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Re: Paladin Steel Storefront

Posted: Fri Feb 04, 2011 8:22 pm
by taalismn
89er wrote:Correct me if I am wrong, but did you design an Airship?

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


I might have posted a surveillance blimp for the Coalition a long time ago, but I haven't created any PS zeps.
There HAVE been other folks coming up with CS Death-Balloons, and even a carrier airship, but not me.

Re: Paladin Steel Storefront

Posted: Sat Feb 05, 2011 2:50 am
by Shark_Force
taalismn wrote:
89er wrote:Correct me if I am wrong, but did you design an Airship?

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


I might have posted a surveillance blimp for the Coalition a long time ago, but I haven't created any PS zeps.
There HAVE been other folks coming up with CS Death-Balloons, and even a carrier airship, but not me.


there *are* several large flying ships, however; if by "airship" you just basically mean "something the size of a building that can fly" then the answer is yes.

Re: Paladin Steel Storefront

Posted: Sat Feb 05, 2011 10:01 pm
by taalismn
Paladin Steel/Hangar-18B/Farnborough Aviation/Saab J-350 Draken II Interceptor
http://richard.ferriere.free.fr/3vues/saabj35_3v.jpg

“If we hadn’t already had the SkyTiger, the Greater New England Air Force would be probably now be flying Drakens.”
---Colonel Chesley Montus, Greater New England Air Force

“A smooth, sexy ride of a warbird. Almost a crying shame to have to burden her with underwing ironmongery. Like putting a ball and chain on a ballet dancer; tis a crime against grace.”
---Baron-Captain Sir Alla Helmsley, King of Bath

The ancient nation of Sweden had long maintained its neutrality in European affairs, and to enforce that, it developed its own small, but innovative, indigenous arms industry, in order to maintain logistical independence from other nations. This self-reliance became particularly evident in the pre-Golden Age Cold War Era when Swedish designers turned out a range of military projects in aviation, armored vehicle, and naval hardware that showed particular innovation. The real gems of Swedish design were its aircraft, which astonished the rest of the world with their sophisticated design.
The first of these aircraft was the J-35 Draken, an advanced interceptor design that for a time was one of the best performing aircraft in the world. A visually attractive design for its extremely clean lines and distinctive tail-less double-delta wing-plan, the Draken was the result of both brilliant engineering and sound forward-looking policymaking. Among other features were drag-chutes, anti-skid brakes, and extensive airbrakes to allow the aircraft to operate STOL from improvised runways on paved roads(the Swedish already seeing that established airfields would be among the first targets of any modern war).
The Draken would see front-line service with the Swedish self-defense forces for over twenty-five years and soldiered on in the second-echelon role well was the year 2000. Though the Draken never had to fire a shot in anger during its deployment, the fighter was continually pointed to as an excellent example of what a relatively small nation could do with limited resources, a sound economy, and engineering talent, and that a world-beating aircraft didn’t necessarily require a superpower to come up with it.
Farnborough Aviation would come across extensive technical information on the Saab 35 inside the bunkers of the Farnborough Air Museum. FA toyed with the idea of producing an upgraded copy of the ancient design, especially after learning of the North America-produced Grey Falcon attack jet, which bore an astonishing resemblance to another Swedish design, the Saab Viggen. However, it wasn’t until FA solidified its alliance with Paladin Steel and its TW aircraft subcontractor Hangar-18B that the subject of a new version of the Draken came up again, Wanting to do right by the groundbreaking Golden Age design, the combined engineering team set to work producing a second-incarnation worthy of its legend.
The Draken II retains the strikingly elegant lines of its ancestor, but, like the Grey Falcon, takes some liberties in the upgrade. The Draken II is configured to have one of three fuel-independent powerplants; a fusion nuclear generator powering a plasma electric thruster system, a Technowizardry Powerstone generator, or a harnessed Air Eleminal. Taking the original Swedish imperative to create an aircraft able to operate away from established and vulnerable air bases to the next level, PS and FA have made the Drakan II fully VTOL; in place of much of the original internal fuel tankage, the techno-nuclear version mounts several small vertical lift thrusters, while the magic-powered versions use various mystic means to achieve the same performance. Modern lightweight megadamage materials have replaced the original metals, modern avionics have replaced the older systems, and of course the weaponry has been updated.
If the Draken II has shortcomings, it’s the lack of integral EW/ECM systems(these must be pylon mounted, at the expense of streamlining). The wing pylons can also not accept the full range of possible underwing ordnance without adversely affecting its handling(fully loaded with underwing weaponry, the Draken’s performance is described charitable as ‘sluggish’). These factors make the fighter unpopular as a ground strike aircraft.
The Draken II was also developed with an eye towards sales to the Scandanavian power-bloc(but thus far, as if re-asserting its pre-Golden Age neutrality, the Scandanavians have proven stubborn and reluctant to deal with new outsiders). With no orders coming from that quarter, PS and FA have seen fit to freely market the design in their own circles. The Draken II has proven particularly popular with elven pilots, as much for its aesthetic design as for its performance.

Type: PS/H18B/FA/(Saab)-F-350 Draken II
Class: All-Weather Fighter-Bomber
Crew: One
MDC/Armor by Location:
Main Body 360
Reinforced Cockpit 100
Wings(2) 140 each
Tail 90
Height: 12 ft 9 in.
Width: 30 ft 10 in.
Length: 50 ft 4 in.
Weight: 16,000 lbs empty, 35,000 lbs 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 1320 MPH) , maximum altitude of 65,000 ft.
Bonuses: Advanced piloting interface systems and superior design give the Draken II a +1 to dodge in its ‘clean’ state.

Market Cost: 22 million credits for the techno-version, 25 million credits for the TW model, 28 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.

*Drag Chute---Used for short-run landings(especially on roadways)

Weapons Systems:
1) 30mm Cannon(2x)---Fuselage-mounted forward-firing autocannon for strafing and dogfighting. PS has taken advantage of lighter materials and the lack of fuel dependancy(and thus the freed-up space) to increase the gun payload slightly over that of the original Draken)
Range: 10,000 ft
Damage: 4d6 MD single round, 1d6x10 MD two rd burst, 3d6x10 MD per six-shot burst(DOUBLE for a simultaneous burst from BOTH guns---synched to fire in unison)
Rate of Fire: ECHH
Payload: 124 rds per gun

Alternately, PS offers the Draken II with either laser cannon or ion cannon packages:
a) Laser Cannon---Shorter range and less kinetic damage, but unlimited payload. Pulse Laser(PS-RFL-25), the so-called “Prosek’s Gift’ thanks to its being derived from a reverse-engineered Coalition weapon!
Range: 6,000 ft
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 340,000 credits

b) Ion Cannon
Range: 7,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost:220,000 credits

c) Ion Spray Cannon
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast, to a 50 ft wide area
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost:230,000 credits

2) Underwing Pylons(7, two each wing, three under the main fuselage)--- Each pylon can accommodate 1,000 lbs.
a) Mini-Missiles---19-shot pod
b) Short Range Missiles---1 per hardpoint
c) Medium Range Missiles---1 per hardpoint
*’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

d) Bombs---Multiple bombs can be carried on ejector racks for maximum warload.
Penalties: Loading the underwing pylons decreases top speed by 20%, heavy bombs being fairly unaerodynamic
*250-lb Bomb----2d4x10 MD to 50 ft blast radius( 8 inboard, 1x4 outboard)
*500-lb Bomb----4d4x10 MD to 60 ft blast radius(4 inboard, 1x2 putboard)
*750-lb Bomb----4d6x10 MD to 65 ft blast radius(3 inboard,1 outboard)
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*’Smart Bombs’---Note that any bomb can be fitted with a ‘smart bomb’ modification kit, similar to the American Paveway series, consisting of fore-and-aft control fins and a sensor nose. ‘Smart Bombs’ AUTOMATICALLY hit stationary targets, and are +6 to hit moving targets(though maximum range is 1/2 mile)

e) Slammer Concussion Missiles/Bombs---Knockoff Triax Weapon, acquired through industrial espionage.
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: 1 per hardpoint

f) Recon Sensor Pod---Typically contains photo-optical cameras and similar sensory gear, but other types, such as radiation, chemical, and PPE-sensitive instrumentation are possible.

g) Flare/Chaff Launcher
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 18 per launcher

i)EW Pod--electronic jamming system that gives radar-guided weaponry a -4 to strike the aircraft. Or it can be used offensively, to foil ALL radar-guided weaponry in a 15 mile radius(-2 to strike)

3)(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.

4) 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:
*MagePlate Armor(Formulation-1C) Armor---The Draken II(TW/E) has been extensively constructed with F-1C armor; an advanced ectoplasm-impregnated composite material with limited self-repair capabilities.
When it became clear that F-1B had problems with vulnerabilities to magic attacks, PS engineers learned from their mistakes and sought to reformulate the armor composition to remove its most glaring defects. Formulation-1C is only now reaching field deployment; it lacks F-1B’s vulnerability to magic, but takes DOUBLE the PPE to repair...1 MDC=2PPE/4 ISP.
This system CANNOT replace a wing or tail that’s been blown off, but it CAN repair damaged fuselage armor, damaged flaps, and other barely-functional, but still attached, parts of the aircraft.


*Illusion Field Generator------Used primarily for psychological warfare, this feature generates an illusion around the aircraft. Pilots are particularly fond of disguising their aircraft as angelic or draconic beings. Uses the Horrific Illusion spell so the disguise has a Shock/Awe/Horror Factor of 14. Duration 40 melees(10 minutes). Activation PPE/ISP: 5 PPE/10 ISP

*Armor of Ithan---------100 MDC, duration 40 melees(10 minutes). Activation PPE/ISP: 15 PPE/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


Options:
*Laser-Reflective/Resistant Armor----The Draken II can be covered with a coating of laser-reflective alloys and polymers that resembles the original ‘bare metal’ or silver look, and causes laser weapons to do HALF damage. However, if the aircraft takes more than 30% damage to a respective part, the benefit of this coating is lost. Note that the MagePlate Armor(Formulation-1C) ability to repair itself does NOT cover this layering(it’s a separate application) .
Cost: 4 million credits

*Stealth Coating----This covers the aircraft in a matte-black coating of radar-stealthing composite. However, if the aircraft takes more than 30% damage to a respective part, the benefit of this coating is lost. Note that the MagePlate Armor(Formulation-1C) ability to repair itself does NOT cover this layering(it’s a separate application). Aircraft is -20% to be detected by radar and laser rangefinding systems
Cost: 6 million credits


Variants:

*F-350---Two-seater trainer. Sometimes used as a recon craft

*F-350(Tw)---Technowizardry powered version

*F-350(E)---Elemental powered version

*F-350S(Star Draken)---As Paladin Steel used the Sky Tiger to produce its Star Tiger aerospace fighter, so they took the basic design of the Draken II and modified it into a space-capable fighter craft.
-Weight: Increase Empty Weight to 19,000 lbs
-ContraGravity Drive---Speed: (Atmosphere) Hover to Mach 4(Transatmospheric)
(Space) Mach 11
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 1.1% of light speed per melee)

-Forcefield 400 MDC

-Space Magic
---MicroMeteorites: 10,000 ft range(Kitsune values: 200 miles in space), 2d6x10+50 MD per shot. 25 PPE/50 ISP per shot(Alternatively: Effectively unlimited, but spells meed to be renewed every six months)
---Nova Blast: 1,500 ft range in atmosphere, 4,000 ft in space (Kitsune values: 80 miles in space), 1d4x10 MD per shot in atmosphere, 1d4x100 MD in space. 15 PPE/30 ISP per shot(Alternatively: Effectively unlimited, but spells meed to be renewed every six months)
---Magic Tug Tether(ideal for assisting other fighters out of danger)---Duration: 30 minutes per 11 PPE/22 ISP.
----Communications Booster---Boosts comm range 300X. Duration: 50 minutes per 2 PPE/4 ISP
----Magic Reentry Bubble---Perfect for those emergency landings. Duration: 30 minutes per 10 PPE/20 ISP

-Weapons Systems:
1) Laser Upgrade: The F-350S upgrades the twin cannons to include as an option the Tri-Laser(PSMBL-3E)---Adapted from the Glitterboy No. 7 of South America
Range: 8,000 ft in atmosphere, 60 miles in space
(Kitsune Values: 60 miles in atmosphere/ 60,000 miles in space)
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

2) Missile Pod Upgrade----The 19-shot Mini-Missile Pod can be upgraded to fire “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

Re: Paladin Steel Storefront

Posted: Sun Feb 06, 2011 2:32 pm
by ZINO
n1!!!!

Re: Paladin Steel Storefront

Posted: Mon Feb 07, 2011 1:23 am
by abtex
The things that happen to last year's models at PS or just what is found in the back lot(?).

Other things that might be on the drawing board or under it.

Is the full option kit still available for the Paladin Steel/Sikorsky Cypher III Light VTOL RPV? [from http://www.greyfalcon.us/]

What happen to How Full Lee, the guy/girl/being who work for Hangar-18B who installed Earth and Water Elementals into their aircraft by mistake in the right designs? Or was it the wrong Elementals in water craft and ground vehicles? Give whole new meaning to Fly Sub so it was said.

Re: Paladin Steel Storefront

Posted: Mon Feb 07, 2011 11:02 am
by kronos
Umm.. you made a slight mistake in the math of the number of underwing pylons.. It says 9 in total.. with 4 under wings and 3 on the body.. but if it's 4 per wing, two wings makes 8 plus 3 body makes a total of 11.. or if it's a total of 2 each wing, making 4 plus 3 body is only 7.. So which is it?
Other than that, Love the design.

Re: Paladin Steel Storefront

Posted: Mon Feb 07, 2011 6:56 pm
by taalismn
kronos wrote:Umm.. you made a slight mistake in the math of the number of underwing pylons.. It says 9 in total.. with 4 under wings and 3 on the body.. but if it's 4 per wing, two wings makes 8 plus 3 body makes a total of 11.. or if it's a total of 2 each wing, making 4 plus 3 body is only 7.. So which is it?
Other than that, Love the design.


Oops...sorry; will fix: it's two under each wing, 3 under the main body...7...


Here's a sample large PS starship and crude little picture of it(until I come up with something better, it covers the basics)

Paladin Steel/Aegis Stellar Industries Sangu Destroyer
http://s408.photobucket.com/albums/pp164/taalismn/?action=view&current=sangu.jpg

“First to make contact with the enemy, last line of defense against same....ain’t it just FUN to be on a destroyer?”
----Captain Connie Wellis, VFSS Techequepec

“The VFSS Bethany had the distinction of being the first and only VFS spacecraft to ever be seriously threatened by Coaltion forces. She was making final approach to New Bath after a particularly rough transit of the Interface...her sensors were still shaken up, and she was plotting a rather convoluted course to avoid alerting the Splugorth on her way home, when she was jumped by Coalition fighters scrambled from the carrier CVN -82 Quebec [which had been prowling the North Atlantic since the loss of New Brunswick].....The Coalition Shrikes and Sea Strikers managed to do some grevious harm to Bethany, shooting out all but one of her main weapons turrets, partially crippling her lift drives, and starting a fire in her engineering spaces before her point defense lasers could cut through their jamming and start getting target lock. Fortunately, she was able to hold out long enough for squadrons from New Bath and New Boston to reach her and drive off her attackers, but it was a damn near thing...After that, the Vermont Free State started setting up airborne sentry circuits over the Atlantic, to escort any incoming ships that popped down wide through the Interface. ”
---Excerpt from Ellen Rumy’s “Skull and Five Stars: A History of the Battle for North America”, Modern Heritage Press, Monument City, 121 PA.

