Paladin Steel Storefront
Moderators: Immortals, Supreme Beings, Old Ones
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: Paladin Steel Storefront
AS many as you can pay for...affordable installment plans available.
Please bear in mind, though, that these aircraft may not be appropriate for air transport of certain goods, such as vehicles; in which case you may want to look into purchasing or renting our SeaMistress Transport Flying Boat or Wayfarer WiG aircraft, dealt with earlier in this thread.
"taalismn"
how much again and how many you have for transcontinental combat cargo planes ??? we have at our disposal 8 billion credits of gold ,silver and other precious metal , we buy with no installment location of money can be discuss in merc town north America is youR company still interested? communication to merc town A as alpha B as bravo 3339018-1927836-1927350 will wait for reply USE LASER COMMUNICATION ONLY
end of transmission
secure com link Alpha north American sector
location of com Unknown
conference client ID :100%
statues : unknown
Please bear in mind, though, that these aircraft may not be appropriate for air transport of certain goods, such as vehicles; in which case you may want to look into purchasing or renting our SeaMistress Transport Flying Boat or Wayfarer WiG aircraft, dealt with earlier in this thread.
"taalismn"
how much again and how many you have for transcontinental combat cargo planes ??? we have at our disposal 8 billion credits of gold ,silver and other precious metal , we buy with no installment location of money can be discuss in merc town north America is youR company still interested? communication to merc town A as alpha B as bravo 3339018-1927836-1927350 will wait for reply USE LASER COMMUNICATION ONLY
end of transmission
secure com link Alpha north American sector
location of com Unknown
conference client ID :100%
statues : unknown
let your YES be YES and your NO be NO but plz no maybe
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
ZINO wrote:AS many as you can pay for...affordable installment plans available.
Please bear in mind, though, that these aircraft may not be appropriate for air transport of certain goods, such as vehicles; in which case you may want to look into purchasing or renting our SeaMistress Transport Flying Boat or Wayfarer WiG aircraft, dealt with earlier in this thread.
"taalismn"
how much again and how many you have for transcontinental combat cargo planes ??? we have at our disposal 8 billion credits of gold ,silver and other precious metal , we buy with no installment location of money can be discuss in merc town north America is youR company still interested? communication to merc town A as alpha B as bravo 3339018-1927836-1927350 will wait for reply USE LASER COMMUNICATION ONLY
end of transmission
secure com link Alpha north American sector
location of com Unknown
conference client ID :100%
statues : unknown
We normally keep a dozen airframes of each in mothballed partial assembly, awaiting orders...once an order is placed, we can finish a vehicle in a week to three months depending on the size of the aircraft, any special alterations/customizations, and the amount of new assembly fabrication needed. Wholly new aircraft may take four to six months. If need is dire, we can route existing aircraft from our fleet to cover the need, although the assignment of these aircraft are considered to be RENTALS, with the requirement that the aircraft be overseen by our personnel, until such a time as the order for your aircraft is fulfulled by Production.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel Orion II-Class System Monitor
http://www.fantastic-plastic.com/ProjectOrionBattleshipCatalogPage.htm
(aka ‘Nuke Scow’, ‘Arsenal Ship’, ‘Grand Slammah’, ‘Pill Ship’, ‘The Bomb’, ‘Atomic Bullet’)
#”Just lost contact with Jr’radam. Multiple radiation alar---”#
“HUNT-LEADER M’AUDAR! Connect to me, at ONCE!!!”
“Yes, milord H’rungar?”
“You said these primitives possessed no space defense capabilities worth geendu-squat!!!!”
#”Multiple EMP spikes again! Confirm hydrogen fusion expansion events. Incoming: T’drenne Hasco and L’ordant Aerme report hull integrity compromised, possible deep las-”#
“Yes, milord, our last raids indicated only short range commerical transport with deep space defense projection capabilities that were minimal at be-”
“THEN EXPLAIN TO ME WHY OVER HALF OUR FLEET JUST-VANISHED- IN NUCLEAR HELLFIRE!!! WHY WE HAVE AT LEAST A HALF DOZEN VESSELS THE SIZE OF ONE OF OUR LIGHT TRANSPORTS -CHARGING- US AND PUMPING OUT MISSILES LIKE TERG-SPAWN!!!!”
“Wha---?!”
#”Tracking, tracking, tracking...Lost laser lock! Multiple small contacts outbound! Sixteen-eights accelerating at eighty-eight reen, collison intersecting course with ten-twelve orl deviation, formations -karr-, -alcas---”#
“THOSE! ARE!NOT! OUR!SHIPS!DOING!THE!KILLING!OUT!THERE! YOUR INEPTITUDE IN SCOUTING MISSED AN ENTIRE SQUADRON OF ARSENAL SHIPS!!! SHIPS THAT ARE NOW COMING FOR US!!”
“That cannot be! Our probes, our landings, our interrogations said they had no such-”
#”Incoming salvo just multiplied; now twenty-three eights! Either decoys or multiple warheads! Reconfigure intercept windows!!!---”#
“WELL OBVIOUSLY THEY DO!!! YOU INTERROGATED EITHER FARM ANIMALS OR UNCULLED IMBECILES!!!! NOW USE YOUR SQUADRON FOR SOMETHING USEFUL FOR ONCE AND STOP THOSE MISSILES EVEN NOW HEADING AT WHAT REMAINS OF OUR INVASION FORCE!!! AND PRAY YOU DIE ON ONE OF THOSE WEAPONS, FOR IF YOU SURVIVE THIS DAY I SHALL SLAKE MY FRUSTRATED HUNGER WITH YOUR STILL LIVING INTERNAL ORGANS!!!”
#"Just too many!!! Estimate only thirty percent interc-"#
“It’s scary thinking how much firepower we have available at our fingertips aboard an Orion II; enough to smash a continent, even a planetary civilization, if we were evil bastards. Fortunately, the Defense Ministry screens crews for such aberrancy, and watch us like raptors. But out in deep space you NEED that sort of firepower to take out some of the threats that are lurking out there. For squashing Star Wasps, for example, you’re not going to get anywhere plinking at them with rock-poppers...you need multi-megaton insect swatters if you don’t want to see your world and people become grub-fodder. That’s where concepts like ‘overkill’ have no place. ”
The ASI Orion II is a design for a heavily armored system and planetary defense ship meant to challenge attackers with multiple barrages of heavy nucleonic missiles, with the objective of shattering, or at least blunting, incoming attacks. With the usual Paladin Steel/Aegis Stellar Industries eccentricity, the Orion II seems to be a mix of old and new concepts and technologies.
The Orion-class Monitor would appear to be based on the concept of the nuclear-pulse Orion ‘Battleship’ proposed by American physicists during Earth’s pre-Golden Age Cold War Era. According to the story, designers on the Orion project proposed a massive ‘battleship’ with an onboard nuclear weapons arsenal bigger than two SSBN submarines combined, as a deterrant(or ‘doomsday strike, depending who’s asked) to Soviet atomic arsenals. The designers’ presentation, complete with a scale model of their warship, reportedly so horrified President Kennedy that he ordered the Orion program cancelled and the models and schematic work destroyed. The design would not resurface, aside from historical reconstructions among aviation enthusiasts, until PS/ASI began developing the design in earnest.
The current Paladin Steel/Aegis Stellar Industries take on this design combines old-style engineering with new cutting edge Three Galaxies technologies. The ship resembles a massive tail-sitting artillery shell, mounted on a heavy baseplate equipped with large shock absorbers. The ship’s hull is heavily armored and heavily shielded, able to take considerable punishment.
The ship’s weapons configuration is heavy for its size class; two large missile batteries hold up to five hundred nucleonic weapons that can include X-ray laser mines, making the Orion II a ‘missile boat’. Three large weapons turrets can be rolled out of the hull for direct fire, and the ship fairly bristles with automated light point defense turrets. The ship can also deploy nuclear space mines(these weapons can also be used as backup propulsion). Finally, the Orion II carries six aerospace planes that serve as crew transfer vehicles, lifeboats, scout or fighter craft, depending on the type of TAVs carried. The auxiliary craft are carried in narrow slot-like hangar bays with only limited provision for restocking/resupplying if fighters are carried.
The Orion II uses a modern contra-gravity propulsion system to drive the ship, but retains the ability to use a nuclear pulse system, dumping a variable-yield nuclear mine behind the ship to detonate behind the ship. A heavily armored push-plate, further reinforced by forcefields, then absorbs the force, punching the ship forward in a sudden burst of acceleration. The sudden burst of EMP and radiation caused by the propulsion mine is an added bonus, temporarily blinding, and at least confusing, enemy sensors.
The Orion II relies heavily on automation to run; room inside the ship is limited, with all the heavy shielding, structural reinforcement, and ordnance magazines, so the crew within their heavily-armored internal ‘bastion’ compartment relies on remote control and fiber-optic operations sytems to keep things running throughout the ship. PS/ASI engineers have built in a large degree of redundancy into the ship’s systems to keep everything under control under the sort of punishment the ship is expected o take, but there’s no easy access to outside systems in event inflight(inFIGHT) repairs have to be carried out. The eighteen-man crew typically runs three six-man shifts while on station or patroling; in combat ALL personnel are active. especially the weapons officers. With five hundred strategic warheads at his or her command, the chief weapons officer isparticlarly responsible, and the complex control boards at their station have become known as ‘atomic keyboards’.
All this capability comes at the expense of crew comforts; the Orion II is meant for relatively short operational cruises, so its accommodations are more akin to a Cold War nuclear submarine’s, with a lack of the creature comforts that crews of larger starships are more familar with.
The Orion II is offered by ASI on the open market, sans nucleonic missiles, in the Three Galaxies. The ship is being marketed to planets needing some short range high-intensity defense capability, with the missile armaments being adjustable to accommodate local resources and policies on heavy missile warhead types.
Orion IIs have already acquired something of a reputation as ‘giant killers’, able to take on weight classes and numbers of opponents well above their own, but the ships are really little better than Three Galaxies’ destroyers in most categories. Their primary strength is the ability to fire massive volleys of missiles that can overwhelm poor-coordinated missile defense systems; a fast enemy, or one with point defenses in depth, can blunt and ride out such missile attacks before the warheads can reach detonation range. However, if smartly used and deployed in numbers, Orion IIs can savage enemy forces and damage, if not outright destroy, heavier enemy ships effectively.
Though designed primarily as defensive weapons, Orion IIs saw their first debut in the Three Galaxies as offensive weapons, when two early-model Orion IIs were carried by a heavy FTL freighter and deployed in the seizure of the pirate asteroid base that would later be used by PS/GNE as their ‘Rum Bay’ facility.
Type: PS/ASI-S-M/DDG08 Orion II
Class: System Monitor
Crew: 18+1-6 mission specialists/passengers.
MDC/Armor by Location:
Main Body 11,000
Bridge/Crew Compartment 1,500
Heavy Missile Batteries(2) 900 each
Heavy Gun Turrets(3) 500 each
Point Defense Turrets(10) 120 each
Hangar Bays(6) 500 each
Engine Shield 9,000
Variable Forcefield 1,500 per side, 9,000 total
Height: 32 m(105.6 ft)
Width: 32 m(105.6 ft)
Length: 82m (270.6 ft)
Weight: 4,800 tons
Cargo: Small onboard cargo capacity for 250 tons of supplies
Powerplant: Nuclear Fusion w/ 30 year energy life
Speed:
(Atmosphere) Hover to Mach 7(boost phase); transatmospheric. Limited to taking off, landing, and limited lateral movement in atmosphere
(Sublight) Mach 10
Under nuclear pulse, the Orion II can briefly hit Mach 20 for short periods of time.
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 1.0% of light speed per melee)
Under nuclear pulse, the Orion II can hit acceleration/deceleration speeds of 5.0% of light speed per melee
(FTL) Not possible(See Variants)
(Underwater) Not possible, though it’s rumored that the ships can be LAUNCHED from underwater bases.
Market Cost: 710 million credits for the basic unloaded ship
Systems of Note:
Standard Spacecraft Systems, plus:
*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.
*Radiation Hardening---The ship is heavily shielded against radiation and EMP
Weapons Systems:
1) Heavy Missile Batteries(2)----Originally meant to hold up to five hundred 20-megaton ‘city buster’ nuclear bombard warheads, the Orion II instead can accommodate heavy long range or cruise missiles.
Range: Varies by Missile Type(see below)
Damage: Varies by Missile Type(see below)
Rate of Fire: Volleys of 1-50
Payload: 250 missiles per launcher array, 500 total
a) Long Range Missiles
Range: Varies by Missile Type(x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type
b) Cruise Missiles
Range:Varies by Missile Type(x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
c) Heavy Nuclear ‘SunBombs’---These are the heavy PS/ASI-made weapons used exclusively by their forces
Range: 1,000 miles(4,000 miles in space)
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
d) X-Ray Laser Bombs
Range: 1,000 miles(4,000 miles in space)+laser range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+laser range
Damage: 1d4x1,000 MD laser blast; range 70 miles(Kitsune Value: 70,000 miles). Laser-reflective armors do NOT halve X-ray laser damage.---One-shot weapon that destroys itself in the process of firing.
Advanced models can target as many as 10 separate targets within range simultaneously.
e) Plasma Jet Bombs(aka ‘Casaba Howitzer’, or ‘Sunspot Bomb’)---A cousin of the X-Ray Laser Bomb and predecessor to the Plasma Torpedo, the Plasma Jet Bomb is essentially a shaped nuclear charge, generating a conical wave of super-excited plasma and radiation. The Plasma Jet Bomb lacks the range and multiple target engagement capability of the laser mine, but because it doesn’t expend all its force in all directions, it can produce higher damage than a regular omni-directional plasma warhead.
Range: 1,000 miles(4,000 miles in space)+plasma range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+plasma range
Damage: 1d6x1,000 MD plasma blast; range 30 miles(Kitsune Value: 30,000 miles), in a cone 30 degrees wide. The radiation also has a 60% chance of blanking out the target’s sensors for 1d6 melees---One-shot weapon that destroys itself in the process of firing.
f) Decoys---Decoy or ‘noisemaker’ warheads are also often used to increase the difficulty of successful missile interceptions, by confusing sensor returns and jamming radar and lidar accuracy. Although this does mean few ‘live’ warheads can be carried to make room for the decoy rounds, against technological opponents the ‘fakers’ can increase the changes of successful volley penetration.
2) Retractable Heavy Gun Turrets(3)---Spaced equidistant around the circumference of the ship’s hull are three large gun turrets, normally concealed under and behind sliding hull armor sections.. The original design called for 5-inch guns, but PS/ASI have made the turrets modular and able to accommodate different types of weapons. Each turret can hold ONE of the following weapons:
a) 5-Inch(127mm) Rail Gun---
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage:
(Fragmentation) 6d6 MD to a 35 ft radius
(High Explosive-Armor-Piercing) 1d6x10 MD to 12 ft blast radius
(Plasma)2d4x10 MD to a 30 ft blast radius
(Chaff Round)Spreads radar-disrupting chaff similar to Triax-type chaff
Rate of Fire: ECHH
Payload: 600 rds per gun
b)135 mm LB Massdriver Cannon
Range:(Direct Fire) 40,000 ft(8 miles) in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage:High Explosive(HE)---- 2d6x10 MD to 50 ft radius
High Explosive Anti-Tank(HEAT)---- 4d6x10 MD to 10 ft radius
Fragmentation---2d4x10 MD to 50 ft radius
Plasma----- 1d6x 40 MD to 50 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 5d6x10 MD out to 20,000 ft, 3d4x10 MD out to maximum range
Rate of Fire: ECHH
Payload: 500 rds per gun
c) Medium G-Cannon
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 8 miles in atmosphere, 16,000 miles in space)
Damage: 1d4x100 MD per 40 rd burst
Rate of Fire: EGCHH
Payload: 250 bursts
d) Medium Pulse Laser Cannon
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 5d6x10 MD single shot, 1d4x100 MD per pulse burst
Rate of Fire: Five shots per melee
Payload: Effectively unlimited
3) Point Defense Weapons Turrets(10)---The Orion II can be fitted with a variable mix of rapid-fire light weaponry, typically 20-mm rail guns and pulse lasers, for close-in defense.
a) 20mm Rail Gun
Range: 1.2 miles in atmosphere, 2.4 miles in space
(Kitsune Values: 2.4 miles in atmosphere, 240 miles in space)
Damage: 1d6x10 MD per 5 rd burst
Rate of Fire: EGCHH or 5 APMs on automatic fire
Payload: 2,000 burst drum
Radar Targeting Bonus: +3 to strike
b) Pulse Laser
Range: 1.1 miles in atmosphere, 2.2 miles in space
(Kitsune Values: 2.2 miles in atmosphere, 220 miles in space)
Damage: 2d4x10 MD per burst
Rate of Fire: EGCHH or 5 APMs on automatic fire
Payload: Effectively unlimited
Radar Targeting Bonus: +3 to strike
c) Ion Cannon
Range: 1 mile in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 1d6x10 MD per blast, can also fire off a ‘scatter shot’ burst that does 5d6 MD to a 30 ft wide area, at HALF range.
Rate of Fire: EGCHH or 5 APMs on automatic fire
Payload: Effectively unlimited
Radar Targeting Bonus: +3 to strike
4) Nuclear Mines---These are small variable yield warheads that are ejected behind the ship and can be used as area denial devices, or deployed to coast in ‘behind’ the monitor to strike an enemy. They can also be used as propulsion charges.
The Orion IIs use several different types of space mines; conventional fragmentation, nuclear, and nuke-pumped x-ray laser. All space mines have a low-visibility stealth sheathing to prevent early detection(-50% to detect).
Damage: Varies;
Fragmentation: 1d6x100 MD to 2,000 ft blast radius
Nuclear(typical) 4d6x100 -2d4x1,000 MD; 300 ft to 1,000 ft blast radius
X-Ray Laser: 1d4x1,000 MD laser blast; range 50 miles(Kitsune Value: 50,000 miles)---One-shot weapon that destroys itself in the process of firing.
Advanced models can target as many as 10 separate targets within range simultaneously.
Rate of Fire: 1-10 mines per melee
Payload: 600 mines
5) Nuclear Pulse Drive---Though meant primarily as a propulsion system, the nuclear pulse drive has some limited utility as a weapon, especially at close range.
Range: 2 miles aft of ship
Damage: 6d6x 100 MD to anything caught in within a half-mile blast radius; 4d6x10 MD to anything else in a 4 mile blast radius from the shock wave. 50% chance of temporarily blinding enemy sensors for 1d4 melees, and 40% chance of permanently knocking out unshielded electronics in an 80 mile radius(including missile guidance systems).
Rate of Fire: 4 times per melee
Payload: The Orion IIs carry 600 dual-purpose mines/drive-nuke ‘pony bombs’
6) Anti-Laser Aersol---The Orion II can vent a cloud of microbeads and metal vapor around itself as an anti-laser defensive measure. The cloud of highly reflective vapor absorbs and reflects laser energy, reducing its effectiveness and throwing off the accuracy of alser-guided weaponry. However, the ship being protected cannot engage in radical maneuvering or sudden acceleration without losing its own laser cover.
Range: Expands to a 500 ft radius around the ship before disipating too much to be effective.
Effects: Lasers do HALF damage. Laser-guided weapons, targeting, and range finding are -6 to lock onto the target
Duration: The cloud persists for 1d6 melees
Payload: Enough material for 60 uses
Auxiliary Craft:
*6 Aerospace Planes--- The auxiliary craft are housed inside three two-ship hangar bays. Typically three-seat spaceplanes are carried, but if a fighter element is desired, aerospace fighters can be used, provided they can fit inside the narrow bays. The typical PS/ASI configuration carries two stripped-down Space Dragonfly TAVs and four Gandavia interceptors.
Variants:
*PS/ASI-S-DDG08(FTL)---FTL-equipped version, for self-deploying to other star systems.
Speed: (FTL) 4 light years per hour
http://www.fantastic-plastic.com/ProjectOrionBattleshipCatalogPage.htm
(aka ‘Nuke Scow’, ‘Arsenal Ship’, ‘Grand Slammah’, ‘Pill Ship’, ‘The Bomb’, ‘Atomic Bullet’)
#”Just lost contact with Jr’radam. Multiple radiation alar---”#
“HUNT-LEADER M’AUDAR! Connect to me, at ONCE!!!”
“Yes, milord H’rungar?”
“You said these primitives possessed no space defense capabilities worth geendu-squat!!!!”
#”Multiple EMP spikes again! Confirm hydrogen fusion expansion events. Incoming: T’drenne Hasco and L’ordant Aerme report hull integrity compromised, possible deep las-”#
“Yes, milord, our last raids indicated only short range commerical transport with deep space defense projection capabilities that were minimal at be-”
“THEN EXPLAIN TO ME WHY OVER HALF OUR FLEET JUST-VANISHED- IN NUCLEAR HELLFIRE!!! WHY WE HAVE AT LEAST A HALF DOZEN VESSELS THE SIZE OF ONE OF OUR LIGHT TRANSPORTS -CHARGING- US AND PUMPING OUT MISSILES LIKE TERG-SPAWN!!!!”
“Wha---?!”
#”Tracking, tracking, tracking...Lost laser lock! Multiple small contacts outbound! Sixteen-eights accelerating at eighty-eight reen, collison intersecting course with ten-twelve orl deviation, formations -karr-, -alcas---”#
“THOSE! ARE!NOT! OUR!SHIPS!DOING!THE!KILLING!OUT!THERE! YOUR INEPTITUDE IN SCOUTING MISSED AN ENTIRE SQUADRON OF ARSENAL SHIPS!!! SHIPS THAT ARE NOW COMING FOR US!!”
“That cannot be! Our probes, our landings, our interrogations said they had no such-”
#”Incoming salvo just multiplied; now twenty-three eights! Either decoys or multiple warheads! Reconfigure intercept windows!!!---”#
“WELL OBVIOUSLY THEY DO!!! YOU INTERROGATED EITHER FARM ANIMALS OR UNCULLED IMBECILES!!!! NOW USE YOUR SQUADRON FOR SOMETHING USEFUL FOR ONCE AND STOP THOSE MISSILES EVEN NOW HEADING AT WHAT REMAINS OF OUR INVASION FORCE!!! AND PRAY YOU DIE ON ONE OF THOSE WEAPONS, FOR IF YOU SURVIVE THIS DAY I SHALL SLAKE MY FRUSTRATED HUNGER WITH YOUR STILL LIVING INTERNAL ORGANS!!!”
#"Just too many!!! Estimate only thirty percent interc-"#
“It’s scary thinking how much firepower we have available at our fingertips aboard an Orion II; enough to smash a continent, even a planetary civilization, if we were evil bastards. Fortunately, the Defense Ministry screens crews for such aberrancy, and watch us like raptors. But out in deep space you NEED that sort of firepower to take out some of the threats that are lurking out there. For squashing Star Wasps, for example, you’re not going to get anywhere plinking at them with rock-poppers...you need multi-megaton insect swatters if you don’t want to see your world and people become grub-fodder. That’s where concepts like ‘overkill’ have no place. ”
The ASI Orion II is a design for a heavily armored system and planetary defense ship meant to challenge attackers with multiple barrages of heavy nucleonic missiles, with the objective of shattering, or at least blunting, incoming attacks. With the usual Paladin Steel/Aegis Stellar Industries eccentricity, the Orion II seems to be a mix of old and new concepts and technologies.
