Paladin Steel Aethon Heavy High-Altitude Transport Aerodyne(an image can be found here(second aircraft down in the first picture):
http://www.hyperscale.com/2011/reviews/books/aerospacearchive5bookreviewrb_1.htm and two pictures on this page:
http://www.cybermodeler.com/hobby/ref/zich/book_zich_mother.shtml)
“What have you got for me, Windy?”
“All stations have been reporting nominal weather values across the board, but about thirty minutes ago the remotes on Feather Three out over the Atlantic began ringing. Not a hard contact like a Splug raid, but weather-related. I thought I should give you the heads up on this in case it turned into something serious.”
“Fair enough. Give me an update on Feather Three.”
“Feather Three’s reporting a weather alert; we got a sudden storm front popping up out of the north east, moving at fifty miles per hour. Distance eighty miles from F3’s current position.”
“That can’t be right; something like that should have registered forming around our three Grand Banks buoys. Re-check our data feeds from all four positions.”
“Grand Banks are registering in the blue, no problems on self-diagnostic and they’re still not recording anything like that front, now or previous on their recorders.”
“Okay, that’s mighty suspicious...Have Feather Three parallel the front. What’s it got racked? Any drones?”
“F3’s got four Mark Nines ready to go.”
“Okay, prep one of the minis and launch it for a high altitude intercept, spiral down through that stormhead, and angle up and out from low altitude. Let’s see what’s up in that thing. And Winslow? Let McCarrie know that we have a candidate for her little weather control experiment. If she’s got Feather Eight ready to go with that Multiplexor pod, this might be a good opportunity to see if her weather dispersal technology is correct on wild weather.”
“And if it isn’t?”
“Storms like that don’t build up out of nowhere. If it’s not natural and subject to natural forces, then somebody’s CAUSING it. Program evasive subroutines into the mini just in case and have F3 arm its point defense systems. I’ll have the hotline to Air Defense ready to ring if it’s a worst case scenario.” Paladin Steel knows that in the wild Megaverse, one solution does not work for all situations. Although it had a perfectly good anti-gravity system in its GMR technology, and was starting to produce Contra-Gravitic systems using technology acquired from the Three Galaxies, PS continued to do research into Lighter Than Air, long endurance glide fliers, and other designs agains the possibility of encountering circumstances where neither GMR nor CG would work in. Taking the long view that it was better to spend money developing systems that might never be used as opposed to being forced to hastily improvise when a crisis arose, PS engineers work on refining older technologies and concepts, accumulating a design and experience database ready to go when the situation requires. The Aethon(named for one of the solar horses that pulls the Hellenic god Helios’ sun-chariot across the heavens) is just one such design.
The Aethon harkens back to aerodyne motherships of the Golden Age such as the Knight One, but it also goes back further to such design studies as the Douglas Model 1240; large multi-fuselage ‘carry-wings’ designed to carry aircraft/spacecraft payloads to high altitude and release them. In the case of the Knight One, it would be a spaceplane to near space/orbit, in the case of the Douglas study, it would be on-station interceptors, long range missiles, or nuclear ‘sprint’ bombers on deterence circuits.
Paladin Steel has updated the Douglas concept with newer materials and technologies, making the Aethon into a true ‘flying pickup’, a long endurance heavy flier that can remain aloft for days, weeks, even months, remaining on station as a high altitude flying garage, gas station, weapons platform, communications/surveillance system, or launch point.
The Aethon is a twin-fuselage aircraft, with two long, slender, bodies similar in general shape to those of the B-52 long range bomber, joined side-by-side by a central span of wing and a single high-placed tail plate. Long swept wings give the Aethon an enormous wingspan, as well as additional hardpoint hanging space. Propulsion is provided by four contra-rotating turboprop systems, one mounted in each of the Aethon’s twin noses, and the remaining two wing-mounted in tradtional nacelles. Power is provided by a choice of powerplants; a super solar rechargable electric, nuclear fusion, or techno-wizardry powerstone system. Integral armament and armor are light; the Aethon is intended to remain as far from confrontation as possible, as it is slow, large, and hardly agile, especially when fully loaded. Long landing gear give the aircraft plenty of clearance on the ground, especially when it is hung with heavy underwing payloads.