“The Sangu’s bristling with weaponry, that’s for sure, and there’s good and bad about that...See, you got the main guns all on armatures so the ship can engage targets ‘above’ and ‘below’ it with equal ease, and in space you axle-spin the ship to engage broadside. Thing is, if those armature actuators stick or something else goes bad, you can’t just crawl into the turret with the gun and try to fix it like you would another design with the main armament directly attached to the main fuselage. You gotta wait until you can safely suit up and go out to unjam them!
And the nose section! You got two big missile launchers and their magazines, a pair of fighter suppression missile launchers undere them, and two big rail gun clusters either side of THOSE. Sensor gear’s shoehorned in everywhere else. That’s a lot of critical systemry in one place that can go pop and boom if it’s tagged by a Golden BeeBee. Now, the engineers tell us gobs that there’s no danger of a chain fire in case of a magazine hit, but between all those warheads and missile propellant and rail gin capacitors, if you’re assigned to the forward fire control and you get a penetrating strike? I’d haul arse behind the forward bulks as fast ass-can and pray it’s a limited radius blow-up. If you’re real lucky, you’ll maybe get only what happened to the VFSS Griswold....you maybe heard its nickname ‘VFSS Stubby’? Try telling me THAT wasn’t a magazine chain-futz.”

The Sangu is a light, fast, and fairly heavily armed spacecraft, developed from the earlier and cruder Vigilant-class corvette, intended for orbital patrol, interdiction, and escort. Long and slender, with the oversized engines clustered at one end, and the external weapons mounts and bays clustered near the other, the Sangu has been often compared to a ‘flying coat hanger’, and those who serve aboard them agree that paper hangars are all that would hold the ships together in a real fight. With its long, narrow-chord frame and light construction, it has little room for amenities, and crews find it uncomfortably cramped on extended missions. The Sangu is ill-suited for long-range missions without close support, and it is far too lightly armored and equipped for a heavy slugfest, carrying only modest armor and a standard non-variable forcefield for protection. In action, the Sangu’s best strategy is to try to inflict as much damage as it can on an enemy at long range, as quickly as possible, before flipping end for end and getting out the way as quickly as its thrusters can push it.
Fortunately, the Sangu mounts engines that account for nearly a third of the ship’s mass, reactors included. The powerful thrusters can catapult the small ship across a solar system at incredible speeds, outracing most other vessels(and even some missiles with enough of a headstart). However, the Aegis-Mercury 220 engines require an attentive eye with regards to maintenance, and need frequent tuning to maintain their high performance; flotilla and base commanders frown on ‘speeder’ patrols made at near-maximum speed to reduce the time spent on far-range arcs(on the theory that it reduces the discomfort).
For all its perceived deffiencies, the Sangu is easily assembled and inexpensive to produce, so Paladin Steel and its subsidiary Aegis Stellar Industries have produced the type in large numbers. Early-model Sangus were important to the Alliance efforts against the Arkhons in the Solar System, so a good number of them were produced without FTL drives. Later models would recieve upgrades of FTL propulsion modules. PS and ASI typically deploy the Sangu close to base facilities and outposts where it can receive ready resupply, and rarely operate it far from base solo. If operating away from base, the Sangu usually operates in squadron strength attached to a mothership such as a cruiser, or support unit, like a heavy transport that can resupply the ships as needed.
The Sangu is produced at both the Valiant and Amberjin shipyards. PS/ASI has begun production for market sales to approved affiliates.
Type: PSS/ASI-DDS-01 Sangu
Class: Light Destroyer
Crew: 30+10 man Stelmarine contingent(not always present on all vessels)
MDC/Armor by Location:
Main Body 5,000
Bridge: 2,000
Life Section/Emergency Pod 3,000
Communications Array 2,000
Main Engines(2) 3,500 each
Heavy Laser Turrets(2) 500 each
Kinetic Cannon Batteries(2) 500 each
Long Range Missile Launchers(2) 550 each
Medium Range Missile Launchers(2) 400 each
Mini Missile Launchers(2) 360 each
Point Defense Lasers(6) 100 each
Forcefield 5,000
Height: 72 ft
Width: 95 ft
Length: 350 ft
Weight: 7,700 tons
Cargo: 250 tons
Powerplant:Nuclear Fusion, w/ 20 year energy life
Speed:(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 14 (typically cruises at Mach 8 )
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 1.4% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) The Sangu can land and take off from water, but cannot operate underwater.

Market Cost: A handful of Sangus have been made available for sale; mainly older vessels which can only achieve speeds of Mach 9. These down-rated vessels cost 400 million credits.
Systems of Note:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars---Maximum Resolution Range of 300,000 miles
*Laser Targeting-------100,000 miles
*Communications Suite:---Long Range Radio and Video
*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 50,000 miles. Long Range: 20 million miles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.

*Life System Ejection Pod---The quarters may be cramped, but that’s because the majority of the crew facilities are fitted inside a mid-hull cylindrical secondary hull that can be ejected in event of an emergency. The life section has the Bridge attached, has its own subspace propulsion(Mach 4, with an engine endurance of 2 months), a single laser PDS for defense, and can re-enter a planetary atmosphere safely(ONCE).

Weapons Systems:
1)Medium Laser Cannon(4, 2x2)---Mounted on the ends of two armored armatures, these weapons can pivot for maximum arc of fire.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 1d4x100 MD per cannon, 2d4x100 MD per dual blast from both cannon simultaneously(one attack)
Rate of Fire: Twice per melee
Payload: Effectively unlimited

2) Kinetic Kill Rail Cannon(6, 2x3)--Mounted on the ends of two armored armatures alongside the nose, these weapons can pivot for maximum arc of fire.
Range: 6 miles in atmosphere, 12 miles in space
(Kitsune Values: 12 miles in atmosphere, 12,000 miles in space)
Damage: 4d6x10 MD per cannon, 8d6x10 MD for two cannons firing simultaneously, 2d4x100 MD for all three firing simultaneously
Rate of Fire: ECHH
Payload: 500 bursts per gun

3)Long Range Missile Launchers(2)---Mounted in the nose are two long range missile launchers
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1-6
Payload: 60 LRMs per launcher-pod, 120 total

4) Medium Range Missile Launchers(2)---Mounted in the ‘sail’ under the nose of the main hull are two medium range missile bays.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1, 2, 4, 5, or 10
Payload: 120 total, 60 missiles per launcher

5)Mini-Missile Launchers(2)---Mounted in two semi-external launchers on either side of the Sangu’s bridge are two mini-missile launchers, typically used for anti-missile defense.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 2 miles in atmosphere, 100 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1-10
Payload:160 total, 80 missiles per launcher

6)Point Defense Lasers(6)----Standard point defense laser turret system
Range: 1 mile(4 miles in space)
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited

Auxiliary Craft:
1 Shuttle

Variants:
With the large number of Sangus produced, there have been a large number of variants on the class.

*PSS-DDS-01A----The -01A model is identical to the general stats listed above, except that it lacks FTL capability. -01As dominated early production during the Sol-Arkhon Wars, as extrasolar operations were NOT a consideration. PS/ASI has offered the -01A model on the market to those wanting a system defense ship without the need for FTL drive(the -01A markets at 320 million credits)

*PSS-DDS-01B----The -01B variant does away with the nose MRM launchers to mount a third medium laser cannon identical to the armature-mounted weapons.

*PSS-DDS-01C----Nicknamed the ‘Celesta’, the -01C variant does away with the nose LRM launchers to mount a pair of medium laser cannon identical to the armature-mounted weapons.

*PSS-DDS-01D----This variant was commissioned by the Stelmarines in an effort to produce a small fast transport. The LRM and MRM launchers in the nose have been replaced by additional life support space for an extra 30 passengers/troops, and a large airlock and technical bay in the nose can accommodate 15 power armors.

*PSS-DDS-01E---- Three destroyers were modified same as the -01D configuration, with extra living and equipment space replacing the forward missile launchers, and a large multi-spectral EM sensor suite built into the nose. In this case the ships were turned over to the Intelligence section which operates the vessels as electronic intelligence and stellar survey craft. Space Force Intelligence shares the use of these craft with Exploration, especially for charting stellar EM activity.

*PSS-DDS-01F---- Meant as a ‘Coast Guard’ variant, this model does away with the FTL drives and both the LRM and MRM launchers in favor of increased internal life system space. The ship now has accommodation forup to 40 passengers(typically a 10 man EMT/rescue technician team and provision for 30 patients) and a forward bay with 10 power armor capacity. The forward rail guns are downgraded to twin-barrel models and a pair of heavy grapple launchers mounted; later -01Fs would be fitted with light tractor beam projectors.

*PSS-DDSG-01G---Nicknamed the ‘Gunner’ and the ‘Revolver’, this variant was developed in response to lessons from the Arkhon War. As an experiment, the forward LRM launchers have been replaced with a massive six-barreled eight-inch rail gun assembly. Called variously the ‘Crater Gun’, ‘Six-Slap’, ‘Kitty-Spanker’, ‘Thor-Slap’, and ‘Smack-O’, the cannon assembly can maintain a steady rate of fire that can chip the armor off other ships with surprising ease. The downside is that the light-build Sangu can carry only limited ammunition and even with advanced damping, the cannon can rattle the ship around, especially in atmosphere(reduce speed by as much as 25% while firing the cannon in-atmo). The fixed placement of the cannon also means that the ship itself has to be aimed for the gun to be effective.
Range: 20 miles in atmosphere, 40 miles in space
(Kitsune Values: 20 miles in atmosphere, 20,000 miles in space)
Damage:(Armor-Piercing Long Rod Penetrator)---- 5d6x10 MD to 40 ft radius per single shot
(High Explosive)---4d6x10 MD to 50 ft blast radius
(Plasma)-----2d4x 50+30 MD to 80 ft radius
Rate of Fire: Six shots per melee
Payload:Varies; has 150 rds ready to fire, and additional rounds can be carried in cargo, taking 30 minutes to reload from stores( 8 shots per ton)

Re: Paladin Steel Storefront

Posted: Mon Feb 07, 2011 7:29 pm
by ZINO
Paladin Steel/Aegis Stellar Industries Sangu Destroyer
http://s408.photobucket.com/albums/pp16 ... =sangu.jpg
DAME !!!!!!!!!!!!!!!!!!!! LOVE IT!!!!!!!!!!!!!!!!!!

Re: Paladin Steel Storefront

Posted: Tue Feb 08, 2011 1:35 am
by abtex
ZINO wrote:Paladin Steel/Aegis Stellar Industries Sangu Destroyer
http://s408.photobucket.com/albums/pp16 ... =sangu.jpg
DAME !!!!!!!!!!!!!!!!!!!! LOVE IT!!!!!!!!!!!!!!!!!!

Nice and simple.
But what is this going to be?
http://s408.photobucket.com/albums/pp16 ... 1copy.jpg&
HoverCycle maybe?

Find a little walking truck for you.

Re: Paladin Steel Storefront

Posted: Tue Feb 08, 2011 10:34 pm
by taalismn
abtex wrote:
ZINO wrote:Paladin Steel/Aegis Stellar Industries Sangu Destroyer
http://s408.photobucket.com/albums/pp16 ... =sangu.jpg
DAME !!!!!!!!!!!!!!!!!!!! LOVE IT!!!!!!!!!!!!!!!!!!

Nice and simple.
But what is this going to be?
http://s408.photobucket.com/albums/pp16 ... 1copy.jpg&
HoverCycle maybe?.


Shemarrian Star Nation Multipurpose Light Cruiser from the Shemarrian thread...it's a WIP(I'm experimenting with color schemes, but the line art shows the basic features. The segments under the tail are modular cargo/equipment pods.


Also:

Paladin Steel PVD-11 ‘Backsight’ Personal Vision Device
“Sure, you don’t have to crank your neck around to see over your shoulder when you’re wearing this thing, but it does you not a bit of good if your backback ‘s high enough that you can’t see anyway.”

The ‘Backsight’ is a broad hairband-like device of hardened megadamage plastic that fits around the back of the head and jacks on at the open ends into the wearer’s headjack(s)(it must be worn with a headjack).
The Backsight is simply a mounting for rear facing wide angle optics. Somply by commanding their headjack or optical display, the wearer can access the optics in the band and look behind them without turning their head. While the Backsight can’t be loaded with optic options like a Third Eye implant, it is a low-cost , non-surgical means of providing ‘eyes in the back of one’s head’.
The Backsight CAN be incorporated into a helmet, but still requires a headjack to work properly.
MDC: The Backsight provides limited protection to the head: Armor Rating 7, 8 MDC.
Sensors: Comes with basic and wide angle optics.
Cost: 9,000 credits
Options: Can be fitted with Low-Light for an additional 1,000 credits, and Thermal Imaging for 2,000 credits.

Re: Paladin Steel Storefront

Posted: Wed Feb 09, 2011 7:51 pm
by taalismn
Paladin Steel ‘Cactus’ Air Defense Vehicle
“Shrike III! You’re OUT!”(alongside cartoon of a black Coalition jet getting its nose crumpled in by a speeding baseball)
---Graffiti seen painted on the side of an ADV-07 Cactus on the GNE/Free Quebec border

The ‘Cactus’ is simply a variant of the venerable PS- MBT07 ‘Black Bear’ Main Battle Tank, which has gradually been relegated to second- and third-echelon status in the national forces of the GNE as more modern designs become available. The ‘Cactus’ is one of a growing number of retread designs using refitted older tanks as they reach the end of their operational lifespans as front line units. The most common way of recycling these older vehicles is to remove their turrets and most of their fighting eqquipment, and mount other off-the-shelf equipment on the hulls of the tanks, allowing them to remain in service, albeit in support roles.
The ADV-07 simply strips off the turret and mounts an erectable sensor tower and launch array for the Shrike III high-accuracy SAM atop the chassis of the Black Bear. The Shrike IIIs are housed in two nine-canister launcher clusters on either side of the sensor array. The Shrike III, developed with the assistance of New Roman Republic engineers uncoverng pre-Rifts Italian aerospace and missile works, is a super-accurate, all-weather, surface to air missile that has a proven track record for intercepting airborne targets, including flying monsters. It also has had some success in the short range ABM role, intercepting, most notably, Coalition IRBMs during the CS-GNE ‘Long Shot War’ of 118. The tall sensor tower and its multiple launch racks on its sides has earned the ADV-07 the nickname ‘Cactus’ among troops working near the vehicles, and that moniker has become both Paladin Steel’s and the Regular Army’s official name for the ADV-07.
Cactus ADVs are frequently deployed alongside other armor units at the company level, and typically operate in four-vehicle batteries, escorted by four resupply vehicles with extra missiles. They are primarily used by the GNE Regular Army and National Guard, but several have appeared with approved Irregular and affiliated paramilitary (‘House Mercenary’) units.
Type: PS-ADV-07 Cactus
Class: Air Defense Vehicle
Crew: Three(driver, communications/sensor operator, and weapons officer)
MDC/Armor by Location:
Main Body 550
Reinforced Crew Compartment(main body) 100
Treads(2) 100 each
Robot Leg Struts(4) 50 Each
Turret 250
Sensor Tower 150
Missile Batteries(2) 120 each
Secondary Laser Turrets(3) 50 each
Height: 15 ft with launcher array folded, 30 ft with launcher and sensor tower fully erected
Width: 10 ft
Length: 36 ft
Weight: 50 tons
Cargo: Minimal storage space inside main cabin for survival packs and sidearms.
Powerplant: Liquid Fuel, electric,(600 mile range) or nuclear(10 year life)
Speed: (Treads): 65 MPH
Buttoned up, it can crawl underwater at 30 MPH, Maximum Depth 500 ft.
(Robot Legs): 25 MPH, and can clear obstacles as tall as 7 ft.
Market Cost: 3.5 million credits Liquid Fuel, 5 million electric, or 25 million nuclear

Systems/Features:
*Full NBC(Nuclear, Biological, Chemical) shielding, air filtration, and independant life support.
*IR/Visible Light Headlights
*Low-Light Optics(Passive night vision and InfraRed)
*Radio----500 mile long range, 5 mile short range
*Loudspeaker(90 decibels)
*Long Range Radar------(90 mile range)
*IFF(Identify Friend or Foe) Transponder----Identifies transponder-equiped “friendly” units(aircraft, PA, etc.), preventing “friendly fire” -style casualties. Those units beholding to PS and its affiliates are programmed not to fire(unless overridden) on other PS/GNE units equiped with appropriate transponder codes. The commercially available model lacks these codes, instead having a "blank slate" for the buyer to program transponder/IFF codes of their own.
Auto-Defense(“Sentry”) mode: This allows the ADV-07 to be set on automatic semi-autonomous operation, allowing it to automatically fire on any (identified) target body entering its monitored air space. Sentry mode is enabled only when the vehicle is standing still(the system can’t deal with all the conflicting sensor-readings generated when on the move), and typically only in areas where the operators don’t expect to encounter non-IFF tagged friendlies.
Datalink: The ADV-07 can be linked(by short-range radio telemetry---1 mile maximum range, or more often, fiber-optic hardlink) with other 03/01s to share targeting information and form a network. Operationally, this allows AD vehicles to prioritze targets entering their area(so they all don’t fire on the same target when one vehicle will do), or use the highest strike bonuses of one of the vehicles to target one specific intruder(the other vehicles are essentially slaved to the best gunner). Up to 8 vehicles can be linked in this manner.

