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Re: Paladin Steel Storefront

Posted: Mon May 09, 2011 5:26 pm
by taalismn
abtex wrote:"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?"



You ever read Neil Stephenson's "Snowcrash"?
Corporate Franchises that double as corporate-political embassies, so if you're a card-carrying discount member/citizen of the franchise/polity, you can get legal protection...and physical protection sicne, dpending on the affluence of the chain, they can have rentacops, mercenaries, or full-on automated defenses that will recognize and protect you, and keep anybody else off their territory.
One chain has supersonic-speed nuclear-powered cyborg pitbulls that can tear apart cars and render an armed intruder to a fine puree... :twisted:

Re: Paladin Steel Storefront

Posted: Tue May 10, 2011 4:33 am
by abtex
Name is something I may have seen in a bookstore or once had. But have never read it.

Re: Paladin Steel Storefront

Posted: Tue May 10, 2011 4:17 pm
by taalismn
Paladin Steel ‘ShadowWing’ Stealth Troop Transport
“Okay, warriors, you know the plan. Down there in the middle of the big bad city there’s a kid getting her brain screwed over for the pleasure of a local aristorat we have some issues with. You’re going to step out over that city, glide down in your flying squirrel suits to a pinpoint landing on the building where’s she’s being held, infiltrate, secure, extract, and be ready with her to be pulled out before the local military rallies to their leadership’s little prison-torture complex getting kicked over. Your pick-up boat’s a Condor, hardly a very subtle vehicle to fly into the city with , but if you do your job right, the Regular Air Force and Army boys won’t be flying into a freefire zone and their roaring jets will be the first hint to the city that there’s something up. “

The ShadowWing was designed to meet the need for an advanced stealth paratrooper transport and reconnaisance aircraft. The emergent design shares characteristics of the Dragonfly tactical transport/heavy fighter, but it owes much of its airframe design to the New Roman Republic Hosti long range bomber, itself said to owe a debt of inspiration to ancient pre-Rifts Triax design-prototypes. The ShadowWing is, as its name suggests, a stealth flying wing, its engines mounted on top of the wing for maximum shielding from ground-based sensors. The ShadowWing is fully VTOL-capable with ducted fans concealed in the thick wings, allowing it to engage in ‘touch and go’ drop-offs and retrievals. Passengers disembark from a ramp in the tail, or two smaller ‘drop hatches’ that open up in the underside of the aircraft, positioned so that the open hatches do not interfere with either flight or stealth characteristics. The ShadowWing carries a small array of weapons, mainly meant for point defense, but the aircraft’s real defense is stealth. The ShadowWing incorporates a variety of passive and active stealth features to allow it to penetrate enemy air defenses and carry out its mission.
The ShadowWing made its first ‘appearance’ with the PS/GNE-affiliated commando group known as the Star Commandoes, who field-tested the design for PS. The GNEAS soon filed for access to the design, however, and an unknown number of the aircraft are believed to have entered GNE service, serving with elite Airborne units.

Type: PS-C160 ShadowWing
Class: Long Range Reconnaisance/Paratrooper Transport Aircraft
Crew: 3+28 passengers/troops
MDC/Armor by Location:
Main Body 320
Wings(2) 100 each
Engine Nacelles(2) 100 each
Height: 16 ft 4 in.
Width/Beam: 72 ft 7 in.
Length: 60 ft
Weight: 58,000 lbs
Cargo: 10,000 lbs
Powerplant: Advanced Nuclear Fusion w/ year energy life
Speed: Hover to Mach 1.2, maximum altitude of 47,000 ft
Market Cost: 25 million credits
Systems of Note:
Standard aircraft systems, plus:
*Steerable Bubble Turret Optics w/ Image Zoom, Low-Lite, Thermal-Imaging
*Laser Designator---’Paints’ targets for laser-guided weapons. Effective range: 7 miles

*Radar Detector---Picks up enemy radar emissions and weapons locks

*Radar, w/ Terrain-Following and Look-Down capabilities; effective range of 65 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.

*Stealth Design----Passive stealth systems give enemy sensor operators a -80% chance of detecting the ShadowWing.

Weapons Systems:
1) Gun Turrets(2; one dorsal just behind the cockpit, and tail turret; plus 4 fixed forward guns in the nose).
a) 20mm Cannon
Range: 4,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
(Super-HEX) 4d4 MD single shot
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
Rate of Fire: EGCHH
Payload:500 rd magazine

b) Rail Guns
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload:4,000 rd drum(200 bursts)

c) Pulse Lasers
Range: 4,000 ft
Damage:2d6 MD single blast
1d4x 10+ 6 MD quadruple blast
Rate of Fire: ECHH
Payload: Effectively unlimited


2) In-Wing Hardpoints(2)----The wings have semi-enclosed weapons/avionics niches. The need to maintain stealth and the physical dimensions of the niches means that the types and size of carried ordnance and pods is limited, but a fair selection of equipment types can be carried.
a) Short Range Missiles---4-shot rotary launcher
b) Medium Range Missiles---2 shot launcher
c) Long Range Missiles---1 per hardpoint, typically a JSAAM or cruise missile
d) Jammer Pod---Used in conjunction with an onboard systems expert/operator; a powerful sensor radiation jamming system meant to obscure the aircraft from long range sensors and jam targetting systems at closer ranges. Sensor Jamming---An active, manned system that gives a 30%+operator’s ECM bonus chance of jamming enemy radar, including radar guided munitions and missiles. Effective range of 50 miles.

e)Comm Jammer---A powerful radio jammer that has 80% effectiveness against civilian band radio systems and 65% against military systems. Effective range of 50 miles.

f)SAW---Stand-off Attack Weapon , for ground attack. Basically, this is a large LRM-sized pod with maneuvering thrusters, auto-pilot guidance system, and fold-out glide wings, that is designed to overfly a target zone and launch cluster munitions over it, in a bombing pattern. These submunitions can range from golf-ball-sized antipersonnel grenades, runway cratering shells, area denial mines, chemical shells, or even carbon-fiber ‘angel hair’ electrical disruption spools. PS is also working on using SAWs to deploy Kera-Tech style EMP weapons and other specialized munitions.
One SAW can be carried per hardpoint.
Range: SAW has an effective range of 20 miles in atmosphere Submunnitions can be launched up to 300 ft out to either side of the SAW’s flight path.
Damage: (AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
(Angel Hair)---Does NO damage, but against conventional power generators and uncovered power lines and distribution systems, it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up.
Rate of Fire: A SAW can volley its submunitions in any combination
Payload:(Typical loadouts)
400 AP/Chemical grenades
OR
100 HE/anti-vehicle grenades
OR
100 Fragmentation Mines
OR
50 Incendiary Bombs
OR
500 spools of wire, each spool holding up to 4,000 ft of aluminum-coated filament

g) ‘Tacit Rainbow’ Drone(1)----These are LRM-sized mini-cruise missiles/reentry vehicles configured as ‘smart’ decoys that can be deployed from the craft, then fly off on their own power, emitting false sensor signatures, and their own ECM. Adding to the confusion, the drones can be programmed to behave in appropriately evasive ‘stealthy’ fashion, to give the impression that they are in reality a real target attempting to evade detection...only to pop up again later to confuse enemy observers.
When their fuel/power is exhausted, the drones then activate a self-destruct device that destroys them completely( destroys drone and does 3d6x10 MD to everything in a 10 ft radius)
MDC of Drone: 50
Size: 15 ft long, 3 ft wide, w/ 13 ft wingspan w/ wings deployed
Speed: Mach 1.4
Range: 1,000 miles
Damage: None, aside from self-destruct
ECM: Jams enemy sensors and radio transmissions with 50% effectiveness (range: 25 mile radius). Can also be programmed to pump out misleading radar signatures conforming to other craft, including larger aircraft. In an emergency, the drone can pump out so much signature that enemy missiles and sensor guided weapons targetted on the mothership(must be within 10 miles of each other to be effective) will be +4 to strike the drone, and will lose target lock on the aircraft.
Bonuses: Drones are +4 to dodge attacks

3) Flare/Chaff Launchers(2)
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher, 24 total


Variants:
*PS-C160 -E(TW)---Modified TechnoWizard version, utilizing an Air Eleminal as the main propulsion source, for all-weather operation. Also incorporates a number of TW stealth features:
---Invisibility: Superior/Mystical Stealth System----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive manuever, the stealth drops and the aircraft can be readily detected. Costs 20 PPE per 3 minutes of activation.