The Aethon can be manned, in which case the crew rides in relative comfort in cabins in the left-side fuselage(the right is typically devoted to avionics and power systems; a narrow crawl/slideway tube in the central wing panel provides acccess), or the entire aircraft can be robot-controlled. When aerial ‘flotillas’ of Aethons are deployed for communications relay or sensor duties, typically one in a four ship wing is manned, and acts as command ship for the other three drones.
Core to the Aethon concept is the underwing stores system; the central span of wing holds three heavy hardpoints, while the outer wings hold one under each. The central hardpoint can be fitted to carry quite heavy loads; heavy radar pods, missile launchers, small aerospace shuttles, light bombers, or a fully armed fighter(and accommodation module). The other hardpoints can hold drone fighters, missile pods, or instrumentation modules.
Together with other long-endurance aerial platforms such as LTA aerostats and GMR ‘floaters’, aircraft such as the Aethon are used by the GNE as high altitude communications satellites, surveillance platforms, Distant Early Warning (DEW) outposts, and weather monitoring systems. The GNE operates several in these capacities, giving them redundancy in monitoring the environment beyond the GNE’s borders. The system is also commercially available through Paladin Steel.
Type: PS-C-1240 Aethon
Class: Heavy Long-Endurance Aerial Transport/Support Aerodyne Platform
Crew: 5 or robotically controlled
MDC/Armor by Location:
Main Body 500
Reinforced Crew Compartment(left fuselage) 100
Wings(2) 220 each
Engines(4) 140 each
Tail 200
Height: 65 ft
Width: 227 ft
Length: 160 ft
Weight: 322,000 lbs
Cargo: 3,000 lbs internally
Powerplant: Super Solar Electric(charged off wing and fuselage solar panels), Nuclear(w/ 20 year energy life), or Technowizardry Powerstone
Speed: 520 MPH, maximum altitude of 56,000 ft
Market Cost: 18 million credits for electric, 29 million credits for nuclear, and 32 million credits for TW.
Systems of Note:
All standard aircraft systems, plus:
*Radiation Shielding---Because the aircraft flies above most of the protection afforded by the atmosphere from cosmic radiation, the aircraft has extra radiation shielding around the crew cabin.
*Long Range Radar---150 mile range
*Radar/radiation Detection---Detects laser and radar detection system emissions and warns the crew of the need to deploy countermeasures.
*ECCM system: A semi-automatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 30% 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.
*Advanced Autopilot System---This simple, robotic AI system pilots the aircraft without need of a crew, allowing the Aethon to serve as an unmanned ‘air station’. It can maneuver, orbit in place, and defend itself using its onboard weaponry(if so programmed) but is incapable of advanced thought or tactics. Has an effective Pilot Jet Aircraft skill of 85%, and has 4 actions per melee(weapons turrets have independent fire control; typically 4-6 attacks per melee in autofire mode).
*EMP Shielding---Extensive use of non-conductive materials, shock barriers, capacitator-sponges, redundant systems, and energy-disipation technology protects the aircraft from the damaging effects of electro-magnetic pulse, Triax Lightning Cannon, and other anti-electronics directed energy weaponry.
Weapons Systems:
1) Tail Mounted 20mm Cannon(2x2)---Each fuselage tail mounts a radar- and alser-guided double-barrel rapid-fire 20mm automatic cannon turret.
Range:7,200 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: EGCHH, or 5 attacks per melee in autofire mode.
Payload: 1000 rd drum
Bonus: Radar and laser targeting give a +3 to strike
2) Retractable Laser Turrets(4)--- PS-RFL-25 Pulse Lasers---PS can fit the aircraft with a more conventional double-barrelled pulse laser, ironically copied from a Coalition design from downed fighterjets(‘Well, if the DeadBoys are going to keep throwing stuff at us, why shouldn’t we oblige them and use some of it right back?’).