The Orion-class Monitor would appear to be based on the concept of the nuclear-pulse Orion ‘Battleship’ proposed by American physicists during Earth’s pre-Golden Age Cold War Era. According to the story, designers on the Orion project proposed a massive ‘battleship’ with an onboard nuclear weapons arsenal bigger than two SSBN submarines combined, as a deterrant(or ‘doomsday strike, depending who’s asked) to Soviet atomic arsenals. The designers’ presentation, complete with a scale model of their warship, reportedly so horrified President Kennedy that he ordered the Orion program cancelled and the models and schematic work destroyed. The design would not resurface, aside from historical reconstructions among aviation enthusiasts, until PS/ASI began developing the design in earnest.
The current Paladin Steel/Aegis Stellar Industries take on this design combines old-style engineering with new cutting edge Three Galaxies technologies. The ship resembles a massive tail-sitting artillery shell, mounted on a heavy baseplate equipped with large shock absorbers. The ship’s hull is heavily armored and heavily shielded, able to take considerable punishment.
The ship’s weapons configuration is heavy for its size class; two large missile batteries hold up to five hundred nucleonic weapons that can include X-ray laser mines, making the Orion II a ‘missile boat’. Three large weapons turrets can be rolled out of the hull for direct fire, and the ship fairly bristles with automated light point defense turrets. The ship can also deploy nuclear space mines(these weapons can also be used as backup propulsion). Finally, the Orion II carries six aerospace planes that serve as crew transfer vehicles, lifeboats, scout or fighter craft, depending on the type of TAVs carried. The auxiliary craft are carried in narrow slot-like hangar bays with only limited provision for restocking/resupplying if fighters are carried.
The Orion II uses a modern contra-gravity propulsion system to drive the ship, but retains the ability to use a nuclear pulse system, dumping a variable-yield nuclear mine behind the ship to detonate behind the ship. A heavily armored push-plate, further reinforced by forcefields, then absorbs the force, punching the ship forward in a sudden burst of acceleration. The sudden burst of EMP and radiation caused by the propulsion mine is an added bonus, temporarily blinding, and at least confusing, enemy sensors.
The Orion II relies heavily on automation to run; room inside the ship is limited, with all the heavy shielding, structural reinforcement, and ordnance magazines, so the crew within their heavily-armored internal ‘bastion’ compartment relies on remote control and fiber-optic operations sytems to keep things running throughout the ship. PS/ASI engineers have built in a large degree of redundancy into the ship’s systems to keep everything under control under the sort of punishment the ship is expected o take, but there’s no easy access to outside systems in event inflight(inFIGHT) repairs have to be carried out. The eighteen-man crew typically runs three six-man shifts while on station or patroling; in combat ALL personnel are active. especially the weapons officers. With five hundred strategic warheads at his or her command, the chief weapons officer isparticlarly responsible, and the complex control boards at their station have become known as ‘atomic keyboards’.
All this capability comes at the expense of crew comforts; the Orion II is meant for relatively short operational cruises, so its accommodations are more akin to a Cold War nuclear submarine’s, with a lack of the creature comforts that crews of larger starships are more familar with.
The Orion II is offered by ASI on the open market, sans nucleonic missiles, in the Three Galaxies. The ship is being marketed to planets needing some short range high-intensity defense capability, with the missile armaments being adjustable to accommodate local resources and policies on heavy missile warhead types.
Orion IIs have already acquired something of a reputation as ‘giant killers’, able to take on weight classes and numbers of opponents well above their own, but the ships are really little better than Three Galaxies’ destroyers in most categories. Their primary strength is the ability to fire massive volleys of missiles that can overwhelm poor-coordinated missile defense systems; a fast enemy, or one with point defenses in depth, can blunt and ride out such missile attacks before the warheads can reach detonation range. However, if smartly used and deployed in numbers, Orion IIs can savage enemy forces and damage, if not outright destroy, heavier enemy ships effectively.
Though designed primarily as defensive weapons, Orion IIs saw their first debut in the Three Galaxies as offensive weapons, when two early-model Orion IIs were carried by a heavy FTL freighter and deployed in the seizure of the pirate asteroid base that would later be used by PS/GNE as their ‘Rum Bay’ facility.
Type: PS/ASI-S-M/DDG08 Orion II
Class: System Monitor
Crew: 18+1-6 mission specialists/passengers.
MDC/Armor by Location:
Main Body 11,000
Bridge/Crew Compartment 1,500
Heavy Missile Batteries(2) 900 each
Heavy Gun Turrets(3) 500 each
Point Defense Turrets(10) 120 each
Hangar Bays(6) 500 each
Engine Shield 9,000
Variable Forcefield 1,500 per side, 9,000 total
Height: 32 m(105.6 ft)
Width: 32 m(105.6 ft)
Length: 82m (270.6 ft)
Weight: 4,800 tons
Cargo: Small onboard cargo capacity for 250 tons of supplies
Powerplant: Nuclear Fusion w/ 30 year energy life
Speed:
(Atmosphere) Hover to Mach 7(boost phase); transatmospheric. Limited to taking off, landing, and limited lateral movement in atmosphere
(Sublight) Mach 10
Under nuclear pulse, the Orion II can briefly hit Mach 20 for short periods of time.
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 1.0% of light speed per melee)
Under nuclear pulse, the Orion II can hit acceleration/deceleration speeds of 5.0% of light speed per melee
(FTL) Not possible(See Variants)
(Underwater) Not possible, though it’s rumored that the ships can be LAUNCHED from underwater bases.
Market Cost: 710 million credits for the basic unloaded ship
Systems of Note:
Standard Spacecraft Systems, plus:
*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.
*Radiation Hardening---The ship is heavily shielded against radiation and EMP
Weapons Systems:
1) Heavy Missile Batteries(2)----Originally meant to hold up to five hundred 20-megaton ‘city buster’ nuclear bombard warheads, the Orion II instead can accommodate heavy long range or cruise missiles.
Range: Varies by Missile Type(see below)
Damage: Varies by Missile Type(see below)
Rate of Fire: Volleys of 1-50
Payload: 250 missiles per launcher array, 500 total
a) Long Range Missiles
Range: Varies by Missile Type(x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type
b) Cruise Missiles
Range:Varies by Missile Type(x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
c) Heavy Nuclear ‘SunBombs’---These are the heavy PS/ASI-made weapons used exclusively by their forces
Range: 1,000 miles(4,000 miles in space)
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
d) X-Ray Laser Bombs
Range: 1,000 miles(4,000 miles in space)+laser range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+laser range
Damage: 1d4x1,000 MD laser blast; range 70 miles(Kitsune Value: 70,000 miles). Laser-reflective armors do NOT halve X-ray laser damage.---One-shot weapon that destroys itself in the process of firing.
Advanced models can target as many as 10 separate targets within range simultaneously.
e) Plasma Jet Bombs(aka ‘Casaba Howitzer’, or ‘Sunspot Bomb’)---A cousin of the X-Ray Laser Bomb and predecessor to the Plasma Torpedo, the Plasma Jet Bomb is essentially a shaped nuclear charge, generating a conical wave of super-excited plasma and radiation. The Plasma Jet Bomb lacks the range and multiple target engagement capability of the laser mine, but because it doesn’t expend all its force in all directions, it can produce higher damage than a regular omni-directional plasma warhead.
Range: 1,000 miles(4,000 miles in space)+plasma range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+plasma range
Damage: 1d6x1,000 MD plasma blast; range 30 miles(Kitsune Value: 30,000 miles), in a cone 30 degrees wide. The radiation also has a 60% chance of blanking out the target’s sensors for 1d6 melees---One-shot weapon that destroys itself in the process of firing.
f) Decoys---Decoy or ‘noisemaker’ warheads are also often used to increase the difficulty of successful missile interceptions, by confusing sensor returns and jamming radar and lidar accuracy. Although this does mean few ‘live’ warheads can be carried to make room for the decoy rounds, against technological opponents the ‘fakers’ can increase the changes of successful volley penetration.
2) Retractable Heavy Gun Turrets(3)---Spaced equidistant around the circumference of the ship’s hull are three large gun turrets, normally concealed under and behind sliding hull armor sections.. The original design called for 5-inch guns, but PS/ASI have made the turrets modular and able to accommodate different types of weapons. Each turret can hold ONE of the following weapons:
a) 5-Inch(127mm) Rail Gun---
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage:
(Fragmentation) 6d6 MD to a 35 ft radius
(High Explosive-Armor-Piercing) 1d6x10 MD to 12 ft blast radius
(Plasma)2d4x10 MD to a 30 ft blast radius
(Chaff Round)Spreads radar-disrupting chaff similar to Triax-type chaff
Rate of Fire: ECHH
Payload: 600 rds per gun
b)135 mm LB Massdriver Cannon
Range:(Direct Fire) 40,000 ft(8 miles) in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage:High Explosive(HE)---- 2d6x10 MD to 50 ft radius
High Explosive Anti-Tank(HEAT)---- 4d6x10 MD to 10 ft radius
Fragmentation---2d4x10 MD to 50 ft radius
Plasma----- 1d6x 40 MD to 50 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 5d6x10 MD out to 20,000 ft, 3d4x10 MD out to maximum range
Rate of Fire: ECHH
Payload: 500 rds per gun
c) Medium G-Cannon
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 8 miles in atmosphere, 16,000 miles in space)
Damage: 1d4x100 MD per 40 rd burst
Rate of Fire: EGCHH
Payload: 250 bursts
d) Medium Pulse Laser Cannon
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 5d6x10 MD single shot, 1d4x100 MD per pulse burst
Rate of Fire: Five shots per melee
Payload: Effectively unlimited
3) Point Defense Weapons Turrets(10)---The Orion II can be fitted with a variable mix of rapid-fire light weaponry, typically 20-mm rail guns and pulse lasers, for close-in defense.
a) 20mm Rail Gun
Range: 1.2 miles in atmosphere, 2.4 miles in space
(Kitsune Values: 2.4 miles in atmosphere, 240 miles in space)
Damage: 1d6x10 MD per 5 rd burst
Rate of Fire: EGCHH or 5 APMs on automatic fire
Payload: 2,000 burst drum
Radar Targeting Bonus: +3 to strike
b) Pulse Laser
Range: 1.1 miles in atmosphere, 2.2 miles in space
(Kitsune Values: 2.2 miles in atmosphere, 220 miles in space)
Damage: 2d4x10 MD per burst
Rate of Fire: EGCHH or 5 APMs on automatic fire
Payload: Effectively unlimited
Radar Targeting Bonus: +3 to strike
c) Ion Cannon
Range: 1 mile in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 1d6x10 MD per blast, can also fire off a ‘scatter shot’ burst that does 5d6 MD to a 30 ft wide area, at HALF range.
Rate of Fire: EGCHH or 5 APMs on automatic fire
Payload: Effectively unlimited
Radar Targeting Bonus: +3 to strike
4) Nuclear Mines---These are small variable yield warheads that are ejected behind the ship and can be used as area denial devices, or deployed to coast in ‘behind’ the monitor to strike an enemy. They can also be used as propulsion charges.
The Orion IIs use several different types of space mines; conventional fragmentation, nuclear, and nuke-pumped x-ray laser. All space mines have a low-visibility stealth sheathing to prevent early detection(-50% to detect).
Damage: Varies;
Fragmentation: 1d6x100 MD to 2,000 ft blast radius
Nuclear(typical) 4d6x100 -2d4x1,000 MD; 300 ft to 1,000 ft blast radius
X-Ray Laser: 1d4x1,000 MD laser blast; range 50 miles(Kitsune Value: 50,000 miles)---One-shot weapon that destroys itself in the process of firing.
Advanced models can target as many as 10 separate targets within range simultaneously.
Rate of Fire: 1-10 mines per melee
Payload: 600 mines
5) Nuclear Pulse Drive---Though meant primarily as a propulsion system, the nuclear pulse drive has some limited utility as a weapon, especially at close range.
Range: 2 miles aft of ship
Damage: 6d6x 100 MD to anything caught in within a half-mile blast radius; 4d6x10 MD to anything else in a 4 mile blast radius from the shock wave. 50% chance of temporarily blinding enemy sensors for 1d4 melees, and 40% chance of permanently knocking out unshielded electronics in an 80 mile radius(including missile guidance systems).
Rate of Fire: 4 times per melee
Payload: The Orion IIs carry 600 dual-purpose mines/drive-nuke ‘pony bombs’
6) Anti-Laser Aersol---The Orion II can vent a cloud of microbeads and metal vapor around itself as an anti-laser defensive measure. The cloud of highly reflective vapor absorbs and reflects laser energy, reducing its effectiveness and throwing off the accuracy of alser-guided weaponry. However, the ship being protected cannot engage in radical maneuvering or sudden acceleration without losing its own laser cover.
Range: Expands to a 500 ft radius around the ship before disipating too much to be effective.
Effects: Lasers do HALF damage. Laser-guided weapons, targeting, and range finding are -6 to lock onto the target
Duration: The cloud persists for 1d6 melees
Payload: Enough material for 60 uses
Auxiliary Craft:
*6 Aerospace Planes--- The auxiliary craft are housed inside three two-ship hangar bays. Typically three-seat spaceplanes are carried, but if a fighter element is desired, aerospace fighters can be used, provided they can fit inside the narrow bays. The typical PS/ASI configuration carries two stripped-down Space Dragonfly TAVs and four Gandavia interceptors.
Variants:
*PS/ASI-S-DDG08(FTL)---FTL-equipped version, for self-deploying to other star systems.
Speed: (FTL) 4 light years per hour
Last edited by taalismn on Thu Apr 21, 2011 3:32 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Paladin Steel Storefront
ZINO wrote:N1!!! wow nice and killer cute!!
He must still be sick. So just filling in for him.
Are those X-15s on the model turned into 'landing craft'?
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:ZINO wrote:N1!!! wow nice and killer cute!!
He must still be sick. So just filling in for him.
Are those X-15s on the model turned into 'landing craft'?
Relatives only....There were a number of X-15 derivative designs that ultimately morphed into 'black body' TAVs. Dynasoar saw a similar slimming down into sharper, more angular, configurations, some of which have appeared in connection with the 'Aurora' spyplane/SR-71 successor.
And yes, the Orion Battleship was ONE scary idea, nearly as scary as the Pluto Nuclear-Powered Missile. Kennedy must have figured the Soviets would #### bricks if Freman Dyson was talking about monsters like this at the same time Kennedy was trying to promote demilitarization of space.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Paladin Steel Storefront
"Peace at last!" says the last survivor, as the pack of wolves attack ...
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:"Peace at last!" says the last survivor, as the pack of wolves attack ...
...as my last pair of glasses drops and shatters on the concrete, amidst all my accumulated books...
Yeah, if an Orion II were used as a planetary assualt vehicle it would be sheer genocide(then again, if you've got space capability, you could just as easily start pitching rocks down the gravity well), but if you were taking on Star Wasps or Zentraedi armadas, you'd want a few of these things as mobile missile batteries. PS sees that scenario in mind; somebody like the Splugorth/Kittani, TGE, or some other unscrupulous and techno/magically-advanced culture invading in numbers, and the GNE and its allies needing some seriously heavy and technologically feasible firepower to throw at them to at least blunt the attack.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel/Hangar-18B/Convair B-58(TW) Hustler
“Keep us clear of the AD mushroom. Steady, steady. We’re still five minutes away from firing position.”
“Just got hummed by naval radars.”
“Picket ships.”
“Damn...picked up a pair of fast movers coming our way...their radar IDs them as CS Shrikes...they got speed AND altitude on us.”
“Do we have a ley line available?”
“About one-twenty away, but if we take it, they can cut the corner on us before we can outdistance them.”
“Give me a plan, Augie!”
“They’re not yet in visual, so if we can drop off a drone, best two drones and go IMMEDIATELY invis, maybe we can get them to go after the drones.”
“Right! Ready to go passive sensors, intercoms only. I’ll bring us around on a southerly course and hope they expect us to bug out on a northerly track if they spot the drones for what they are. Ready to execute?”
“Rainbow programmed and armed. Ready to execute in five, three, two, one, LAUNCH!”
“Stealth up, and here we go! Take the bait, Deadboys, take the bait....there ain’t no missile-carrying bomber here trying to sneak up on your fleet depot...nosirree...”
The Convair Hustler was a pre-Rifts Cold War supersonic ‘dash’ bomber that served briefly, if brilliantly, as part of the American Empire’s nuclear deterence forces. Groundbreaking in many fields of design, the B-58 was designed to penetrate fast and deep within the territories of the Soviet Union to deliver nuclear weapons. The B-58 never had to do this, fortunately, though it was well capable of the assigned task. However, advances in missile defense systems, high operating costs, and limited operational flexibility would result in a short career for the Hustler before being retired in favor of the slower, more conventional B-52, and the smaller, more agile F-111.
Enough data on the Hustler survived the Coming of the Rifts that it would eventually come to the attention of historical technology scroungers like Paladin Steel. Initially Paladin Steel had no desire in resurrecting the design, seeing it as too limited for PS/GNE’s needs(PS was already looking at its own larger fusion-powered bombers and at an F-111-like tactical bomber), but the technowizards at Hangar-18B wanted to have a go at it. Knowing that the eccentric R&D group had produced wonders in the past, PS gave them a budget and leeway to pursue the project.
The B-58(TW) retains the slim, needle-nosed fuselage, delta wings, and underslung engine nacelles of its ancestor, The main armament is still carried in a detachable underfuselage pod that originally carried up to five nuclear bombs and a generous supply of supplemental fuel(once the bombs were delivered, the entire pod could be dropped and a much lighter and trimmer bomber could split for home).
H-18B has replaced the old metal hull with modern megadamage alloys and composites, and the old fuel-dependent jet engines have been replaced with nuclear-fusion powered plasma thrusters or TW Eleminal propulsion units. The latter harnesses animal-level Elemental ‘airhorses’ from a planar-related alternate dimension, housing them in the engine nacelles; the ‘airhorses’ are strong, compliant, and tameable, and require only good treatment and the occasional reward of feedings of liquified cyrogens to keep happy, in return fo which they deliver up performance and capabilities superior to most conventional engine systems. The savings in weight in fuel have been plowed back into additional avionics, a slight expanded payload, and magical enhancements, including VTOL capability, and improving crew efficiency and comfort(the original B-58 suffered from inadequate air conditioning). H-18B has looked to the modularity of the B-58’s main armaments pod to address the matter of operational flexibility by adding even more options.
The B-58(TW) is an impressive performer, but still has its limitations. It is still saddled with 1950s aerodynamics, which limits its top speed; many Coalition State fighter jets can match or surpass its speed. A Hustler crew must therefore use a combination of penetration tactics and skilled flying in order to get through comprehensive air defense networks and reach their targets. The low payload is also a limiting factor for the B-58; some newer tactical fighters and fighter-bombers equal or surpass its warload capabilities in that regard.
Though still very expensive, the very capable B-58(TW) has proven itself a strong contender and excellent warplane. Currently the GNEAF has only a half-dozen squadrons of the aircraft, but has been duly impressed by their performance thus far, and may look to procure more such aircraft in the future. A slightly less-capable and less expensive version powered by conventional plasma-electric thrusters has also been developed for possible export sales.
Type: PS/H18B/CV-B-58(TW) Hustler
Class: Supersonic Bomber
Crew: 3
MDC/Armor by Location:
Main Body 400
Crew Compartment 100
Individual Escape Capsules(3) 60 each
Wings(2) 200 each
Engines(4) 250 each
Tail 180
Weapons Pod 200
Height: 31 ft
Width: 57 ft
Length: 97 ft
Weight: 55,440 lbs empty, 163,000 lbs fully loaded
Cargo: Survival packs and sidearms in the crew cabin
Powerplant: Four TW Air Eleminal Jet Engines(spells require resetting once a year)
---250 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Speed: (Flying) Hover to Mach 2.2(2.5 w/ belly pod ejected), maximum altitude 57,000 ft.
Bonuses: The use of the Air Eleminal powerplants means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
The aircraft also gets a +3 to Dodge flying at speeds over 670 MPH.
Market Cost: 29 million credits
Systems of Note:
Standard Aircraft Systems, plus:
*Ejection Seat/Escape Pods---Each crewmember has a folding canopy escape pod with 60 MDC, to protect them against the dangers inherent in ejecting at supersonic speeds. The pods are also bouyant, for landing in water.
*HUD-Head Up Display
*Environmental Protection/Life Support---Pressurized cabin(though crew 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
*Radar, w/ Terrain-Following and Look-Down capabilities; effective range of 85 miles.
*ECM----A broad area jamming suite that gives the craft a -6 to be struck by radar-guided weaponry.
*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.
*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.
*Cyberlink Drive System--Allows a pilot with a headjack to ‘jack in’ to the vehicle for more responsive control. This allows the pilot to fly without their hands on the controls, and/or to respond with greater speed to sudden situations.
Bonuses: For anyone with the CyberVehicle Link, the following bonuses apply: +1 to initiative, +1 to strike using the vehicle or vehicle-mount weapons, +1 to Dodge, +1 Action/Attack per Melee, Base Driving skill of 45%, or +10% to existing driving skill. Pilot can also ‘tweak’ the vehicle’s maximum speed by 1% per I.Q. point. Note that the operator can only be controling the vehicle while doing this....no other relevant actions(can carry on light conversation, or take a quick bite/drink, but can’t disassemble their weapons or whittle a wooden toy) .
*Drag Chute---Used for short-run landings(especially on roadways)
Weapons Systems:
1) Tail 20mm Vulcan Cannon(1)---A holdover from WW2, the original B-58 packed a ‘stinger’ in the end of its tail; a remote-controled tail gun with 45-degree arc of fire. In the decidedly more dangerous post-Rifts world, tail guns have come back in vogue.
Range: 9,000 ft
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH, or 5 attacks per melee in autofire mode.
Payload: 1,208 rds
Alternately, the tail cannon can be replaced with a PS-RFL-25 Pulse Laser:
Range: 6,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH, or 5 attacks per melee in autofire mode.
Payload: Effectively Unlimited
Bonus: Radar and laser targeting give a +3 to strike
2)Modular Weapons Pod---The original B-58 could carry an underslung pod(two combat types were generally available---Type MB-1C pod, which was 36,000 lbs and 57 ft long, and held fuel and a single heavy nuclear warhead---or the TCP, which consisted of a smaller duel fuel fuel-and-warhead pod 35 ft long and 11,970 lbs, nestled inside a lower fuel tank of 54 ft long and 24,000 lbs). H-18B and PS have devised, with the removal of fuel dependency, lighter pods with increased payload. Besides freefall armaments, the pods can be fitted with rotary missile launchers or sensor suites.
a) Bombs: Can carry up to 19,500 lbs of bombs
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius
b) TW Elemental Warheads---Up to 5 can be carried
*TW Disharmonize---Actually more of an airburst weapon that deploys thousands of small individual grenade-sized TW ‘skeet’ warheads over a wide area, that fall to an appropriate altitude for maximum effect, then explode, causing no initial physical damage, but sowing massive chaos throughout both military forces and civilian populations. Tremendously expansive in terms of magic energy investment, and relatively short-term in its effects, it nevertheless can be an effective weapon in disrupting an enemy’s defenses in advance of a raid or troop landing.