---NIghtcloak System---Effective only at night, this system renders the aircraft virtuallly invisible in darkness; enemies are -6 to strike, -4 to dodge. Costs 10 PPE per 30 minutes.

---Protective Energy Field---Fairly standard TW protection mechanism, providing 50 MDC per 10 PPE/20 ISP pumped into the system; 10 minute duration per 10 PPE.


*PS-B160 -F---A modified strike version, which does away with the passenger bay to install a bomb-bay instead. The B160 -F has a 2,400 lb payload capacity, and typically carries ‘smart’ bombs or submunition dispensers.
*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

Re: Paladin Steel Storefront

Posted: Tue May 10, 2011 4:41 pm
by ZINO
n1!!! :D

Re: Paladin Steel Storefront

Posted: Tue May 10, 2011 9:47 pm
by abtex
Nice.US VSTOL Projects

Speed: Hover to Mach 1.2, maximum altitude of ft

maximum altitude of what ft? Missing.

Re: Paladin Steel Storefront

Posted: Tue May 10, 2011 10:48 pm
by taalismn
abtex wrote:Nice.US VSTOL Projects

Speed: Hover to Mach 1.2, maximum altitude of ft

maximum altitude of what ft? Missing.


Oops. :o Good catch there.
It's 47,000 ft.

Re: Paladin Steel Storefront

Posted: Tue May 10, 2011 11:35 pm
by abtex
taalismn wrote:
abtex wrote:Nice.US VSTOL Projects

Speed: Hover to Mach 1.2, maximum altitude of ft

maximum altitude of what ft? Missing.


Oops. :o Good catch there.
It's 47,000 ft.
:-)
"But it never showed up on radar, Sir!"
So it's not a Mach speed ground racer adopted to Troop transport? :-(

Re: Paladin Steel Storefront

Posted: Wed May 11, 2011 12:19 pm
by abtex
What is the most important part? The question might be same vehicle build in how many different ways. Just something to think about, Something else to add to the list is the mission.

Re: Paladin Steel Storefront

Posted: Wed May 11, 2011 7:44 pm
by taalismn
abtex wrote:
taalismn wrote:
abtex wrote:Nice.US VSTOL Projects

Speed: Hover to Mach 1.2, maximum altitude of ft

maximum altitude of what ft? Missing.


Oops. :o Good catch there.
It's 47,000 ft.
:-)
"But it never showed up on radar, Sir!"
So it's not a Mach speed ground racer adopted to Troop transport? :-(



Oh ^%*&%^^&!!! Now I'm having images of a hovertruck with a godawfully big jet engine tacked onto it.
"No, provided we don't wrap around ourselves around a tree or smack into a house on the way in, it won't matter if they can see the dust rooster-tail; they can't catch us, and they won't hear us until we're already past them!"

Re: Paladin Steel Storefront

Posted: Wed May 11, 2011 9:52 pm
by abtex
taalismn wrote:

....daaaaaaannnnnnnngggggg.....
I gotta get to making wheeled UAVs....
You're awarded 90,000 credits at any Paladin Steel outlet... :ok:

How much do fuzzy logic dice cost again?

Re: Paladin Steel Storefront

Posted: Thu May 12, 2011 10:49 am
by abtex
taalismn wrote:
abtex wrote:Nice.US VSTOL Projects

"But it never showed up on radar, Sir!"
So it's not a Mach speed ground racer adopted to Troop transport? :-(


Oh ^%*&%^^&!!! Now I'm having images of a hovertruck with a godawfully big jet engine tacked onto it.

"No, provided we don't wrap around ourselves around a tree or smack into a house on the way in, it won't matter if they can see the dust rooster-tail; they can't catch us, and they won't hear us until we're already past them!"

"At this speed. We going to DIE if hit something?!?!?!?"
"Only the lucky ones!"
Drone voice from cockpit "Relax, Soldier. We're a hover vehicle. We jump over, not go through solid objects. Most of the time."

Re: Paladin Steel Storefront

Posted: Thu May 12, 2011 2:38 pm
by taalismn
abtex wrote:
taalismn wrote:
abtex wrote:Nice.US VSTOL Projects

"But it never showed up on radar, Sir!"
So it's not a Mach speed ground racer adopted to Troop transport? :-(


Oh ^%*&%^^&!!! Now I'm having images of a hovertruck with a godawfully big jet engine tacked onto it.

"No, provided we don't wrap around ourselves around a tree or smack into a house on the way in, it won't matter if they can see the dust rooster-tail; they can't catch us, and they won't hear us until we're already past them!"

"At this speed. We going to DIE if hit something?!?!?!?"
"Only the lucky ones!"
Drone voice from cockpit "Relax, Soldier. We're a hover vehicle. We jump over, not go through solid objects. Most of the time."



There was a fake car ad during Desert Storm with a pair of tank jockies hawking tanks as the nest great SUV craze...."Gas mileage sucks, and the acceleration ain't anything, but what you can't pass, you can blow off the road!"

Re: Paladin Steel Storefront

Posted: Thu May 12, 2011 4:42 pm
by ZINO
abtex wrote:
taalismn wrote:
abtex wrote:Nice.US VSTOL Projects

"But it never showed up on radar, Sir!"
So it's not a Mach speed ground racer adopted to Troop transport? :-(


Oh ^%*&%^^&!!! Now I'm having images of a hovertruck with a godawfully big jet engine tacked onto it.

"No, provided we don't wrap around ourselves around a tree or smack into a house on the way in, it won't matter if they can see the dust rooster-tail; they can't catch us, and they won't hear us until we're already past them!"

"At this speed. We going to DIE if hit something?!?!?!?"
"Only the lucky ones!"
Drone voice from cockpit "Relax, Soldier. We're a hover vehicle. We jump over, not go through solid objects. Most of the time."

:eek: :lol: :lol: :lol: :lol: :lol:

Re: Paladin Steel Storefront

Posted: Fri May 13, 2011 7:24 pm
by taalismn
Paladin Steel B-14 ‘Diomedes’ Heavy Bomber
http://www.islandone.org/Propulsion/AtomPlane-nx2a.gif
http://www.secretprojects.co.uk/forum/index.php?topic=134.0
http://up-ship.com/blog/wp-content/uploads/2009/08/nx2art.jpg
“Okay, for WHAT do we need to run six planes with full warloads down the Menackhah Valley on a bomb run for? Last time I checked, there’s no Deadboys and no Splugs in that part of the country? New player?”
“Yeah, you could say that. Giant leech-worm, about one hundred feet long, estimated weight of sixty tons. Damn near impenetratable integument, massive regeneration abilities, growing as it assimilates anything organic, spits acid, and radiating pure evil. In just six hours, it will reach a river and all the life in it. The bio-sci boys speculate that just blowing chunks off it, it will be able to multiply like a starfish. If we wait too long, it will reproduce when it hits critical size. The oracle-heads are screaming that we DON’T want that to happen or it will be Horsemen-scale ugly. We’re going to have to kill it all at once, incinerate it completely. That’s why you’ll be carrying thermobaric ordnance.”
“Ah...sure it can be done with only six planes? ‘Cause I’d really like to have the 8th Bomb Squadron on this too...”