*Short Range Radar-----(5 mile range)
*Motion Detector/Proximity Alarm-------600 ft range
*Laser Targeting System(+1 to strike w/ secondary guns)
*Combat Computer(+1 to strike)
*Auto-Fire System----This is a development of PS, based loosely on early PS’ AI work. The Auto-Shoot system is a combination limited robotic fire control and gunner-designation interface system that reduces the workload of the crew, and allows the vehicle to make full use of its multiple weapons systems. The secondary laser turrets can be programmed to fire on selected target-profiles/un-ID’ed intruders, or on anything entering range. The Auto-Fire System gives each of the secondary laser turrets 2 attacks per melee(+2 to strike). The system can be switched off and manuel control re-asserted at any time.


*Extendable Grousers----Taking advantage of new ‘memory materials’, PS has fitted the Black Bear with extendable grousers that effectively widen the treads to better handle soft ground and snow(Effectively moves across these surfaces without penalty). Morphing/de-morhing the treads only takes one melee. One peculiarity noticed by personnel in the field is that electrical attacks and lightning storms often trigger the grousers’ morph-modes(though this doesn’t result in any damage or penalty, unless the GM wants to get subtle and creative).

Weapons Systems:
1)Shrike III ‘Brilliant’ Anti-aircraft Missiles (2x9 launchers)----The primary weapon of the Cactus ADV is the Shrike III, a medium range SAM, carried in two banks of nine shipping/launch canister clusters.
Range: 75 miles
Damage: 3d4x10 MD
Rate of Fire: Volleys of 1-9
Payload: 18 missiles ready to fire
Bonus: +7 to strike

2)Secondary Laser Turrets(3)---- Despite the fact that the ‘Cactus’ is a rear-echelon vehicle, PS and the GNE Regular Army appreciate how easily, in an age of flying power armors and teleporting mages and monsters, the rear echelon quickly can become the front line, so the ‘Cactus’ retains the secondary close-in defense turrets of the MBT. These are the reliable PS-34L double-barrelled laser turret, PS copy of the IHA IH-34L, mounted in three sub-turrets, one on each side and one in front, intended to keep enemy infantry off. Each turret has a 180-degree arc of fire, and 45 degree elevation/depression.
Range: 4000 ft
Damage: 6d6 MD per dual blast
Rate of Fire: EPCHH
Payload:1000 dual blasts per turret. Unlimited if nuclear powered

Re: Paladin Steel Storefront

Posted: Wed Feb 09, 2011 8:52 pm
by ZINO

Re: Paladin Steel Storefront

Posted: Wed Feb 09, 2011 9:31 pm
by taalismn
ZINO wrote:you need this ???
http://imgcash3.imageshack.us/img39/228 ... rotale.jpg

or this ONE
http://i631.photobucket.com/albums/uu38 ... ilante.jpg
STILL BY THE WAY WOW!!!!!!!!!!!!!!!! LOVE



I have my own ideas, and eventually I'll put them on my photobucket account, but time is not my friend just now.

Re: Paladin Steel Storefront

Posted: Sat Feb 12, 2011 10:31 am
by abtex
Body Count a GyreFalcon doing police work. I think?

Re: Paladin Steel Storefront

Posted: Sat Feb 12, 2011 11:50 am
by taalismn
abtex wrote:Body Count a GyreFalcon doing police work. I think?


Add 'Gyrefalcon' to my list of things I should at least get a GENERAL or rough picture out of...My Gyrefalcon looks rather more drum-engined and crank-winged that the one depicted there...at least in my original conception; I'll have to update some aspectsof it so it doesn't look like it's folding in on itself in mid-air.

Re: Paladin Steel Storefront

Posted: Sat Feb 12, 2011 10:54 pm
by abtex
taalismn wrote:
abtex wrote:Body Count a GyreFalcon doing police work. I think?


Add 'Gyrefalcon' to my list of things I should at least get a GENERAL or rough picture out of...My Gyrefalcon looks rather more drum-engined and crank-winged that the one depicted there...at least in my original conception; I'll have to update some aspectsof it so it doesn't look like it's folding in on itself in mid-air.

So it was not a gunned version of “Gyrefalcon A”
“Gyrefalcon A”
The Gyrefalcon A was actually the pre-production prototype model of the Gyrefalcon, and had pusher-propellors in place of the jets.

my mistake. :-o

Re: Paladin Steel Storefront

Posted: Sun Feb 13, 2011 10:45 pm
by taalismn
Paladin Steel ‘Starlight Eagle’ Technowizardry Energy Pistol

“WHAT DO YOU THINK YOU’RE DOING!!!!!You think you’re going to take out that Flying Fang with a damn pistol?!!!! This is the Final Frontier, not the Wild West!!!! You fool, you’ll nev--- :shock: well, fryck me......”

In the spirit of the ‘Thunderbunny’ Massdriver Teleport Pistol, Paladin Steel has come up with another high-end handgun meant to appeal to the high-end gun collector or pistoleer with a taste for the exotic. Handcrafted by the technowizards of the Greater New England Space Initiative, using quality offworld materials and bleeding-edge spells, the Stralight Eagle may be one of the most expensive production handguns on the market, but, in at least one of its modes, arguably one of the most powerful.
The Starlight Eagle resembles an oversized revolver of all-metal construction, but with a central cylinder made of transparent crystal. The weapon is actually an energy weapon using the principles of PS’s TW Multiplexor; instead of being loaded with bullets, each of the six ‘chambers’ of the cylinder, itself a PPE Powerstone, is loaded with a pre-set spell. Six different spells give the Starlight Eagle’s user a variety of destructive options, ranging from a selective damage Thundershot to the awesome spacecraft-devouring Nova Blast. Some of these spell-options offer tremendous range more befitting a rifle than a psitol, and are often increased in space, while others only work IN space, and are useless in an atmosphere. All in all, though, the Starlight Eagle gives the owner six different TW weapons in one. The regenerating power source means that this weapon isn’t dependent on costly ammunition or recharges(and that alone justifies buying the weapon in the eyes of some people, who consider the weapon a steal at a mere eight hundred thousand).
The Starlight Eagle’s shortcomings, aside from its whooping price tag, are its heavy weight and its low level radiating of PPE, that makes the weapon hard to conceal from those opponents who can sense magic spoor. However, this hasn’t stopped big-spender gunners from lining up to order one or more of these weapons, once word got out about the Starlight Eagle, and PS’s order books are filling up fast for future production. The weapon is manufactured at Paladin Steel’s Valiant Station and at Aegis Stellar Industries’ Amberjin facilities in the Three Galaxies. It’s been rumored that the United Worlds of Warlock Marines have quietly sent agents to Amberjin to arrange to procure a stock of the weapons for the Warlock Marines’ officer corps.
Weight: 6 lbs
MDC: 45
Range:
(Thundershot)200 ft
(Starfire Bolt) 1,000 ft
(Shooting Star) 1,750 ft in atmosphere, 3,500 ft in space
(Space Fire Stream) (only in space)100 ft, double along a space ley line, triple at a nexus point.
(Cosmic Ray)210 ft
(Nova Blast)1,550 ft in atmosphere, 3,100 ft in space
Damage:
(Thundershot) 3d6 SDC to normal beings, 5d6 MD to practitioners and creatures of magic, 1d6x10 MD to supenatural beings
(Starfire Bolt) 3d6 MD per shot
(Shooting Star) 1d6+7 MD per shot to a 10 ft radius, +2 to strike
(Space Fire Stream)(only in space)1d8x10 MD, +1 to strike
(Cosmic Ray) Bypasses conventional EBA and MDC body armor to do 3d6+3 Hit Points to most normal beings, 2d6+2 MD to normal megadamage creatures, 5d6+5 MD to creatures of magic and the supernatural. NO damage to spacecraft, constructs, body armor, or beings of pure energy, rock, or minerals. HALF damage to targets protected by magic armor or forcefields. Victims are -1 to save(a successful save means victim takes HALF damage)
(Nova Blast)1d4x10 MD in atmosphere, 1d4x100 MD in space(people are -2 to dodge, fighters/shuttles are -3, and larger ships are -4)
Rate of Fire: Single shot, ECHH
Payload:(Varies)
(Thundershot) 10 PPE per shot
(Starfire Bolt) 6 PPE per shot
(Shooting Star) 10 PPE per shot
(Space Fire Stream) 10 PPE per shot
(Cosmic Ray)17 PPE per shot
(Nova Blast)15 PPE per shot
PPE Capacity:(Light)----100 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
Special Features:
*Starglow---The PPE cylinder normally emits a low-level glow, but it can be increased to glow with a Globe of Daylight spell, illuminating an 84 ft area around it, for 21 minutes per single PPE.

*Mounting rails along the top and under the barrel for fitting with a scope, laser sight, PPE illuminator, or even a bayonet.
*Butt-socket; can be fitted with a shoulder stock
*Lanyard Ring---The pistol butt has a small mounting ring for an attachment cord, so the weapon isn’t dropped or lost in zero gravity.
*Comes with cleaning/servicing kit
Cost: 800,000 credits

Options:
For those who just HAVE to have something a little extra, or have the credits left over for customization, cosmetic alterations to the weapon, such as precious metal inlays, engraving, or such-like, can be added.
A more expensive and powerful version using Tenth-Level or higher spell focusing is also reportedly available(the current weapon uses 6-7th level casting), but only at much greater cost(falling into the 1 million+ credit range), to special clients of PS/ASI.
A few more practical Options are also available, taking advantage of the unique properties of the crystalline Powerstone matrix and its Stabilized Ectoplasmic circuitry:

*Sense Evil---The PPE crystal can flash red if supernatural evil entities approach within a 90 ft radius. Cost: 10,000 credits

*Sense Magic---The PPE crystal can flash yellow if active magic occurs within 120 ft of the weapon. Cost: 10,000 credits

*Thunderclap( 2 PPE)---Adds that extra ‘umph’ per shot at extra PPE expense, plus the extra bonus of a distraction to anybody caught in the 30 ft radius around the weapon, same as the spell Thunderclap. Cost: 1,000 credits

*Mystic Markmanship(3 PPE for a single shot)---Gives a +3 to an aimed or called shot. Cost: 9,000 credits (A popular option with collectors who want to get the most out of their expensive acquisition, even if they are not themselves good shots)

*TWGrenade/Mini-Missile Launcher Adaptor---Similar to the conventional PS Rifle Grenade Launcher, only this large adaptor uses an enchanted quartz crystal in the screw-on end to convert a PPE pulse into an electrical firing pulse. The adaptor MUST be removedfor the Starlight Eagle to function in its normal direct-fire mode.
Note: Rifle Launched Grenades get NO bonuses from guidance systems; use the Grenade Launcher or Heavy Weapons skills instead.
Note 2: Regular Revolvers, Pistols, and Laser Pistols CAN be converted to fire Rifle Grenades, but anyone without at least a P.S. of 14, a bionic arm, or enhanced/supernatural strength will be -4 to strike anything if they attempt to fire a pistol grenade one handed. Two-hand grips are recommended.
Weight: Adaptor adds about three ounces to the weight of the weapon;
RLGs generally weigh from 280 to 750 grams each
Range: Typically 1,800 ft
Damage:
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 10 ft blast radius.....lose initiative and 1 APM for that melee(cost: 80 credits)
(Fragmentation-SDC) 2d4x10 SDC to 20 ft blast radius(cost: 100 credits)
(Fragmentation-MD) 3d6 MD to 25 ft blast radius(cost: 280 credits)
(High Explosive) 6d6 MD to 10 ft blast radius(cost: 360 credits)
(Anti-Armor HEAT) Very heavy projectile(range drops to 120 ft) Does 2d4x10 MD to a 1 ft diameter area(shaped charge)(cost: 800 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 12 ft blast radius, plus does 1d4 MD per melee for 2d4 melees(cost: 350 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)(cost: 400 credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost: 15 credits)
(TW Mini-Missile) 4,000 ft range, 4d6 MD to a 10 ft radius, 10,000 credits per missile(PS cost 5,000 credits due to mass-production).

Rate of Fire: Single shot. A trained user can load and fire a RLG once per melee
Payload: One, single shot
An ignition pulse is negligible in terms of energy usage; 1 PPE.
Cost: Converting the Starlight Eagle to fire RLGs costs 2,500 credits(cost includes adaptor)

A grenade kit also exists that allows one to quickly fit a conventional or regular TW hand grenade with a propulsion stick and contact fuzing strip, but standard grenades aren’t as aerodynamic as the dedicated RLGs; range is only 600 ft. Cost is 60 credits per grenade ‘launch stick’.

Re: Paladin Steel Storefront

Posted: Sun Feb 13, 2011 11:05 pm
by ZINO
now this is just pure evil for any PC who used this weapon but very nice!!!!!
PS ‘Starlight Eagle’ Technowizardry Energy Pistol

Re: Paladin Steel Storefront

Posted: Mon Feb 14, 2011 6:51 pm
by taalismn
Yeah; they're the PS version of high-end magic weapons or low-end Rune Weapons, only without the messy sacrifice fo souls thing or the crazy background history you have to go through when all you want is the owner's manual.

Re: Paladin Steel Storefront

Posted: Tue Feb 15, 2011 11:25 pm
by taalismn
Paladin Steel ‘Mystic Eagle’ Technowizardry Energy Pistol
“This little...well, actually, it’s pretty %*&#ing big for a pistol... baby is the vaunted multiplexor in a much handier shape and size, without having the thing atatched to a big sword to a clumsy grip, and it gives you six different sorts of mayhem. The spell selection’s a good cross-section; TK-Bullet gives you a low cost option of regular shots or low anti-armor shots without breaking the mana bank, Laser gives you range and power, Fireball’s an incendiary weapon for those targets that burn, Ballistic Fire allows you to sweep wide areas, Sub-Particle Accel is the big armor-buster, and Mental Shock, while expensive power-wise per shot allows you to scramble brains non-lethally even through armor.
The problem, besides sticker shock, that is, is that the PPE clip and the spellcard are one and the same, so you can’t just swap out for different spells without having to replace the PPE accumulator at the same time. hich is a pity, because it would sure be helpful to be able to pop in and out a cylinder like you would a speed-loader and have a whole new set of critter-specific shots ready to go!”