Each B-58 pod can carry up to 1,000 ‘skeets’ each
The carrier shell is designed as an airburst weapon(300-1,000 ft up), with the dispersal charge firing the skeets out on wide arc frisbeeing trajectories to cover a maximum area of effect. Each submunition skeet affects a 500 ft radius(some overlap is unavoidable), and effects last 50 minutes. Everyone caught in the area of effect must save versus magic or else lose HALF their attacks per melee, lose initiative, and be -20% to perform all skills. Furthermore
The beauty of this weapon is that the mage-munition officer or loader, if one is available, can , simply by touching the shell before loading and launching, and uttering a safing encantation(Magic telepathy or psionic telepathy will also do the trick), fuze the weapon to affect ONLY enemy soldiers...KNOWN allies are UNAFFECTED by the magic! Of course, if no such trained combat mage or psychic is available , then the ‘generic’ shell will affect EVERYONE in the area of effect.
*TW Magma Weapon(RV)---Modified River of Lava spell, that creates a pool 450 ft in diameter instead, that lasts 15 minutes. If deployed in shallow water it lasts only 7 minutes and does HALF damage, but creates huge bubbles, kills local sea life, and produces a massive cloud of superheated steam that blinds anyone on the surface, fouls up thermographic imaging systems, and creates a belching sonar static that can screw up passive sonar systems in the area.
*TW Tsunami Weapon(RV)---Designed for attacking coastal targets,this weapon deploys up to 4 independantly targetting RVs that each generate a tidal wave.
Each warhead creates a tidal wave roughly 150 ft high, 3,000 ft long, lasts 15 melees, reach as far as 450 ft inland, and does 4d6x10 MD per melee. Also has a 75% chance of capsizing any ships it catches.
Note: This weapon is INEFFECTIVE unless aimed at a sizable body of water, such as an ocean, large lake, or deep river.
*TW Hurricane Weapon(RV)----Ocean-attack weapon, but can also be used against large lakes. Each pod creates a massive sea storm that covers a 120 ft area, 100-150 mph winds, and 30 ft high waves. Does 3d6x10 MD per melee to large structures, and 1d6 MD to anyone caught out in the open. Effects last 15 minutes.
*TW Maelstrom Weapon(RV)---Another ocean-attack weapon, for attacking shipping and submarine warships/installations. Like the Tsunami Weapon, the ‘bus’ can deploy up to 4 independantly targetting RVs that each generate a sizeable whirlpool in any large body of water they are aimed at.
Whirlpools are 120 ft wide, lasts 15 minutes, and does 1d4x10 MD to anything caught in its center, 2d6x10 MD per melee to large ships, and 1d6x100 MD to them if they get submerged or if the whirlpool ‘breaks the ship’s back’.
*TW Earthquake Weapon(RV)---Each warhead acts as a 15th level Elemental Earthquake spell; 3500 ft area of effect, doing 2d6x100 MD per melee, for fifteen melees. Generates a fissure 900 ft long, doing damage to everything within 600 ft on either side of it. A full spread of Earthquakers can destroy a county.
*TW Stormfront Weapon(RV)---Airburst warheads that unleash multiple Tornadoes(one per warhead), and an accompanying Summon Storm, all equivalent to the 15th level Elemental Warlock Spells.
Tornadoes are 100 ft in diameter, last 15 minutes, and do 3d6x10 MD per melee to anything caught by them, and an additional 2d6x10 MD to anything hurled out. Wood, clay, and stone structures take 4d6x10 points of damage(SDC or MDC), and trees are uprootted in one melee round. The tornadoes will also randomly wander about in a half-mile area before dispersing.
The storm element creates a drenching, obscuring downpour that drops 4 inches of rain per hour, does 1-6 points of structural S.D.C. per half hour, creates immobilizing floods, and reduces visibility to near zilch; storm covers a 14 mile area, and lasts 7 hours
*TW Sphere of Annihilation(RV)---The most expensive and devastating of the TW Warheads is the Sphere of Annihilation, that creates a minute quantity of anti-matter, that explodes with a force greater than any nuclear device of comparable size!
Each subvehicle does 2d4x100 MD to a point target, plus an additional 4d6x10MD to a 10 ft radius, and have a +3 on top of targeting system bonuses, to strike their target.
*Enhanced EMP Weapon---Developed with the assistance of Kera-Tech scientists, this weapon generates an intense Electro-Magnetic Pulse capable of frying unshielded electronics and disrupting even shielded military systems. Against technological societies, this weapon can cause absolute chaos!
Each subvehicle does 1d6x100 EMP damage(no physical damage) to a 5,000 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
*Nuclear Warhead---Details of the Paladin Steel nuclear armaments program remain classified, but speculation is that the most likely ‘nuke’ warhead deployed on the B-58 would be a 200kt weapon similar to the pre-Rifts W80 carried aboard BGM-109 Tomahawk cruise missiles.
c) Medium Range Missiles---36 shot rotary launcher
d) Long Range Missiles---12 shot rotary launcher
e) Heavy Stand-Off Weapon(HvSOW)----This adds rocket propulsion and an adapted LRM guidance system to the pod, turning it into a giant cruise missile with an effective range of 160 miles.
f) Recon Pod---A variable configuration sensor package, customizable to specific missions, but the standard recon pod will have wide-angle optics windows in the nose and high-definition optical cameras with low-light and thermo-imaging.
g) Transport Pod---2,500 lbs and 57 ft long and can hold 27,500 lbs of cargo. It can also be configured to hold seating for five people(though the ceiling is rather low and conditions rather cramped), with a small toilet/relief facility, provision for 5,000 lbs of cargo, and an emergency parachute system in the event the pod has to be ejected.
h) Stealth Insert Pod---A variation on both the personnel transport pod and the Stand-Off pod. The SIP has seating for five passengers, 5,000 lbs of gear, folding parasail wings, a guidance system, stealth covering(-70% to detect), and a jet engine(160 mile range, 500 MPH). The SIP is strictly one way and cannot be used to take off again once landed(in fact, it typically has a self-destruct system to quietly destroy the pod once it has landed and the passengers/cargo disembarked.
3)Underwing Hardpoints(4)---Can carry up to 19,450 lbs of additional weaponry on underwing pylons located two tandem just under the wing roots. However, using these increases air resistance and cuts down on the B-58’s blazing speed by 30%. Each pylon can carry ONE of the following:
a) Bombs---Each one can carry up to a 2,000 lb bomb
b) Long Range Missiles---ONE per hardpoint.
c) DM-11 ‘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)
The DM-11 is a higher-performance variant of the Tacit Rainbow with a more powerful engine, meant to emulate the B-58’s hypersonic performance.
MDC of Drone: 50
Size: 15 ft long, 3 ft wide, w/ 13 ft wingspan w/ wings deployed
Speed: Mach 2.4
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
4) Flare/Chaff Launchers(2)---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(24 per launcher)
Magic Abilities:
*Ley Line Flier---Can fly effectively indefinitely on a ley line.
*Impervious to Fire(10 minutes per 5 PPE)
*Impervious to Energy( 5 minutes per 20 PPE)
*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
*Leyline Booster(Accelerates the jet up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
*TW Fire Control System----Supplements the regular fire extinguisher system, and is often more effective at controling electrical and chemical fires. Costs 4 PPE per minute/activation.
*Multiple Image----Next to useless against modern sensor systems, this decoy projector has proven far more effective in low-level attacks, where it has been shown most enemy defenders have less time to waste acquiring a target and more inclined to use basic optical sighting. Creates 3 images.
Range: ‘Ghosts’ can be projected up to 5,000 ft away
Duration: 5 minutes per activation
PPE Activation Cost: 20 PPE per activation
*Windblast---5,000 ft(DOUBLE on leylines), 2d4x10+30 MD(DOUBLE on leylines) per blast, once per melee. This attack is fired from the forward air-intake, and appears briefly as a smoke- or mist-ring blown out around the nose, before becoming effectively invisible.
*Ice Armor---The aircraft can generate a thin layer of highly reflective ice...It cuts speed by 30% and imposes a -1 to Dodge, but renders the aircraft resistant to lasers; lasers do HALF damage. The ice sheath lasts 5 minutes per activation. Can use it up to 4 times per day(or per 20 PPE pumped into the system).
*Invisibility(Superior)---Renders the aircraft invisible to radar, sensors, and optical detection, but cannot engage radar, radio, or other high tech communications/sensors while in this mode. 3 minutes per activation. Can use it up to 6 times per day(or per 20 PPE pumped into the system).
*Cold Exhaust---The aircraft can also produce a supercold jet of exhaust that appears as a particularly large and bright contrail....The contrail is roughly 50 ft wide, and can stretch as long as 2,000 ft. Any aircraft flying into it will find itself hit by superdense hail, doing 1d4 MD per melee within the contrail. The aircraft will also find itself icing up badly; -20% to piloting skill rolls unless/until de-icing measures are activated. Living fliers will find their speed cut by 1/3 and strike/dodge bonuses cut by -2 until the overburden of ice is shaken loose. The jet can activate this feature up to 6 times per day.
*Levitation---This allows the aircraft to perform like a VTOL fighter, slowing down to hover at 100 ft, and lower itself to a landing, or loft itself off the ground and accelerate into flight.
Options:
*Forward Lasers(2)---Some B-58(TW)s have been fitted with forward-firing PS-RFL-25 Pulse Lasers in the wingroots, fired by the pilot, as an added defense against attackers coming head-on.
Range: 6,000 ft
Damage:2d4x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Bonus: Radar and laser targeting give a +3 to strike
Variants:
*PS/H18B/CV-B-58C---Conventional nuclear fusion-powered variant with plasma electric thrusters. It lacks the magical features and performance, but costs only 23 million credits.
“Keep us clear of the AD mushroom. Steady, steady. We’re still five minutes away from firing position.”
“Just got hummed by naval radars.”
“Picket ships.”
“Damn...picked up a pair of fast movers coming our way...their radar IDs them as CS Shrikes...they got speed AND altitude on us.”
“Do we have a ley line available?”
“About one-twenty away, but if we take it, they can cut the corner on us before we can outdistance them.”
“Give me a plan, Augie!”
“They’re not yet in visual, so if we can drop off a drone, best two drones and go IMMEDIATELY invis, maybe we can get them to go after the drones.”
“Right! Ready to go passive sensors, intercoms only. I’ll bring us around on a southerly course and hope they expect us to bug out on a northerly track if they spot the drones for what they are. Ready to execute?”
“Rainbow programmed and armed. Ready to execute in five, three, two, one, LAUNCH!”
“Stealth up, and here we go! Take the bait, Deadboys, take the bait....there ain’t no missile-carrying bomber here trying to sneak up on your fleet depot...nosirree...”
The Convair Hustler was a pre-Rifts Cold War supersonic ‘dash’ bomber that served briefly, if brilliantly, as part of the American Empire’s nuclear deterence forces. Groundbreaking in many fields of design, the B-58 was designed to penetrate fast and deep within the territories of the Soviet Union to deliver nuclear weapons. The B-58 never had to do this, fortunately, though it was well capable of the assigned task. However, advances in missile defense systems, high operating costs, and limited operational flexibility would result in a short career for the Hustler before being retired in favor of the slower, more conventional B-52, and the smaller, more agile F-111.
Enough data on the Hustler survived the Coming of the Rifts that it would eventually come to the attention of historical technology scroungers like Paladin Steel. Initially Paladin Steel had no desire in resurrecting the design, seeing it as too limited for PS/GNE’s needs(PS was already looking at its own larger fusion-powered bombers and at an F-111-like tactical bomber), but the technowizards at Hangar-18B wanted to have a go at it. Knowing that the eccentric R&D group had produced wonders in the past, PS gave them a budget and leeway to pursue the project.
The B-58(TW) retains the slim, needle-nosed fuselage, delta wings, and underslung engine nacelles of its ancestor, The main armament is still carried in a detachable underfuselage pod that originally carried up to five nuclear bombs and a generous supply of supplemental fuel(once the bombs were delivered, the entire pod could be dropped and a much lighter and trimmer bomber could split for home).
H-18B has replaced the old metal hull with modern megadamage alloys and composites, and the old fuel-dependent jet engines have been replaced with nuclear-fusion powered plasma thrusters or TW Eleminal propulsion units. The latter harnesses animal-level Elemental ‘airhorses’ from a planar-related alternate dimension, housing them in the engine nacelles; the ‘airhorses’ are strong, compliant, and tameable, and require only good treatment and the occasional reward of feedings of liquified cyrogens to keep happy, in return fo which they deliver up performance and capabilities superior to most conventional engine systems. The savings in weight in fuel have been plowed back into additional avionics, a slight expanded payload, and magical enhancements, including VTOL capability, and improving crew efficiency and comfort(the original B-58 suffered from inadequate air conditioning). H-18B has looked to the modularity of the B-58’s main armaments pod to address the matter of operational flexibility by adding even more options.
The B-58(TW) is an impressive performer, but still has its limitations. It is still saddled with 1950s aerodynamics, which limits its top speed; many Coalition State fighter jets can match or surpass its speed. A Hustler crew must therefore use a combination of penetration tactics and skilled flying in order to get through comprehensive air defense networks and reach their targets. The low payload is also a limiting factor for the B-58; some newer tactical fighters and fighter-bombers equal or surpass its warload capabilities in that regard.
Though still very expensive, the very capable B-58(TW) has proven itself a strong contender and excellent warplane. Currently the GNEAF has only a half-dozen squadrons of the aircraft, but has been duly impressed by their performance thus far, and may look to procure more such aircraft in the future. A slightly less-capable and less expensive version powered by conventional plasma-electric thrusters has also been developed for possible export sales.
Type: PS/H18B/CV-B-58(TW) Hustler
Class: Supersonic Bomber
Crew: 3
MDC/Armor by Location:
Main Body 400
Crew Compartment 100
Individual Escape Capsules(3) 60 each
Wings(2) 200 each
Engines(4) 250 each
Tail 180
Weapons Pod 200
Height: 31 ft
Width: 57 ft
Length: 97 ft
Weight: 55,440 lbs empty, 163,000 lbs fully loaded
Cargo: Survival packs and sidearms in the crew cabin
Powerplant: Four TW Air Eleminal Jet Engines(spells require resetting once a year)
---250 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Speed: (Flying) Hover to Mach 2.2(2.5 w/ belly pod ejected), maximum altitude 57,000 ft.
Bonuses: The use of the Air Eleminal powerplants means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
The aircraft also gets a +3 to Dodge flying at speeds over 670 MPH.
Market Cost: 29 million credits
Systems of Note:
Standard Aircraft Systems, plus:
*Ejection Seat/Escape Pods---Each crewmember has a folding canopy escape pod with 60 MDC, to protect them against the dangers inherent in ejecting at supersonic speeds. The pods are also bouyant, for landing in water.
*HUD-Head Up Display
*Environmental Protection/Life Support---Pressurized cabin(though crew 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
*Radar, w/ Terrain-Following and Look-Down capabilities; effective range of 85 miles.
*ECM----A broad area jamming suite that gives the craft a -6 to be struck by radar-guided weaponry.
*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.
*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.
*Cyberlink Drive System--Allows a pilot with a headjack to ‘jack in’ to the vehicle for more responsive control. This allows the pilot to fly without their hands on the controls, and/or to respond with greater speed to sudden situations.
Bonuses: For anyone with the CyberVehicle Link, the following bonuses apply: +1 to initiative, +1 to strike using the vehicle or vehicle-mount weapons, +1 to Dodge, +1 Action/Attack per Melee, Base Driving skill of 45%, or +10% to existing driving skill. Pilot can also ‘tweak’ the vehicle’s maximum speed by 1% per I.Q. point. Note that the operator can only be controling the vehicle while doing this....no other relevant actions(can carry on light conversation, or take a quick bite/drink, but can’t disassemble their weapons or whittle a wooden toy) .
*Drag Chute---Used for short-run landings(especially on roadways)
Weapons Systems:
1) Tail 20mm Vulcan Cannon(1)---A holdover from WW2, the original B-58 packed a ‘stinger’ in the end of its tail; a remote-controled tail gun with 45-degree arc of fire. In the decidedly more dangerous post-Rifts world, tail guns have come back in vogue.
Range: 9,000 ft
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH, or 5 attacks per melee in autofire mode.
Payload: 1,208 rds
Alternately, the tail cannon can be replaced with a PS-RFL-25 Pulse Laser:
Range: 6,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH, or 5 attacks per melee in autofire mode.
Payload: Effectively Unlimited
Bonus: Radar and laser targeting give a +3 to strike
2)Modular Weapons Pod---The original B-58 could carry an underslung pod(two combat types were generally available---Type MB-1C pod, which was 36,000 lbs and 57 ft long, and held fuel and a single heavy nuclear warhead---or the TCP, which consisted of a smaller duel fuel fuel-and-warhead pod 35 ft long and 11,970 lbs, nestled inside a lower fuel tank of 54 ft long and 24,000 lbs). H-18B and PS have devised, with the removal of fuel dependency, lighter pods with increased payload. Besides freefall armaments, the pods can be fitted with rotary missile launchers or sensor suites.
a) Bombs: Can carry up to 19,500 lbs of bombs
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius
b) TW Elemental Warheads---Up to 5 can be carried
*TW Disharmonize---Actually more of an airburst weapon that deploys thousands of small individual grenade-sized TW ‘skeet’ warheads over a wide area, that fall to an appropriate altitude for maximum effect, then explode, causing no initial physical damage, but sowing massive chaos throughout both military forces and civilian populations. Tremendously expansive in terms of magic energy investment, and relatively short-term in its effects, it nevertheless can be an effective weapon in disrupting an enemy’s defenses in advance of a raid or troop landing.
Each B-58 pod can carry up to 1,000 ‘skeets’ each
The carrier shell is designed as an airburst weapon(300-1,000 ft up), with the dispersal charge firing the skeets out on wide arc frisbeeing trajectories to cover a maximum area of effect. Each submunition skeet affects a 500 ft radius(some overlap is unavoidable), and effects last 50 minutes. Everyone caught in the area of effect must save versus magic or else lose HALF their attacks per melee, lose initiative, and be -20% to perform all skills. Furthermore
The beauty of this weapon is that the mage-munition officer or loader, if one is available, can , simply by touching the shell before loading and launching, and uttering a safing encantation(Magic telepathy or psionic telepathy will also do the trick), fuze the weapon to affect ONLY enemy soldiers...KNOWN allies are UNAFFECTED by the magic! Of course, if no such trained combat mage or psychic is available , then the ‘generic’ shell will affect EVERYONE in the area of effect.
*TW Magma Weapon(RV)---Modified River of Lava spell, that creates a pool 450 ft in diameter instead, that lasts 15 minutes. If deployed in shallow water it lasts only 7 minutes and does HALF damage, but creates huge bubbles, kills local sea life, and produces a massive cloud of superheated steam that blinds anyone on the surface, fouls up thermographic imaging systems, and creates a belching sonar static that can screw up passive sonar systems in the area.
*TW Tsunami Weapon(RV)---Designed for attacking coastal targets,this weapon deploys up to 4 independantly targetting RVs that each generate a tidal wave.
Each warhead creates a tidal wave roughly 150 ft high, 3,000 ft long, lasts 15 melees, reach as far as 450 ft inland, and does 4d6x10 MD per melee. Also has a 75% chance of capsizing any ships it catches.
Note: This weapon is INEFFECTIVE unless aimed at a sizable body of water, such as an ocean, large lake, or deep river.
*TW Hurricane Weapon(RV)----Ocean-attack weapon, but can also be used against large lakes. Each pod creates a massive sea storm that covers a 120 ft area, 100-150 mph winds, and 30 ft high waves. Does 3d6x10 MD per melee to large structures, and 1d6 MD to anyone caught out in the open. Effects last 15 minutes.
*TW Maelstrom Weapon(RV)---Another ocean-attack weapon, for attacking shipping and submarine warships/installations. Like the Tsunami Weapon, the ‘bus’ can deploy up to 4 independantly targetting RVs that each generate a sizeable whirlpool in any large body of water they are aimed at.
Whirlpools are 120 ft wide, lasts 15 minutes, and does 1d4x10 MD to anything caught in its center, 2d6x10 MD per melee to large ships, and 1d6x100 MD to them if they get submerged or if the whirlpool ‘breaks the ship’s back’.
*TW Earthquake Weapon(RV)---Each warhead acts as a 15th level Elemental Earthquake spell; 3500 ft area of effect, doing 2d6x100 MD per melee, for fifteen melees. Generates a fissure 900 ft long, doing damage to everything within 600 ft on either side of it. A full spread of Earthquakers can destroy a county.
*TW Stormfront Weapon(RV)---Airburst warheads that unleash multiple Tornadoes(one per warhead), and an accompanying Summon Storm, all equivalent to the 15th level Elemental Warlock Spells.
Tornadoes are 100 ft in diameter, last 15 minutes, and do 3d6x10 MD per melee to anything caught by them, and an additional 2d6x10 MD to anything hurled out. Wood, clay, and stone structures take 4d6x10 points of damage(SDC or MDC), and trees are uprootted in one melee round. The tornadoes will also randomly wander about in a half-mile area before dispersing.
The storm element creates a drenching, obscuring downpour that drops 4 inches of rain per hour, does 1-6 points of structural S.D.C. per half hour, creates immobilizing floods, and reduces visibility to near zilch; storm covers a 14 mile area, and lasts 7 hours
*TW Sphere of Annihilation(RV)---The most expensive and devastating of the TW Warheads is the Sphere of Annihilation, that creates a minute quantity of anti-matter, that explodes with a force greater than any nuclear device of comparable size!
Each subvehicle does 2d4x100 MD to a point target, plus an additional 4d6x10MD to a 10 ft radius, and have a +3 on top of targeting system bonuses, to strike their target.
*Enhanced EMP Weapon---Developed with the assistance of Kera-Tech scientists, this weapon generates an intense Electro-Magnetic Pulse capable of frying unshielded electronics and disrupting even shielded military systems. Against technological societies, this weapon can cause absolute chaos!
Each subvehicle does 1d6x100 EMP damage(no physical damage) to a 5,000 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
*Nuclear Warhead---Details of the Paladin Steel nuclear armaments program remain classified, but speculation is that the most likely ‘nuke’ warhead deployed on the B-58 would be a 200kt weapon similar to the pre-Rifts W80 carried aboard BGM-109 Tomahawk cruise missiles.
c) Medium Range Missiles---36 shot rotary launcher
d) Long Range Missiles---12 shot rotary launcher
e) Heavy Stand-Off Weapon(HvSOW)----This adds rocket propulsion and an adapted LRM guidance system to the pod, turning it into a giant cruise missile with an effective range of 160 miles.
f) Recon Pod---A variable configuration sensor package, customizable to specific missions, but the standard recon pod will have wide-angle optics windows in the nose and high-definition optical cameras with low-light and thermo-imaging.
g) Transport Pod---2,500 lbs and 57 ft long and can hold 27,500 lbs of cargo. It can also be configured to hold seating for five people(though the ceiling is rather low and conditions rather cramped), with a small toilet/relief facility, provision for 5,000 lbs of cargo, and an emergency parachute system in the event the pod has to be ejected.
h) Stealth Insert Pod---A variation on both the personnel transport pod and the Stand-Off pod. The SIP has seating for five passengers, 5,000 lbs of gear, folding parasail wings, a guidance system, stealth covering(-70% to detect), and a jet engine(160 mile range, 500 MPH). The SIP is strictly one way and cannot be used to take off again once landed(in fact, it typically has a self-destruct system to quietly destroy the pod once it has landed and the passengers/cargo disembarked.