The B-14 Diomedes is Paladin Steel’s effort to provide the GNE with a much-needed strategic heavy bomber for power projection, especially against the Coalition States(though Splugorth-held Atlantis was another priority, as well as Splugorth enclaves along the Eastern Seaboard). Though some in the GNE government ahd advocated manufacturing a modified version of the Iron Heart Armaments’ Air Castle Bomber, a design known to have scared the CS, PS engineers wanted to create an aircraft that the CS knew little about, and thus could not expect to have any knowledge of how to counter. The Diomedes bears a strong resemblance to the proposed Convair NX-2 Atomic-Powered Bomber of the pre-Rifts Cold War Era; with its long-necked, canard-nosed, wide-span flying wing design, the B-14 certainly has a family resemblance. However, the Paladin Steel aircraft is also sleeker, stealthier, and uses cleaner and more powerful fusion powerplants for greater speed. Even though speed is to be its primary defense, the Diomedes carries a fair amount of advanced composite armor, and carries several close-in defense systems such as air-to-air missiles and point defense cannon against the wide variety of threats on Rifts Earth(and other environs). Stealth design and additional electronic warfare jamming systems add to the package, making the B-14 one potent strike aircraft.
Though larger than contemporary Coalition aircraft, and not as well armed as the Air Castle Bomber, the B-14 Diomedes is just as capable, with stealth and speed on its side. With a variety of possible bayloads, ranging from ‘smart’ bombs, missiles, and air-deployed mines, the B-14 can conduct a variety of different missions, from tactical strike to strategic weapons delivery.
Currently the B-14 is used ONLY by the GNE’s Strategic Strike Wings of its Air Force, with squadrons stationed in New England and Paladin Steel West’s Washington State bases. It has not been offered for sale, though it is possible that the B-14 COULD be used by GNE-sponsored ‘mercenary’ detachments(actually GNEAS units rented out as ‘military advisors’).
Type: PS-SST-B-14 Diomedes
Class: Strategic Heavy Supersonic Bomber
Crew: 5
MDC/Armor by Location:
Main Body 760
Reinforced Crew Compartment 120
Individual Escape Capsules(5) 60 each
Wings(2) 300 each
Engine Bloc 400
Point Defense Lasers(6) 50 each
Medium Range Missile Launchers(2) 60 each

Height: 43 ft.
Width: 134 ft
Length: 160 ft
Weight: 542,000 lbs
Cargo: Small space in crew compartment for survival packs and sidearms
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed: Hover to Mach 2.75, maximum altitude 65,000 ft.
Market Cost: 270 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 pilot typically wears pressure suit/EBA for additional protection).
*Long Range Radio----500 mile range
*Long Range Radar---100 mile range
*Radar Detector---Picks up enemy radar emissions and weapons locks

*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.


*Electronic Warfare Suite---A modern add-on; a powerful sensor radiation jamming system meant to obscure the aircraft from long range sensors and jam targetting systems at closer ranges. Sensor Jamming---An active, manned system that gives a 30%+operator’s ECM bonus chance of jamming enemy radar, including radar guided munitions and missiles. Effective range of 50 miles.

*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.

*Advanced Targeting System----Confers a +3 to strike with ranged weaponry.

*Stealth Design--- Enemy sensors are -75% to detect the bomber


Weapons Systems:
1) Point Defense Lasers(6)---Mounted two in the tail(ventral and dorsal), dorsally and ventrally in the forward fuselage, and at the end of each wing, are point defense laser systems. They can be manned, or operated by an automated fire control and target discrimination system.
Range: 6,000 ft
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH, or six in auto-defense mode.
Payload: Effectively Unlimited

2)Medium Range Missile Launchers(2)---Mounted on the ‘neck’, just behind the cockpit, are two MRM launchers, meant for defense against enemy fighters and interceptor missiles.
Range: Varies by Missile Type(medium range)
Damage: Varies by Missile Type(medium range)
Rate of Fire: Volleys of 1-6 each bay, per melee
Payload: 18 missiles per bay, 32 medium range missiles total
*’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

3)Bomb Bay---The two ordnance bays can hold a total of 65,000 lbs of ordnance.
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

*Slammer Concussion Missiles/Bombs---Knockoff Triax Weapon, acquired through industrial espionage. The missiles have been modified for longer range, while the bombs can be fitted with ‘smart’ guidance packages similar to the pre-Rifts ‘Paveway’ system.
Weight:(Missiles) 500 lbs (The B-14 can carry about 13 in its bay)
(Bombs) 250 lbs
Range:(Missiles) 6 miles
Damage: (Missiles) 2d4x10 MD to 90 ft radius.
(Bombs) 1d4x10 MD to 90 ft blast radius.
88% chance of knock-down(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)

*SAW---Stand-off Attack Weapon , for ground attack. Basically, this is a large LRM-sized pod with maneuvering thrusters, auto-pilot guidance system, and fold-out glide wings, that is designed to overfly a target zone and launch cluster munitions over it, in a bombing pattern. These submunitions can range from golf-ball-sized antipersonnel grenades, runway cratering shells, area denial mines, chemical shells, or even carbon-fiber ‘angel hair’ electrical disruption spools. PS is also working on using SAWs to deploy Kera-Tech style EMP weapons and other specialized munitions.
Weight: 1,000 lbs(The B-14 can carry about 65 in its bay)
Range: SAW has an effective range of 20 miles in atmosphere Submunnitions can be launched up to 300 ft out to either side of the SAW’s flight path.
Damage: (AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
(Angel Hair)---Does NO damage, but against conventional power generators and uncovered power lines and distribution systems, it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up.
Rate of Fire: A SAW can volley its submunitions in any combination
Payload:(Typical loadouts)
400 AP/Chemical grenades
OR
100 HE/anti-vehicle grenades
OR
100 Fragmentation Mines
OR
50 Incendiary Bombs
OR
500 spools of wire, each spool holding up to 4,000 ft of aluminum-coated filament

* ‘Tacit Rainbow’ Drones----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 dron Ge and does 3d6x10 MD to everything in a 10 ft radius)
MDC of Drone: 50
Weight: 3,000 lbs(The B-14 can carry about 20 in its bay)
Size: 15 ft long, 3 ft wide, w/ 13 ft wingspan w/ wings deployed
Speed: Mach 1.4
Range: 1,000 miles
Damage: None, aside from self-destruct
ECM: Jams enemy sensors and radio transmissions with 50% effectiveness (range: 25 mile radius). Can also be programmed to pump out misleading radar signatures conforming to other craft, including larger aircraft. In an emergency, the drone can pump out so much signature that enemy missiles and sensor guided weapons targetted on the mothership(must be within 10 miles of each other to be effective) will be +4 to strike the drone, and will lose target lock on the aircraft.
Bonuses: Drones are +4 to dodge attacks