The ‘Mystic Eagle’ is a more ‘down-to-Earth’ variant of the ‘Starlight Eagle’ TW Multiplexor Pistol, using the same frame, same materials, same principle, and same high build quality, but a less powerful spread of incorporated spells to keep down the cost.
The slightly lower cost of the Mystic Eagle, its conditionally unlimited shot potential, and the fact that its shots, being magical in nature, do damage to many opponents normally invulnerable to normal damage, means that the Mystic Eagle is expected to attract even more attention(and orders) from men-of-arms and specialists such as demon hunters.
Weight: 6 lbs
MDC: 45
Range:
(TK Bullet Attack) 700 ft
(TW Laser Blast)1,400 ft
(Fire Bolt) 135 ft
(Ballistic Fire) 1,100 ft
(Sub-Particle Acceleration) 700 ft
(Mental Shock) 550 ft; works through EBA and power armor, but not robots or vehicles.
Damage:
(TK Bullet Attack) 1d8 SD or 1d4 MD per shot
(TW Laser Blast) 1d6+14 MD per shot
(Fire Bolt) 4d6 MD per shot, +4 to strike
(Ballistic Fire) 1d6 MD per shot and shoots 7 bolts
(Sub-Particle Acceleration) 1d6x10+7 MD per shot
(Mental Shock) Victim must make a successful save vs magic(at -1) or suffer temporary amnesia and lose all skills except native tongue and five skills most important to them, for 4d6 +14 hours.
A successful save means the victim is dazed for 1d4 melees, losing 2 APMs, -5 to all combat skills and -25% to skills, plus has a ringing headache for an hour.
Dragons, demons, and other supernaturals are NOT vulnerable to Mental Shock.

Rate of Fire: Single shot, ECHH
Payload:(Varies)
(TK Bullet Attack)2/3PPE per shot
(TW Laser Blast)3 PPE per shot
(Fire Bolt)5 PPE per shot
(Ballistic Fire)13 PPE per shot
(Sub-Particle Acceleration)10 PPE per shot
(Mental Shock)15 PPE per shot
PPE Capacity:(Light)----100 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)

Special Features:
*Starglow---The PPE cylinder normally emits a low-level glow, but it can be increased to glow with a Globe of Daylight spell, illuminating an 84 ft area around it, for 21 minutes per single PPE.

*Mounting rails along the top and under the barrel for fitting with a scope, laser sight, PPE illuminator, or even a bayonet.
*Butt-socket; can be fitted with a shoulder stock
*Lanyard Ring---The pistol butt has a small mounting ring for an attachment cord, so the weapon isn’t dropped or lost in zero gravity.
*Comes with cleaning/servicing kit
Cost: 60,000 credits
Options:
The Mystic Eagle has the same range of options as for the Starlight Eagle, since they are both essentially the same weapon.

Re: Paladin Steel Storefront

Posted: Fri Feb 18, 2011 8:33 pm
by taalismn
Paladin Steel ‘Night Ranger’ Technowizardry Energy Pistol

“Be careful when handling the Night Ranger if you’re alraedy used to handling a Paladin Steel Bushmaster or a Krait. The Night Ranger doesn’t have an automatic mode for spraying balefire, so if you think you can just point this thing and clench, hosing firebolts in Gargie’s face, you’re going to look pretty damn stupid standing there after your first, and maybe ONLY, shot. This thing is one pull, one shot, so you better AIM your shots to make the most of them.
You’d also think that having this big glowing cylinder up by your eyes would ruin your night vision if you’re trying to aim in dim or dark light conditions, right? But surprisingly it doesn’t. I talked to a technomage about it and he said something in mystic geekspeak about the ‘radiants not being gross-baryonic-based photons and thus not impacting the physical perceptual equipment, including not registering on organic sensory adaptations’, which I translate as meaning ‘that glow ain’t real light’. Still, you don’t want to be holding the thing up to your face because some mook who also sees the glow happens to register your mug behind it and puts one between your eyes.”

The third of Paladin Steel’s ‘Regenerator’ Multiplexor Pistols, the Night Ranger resembles a Calico Arms’ ‘Bushmaster’ automatic pistol, only with the body made out of what looks like obsidian glass, and the helical magazine made of glowing crystal.
The Night Ranger is lighter in weight than either the ‘Mystic Eagle’ or ‘Starlight Eagle’, making it easier to handle, but only has four different spell-shot types embedded in it, rather than six, giving it less versatility. The spell configuration combines spells proven in the previous weapons; a combined SDC/MDC mode(Thunderstrike), a low-power long range attack(TW laser), a high-power mode(Power Bolt), and an area of attack strike(Ballistic Fire).
The lower cost of the Night Ranger, as well as its regenerating powerplant, is expected to result in high sales for this magic firearm.
Weight: 4 lbs
MDC: 32
Range:
(Thundershot)200 ft
(TW Laser Blast)1,400 ft
(Power Bolt) 2,300 ft
(Ballistic Fire) 1,100 ft
Damage:
(Thundershot) 3d6 SDC to normal beings, 5d6 MD to practitioners and creatures of magic, 1d6x10 MD to supenatural beings
(TW Laser Blast) 1d6+14 MD per shot
(Power Bolt) 5d6+14 MD per shot, and needs a natural or modified 20 to dodge
(Ballistic Fire) 1d6 MD per shot and shoots 8 bolts, targets are -10 to dodge
Rate of Fire: Single shot, ECHH
Payload:(Varies)
(Thundershot) 10 PPE per shot
(TW Laser Blast)3 PPE per shot
(Power Bolt)10 PPE per shot
(Ballistic Fire)13 PPE per shot
PPE Capacity:(Light)----100 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)

Special Features:
*Starglow---The PPE cylinder normally emits a low-level glow, but it can be increased to glow with a Globe of Daylight spell, illuminating an 84 ft area around it, for 21 minutes per single PPE.

*Mounting rails along the top and under the barrel for fitting with a scope, laser sight, PPE illuminator, or even a bayonet.
*Butt-socket; can be fitted with a shoulder stock
*Lanyard Ring---The pistol butt has a small mounting ring for an attachment cord, so the weapon isn’t dropped or lost in zero gravity.
*Comes with cleaning/servicing kit

Cost: 570,000 credits, but PS expects to be abl to bring the price down to as little as 300,000 credits within the next ten years as magic mass production gears up.
A ‘deluxe’ model, using 10th-level spell focus, is also rumored to exist, selling at 600,000 credits or more.
Options:
The Night Ranger has the same range of options as for the Starlight Eagle, plus:
*Lattern Light(1 PPE and lasts 4 hours)---Fills a ten foot area with soft illumination, but CANNOT drive off vampires or other sunlight-sensitive beings.

*Multiple Image(5 PPE and lasts 7 minutes)---This spell causes the power crystal to act like a holographic projector, producing up to three identical images of the person holding the gun. This gives the operator +2 to initiative, +2 dodge, and +1 to strike, while viewers are -4 t save and see through the illusion. Cost: 7,000 credits

*Shadowmeld(5 PPE and lasts 14 minutes)---Works just like the spell; the person holding the gun can disappear into any 5 ft-large shadow and vanish. Cost: 7,000 credits

Re: Paladin Steel Storefront

Posted: Tue Feb 22, 2011 10:51 am
by abtex
Nice line of "Technowizardry Energy Pistols"

Could you do this one next please.

Re: Paladin Steel Storefront

Posted: Tue Feb 22, 2011 12:58 pm
by taalismn
abtex wrote:Nice line of "Technowizardry Energy Pistols"

Could you do this one next please.



My existing 'ombi-arms' modular rifle system might be able to do that, but I'll see if it can't be updated for heavy shotgun systems...
Or maybe just a straightforward TW hip-howitzer, in keeping with the motivational poster? :twisted:

Re: Paladin Steel Storefront

Posted: Tue Feb 22, 2011 10:57 pm
by abtex
taalismn wrote:
abtex wrote:Nice line of "Technowizardry Energy Pistols"

Could you do this one next please.

My existing 'ombi-arms' modular rifle system might be able to do that, but I'll see if it can't be updated for heavy shotgun systems...
Or maybe just a straightforward TW hip-howitzer, in keeping with the motivational poster? :twisted:

Look again. The picture is a Twin barrel and cylinder revolver, not a shotgun.

But a line of TW Shotguns might be something to look at. The spell list has a few items that would work nicely for them.

Modular rifle done as a heavy pistol or PDW/PDR like the Magpul PDR in size?
Could just take a derringer and add a hologram spell to it as well. :twisted:

Re: Paladin Steel Storefront

Posted: Tue Feb 22, 2011 11:10 pm
by taalismn
Another way to do it would be to add another focal barrel and gimmick the firing mechanism to fire TWO shots simultaneously with one trigger-pull. Sure, you use up two shots and the required amount of PPE in one action, but you'd be doing double the double...sort of like a burst-fire revolver...This would be particularly devastating with an area of effect spell like Ballistic Fire where you have TWICE the fireballs screaming at you(used to clear out a room, this would be horrific).
For the extra barrel and modified firing mechanism, I'd add about 20% to cost, which would jack the sucker into the million-dollar gun range(!!!!), at which point you might just wanna consider buying a power armor for the same money.
Jack the spells up to 10th or maybe 12th, or screaming 13th level!!!!!!!, for extra range and damage, and you definitely have a million+ credit investment in a custom gun.....DO NOT LOSE THIS PIECE, DO NOT GAMBLE IT AWAY, DO NOT LEAVE IT UNGUARDED...But since you're likely dripping with money to buy this sucker in the first place(rather than go out and buy a heavy rocket launcher and several dozen crates of ammo for it), you may as well slap an Eye of Eylor on it fro extra security... :D

Re: Paladin Steel Storefront

Posted: Fri Feb 25, 2011 8:05 pm
by taalismn
Paladin Steel/Cessna SO-200 ‘Skymaster II’/’Zephyr’ Observation/Light Strike Aerospace Craft
(aka ‘Blow-Suck’, ‘Mix-Master’, ‘Push-Pull’, ‘Dust-Devil’)
freercplans.com/data/ media/18/cessna337_3v.jpg

“Wow...this is neat...it’s like having front row seats to the battle...or a skybox...but are you SURE this is safe?”
“Perfectly. The real serious action...the city busters, orbital bombardment, and the like, are going off over the horizon from us. This is just periphery stuff; enemy national guard and militia units out on the edges that needs mopping up. We’re pretty high up, got our protections up, and the gravitic shields are at full. Just keep an eye on the EW and laser detectors just in case somebody tries to lock us up. Other than that, enjoy the scenery. Like THAT.”
“What’s THAT?!”
“Enemy heavy main battle unit...a ‘Loki’-class unit. Here, hold this laser illuminator on it while I call it in. Somebody in the area’s gotta have a flip-bomb or dozen they’ll want to toss at that thing. Preferably before that big boy down there notices us up here and decides to sam us.”

“The only real complaint I got about this bird is that under certain atmospheric conditions, the grav-props start ionizing the air and setting up this bright sparkle-glow. It’s not intensely bright, but it’s kind of hard to see through it with the ol’ Mark One eyeball, and with the same effect fore and aft, it’s not a particularly nice effect to have on a bird that’s supposed to be dedicated to observation. Not to mention it hardly makes you inconspicious during night-ops.”
---Lieutenant Batram Choliss, 57th Air Recon Wing, Greater New England Air Force.

The ‘Skymaster II was another effort by PS to make the most of the gravitic-fan technology they’d dragged out of captured Gorang sky-pirates. The technology promised to make properly fitted terrestrial propellor aircraft into space-fliers with integral forceshielding(albeit in the direction of the prop), which endeared the technology to the history-dotty technowizards, especially those of the Hangar-18B design group. Having already had great success with the SP-51 and SP-82, and even a grav-fan propelled version of the DC-3, PS engineers looked to other aircraft to resurrect.
They found one such project in the Cessna O-2 Skymaster, a civilian aircraft that had gone to war in Vietnam as a forward air control and recon aircraft with a light strike capability. Of particular interest was its twin-engined push-pull design, with propeller engines mounted in the nose, and at the rear, between a twin-boom tail assembly. PS had already explored push-pull grav-props with the high-performance PS SPD-335 ‘Bolt’( an adaptation of the WW2-era Dornier Do-335 ‘Pfiel’(‘Arrow’), and was willing to repeat the experiment with lower-power engines, in this case twin Rating 2 Grav-Prop propulsion units. While not as efficient speed-wise as aligning all the engines in the same direction, it does afford the aerospace craft a uniform envelope of protection from the forcefield generated as a side-benefit of the propulsion units.
The resulting Skymaster II is a light and agile little aircraft with the ability of operating in atmosphere and space equally well(making it ideal for carriage aboard spacecraft). Though not recommended as a forward combat unit, the aerospacecraft has some capability to serve as a light counter-insurgency/strike craft. The Skymaster II, though, is quite fragile, compared to dedicated designed-from-the-ground-up aerospace craft, so it lacks the reinforced structure and systems endurance for combat engagements and prolonged space missions. For quick recon jaunts and surface/space liaison work, however, the Skymaster II is a reliable little ride.
The SkyMaster II has begun to see deployment with GNE ANG units and affiliated Irregulars and paramilitaries. It is also appearing aboard many PS/GNE/ASI-flagged space transports and merchantmen.
To avoid confusion with the existing (and much larger) ‘Skymaster III’ GMR Transport also marketed by Paladin Steel, the Skymaster II is often marketed/listed as the ‘Zephyr’.
Type: PS/C-SO-200 Skymaster II
Class: Observation/Light Strike Aerospace Craft
Crew: 1+1-3 passengers
MDC/Armor by Location:
Main Body 200
Tail Assembly 100
Engines(2) 90 each
Wings(2) 90 each
Forcefield 100 per side
Height: 8 ft 4 in.
Width: 38 ft
Length: 29 ft 9 in.
Weight: 2,848 lbs empty
Cargo: Small space in cabin for survival packs and sidearms.
Powerplant:Hybrid Nuclear Fusion/TW Powerstone
Speed:(GravProp Drives)Hybrid Nuclear Fusion/TW Powerstone w/ 6 year energy life
(Atmosphere) 350 MPH; no altitude limit thanks to the grav-prop drives
(Space)3,500 MPH (Roughly Mach 4) Maximum Speed 40% of Light
Market Cost: 12 million credits
Systems of Note:
Standard Aircraft Systems, plus:
*Ejection Seats
*Radio--100 mile range
*Life Support System(48 hour oxygen supply/filtration)
*Photo-sensitive Cockpit Bubble(polarized glare-blocking)

*Autopilot---This simply allows the pilot to set speed, altitude, and heading, and the plane will automatically fly itself along the set course. Great for long flights, allowing the pilot to rest.

*Radar---A small radar system with aerials in a small pod above the fuselage and tail gives the SO-2 limited radar capability; 30 mile range in atmosphere, 30,000 miles in space.