3)Underwing Hardpoints(4)---Can carry up to 19,450 lbs of additional weaponry on underwing pylons located two tandem just under the wing roots. However, using these increases air resistance and cuts down on the B-58’s blazing speed by 30%. Each pylon can carry ONE of the following:
a) Bombs---Each one can carry up to a 2,000 lb bomb
b) Long Range Missiles---ONE per hardpoint.
c) DM-11 ‘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)
The DM-11 is a higher-performance variant of the Tacit Rainbow with a more powerful engine, meant to emulate the B-58’s hypersonic performance.
MDC of Drone: 50
Size: 15 ft long, 3 ft wide, w/ 13 ft wingspan w/ wings deployed
Speed: Mach 2.4
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
4) Flare/Chaff Launchers(2)---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(24 per launcher)
Magic Abilities:
*Ley Line Flier---Can fly effectively indefinitely on a ley line.
*Impervious to Fire(10 minutes per 5 PPE)
*Impervious to Energy( 5 minutes per 20 PPE)
*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
*Leyline Booster(Accelerates the jet up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
*TW Fire Control System----Supplements the regular fire extinguisher system, and is often more effective at controling electrical and chemical fires. Costs 4 PPE per minute/activation.
*Multiple Image----Next to useless against modern sensor systems, this decoy projector has proven far more effective in low-level attacks, where it has been shown most enemy defenders have less time to waste acquiring a target and more inclined to use basic optical sighting. Creates 3 images.
Range: ‘Ghosts’ can be projected up to 5,000 ft away
Duration: 5 minutes per activation
PPE Activation Cost: 20 PPE per activation
*Windblast---5,000 ft(DOUBLE on leylines), 2d4x10+30 MD(DOUBLE on leylines) per blast, once per melee. This attack is fired from the forward air-intake, and appears briefly as a smoke- or mist-ring blown out around the nose, before becoming effectively invisible.
*Ice Armor---The aircraft can generate a thin layer of highly reflective ice...It cuts speed by 30% and imposes a -1 to Dodge, but renders the aircraft resistant to lasers; lasers do HALF damage. The ice sheath lasts 5 minutes per activation. Can use it up to 4 times per day(or per 20 PPE pumped into the system).
*Invisibility(Superior)---Renders the aircraft invisible to radar, sensors, and optical detection, but cannot engage radar, radio, or other high tech communications/sensors while in this mode. 3 minutes per activation. Can use it up to 6 times per day(or per 20 PPE pumped into the system).
*Cold Exhaust---The aircraft can also produce a supercold jet of exhaust that appears as a particularly large and bright contrail....The contrail is roughly 50 ft wide, and can stretch as long as 2,000 ft. Any aircraft flying into it will find itself hit by superdense hail, doing 1d4 MD per melee within the contrail. The aircraft will also find itself icing up badly; -20% to piloting skill rolls unless/until de-icing measures are activated. Living fliers will find their speed cut by 1/3 and strike/dodge bonuses cut by -2 until the overburden of ice is shaken loose. The jet can activate this feature up to 6 times per day.
*Levitation---This allows the aircraft to perform like a VTOL fighter, slowing down to hover at 100 ft, and lower itself to a landing, or loft itself off the ground and accelerate into flight.
Options:
*Forward Lasers(2)---Some B-58(TW)s have been fitted with forward-firing PS-RFL-25 Pulse Lasers in the wingroots, fired by the pilot, as an added defense against attackers coming head-on.
Range: 6,000 ft
Damage:2d4x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Bonus: Radar and laser targeting give a +3 to strike
Variants:
*PS/H18B/CV-B-58C---Conventional nuclear fusion-powered variant with plasma electric thrusters. It lacks the magical features and performance, but costs only 23 million credits.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Paladin Steel Storefront
Petty birdie. Old favorite.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
-
- Palladin
- Posts: 7128
- Joined: Fri Jun 26, 2009 4:11 pm
Re: Paladin Steel Storefront
"*TW Hurricane Weapon(RV)----Ocean-attack weapon, but can also be used against large lakes. Each pod creates a massive sea storm that covers a 120 ft area, 100-150 mph winds, and 30 ft high waves. Does 3d6x10 MD per melee to large structures, and 1d6 MD to anyone caught out in the open. Effects last 15 minutes. "
massive sea storm = 120 ft area?
obviously not massive for a sea storm (though admittedly it's a pretty good sized area for a missile radius i suppose)
massive sea storm = 120 ft area?
obviously not massive for a sea storm (though admittedly it's a pretty good sized area for a missile radius i suppose)
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Shark_Force wrote:"*TW Hurricane Weapon(RV)----Ocean-attack weapon, but can also be used against large lakes. Each pod creates a massive sea storm that covers a 120 ft area, 100-150 mph winds, and 30 ft high waves. Does 3d6x10 MD per melee to large structures, and 1d6 MD to anyone caught out in the open. Effects last 15 minutes. "
massive sea storm = 120 ft area?
obviously not massive for a sea storm (though admittedly it's a pretty good sized area for a missile radius i suppose)
Yeah, that's why it takes four RVs to really pummel an area....though one really needs a hundred or so to work over a county...THe TW rules really don't allow for TW WMDs...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:Petty birdie. Old favorite.
Thanks. I wasn't really keen on the Hustler because as interesting as it was, it gets chomped on payload, speed, and versatility by post-Rifts(and many pre-Rifts) designs, but I still got drawn to it anyways...plus some of the stuff I discovered about its development and associated proposals helped get my inspiration up.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Paladin Steel Storefront
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel/Hangar-18B/Convair C-58(TW) StratoChariot Supersonic Light Transport Jet
(aka ‘Arvak’)
“By Amateratsu but I love my private StratoChariot! Nothing puts more distance between me and the homicidal idiots I used to call my ‘family’ better than Mach Two! I find privacy, security, and escape aboard my private jet!“
“You forgot to mention the incredible love making at fifty thousand feet.”
“The incredible love making at-wait, wha---?”
Zip. Rip. Pull. Yank. Snap.Slide.
“Oy...”
Hoping to make the most of their work on the B-58, pre-Rifts Convair hoped to spin off a number of supersonic transport derivatives of the Hustler. However, economics axed the projects in favor of slower, more conventional jet airliners. Post-Rifts Paladin Steel would face a similar dilemma, hoping to make the most of the investment in the B-58(TW) project. Unlike ancient Convair, PS managed to build its C-58 StratoChariot SST, albeit along similar lines to what Convair originally hoped.
The C-58 uses the same general configuration as the B-58, but moves the outermost engines to the very tips of the wings, adding two sets of winglets for stability, and pulling up the remaining engine pods closer to the wing, allowing for shorter landing gear and easier main fuselage access. The main fuselage has been both lengthened and widened to accommodate a two-abreast cockpit, and wider passenger cabin(though the cabin is hardly spacious at maximum seating capacity, compared to pre-Rifts passenger carriers). A more conventional tail with horizontal stabilizers has been added.
The StratoChariot lacks the armaments of the B-58(TW), but it still carries the same weight of armor protection, retains several defensive countermeasures, and can be fitted with additional protective systems, including the tail gun, at extra cost. Likewise, the Elenimal engines use slightly different ‘airhorses’ with a less aggressive bent and fewer offense capabilities, but they can still summon up defensive measures of their own. If passenger comfort in the narrow comfort is nothing to write home about, at least the passengers can expect to travel in security. If seating or cargo capacity isn’t a concern, though, the cabin can be outfitted with a variety of luxury features for more comfortable travel.
Since its introduction, the StratoChariot has become a hot seller, especially for executives and well-heeled private citizens who absolutely MUST have a Mach 2 private plane. The StratoChariot has garnered more orders than for B-58(TW)s, with several dozen already bespoken by offworld/outdimension clientele. Paladin Steel administration operates a fleet of these aircraft, alongside SkyFox, Skyver, Starfire, Condor, and Moth transports, for shuttling personnel around.
Type: PS/H18B/CV-C-58(TW)
Class: Supersonic Transport
Crew: 3+1-24 passengers
MDC/Armor by Location:
Main Body 400
Crew Compartment 100
Wings(2) 200 each
Engines(4) 250 each
Tail 180
(Optional) Cargo Pod 200
Height: 31 ft
Width: 58 ft
Length: 110 ft
Weight: 150,000 lbs empty, 247,000 lbs fully loaded
Cargo: 10,000 lbs behind the passenger compartment
Powerplant: Four TW Air Eleminal Jet Engines(spells require resetting once a year)
---100 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Speed: (Flying) Hover to Mach 2.4, maximum altitude 57,000 ft.
Bonuses: The use of the Air Eleminal powerplants means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
Market Cost: 17 million credits
Systems of Note:
Standard Aircraft Systems, plus:
*HUD-Head Up Display
*Environmental Protection/Life Support---Pressurized cabin.
*Long Range Radio----500 mile range
*Long Range Radar---100 mile range
*Radar Detector---Picks up enemy radar emissions and weapons locks
*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.
*Drag Chute---Used for short-run landings(especially on roadways)
Weapons Systems: None standard
Magic Abilities:
*Ley Line Flier---Can fly effectively indefinitely on a ley line.
*Impervious to Fire(10 minutes per 5 PPE)
*Impervious to Energy( 5 minutes per 20 PPE)
*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
*Leyline Booster(Accelerates the jet up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
*TW Fire Control System----Supplements the regular fire extinguisher system, and is often more effective at controling electrical and chemical fires. Costs 4 PPE per minute/activation.
*Ice Armor---The aircraft can generate a thin layer of highly reflective ice...It cuts speed by 30% and imposes a -1 to Dodge, but renders the aircraft resistant to lasers; lasers do HALF damage. The ice sheath lasts 5 minutes per activation. Can use it up to 4 times per day(or per 20 PPE pumped into the system).
*Levitation---This allows the aircraft to perform like a VTOL fighter, slowing down to hover at 100 ft, and lower itself to a landing, or loft itself off the ground and accelerate into flight.
Options:
*Tail Gun---A tail gun can be added to protect the jetliner from tailers. The turret can mount either an autocannon or a pulse laser.
Bonuses: Laser- and radar-guidance add a +2 to strike
a) 20mm Cannon(1)
Range: 5,000 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PS-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Airbursts are not possible with wooden rounds
(20mm PSX-2)(after 110 PA)
4d6 MD single rd
2d6x10 MD per 5 rd burst
Airburst does 4d6 MD to 6 ft blast radius
(Flare/Chaff rounds)---The 20mm cannons can also be fitted to fire airburst flare/chaff rounds. Damage is reduced, but a burst of ten rounds effectively acts as a single Chaff/Flare bundle for purposes of missile deflection/distraction.
5d6 SDC per shell at ranges of 2,00o ft or less. None beyond that.
3d6x10 SDC per 5 rd burst
1d4 MD per 10 rd burst
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
Rate of Fire: Standard.
Payload: 1,000 rds per gun
Cost: 40,000 credits
b) Pulse Lasers---Shorter range, but unlimited payload.
Range: 4,000 ft
Damage:4d6 MD single shot, 8d6 MD pulse burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 43,000 credits
* Flare/Chaff Launchers(2)---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(24 per launcher)
Cost: 10,000 credits per launcher, 100 credits per chaff/flare bundle
*Belly Cargo Pod---A body-conformal belly pack can be fitted, allowing the aircraft to carry an additional 9,000 lbs of cargo, but the extra weight and drag decreases top speed by 10%. Cost: 10,000 credits
*Transport Pod---2,500 lbs and 57 ft long and can hold 27,500 lbs of cargo and 200 MDC. It can also be configured to hold seating for five people(though the ceiling is rather low and conditions rather cramped), with a small toilet/relief facility, provision for 5,000 lbs of cargo, and an emergency parachute system in the event the pod has to be ejected. However, the extra weight and drag decreases top speed by 25%. Cost: 65,000 credits
*Mini-Bar w/ Ice Maker---Ah! One for the road! Two spigots, attachments for beer or soda, and carbonation tanks.
Cost: 450 credits for basic setup; liquid contents cost extra
*Refrigerator----Because your life wouldn’t be complete without one, am I right? 12-inch capacity( can be bought several times, to reflect larger coolers)
Cost: 200 credits
*MicroWave Toaster--Because adventuring is tough and hungry work, and you can’t always wait until you can get out of your vehicle and try to start a fire to make one lousy hot-pocket....
Cost: 200 credits
*Fold-Out Bed---Converts the back seats into a comfortable bed for 1-3 people; great for camping out or that romantic rendevouz(satin sheets optional)
Cost: 500 credits
*Leaper Leather Upholstery---This is typical of many specialized luxury options(others include Dire Wolf Fur, Tyrannosaur leather, and Chimaera pelt) offered for the more exotic-minded. This came about as a result of a skinner who found a way to render Gring Leaper hide(see Rifts: New West) soft and supple(it takes several hours of soaking in varying concentrations of acids and bleaching agents), while still retaining its megadamage properties(though it’s too soft to make good armor). When the man moved to Paladin Steel West, he sold the proccess to PS, who started industrial-scale harvesting and proccessing, in an effort to clear western lands of the monstrousities. The leather produced has a rich, iridescent dark green color, and a soft pliability that is resistant to scuffing, water, and fire damage.
Upholstering the interior of a luxury jet will cost roughly 24,000 credits.
*Stereo System---What’s a luxury vehicle without a really decent sound system? Pretty pathetic, that’s what! Pre-Rifts folks wouldn’t recognize the name of the stereo system, but it’s top of the line for the post-Rifts world.
Cost: 400-1,000 credits
*TV/Video System---Installs a 7-inch fold-out mini-television video flat-screen, that can display transmissions, or CD/tapes.
Cost: 200 credits to 800 credits for larger screens.
*Holographic Entertainment System---Full 3-D display and entertainment center...comes with Surroundsound. Not advised for the front seat or easily distracted drivers(certainly no monster movies!).
Cost: 900-1,000 credits
*Hot Tub---Takes up the space of four passengers with a heated bath tub and jacuzzi that can seat two people
Cost: 18,000 credits
*Auto-Doc---An onboard medical system that can be quickly hooked up to a passenger to monitor and diagnose life signs, and administer common medications and broad-spectrum drugs. +10% to medical rolls when used by a competent medical technician, or can be considered to have a First Aid skill of 40%.
Cost: 40,000 credits. Drug refills cost extra
*Enhanced Life Support---This feature installs a robot-quality life support system that can recycle air for up to a week
Cost: 500,000 credits
*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF. PS actually offers a 10% discount on other options if this option is taken(hey, auto insurance is sorta ridiculous in monster infested Rifts Earth, but there should be some economic incentives for safety devices...).
Cost: 10,000 credits
*Ejection Seats---Great for last minute bailouts, or, if one decides to take the ‘master control’ option built into a secret control, ejecting unwelcome passengers from the vehicle. Includes auto-deploy restraints and head protector.
Cost: 6,000 credits per chair
(Master Control): 1,000 credits
*Individual Escape Pods---The C-58 can be fitted with individuall escape pods for the crew and passengers. These are rather more sopshisticated and expensive than those used in the military B-58, owing to the larger seats they encapsulate and the fact that their likely rescuees are not trained military personnel. Each capsule has 60 MDC. and can float. Cost: 20,000 credits per seat so outfitted.
*Security/Ambush Restraints---These are designed not to hold people in a crash, but to hold them, period. Specially reinforced shackle-mounts and lock-braces make sure that anyone locked into them ain’t going anywhere until you unlock them.
Ambush retraints deploy instantly from concealment, at a signal(secret control or verbal command)(+4 Entangle strike roll). Combined with an Auto-Doc, this system can be used to administer sedation drugs and keep prisoners from injuring themselves, or calling attention to themselves.
Restraints hold with a PS of 30
Cost: 8,000 credits
*Smuggling Compartments---special sensor-screened(acoustic, thermal-imaging, magnetic) smuggling compartments built into false floors, hollows in the engine spaces, or hollowed out(reinforced) structural members for concealing those special cargoes from prying eyes and cursory probings. Most smuggling compartments are only large enough to hide a small bundle in small cars, but some compartments can hold fairly large contents. The StratoChariot has enough space for up to EIGHT trunk-sized compartments, or 15 suitcase comartments.
Cost:(Small-glove compartment) 8,000 credits
(Medium--Suitcase) 100,000 credits
(Large--Trunk) 500,000 credits
*Cyberlink Piloting System--Allows a pilot with a headjack to ‘jack in’ to the vehicle for more responsive control. This allows the pilot to fly without their hands on the wheel(“Look, Mom, no hands!”), and/or to respond with greater speed to emergency situations. Similar to the system presented in Rifts: Russia, but GNE makes them less expensive(the real expense is in the implant end).
Bonuses: For anyone with the CyberVehicle Link, the following bonuses apply: +1 to initiative, +1 to strike using the vehicle or vehicle-mount weapons, +1 to Dodge, +1 Action/Attack per Melee, Base piloting skill of 45%, or +10% to existing piloting skill. Pilot can also ‘tweak’ the vehicle’s maximum speed by 1% per I.q. point. Note that the operator can only be controling the vehicle while doing this....no other relevant actions(can carry on light conversation, or take a quick bite/drink, but can’t disassemble their weapons or whittle a wooden toy) .
To anyone lacking the CVL, there are no bonuses to vehicle operation, but they CAN make minor adjustments to vehicle peripherals’ without using their hands(turning on/off headlights, booting up the stereo, rolling down the electric windows, adjusting the AC, etc...).
Cost: Vehicle installation is 10,000 credits, the cybervehicle link(implant) costs 120,000 credits
*Autopilot---Available in both a ‘dumb’ and a ‘smart’ version. Dumb versions will basically just keep the vehicle going straight and level on a pre-set course, never deviating from said course...the ‘dumb’ system will alert the crew if anything trips the sensors or gets in the way, and it can be programmed to stop, or deviate a set distance from course in such events, until the crew can regain/resume control.
A ‘smart’ system is actually an onboard Artificial Intelligence(AI) using PS’s new microtronics AI chips. The ‘smart’ system can actually evade and maneuvar to avoid obstacles, and even anticipate trouble, while remaining on the general course. The ‘smart system’ has a +1 to dodge
Cost: 7,000 credits for the ‘dumb’ version, 12,000 credits for the ‘smart’ Auto-Pilot
For an additional 8,000 credits, this can be modified with a remote start(triggered by a remote control in the keycard) and a remote ‘recall’ that allows the owner to summon the aircraft to him, and for another 8,000 credits, even command its functions by remote control.
*Onboard Artificial Intelligence---This installs a micro-computer AI that, in addition to monitoring the vehicle’s functions, can also actively scan for problems outside itself, anticipate problems, advise the driver. The OAI is much more responisve than a ‘smart’ autopilot, and is able to plot far more extensive course deviations, even take independant action as it falls within its orders and program parameters. An OAI, for instance, can determine that its operator/passengers are hurt and unable to help themselves(critically wounded by a passing SAMAS, for instance), and the car will begin looking for medical assistance. Most OAIs have a verbal interface, pleasant synthesized voice, and a psuedo-personality, giving them the illusion of ‘life’. An OAI has an IQ-equivalent of 10, and comes with Navigation, Aircraft Mechanics, Read Sensory Instruments, Weapons Systems, and Radio: Basic, all at 98%, has 3 actions/attacks per melee . Additional specialized programming may be added as the buyer/owner specifies...many owners program their cars to be able to sing or read.
Anything more sophisticated than this, and the buyer is best off using the Robot Creation Tables from Rifts Sourcebook One or Heroes Unlimited.
Cost: 550,000 credits
*Sensory Cluster----MDC 80---(Usually concealed in a retractable mini-turret under the aircraft)Has the following sensors:
*Laser Illuminator-----9,000 ft range, Designates targets for laser-guided munnitions/weapons
*Laser Targeting System(+1 to strike)
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
* Optical Cluster--- Telescopic, IR/UV, Thermo-Imaging, Audio-Video-Survellance System. Wide-angle optics are typically included.
Cost: 50,000 credits
*Enhanced Communications System-----Extends radio communications out to 700 miles with a retractable antennae.
Cost: 350,000 credits
*Sensor Pallet---Rather than have an obvious sensor turret, the StratoChariot can carry a sensor pallet concealed between the landing gear wells and hidden behind sliding panels. The sensors carried are usually high speed and wide-angle optic recording devices, but may include air samplers, radiation detectors, and EM/EW recorders. Perfect for spying on your competitors or overflying those ‘private’ resorts.
Cost: 60,000 credits plus the cost of any specialized sensors
*Parasail System---Great emergency system for those times you lose both engines, or a wing or two. Automatically stows/packs itself on command.
Cost: 20,000 credits
*Laser Ablative Armor(Option)--- Eight coats of wax not enough? Get your plane refitted with PS’s laser ablative armor, available in just about any color(though metallic hues are most often requested). Reduces laser damage done to your vehicle by HALF. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----Cost:+550,000 credits(Rarely available to outsiders)
*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage
----Cost: +1.2 million credits
*Chameleon Coat---No, it can’t make your plane invisible, but it CAN allow you to change its paint job(and external registration numbers). Up to ten different color scheme configurations can be programmed in (or up to thirty different serial numbers, if that’s all you’re changing), from simple camouflage schemes to the flashy full-fuselage logo-job of a private air carrier. CANNOT be combined with LaserAblative Armor. Cost: 650,000 credits
*Mini-Turret(1-2)---A concealed and retractable light weapons turret can be added, one to the ventral and one to the dorsal side of the fuselage. The turret(s) have 30 MDC each(they’re small), have a 360 degree rotation and 60-degree inclination, and can be fitted with a rifle-sized weapon(like a light rail gun, energy rifle, or light grenade launcher), and have a standard-sized box magazine/ammo drum/e-canister(energy weapons can be linked to the powerplant for unlimited shots). Can be remote controlled from inside the plane, or slaved to an auto-shooter. Great for surprising other aircraft trying to tail or sideswipe you.
Cost: 75,000 credits for the turret, weapons cost extra
*Shock Blaster Security System---This addition to the standard anti-theft locks and alarms BLASTS the miscreant with bullhorns and industrial-strength strobelights that override passersbys’ normal apathy about car alarms, and limelights the thieving bastards like jack-lit deer, as well as chiseling their eardrums and optical nerves. Imagine a flash-bang grenade going off in your face while you’re trying to jimmy the door-lock.....
Range: 10 ft radius
Effects: Targets without ear and eye protection are temporarily blinded and deafened; -5 to strike, -10 parry/dodge, and 40% chance of stumbling and falling per 10 ft of movement. Has a Horror Factor of 8 to anyone else standing nearby, who think the car just exploded. Effects last 1d4 melees
Cost: 800 credits
*Shocker Security System---Scaring them not enough? This system feeds them a charge of electricity that’s sure to curl their toes.
Range: 3 ft
Damage: 3d6 SDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
Payload: 10 charge battery, or unlimited if linked to a nuclear powerplant.
Cost: 2,000 credits
*Auto-Shooter Security System--Scaring them or shocking them doesn’t do it for ya, no? You take your private property rights SERIOUS? With this little baby, anyone trying to break in will find themselves targeted by whatever weaponry your ride’s toting. A five-second warning gives them enough time to back off if they’re smart.
Bonus: +3 to strike(targeting bonus), 2 Attacks per Melee until the target leaves the area of alert(typical 10-20 ft from the plane), then resets itself.