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

*HSOW--Hypersonic Stand-Off Weapon----A new concept in ‘brilliant’ ground attack weapons, designed to penetrate enemy air defense nets, the HSOW is a large Hypersonic Missile(essentially a multi-warhead LRM) that penetrates enemy defenses at a hypersonic sprint, then splits open to deploy four smaller ‘crulets’, miniature cruise stealth missiles that cruise about the battlefield looking for targets. After deploying its crulets, the main carrier missile can continue on to the target with its own small warhead. The main advantage of the HSOW is that it can be ‘blind-fired’ towards known or suspected concentrations of enemy troops or facilities, before deploying the submunnitions to cruise about, ID individual targets, such as tanks, robots, or bunkers, and then attack. PS is also working on intermissile-communications programming, that would allow a ‘brilliant’ missile to quickly assess a target, and if necessary, ‘birddog’ the other submunitions in its flight to ‘pack attack’ a chosen target. Other improvements down the road include HARM(Homing Anti-Radiation Missile) capability, allowing the carrier missile to draw enemy air defense fire while the crulets attack the enemy radar sites by homing in on their emission beams(the LRM air defense sites around Chi-Tow and Lone Star would be natural targets for this system).
Weight: 3,000 lbs(The B-14 can carry about 20 in its bay)
Range:(Main Missile)500 miles
(Crulets) 60 miles, w/ ‘loiter’ capability
Damage:(Main Missile) 2d6x10 MD to 20 ft blast radius
(Crulets)Varies by Missile Type, but typically Plasma(4d6x10 MD to 40 ft blast radius), or Armor Piercing(3d6x10 MD to 20 ft blast radius)
Payload: Main Missile carries 4 ‘crulets’
Bonuses:(Main Missile)+5 to strike
(Crulets)+5 to strike


4) Underwing Hardpoints(6)----The B-14 can carry additional ordnance on exposed underwing pylons, but such carriage increases the aircraft’s drag and radar cross section, at least until the ordnance is deployed/ejected. Typically these hardpoints are used when stealth or speed are not an issue, or are used to launch long range stand-off armaments. Each hardpoint can carry ONE of the following:

b) Mini-Missile Pod(Self-Defense)---50 per pod

c) Short Range Missile Pod(Self-Defense)----32 per pod

d) Medium Range Missile Pod (Self-Defense)-----18 per pod
*’SkyFlash’ Advanced Short Range Air to Air Multiple Missiles(ASRAAMM). This is simply the PS copy/adaptation of the Coalition’s own AIM-180 missile(see Coalition Navy, pg. 88), acquired by Tsubasa Espionage Power Armors in one of the greatest intelligence coups scored by the eccentric robotic vehicles. The ‘Skyflash’ is an MRM that
splits in flight to unleash a pack of four smaller SRMs....a surprise that at relatively short dogfighting ranges(10-30 miles) can be devastating, filling airspace with a swarm of corkscrewing projectiles.
Range: 15 miles
Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley)
Bonuses:+3 to strike

e) Long Range Missile Launcher-----9 per pod

f) Drone Fighter---One per hardpoint

g) Decoys---The hardpoints can also deploy a variety of freefall, glide, and rocket/turbojet propelled decoy projectiles, meant to simulate the radar and sensor signature of the aircraft and divert attention away from it. The Tacit Rainbow drone that follows is a PS-produced system of this type.
* 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)
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
Payload: Up to 6 Tacit Rainbows can be carried per hardpoint


5) Flare/Chaff Launchers(4)---Standard countermeasure launchers
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will aslo temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 96 chaff clusters(24 per launcher)


Variants:
*PS-SST-B-14B(TW)---About a half-dozen B-14s have been rumored to have been refit as TW aircraft, with Air Elenimals replacing the nuclear plasma jet engines. Details on the refits are scant, but the aircraft would likely have the following features, seen utilized on other TW aircraft:
*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)
*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.

Re: Paladin Steel Storefront

Posted: Fri May 13, 2011 10:04 pm
by abtex
Paladin Steel B-14 ‘Diomedes’ Heavy Bomber
http://www.islandone.org/%20Propulsion/ ... ne-nx2a.gi

http://www.islandone.org/Propulsion/AtomPlane-nx2a.gif

needs to be .gif not .gi please. Thank you

Re: Paladin Steel Storefront

Posted: Fri May 13, 2011 10:56 pm
by kronos
abtex wrote:
Paladin Steel B-14 ‘Diomedes’ Heavy Bomber
http://www.islandone.org/%20Propulsion/ ... ne-nx2a.gi

http://www.islandone.org/%20Propulsion/ ... e-nx2a.gif

needs to be .gif not .gi please. Thank you


I can't even get that to work.. I can get http://www.islandone.org to work.. but anything after that doesn't seem to one to work. Weird.

Edit: I found the problem.. there is no space, or the %20 before the Propulsion in the link. THAT'S the other problem XP

Re: Paladin Steel Storefront

Posted: Sat May 14, 2011 9:33 am
by taalismn
Fixed, with extra back up links.
Apologies for the inconvenience. :oops:

Re: Paladin Steel Storefront

Posted: Sat May 14, 2011 11:58 am
by kronos
taalismn wrote:Fixed, with extra back up links.
Apologies for the inconvenience. :oops:


No worries, once we figured out what the problems were. Everyone is allowed 10 mistakes in their life. You've used 3 so far XP

Re: Paladin Steel Storefront

Posted: Sat May 14, 2011 1:15 pm
by taalismn
kronos wrote:
taalismn wrote:Fixed, with extra back up links.
Apologies for the inconvenience. :oops:


No worries, once we figured out what the problems were. Everyone is allowed 10 mistakes in their life. You've used 3 so far XP



I'll probably run through the remaining seven in the course of this afternoon. :( :frust:

Re: Paladin Steel Storefront

Posted: Sat May 14, 2011 3:51 pm
by kronos
Don't know if you already have anything like this, but does PS offer anything like portable buildings? Something that can be broken down or assembled somewhat easily.. possibly air dropped by larger aircraft like the PS version of the Hercules. Stuff like barracks, machine shops, forward command posts. A way of setting up a quick field base quickly after troops secure the LZ? Or for setting up a temporary base in a new dimension/planet? Or maybe something like the CS Fire Storm or NGR's Deployment pods or Mobile Infantry Strike Base.
Ok.. maybe something on the scale of the Fire Storm and MISB are a bit much.. but something like the NGR's deployment pods like the bunker, sensor system or fortification pods.. But a mini field hospital for getting a MASH unit running quickly.. or something for the Engineering Corps.

Could be a great thing, if price is decent, a large merc outfit could use. If they have the aircraft available, can set up, take down and move their entire base of operations within hours to whatever new area they are working out of.

Re: Paladin Steel Storefront

Posted: Sat May 14, 2011 4:18 pm
by Shark_Force
kronos wrote:Don't know if you already have anything like this, but does PS offer anything like portable buildings? Something that can be broken down or assembled somewhat easily.. possibly air dropped by larger aircraft like the PS version of the Hercules. Stuff like barracks, machine shops, forward command posts. A way of setting up a quick field base quickly after troops secure the LZ? Or for setting up a temporary base in a new dimension/planet? Or maybe something like the CS Fire Storm or NGR's Deployment pods or Mobile Infantry Strike Base.
Ok.. maybe something on the scale of the Fire Storm and MISB are a bit much.. but something like the NGR's deployment pods like the bunker, sensor system or fortification pods.. But a mini field hospital for getting a MASH unit running quickly.. or something for the Engineering Corps.

Could be a great thing, if price is decent, a large merc outfit could use. If they have the aircraft available, can set up, take down and move their entire base of operations within hours to whatever new area they are working out of.


hmmm... they have an armored port-a-potty :P

anyways, here's relevant stuff i found in a quick scan of my index...

Paladin Steel Modular Megadamage Shipping Crates
Mega-Flex Sheeting
Paladin Steel Fort-A-Potty

that's all i got at a quick glance. they also have some underwater construction modules, but didn't think you had that in mind...

Re: Paladin Steel Storefront

Posted: Sat May 14, 2011 4:32 pm
by taalismn
Scramble Shelters too, and I've got some emergency shelters I'm working on.
But yes, I'm also working on and off on a modular bunker system, and I should extend that to modular loc-tite panels and plating, plus modular buildings like a prefab medical facility.

Re: Paladin Steel Storefront

Posted: Sat May 14, 2011 4:39 pm
by ZINO
taalismn wrote:While going back over old posts for compiling an Inventory List, I’ve been reading past suggestions...This one was suggested by Gadrin...