Weapons Systems: None standard.
1) Underwing Hardpoints(4, 2 under each wing). Each one can hold ONE of the following:
a)PS-XMG Gatling Cannon----A six-barreled gatling cannon, firing a modified WI-23 5.56mm Explosive cartridge. The PS Gatlings trade damage potential per individual round for burst capability and better range using the better cartridge propellants and longer barrels. Mechanical design modeled after the pre-Rifts XM-214 ‘Six-Pak’ Mini-Gun. Excellent range, but low damage, and a tendency to empty the ammo drum, and wear out the barrels, too quickly in heated combat.
For monster hunting, this weapon can also be used to fire silver-plated bullets, each doing HP to vampires and werebeings.
Range: 13,000 ftin atmosphere, 26,000 ft in space
(Kitsune Values: 260 miles in space)
Damage:(5.56mm Explosive) 2d4x10 SDC SDC per single shot, 1d6 MD per 10-shot burst, 2d6 MD per 20-shot burst, and 1d6x10 MD per 100-shot burst(counts as TWO attacks),
Rate of Fire: ECHH
Payload: 40,000 rd(400 bursts) drum standard

b) 7.62mm Gunpod
Range: 10,000 ft in atmosphere, 20,000 ft in space
(Kitsune Values: 200 miles in space)
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 800 rpm
Payload: 250-rd belt
Cost: 18,000 credits

c)Mini-Missiles----1 per hardpoint, up to 5 per wing, or one 10-shot pod per wing(no other hardpoints available)

d) Short Range Missiles----1 per hardpoint, up to 2 per wing

e) ‘Black Talon’ L-SAMs
Range: 3 miles(6 miles in space)
(Kitsune Values: 600 miles in space)
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-6(all)
Payload: 2 per hardpoint, up to 4 per wing
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)

f) 15mm Micro-Missile Launcher
Range:
Pattern-1A 5,700 ft(11,400 ft/ 2 miles in space)
(Kitsune Values: 200 miles in space)
Pattern-1B 6,000 ft(12,000 ft/ 2.4 miles in space)
(Kitsune Values: 240 miles in space)
Pattern-1C 6,000 ft(12,000 ft/ 2.4 miles in space)
(Kitsune Values: 240miles in space)
Pattern-1D 7,000 ft(14,000 ft/ 2.7 miles in space)
(Kitsune Values: 270 miles in space)
Pattern-1E 7,500 ft(15,000 ft/ 3 miles in space)
(Kitsune Values: 300 miles in space)
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Rate of Fire: Volleys of 1-10
Payload: 25-shot pod
Cost: 28,000 credits
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Pattern-1C 60 credits per McM
Pattern-1D 95 credits per McM
Pattern-1E 220 credits per McM

g) 20mm ‘Fire-Orchid’ Anti-Aircraft L-SAM Micro-Missiles
Range: 8,000 ft for all types(16,000 ft/ 3 miles in space)
(Kitsune Values: 300 miles in space)
Damage: (Pattern-2a) 4d4 MD to 2 ft blast radius
(Pattern-2b)6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
(Pattern-2c)(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1, 2, 5 or 10
Payload: 20-shot pod
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Special Features:
*Sensor Package---The sensor package includes an IR/Thermal sight, laser rangefinder(2 mile range) and directional mini-radar(2 mile range) with audio-alarm to notify the gunner of target-lock.
Cost: 28,000 credits
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each

h).50 caliber Gunpod---Combines a fifty-caliber heavy machine gun and ramjet amunnition with a four-shot mini-missile launcher
Range:(Machine Gun) 19,000 ft, 38,000 ft in space
(Kitsune Values: 380 miles in space)
(Mini-Missiles) Varies by Missile Type(x4 in space)
(Kitsune Values: 100 miles in space)
Damage:(Machine Gun)(SDC rd) 7d6 SDC per single rd, 2d6x10+20 SDC per 40 rd burst
(Ramjet rd) 1d4 MD per single rd, 5d6 MD per 40 rd burst
(Mini-Missiles)Varies by Missile Type
Rate of Fire:(Machine Gun) ECHH
(Mini-Missiles) Volleys of 1,2,3, or 4(all)
Payload:(Machine Gun)2,000 rds(50 bursts)
(Mini-Missiles) 4
Cost: 60,000 credits

i)Light Rail Cannon--Intended for use against targets that are resistant to energy weapons.
Range: 4,000 ft(8,000 ft/ 1.6 miles in space)
(Kitsune Values: 160 miles in space)
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload: 5,000 rd drum
Cost: 80,000 credits

j)ECM/Radar Jammer Pod---5 mile range. Jams radars and radar targeting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). Carrying extra jammer pods does NOT increase the range or effective bonuses of the system, but may provide redundancy and multi-wavelength coverage. Only one pod can be carried per wing(and no other ordnance may be mounted; takes up all weight/hardpoint capacity for the wing)
Cost: 50,000 credits

k) Jammer-----A mini-radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 20 mile radius. Additional pods DO NOT add cumulative bonuses, but do provide system redundancy. Only one pod can be carried per wing(and no other ordnance may be mounted; takes up all weight/hardpoint capacity for the wing)
Cost: 100,000 credits

l) Mk 24 Illumination Flare Launcher---These are large parachute flares, dropped from altitude. They can drift down for 1d4 minutes, and can illuminate a roughly quarter-mile radius nearly bright as day. 6 are carried per pod, ready to drop. Globe of Daylight flares can be substituted for anti-vampire actions.
Cost: Basic Launcher Unit costs 2,000 credits. Flares cost 120 credits each

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

n) Laser Illuminator Pod----A swivel-mounted target illumination laser(typically slaved to a helmet-mounted optics suite worn by the observer in the main cabin), used to ‘paint’ targets for laser-guided weaponry. Range: 7 miles
Cost: 50,000 credits

o) Forward-Looking InfraRed(FLIR)----An optics pod with a swiveling mini-turret, slaved to a helmet HUD system. Range: 4 miles.
Cost: 60,000 credits

p) PS PTT-M20B Missile Rifle/Pod---Rather than carry a standard aviation-style missile pod, this box-style ‘missile rifle’ can be carried instead. An extremely popular CS knockoff, especially among pilots who plan on going up against flights of SAMAS, or other aircraft. The range and additional laser targeting system for the mini-missiles makes it a more effective and attractive weapon for use against hard to hit power armors or aircraft, but it is still popular against armor. Otherwise it is the same, right down to the laser and the pistol handgrips, and has the advantage of being able to be detached from the Yellowjacket’s undercarriage and being used by power armor, cyborgs, and exceptionally strong beings.
Weight: 110 lbs fully loaded. 80 lbs empty
MDC: 100
Range: (Mini-Missiles) Varies by Missile Type(x4 in space)
(Kitsune Values: 100 miles in space)
(Laser)2000 feet (4,000 ft in space)
(Kitsune Values: 40 miles in space)
Damage: (Mini-Missiles) Varies by Missile Type
(Laser) 2d6 MDC per shot
Rate of Fire: (Mini-Missiles)Volleys of 1, 2, or 4 for the missiles,
(Laser) Single shots (EGCHH)with laser.
Payload: (Mini-Missiles)20 missiles total (10 per tube),
(Laser) Effectively unlimited shots when attached to a vehicle
Bonuses: +1 to strike from laser targeting
Cost: 70,000 Cr

q) Pulse Laser
Range: 4,000 ft (8,000 ft in space)
(Kitsune Values: 80 miles in space)
Damage: 2d4 MD single shot, 1d6x10 MD per 6 shot pulse blast
Rate of Fire: ECHH
Payload: 60 shot battery. Effectively unlimited if nuclear powered
Cost: 28,000 credits

r) Particle Beam Pod---A modified PS ‘Blue Bolt’ PBR.
Range: 4,000 ft (8,000 ft in space)
(Kitsune Values: 80 miles in space)
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: Single shot, ECHH
Payload: 50 shot battery. Effectively unlimited if nuclear powered
Bonuses: +1 to strike from the laser spot sight.
Cost: 170,000 credits

s) Sensor Pod---Various specialized sensor pods can be hung from the hardpoints, including photo-recon, PPE sensing, molecular analyzer, radiation detection, atmospheric sampler, and other types.

Options:
*Pontoon Landing Gear---This converts the SO-200 into a float-plane with two large pontoons affixed under it. The extra drag reduces the aircraft’s speed by 15%, but allows the aircraft to operate from water.
MDC of Pontoons(2): 40 each
Cost: 40,000 credits

Variants:
*PS/C-SO-200S---This is the dedicated spaceplane version for shipboard carriage, and is fitted with folding wings and tail for easier shipboard stowage(folds up to 19 ft wide and 20 ft long).

Re: Paladin Steel Storefront

Posted: Fri Feb 25, 2011 8:11 pm
by ZINO
wow!!!!

Re: Paladin Steel Storefront

Posted: Fri Feb 25, 2011 10:46 pm
by calto40k
taal love your gear man

Re: Paladin Steel Storefront

Posted: Sat Feb 26, 2011 8:21 pm
by taalismn
Thank you all!
It keeps me out of trouble. :angel:
At least until I REALLY try to take over the world. :twisted:

Re: Paladin Steel Storefront

Posted: Sat Feb 26, 2011 10:59 pm
by abtex
The mice in the lab cage are already trying that.

Re: Paladin Steel Storefront

Posted: Sun Feb 27, 2011 12:41 am
by taalismn
abtex wrote:The mice in the lab cage are already trying that.


That's why I hired CatGirls to guard the lab.
They're only airheaded up to a point, then you realize too late that they're not playing your game, you're playing THEIR game.

Re: Paladin Steel Storefront

Posted: Sun Feb 27, 2011 12:51 am
by Veritas476
*makes a note to bring a batch of the hybrid catnip that the R&D department has been developing on his next visit*

Re: Paladin Steel Storefront

Posted: Sun Feb 27, 2011 12:25 pm
by abtex
Italian airborne tricycle
Should I tell him about BA Jumping Jeep or the Baker's Jumping Tank?

Good Day

Re: Paladin Steel Storefront

Posted: Sun Feb 27, 2011 12:56 pm
by abtex
taalismn wrote:That's why I hired CatGirls to guard the lab.

If I google 'Catgirls' and check the images. Will I get to ready find out why you hired Catgirls? :D

Re: Paladin Steel Storefront

Posted: Sun Feb 27, 2011 10:24 pm
by taalismn
abtex wrote:
taalismn wrote:That's why I hired CatGirls to guard the lab.

If I google 'Catgirls' and check the images. Will I get to ready find out why you hired Catgirls? :D


Well, they place with mice...
On the negative side, they think computer keyboards are for SLEEPING on...making them the bane of engineers(at least those engineers who have been emasculated, are female, or never had any gender in the first place). :P

Re: Paladin Steel Storefront

Posted: Mon Feb 28, 2011 10:23 am
by abtex
...so close your eyes and start touch typing?

Re: Paladin Steel Storefront

Posted: Mon Feb 28, 2011 6:49 pm
by taalismn
Paladin Steel Javelin Space Missile Cruiser
http://s408.photobucket.com/albums/pp164/taalismn/?action=view&current=javelin.jpg

“We call them ‘Zoomers’, much like the old submariners called their missile boats boomers...and the life is pretty much the same. Long, narrow, hull packed with equipment, with hardly enough room to turn around in...and just like a sub with all that open sea around it, the Javs with all that empty space around them, are packed. Part of it is because the need to make the most of materials, and smaller, more powerful ships are the prefered design, but also because we want to present as small a sensor target as possible. ‘Run Silent, Run Deep’...the rule’s the same in space combat...
Of course, it’s not entirely unpleasant or unliveable...when the psuedo-grav’s off, it seems like the ship’s gotten a little less cramped because we can then move about the walls and ceilings. Danger is, though, if a rookie gets too complacent and ignores a grav-activation alarm, or the ship goes to combat acceleration all of a sudden....all that gear and rookie too floating eight feet off the floor....comes a’crashing down...so keeping alert and oriented as to where the ‘floor’ is at any given time, is a survival tactic a spacer learns early.”
-------Jethro Manns, Midshipman, Javelin Cruiser Hastings

“Okay, looks like our trick with all those decoy noisemaker missiles with a couple of Big Pills mixed in did the trick! Those fireballs just took out three of Her Witchiness’s capital units! Hooray for our side and hazzah for ‘primitive’ technology!
Now give me as much power to drives as you can, and jump us out the moment we hit the hyper-limit! Those killed heavies have at least six friends each, and they’re all accelerating in our direction faster than I want to see! Looks like the Witch is taking us seriously! Time to run with our tails between our legs and make for the Deep!”
----Captain Andomathis Se’Cal, Javelin Cruiser Cowpens, ASI Missile Squadron Taskforce 3.

The Javelin is Paladin Steel/Aegis Stellar Industries’ design for a light missile cruiser configured for long-range fast strike missions where it can use its high speed and EW systems to move quickly into an optimal firing position, fire off its weapons, then retreat to another firing position.
The Javelin has a long, narrow-chord, streamlined appearance and construction that hints at its relation to its Thunderbolt and space-capable Foss-Flier ancestors. The Javelin is, as a result, equally at home in space or in atmosphere. The original Javelins were constructed at Valient Station, using the (then) state of the art engineering processes and technologies available to Paladin Steel. Later studies of the Three Galaxies’ Warshield Light Cruiser helped refine the Javelin design, especially with the addition of CCW-pattern CG drive systems.
The Javelin’s single high-performance engine is specially shielded and insulated to produce a minimum of radiation signatures when in ‘stealth’ mode, yet can come to full power and acceleration in less than five minutes. Its ability to enter an atmosphere is also a considerable asset, as in 125 PA, when a couple of Javelins took cover in a Martian dust-storm, using atmospheric back-scatter and interference to hide from Arkhon sensors, and deliver a successful, and unexpected, ambush attack on Arkhon troop transports attempting to retake Phobos from the combined Terran-Ares Republic garrison there.
The original Mark Is would see their early fusion engines replaced by the Mark II upgrades, that would add high efficiency gravitic engines augmenting the ‘torch’ drives. In turn, once PS started its Aegis Stellar Industries front in the Three Galaxies, with access to more advanced technology, the Mark IIIs developed by the Amberjin shipyards would feature more sophisticated drives capable of sustained acceleration(in addition to other changes).
Weaponry consists primarily of several capacious weapons bays, the largest in the large wing/fin-like projection under the narrow-chord body, backed by two large long range missile bays in the upper hull. Backing these weapons are a pair of kinetic kill rail guns and a laser PDS array. The most lethal weapons in the Javelin’s arsenal are stocks of rare Galactic-make Cruise Missiles, though it has provision to carry large amounts of standard, domestic-production LRMs, or the gigantic SLBM-sized ‘nukers’ that PS had developed as an answer to any more encounters with Splugorth Dreadnoughts.
The Javelin sacrifices armor for speed and payload, however, so taking it into a close-range slugging match is NOT recommended. The Mark IIs would introduce forcefield protection, while the Mark IIIs would be produced with variable forcefields, greatly increasing the chances for survival of the ships in open combat, but it is still not recommended that Javelin crews stay still long enough to put their armor to the test. Like the Falx, the Javelin has problems with its main weapons systems being ammunition-dependant, and it rarely travels alone, or far from a source of resupply. Once it expends its missile payload, the Javelin will attempt to break off combat and retreat behind other units with more weapons endurance. The Javelin also has no provision for embarked fighters or troops; its small crew dedicated to manning the systems and seeing to the ship’s primary role of missile support. To insure that it can spot trouble before trouble can close in on it, the Javelin mounts a more powerful sensor suite than is standard for ships of its class. The greater detection range allows the Javelin to more effectively use its long range fire capabilities
Type: PSS/ASI-CGS-07Javelin
Class: Space Missile Cruiser
Crew: 60+ 10 man Stelmarine security contingent
MDC/Armor by Location:
Main Body 35,000
Bridge 9,000
Main Engine Bloc 9,000
Auxiilary Engines(2) 3,500 each
Kinetic Kill Rail Cannons(3x2) 500 each
Point Defense Lasers(10) 90 each
Point Defense Rail Guns(10) 100 each
LR Missile Launchers (2) 550 each
Cruise Missile Launchers(2) 550 each
Hangar Bay 1,000
Forcefield(Mrk II refit) 5,000
Variable Forcefield(Mrk III refit) 3,000 per side, 18,000 total
Height: 120 ft
Width:220 ft
Length:500 ft
Weight:90,000 tons
Cargo: 2,000 tons
Powerplant: Nuclear Fusion, w/ 25 year energy life
Speed:(Atmosphere) Hover to Escape Velocity
(Sublight) (Mrk I) Fusion Drive) Mach 15
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 1.5% of light speed per melee)
*Note: The fuel-dependent Mark Is have 4,000 tons hydrogen fuel capacity for 80 days of continual acceleration/deceleration.
(ASI Mrk III) (Gravitic Drive) Mach 12
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.2% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) (all Marks) Not possible
Market Cost: Estimated cost at around 600 million credits for the Mark I, 640 million credits for the Mark II, 800 million credits for the Mark III.
Systems of Note:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars
*Enhanced Sensors----The Javelin mounts a sensor suite slightly more powerful than those typical of its class, and has 25% better range(effective -Fleets of the Three Galaxies- range of 320,000 miles)
*Laser Targeting-------250,000 miles
*Communications Suite:---Long Range Radio and Video
* Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 50,000 miles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.