Cost: 15,000 credits
*Fryolater Shock Security System---Screw mercy; they’re messing with your ride! This system blasts them with megadamage electrical force; enough to reduce the average hijacker or burglar into a puff of ionized plasma and some easily swept aside ash on the ground.
Range: 3 ft
Damage: 3d6 MDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
Payload: 10 charge battery, or unlimited if linked to a nuclear powerplant.
Cost: 30,000 credits
*Smoke Screen Generator---Generates a thick, obscuring cloud of dense smoke. Each blast covers a 60 ft area and anyone caught in the cloud of thick, obscuring smoke is. Great for fooling pursuers into thinking you’re going down...or for skywriting. Has enough smoke-matrix for 12 clouds.
Cost: 10,000 credits
Variants:
*PS/H18B/CV-C-58C---Conventional nuclear fusion-powered variant with plasma electric thrusters. It lacks the magical features and performance, but costs only 10 million credits.
(aka ‘Arvak’)
“By Amateratsu but I love my private StratoChariot! Nothing puts more distance between me and the homicidal idiots I used to call my ‘family’ better than Mach Two! I find privacy, security, and escape aboard my private jet!“
“You forgot to mention the incredible love making at fifty thousand feet.”
“The incredible love making at-wait, wha---?”
Zip. Rip. Pull. Yank. Snap.Slide.
“Oy...”
Hoping to make the most of their work on the B-58, pre-Rifts Convair hoped to spin off a number of supersonic transport derivatives of the Hustler. However, economics axed the projects in favor of slower, more conventional jet airliners. Post-Rifts Paladin Steel would face a similar dilemma, hoping to make the most of the investment in the B-58(TW) project. Unlike ancient Convair, PS managed to build its C-58 StratoChariot SST, albeit along similar lines to what Convair originally hoped.
The C-58 uses the same general configuration as the B-58, but moves the outermost engines to the very tips of the wings, adding two sets of winglets for stability, and pulling up the remaining engine pods closer to the wing, allowing for shorter landing gear and easier main fuselage access. The main fuselage has been both lengthened and widened to accommodate a two-abreast cockpit, and wider passenger cabin(though the cabin is hardly spacious at maximum seating capacity, compared to pre-Rifts passenger carriers). A more conventional tail with horizontal stabilizers has been added.
The StratoChariot lacks the armaments of the B-58(TW), but it still carries the same weight of armor protection, retains several defensive countermeasures, and can be fitted with additional protective systems, including the tail gun, at extra cost. Likewise, the Elenimal engines use slightly different ‘airhorses’ with a less aggressive bent and fewer offense capabilities, but they can still summon up defensive measures of their own. If passenger comfort in the narrow comfort is nothing to write home about, at least the passengers can expect to travel in security. If seating or cargo capacity isn’t a concern, though, the cabin can be outfitted with a variety of luxury features for more comfortable travel.
Since its introduction, the StratoChariot has become a hot seller, especially for executives and well-heeled private citizens who absolutely MUST have a Mach 2 private plane. The StratoChariot has garnered more orders than for B-58(TW)s, with several dozen already bespoken by offworld/outdimension clientele. Paladin Steel administration operates a fleet of these aircraft, alongside SkyFox, Skyver, Starfire, Condor, and Moth transports, for shuttling personnel around.
Type: PS/H18B/CV-C-58(TW)
Class: Supersonic Transport
Crew: 3+1-24 passengers
MDC/Armor by Location:
Main Body 400
Crew Compartment 100
Wings(2) 200 each
Engines(4) 250 each
Tail 180
(Optional) Cargo Pod 200
Height: 31 ft
Width: 58 ft
Length: 110 ft
Weight: 150,000 lbs empty, 247,000 lbs fully loaded
Cargo: 10,000 lbs behind the passenger compartment
Powerplant: Four TW Air Eleminal Jet Engines(spells require resetting once a year)
---100 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Speed: (Flying) Hover to Mach 2.4, maximum altitude 57,000 ft.
Bonuses: The use of the Air Eleminal powerplants means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
Market Cost: 17 million credits
Systems of Note:
Standard Aircraft Systems, plus:
*HUD-Head Up Display
*Environmental Protection/Life Support---Pressurized cabin.
*Long Range Radio----500 mile range
*Long Range Radar---100 mile range
*Radar Detector---Picks up enemy radar emissions and weapons locks
*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.
*Drag Chute---Used for short-run landings(especially on roadways)
Weapons Systems: None standard
Magic Abilities:
*Ley Line Flier---Can fly effectively indefinitely on a ley line.
*Impervious to Fire(10 minutes per 5 PPE)
*Impervious to Energy( 5 minutes per 20 PPE)
*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
*Leyline Booster(Accelerates the jet up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
*TW Fire Control System----Supplements the regular fire extinguisher system, and is often more effective at controling electrical and chemical fires. Costs 4 PPE per minute/activation.
*Ice Armor---The aircraft can generate a thin layer of highly reflective ice...It cuts speed by 30% and imposes a -1 to Dodge, but renders the aircraft resistant to lasers; lasers do HALF damage. The ice sheath lasts 5 minutes per activation. Can use it up to 4 times per day(or per 20 PPE pumped into the system).
*Levitation---This allows the aircraft to perform like a VTOL fighter, slowing down to hover at 100 ft, and lower itself to a landing, or loft itself off the ground and accelerate into flight.
Options:
*Tail Gun---A tail gun can be added to protect the jetliner from tailers. The turret can mount either an autocannon or a pulse laser.
Bonuses: Laser- and radar-guidance add a +2 to strike
a) 20mm Cannon(1)
Range: 5,000 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PS-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Airbursts are not possible with wooden rounds
(20mm PSX-2)(after 110 PA)
4d6 MD single rd
2d6x10 MD per 5 rd burst
Airburst does 4d6 MD to 6 ft blast radius
(Flare/Chaff rounds)---The 20mm cannons can also be fitted to fire airburst flare/chaff rounds. Damage is reduced, but a burst of ten rounds effectively acts as a single Chaff/Flare bundle for purposes of missile deflection/distraction.
5d6 SDC per shell at ranges of 2,00o ft or less. None beyond that.
3d6x10 SDC per 5 rd burst
1d4 MD per 10 rd burst
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
Rate of Fire: Standard.
Payload: 1,000 rds per gun
Cost: 40,000 credits
b) Pulse Lasers---Shorter range, but unlimited payload.
Range: 4,000 ft
Damage:4d6 MD single shot, 8d6 MD pulse burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 43,000 credits
* Flare/Chaff Launchers(2)---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(24 per launcher)
Cost: 10,000 credits per launcher, 100 credits per chaff/flare bundle
*Belly Cargo Pod---A body-conformal belly pack can be fitted, allowing the aircraft to carry an additional 9,000 lbs of cargo, but the extra weight and drag decreases top speed by 10%. Cost: 10,000 credits
*Transport Pod---2,500 lbs and 57 ft long and can hold 27,500 lbs of cargo and 200 MDC. It can also be configured to hold seating for five people(though the ceiling is rather low and conditions rather cramped), with a small toilet/relief facility, provision for 5,000 lbs of cargo, and an emergency parachute system in the event the pod has to be ejected. However, the extra weight and drag decreases top speed by 25%. Cost: 65,000 credits
*Mini-Bar w/ Ice Maker---Ah! One for the road! Two spigots, attachments for beer or soda, and carbonation tanks.
Cost: 450 credits for basic setup; liquid contents cost extra
*Refrigerator----Because your life wouldn’t be complete without one, am I right? 12-inch capacity( can be bought several times, to reflect larger coolers)
Cost: 200 credits
*MicroWave Toaster--Because adventuring is tough and hungry work, and you can’t always wait until you can get out of your vehicle and try to start a fire to make one lousy hot-pocket....
Cost: 200 credits
*Fold-Out Bed---Converts the back seats into a comfortable bed for 1-3 people; great for camping out or that romantic rendevouz(satin sheets optional)
Cost: 500 credits
*Leaper Leather Upholstery---This is typical of many specialized luxury options(others include Dire Wolf Fur, Tyrannosaur leather, and Chimaera pelt) offered for the more exotic-minded. This came about as a result of a skinner who found a way to render Gring Leaper hide(see Rifts: New West) soft and supple(it takes several hours of soaking in varying concentrations of acids and bleaching agents), while still retaining its megadamage properties(though it’s too soft to make good armor). When the man moved to Paladin Steel West, he sold the proccess to PS, who started industrial-scale harvesting and proccessing, in an effort to clear western lands of the monstrousities. The leather produced has a rich, iridescent dark green color, and a soft pliability that is resistant to scuffing, water, and fire damage.
Upholstering the interior of a luxury jet will cost roughly 24,000 credits.
*Stereo System---What’s a luxury vehicle without a really decent sound system? Pretty pathetic, that’s what! Pre-Rifts folks wouldn’t recognize the name of the stereo system, but it’s top of the line for the post-Rifts world.
Cost: 400-1,000 credits
*TV/Video System---Installs a 7-inch fold-out mini-television video flat-screen, that can display transmissions, or CD/tapes.
Cost: 200 credits to 800 credits for larger screens.
*Holographic Entertainment System---Full 3-D display and entertainment center...comes with Surroundsound. Not advised for the front seat or easily distracted drivers(certainly no monster movies!).
Cost: 900-1,000 credits
*Hot Tub---Takes up the space of four passengers with a heated bath tub and jacuzzi that can seat two people
Cost: 18,000 credits
*Auto-Doc---An onboard medical system that can be quickly hooked up to a passenger to monitor and diagnose life signs, and administer common medications and broad-spectrum drugs. +10% to medical rolls when used by a competent medical technician, or can be considered to have a First Aid skill of 40%.
Cost: 40,000 credits. Drug refills cost extra
*Enhanced Life Support---This feature installs a robot-quality life support system that can recycle air for up to a week
Cost: 500,000 credits
*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF. PS actually offers a 10% discount on other options if this option is taken(hey, auto insurance is sorta ridiculous in monster infested Rifts Earth, but there should be some economic incentives for safety devices...).
Cost: 10,000 credits
*Ejection Seats---Great for last minute bailouts, or, if one decides to take the ‘master control’ option built into a secret control, ejecting unwelcome passengers from the vehicle. Includes auto-deploy restraints and head protector.
Cost: 6,000 credits per chair
(Master Control): 1,000 credits
*Individual Escape Pods---The C-58 can be fitted with individuall escape pods for the crew and passengers. These are rather more sopshisticated and expensive than those used in the military B-58, owing to the larger seats they encapsulate and the fact that their likely rescuees are not trained military personnel. Each capsule has 60 MDC. and can float. Cost: 20,000 credits per seat so outfitted.
*Security/Ambush Restraints---These are designed not to hold people in a crash, but to hold them, period. Specially reinforced shackle-mounts and lock-braces make sure that anyone locked into them ain’t going anywhere until you unlock them.
Ambush retraints deploy instantly from concealment, at a signal(secret control or verbal command)(+4 Entangle strike roll). Combined with an Auto-Doc, this system can be used to administer sedation drugs and keep prisoners from injuring themselves, or calling attention to themselves.
Restraints hold with a PS of 30
Cost: 8,000 credits
*Smuggling Compartments---special sensor-screened(acoustic, thermal-imaging, magnetic) smuggling compartments built into false floors, hollows in the engine spaces, or hollowed out(reinforced) structural members for concealing those special cargoes from prying eyes and cursory probings. Most smuggling compartments are only large enough to hide a small bundle in small cars, but some compartments can hold fairly large contents. The StratoChariot has enough space for up to EIGHT trunk-sized compartments, or 15 suitcase comartments.
Cost:(Small-glove compartment) 8,000 credits
(Medium--Suitcase) 100,000 credits
(Large--Trunk) 500,000 credits
*Cyberlink Piloting System--Allows a pilot with a headjack to ‘jack in’ to the vehicle for more responsive control. This allows the pilot to fly without their hands on the wheel(“Look, Mom, no hands!”), and/or to respond with greater speed to emergency situations. Similar to the system presented in Rifts: Russia, but GNE makes them less expensive(the real expense is in the implant end).
Bonuses: For anyone with the CyberVehicle Link, the following bonuses apply: +1 to initiative, +1 to strike using the vehicle or vehicle-mount weapons, +1 to Dodge, +1 Action/Attack per Melee, Base piloting skill of 45%, or +10% to existing piloting skill. Pilot can also ‘tweak’ the vehicle’s maximum speed by 1% per I.q. point. Note that the operator can only be controling the vehicle while doing this....no other relevant actions(can carry on light conversation, or take a quick bite/drink, but can’t disassemble their weapons or whittle a wooden toy) .
To anyone lacking the CVL, there are no bonuses to vehicle operation, but they CAN make minor adjustments to vehicle peripherals’ without using their hands(turning on/off headlights, booting up the stereo, rolling down the electric windows, adjusting the AC, etc...).
Cost: Vehicle installation is 10,000 credits, the cybervehicle link(implant) costs 120,000 credits
*Autopilot---Available in both a ‘dumb’ and a ‘smart’ version. Dumb versions will basically just keep the vehicle going straight and level on a pre-set course, never deviating from said course...the ‘dumb’ system will alert the crew if anything trips the sensors or gets in the way, and it can be programmed to stop, or deviate a set distance from course in such events, until the crew can regain/resume control.
A ‘smart’ system is actually an onboard Artificial Intelligence(AI) using PS’s new microtronics AI chips. The ‘smart’ system can actually evade and maneuvar to avoid obstacles, and even anticipate trouble, while remaining on the general course. The ‘smart system’ has a +1 to dodge
Cost: 7,000 credits for the ‘dumb’ version, 12,000 credits for the ‘smart’ Auto-Pilot
For an additional 8,000 credits, this can be modified with a remote start(triggered by a remote control in the keycard) and a remote ‘recall’ that allows the owner to summon the aircraft to him, and for another 8,000 credits, even command its functions by remote control.
*Onboard Artificial Intelligence---This installs a micro-computer AI that, in addition to monitoring the vehicle’s functions, can also actively scan for problems outside itself, anticipate problems, advise the driver. The OAI is much more responisve than a ‘smart’ autopilot, and is able to plot far more extensive course deviations, even take independant action as it falls within its orders and program parameters. An OAI, for instance, can determine that its operator/passengers are hurt and unable to help themselves(critically wounded by a passing SAMAS, for instance), and the car will begin looking for medical assistance. Most OAIs have a verbal interface, pleasant synthesized voice, and a psuedo-personality, giving them the illusion of ‘life’. An OAI has an IQ-equivalent of 10, and comes with Navigation, Aircraft Mechanics, Read Sensory Instruments, Weapons Systems, and Radio: Basic, all at 98%, has 3 actions/attacks per melee . Additional specialized programming may be added as the buyer/owner specifies...many owners program their cars to be able to sing or read.
Anything more sophisticated than this, and the buyer is best off using the Robot Creation Tables from Rifts Sourcebook One or Heroes Unlimited.
Cost: 550,000 credits
*Sensory Cluster----MDC 80---(Usually concealed in a retractable mini-turret under the aircraft)Has the following sensors:
*Laser Illuminator-----9,000 ft range, Designates targets for laser-guided munnitions/weapons
*Laser Targeting System(+1 to strike)
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
* Optical Cluster--- Telescopic, IR/UV, Thermo-Imaging, Audio-Video-Survellance System. Wide-angle optics are typically included.
Cost: 50,000 credits
*Enhanced Communications System-----Extends radio communications out to 700 miles with a retractable antennae.
Cost: 350,000 credits
*Sensor Pallet---Rather than have an obvious sensor turret, the StratoChariot can carry a sensor pallet concealed between the landing gear wells and hidden behind sliding panels. The sensors carried are usually high speed and wide-angle optic recording devices, but may include air samplers, radiation detectors, and EM/EW recorders. Perfect for spying on your competitors or overflying those ‘private’ resorts.
Cost: 60,000 credits plus the cost of any specialized sensors
*Parasail System---Great emergency system for those times you lose both engines, or a wing or two. Automatically stows/packs itself on command.
Cost: 20,000 credits
*Laser Ablative Armor(Option)--- Eight coats of wax not enough? Get your plane refitted with PS’s laser ablative armor, available in just about any color(though metallic hues are most often requested). Reduces laser damage done to your vehicle by HALF. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----Cost:+550,000 credits(Rarely available to outsiders)
*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage
----Cost: +1.2 million credits
*Chameleon Coat---No, it can’t make your plane invisible, but it CAN allow you to change its paint job(and external registration numbers). Up to ten different color scheme configurations can be programmed in (or up to thirty different serial numbers, if that’s all you’re changing), from simple camouflage schemes to the flashy full-fuselage logo-job of a private air carrier. CANNOT be combined with LaserAblative Armor. Cost: 650,000 credits
*Mini-Turret(1-2)---A concealed and retractable light weapons turret can be added, one to the ventral and one to the dorsal side of the fuselage. The turret(s) have 30 MDC each(they’re small), have a 360 degree rotation and 60-degree inclination, and can be fitted with a rifle-sized weapon(like a light rail gun, energy rifle, or light grenade launcher), and have a standard-sized box magazine/ammo drum/e-canister(energy weapons can be linked to the powerplant for unlimited shots). Can be remote controlled from inside the plane, or slaved to an auto-shooter. Great for surprising other aircraft trying to tail or sideswipe you.
Cost: 75,000 credits for the turret, weapons cost extra
*Shock Blaster Security System---This addition to the standard anti-theft locks and alarms BLASTS the miscreant with bullhorns and industrial-strength strobelights that override passersbys’ normal apathy about car alarms, and limelights the thieving bastards like jack-lit deer, as well as chiseling their eardrums and optical nerves. Imagine a flash-bang grenade going off in your face while you’re trying to jimmy the door-lock.....
Range: 10 ft radius
Effects: Targets without ear and eye protection are temporarily blinded and deafened; -5 to strike, -10 parry/dodge, and 40% chance of stumbling and falling per 10 ft of movement. Has a Horror Factor of 8 to anyone else standing nearby, who think the car just exploded. Effects last 1d4 melees
Cost: 800 credits
*Shocker Security System---Scaring them not enough? This system feeds them a charge of electricity that’s sure to curl their toes.
Range: 3 ft
Damage: 3d6 SDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
Payload: 10 charge battery, or unlimited if linked to a nuclear powerplant.
Cost: 2,000 credits
*Auto-Shooter Security System--Scaring them or shocking them doesn’t do it for ya, no? You take your private property rights SERIOUS? With this little baby, anyone trying to break in will find themselves targeted by whatever weaponry your ride’s toting. A five-second warning gives them enough time to back off if they’re smart.
Bonus: +3 to strike(targeting bonus), 2 Attacks per Melee until the target leaves the area of alert(typical 10-20 ft from the plane), then resets itself.
Cost: 15,000 credits
*Fryolater Shock Security System---Screw mercy; they’re messing with your ride! This system blasts them with megadamage electrical force; enough to reduce the average hijacker or burglar into a puff of ionized plasma and some easily swept aside ash on the ground.
Range: 3 ft
Damage: 3d6 MDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
Payload: 10 charge battery, or unlimited if linked to a nuclear powerplant.
Cost: 30,000 credits
*Smoke Screen Generator---Generates a thick, obscuring cloud of dense smoke. Each blast covers a 60 ft area and anyone caught in the cloud of thick, obscuring smoke is. Great for fooling pursuers into thinking you’re going down...or for skywriting. Has enough smoke-matrix for 12 clouds.
Cost: 10,000 credits
Variants:
*PS/H18B/CV-C-58C---Conventional nuclear fusion-powered variant with plasma electric thrusters. It lacks the magical features and performance, but costs only 10 million credits.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: Paladin Steel Storefront
let your YES be YES and your NO be NO but plz no maybe
- Jefffar
- Supreme Being
- Posts: 8709
- Joined: Mon Oct 02, 2000 1:01 am
- Comment: Being a moderator doesn't mean I speak for Palladium Books. It just makes me the lifeguard at their pool.
- Location: Unreality
- Contact:
Re: Paladin Steel Storefront
Yeah, thing is a TW's dream with lines like that.
Official Hero of the Megaverse
Co-Holder with Ice Dragon of the "Lando Calrissian" award for Smooth. - Novastar
Palladium Forums of the Megaverse Rules
If you need to contact Palladium Books for any reason, click here.
Dead Boy wrote:All hail Jefffar... King of the Mods
Co-Holder with Ice Dragon of the "Lando Calrissian" award for Smooth. - Novastar
Palladium Forums of the Megaverse Rules
If you need to contact Palladium Books for any reason, click here.
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: Paladin Steel Storefront
he did another N1!!!!
let your YES be YES and your NO be NO but plz no maybe
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
The StratoChariot can be represented by the images found on this page: http://airlinebuzz.com/forums/blog.php?b=174
Technically, the C-589 is the smallest bottom one, whereas the largest one, at the top, is the Convair 58-9(a Google search will turn up additional pictures and information on this proposed airliner).
Strangely enough, the Convair proposal looks astonishingly like the Soviet Myasishchev M-50 'Bounder' Bomber(generally regarded as a total flop and which keeps showing up in books on 'Worst Aircraft'). The Soviets ALSO considered a civilian jetliner derivative of the M-50 which looks identical to the Convair 58-9! One wonders if it was parallel development, espionage in one direction or the other, or if Convair realized they had a turkey in the wingtip engine configuration and, with the State Department's permission, 'leaked' the plans to the Soviets, hoping they'd waste time pursuing the configuration.
Technically, the C-589 is the smallest bottom one, whereas the largest one, at the top, is the Convair 58-9(a Google search will turn up additional pictures and information on this proposed airliner).
Strangely enough, the Convair proposal looks astonishingly like the Soviet Myasishchev M-50 'Bounder' Bomber(generally regarded as a total flop and which keeps showing up in books on 'Worst Aircraft'). The Soviets ALSO considered a civilian jetliner derivative of the M-50 which looks identical to the Convair 58-9! One wonders if it was parallel development, espionage in one direction or the other, or if Convair realized they had a turkey in the wingtip engine configuration and, with the State Department's permission, 'leaked' the plans to the Soviets, hoping they'd waste time pursuing the configuration.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel/Hangar-18B/Convair C-589(TW) Delta Queen Supersonic Airliner
(aka ‘Sonic Pencil’, ‘Silver Arrow’)
“Fly Paladin Air; see the world as a fast blur as you flee from people who are out to enslave you, kill you, or eat you.”
The C-589 Delta Queen is a stretched fuselage version of the C-58, in order to carry more passengers and cargo. It is otherwise identical in most other ways to the C-58 with regards to performance and avionics. Though decidedly cramped in accommodations compared to Golden Age airliners, the Delta Queen’s high speed, durability, VTOL capabilities, and mystic defenses give it an edge over more fragile aircraft when it comes to surviving on worlds like Rifts Earth. If payload and seating capacity are not a concern, additional creature comforts can be added by removing seats and cargo to make room. Additional defenses, including a tail turret and air defense missile launcher, can be mounted, for more proactive protection.
Paladin Steel operates a number of these aircraft alongside their TriJets for moving personnel around between their various farflung facilities. A number have also been sold to commercial and private concerns. The all-weather flying aspect of the TW version makes the Delta Queen attractive to medevac and priority delivery services.