Range: 6,000 ft
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH, or 5 attacks per melee in autofire mode.
Payload: 100 shot capacitor if electric(recharges at 1 shot per 15 minutes). Effectively Unlimited if nuclear/TW
Bonus: Radar and laser targeting give a +3 to strike
3) Flare/Chaff Launchers(4)---Standard countermeasure launchers
Range: Close Defense
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 aslo temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 48 chaff clusters(12 per launcher)
Options:
1) Central Hardpoint:
*Transport Pod---Inspired by records of a modular air freighter design known as the ‘Packet’, the Aethon can be fitted with a similar cargo pod holding 20 tons or 65 passengers. The pod can be fitted with parachutes or a TW levitation system to allow it to be dropped at a destination.
*Fighter Hook Module---This is a large module meant to dock with an aero/space fighter, allowing for an immediate ‘in the air’ response, or to allow crews on long duration missions an opportunity to relax before going into combat. The pod has a ‘dock’ and harness at the back allowing for a fighter to slide in and lock in place, and a forward cabin large enough to accommodate 1-3 people in relative comfort, with enough space for bunking. The FHM cannot rearm or repair an embarked fighter, but it can recharge electrical systems and update onboard maps and other databases.
*Bomber/Aerospace Shuttle Hook---This hookup allows up to 30 tons(wingspan 65 ft) of aircraft to be carried aloft/along, but does not have any sort of accommodations module.
*Radar/Sensor Module---This module holds a large doppler radar asembly and additional sensors(customizable as to required mission type). This improved system, originally tested as part of the PS Starfire Light VTOL ‘Hawkeye’ AWACS conversion, has a range of 200 miles, can track up to 100 targets simultaneously, Auto-ID 50 of them, and has radar detection capability(98%) as well as backtrack locating of shell and projectile trajectories(80%).
*Communications Pod---Acts as a heavy-duty radio station and communications relay. Can generally coordinate the communications within an 800 mile radius(allowing it to ‘bridge’ areas up to 1,600 miles apart). Flying circuits of Aethons can thus serve as high altitude communications relays in leiu of orbital satellites.
*Tanker Module---Contains about 220,000 lbs of fuel and has refueling/recharging boom assembly.
*Long Range Missile Launcher----Rotary launchers carry 100 LRMs
*Heavy Laser Pod---This is a slightly more compact version of the heavy laser mounted on the Skymaster IIIHLC, with slightly less range, but it still outranges most airborne laser systems. It is primarily used for missileand fighter interception, but also has surface attack applications. The pod contains its own power generation gear and privision for a three man gunnery/technical/engineering crew.
Range: 60 miles
Damage: 3d6x10 MD at ranges under 5 miles, 2d4x10 MD out to 20 miles, 6d6 MD out to 40 miles, and 4d6 MD out to 60 miles.
Rate of Fire: Once per melee
Payload: Effectively Unlimited
*Heavy Ion Disruptor Projector---Nicknamed ‘Great Smiter’, this is essentially a more powerful version of the Triax TX-275 ‘Lightning’ Arc Charge Blaster. This weapon is extremely impressive when deployed through low cloud, the lightning bolt-like ion strikes zapping down to inflict massive damage to targets or blasting groups of surface targets with multi-rayed ‘shotgun’ attacks. The bolts also bleed off and can ‘jump’ to otehr taregts in the immediate area, and can knock out unshielded electronics.
Range: 10,000 ft(!)
Damage: 2d6x10 MD per bolt to primary target, or 6d6 MD to all targets in a 60 ft wide area.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(12 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning disipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(4d6 MD).
Does only 1/4 of the original damage if the secondary targets are non-metallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
Beings susceptible to electricity take DOUBLE damage.
Additional Damage: Roll for collateral EMP effect:
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockput. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: Twice per melee
Payload: Effectively Unlimited; the pod has its own power generator.