Paladin Steel Fort-A-Potty

Admitt it; it’s your secret fear...You’re obliged to answer Mother Nature’s call, but you’re afraid that others won’t respect that obligation’s timing. You’re heeding natural function, and you dread then finding yourself facing slavoring hungry jaws or the muzzle of a gun. Well, here at Paladin Steel, we recognize that fear....and fear begets insecurity, and we’re all about security. We’ve listened to you, our loyal customers, and we’re answering YOUR call.
Enter the Fort-A-Potty, the most advanced and secure outhouse relief station on the market. We’ve incorporated the latest in portable fortification design and construction to produce an exceptionally functional unit for your needs. Stoutly constructed of reinforced megadamage composites and ceramics, the Fort-A-Potty can weather the elements, survive a battering, handle the crushing pressure of giant jaws, and resist modern weapons fire. Special rapid-deployment anchor pylons one on each corner, can instantly activate to secure the module firmly to terra firma, preventing those terrifying tip-overs. In the event the Fort-A-Potty IS wrenched free of the ground, special internal design, based on aircraft crash cage and cockpit armored ‘tub’ design, keeps the occupant safe from injury. You won’t freeze or boil in bad weather either; advanced self-cooling materials reflect heat outside in hot weather, and insulate against even arctic windchill...
Internally, the Fort-A-Potty is spacious(with enough elbow room for removing and donning body armor), accommodating to most humanoid(and quite a few NON-humanoid) species, and tastefully appointed in PS’s SaniTex anti-bacterial materials. The seat itself comes with a variety of cutom-fit lids to suit just about any user, and the works incorporate our advanced Dry-Slic no-stain/no-stick material(the same material used in our lubricant-free firearms), with a devil-lock that prevents slosh-back/up, even with the unit totally inverted. Durable, sanitary materials that either require minimal effort to clean, or are efefctively self-cleaning, are used extensively throughout. Cool-luminescent lighting strips powered by heat and solar absorption insure there will always be light available to you inside, even when it’s darkest outside. Solar cells embedded in the roof provide a renewable power supply for the Fort-A-Potty’s internal ventilation system that includes air filtration that keeps the outhouse smelling fresh, even on sweltering summer days, and incidentally also helps filter out impurities in the OUTSIDE air, in the event you’re in less hospitable surroundings(or in the path of a chemical attack). The door is fully lock-sealable from the inside, and all four sides of the module feature one-way vision blocks(you can see out, but nobody can see IN) fitted with fish-eye lensing, so you can see, at a glance, everything outside before you take a step out. Also featured are a set of sealable gunports, similar to those on APCs, in the event you discover you AREN’T alone, and surrounded by unwelcome company! Two internal closets hold extra toilet paper, sanitary materials, reading material, first-aide kits, or emergency supplies in event your stay takes longer than than you’d anticipated.
But it doesn’t stop there! The Fort-A-Potty’s waste storage system incorporates the latest in bio-digestor technology that breaks down waste and recycles it into reusable water and methane biofuel. Ceramic filtration beds, impregnated with the latest in stable digestor cultures from our ABTechS division, break down waste, filter it, and pass it to waiting storage units for convenient use! Let nothing go to waste with this recycling system!
All in a lightweight package that is easily transportable! Available in modern sleek ‘space station’, faux-concrete ‘dragon’s tooth’, or ramshackle clapboard ‘classic outhouse’ exterior designs.
Sure, the Fort-A-Potty costs more than your typical plank-and trench latrine, but what matters cost for the peace of mind knowing that you’re not going to be caught with your pants down, even when your pants are down?
The Fort-A-Potty; it’s not just an outhouse...it’s a sanctuary....
Height: 10 ft
Width: 4.7 ft
Weight: 400 lbs
MDC: 250
Features:
*150 gallon waste capacity---Can be readily plugged into an external high-capacity waste handling system, in case you’re expecting an army(or an outdoor rock concert).
*Panoramic Vision Blocks---One way armor-glass; see them without them seeing you!
*Gunports---Use your own handweapons to blast away at the bad guys outside, without compromising your own safety and environmental integrity, with these special gunports with one-way locks(they let you shoot out, but keep the outside from getting in). Gunports impose a -1 to strike because of the limited field of fire. Heavy Weapons CANNOT fit in the gunports.
*Air Filtration System---This is 85% effective at removing unsightly odors, and 70% effective at filtering out noxious gases from outside. Chemically-reactive material strips provide warning of dangerous P-U(Pollutant Ubiquity) index levels in the air.
*TP Inventory Flag---A spring-mounted warning flag deploys in the absence of internal toilet paper supplies, letting you know when to restock.
*Stabilization Jacks---Tired of being knocked over by concussion blasts, being rolled over by a giant’s kick, or tipped over by obnoxious pranksters? This interesting little system uses Glitterboy-style pylon technology to las and hydraulically drive four stabilizer jacks up to 5 ft into the ground, even through concrete and metal gratings, within 5 seconds, affixing you like a barnacle, and able to stay upright in even hurricane-force winds.
*Roof Solar Cells---Convert sunlight into power for the internal ventilation and bio-convertor(can be supplemented or replaced by a small wind turbine in areas without regular sunlight). Can also be used to charge small electric devices like portable shavers, or handheld radios(in the event you want to listen to a game, or call for fire support).
*Bio-Convertor---Converts that waste into usable water, fertilizer, and fuel! This system, using engineered bio-organisms from our ABTechS biologicals division, is one of the most efficient recycling systems available on the market ANYWHERE on Rifts Earth, and can convert material at an average rate-yield(from one ton of material) of 2 cubic meters of methane per day, at an operating temperature of 20 degrees C.
Cost: 9,000 credits

Options:
*Motion Detection System---Just in case you REALLY need to know you’re alone, this easily installed system sets up a detection zone in a 360-degree area around the module, and will sound an alarm inside if anything trips the 50-ft alert perimeter. Can also be used to activate floodlights. Cost: 3,000 credits.

*Blue Jet Escape Seat---Okay, so maybe an M-index rating of 250 isn’t enough, you’re surrounded, and you’re all out of magazines(the shootin’ kind); looks like escape’s your only option, but you didn’t think to dig an escape tunnel out(or maybe the idea of digging UNDER an outhouse just didn’t appeal to you)...Have no fear, you can fit your Fort-A-Potty with a rocket-powered ejection seat. Sit down, belt yourself in, reach up, and pull the safety pins, then the ejection lever. A folding hood deploys to protect your head, a plate slides in down below to prevent that dreaded ‘up-the-arse’ shot some lucky skeet shooter might try to do on your way up, and explosive bolts pop open the Fort-A-Potty for unobstructed right-of-way. Methane-powered jets will immediately pop you to 5,000 ft(clear of the range of most energy weapons), and a steerable parasail chute auto-deploys, allowing you to drift to safety(or at least give you a running start). Our idiot-proof(and we’ve tested it with quite a few idiots) micro-chip AI autopilot can handle the whole procedure and see you safely through it, even if you’re not a certified paratrooper or ‘jumper. Typical down-range landing is a mile away, but we’ve seen ranges of 2-5 miles with a good wind and some skilled line work. Increase range on the initial boost by 50% if the outhouse’s digestor tank is 50% or more full, and add another 25% if you’ve been on the All-Bean and Cucumber Diet for the past week(and also add a 6d6 MD to a 20 ft blast radius from the exploding tank ou’ve left behind in that case).
Note: This is for emergency, single-shot, use only. This is NOT a toy!
Cost: 8,000 credits

I LOVE THIS !!!!!!!!!!!!!!!!!!!!!

Re: Paladin Steel Storefront

Posted: Mon May 16, 2011 5:15 pm
by taalismn
While I'm hammering away at a new set of modular buildings, don't forget Armongus Spray for turning that wooden hut into a megadamage structure...it's a quick way to build MDC buildings using those oft-neglected carpentry skills.