Type: PS/H18B/CV-C-589(TW)
Class: Supersonic Transport
Crew: 3+1-52 passengers
MDC/Armor by Location:
Main Body 500
Crew Compartment 120
Wings(2) 200 each
Engines(4) 250 each
Tail 180
(Optional) Cargo Pod 200
Height: 51 ft
Width: 58 ft
Length: 150 ft
Weight: 190,000 lbs empty, 280,000 lbs fully loaded
Cargo: 3,250 cubic feet for cargo, or 40 lbs luggage per passenger
Powerplant: Four TW Air Eleminal Jet Engines(spells require resetting once a year)
---100 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Speed: (Flying) Hover to Mach 2.4, maximum altitude 57,000 ft.
Bonuses: The use of the Air Eleminal powerplants means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
Market Cost: 19 million credits
Systems of Note:
Standard Aircraft Systems, plus:
*HUD-Head Up Display
*Environmental Protection/Life Support---Pressurized cabin.
*Long Range Radio----500 mile range
*Long Range Radar---100 mile range
*Radar Detector---Picks up enemy radar emissions and weapons locks
*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.
*Drag Chute---Used for short-run landings(especially on roadways)
Weapons Systems: None standard
Magic Abilities:
*Ley Line Flier---Can fly effectively indefinitely on a ley line.
*Impervious to Fire(10 minutes per 5 PPE)
*Impervious to Energy( 5 minutes per 20 PPE)
*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
*Leyline Booster(Accelerates the jet up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
*TW Fire Control System----Supplements the regular fire extinguisher system, and is often more effective at controling electrical and chemical fires. Costs 4 PPE per minute/activation.
*Ice Armor---The aircraft can generate a thin layer of highly reflective ice...It cuts speed by 30% and imposes a -1 to Dodge, but renders the aircraft resistant to lasers; lasers do HALF damage. The ice sheath lasts 5 minutes per activation. Can use it up to 4 times per day(or per 20 PPE pumped into the system).
*Levitation---This allows the aircraft to perform like a VTOL fighter, slowing down to hover at 100 ft, and lower itself to a landing, or loft itself off the ground and accelerate into flight.
Options:
*Tail Gun---A tail gun can be added to protect the jetliner from tailers. The turret can mount either an autocannon or a pulse laser.
Bonuses: Laser- and radar-guidance add a +2 to strike
a) 20mm Cannon(1)
Range: 5,000 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PS-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Airbursts are not possible with wooden rounds
(20mm PSX-2)(after 110 PA)
4d6 MD single rd
2d6x10 MD per 5 rd burst
Airburst does 4d6 MD to 6 ft blast radius
(Flare/Chaff rounds)---The 20mm cannons can also be fitted to fire airburst flare/chaff rounds. Damage is reduced, but a burst of ten rounds effectively acts as a single Chaff/Flare bundle for purposes of missile deflection/distraction.
5d6 SDC per shell at ranges of 2,00o ft or less. None beyond that.
3d6x10 SDC per 5 rd burst
1d4 MD per 10 rd burst
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
Rate of Fire: Standard.
Payload: 1,000 rds per gun
Cost: 40,000 credits
b) Pulse Lasers---Shorter range, but unlimited payload.
Range: 4,000 ft
Damage:4d6 MD single shot, 8d6 MD pulse burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 43,000 credits
* Flare/Chaff Launchers(2)---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(24 per launcher)
Cost: 10,000 credits per launcher, 100 credits per chaff/flare bundle
*Belly Cargo Pod---A body-conformal belly pack can be fitted, allowing the aircraft to carry an additional 9,000 lbs of cargo, but the extra weight and drag decreases top speed by 10%. Cost: 10,000 credits
*Transport Pod---2,500 lbs and 57 ft long and can hold 27,500 lbs of cargo and 200 MDC. It can also be configured to hold seating for five people(though the ceiling is rather low and conditions rather cramped), with a small toilet/relief facility, provision for 5,000 lbs of cargo, and an emergency parachute system in the event the pod has to be ejected. However, the extra weight and drag decreases top speed by 25%. Cost: 65,000 credits
*Air Defense Pod---This is most commonly seen on Paladin Steel personnel transports, and consists of a self-contained fire control system and medium range missile launcher to keep would-be air pirates and marauders at bay. It is frequently armed with the PS ‘Skyflash’ AAM.
Range: Varies by Missile Type(medium range)
Damage: Varies by Missile Type(merium range)
Rate of Fire: Volleys of 1-10
Payload: 60
*’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
*Mini-Bar w/ Ice Maker---Ah! One for the road! Two spigots, attachments for beer or soda, and carbonation tanks.
Cost: 450 credits for basic setup; liquid contents cost extra
*Refrigerator----Because your life wouldn’t be complete without one, am I right? 12-inch capacity( can be bought several times, to reflect larger coolers)
Cost: 200 credits
*MicroWave Toaster--Because adventuring is tough and hungry work, and you can’t always wait until you can get out of your vehicle and try to start a fire to make one lousy hot-pocket....
Cost: 200 credits
*Fold-Out Bed---Converts the back seats into a comfortable bed for 1-3 people; great for camping out or that romantic rendevouz(satin sheets optional)
Cost: 500 credits
*Leaper Leather Upholstery---This is typical of many specialized luxury options(others include Dire Wolf Fur, Tyrannosaur leather, and Chimaera pelt) offered for the more exotic-minded. This came about as a result of a skinner who found a way to render Gring Leaper hide(see Rifts: New West) soft and supple(it takes several hours of soaking in varying concentrations of acids and bleaching agents), while still retaining its megadamage properties(though it’s too soft to make good armor). When the man moved to Paladin Steel West, he sold the proccess to PS, who started industrial-scale harvesting and proccessing, in an effort to clear western lands of the monstrousities. The leather produced has a rich, iridescent dark green color, and a soft pliability that is resistant to scuffing, water, and fire damage.
Upholstering the interior of a luxury jet will cost roughly 24,000 credits.
*Stereo System---What’s a luxury vehicle without a really decent sound system? Pretty pathetic, that’s what! Pre-Rifts folks wouldn’t recognize the name of the stereo system, but it’s top of the line for the post-Rifts world.
Cost: 400-1,000 credits
*TV/Video System---Installs a 7-inch fold-out mini-television video flat-screen, that can display transmissions, or CD/tapes.
Cost: 200 credits to 800 credits for larger screens.
*Holographic Entertainment System---Full 3-D display and entertainment center...comes with Surroundsound. Not advised for the front seat or easily distracted drivers(certainly no monster movies!).
Cost: 900-1,000 credits
*Hot Tub---Takes up the space of four passengers with a heated bath tub and jacuzzi that can seat two people
Cost: 18,000 credits
*Auto-Doc---An onboard medical system that can be quickly hooked up to a passenger to monitor and diagnose life signs, and administer common medications and broad-spectrum drugs. +10% to medical rolls when used by a competent medical technician, or can be considered to have a First Aid skill of 40%.
Cost: 40,000 credits. Drug refills cost extra
*Enhanced Life Support---This feature installs a robot-quality life support system that can recycle air for up to a week
Cost: 500,000 credits
*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF. PS actually offers a 10% discount on other options if this option is taken(hey, auto insurance is sorta ridiculous in monster infested Rifts Earth, but there should be some economic incentives for safety devices...).
Cost: 10,000 credits
*Ejection Seats---Great for last minute bailouts, or, if one decides to take the ‘master control’ option built into a secret control, ejecting unwelcome passengers from the vehicle. Includes auto-deploy restraints and head protector.
Cost: 6,000 credits per chair
(Master Control): 1,000 credits
*Individual Escape Pods---The C-589 can be fitted with individuall escape pods for the crew and passengers. These are rather more sopshisticated and expensive than those used in the military B-58, owing to the larger seats they encapsulate and the fact that their likely rescuees are not trained military personnel. Each capsule has 60 MDC. and can float. Cost: 20,000 credits per seat so outfitted.
*Security/Ambush Restraints---These are designed not to hold people in a crash, but to hold them, period. Specially reinforced shackle-mounts and lock-braces make sure that anyone locked into them ain’t going anywhere until you unlock them.
Ambush retraints deploy instantly from concealment, at a signal(secret control or verbal command)(+4 Entangle strike roll). Combined with an Auto-Doc, this system can be used to administer sedation drugs and keep prisoners from injuring themselves, or calling attention to themselves.
Restraints hold with a PS of 30
Cost: 8,000 credits
*Smuggling Compartments---special sensor-screened(acoustic, thermal-imaging, magnetic) smuggling compartments built into false floors, hollows in the engine spaces, or hollowed out(reinforced) structural members for concealing those special cargoes from prying eyes and cursory probings. Most smuggling compartments are only large enough to hide a small bundle in small vehicles, but some compartments can hold fairly large contents. The Delta Queen has enough space for up to TWELVE trunk-sized compartments, or 20 suitcase comartments.
Cost:(Small-glove compartment) 8,000 credits
(Medium--Suitcase) 100,000 credits
(Large--Trunk) 500,000 credits
*Cyberlink Piloting System--Allows a pilot with a headjack to ‘jack in’ to the vehicle for more responsive control. This allows the pilot to fly without their hands on the wheel(“Look, Mom, no hands!”), and/or to respond with greater speed to emergency situations. Similar to the system presented in Rifts: Russia, but GNE makes them less expensive(the real expense is in the implant end).
Bonuses: For anyone with the CyberVehicle Link, the following bonuses apply: +1 to initiative, +1 to strike using the vehicle or vehicle-mount weapons, +1 to Dodge, +1 Action/Attack per Melee, Base piloting skill of 45%, or +10% to existing piloting skill. Pilot can also ‘tweak’ the vehicle’s maximum speed by 1% per I.q. point. Note that the operator can only be controling the vehicle while doing this....no other relevant actions(can carry on light conversation, or take a quick bite/drink, but can’t disassemble their weapons or whittle a wooden toy) .
To anyone lacking the CVL, there are no bonuses to vehicle operation, but they CAN make minor adjustments to vehicle peripherals’ without using their hands(turning on/off headlights, booting up the stereo, rolling down the electric windows, adjusting the AC, etc...).
Cost: Vehicle installation is 10,000 credits, the cybervehicle link(implant) costs 120,000 credits
*Autopilot---Available in both a ‘dumb’ and a ‘smart’ version. Dumb versions will basically just keep the vehicle going straight and level on a pre-set course, never deviating from said course...the ‘dumb’ system will alert the crew if anything trips the sensors or gets in the way, and it can be programmed to stop, or deviate a set distance from course in such events, until the crew can regain/resume control.
A ‘smart’ system is actually an onboard Artificial Intelligence(AI) using PS’s new microtronics AI chips. The ‘smart’ system can actually evade and maneuvar to avoid obstacles, and even anticipate trouble, while remaining on the general course. The ‘smart system’ has a +1 to dodge
Cost: 7,000 credits for the ‘dumb’ version, 12,000 credits for the ‘smart’ Auto-Pilot
For an additional 8,000 credits, this can be modified with a remote start(triggered by a remote control in the keycard) and a remote ‘recall’ that allows the owner to summon the aircraft to him, and for another 8,000 credits, even command its functions by remote control.
*Onboard Artificial Intelligence---This installs a micro-computer AI that, in addition to monitoring the vehicle’s functions, can also actively scan for problems outside itself, anticipate problems, advise the driver. The OAI is much more responisve than a ‘smart’ autopilot, and is able to plot far more extensive course deviations, even take independant action as it falls within its orders and program parameters. An OAI, for instance, can determine that its operator/passengers are hurt and unable to help themselves(critically wounded by a passing SAMAS, for instance), and the car will begin looking for medical assistance. Most OAIs have a verbal interface, pleasant synthesized voice, and a psuedo-personality, giving them the illusion of ‘life’. An OAI has an IQ-equivalent of 10, and comes with Navigation, Aircraft Mechanics, Read Sensory Instruments, Weapons Systems, and Radio: Basic, all at 98%, has 3 actions/attacks per melee . Additional specialized programming may be added as the buyer/owner specifies...many owners program their aircraft to be able to sing or read.
Anything more sophisticated than this, and the buyer is best off using the Robot Creation Tables from Rifts Sourcebook One or Heroes Unlimited.
Cost: 750,000 credits
*Sensory Cluster----MDC 80---(Usually concealed in a retractable mini-turret under the aircraft)Has the following sensors:
*Laser Illuminator-----9,000 ft range, Designates targets for laser-guided munnitions/weapons
*Laser Targeting System(+1 to strike)
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
* Optical Cluster--- Telescopic, IR/UV, Thermo-Imaging, Audio-Video-Survellance System. Wide-angle optics are typically included.
Cost: 50,000 credits
*Enhanced Communications System-----Extends radio communications out to 700 miles with a retractable antennae.
Cost: 350,000 credits
*Sensor Pallet---Rather than have an obvious sensor turret, the StratoChariot can carry a sensor pallet concealed between the landing gear wells and hidden behind sliding panels. The sensors carried are usually high speed and wide-angle optic recording devices, but may include air samplers, radiation detectors, and EM/EW recorders. Perfect for spying on your competitors or overflying those ‘private’ resorts.
Cost: 60,000 credits plus the cost of any specialized sensors
*Parasail System---Great emergency system for those times you lose both engines, or a wing or two. Automatically stows/packs itself on command.
Cost: 20,000 credits
*Laser Ablative Armor(Option)--- Eight coats of wax not enough? Get your plane refitted with PS’s laser ablative armor, available in just about any color(though metallic hues are most often requested). Reduces laser damage done to your vehicle by HALF. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----Cost:+550,000 credits(Rarely available to outsiders)
*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage
----Cost: +1.2 million credits
*Chameleon Coat---No, it can’t make your plane invisible, but it CAN allow you to change its paint job(and external registration numbers). Up to ten different color scheme configurations can be programmed in (or up to thirty different serial numbers, if that’s all you’re changing), from simple camouflage schemes to the flashy full-fuselage logo-job of a private air carrier. CANNOT be combined with LaserAblative Armor. Cost: 650,000 credits
*Mini-Turret(1-2)---A concealed and retractable light weapons turret can be added, one to the ventral and one to the dorsal side of the fuselage. The turret(s) have 30 MDC each(they’re small), have a 360 degree rotation and 60-degree inclination, and can be fitted with a rifle-sized weapon(like a light rail gun, energy rifle, or light grenade launcher), and have a standard-sized box magazine/ammo drum/e-canister(energy weapons can be linked to the powerplant for unlimited shots). Can be remote controlled from inside the plane, or slaved to an auto-shooter. Great for surprising other aircraft trying to tail or sideswipe you.
Cost: 75,000 credits for the turret, weapons cost extra
*Shock Blaster Security System---This addition to the standard anti-theft locks and alarms BLASTS the miscreant with bullhorns and industrial-strength strobelights that override passersbys’ normal apathy about car alarms, and limelights the thieving bastards like jack-lit deer, as well as chiseling their eardrums and optical nerves. Imagine a flash-bang grenade going off in your face while you’re trying to jimmy the door-lock.....
Range: 10 ft radius
Effects: Targets without ear and eye protection are temporarily blinded and deafened; -5 to strike, -10 parry/dodge, and 40% chance of stumbling and falling per 10 ft of movement. Has a Horror Factor of 8 to anyone else standing nearby, who think the car just exploded. Effects last 1d4 melees
Cost: 700 credits
*Shocker Security System---Scaring them not enough? This system feeds them a charge of electricity that’s sure to curl their toes.
Range: 3 ft
Damage: 3d6 SDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
Payload: 10 charge battery, or unlimited if linked to a nuclear powerplant.
Cost: 1,000 credits
*Auto-Shooter Security System--Scaring them or shocking them doesn’t do it for ya, no? You take your private property rights SERIOUS? With this little baby, anyone trying to break in will find themselves targeted by whatever weaponry your ride’s toting. A five-second warning gives them enough time to back off if they’re smart.
Bonus: +3 to strike(targeting bonus), 2 Attacks per Melee until the target leaves the area of alert(typical 10-20 ft from the car), then resets itself.
Cost: 10,000 credits
*Fryolater Shock Security System---Screw mercy; they’re messing with your ride! This system blasts them with megadamage electrical force; enough to reduce the average hijacker or burglar into a puff of ionized plasma and some easily swept aside ash on the ground.
Range: 3 ft
Damage: 3d6 MDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
Payload: 10 charge battery, or unlimited if linked to a nuclear powerplant.
Cost: 20,000 credits
*Smoke Screen Generator---Generates a thick, obscuring cloud of dense smoke. Each blast covers a 100 ft area and anyone caught in the cloud of thick, obscuring smoke is. Great for fooling pursuers into thinking you’re going down...or for skywriting. Has enough smoke-matrix for 12 clouds.
Cost: 10,000 credits
Variants:
*PS/H18B/CV-C-589C---Conventional nuclear fusion-powered variant with plasma electric thrusters. It lacks the magical features and performance, but costs only 12 million credits.
(aka ‘Sonic Pencil’, ‘Silver Arrow’)
“Fly Paladin Air; see the world as a fast blur as you flee from people who are out to enslave you, kill you, or eat you.”
The C-589 Delta Queen is a stretched fuselage version of the C-58, in order to carry more passengers and cargo. It is otherwise identical in most other ways to the C-58 with regards to performance and avionics. Though decidedly cramped in accommodations compared to Golden Age airliners, the Delta Queen’s high speed, durability, VTOL capabilities, and mystic defenses give it an edge over more fragile aircraft when it comes to surviving on worlds like Rifts Earth. If payload and seating capacity are not a concern, additional creature comforts can be added by removing seats and cargo to make room. Additional defenses, including a tail turret and air defense missile launcher, can be mounted, for more proactive protection.
Paladin Steel operates a number of these aircraft alongside their TriJets for moving personnel around between their various farflung facilities. A number have also been sold to commercial and private concerns. The all-weather flying aspect of the TW version makes the Delta Queen attractive to medevac and priority delivery services.
Type: PS/H18B/CV-C-589(TW)
Class: Supersonic Transport
Crew: 3+1-52 passengers
MDC/Armor by Location:
Main Body 500
Crew Compartment 120
Wings(2) 200 each
Engines(4) 250 each
Tail 180
(Optional) Cargo Pod 200
Height: 51 ft
Width: 58 ft
Length: 150 ft
Weight: 190,000 lbs empty, 280,000 lbs fully loaded
Cargo: 3,250 cubic feet for cargo, or 40 lbs luggage per passenger
Powerplant: Four TW Air Eleminal Jet Engines(spells require resetting once a year)
---100 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Speed: (Flying) Hover to Mach 2.4, maximum altitude 57,000 ft.
Bonuses: The use of the Air Eleminal powerplants means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
Market Cost: 19 million credits
Systems of Note:
Standard Aircraft Systems, plus:
*HUD-Head Up Display
*Environmental Protection/Life Support---Pressurized cabin.
*Long Range Radio----500 mile range
*Long Range Radar---100 mile range
*Radar Detector---Picks up enemy radar emissions and weapons locks
*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.
*Drag Chute---Used for short-run landings(especially on roadways)
Weapons Systems: None standard
Magic Abilities:
*Ley Line Flier---Can fly effectively indefinitely on a ley line.
*Impervious to Fire(10 minutes per 5 PPE)
*Impervious to Energy( 5 minutes per 20 PPE)
*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
*Leyline Booster(Accelerates the jet up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
*TW Fire Control System----Supplements the regular fire extinguisher system, and is often more effective at controling electrical and chemical fires. Costs 4 PPE per minute/activation.
*Ice Armor---The aircraft can generate a thin layer of highly reflective ice...It cuts speed by 30% and imposes a -1 to Dodge, but renders the aircraft resistant to lasers; lasers do HALF damage. The ice sheath lasts 5 minutes per activation. Can use it up to 4 times per day(or per 20 PPE pumped into the system).
*Levitation---This allows the aircraft to perform like a VTOL fighter, slowing down to hover at 100 ft, and lower itself to a landing, or loft itself off the ground and accelerate into flight.
Options:
*Tail Gun---A tail gun can be added to protect the jetliner from tailers. The turret can mount either an autocannon or a pulse laser.
Bonuses: Laser- and radar-guidance add a +2 to strike
a) 20mm Cannon(1)
Range: 5,000 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PS-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Airbursts are not possible with wooden rounds
(20mm PSX-2)(after 110 PA)
4d6 MD single rd
2d6x10 MD per 5 rd burst
Airburst does 4d6 MD to 6 ft blast radius
(Flare/Chaff rounds)---The 20mm cannons can also be fitted to fire airburst flare/chaff rounds. Damage is reduced, but a burst of ten rounds effectively acts as a single Chaff/Flare bundle for purposes of missile deflection/distraction.
5d6 SDC per shell at ranges of 2,00o ft or less. None beyond that.
3d6x10 SDC per 5 rd burst
1d4 MD per 10 rd burst
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
Rate of Fire: Standard.
Payload: 1,000 rds per gun
Cost: 40,000 credits
b) Pulse Lasers---Shorter range, but unlimited payload.
Range: 4,000 ft
Damage:4d6 MD single shot, 8d6 MD pulse burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 43,000 credits
* Flare/Chaff Launchers(2)---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(24 per launcher)
Cost: 10,000 credits per launcher, 100 credits per chaff/flare bundle
*Belly Cargo Pod---A body-conformal belly pack can be fitted, allowing the aircraft to carry an additional 9,000 lbs of cargo, but the extra weight and drag decreases top speed by 10%. Cost: 10,000 credits
*Transport Pod---2,500 lbs and 57 ft long and can hold 27,500 lbs of cargo and 200 MDC. It can also be configured to hold seating for five people(though the ceiling is rather low and conditions rather cramped), with a small toilet/relief facility, provision for 5,000 lbs of cargo, and an emergency parachute system in the event the pod has to be ejected. However, the extra weight and drag decreases top speed by 25%. Cost: 65,000 credits
*Air Defense Pod---This is most commonly seen on Paladin Steel personnel transports, and consists of a self-contained fire control system and medium range missile launcher to keep would-be air pirates and marauders at bay. It is frequently armed with the PS ‘Skyflash’ AAM.
Range: Varies by Missile Type(medium range)
Damage: Varies by Missile Type(merium range)
Rate of Fire: Volleys of 1-10
Payload: 60
*’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
*Mini-Bar w/ Ice Maker---Ah! One for the road! Two spigots, attachments for beer or soda, and carbonation tanks.
Cost: 450 credits for basic setup; liquid contents cost extra
*Refrigerator----Because your life wouldn’t be complete without one, am I right? 12-inch capacity( can be bought several times, to reflect larger coolers)
Cost: 200 credits
*MicroWave Toaster--Because adventuring is tough and hungry work, and you can’t always wait until you can get out of your vehicle and try to start a fire to make one lousy hot-pocket....
Cost: 200 credits
*Fold-Out Bed---Converts the back seats into a comfortable bed for 1-3 people; great for camping out or that romantic rendevouz(satin sheets optional)
Cost: 500 credits
*Leaper Leather Upholstery---This is typical of many specialized luxury options(others include Dire Wolf Fur, Tyrannosaur leather, and Chimaera pelt) offered for the more exotic-minded. This came about as a result of a skinner who found a way to render Gring Leaper hide(see Rifts: New West) soft and supple(it takes several hours of soaking in varying concentrations of acids and bleaching agents), while still retaining its megadamage properties(though it’s too soft to make good armor). When the man moved to Paladin Steel West, he sold the proccess to PS, who started industrial-scale harvesting and proccessing, in an effort to clear western lands of the monstrousities. The leather produced has a rich, iridescent dark green color, and a soft pliability that is resistant to scuffing, water, and fire damage.