*EW Jamming Systems---In combat, the Javelin will attempt to use its electronic warfare suite to confuse enemy sensors as to the ship’s exact position and activity. Communications Jamming has a 10,000 mile range, is 90% effective against civilian systems, and is 65% effective against more sophisticated channel-jumping military communications suites. Missiles and sensor-guided weapons are -4 to strike.

*Passive Stealth Systems----The Javelin uses passive stealth systems to reduce its sensor signature by as much as 40%, but in order to achieve this, the ship cannot be under acceleration, and its engines must be running ‘cold’.

Weapons Systems:
1)Cruise Missile Launchers(2)---The large wing-like projection under the main hull holds two cruise missile launch bays. Because Three-Galaxies-style Cruise Missiles are hard to come by, even with PS’s WZT connections, and PS has yet to acquire the means of producing economical and reliable versions of its own, Javelins rarely sail with a full load of these weapons; typically the rest of the missile bay space is taken up by probes, or ECM ‘Wild Weasel” decoys.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1, 2, 4, 5, or 10
Payload: 40 missiles per launcher, 80 total

2)Long Range Missile Launchers(2)---Mounted just above the Cruise Missile launchers, abutting the main hull, in their own fins, are two large long range missile bays...PS makes sure that Javelins are well-supplied with LRMs, most often the domestically produced makes, but also Three Galaxies types when they can obtain them.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1, 2, 4, 8, 16, or 32 per launcher
Payload: 160 LRMs per launcher-pod, 320 total

Alternately, the launchers can be modified to fire the following:
a)Heavy Nuclear Missile Launcher--These weapons were developed from early efforts to create an Alliance equivalent of the Galactic-level Cruise Missiles. The effort wasn’t entirely successful; the weapons have the range and warhead yield, but lack the advanced targeting and AI systemry of their galactic counterparts. They are also very large weapons, roughly the size of small SLBMs, making them fairly easy targets for Three Galaxies-standard point defense systems. To compensate for their lack of accuracy, PS mounted the heaviest nuclear warheads they could come up with in the Long Lance II missiles, counting on pure brute city-buster force to carry the day when more precise targeted strikes cannot. Paladin Steel has retained these weapons for special attack purposes, such as orbital platform strikes and attacks on massed enemy formations. These weapons are designed strictly for deep space use, and are NOT for use on surface targets; such use is BANNED by PS/VFS/GNE policy.
Range: 1,000 miles(4,000 miles in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: 2d4 x 1,000 MD to a 2.6 mile destruction radius in space
Rate of Fire: Volleys of 1,2,3,4, or 6
Payload: 12 missiles per launcher

(Option) PS Long Lance IV---The Long Lance IV is the next generation heavy anti-spacecraft missile from PS, and was developed after the abysmal failure of most of the launched Long Lance IIs to reach the target during the Dreadnought Crisis . This SLBM-sized weapon is smarter, heavier, and carries its own ECM and countermeasures decoy launchers to give it a better chance of penetrating a target’s defenses. The Long Lance IV is available to both the Falx and the Javelin-class cruisers.
Range: 1500 miles(6,000 miles in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: 2d4 x 1,000 MD to a 2.6 mile destruction radius in space
Bonuses/Special:
*ECM----The missile has its own expert system and EW transmitters for jamming enemy radar, as well as evading their sensors. The missile is -6 for guided weapons to strike. 60% chance of evading radar detection to begin with.
*Flare/Chaff Launchers(1, 6 bundles)
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees

3)Kinetic Kill Rail Cannons(3x2)---Mounted in main hull turrets positioned one ventral and one dorsal, these weapons can pivot for maximum arc of fire. However, the turrets do not adequately cover the rear firing arcs of the ship.
Range: 10 miles(40 miles in space)
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage:1d4x100 MD per 80 rd burst, 2d4x100 MD double cannon burst, 3d4x100 MD per triple cannon burst
Rate of Fire:ECHH
Payload: 32,000 rds(400 bursts) per cannon before needing reloading from stores(takes about 30 minutes)

4) Point Defense Lasers(10)----Spaced around the hull are standard laser PDS turrets for fending off enemy fighters and missiles.
Range: 1 mile(4 miles in space)
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH, or auto-fire; 6 attacks per melee
Payload: Effectively unlimited

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


5) Point Defense Rail Guns(10)
Range: 6,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 200 miles in space)
Damage: 2d4x10 MD per 60 rd burst
Rate of Fire: EGCHH, or 6 attacks per melee in auto mode
Payload: 12,000 rds per gun(200 bursts each)
Radar Targeting Bonus: +3 to strike

Auxiliary Craft:
2 Shuttles

Variants:
*PSS/ASI-CGS-07B(Mrk II) ---This was a refit of the original Javelins that tweaked the engines for more efficiency(fuel efficiency could now be stretched to 110 days of continual accelration/deceleration, and the ship could also crawl under auxiliary GMR/traction drive powered directly by the reactors at Mach 4.8), added the stealth systems, and mounted a heavy-duty monoplanar forcefield generation system. Almost all Mark I Javelins in Sol System were rotated out of active service and upgraded to this standard in the course of their careers.

*PSS/ASI-CGS-07C(Mark III)---This is the Aegis Stellar Industries-manufactured version that soon replaced the older Mark I/IIs. The -07C uses a more advanced CG-drive that while lacking the hard acceleration of the previous fusion drive system, also allows for greater sustained acceleration, and freed up mass and space for additional systemry. The -07C adds more sophisticated avionics and upgrades the commerical forcefield to a military-grade variable type.
The -07C also attempts to plug the holes in the Javelin’s energy weapon deficiency and arc of fire by adding a third weapons turret, containing a double-barreled medium laser cannon, directly behind the LRM launchers, to better cover the exposed rear arcs.
1) Dorsal Medium Laser Turret(1)
MDC: 500
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 2d4x100 MD per single blast, 4d4x100 double-barreled blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

2) Ventral Twin-Barrel Medium Laser Cannons(2x2)(Mrk III)----The Mrk III would also see the fitting of two additional turrets, each mounting a double-barreled medium laser cannon, on the lower cruise-missile launcher ‘wings’. While powerful, the addition of these energy weapons is still not considered adequate to allow the Javelin to engage in prolonged close combat with other warships.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 1d4x100 MD per cannon, 2d4x100 MD per dual blast from both cannon in a turret simultaneously(one attack)
Rate of Fire: Twice per melee
Payload: Effectively unlimited


*PSS/ASI-CGS-07D--- A plasma weapon-heavy configuration prototyped as the VFSS Centaurus. The Centaurus was a -07C Javelin refitted to fire experimental plasma torpedos, the result of plasma MagTech engineering, and reverse-engineered alien weaponry. The cruise-missile racks and magazines in the lower fin were stripped out and replaced with four plasma torpedo launchers and their attendant power generation equipment. Otherwise, the Centaurus was identical to all other Javelins.
The 07D has begun to enter production alongside the 07C variant as the prefered units of the new GNE Space Forces, giving a good mix of long range missile- and energy-weaponry for ‘snipe and fade’ attacks.
(Note: Observant weapons analysts may note similarities between this weapon and the Shemarrian Star Nation’s own Plasma Torpedoes. This is not a coincidence; PS/ASI originally developed the PTL theory and the design was perfected by the Blood Rider Tribe’s engineers from knowledge shared in early tech/academic exchanges with Paladin Steel/Greater New England. The likely theory to be put forward by anybody noting the similarity is that PS/ASI is copying the Shemrrian weapon)
1) Tractor Beam Projectors(4, mounted in the lower wings) ----Intended less for grabbing hold of other ships and more for guiding the Plasma Torpedoes. Rated at 500 tons haul weight.
Range: 5 miles in space(NOT usable in atmosphere)(Kitsune Values: 5,000 miles in space).

2) Plasma Torpedo Launchers(4)---These are direct-fire weapons that fire bolts of plasma trapped in a temporary magnetic ‘shell’ centered on an evaporated ‘seed’ of ultra-dense deteurium ice, allowing the plasma to travel farther without losing cohesion and damage potential, and allowing the plasma to explode with area of effect on target. The result is an energy missile with superior range to normal energy weapons(though still well short of comparable missile weaponry) and potentially unlimited payload. However, the plasma packets CAN be grabbed/deflected by tractor beams(this is how the ship’s gunners can manipulate their energy projectiles at short range and correct their course....each of the launch arrays’ mounted tractor beams being able to grab and direct a volley of plasma bolts), or destabilized by ion or particle beam weapons fire(takes 20 MDC to disrupt the plasma containment).
Range: 20 miles in atmosphere, 200 miles in space
(Kitsune Values: 200 miles in atmosphere, 200,000 miles in space)
Damage: 1d6x100 MD per blast to 100 ft blast radius
Rate of Fire: Each array can launch volleys of 1-8 torpedoes, twice per melee
Payload: Effectively unlimited

*PSS/ASI-CGS-07E---The -07E model is simply an ‘economy’ model that was developed against the uncertain acquisition of cruise missiles and/or slow development of ASI’s own efforts to produce the munitions. The -07E variant is a -07C that simply replaces the two cruise missile launchers with two LRM launchers similar to those mounted dorsally, effectively doubling the LRM armament. The -07E is also considered to be the basis of an ‘export’ model that can be produced in large enough numbers that it can be sold abroad(minus sensitive and proprietary technologies such as stealth and EW jamming systems).

*PSS/ASI-TS-07E----This was a conversion of older Mrk I hulls into hydrogen tankers, to keep other fuel-dependent Mrk I Javelins and other early model PS spacecraft fueled-up in the field. The TS-07E variant strips out the heavy missile launchers and replaces them with slush deuterium tankage(four tanks, each carrying 7,500 tons each, for a total of 30,000 tons, in addition to the ship’s own onboard fuel) and four transfer booms for refueling up to four other ships simultaneously. The TS-07E retains the scondary armaments and PDS systems of the missile cruiser Javelins. The TS-07E can do some gas harvesting on its own by skimming planetary atmospheres and using its wing-like fuel tanks to give it aerodynamic control while it ramscoops atmospheric gases into its small separator and liquification system, but the ships typically relies on other vessels and fuel extraction stations to restock its supplies.
PS still produces the TS-07E, making it available to lower-tech star nations and commercial concerns needing protected tankers.

Re: Paladin Steel Storefront

Posted: Mon Feb 28, 2011 7:11 pm
by ZINO
this is the best work EVER man !!! love it

Re: Paladin Steel Storefront

Posted: Tue Mar 01, 2011 3:46 am
by abtex
Found this by being a link monkey and jumping from site to site.

taalismn wrote:Paladin Steel/Douglas DC-3/C-47
(aka ‘Gooney Bird’, ‘Skytrain’, ‘Dakota’, ‘Placid Plodder’, ‘Old Metuselah’, ‘Grand Old Lady’, ‘Dowager Duchess’)

PS-Waco CG-4(TW) Glider
(aka ‘Hadrian’, ‘Balsa’)


Li-2 based on the DC-3
http://www.airwar.ru/enc/cww2/li2.html
nice history on the plane.

Your books have better info.
If you want to arm your versions of the DC-3/C-47 a little differently.

Once the first DC-3 appeared in the USSR, it immediately tried to adapt for military purposes. In late 1936 N. Polikarpov and Chief Designer KB aircraft armament BG spinel-tal made an offer zamnarkomu Defense Industry M. Kaganovich project armed version of the aircraft. Intended to equip a car with five guns: two promising 11P-37 caliber of 37 mm and three 20-mm ShVAK, as well as three 7.62-mm machine guns SHKAS. In the embodiment of reloading the plane could take more, and 500 kg bombs. In general, have more true flying fortress. Kaganovich solution to this issue put on Myasischev. In 1937 he started the project, but for purely political reasons Shpitalnaya did not cooperate with him - had already announced Myasishchev enemy of the people. The project was not implemented. When the aircraft was put into production at the 84-meter factory, one of the first mass-produced cars in the transportation and landing variant under the designation PS-84-K. Her notable external difference is made in the left side cargo door dimensions 1500x1620 mm, opening outwards up. It was carved emergency door, which used for landing purposes. The cargo cabin is equipped with a reinforced floor, from 14 mooring sites, seven in each side, and close up to the ravine frames. Strapping performed using belts or ropes. For loading and unloading of aircraft engines, artillery shells and heavy loads, etc. machine could be equipped with a crane. Normal capacity aircraft was 1600 kg, reloading - 2000 kg. Was developed and the external suspension system, through which a central plane could carry bales of various equipment, barrels of fuel, etc. The cargo weighing up to 2 tons



Small arms Lee 2VP originally consisted of four machine guns SHKAS, which were placed in the nose fixed installation 5T-275U, a top setup 5T-259 with shielded turret CF-3 (Ammo 1200 rounds), and two pivot units shku-1 (500 rounds of ammunition), were in the rear fuselage between the spn. 36 and 39 in a special window from both sides. Subsequently, the top shooting point set turret with a 12,7-mm machine gun drill collars. Turret was aerodynamically balanced and in flight easily rotated by hand. Behind it was attached to the fuselage tubular frame - limiter, which prevented backache keel. Uppermost setting serviced bortstrelkom, who stood on an adjustable stand. Pivot guns were in the care operator, and borttehnika that when an air threat shifted to the tail of the aircraft. Of course-gun fire kept the crew commander. Lee 2VP, which were issued after the war, were not carrying weapons.

Re: Paladin Steel Storefront

Posted: Wed Mar 02, 2011 8:40 pm
by taalismn
Paladin Steel PSGJ-01 13mm GyroJet Pistol
(aka ‘Buckgun’, ‘Rocketgun’, ‘Spit-Cannon’)

“No hiding behind the engine block with THIS gun. And if you have to run for cover, that cover better be pretty damn close, because this thing can shoot over a quarter of a mile! If the ammo wasn’t so darn expensive, this thing would be going into the hands of every $^$%$ing gunfighter west of the Big Muddy! And once all those pistoleers got over the habit of thinking this peacemaker shoots short and overshoot, you’d start seeing county-wide shootouts! Yeah, disguising a bazooka in an Automag makes for one scary weapon! Fortunately, it’s still a one-pull-one-shot weapon; this would be positively murderous if it had an automatic fire mode.”
---Sheriff Akhmed Mosier, Town of Rust-Gulley.