Re: Paladin Steel Storefront

Posted: Tue May 17, 2011 2:04 pm
by taalismn
Paladin Steel Model 7 ‘Pillsbury’ Inflatable Shelter
(http://nassp.sourceforge.net/w/images/e/eb/Stay_Time_Extension_Module.png
http://www.2001exhibit.org/scitech/time/img4/75-76GoodyearAerospaceSt.jpg)

“Home Sweet Megadamage Shelter...”

The Model 7 Inflatable Shelter is a compactable megadamage fabric emergency shelter based on pre-Rifts designs for a lunar habitat, but which PS engineers deemed suitable for duty on Rifts Earth and in alien environs. Known also as the ‘pill bottle shelter’ and ‘Pillsbury Tent’. Though too heavy to be carried around as standard equipment by infantry, it is a popular vehicle-carried survival shelter.
Size: Compacted, the Model 7, fully inflated, it is 8 ft in diameter and 10 ft long. It can be flattened out and anchored lower to the ground by adjusting the internal skeletal supports if a less obvious and lower-profiled structure is desired.
Weight: Empty, the Model 7 weighs 300 lbs
MDC: 55
Features:
*Standard accommodation for 4 people
*Waste Collection Head---A folding toilet with activated charcoal filters and antiseptic fiber coatings to reduce smell and bacterial growth.
*Wall Pockets hold water sacks( good for 7 days), basic ration packs(10 day supply), and emergency kits(first aid, tool, and communciations).
*Airtight w/ internal air pump and filter system, good for 48 hours(half that if accommodation is doubled) of closed-cycle life support.
*Thermal-Screened---The shelter’s insulation provides protection against deep space cold, but also defeats thermal sensor systems.
*Internal Water Recovery Lining--Traps respired water, sweat, and waste and filters it to produce potable water.
*Airlock Compartment----The front of the tent/shelter features a small airlock chamber, big enough for two people to stand up in. Cycling the system takes about 5 minutes. The airlock system only has enough stored gas to cycle 6 times before needing replenishment.
Cost: 15,000 credits

A variant of the Model 7, the M7C EMRS(Emergency Marine Rescue System) is formatted as an inflatable liferaft, with provision for 6 people, has a desalination system, shark/vermin repellent ‘soakers’, solar film battery charging, sea anchor, onboard radio/locator beacon/flasher strobe, erectable sail, and is rated for sustained oceanic operations, even in intense storm conditions. It costs 18,000 credits.

Re: Paladin Steel Storefront

Posted: Wed May 18, 2011 11:26 pm
by taalismn
Paladin Steel Modular Housing System(MHS)

“OKAY, AIRLIFTERS COMING IN THREE! EVERYBODY CLEAR OUT OF THIS FIELD! YOU THERE! MOVE IT! THE HOSPITAL’S LANDING THERE! SIGNALS! BLUE FLARES OVER THERE! I WANT THE SUPPLY PODS OVER THERE! COMM TENTS A HUNDRED YARDS -THATAWAY-! BARRACKS SHELTERS OVER -HERE-! MOVE IT PEOPLE! I WANT US SET UP AND RECEIVING REFUGEES INSIDE THE HOUR! PEOPLE ARE SUFFERING!”

An extension of PS’s reusable modular shipping crate system, the MHS uses the basic Heavy Cargo Container/Truck Pod s the basis of a variety of prepacked, ready-to-use camp facilities, ranging from simple barracks modules to complete mini-hospitals.
The MHS units use a slightly higher quality of MDC materials in their construction, and the folding units fold their panel roof and walls down to form a platform on which an MDC plastic panel and fabric shelter is raised.
*Basic MHS Unit---The basic Type 6 45 ft MHS (8 ft x45 ft x9 ft) weighs 10,000 lbs, has 300 MDC, and costs 25,000 credits

*Basic Expanding MHS Barracks Unit(EMHS-B1) opens up to 10 ft tall, 45 ft long, and 26 ft wide, providing some 1,170 square feet of floor space. The fabric shelter has 120 MDC, and has basic air filtration and passive temperature stabilization. Also has an Internal Water Recovery Lining--Traps respired water, sweat, and humidity and filters it to produce potable water.
Cost: 30,000 credits

* Basic Field Medical Hospital(EMASH-01) ---Comes with air/water filtration, hepa-filter system, sterilization autoclave, 120 gallon water tank system, air condition/temperature control, internal sliding partitions, and several cabinets filled with standard medical supplies and gear.
Cost: 250,000 credits

*Field Communications Center(EFCOMMC-01) ---A fold-out field command-communications post with its own dedicated generator system(internal combustion, fuel cell, or nuclear mini-pac), LAN wiring for laptop-style computer stations, folding map tables, cabinets for data solids, paper files(typically stored in 20 MDC cabinets with the option of passcode locks and anti-tampering incendiary charges), and office supplies, multiple radio transmitters(typically one with 500 mile range, another with shorter 30 mile range), and twin erectable 25 ft antennae masts.
Cost: 380,000 credits

*Field Water Treatment Plant(FWTP-1) ----Not an expanding building so much as a field water treatment plant that can be set up to provide fresh water on-site. A multi-mode miracle of compact environmental engineering, the FWTP-1 can serve to filter and decontaminate existing water supplies, desalinate brackish/salt water, or even condense water from the air if no convenient body of water already exists in the neighborhood.
The FWTP-1 can be powered by an external power source such as a micro-fusion power pack, or it unfold its own solar power array(1,530 square feet of solar cell area) that double as condensor /water collection surfaces. The plant can process/decontaminate/desalinate up to 7,000 gallons an hour, and has 4x 1,000-gallon expanding bladder tanks to store the processed water in(additional storage tanks can be hooked up, or the fresh water can be piped directly into an existing piping network.
Cost: 800,000 credits

Options:
*NBC Protection---This fits the tent/shelter with chemical resistant coatings(takes HALF damage from corrosives), a simple fabric airlock system(big enough for two people to stand up in. Cycling the system takes about 5 minutes.), more sophisticated air filtration system, and a rechargeable independent air supply(10 hours). The shelter fabric also provides radiation shielding against fallout.
Cost: 50,000 credits

*Sonic Insect Repellent System---Uses sonics to keep most vermin at bay. Note, however, that the sonic waves will be audible to those with advanced hearing as a telltale(and possibly annoying) low buzz.
Cost: 5,000 credits

*Solar Paneling---High efficiency(50% energy conversion) solar-electric conversion film, visible as black strips on the roof. It can be quickly covered with flaps to preserve camouflage effectiveness. The solar cell coverage(about 1,000 sq ft) on the standard EMHS unit provides about 5 kilowatts in sunny weather, about half that in cloudy weather.
(For reference, 745 watts = 1 horsepower. The average electric golfcart runs on 200-500 watts, the current average electric car 30,000 watts/30Kw, an air liner’s APU-auxiliary power unit- can generate in the 750-1145 Kws...estimate the ‘average’ power armor or exosksleton to run off a 10-40 Kws . Commercially available home gas-powered generators can produce 1-7 Kilowatts)
Cost: 10,000 credits

*Stealth Solar Paneling---Not quite as efficient as the system listed above, but is less obvious. It generates about 2 kilowatts in sunny weather, about half that in cloudy weather.
Cost: 15,000 credits