2) Secondary Hardpoints: (4, 2 under central wing span, one under each wing)---Each one can handle ONE of the following:
a) Tanker Pod with deployable ‘batmitten’ drogue---Holds about 760 gallons of fuel
b) Mini-Missile Pod(Self-Defense)---50 per pod
c) Short Range Missile Pod(Self-Defense)----32 per pod
d) Medium Range Missile Pod (Self-Defense)-----18 per pod
*’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), acquired by Tsubasa Espionage Power Armors in one of the greatest intelligence coups scored by the eccentric robotic vehicles. 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
e) Long Range Missile Launcher-----9 per pod
f) Drone Fighter---One per hardpoint
g) Decoys---The hardpoints can also deploy a variety of freefall, glide, and rocket/turbojet propelled decoy projectiles, meant to simulate the radar and sensor signature of the aircraft and divert attention away from it. The Tacit Rainbow drone that follows is a PS-produced system of this type.
* ‘Tacit Rainbow’ Drone----These are LRM-sized mini-cruise missiles/reentry vehicles configured as ‘smart’ decoys that can be deployed from the craft, then fly off on their own power, emitting false sensor signatures, and their own ECM. Adding to the confusion, the drones can be programmed to behave in appropriately evasive ‘stealthy’ fashion, to give the impression that they are in reality a real target attempting to evade detection...only to pop up again later to confuse enemy observers.
When their fuel/power is exhausted, the drones then activate a self-destruct device that destroys them completely( destroys drone and does 3d6x10 MD to everything in a 10 ft radius)
MDC of Drone: 50
Size: 15 ft long, 3 ft wide, w/ 13 ft wingspan w/ wings deployed
Speed: Mach 1.4
Range: 1,000 miles
Damage: None, aside from self-destruct
ECM: Jams enemy sensors and radio transmissions with 50% effectiveness (range: 25 mile radius). Can also be programmed to pump out misleading radar signatures conforming to other craft, including larger aircraft. In an emergency, the drone can pump out so much signature that enemy missiles and sensor guided weapons targetted on the mothership(must be within 10 miles of each other to be effective) will be +4 to strike the drone, and will lose target lock on the deploying aircraft.
Bonuses: Drones are +4 to dodge attacks
Payload: Up to 6 Tacit Rainbows can be carried per hardpoint by the Aethon
h)PS-ALABM /SSpM-07 ‘Dragon Slayer’ Air-Launched Surface-to-Space Interceptor Missile(Aka ‘Alabama’)----The ALABM07 is a a heavy hypersonic long range missile developed to intercept intercontinental missiles and re-entry vehicles in the upper atmosphere, but it also be deployed against low altitude spacecraft. After getting a target fix from its parent craft(or other sensor source) the missile drops off, lights off its booster jets, accelerates to boost velocity, while its own active sensors acquire the target and it makes final course corrections. It then sheds its boosters, lights off its own engine, and ramps up to final terminal velocity and (hopefully successful) intercept of the target.
Range: 300 miles
Damage: 2d4x100 MD to a 200 ft blast radius
(Neutron Flux) The warhead also creates an intense blast of neutrons in a 900 ft radius. On a Natural 16-20, the neutron flux will cause inadequately shielded fisison powerplants to overhead, causing a partial meltdown or force an emergency shutdown by the safety systems, disrupting their power. Fission warheads will be rendered inert(and on a Natural 20 will prematurely go critical, suffering an additional 2d10x10 MD, destroying their casing, and likely spreading radioactive materials around).
Bonuses:+7 to strike flying targets only
Payload: One per hardpoint; typically an Aethon on ABM/ASAT patrol carries 2, one on each outboard hardpoint, and a long range sensor array on its central pylon.
i)Jammer Pod-----A high-powered 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 an 80 mile radius.
Systems Options:
*Electronic Warfare Suite---A modern add-on; a powerful sensor radiation jamming system meant to obscure the aircraft from long range sensors and jam targetting systems at closer ranges. Sensor Jamming---An active, manned system that gives a 30%+operator’s ECM bonus chance of jamming enemy radar, including radar guided munitions and missiles. Effective range of 50 miles