“ Oh, what’s this?! You got me a GUN? A new limited-edition long-barrel Paladin Steel GyroJet pistol? In midnight black with silver chasing, winged skull motif on the side, and what’s this inscription? ‘My Lovely Angel of Death’?! You got me a custom-inscribed armor-piericing death-dealing goth-fetished handGUN on my birthday?!! ..... Oh, you really DO love me! Come here and kiss me, you shy lug!”
---’Retta ‘Ice Angel’ Angeline, ‘Our Happy Ladies of the Apocalypse’ gang, The Relic, on her birthday.

Having already had considerable success with its 15mm MicroMissile systems, as well as other Repligun remakes, PS turned its attention to an ancient (deadend) sidepath on the way to the MicroMissile and the Ramjet round, the GyroJet. Paladin Steel engineers have taken a long second look at the MBA GyroJet Pistol and reworked the design to modern specs. The original gun itself has been remade in lighter weight MDC composites, saving weight and increasing durability. Applying its advanced solid-fuel propellant technology to the larger 13mm round, PS has put more power and accuracy into the round, giving it the ability to punch through megadamage to considerable effect. Compared to other pistols, the PSGJ-01 has exceptional range(more akin to rifles) and damage, with little recoil, as the large projectiles develop most of their thrust outside the barrel.
The PSGJ01 is in limited production and distribution, and has attained only modest interest and sales so far, largely due to the as-yet poor availability of the special ammunition(PS expects sales to pick up as supplies of 13mm GyroJet reach more PS distributors).

MDC: 25
Weight: 2 lbs
Range: 2,000 ft
Damage:(Solid Penetrator)4d4 MD at 200 ft or less, 1d6 MD out to 2,000 ft
(Explosive) 3d6 MD per round.
*(Note: Fully compatible with Supercavitation modification. Other ammunition types being developed as well by PS)
Rate of Fire: ECHH
Payload: 6 rd box magazine
Special Features:
*Top Sight Rail---Can be fitted for a variety of sights, laser spots, and scopes.
*Corrosion-proof Construction
Cost: 9,000 credits for the gun. 1,000 credits per case of 50 Penetrator rounds, 2,000 credits for explosive.
Options:
*Drum Magazine(25 rds). Cost: 600 credits

*Buttstock(choice of wire frame, solid wood/plastic, or tubular alloy/plastic). Cost: 100 credits

Re: Paladin Steel Storefront

Posted: Wed Mar 02, 2011 10:37 pm
by ZINO
again another work of art man :ok: :ok: :ok: :ok:


taalismn wrote:Paladin Steel PSGJ-01 13mm GyroJet Pistol
(aka ‘Buckgun’, ‘Rocketgun’, ‘Spit-Cannon’)

“No hiding behind the engine block with THIS gun. And if you have to run for cover, that cover better be pretty damn close, because this thing can shoot over a quarter of a mile! If the ammo wasn’t so darn expensive, this thing would be going into the hands of every $^$%$ing gunfighter west of the Big Muddy! And once all those pistoleers got over the habit of thinking this peacemaker shoots short and overshoot, you’d start seeing county-wide shootouts! Yeah, disguising a bazooka in an Automag makes for one scary weapon! Fortunately, it’s still a one-pull-one-shot weapon; this would be positively murderous if it had an automatic fire mode.”
---Sheriff Akhmed Mosier, Town of Rust-Gulley.

“ Oh, what’s this?! You got me a GUN? A new limited-edition long-barrel Paladin Steel GyroJet pistol? In midnight black with silver chasing, winged skull motif on the side, and what’s this inscription? ‘My Lovely Angel of Death’?! You got me a custom-inscribed armor-piericing death-dealing goth-fetished handGUN on my birthday?!! ..... Oh, you really DO love me! Come here and kiss me, you shy lug!”
---’Retta ‘Ice Angel’ Angeline, ‘Our Happy Ladies of the Apocalypse’ gang, The Relic, on her birthday.

Having already had considerable success with its 15mm MicroMissile systems, as well as other Repligun remakes, PS turned its attention to an ancient (deadend) sidepath on the way to the MicroMissile and the Ramjet round, the GyroJet. Paladin Steel engineers have taken a long second look at the MBA GyroJet Pistol and reworked the design to modern specs. The original gun itself has been remade in lighter weight MDC composites, saving weight and increasing durability. Applying its advanced solid-fuel propellant technology to the larger 13mm round, PS has put more power and accuracy into the round, giving it the ability to punch through megadamage to considerable effect. Compared to other pistols, the PSGJ-01 has exceptional range(more akin to rifles) and damage, with little recoil, as the large projectiles develop most of their thrust outside the barrel.
The PSGJ01 is in limited production and distribution, and has attained only modest interest and sales so far, largely due to the as-yet poor availability of the special ammunition(PS expects sales to pick up as supplies of 13mm GyroJet reach more PS distributors).

MDC: 25
Weight: 2 lbs
Range: 2,000 ft
Damage:(Solid Penetrator)4d4 MD at 200 ft or less, 1d6 MD out to 2,000 ft
(Explosive) 3d6 MD per round.
Rate of Fire: ECHH
Payload: 6 rd box magazine
Special Features:
*Top Sight Rail---Can be fitted for a variety of sights, laser spots, and scopes.
*Corrosion-proof Construction
Cost: 9,000 credits for the gun. 1,000 credits per case of 50 Penetrator rounds, 2,000 credits for explosive.
Options:
*Drum Magazine(25 rds). Cost: 600 credits

*Buttstock(choice of wire frame, solid wood/plastic, or tubular alloy/plastic). Cost: 100 credits

Re: Paladin Steel Storefront

Posted: Thu Mar 03, 2011 7:00 pm
by taalismn
Had to do it to make the firearms range complete.
Just something about shooting rockets at people that satisfies that techno-ordnance-sadistic urge to play with high explosives. :twisted: :bandit:

Re: Paladin Steel Storefront

Posted: Fri Mar 04, 2011 9:57 am
by abtex
taalismn wrote:Had to do it to make the firearms range complete.
Just something about shooting rockets at people that satisfies that techno-ordnance-sadistic urge to play with high explosives. :twisted: :bandit:

You're getting closer to a complete range.
"...urge to play with high explosives" only when you cannot get the good stuff. :-(

Re: Paladin Steel Storefront

Posted: Fri Mar 04, 2011 10:40 am
by ZINO
taalismn wrote:Had to do it to make the firearms range complete.
Just something about shooting rockets at people that satisfies that techno-ordnance-sadistic urge to play with high explosives. :twisted: :bandit:

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

Re: Paladin Steel Storefront

Posted: Fri Mar 04, 2011 1:12 pm
by taalismn
abtex wrote:
taalismn wrote:Had to do it to make the firearms range complete.
Just something about shooting rockets at people that satisfies that techno-ordnance-sadistic urge to play with high explosives. :twisted: :bandit:

You're getting closer to a complete range.
"...urge to play with high explosives" only when you cannot get the good stuff. :-(



What do you feel would be needed to complete the range, basic or otherwise? :wink:

Re: Paladin Steel Storefront

Posted: Fri Mar 04, 2011 3:19 pm
by abtex
PDWs and PDRs [http://en.wikipedia.org/wiki/Magpul_PDR] type weapons
The space between pistols and rifles in palladium.
Killer Fuzzy Dice.

Re: Paladin Steel Storefront

Posted: Fri Mar 04, 2011 4:19 pm
by taalismn
abtex wrote:PDWs and PDRs [http://en.wikipedia.org/wiki/Magpul_PDR] type weapons
The space between pistols and rifles in palladium.
Killer Fuzzy Dice.



I'll have to see what I can do for folding frame/ultra-compact SMGs, then, but suitcase weapons for Rifts have already been taken by Triax, and machine pistols seem to be already handled by some of my repliguns. Maybe a P.90 replica?
Maybe memory-pasltic/metal weapons that build themselves out of tent/backpack frames or other gear?

Re: Paladin Steel Storefront

Posted: Mon Mar 07, 2011 3:45 am
by abtex
Too tired too think little lets write on paper. Any thoughtsbrain farts on weapons... so will start with the past ones that made to online text..

abtex wrote:Sorry my brain cell is stuck in a Flex-Weapon mode right now.

The Popular Mechanics 5 weapons thoughts

1) SCAR = Flex Weapons versions

2) XM-25 Grenade Launcher/Shotgun/Rocket Dart
-) Baby OCIW?
-) Collapable GL/Shotgun that attaches Under Barrel to other weapons and can be used by itself with a stock.
-) Housing used as a Plamsa Discharge weapon. Plamsa blast also can be used to charge the weapon's backup Laser's Refrective chamber to increase it's damage.
-) Electra Thermal weapon using an adjustable ZapTap as the 'firing mechanism'. Slow burn for long range shots to quick burn for close blast with damage and rages in between.
-) test bed for using inter woven 'Chinese finger trap' barrel and Mag Traction designs
-) Mostly designed for lighter frame races who have trouble using heavier recoil weapons.
-) Elemental Critter weapon

3) SAR-21
-) Cheaper Simpler Flex Weapon
-) Railgun version of S-8

4) Corner Shot Launcher/weapon - Remote control unit firing a drone weapon/claymore/roaming sphere (Buzzball)

5) Folding Machine Gun/PDW - Flex weapons or fixed ones using Virtual or 'temporary' Barrel created a cross devoplement of the Mag Traction System field used by vehicles.
-) Collapable weapons using the S-8/S-7 weapon and interwoven barrel design misteaks
-) PDW size Sniper weapon with a Mag traction or Flex-weave barrel for long shots. No or stumpy barrel for close defense use with rapid fire mode. Stock or custom design Sniper SkinSuit.
-) Close combat and Squad weapons - size of a back pack pops open for a full size machine gun or such.
-) Ammo/Power feed from pouchs/fanny pack on Utility belt or Combat harness, even back pack.

Other Dum-Nums :
-) Shooter SkinSuit for troops using heavier wepons/PoorMan's ExoSkeleton cybrog muscle fibers for strength, Impact cloth strips for bracing and such.
-) Electro Thermal weapon using Virtual or Flex-Wroven
-) JackHammer Shotgun that uses Rocket Darts single or cluster


taalismn wrote:Yep...I'm going to have to hardcopy these and print them out, then work them over....some good ideas here I'll have to co-credit you with...


need to look at them again ... 89er SuperHero mocking tech ... BioTech ... taalismn's new stuff T-bunny and corner shot is the first one that hits a brain cell

abtex wrote:Me No have no good ideas just medium between pencil and paper. They have good ideas, Me just mispell them.

Re: Paladin Steel Storefront

Posted: Mon Mar 07, 2011 5:19 am
by abtex
Weapon pods for your kayak This trailer has so many possibles. Being towed or towing something on the water. [See taalismn checking to do stack.]

Re: Paladin Steel Storefront

Posted: Mon Mar 07, 2011 5:33 pm
by taalismn
Masakari/Falx Class Destroyers
(aka ‘Toadstools’, ‘Butt-Uglies’, ‘Button-cruisers’, ‘Mushroom Ships’, ‘Shield Boats’, ‘Carapace cruisers’)

“They’re ugly as sin, and equally as tough. Seeing them landed at port, you’d think they were part of the local industrial infrastructure encroaching on the spaceport, they’re that ugly. Not one iota wasted on aesthetics, but it pays off for them in being functionally hardened. Engaging them and expecting them to blow up like other spitkits of the same weight and size class is wishful thinking; they can take a lot of hammering before they go down. On the plus side if you’re the opposition, you’re not likely to have these things come running after you in the deep dark; they’re rather sluggish under full CG-drive, and the torch-drive versions don’t wander far from refuelling stations. If you happen to actually be assigned to one of these things, it’s cramped, crowded, and like living inside an industrial washing machine. After a couple of weeks you better be used to the smells and the lack of privacy, or you’ll never make it to the end of a tour.”

The ships of the Masakari/Falx classes share a common design that is a stark contrast to the contemporary Sangu and Javelin classes. Rather than adapt the slender lines of the latter craft, the Masakaris and Falx classes have been described as resembling fireplugs or armored mushrooms; a large rounded shield-like upper body on top, large powerful engines underneath, with the crew accommodations and weaponry squeezed in between. Both designs are tail-sitters, launching and landing vertically, with the decks aligned accordlingly.
The Masakaris and Falxes were designed as plantary defense ships, meant for short-range, short-endurance forays to meet incoming threats. In their original configurations, both were built around high-power plasma fusion drives, with enough deuterium-slush reaction mss for at best thirty-six days of constant acceleration/deceleration. This seriously limited the ships’ abilities to operate far from home base with extensive support; early ships of these classes that found themselves having to accompany long range patrols needed accompanying tankers and even other vessels with recreational facilities, as both fuel bunkerage and creture comforts were lacking on the two vessels. Both ships were designed around the early Paladin Steel beliefs that space combat would be fought at hyperfast speeds in which combatants would try to deal as much damage as possible to each other in the very short windows of engagement that relative speeds allowed, so both were armored and engined to the maximum. Physical armor in particular is heavy, reinforced against the expected impacts of active and passive kinetic weaponry. The short squat design of the two ships was also seen as an advantage, allowing the ships to more ably flip end-for-end to reposition for acceleration or deceleration burns.
The perfection(or rather replication) of high-performance contra-gravity drives(CG) and forcefield generation changed dramatically the capabilities of the Masakari and Falx-classes. With fuel largely restrictions lifted, the ‘toadstools’ could be given longer range, allowing for patrol arcs well beyond their original operating perimeters. This in turn necessitated increasing the crew accommodations as much as was possible, using space and mass originally devoted to deteurium tankage. However, revelations of how Three Galaxies starship combat often involved closing on CG drives and ‘tangling’ with enemy forces as what was essentially knife-fighting range meant that PS ships’ secondary armaments had to be beefed up, taking up more space.
Though the Masakari and Falx classes are generally regarded as being successful upgrades/conversions from earlier technologies, they are still regarded as uncomfortable assignments for those crews used to the more open and roomy designs of Three Galaxies technologies.
Paladin Steel and Aegis Stellar Industries continue to produce these ships and deploy them as planetary defense ships and occasionally as convoy escorts, but the ships have lost their place as front line warships in favor of more modern designs coming into service. A number of these vessels have been sold to clients looking for system defense craft.


Paladin Steel/Aegis Stellar Industries Masakari Heavy Destroyer
http://s408.photobucket.com/albums/pp164/taalismn/?action=view&current=img128.jpg

“I had the unfortunate honor of being chief gunnery officer on the VFSS Eldridge when we went eyeball to eyeball with the Dreadnought...going up against a Galactic nightmare battlewagon in a backwoods-built spitkit really put the techno-gap between us and Them in deadly perspective... Every time we managed to get enough wires spliced back together to get off a shot, it would roll off their shields like rain off a Merganser, whereas every shot they fired at us hit and felt like Final Judgement....though, to the credit of the shipyard boys, the old tub actually managed to hold together better than any of us expected. Damn Kittani melted half the armor off of us, and that probably saved our lives...all that condensing metal vapor boiling in a cloud around us deflected most of the followup shots...... most of the Eldridge’s crew went home alive, though I needed a lung replaced and some major skin grafts... so all in all, I’m damn glad I was on a Masakari.”
----Gunny Jimbo Litton-Carlislye, ex-master gunnery officer(retired), VFSS Eldridge.