*BioPack Waste Disposal---Cambridge Jungle-developed bacterial cultures that break down and digest organic waste and yield up usable energy.
The standard fuel-bioreactor is a translucent, tough, plastic sack roughly the size of a hundred-
pound bag of animal feed. Several plastic inlets and hose connections allow for fresh water and
waste to be fed into the bag, which is filled with membraned layers of tailored organisms and
filter-layers. Lower outlets drain out waste water and finished product; a thin, translucent bio-fuel.
Fed on sunlight(or strong light), water, and waste(sewage), the bioreactor can churn out usable
liquid fuel; It typically takes 25 gallons of water and 5 lbs of solid waste to produce a half-gallon of
bio-fuel(this is mindbogglingly efficient, compared to pre-Rifts production) over 24 hours. The
standard fuel bio-reactor ‘bag’ put out by Paladin Steel is good for 3 years +2d4 months of active
usage before the microbe cultures degenerate and fatigue and require replacement(typically in the
last months of effective life, the ratio of conversion of raw material to fuel increases as the ‘bugs’
become less efficient.
Cost: 135,000 credits per bio-reactor

*Camou-Shroud---For extra expense, the deployed tent-shelters can be modified with ‘stealth’ technology, developed originally as PS’s portable ‘scrambler’ shelter, and later applied to quick-deploy camouflage shrouds for vehicles. This technology as well as concealment from electronic and infra-red/thermographic detection.
The Camouflage pattern sheet can be chemo-switched to any one of seven different configurations. The support elements create a degaussing ‘bubble’ that scrambles radar signals(incoming and outgoing), as well as disrupting magnetic resonances(fouling Magnetic Anomaly Detectors), while the fabric itself insulates and disipates the infra-red and thermal emissions and signatures of the occupants, rendering tjose means of detection less effective.
Care must be taken in setting up the Shelter---The igloo is not invisible to naked eyeball optical searches, so ‘blending’ the shelter into the natural landscape contours is essential for best results.
MDC: The tent provides about 120 MDC of protection, however, against explosions, it is less effective(being non-rigid, shockwaves pass through its fabric), so explosives will do HALF damage to the occupants, regardless of how much MDC is left in the tent.
Special Features:
*Water-proofing
*Fire Proofing---Can handle temperatures up to 300 degrees centigrade. Normal fires do NO damage
*Minimal Radiation Shielding--The fabric shell provides some protection against radiation(such as that from expended U-rounds laying nearby, or fallout), but is not recommended for protection in ‘hot’ zones (good for maybe 5-6 minutes of exposure).
*Chameleon-cloth Fabric---Can assume one of seven pre-set color configurations.
*Thermal Insulation-Infrared and Thermographic sensors are -20% to detect the shelter.
*Electronic Insulation- Radar, MAD, and EM sensors are -15% to detect the shelter

Cost: 200,000 credits; currently unavailable outside GNE military forces and approved affiliates.

Paladin Steel QDAW-01 AutoWall
“It won’t stop a truly dedicated foe, but it should slow’em down!”
The PS Quick-Deploy Autowall System comes packed in a standard Type 6 cargo module (8 ft x45 ft x9 ft, 15,000 lbs) that can be set down and activated, revealing a series of sliding panels of light MD alloy and megadamage plastic that unfold into a length of MD wall. Special memory plastic anchors bite some 3 feet into the ground to provide support as well as provide some measure of protection against shallow tunneling under the wall. The top features mounting spikes/crenelations for barbed wire or security cameras. When fully deployed(takes 1 minute once set in place), the resulting wall is 11 ft high, 1 ft thick, is 360 ft long, and has 100 MDC per 10 ft section.
A Type 2 Autowall is also available; it is only six inches thick, but can extend 720 ft, and has 60 MDC per 10 ft section.
Cost: (Type 1) 200,000 credits
(Type 2) 95,000 credits
Option: Mega-Flex Backing---For 95,000 credits/144,000 credits respectively extra, the wall can be reinforced with Mega-Flex mesh for greater resistance to ramming and impact damage. Due to its fiberous construction, shrapnel, concussion, and physical blows(kicks/punches, rams) do HALF damage to the material(rail guns and other projectiles do normal damage).

Paladin Steel Expandable Shelter System(ESS)

“Welcome to Q-Ville! Over there’s your quarters that you’ll be sharing with twenty other gomers like you! Over there’s where your gun-sled’s going to be housed in slightly better splendor! Make yourself at home, but don’t get too attached to the place, ‘cause as soon as we take the Ruyner Ridge, we’re pulling up stakes and moving shop, outhouse and all!”

The ESS is essentially a modern updating of the Qousent/Nissan Hut, a modular prefabricated shelter that can be produced cheaply, and set up easily. The ESS is even easier to set up, using memory plastics and alloys, micro-actuators, and inflatable elements to go from a compact folded unit to a fully deployed shelter.
ESSs come as semi-circular ‘flats’ that are set down on their flat diameters, and cranked open by either electrical actuators or air pump pressure. The ESS opens out accordion-fashion, lengthwise until reaching full extension, locks stiff, and is ready to be moved in and furnished. As it opens up, the ESS deploys its own groundsheet, and can be spiked down to the ground, though it is recommended that the ESS be put down on a prepared lot (gravelled and compacted ground, or vitrified soil)or platform(plank or concrete).
If so desired, the structures can be made permanent by injecting the insulation spaces with quick-set MD biphase plastic gel(goes in liquid, but sets to a megadamage solid---increase MDC by 30%), or plated with megadamage paneling or concrete.
Four general classes of ESS exist; Types 1 and 2 are intended as small storage sheds, individual quarters, and squad barracks, Type 3 is appropriate for larger halls and warehousing, and the Type 4 for hangars.
All ESS come with a 2 ft roof overhang at the ends, basic aperatures, and a basic air filtration system(equivalent to a gas mask for efficiency at removing airborne contaminants).
Size: (Type 1) 20 ft wide, 40 ft long, 10 ft radius, 1.5 tons(compact)
(Type 2) 20 ft wide, 50 ft long, 10 ft radius, 2 tons(compact)
(Type 3)20 ft wide, 100 ft long, 10 ft radius, , 3 tons(compact)
(Type 4) 60 ft wide, 100 ft long, 30 ft radius, 15 tons(compact)
MDC:(Type 1) 130
(Type 2) 150
(Type 3) 300
(Type 4) 600
Cost: (Type 1) 80,000 credits
(Type 2) 100,000 credits
(Type 3) 200,000 credits
(Type 4) 500,000 credits

Re: Paladin Steel Storefront

Posted: Thu May 19, 2011 9:50 am
by abtex
taalismn wrote:While I'm hammering away at a new set of modular buildings, don't forget Armongus Spray for turning that wooden hut into a megadamage structure...it's a quick way to build MDC buildings using those oft-neglected carpentry skills.

Yes, you have with your above and following creations.

Re: Paladin Steel Storefront

Posted: Thu May 19, 2011 12:32 pm
by taalismn
abtex wrote:
taalismn wrote:While I'm hammering away at a new set of modular buildings, don't forget Armongus Spray for turning that wooden hut into a megadamage structure...it's a quick way to build MDC buildings using those oft-neglected carpentry skills.

Yes, you have with your above and following creations.



Thanks. More to come as weather permits(we're in the middle of two weeks of rain and intermittant thunderstorms around here).
Perhaps I should start planning for full-size modular bases-in-a-box?

Re: Paladin Steel Storefront

Posted: Thu May 19, 2011 2:38 pm
by abtex
Will they floating options? Like houseboats so we can use after the dam breaks. Maybe.
Take your inflatable 'condom' and make it in larger sizes. Remember not DBees are human size. While the rich humans want more room and open spaces as well.

Re: Paladin Steel Storefront

Posted: Thu May 19, 2011 3:19 pm
by taalismn
abtex wrote:Will they floating options? Like houseboats so we can use after the dam breaks. Maybe.
Take your inflatable 'condom' and make it in larger sizes. Remember not DBees are human size. While the rich humans want more room and open spaces as well.



Thanks...now I can't get 'ribbed for extra pleasure" out of my mind...

