples of some of the more advanced MRMs possible for carriage:
*TW ‘Breaker’ Missile---The ‘Breaker’ is a new, and extremely expensive, cruise missile-style munition that came about after observations of the various weapons used in the Tolkeen struggle. Engineers were particularly intrigued by several of the anti-armor Technowizardry weapons systems deployed by Tolkeen, especially the Energy Disrupter Mechanism(EDM----See Seige on Tolkeen, pg 69 for details), which allowed small vehicles to infiltrate magically- and technologically-generated forcefields/energy barriers . Anticipating that the Coalition might at some future time acquire large battle-screen capabilities, as well as the knowledge that Atlantis already possessed both technological and magical forcefields, PS mated the EDM to a cruise missile. This addition allows the weapon to penetrate enemy forcefields to deliver its warhead to the target within. The PPE cost is actually less for the missiles than for the original EDM system, owing to the much smaller size of the projectile.
Currently, however, this technology is still rather expensive and bulky...despite hopes of being able to install a Sphere of Annihilation device inside the warhead, the ‘Breaker’ is limited to conventional warheads. The missiles are also prohibitively expensive and complex to manufacture, limiting their numbers and distribution. ‘Breaker’ Technology can be fitted to MRMs and LRMs---it is not considered to be cost effective to employ it on SRMs and mini-missiles.
Range: Varies by Missile Type--MRM
Damage:Varies by Missile Type--MRM, but typically the heaviest warhead available.
Special: Can punch through forcefields and magical barriers, but only those larger than 12 ft or more(will not work on personal forcefields)
PPE Cost to Create: 300 PPE to enchant the crystal ‘initiator’ crystal

d) Long Range Missiles---1 per hardpoint

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

f) Practice Bomb Dispenser---A multi-munition pod that releases up to 6 inert ‘iron’ practice bombs(some are water-ballasted or can contain dye or smoke released on impact). One can be carried per hardpoint.

g) Large Weapons Dispenser(LSAW)--This is essentially an oversized bomblet dispenser that can be used to bomb targets directly, ‘seed’ areas with minelets, or can launched to act as a stand-off ‘glide bomb’.
One can be carried under each wing(takes up TWO hardpoint slots) or one can be carried in the internal weapons bay.
Range: SAW has an effective range of 20 miles in atmosphere Submunnitions can be launched up to 300 ft out to either side of the SAW’s flight path.
Damage: (AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
(Angel Hair)---Does NO damage, but against conventional power generators and uncovered power lines and distribution systems, it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up.
Rate of Fire: A SAW can volley its submunitions in any combination
Payload:(Typical loadouts)
500 AP/Chemical grenades
OR
350 HE/anti-vehicle grenades
OR
120 Fragmentation Mines
OR
60 Incendiary Bombs
OR
500 spools of wire, each spool holding up to 4,000 ft of aluminum-coated filament


3) Internal Bay----The F-205 has an internal bomb bay(the original F-105 was meant to carry a nuclear weapon inside it) capable of holding 12,000 lbs of ordnance(this limits the external pylons to no more than 2,000 lbs of bombs/missiles, and the centreline belly hardpoint CANNOT be used when the bomb bay is being used). Though originally capable of only carrying a single heavy(nuclear) weapon or internal fuel tank aboard the F-105, the F-205 has the ability to be fitted with a lightweight modular rotary dispenser capable of accommodating multiple munitions. Note that if carrying only internal stores, the aircraft suffers NO drag or dodge penalties.

4)(Elemental Versions) Lightning Bolts----The Air Eleminal can be directed to cast lightning bolts out of the air intakes
Range: 4,000 ft(DOUBLE on a leyline)
Damage: 6d6 MD per bolt
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
Bonus: The Air Eleminal, being a fairly aggressive example of the sort, gets a +1 attack that it can use to fire off a lightning bolt if the aircraft bears on a target.

5) Flare/Chaff Launchers(2)----A modern addition, meant to improve the aircraft’s survivability against missile weaponry. Two flare/chaff launchers are installed in the tail.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher

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

*Impervious to Energy( 5 minutes per 20 PPE)

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

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

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

Variants:
*PS/H18B/R-F-205F “Wild Weasel”---Two-seater EW aircraft. Carries EW sensors that track and record enemy radar emissions, backtracking them.The aircraft typically carries two dedicated jamming pods, and 2-6 HARM(Homing Anti-Radiation Missile) -type missiles on its hardpoints.
*PS/H18B/R-F-205(Tw)---Technowizardry powered version
*PS/H18B/R-F-205(E)---Elemental powered version

Re: Paladin Steel Storefront

Posted: Wed Feb 02, 2011 10:23 pm
by ZINO

Re: Paladin Steel Storefront

Posted: Thu Feb 03, 2011 8:23 pm
by taalismn
Thanks. I figured I wanted to do some relatively inexpensive old warbirds to pay for some big aerospace projects that are coming soon on PS's inventory rolls.
Next up, I should try finishing the Fabulous Phantom(oodles of modular hardware to hang under those cranked wings).

Oh, and I updated the Thunderchief graphics with more detailed schematics.

Oh, and here's a good website for aircraft schematics:
http://richard.ferriere.free.fr/3vues/3vues.html

Re: Paladin Steel Storefront

Posted: Fri Feb 04, 2011 6:40 pm
by 89er
Correct me if I am wrong, but did you design an Airship?

If not, I apologize I must have been thinking of someone else.