Upholstering the interior of a luxury jet will cost roughly 24,000 credits.
*Stereo System---What’s a luxury vehicle without a really decent sound system? Pretty pathetic, that’s what! Pre-Rifts folks wouldn’t recognize the name of the stereo system, but it’s top of the line for the post-Rifts world.
Cost: 400-1,000 credits
*TV/Video System---Installs a 7-inch fold-out mini-television video flat-screen, that can display transmissions, or CD/tapes.
Cost: 200 credits to 800 credits for larger screens.
*Holographic Entertainment System---Full 3-D display and entertainment center...comes with Surroundsound. Not advised for the front seat or easily distracted drivers(certainly no monster movies!).
Cost: 900-1,000 credits
*Hot Tub---Takes up the space of four passengers with a heated bath tub and jacuzzi that can seat two people
Cost: 18,000 credits
*Auto-Doc---An onboard medical system that can be quickly hooked up to a passenger to monitor and diagnose life signs, and administer common medications and broad-spectrum drugs. +10% to medical rolls when used by a competent medical technician, or can be considered to have a First Aid skill of 40%.
Cost: 40,000 credits. Drug refills cost extra
*Enhanced Life Support---This feature installs a robot-quality life support system that can recycle air for up to a week
Cost: 500,000 credits
*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF. PS actually offers a 10% discount on other options if this option is taken(hey, auto insurance is sorta ridiculous in monster infested Rifts Earth, but there should be some economic incentives for safety devices...).
Cost: 10,000 credits
*Ejection Seats---Great for last minute bailouts, or, if one decides to take the ‘master control’ option built into a secret control, ejecting unwelcome passengers from the vehicle. Includes auto-deploy restraints and head protector.
Cost: 6,000 credits per chair
(Master Control): 1,000 credits
*Individual Escape Pods---The C-589 can be fitted with individuall escape pods for the crew and passengers. These are rather more sopshisticated and expensive than those used in the military B-58, owing to the larger seats they encapsulate and the fact that their likely rescuees are not trained military personnel. Each capsule has 60 MDC. and can float. Cost: 20,000 credits per seat so outfitted.
*Security/Ambush Restraints---These are designed not to hold people in a crash, but to hold them, period. Specially reinforced shackle-mounts and lock-braces make sure that anyone locked into them ain’t going anywhere until you unlock them.
Ambush retraints deploy instantly from concealment, at a signal(secret control or verbal command)(+4 Entangle strike roll). Combined with an Auto-Doc, this system can be used to administer sedation drugs and keep prisoners from injuring themselves, or calling attention to themselves.
Restraints hold with a PS of 30
Cost: 8,000 credits
*Smuggling Compartments---special sensor-screened(acoustic, thermal-imaging, magnetic) smuggling compartments built into false floors, hollows in the engine spaces, or hollowed out(reinforced) structural members for concealing those special cargoes from prying eyes and cursory probings. Most smuggling compartments are only large enough to hide a small bundle in small vehicles, but some compartments can hold fairly large contents. The Delta Queen has enough space for up to TWELVE trunk-sized compartments, or 20 suitcase comartments.
Cost:(Small-glove compartment) 8,000 credits
(Medium--Suitcase) 100,000 credits
(Large--Trunk) 500,000 credits
*Cyberlink Piloting System--Allows a pilot with a headjack to ‘jack in’ to the vehicle for more responsive control. This allows the pilot to fly without their hands on the wheel(“Look, Mom, no hands!”), and/or to respond with greater speed to emergency situations. Similar to the system presented in Rifts: Russia, but GNE makes them less expensive(the real expense is in the implant end).
Bonuses: For anyone with the CyberVehicle Link, the following bonuses apply: +1 to initiative, +1 to strike using the vehicle or vehicle-mount weapons, +1 to Dodge, +1 Action/Attack per Melee, Base piloting skill of 45%, or +10% to existing piloting skill. Pilot can also ‘tweak’ the vehicle’s maximum speed by 1% per I.q. point. Note that the operator can only be controling the vehicle while doing this....no other relevant actions(can carry on light conversation, or take a quick bite/drink, but can’t disassemble their weapons or whittle a wooden toy) .
To anyone lacking the CVL, there are no bonuses to vehicle operation, but they CAN make minor adjustments to vehicle peripherals’ without using their hands(turning on/off headlights, booting up the stereo, rolling down the electric windows, adjusting the AC, etc...).
Cost: Vehicle installation is 10,000 credits, the cybervehicle link(implant) costs 120,000 credits
*Autopilot---Available in both a ‘dumb’ and a ‘smart’ version. Dumb versions will basically just keep the vehicle going straight and level on a pre-set course, never deviating from said course...the ‘dumb’ system will alert the crew if anything trips the sensors or gets in the way, and it can be programmed to stop, or deviate a set distance from course in such events, until the crew can regain/resume control.
A ‘smart’ system is actually an onboard Artificial Intelligence(AI) using PS’s new microtronics AI chips. The ‘smart’ system can actually evade and maneuvar to avoid obstacles, and even anticipate trouble, while remaining on the general course. The ‘smart system’ has a +1 to dodge
Cost: 7,000 credits for the ‘dumb’ version, 12,000 credits for the ‘smart’ Auto-Pilot
For an additional 8,000 credits, this can be modified with a remote start(triggered by a remote control in the keycard) and a remote ‘recall’ that allows the owner to summon the aircraft to him, and for another 8,000 credits, even command its functions by remote control.
*Onboard Artificial Intelligence---This installs a micro-computer AI that, in addition to monitoring the vehicle’s functions, can also actively scan for problems outside itself, anticipate problems, advise the driver. The OAI is much more responisve than a ‘smart’ autopilot, and is able to plot far more extensive course deviations, even take independant action as it falls within its orders and program parameters. An OAI, for instance, can determine that its operator/passengers are hurt and unable to help themselves(critically wounded by a passing SAMAS, for instance), and the car will begin looking for medical assistance. Most OAIs have a verbal interface, pleasant synthesized voice, and a psuedo-personality, giving them the illusion of ‘life’. An OAI has an IQ-equivalent of 10, and comes with Navigation, Aircraft Mechanics, Read Sensory Instruments, Weapons Systems, and Radio: Basic, all at 98%, has 3 actions/attacks per melee . Additional specialized programming may be added as the buyer/owner specifies...many owners program their aircraft to be able to sing or read.
Anything more sophisticated than this, and the buyer is best off using the Robot Creation Tables from Rifts Sourcebook One or Heroes Unlimited.
Cost: 750,000 credits
*Sensory Cluster----MDC 80---(Usually concealed in a retractable mini-turret under the aircraft)Has the following sensors:
*Laser Illuminator-----9,000 ft range, Designates targets for laser-guided munnitions/weapons
*Laser Targeting System(+1 to strike)
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
* Optical Cluster--- Telescopic, IR/UV, Thermo-Imaging, Audio-Video-Survellance System. Wide-angle optics are typically included.
Cost: 50,000 credits
*Enhanced Communications System-----Extends radio communications out to 700 miles with a retractable antennae.
Cost: 350,000 credits
*Sensor Pallet---Rather than have an obvious sensor turret, the StratoChariot can carry a sensor pallet concealed between the landing gear wells and hidden behind sliding panels. The sensors carried are usually high speed and wide-angle optic recording devices, but may include air samplers, radiation detectors, and EM/EW recorders. Perfect for spying on your competitors or overflying those ‘private’ resorts.
Cost: 60,000 credits plus the cost of any specialized sensors
*Parasail System---Great emergency system for those times you lose both engines, or a wing or two. Automatically stows/packs itself on command.
Cost: 20,000 credits
*Laser Ablative Armor(Option)--- Eight coats of wax not enough? Get your plane refitted with PS’s laser ablative armor, available in just about any color(though metallic hues are most often requested). Reduces laser damage done to your vehicle by HALF. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----Cost:+550,000 credits(Rarely available to outsiders)
*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage
----Cost: +1.2 million credits
*Chameleon Coat---No, it can’t make your plane invisible, but it CAN allow you to change its paint job(and external registration numbers). Up to ten different color scheme configurations can be programmed in (or up to thirty different serial numbers, if that’s all you’re changing), from simple camouflage schemes to the flashy full-fuselage logo-job of a private air carrier. CANNOT be combined with LaserAblative Armor. Cost: 650,000 credits
*Mini-Turret(1-2)---A concealed and retractable light weapons turret can be added, one to the ventral and one to the dorsal side of the fuselage. The turret(s) have 30 MDC each(they’re small), have a 360 degree rotation and 60-degree inclination, and can be fitted with a rifle-sized weapon(like a light rail gun, energy rifle, or light grenade launcher), and have a standard-sized box magazine/ammo drum/e-canister(energy weapons can be linked to the powerplant for unlimited shots). Can be remote controlled from inside the plane, or slaved to an auto-shooter. Great for surprising other aircraft trying to tail or sideswipe you.
Cost: 75,000 credits for the turret, weapons cost extra
*Shock Blaster Security System---This addition to the standard anti-theft locks and alarms BLASTS the miscreant with bullhorns and industrial-strength strobelights that override passersbys’ normal apathy about car alarms, and limelights the thieving bastards like jack-lit deer, as well as chiseling their eardrums and optical nerves. Imagine a flash-bang grenade going off in your face while you’re trying to jimmy the door-lock.....
Range: 10 ft radius
Effects: Targets without ear and eye protection are temporarily blinded and deafened; -5 to strike, -10 parry/dodge, and 40% chance of stumbling and falling per 10 ft of movement. Has a Horror Factor of 8 to anyone else standing nearby, who think the car just exploded. Effects last 1d4 melees
Cost: 700 credits
*Shocker Security System---Scaring them not enough? This system feeds them a charge of electricity that’s sure to curl their toes.
Range: 3 ft
Damage: 3d6 SDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
Payload: 10 charge battery, or unlimited if linked to a nuclear powerplant.
Cost: 1,000 credits
*Auto-Shooter Security System--Scaring them or shocking them doesn’t do it for ya, no? You take your private property rights SERIOUS? With this little baby, anyone trying to break in will find themselves targeted by whatever weaponry your ride’s toting. A five-second warning gives them enough time to back off if they’re smart.
Bonus: +3 to strike(targeting bonus), 2 Attacks per Melee until the target leaves the area of alert(typical 10-20 ft from the car), then resets itself.
Cost: 10,000 credits
*Fryolater Shock Security System---Screw mercy; they’re messing with your ride! This system blasts them with megadamage electrical force; enough to reduce the average hijacker or burglar into a puff of ionized plasma and some easily swept aside ash on the ground.
Range: 3 ft
Damage: 3d6 MDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
Payload: 10 charge battery, or unlimited if linked to a nuclear powerplant.
Cost: 20,000 credits
*Smoke Screen Generator---Generates a thick, obscuring cloud of dense smoke. Each blast covers a 100 ft area and anyone caught in the cloud of thick, obscuring smoke is. Great for fooling pursuers into thinking you’re going down...or for skywriting. Has enough smoke-matrix for 12 clouds.
Cost: 10,000 credits
Variants:
*PS/H18B/CV-C-589C---Conventional nuclear fusion-powered variant with plasma electric thrusters. It lacks the magical features and performance, but costs only 12 million credits.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
That's one checkuva chessboard, if that's what it is...
Or it's a pocket thermonuclear mine, for a game of 'which is the disarming switch?'.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel PSAGM-200 Advanced Cruise Missile
“Fly Quiet and Invisible, Strike Deep and Without Warning.”
The PSAGM-200 was designed and developed in parallel with the ‘Tempest’ TW Cruise Missile as a cheaper, less sophisticated weapon that could be deployed in greater numbers from a larger number of platforms. The PSAGM-200 is based on the pre-Rifts AGM-129A, developed in the pre-Rifts 1980s as a replacement for the AGM-86 Tomahawk, but cancelled with only a few hundred produced, after the Cold War ended and economic considerations took precedence.
The PSAGM-200 shares the same stealth-angled design, and low-observibility technology as the original, but whereas the AGM-129A carried only a variable yield nuclear warhead, the PSAGM-200 has a warhead versatility more in common with the AGM-86. Other changes include an improved guidance system(the GPS system being no longer effective), improved stealth, and more efficient propulsion. Because of improvements in manufacturing, the PSAGM-200 can be more easily manufactured than it might have been in the age of the AGM-129A, so it can be mass produced more easily.
Unlike the Tempest, the PSAGM-200 is meant to be fired in numbers on more or less direct courses for its target(s); it cannot ‘loiter’ for hours or even days like the Tempest. The PSAGM-200 can also fit in modular box launchers like the standard LRM, and can also be air launched from aircraft.
The PSAGM-200 has become the standard deep-strike subsonic attack missile of the GNEAS, and played a key role in the PA 118 ‘Long Strike War’ , where Coalition State and Greater New England forces sniped at each other with long range missile barrages, testing each others’ air defense networks and hoping to hit strategic targets. The CS learned of the extensive GNE DEW and layered air defense system, while the GNE leared of the long range laser defenses protecting CS cities. The CS also learned that the GNE could give better than they got when PSAGM-200s and other unexpectedly sophisticated ordnance struck various important CS military and industrial facilities, even with extensive AAA defenses, and this realization helped bring an end to the CS’s missile terror campaign.
Type:PSAGM-200
Class: Land/Air-Launched Stealth Cruise Missile
Crew: Robot Drone
MDC/Armor by Location:
Main Body 60
Length: 20.9 ft
Height: 2.4 ft
Width: 2.4 ft, 10 ft w/ wings extended
Weight: 3,500 lbs
Cargo: 290 lb Warhead
Powerplant: Special limited life fuel cell; good for 4 hours of continuous operation (2,000 mile direct range)
Speed: 500 MPH cruise, Mach 3 in terminal 10-minute dash to target
Market Cost: NOT FOR SALE! Considered a strategic munition by PS/GNE.
It reportedly costs PS some 640,000 credits to produce one of these weapons(the Tempest costs 1.7 million credits)
Systems of Note:
Radar------50 mile range
Basic Robot Optics
Radar Detector/EM Warning Sensor
Inertial Guidance
“Smart’ Guidance---+5 to strike
Long Range Radio/Video Transmission----1,000 miles
*Optional Autonomous Control or Remote Piloting---If allowed, the weapon can be remote piloted onto the target.
*Self-Destruct System---Self-contained plasma demolition charge that completely slags the drone beyond salvage/study.
*Stealth Design----The PSAGM-200 is designed to have a small radar return signature. with a flush- inset air intake, minimal return surfaces, and extensive use of radar absorbent materials. The PSAGM-200 is -45% to detect with Read Sensory Instrument rolls, and radar-guided weaponry is -6 to strike
*(Optional) Radar-Homing---The PSAGM-200 can be equipped to home in on enemy radio or radar transmissions as a very large Homing Anti-Radiation Missile. +7 to strike active EM emitters.
Magic Systems:
*Forcefield Penetration System----TW Breaching System(optional)---Uses the Energy Disruption spell to penetrate enemy defenses. If facing a known magic-using enemy, this system may be enhanced with Dispel Magic Barrier. The system(values taken from Seige on Tolkeen 1, pg. 69) costs 495 PPE to install, 20 PPE to activate per minute of operation. This system typically activates only on final approach and is triggered by a PPE/spell detection system; the onboard PPE battery only has 40 PPE.
Weapons Systems:
1) Warhead:
Damage: Varies: The PSAGM-200 can carry either a strategic nuclear warhead, or a more politically acceptable TW warhead. A variety of different TW warheads are available, depending on the target profile and desired effect.
*Conventional Warhead---A standard explosive warhead can be used, but rarely, since the PSAGM-200 can only carry a 290-lb warhead doing 2d6x10 MD to 60 ft blast radius or a plasma fusion warhead doing 1d6x100 MD to a 50 ft blast radius.
*TW Disharmonize---Actually more of an airburst weapon that deploys thousands of small individual grenade-sized TW ‘skeet’ warheads over a wide area, that fall to an appropriate altitude for maximum effect, then explode, causing no initial physical damage, but sowing massive chaos throughout both military forces and civilian populations. Tremendously expansive in terms of magic energy investment, and relatively short-term in its effects, it nevertheless can be an effective weapon in disrupting an enemy’s defenses in advance of a raid or troop landing.
Each pod can carry up to 10 ‘skeets’ each
The carrier shell is designed as an airburst weapon(300-1,000 ft up), with the dispersal charge firing the skeets out on wide arc frisbeeing trajectories to cover a maximum area of effect. Each submunition skeet affects a 500 ft radius(some overlap is unavoidable), and effects last 50 minutes. Everyone caught in the area of effect must save versus magic or else lose HALF their attacks per melee, lose initiative, and be -20% to perform all skills. Furthermore
The beauty of this weapon is that the mage-munition officer or loader, if one is available, can , simply by touching the shell before loading and launching, and uttering a safing encantation(Magic telepathy or psionic telepathy will also do the trick), fuze the weapon to affect ONLY enemy soldiers...KNOWN allies are UNAFFECTED by the magic! Of course, if no such trained combat mage or psychic is available , then the ‘generic’ shell will affect EVERYONE in the area of effect.
Needless to say, however, at 150 PPE per submunition, these weapons are awfully expensive.
*TW Magma Weapon(RV)---Modified River of Lava spell, that creates a pool 450 ft in diameter instead, that lasts 15 minutes. If deployed in shallow water it lasts only 7 minutes and does HALF damage, but creates huge bubbles, kills local sea life, and produces a massive cloud of superheated steam that blinds anyone on the surface, fouls up thermographic imaging systems, and creates a belching sonar static that can screw up passive sonar systems in the area.
*TW Tsunami Weapon(RV)---Designed for attacking coastal targets,this weapon deploys up to 4 independantly targetting RVs that each generate a tidal wave.
Each warhead creates a tidal wave roughly 150 ft high, 3,000 ft long, lasts 15 melees, reach as far as 450 ft inland, and does 4d6x10 MD per melee. Also has a 75% chance of capsizing any ships it catches.
Note: This weapon is INEFFECTIVE unless aimed at a sizable body of water, such as an ocean, large lake, or deep river.
*TW Hurricane Weapon(RV)----Ocean-attack weapon, but can also be used against large lakes. Each pod creates a massive sea storm that covers a 120 ft area, 100-150 mph winds, and 30 ft high waves. Does 3d6x10 MD per melee to large structures, and 1d6 MD to anyone caught out in the open. Effects last 15 minutes.
*TW Maelstrom Weapon(RV)---Another ocean-attack weapon, for attacking shipping and submarine warships/installations. Like the Tsunami Weapon, the ‘bus’ can deploy up to 4 independantly targetting RVs that each generate a sizeable whirlpool in any large body of water they are aimed at.
Whirlpools are 120 ft wide, lasts 15 minutes, and does 1d4x10 MD to anything caught in its center, 2d6x10 MD per melee to large ships, and 1d6x100 MD to hem if they get submerged or if the whirlpool ‘breaks the ship’s back’.
*TW Earthquake Weapon(RV)---Each warhead acts as a 15th level Elemental Earthquake spell; 3500 ft area of effect, doing 2d6x100 MD per melee, for fifteen melees. Generates a fissure 900 ft long, doing damage to everything within 600 ft on either side of it. A full spread of Earthquakers can destroy a county.
*TW Stormfront Weapon(RV)---Airburst warheads that unleash multiple Tornadoes(one per warhead), and an accompanying Summon Storm, all equivalent to the 15th level Elemental Warlock Spells.
Tornadoes are 100 ft in diameter, last 15 minutes, and do 3d6x10 MD per melee to anything caught by them, and an additional 2d6x10 MD to anything hurled out. Wood, clay, and stone structures take 4d6x10 points of damage(SDC or MDC), and trees are uprootted in one melee round. The tornadoes will also randomly wander about in a half-mile area before dispersing.
The storm element creates a drenching, obscuring downpour that drops 4 inches of rain per hour, does 1-6 points of structural S.D.C. per half hour, creates immobilizing floods, and reduces visibility to near zilch; storm covers a 14 mile area, and lasts 7 hours
*TW Sphere of Annihilation(RV)---The most expensive and devastating of the TW Warheads is the Sphere of Annihilation, that creates a minute quantity of anti-matter, that explodes with a force greater than any nuclear device of comparable size!
Each warhead does 2d4x100 MD to a point target, plus an additional 4d6x10MD to a 10 ft radius, and have a +3 on top of targeting system bonuses, to strike their target.
*Enhanced EMP Weapon---Developed with the assistance of Kera-Tech scientists, this weapon generates an intense Electro-Magnetic Pulse capable of frying unshielded electronics and disrupting even shielded military systems. Against technological societies, this weapon can cause absolute chaos!
Each subvehicle does 1d6x100 EMP damage(no physical damage) to a 5,000 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
*Nuclear Warhead---Details of the Paladin Steel nuclear armaments program remain classified, but speculation is that the most likely ‘nuke’ warhead deployable aboard the PSAGM-200 would be a 200kt weapon similar to the pre-Rifts W80 carried aboard BGM-109 Tomahawk cruise missiles.
PS AGM-258 JASSM Attack Missile
“Xiticix Hive sprung up at the end of the lake? Give me forty-five minutes to load the squadron’s wing stores and we’ll have that pest hole out of there and gone inside two hours!”
The PS AGM-258 is a post-Rifts updating of a pre-Rifts weapon, the AGM-158 Joint Air-to-Surface Strike Missile. The 14 ft-long jet-propelled AGM-258 is essentially a smaller framed subsonic cruise missile that sits in performance between the general-purpose medium-range and long-range missiles that would become almost universal among world militaries during the latter days of the Golden Age and continue as the standard during the post-Rifts era. Because it pre-dates those systems, the JASSM cannot fit inside standard MRM or LRM launch boxes, but must be deployed from underwing pylons or more spacious weapons bays.
Because of the lack of working GPS networks for precision guidance in the post-Rifts world, the AGM-258 must rely on adhoc systems set up using high altitude air platforms or enroute ‘signposts’ to show it the way to the target, where a local target designator or the missile’s own terminal guidance can take over.
Despite these shortcomings, the JASSM can deliver a whopping big slam to a target, at cheaper cost than throwing a heavier, longer-ranged weapon, or multiple smaller missiles, at the same objective. The GNEAS use a lot of them, prefering to launch multiple barrages of them at targets known to have air defenses, in hopes of overwhelming them.
The PSAGM-258 is deployed by the GNEAS with its Army, Navy, and Air Force aviation units. The Army is also reportedly developing ground launcher systems for them as well.
Weight: 2,250 lbs
Size: 14 ft long
MDC/Armor by Location:
Main Body 20
Range: 230 miles
Speed: 500 MPH cruise, Mach 3 in terminal 5-minute dash to target
Damage: (Conventional H.E.) 1,000 lb warhead: ----1d4x100 MD to 70 ft blast radius; +2d4 MD for the extra speed assist in penetration.
(Armor Piercing)---A directed charge warhead with a reinforced nose and casing for penetrating deep into a target before exploding. Guidance system gives a +6 to strike. Does 1d6x100 MD to 50 ft blast radius(+3d6 MD for the extra speed assist in penetration), does DOUBLE damage on an 18-20 to strike.