"Don't worry, we are thousands of miles outside the range of their laser weapons. We have more than enough time to raise our shield. These primitives will never know what hit them. Target aquisition radar ? What ...."
---- Unknown Pirate just before being destroyed. (Henning Rogge)

In contrast to the lean, mean, fast Sangu-class destroyers, the Masakari-class Destroyer is a lumbering wall of armor and weaponry. The Masakari is designed for protracted combat, able to survive great deal of punishment and deal it in return. Masakaris tend to see use in escort duty, and as fleet screening vessels. The first of PS/ASI’s so-called ‘Plug-Ugly’ warships, the Masakari has a stubby, rounded appearance, with its hull features drawn into a compact frame; the ship has limited atmosheric maneuvering capability, and it lands and takes off from planetary surfaces in a ‘tail sitter’ pose. Its blocky, robust design(it has been described as looking like an ‘armored mushroom’) leaves little room for additional systems or external ordnance, but its heavily reinforced armor and shielded engines make it virtually impossible to knock out with anything less than a capital ship’s main batteries. Like most early generation Paladin Steel ships, it has a GMR drive for planetary landings and Interface circumnavigation, and a fusion drive for deep space operations. Also, as an Earth-built design, it cannot be fitted for additional modules without destroying its atmospheric capabilities. Because of this, one of the more common complaints about the the Masakari (and most first- and second-generation Paladin Steel spacecraft) is its cramped quarters and lack of space. The Masakari also lacks a dedicated troop contingent, limiting its usefulness in boarding actions and planetary assaults.
Despite its stout construction, the Masakari never took well to refit with newer, more powerful CG drives, and performance, versus forecast values for the Mrk II Upgrade, was never up to expectations. The allocation of mass and strain factors became amplified through the shorter and denser hull and more evident at the higher speeds possible with the Mrk II CG Drives, and crews complained of excessive hull stress and environmental system leaks while maneuvering at maximum velocity. This has tended to limit the Masakari’s use in long range missions.
The GNE Space Force tends to use Masakaris as planetary defense ‘gunboats’ operating from orbital space stations and moons, where it can respond quickly to attacks. They are also occasionally used to escort civilian convoys, where their lack of acceleration is not an issue and they can keep up with the transports(or be pulled along by the larger vessels as parasite warships).
Type: PSS/ASI-DDES-05 Masakari
Class: Heavy Space Destroyer
Crew: 30
MDC/Armor by Location:
Main Body 11,000
Bridge 5,000
Main Engines(2) 4,000 each
Heavy Rail Cannons(3x2) 950 each
Heavy Laser Batteries(2) 500 each
Heavy Pulse Laser(1, forward) 1,000
Medium Range Missile Launchers(2) 400 each
Point Defense Lasers(8) 100 each
Forcefield(Mark I) 4,000
Variable Forcefield(Mrk II) 1,200 per side, 7,200 total

Height: 120 ft
Width: 120 ft
Length: 400 ft
Weight:5,800 tons
Cargo: 300 tons
Powerplant:Nuclear Fusion, w/ 20 year energy life
Speed: (Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 8
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
*Note: The fuel-dependent Mark Is have 1,200 tons hydrogen fuel capacity for 36 days of continual acceleration/deceleration.
(Mark II) Mach 9
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) (Mark II) 4 light years per hour
(Underwater) Not possible
Market Cost: 410 million credits for the Mrk I, 413 million credits for the Mrk II
Systems of Note:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars
Maximu m target Resolution: 1 million miles
*Laser Targeting-------100,000 miles
*Communications Suite:---Long Range Radio and Video
*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 50,000 miles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.

Weapons Systems:
1)Heavy Cannons(3x2)---Mounted on two external pylons are two triple-cannon clusters of kinetic kill rail cannons
Range: 10 miles in atmosphere,40 miles in space
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage:1d4x100 MD per 80 rd burst; 3d4x100 MD per triple cannon burst
Rate of Fire:ECHH
Payload: 32,000 rds(400 bursts) per cannon

2)Heavy Laser Batteries(2x2)---Mounted in twin turrets are two heavy twin-barrel laser cannon
Range: 10 miles in atmosphere, 40 miles in space
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage:2d4x100 MD per single blast, 4d4x100 MD per double blast
Rate of Fire:Twice per melee
Payload: Effectively unlimited

3)Heavy Pulse Laser(1, forward)---Mounted in the center of the main hull dome, near the main bridge ‘visor’, is a massive pulse cannon.
Range: 10 miles in atmosphere, 60 miles in space
(Kitsune Values: 60 miles in atmosphere/ 60,000 miles in space)
Damage:2d6x100 MD per single blast
Rate of Fire:Twice per melee
Payload: Effectively unlimited

b)(Mk II Upgrade)---- PS attempted an experiment by refitting its Mk II Masakaris with high-maintenance, but high-powered, Galactic-level heavy particle beam cannon, that are unaffected by laser reflective armors, and have better penetration values, albeit at shorter ranges.
Range: 16 miles in atmosphere, 50 miles in space
(Kitsune Values: 50 miles in atmosphere/ 50,000 miles in space)
Damage:4d6x100 MD
Rate of Fire:Twice per melee
Payload: Effectively unlimited

4)Medium-Range Missile Launchers(2)---Housed in the Masakari’s hull, are two medium range missile launcher bays.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1, 2, 4, 5, or 10
Payload: 120 missiles total, 60 per launcher

5)Point Defense Lasers(8 )---- Arranged around the hull are eight standard laser PDS turrets
Range: 1 mile(4 miles in space)
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited

Auxiliary Craft:
One Light Shuttle

Variants:
*PSS/ASI-DDES-05C---The DDGS-05C is a proposed ‘Mark III’ upgrade that would replace, among other things, the laser PDS systems with CCW-pattern dual-weapon laser-mini-missile turrets, upgrade the variable forcefields, and and upgraded area-of-effect ‘spray mode’ for the heavy laser cannon.
1) Enhanced PDS Turrets--- Laser/Mini-Missile PDS----These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Rail Gun) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike

2) Upgraded Variable Forcefields--- 2,000 per side, 12,000 total

3) Main Laser Cannon Enhancement---
Range: 15 miles/ in atmosphere, 70 miles in space
(Kitsune Values: 70 miles in atmosphere/ 70,000 miles in space)
Damage:2d6x100 MD per single blast
It can also fire a ‘scattering’ shot that does 1d4x100 MD to a 600-ft wide area, but reduce the range by HALF.
Rate of Fire:Twice per melee
Payload: Effectively unlimited

*PSS/ASI-DDES-05B(S-L)---This is simply the Masakari Mrk II without the FTL d rive, limiting it to a system defense role. These ships cost about 25% less to manufacture, but require an FTL tug or other transport to move them between solar systems.




Paladin Steel/Aegis Stellar Industries Falx Missile Destroyer
http://s408.photobucket.com/albums/pp164/taalismn/?action=view&current=img126.jpg

“’Powderkeg’ is what we call the Falx...short, squat, and waiting to explode. The Falx is small and squat, with everything jammed in under a tight thick shell of armor. The crew compartments are sitting right next to and atop the main missile magazines, like sitting on top of the ammo clip in a giant pistol, unlike the Javelins, where you got some distance between the crew module and the missile pods....sure, we got safety systems in case the fuel in one of the missiles cooks off, and the warheads all have to be electronically primed, unlike those old pre-Rifts naval munitions...but, still, it’s disquieting, especially on your sleep shift, knowing you got how many godawful megatons of destruction sitting just a few yards from you through a bulkhead...”
---Darren Windsor, VFSS ‘Geronimo’

“EastCom wanted to pull a coupla Falxes off the Orbital line, and use them as missile platforms against the Coalition planetside....no can do, said HQ....much as it might hurt groundside, using the Falxs was NOT an option...if the Deadboys ever got wind of the Falxs’ nuclear capabilities, even if we pulled the nukes on the ships, the Coalition would use its own atomic weapons and burn a new coast line from the Hudson to the Saint Lawrence....No, North America was to be a groundpounder’s war.”
----Commodore Tsien Hmung, VFS , as qouted in an interview for “Skull and Five Stars: A History of the Battle for North America”, 121 PA.

"As a summary I can say the Falx Class is a modern torpedo boat, similar to the Berserker and Smasher Class Warship of the Trans Galactic Empire. They carry heavy nuclear warheads with built-in jammers so don't be fooled by the exterior of the ship. The drawback of the ship is the complete lack of large energy weapons."
---Ian MacDerrel, MacKenzie Internal Security(Henning Rogge)


The Falx is the Masakari’s design cousin, and like the heavy destroyer, is designed for extended firefights where it can wear its enemies down with a seemingly infinite supply of missiles. The Falx shares the Masakari’s robust, heavily armored design(i.e. “The Armored Toadstool”), that leaves little room for modification, and making for cramped quarters, but providing excellent protection(crew members have likened service on one of these vessels as being in an ‘armored cradle’). When traveling on a long-range mission, however, the Falx is best deployed with escorts better-equipped to handle smaller, faster, more nimble opponents. The Falx tends to see service with garrison fleets, escort convoys, and planetary assault units.
The lack of heavy energy weaponry, and its dependance on ammunition-based weaponry does pose a problem for the Falx on extended campaigns, however, and most commanders try not to be separated from their escorts on long range missions, or get out of range of resupply. In the short term, however, the Falx is a tough opponent to tackle, able to take tremendous punishment and deal out massive volleys of missiles in return.
In 115 PA, the Falx was upgraded with newer CG-Drives. Unfortunately, the Falx shared enough characteristics with its brother, the Masakari-class Destroyers, that the predicted performance curve of sixty-percent of light speed was never realized from the improved engines. Still, the Falx is faster than many of its contemporaries and class-equivalents, though it has problems dealing with faster fighters.
Type: PSS/ASI-DDGS-04 Falx
Class: Light Space Missile Destroyer
Crew: 24
MDC/Armor by Location:
Main Body 10,000
Bridge 2,000
Main Engines(4) 1,000 each
Long Range Missile Launcher Bay 500
Medium Range Missile Launchers(2) 300 each
Cruise Missile Launcher 1,000
Point Defense Lasers(8) 100 each
Forcefield(Mark I) 4,000
Variable Forcefield(Mrk II) 1,200 per side, 7,200 total
Height: 150 ft
Width: 150 ft
Length: 350 ft
Weight:3,780 tons
Cargo: 400 tons
Powerplant:Nuclear Fusion, w/ 20 year energy life
Speed:(Atmosphere) Hover to Mach 3; transatmospheric.
(Space)(Sublight) (Fusion Drive) Mach 9
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
*Note: The fuel-dependent Mark Is have 1,200 tons hydrogen fuel capacity for 36 days of continual acceleration/deceleration.
(Mk II Upgrade Gravitic Drive) Mach 10
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 1.0% of light speed per melee)
(FTL) (Mrk II) 4 light years per hour
(Underwater) Not possible
Market Cost:
Systems of Note:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars
Maximum target Resolution: 1 million miles
*Laser Targeting-------100,000 miles
*Communications Suite:---Long Range Radio and Video
*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 50,000 miles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.
Weapons Systems:
1)Heavy Nuclear Missile Launcher--These weapons were developed from early efforts to create an Alliance equivalent of the Galactic-level Cruise Missiles. The effort wasn’t entirely successful; the weapons have the range and warhead yield, but lack the advanced targeting and AI systemry of their galactic counterparts. To compensate for their lack of accuracy, PS mounted the heaviest nuclear warheads they had in their arsenal, in the Long Lance II missiles . These weapons are designed strictly for deep space use, and are NOT for use on surface targets; such use is BANNED by PS/VFS/GNE policy.
Range: 1,000 miles(4,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Rate of Fire: Volleys of 1,2,3,4, or 6
Payload: 12 missiles

(Option) PS Long Lance IV---The Long Lance IV is the next generation heavy anti-spacecraft missile from PS, and was developed after the abysmal failure of most of the launched Long Lance IIs to reach the target during the Dreadnought Crisis . This SLBM-sized weapon is smarter, heavier, and carries its own ECM and countermeasures decoy launchers to give it a better chance of penetrating a target’s defenses. The Long Lance IV is available to both the Falx and the Javelin-class cruisers.
Range: 1500 miles(6,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Bonuses/Special:
*ECM----The missile has its own expert system and EW transmitters for jamming enemy radar, as well as evading their sensors. The missile is -6 for guided weapons to strike. 60% chance of evading radar detection to begin with.
*Flare/Chaff Launchers(1, 6 bundles)
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees

2)Long Range Missiles---Mounted opposite the nuke bay is a larger bay firing conventional LRMs.
Range: Varies by missile type(speed and range x4 in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1, 2, 4, or 8
Payload: 48 missiles. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 12 missiles)

3)Medium Range Missile Launchers(2)----Mounted in two ‘flange’ bays sticking out of the sides of the main hull are two large MRM launchers.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1-24
Payload: 144 total, 72 missiles per launcher. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 24 missiles)

4)Point Defense Lasers(8)----Arranged around the hull are eight standard laser PDS turrets.
Range: 1 mile(4 miles in space)
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited

Auxiliary Craft:
One Light Shuttle

Variants:
*PSS/ASI-DDGS-04C---This was an attempt to address the Falx’s technology-lag. The heavy nuclear torpedo launchers were replaced with more conventional Three Galaxies-style cruise missile launchers, and the medium range misisles were sacrificed to add two medium laser cannons. The DDGS-04C hasn’t proven terribly popular with PS/ASI crews, who don’t consider trading off some of their missile capacity to be worth the added firepower from the new laser turret, citing the fact that their ships are meant for stand-off combat rather than close-quarters gunslinging, but the design has attracted interest for export-sales.
1) Cruise Missile Launcher---Replaces the Heavy Nuclear Missile Launcher
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1, 2, 4, 5, or 10
Payload: 40 missiles

2)Medium Laser Cannons(2)---Mounted in place of the deleted MRM launchers.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 1d4x100 MD per cannon, 2d4x100 MD per dual blast from both cannon simultaneously(one attack)
Rate of Fire: Twice per melee
Payload: Effectively unlimited

*PSS/ASI-DDM-04ML---Mine warfare variant that replaces all of the missile launchers except for a single MRM launcher bay, with space mine deployment racks. These ships are used to lay fast-deploy orbital minefields in the face of an oncoming invasion force
1) MIne Bays(3)
Payload: 100 mines or 40 gun-satellites per bay
Damage: Varies by weapon deployed
*Space Mine---A freefloating explosive war satellite...Various types exist, including stealth ‘sneakmines’, ASAT ‘limpets’, and enhanced EMP models, but the standard anti-ship version carries a powerful nucleonic charge that does 2d6x100 MDC to a 600 ft radius
Damage: Typicaly equal to a Cruise Missile warhead

*Orbital Net Mine---This weapon unfurls into a 10-kilometer(5 mile)-wide free-floating hexagon of high tensile-strength megadamage fibers. Any vessel hitting this net at high speed takes damage roughly equivalent to the UWW’s infamous ‘Death Cloud’ weapon.
Damage: Any ship flying into the net will take 4d6MD times its Mach Speed. Multiple the damage by 10 for ships weighing 10,000-40,000 tons, by 20 in the 41,000-100,000 ton range, and by 100 if more than 100,000 tons.
The net is virtually impossible to detect on radar and ships are -6 to dodge, while larger ships are -8!


*PSS/ASI-C-04C---Transport variant, meant to take advantage of the availability of older hulls, their speed, and their structure. The engines have been upgraded to the Mrk II standard, and all armaments save the PDS turrets and medium-range missile launchers removed. Space originally spend on fuel tankage and the heavy nuclear missile launcher has been used to expand the life support section to allow comfortable accommodation for up to 40 passengers, and cargo capacity for 1,200 tons. The LRM launcher module has been replaced by a docking module for a medium-sized shuttle. Only about ten PSS/ASI-C-04Cs have been converted from older, combat-retired, vessels, two of them serving as executive transorts for PS/ASI personnel in the Three Galaxies.

*PSS/ASI-C-04B(S-L)---This is simply the Falx Mrk II without the FTL d rive, limiting it to a system defense role. These ships cost about 25% less to manufacture, but require an FTL tug or other transport to move them.