(Plasma)----1d6x100 MD to 90 ft blast radius; +2d4 MD for the extra speed assist in penetration.
(Nuclear) ---It hasn’t been confirmed, but the JASSM could be easily fitted with a nuclear warhead, most likely in the 200kt range
Note: Other warheads, including weapons submunitions dispensers and decoy emitters, have been mentioned as possible alternative warloads
Bonus: ‘Smart’ guidance gives the weapon a +4 to strike
Market Cost: NOT FOR SALE! Considered a strategic munition by PS/GNE.
It reportedly costs PS some 180,000 credits to produce one of these weapons
“Fly Quiet and Invisible, Strike Deep and Without Warning.”
The PSAGM-200 was designed and developed in parallel with the ‘Tempest’ TW Cruise Missile as a cheaper, less sophisticated weapon that could be deployed in greater numbers from a larger number of platforms. The PSAGM-200 is based on the pre-Rifts AGM-129A, developed in the pre-Rifts 1980s as a replacement for the AGM-86 Tomahawk, but cancelled with only a few hundred produced, after the Cold War ended and economic considerations took precedence.
The PSAGM-200 shares the same stealth-angled design, and low-observibility technology as the original, but whereas the AGM-129A carried only a variable yield nuclear warhead, the PSAGM-200 has a warhead versatility more in common with the AGM-86. Other changes include an improved guidance system(the GPS system being no longer effective), improved stealth, and more efficient propulsion. Because of improvements in manufacturing, the PSAGM-200 can be more easily manufactured than it might have been in the age of the AGM-129A, so it can be mass produced more easily.
Unlike the Tempest, the PSAGM-200 is meant to be fired in numbers on more or less direct courses for its target(s); it cannot ‘loiter’ for hours or even days like the Tempest. The PSAGM-200 can also fit in modular box launchers like the standard LRM, and can also be air launched from aircraft.
The PSAGM-200 has become the standard deep-strike subsonic attack missile of the GNEAS, and played a key role in the PA 118 ‘Long Strike War’ , where Coalition State and Greater New England forces sniped at each other with long range missile barrages, testing each others’ air defense networks and hoping to hit strategic targets. The CS learned of the extensive GNE DEW and layered air defense system, while the GNE leared of the long range laser defenses protecting CS cities. The CS also learned that the GNE could give better than they got when PSAGM-200s and other unexpectedly sophisticated ordnance struck various important CS military and industrial facilities, even with extensive AAA defenses, and this realization helped bring an end to the CS’s missile terror campaign.
Type:PSAGM-200
Class: Land/Air-Launched Stealth Cruise Missile
Crew: Robot Drone
MDC/Armor by Location:
Main Body 60
Length: 20.9 ft
Height: 2.4 ft
Width: 2.4 ft, 10 ft w/ wings extended
Weight: 3,500 lbs
Cargo: 290 lb Warhead
Powerplant: Special limited life fuel cell; good for 4 hours of continuous operation (2,000 mile direct range)
Speed: 500 MPH cruise, Mach 3 in terminal 10-minute dash to target
Market Cost: NOT FOR SALE! Considered a strategic munition by PS/GNE.
It reportedly costs PS some 640,000 credits to produce one of these weapons(the Tempest costs 1.7 million credits)
Systems of Note:
Radar------50 mile range
Basic Robot Optics
Radar Detector/EM Warning Sensor
Inertial Guidance
“Smart’ Guidance---+5 to strike
Long Range Radio/Video Transmission----1,000 miles
*Optional Autonomous Control or Remote Piloting---If allowed, the weapon can be remote piloted onto the target.
*Self-Destruct System---Self-contained plasma demolition charge that completely slags the drone beyond salvage/study.
*Stealth Design----The PSAGM-200 is designed to have a small radar return signature. with a flush- inset air intake, minimal return surfaces, and extensive use of radar absorbent materials. The PSAGM-200 is -45% to detect with Read Sensory Instrument rolls, and radar-guided weaponry is -6 to strike
*(Optional) Radar-Homing---The PSAGM-200 can be equipped to home in on enemy radio or radar transmissions as a very large Homing Anti-Radiation Missile. +7 to strike active EM emitters.
Magic Systems:
*Forcefield Penetration System----TW Breaching System(optional)---Uses the Energy Disruption spell to penetrate enemy defenses. If facing a known magic-using enemy, this system may be enhanced with Dispel Magic Barrier. The system(values taken from Seige on Tolkeen 1, pg. 69) costs 495 PPE to install, 20 PPE to activate per minute of operation. This system typically activates only on final approach and is triggered by a PPE/spell detection system; the onboard PPE battery only has 40 PPE.
Weapons Systems:
1) Warhead:
Damage: Varies: The PSAGM-200 can carry either a strategic nuclear warhead, or a more politically acceptable TW warhead. A variety of different TW warheads are available, depending on the target profile and desired effect.
*Conventional Warhead---A standard explosive warhead can be used, but rarely, since the PSAGM-200 can only carry a 290-lb warhead doing 2d6x10 MD to 60 ft blast radius or a plasma fusion warhead doing 1d6x100 MD to a 50 ft blast radius.
*TW Disharmonize---Actually more of an airburst weapon that deploys thousands of small individual grenade-sized TW ‘skeet’ warheads over a wide area, that fall to an appropriate altitude for maximum effect, then explode, causing no initial physical damage, but sowing massive chaos throughout both military forces and civilian populations. Tremendously expansive in terms of magic energy investment, and relatively short-term in its effects, it nevertheless can be an effective weapon in disrupting an enemy’s defenses in advance of a raid or troop landing.
Each pod can carry up to 10 ‘skeets’ each
The carrier shell is designed as an airburst weapon(300-1,000 ft up), with the dispersal charge firing the skeets out on wide arc frisbeeing trajectories to cover a maximum area of effect. Each submunition skeet affects a 500 ft radius(some overlap is unavoidable), and effects last 50 minutes. Everyone caught in the area of effect must save versus magic or else lose HALF their attacks per melee, lose initiative, and be -20% to perform all skills. Furthermore
The beauty of this weapon is that the mage-munition officer or loader, if one is available, can , simply by touching the shell before loading and launching, and uttering a safing encantation(Magic telepathy or psionic telepathy will also do the trick), fuze the weapon to affect ONLY enemy soldiers...KNOWN allies are UNAFFECTED by the magic! Of course, if no such trained combat mage or psychic is available , then the ‘generic’ shell will affect EVERYONE in the area of effect.
Needless to say, however, at 150 PPE per submunition, these weapons are awfully expensive.
*TW Magma Weapon(RV)---Modified River of Lava spell, that creates a pool 450 ft in diameter instead, that lasts 15 minutes. If deployed in shallow water it lasts only 7 minutes and does HALF damage, but creates huge bubbles, kills local sea life, and produces a massive cloud of superheated steam that blinds anyone on the surface, fouls up thermographic imaging systems, and creates a belching sonar static that can screw up passive sonar systems in the area.
*TW Tsunami Weapon(RV)---Designed for attacking coastal targets,this weapon deploys up to 4 independantly targetting RVs that each generate a tidal wave.
Each warhead creates a tidal wave roughly 150 ft high, 3,000 ft long, lasts 15 melees, reach as far as 450 ft inland, and does 4d6x10 MD per melee. Also has a 75% chance of capsizing any ships it catches.
Note: This weapon is INEFFECTIVE unless aimed at a sizable body of water, such as an ocean, large lake, or deep river.
*TW Hurricane Weapon(RV)----Ocean-attack weapon, but can also be used against large lakes. Each pod creates a massive sea storm that covers a 120 ft area, 100-150 mph winds, and 30 ft high waves. Does 3d6x10 MD per melee to large structures, and 1d6 MD to anyone caught out in the open. Effects last 15 minutes.
*TW Maelstrom Weapon(RV)---Another ocean-attack weapon, for attacking shipping and submarine warships/installations. Like the Tsunami Weapon, the ‘bus’ can deploy up to 4 independantly targetting RVs that each generate a sizeable whirlpool in any large body of water they are aimed at.
Whirlpools are 120 ft wide, lasts 15 minutes, and does 1d4x10 MD to anything caught in its center, 2d6x10 MD per melee to large ships, and 1d6x100 MD to hem if they get submerged or if the whirlpool ‘breaks the ship’s back’.
*TW Earthquake Weapon(RV)---Each warhead acts as a 15th level Elemental Earthquake spell; 3500 ft area of effect, doing 2d6x100 MD per melee, for fifteen melees. Generates a fissure 900 ft long, doing damage to everything within 600 ft on either side of it. A full spread of Earthquakers can destroy a county.
*TW Stormfront Weapon(RV)---Airburst warheads that unleash multiple Tornadoes(one per warhead), and an accompanying Summon Storm, all equivalent to the 15th level Elemental Warlock Spells.
Tornadoes are 100 ft in diameter, last 15 minutes, and do 3d6x10 MD per melee to anything caught by them, and an additional 2d6x10 MD to anything hurled out. Wood, clay, and stone structures take 4d6x10 points of damage(SDC or MDC), and trees are uprootted in one melee round. The tornadoes will also randomly wander about in a half-mile area before dispersing.
The storm element creates a drenching, obscuring downpour that drops 4 inches of rain per hour, does 1-6 points of structural S.D.C. per half hour, creates immobilizing floods, and reduces visibility to near zilch; storm covers a 14 mile area, and lasts 7 hours
*TW Sphere of Annihilation(RV)---The most expensive and devastating of the TW Warheads is the Sphere of Annihilation, that creates a minute quantity of anti-matter, that explodes with a force greater than any nuclear device of comparable size!
Each warhead does 2d4x100 MD to a point target, plus an additional 4d6x10MD to a 10 ft radius, and have a +3 on top of targeting system bonuses, to strike their target.
*Enhanced EMP Weapon---Developed with the assistance of Kera-Tech scientists, this weapon generates an intense Electro-Magnetic Pulse capable of frying unshielded electronics and disrupting even shielded military systems. Against technological societies, this weapon can cause absolute chaos!
Each subvehicle does 1d6x100 EMP damage(no physical damage) to a 5,000 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
*Nuclear Warhead---Details of the Paladin Steel nuclear armaments program remain classified, but speculation is that the most likely ‘nuke’ warhead deployable aboard the PSAGM-200 would be a 200kt weapon similar to the pre-Rifts W80 carried aboard BGM-109 Tomahawk cruise missiles.
PS AGM-258 JASSM Attack Missile
“Xiticix Hive sprung up at the end of the lake? Give me forty-five minutes to load the squadron’s wing stores and we’ll have that pest hole out of there and gone inside two hours!”
The PS AGM-258 is a post-Rifts updating of a pre-Rifts weapon, the AGM-158 Joint Air-to-Surface Strike Missile. The 14 ft-long jet-propelled AGM-258 is essentially a smaller framed subsonic cruise missile that sits in performance between the general-purpose medium-range and long-range missiles that would become almost universal among world militaries during the latter days of the Golden Age and continue as the standard during the post-Rifts era. Because it pre-dates those systems, the JASSM cannot fit inside standard MRM or LRM launch boxes, but must be deployed from underwing pylons or more spacious weapons bays.
Because of the lack of working GPS networks for precision guidance in the post-Rifts world, the AGM-258 must rely on adhoc systems set up using high altitude air platforms or enroute ‘signposts’ to show it the way to the target, where a local target designator or the missile’s own terminal guidance can take over.
Despite these shortcomings, the JASSM can deliver a whopping big slam to a target, at cheaper cost than throwing a heavier, longer-ranged weapon, or multiple smaller missiles, at the same objective. The GNEAS use a lot of them, prefering to launch multiple barrages of them at targets known to have air defenses, in hopes of overwhelming them.
The PSAGM-258 is deployed by the GNEAS with its Army, Navy, and Air Force aviation units. The Army is also reportedly developing ground launcher systems for them as well.
Weight: 2,250 lbs
Size: 14 ft long
MDC/Armor by Location:
Main Body 20
Range: 230 miles
Speed: 500 MPH cruise, Mach 3 in terminal 5-minute dash to target
Damage: (Conventional H.E.) 1,000 lb warhead: ----1d4x100 MD to 70 ft blast radius; +2d4 MD for the extra speed assist in penetration.
(Armor Piercing)---A directed charge warhead with a reinforced nose and casing for penetrating deep into a target before exploding. Guidance system gives a +6 to strike. Does 1d6x100 MD to 50 ft blast radius(+3d6 MD for the extra speed assist in penetration), does DOUBLE damage on an 18-20 to strike.
(Plasma)----1d6x100 MD to 90 ft blast radius; +2d4 MD for the extra speed assist in penetration.
(Nuclear) ---It hasn’t been confirmed, but the JASSM could be easily fitted with a nuclear warhead, most likely in the 200kt range
Note: Other warheads, including weapons submunitions dispensers and decoy emitters, have been mentioned as possible alternative warloads
Bonus: ‘Smart’ guidance gives the weapon a +4 to strike
Market Cost: NOT FOR SALE! Considered a strategic munition by PS/GNE.
It reportedly costs PS some 180,000 credits to produce one of these weapons
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: Paladin Steel Storefront
by the way N1!!!
Paladin Steel PSAGM-200 Advanced Cruise Missile
http://upload.wikimedia.org/wikipedia/c ... 29_acm.jpg
PS AGM-258 JASSM Attack Missile
http://upload.wikimedia.org/wikipedia/e ... _JASSM.jpg
Paladin Steel PSAGM-200 Advanced Cruise Missile
http://upload.wikimedia.org/wikipedia/c ... 29_acm.jpg
PS AGM-258 JASSM Attack Missile
http://upload.wikimedia.org/wikipedia/e ... _JASSM.jpg
let your YES be YES and your NO be NO but plz no maybe
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Yep...that's them; bigger, badder, more explosive.
We mean to put the hurt on our enemies...
We mean to put the hurt on our enemies...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: Paladin Steel Storefront
taalismn wrote:Yep...that's them; bigger, badder, more explosive.
We mean to put the hurt on our enemies...
nice one man bravo !!! man
let your YES be YES and your NO be NO but plz no maybe
Re: Paladin Steel Storefront
taalismn wrote:The StratoChariot can be represented by the images found on this page: http://airlinebuzz.com/forums/blog.php?b=174
airlinebuzz.com has been shut down.
wanted to explore that site and forums so much.
StratoChariot picture is here.
cgi pictures of it are here
http://airpigz.com/ is a good replacement maybe
The world needs more biplanes and amphi as well.
Last edited by abtex on Mon May 02, 2011 2:06 am, edited 1 time in total.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Re: Paladin Steel Storefront
'.. Convair Delta Parasites that developed into the B-58'
or is this one the right one Oh wise taalismn.
Or is it an upgraded belly pod for the PS's B-58 family.
Will take 4 when ready for sale.
or is this one the right one Oh wise taalismn.
Or is it an upgraded belly pod for the PS's B-58 family.
Will take 4 when ready for sale.
Last edited by abtex on Tue May 03, 2011 3:58 am, edited 1 time in total.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:'.. Convair Delta Parasites that developed into the B-58'
or is this one the right one Oh wise taalismn.
Or is it an upgraded belly pod for the PS's B-58 family.
Will take 4 when ready for sale.
Second link's the one...though the first link just asks me to sign in
And I'll see about biplanes and amphibs..
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Paladin Steel Storefront
taalismn wrote:abtex wrote:[updated first and moved it below]
or is this one the right one Oh wise taalismn.
Or is it an upgraded belly pod for the PS's B-58 family.
Will take 4 when ready for sale.
Second link's the one...though the first link just asks me to sign in
And I'll see about biplanes and amphibs..
'.. Convair Delta Parasites that developed into the B-58' ...now updated...
it may just a different picture of something from the second link.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Re: Paladin Steel Storefront
EJect Seat Fighter pod attack!!!
PS Flight Skinsuit and engine pack.
Coming soon or just lost in the catalog.
Do you sell many of the Birddog Skinsuit?
OK we will buy the whole plane package not just the build at home plans for the PS OA-15 ‘Meadowlark’ Light Observation Aircraft.
PS Flight Skinsuit and engine pack.
Coming soon or just lost in the catalog.
Do you sell many of the Birddog Skinsuit?
OK we will buy the whole plane package not just the build at home plans for the PS OA-15 ‘Meadowlark’ Light Observation Aircraft.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:EJect Seat Fighter pod attack!!!
PS Flight Skinsuit and engine pack.
Coming soon or just lost in the catalog.
Do you sell many of the Birddog Skinsuit?
OK we will buy the whole plane package not just the build at home plans for the PS OA-15 ‘Meadowlark’ Light Observation Aircraft.
Already have 'Glide Armor' based on modern 'batsuits'.
And yeah, maybe some Ikea-style Paladin Steel 'build it yourself' kits might be a good idea.
So many ideas, so little time(I'm working a lot of shifts and going to a lot of book events of late, so I haven't had much time to spend on bleeding-knuckle marathon type-ups).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Paladin Steel Storefront
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Little bugger's either more interested in a hand-out, or he'd like to complain about whoever Saran-Wrapped the birdfeeder.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Paladin Steel Storefront
abtex wrote:taalismn wrote:The StratoChariot can be represented by the images found on this page: http://airlinebuzz.com/forums/blog.php?b=174
airlinebuzz.com has been shut down.
wanted to explore that site and forums so much.
Ok now airlinebuzz.com is alive and working.
Oh the the wonders of the World Wide Web.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: Paladin Steel Storefront
abtex wrote:EJect Seat Fighter pod attack!!!
PS Flight Skinsuit and engine pack.
Coming soon or just lost in the catalog.
Do you sell many of the Birddog Skinsuit?
OK we will buy the whole plane package not just the build at home plans for the PS OA-15 ‘Meadowlark’ Light Observation Aircraft.
let your YES be YES and your NO be NO but plz no maybe
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:abtex wrote:taalismn wrote:The StratoChariot can be represented by the images found on this page: http://airlinebuzz.com/forums/blog.php?b=174
airlinebuzz.com has been shut down.
wanted to explore that site and forums so much.
Ok now airlinebuzz.com is alive and working.
Oh the the wonders of the World Wide Web.
That's why it's called 'surfing'. Sometimes the tide is in, sometimes it's out. Sometimes you get storms, other times dead calms...Sometimes stuff sinks to never be seen again, sometimes stuff bobs up to the surface...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Paladin Steel Storefront
taalismn wrote:... sometimes stuff bobs up to the surface...
Leave webmasters' dark color piles of work and my dead body out of this. Please.
On a different note sometimes the key may be important.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:taalismn wrote:... sometimes stuff bobs up to the surface...
Leave webmasters' dark color piles of work and my dead body out of this. Please.
On a different note sometimes the key may be important.
Very rarely do you see "Andromeda Strain" references in pop culture, and never so effectively...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Paladin Steel Storefront
taalismn wrote:abtex wrote:On a different note sometimes the key may be important.
Very rarely do you see "Andromeda Strain" references in pop culture, and never so effectively...
Do not read http://www.the-whiteboard.com/index.html web comic it is dangerous!!!
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:taalismn wrote:abtex wrote:On a different note sometimes the key may be important.
Very rarely do you see "Andromeda Strain" references in pop culture, and never so effectively...
Do not read http://www.the-whiteboard.com/index.html web comic it is dangerous!!!
Too late.....their reaction to a zombie invasion is priceless....and Doc on energy drinks...
It bogs down a bit when they're out paint balling(mainly because of my initial lack of understanding of the lingo), but picks up when Doc and Roger start tinkering("Wow, with this well be able to...shoot paint balls ACROSS TIME!"--"Oh c$^&, my danger sense just went off.")
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Paladin Steel Storefront
Always clean out your Fridge.
Hit any Xmas or Halloween party yet?
Mountain Dew shortage.
Have you looked at the wallpaint? Save and look if not.
Hit any Xmas or Halloween party yet?
Mountain Dew shortage.
Have you looked at the wallpaint? Save and look if not.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:Always clean out your Fridge.
Hit any Xmas or Halloween party yet?
Mountain Dew shortage.
Have you looked at the wallpaint? Save and look if not.
Repeat after me:
"JUSTIFIED TOTAL CARNAGE!!!!"
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Paladin Steel Storefront
taalismn wrote:Repeat after me:
"JUSTIFIED TOTAL CARNAGE!!!!"
I did not mean to tell you about whiteboard webcomic.
I will try to be good and never do it again.
Till the next time it happens.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:taalismn wrote:Repeat after me:
"JUSTIFIED TOTAL CARNAGE!!!!"
I did not mean to tell you about whiteboard webcomic.
I will try to be good and never do it again.
Till the next time it happens.
Ah, I'd already known about it.
You should be accusing me of not sharing.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Paladin Steel Storefront
Why? .....
[forum rule - Your message contains 4 characters. The minimum number of characters you need to enter is 5.]
So I added dots.
[forum rule - Your message contains 4 characters. The minimum number of characters you need to enter is 5.]
So I added dots.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:Why? .....
[forum rule - Your message contains 4 characters. The minimum number of characters you need to enter is 5.]
So I added dots.
Why not?
But I should be getting back into posting PS stuff...the last couple of weeks have been something of a drought for me...just couldn't drag myself to finish off stuff already in the works, downswing of my manic-depressive cycle, couldn't tear myself away from all the books I've recently bought, busy work schedule, all of the above...and now we have thunderstorm season moving in here(more time off the computer with the connections unplugged to avoid power surge). But I finally overcame a stat-block problem on other projects and revisited some old WIPs, bringing them a bit closer to completion(to my satisfaction), which usually means I get a posting surge.
In the meantime; your Palladium House awaits:
http://dvice.com/archives/2011/04/transforming-sa.php#4
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Paladin Steel Storefront
taalismn wrote:In the meantime; your Palladium House awaits:
http://dvice.com/archives/2011/04/transforming-sa.php#4
http://www.home-designing.com/2011/04/t ... safe-house
Ok, Why do I "JUSTIFIED TOTAL CARNAGE!!!!"?
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:taalismn wrote:In the meantime; your Palladium House awaits:
http://dvice.com/archives/2011/04/transforming-sa.php#4
http://www.home-designing.com/2011/04/t ... safe-house
Ok, Why do I "JUSTIFIED TOTAL CARNAGE!!!!"?
Because you're 'eager anticipating a zombie apocalypse'?
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Paladin Steel Storefront
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Re: Paladin Steel Storefront
taalismn wrote:But I should be getting back into posting PS stuff...the last couple of weeks have been something of a drought for me...just couldn't drag myself to finish off stuff already in the works, downswing of my manic-depressive cycle, couldn't tear myself away from all the books I've recently bought, busy work schedule, all of the above...and now we have thunderstorm season moving in here(more time off the computer with the connections unplugged to avoid power surge). But I finally overcame a stat-block problem on other projects and revisited some old WIPs, bringing them a bit closer to completion(to my satisfaction), which usually means I get a posting surge.
Brain storms only during the storm season. So get your lightning rod and go outside. We are waiting for your flood of ideas.
taalismn wrote:In the meantime; your Palladium House awaits:
http://dvice.com/archives/2011/04/transforming-sa.php#4
"You are now leaving covering fire range. Thank you for visiting Trading Post Bunker 643. Have a good day."
"This is Trading Post Bunker 616, you are now in range of our weapons. How may we help you today. UpDate - that seems to be a number of high speed vehicles following you. Are they friend or foe? Do you need fire support? Do you have a current Defense account with us? Would you like to start an account?"
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...