Re: Paladin Steel Storefront

Posted: Thu May 19, 2011 4:05 pm
by kronos
taalismn wrote:
abtex wrote:Will they floating options? Like houseboats so we can use after the dam breaks. Maybe.
Take your inflatable 'condom' and make it in larger sizes. Remember not DBees are human size. While the rich humans want more room and open spaces as well.



Thanks...now I can't get 'ribbed for extra pleasure" out of my mind...


Ribbed for your staying pleasure :-P Now in jumbo size for those that need more 'room' :D

Re: Paladin Steel Storefront

Posted: Thu May 19, 2011 4:32 pm
by taalismn
kronos wrote:
taalismn wrote:
abtex wrote:Will they floating options? Like houseboats so we can use after the dam breaks. Maybe.
Take your inflatable 'condom' and make it in larger sizes. Remember not DBees are human size. While the rich humans want more room and open spaces as well.



Thanks...now I can't get 'ribbed for extra pleasure" out of my mind...


Ribbed for your staying pleasure :-P Now in jumbo size for those that need more 'room' :D



"Quit straddling that quonset hut, Garsh...the joke's not THAT funny, you dumb Gigante!!!" :x :x :x

Re: Paladin Steel Storefront

Posted: Thu May 19, 2011 9:59 pm
by taalismn
Paladin Steel ReadiPlex Modular Bunker System
“Home Sweet Home!”

“Remember, static defenses are all very well and good, but DO NOT BECOME COMPLACENT! No wall or barrier exists that cannot be flanked, surpassed, overflown, or bypassed. The enemy gets behind you, your bunker becomes a rat trap unless you can bug out fast and regain superior positioning on your enemy. That having been said, a well-prepared defensive position can eviscerate an enemy attack, break his teeth, and whittle him down to size so that you can use YOUR mobility to counter attack, whether it’s to drive him from your territory, or drive into his.
Remember the lessons of Tolkeen; the mage armies held out behind their fortifications, broke the Coalition offensive, and turned the tables on them. Remember also that they got outflanked, and badly, because they didn’t watch their backs. Don’t get fixated on a static defense.”

“Hmmmm... Seven T-1s, eight T-2s, connectors for same, extra heavy plating for same, three heavy turrets, ten pop-up mini-turrets, automated fire control for same, long duration life suppirt and deluxe communications for same, model eighteen fusion powerplant...razor wire....claymores....plasma display screens...quite the fortress somebody’s building....?”
“It’s a love nest, our little cottage by the lake.”

The ReadiPlex system is PS’s offering in modular bunker and fortification systems. Derived from their megadamage shipping container systems, the ReadiPlex system is reinforced for surviving combat damage and heavy topside loads, as the modules are primarily intended for burial underground. These modules are designed to interlinked, even stacked, into modular underground complexes, often with an overhead armored sheet-plate, and re-buried. Security doors can be set in place at the ends, and connected to concealed tunnels, entrances, and surface bunkers. The units come with standard electrical and ventilation trunking already installed(plumbing and water supply can be added and customized).
The main Type-1 ReadiPlex module is a basic 3.15m(3.46 yards/10 ft) x3.15m(3.46 yards/10 ft) x 6.56m(7.2yards/21 ft) reinforced box-crate, with 30cm-thick walls, and weighs in at 5 tons. MDC: 400
Cost: 300,000 credits
The Type-2 module shares roughly similar dimensions, but is cylindrical in cross-section, with thicker walls(40 cm), and weighs in at 9 tons. MDC: 450
Cost: 350,000 credits

Connector Ways are typically squared-off or cylinderical tubing, roughly 7 ft wide, reinforced against crushing load-bearing. MDC: 100 per 10 ft long section
Cost: 40,000 credits per 10 ft long section

Note: Paladin Steel has also acquired plans for the AirPortable Bunker developed by Tolkeen during their war with the Coalition States and manufactures their own version, marketing it for 250,000 credits(less expensive than it might otherwise be, thanks to PS’s mass-production orientation).

They also produce their own version of the Tundra Rangers’ TR-500 Heavy Laser Turret/Bunker, with laser and mini-missile launcher for about 360,000 credits(less expensive than it might otherwise be, thanks to PS’s mass-production orientation).

Options:
*Chemical Toilet and Septic Tank: Cost: 5,000 credits
*Mini-Shower/Stall: Cost: 5,000 credits
*Refridgerator---A larger refridgerator; holds up to 500 lbs of food. Cost: 2,000 credits
*Kitchenette----A compact, easy-maintenance food preparation module. Electric stove, w/3 burners, a micro-wave oven, fume hood/fire control lid, easy-clean cutting board, small sink and water supply, and an asortment of durable, attractive, cutlery and dining ware from Domiwear(a subsidary of PS Plate), comes standard. Cost: 3,000 credits


*Turrets---Turrets are a common feature of bunker complexes, and PS offers a variety of turret systems, the most common being derived from existing vehicle subassemblies. The most popular is simply the heavy turret from the PS-MBT-07 ‘Black Bear’ medium tank, complete with all the various weapons options available to it, set atop a rotation ring in either a T-1, or T-2 module(which can be set on their ends for greater depth). The turrets can be manned or remote-controlled.

The following are just among the more common/popular turret systems available:

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

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

*’Pop-Up’ Concealment
This actually mounts the turret on an extendable elevating hydraulic platform and ‘accordion’ neck that allows the turret to rise up to 7 ft up, allowing the turret to be buried and concealed under loose soil, not being visible on the surface until cleared for firing.
Cost: 30,000 credits

*Light Turret(Modified LBT-01 ‘Stuart’ Turret)
MDC: Turret 100
Turret Cost: 60,000 credits
Weapons Systems:
1)Light Laser Cannon(1, turret-mounted)---A rather simple, unsophisticated weapon, the original light laser cannon was a copy of common weapon systems then floating around, and constituted one of PS’s first attempts to create its own weapons.
Many Jeb-buyers found it a fairly simple matter to replace defective/damaged laser cannons with their own cannons or rail guns.
Range: 4000 ft
Damage: 6d6 MD per blast
Rate of Fire: EPCHH
Payload: 200 shot battery. Unlimited with a nuclear power plant

2)Co-Axial Rail Gun---The original design for the PS Stuart incorporated a readily available NG-101 rail gun into the main turret, though many buyers have subsequently substituted other weapons in its place.
Range:4000 ft
Damage: 1d4 MD single rd. 6d6 MD per 30 rd burst
Rate of Fire: ECHH
Payload: 600 rd magazine

Options:
a)Mini-missile ‘Calliope’ Launcher---This turret-mounted multi-tube “pipe organ” missile launcher turns the light tank into a light bombard platform.
Range: Varies
Damage: Varies
Rate of Fire: Volleys of 1,2, 4, 6,
Payload: 20
Cost: 15,000 credits

b) Short Range Missile Launcher---A heavier box-launcher, providing heavier firepower.
Range: Varies
Damage: Varies
Rate of Fire: Volleys of 1,2, 4, 6, (all)
Payload: 6
Cost: 20,000 credits
Turret Flame Thrower---This replaces the main cannon with a flame projector and armored fuel tanks(100 MDC for the tanks). The fuel tanks have an ejection features that catapults the tanks up to 25 ft away from the AFV in the event of a leak or fire(this doiesn’t exactly endear the tank to accompanying infantry and many garages and motorpools insist on having a fully fueled-up fire-tank parked in its own revetment or away from other vehicles).
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 30,000 credits


*Medium Turret(Modified ‘DamnThing AutoTank Turret)
MDC: Main Turret/Cannon 100
Sensor Turret 80
Turret Cost: 80,000 credits

Systems of Note:
Combat Computer
Laser Targeting(+1 strike w/ ranged attacks)
Gyro-stabilized Main Gun Mount (+1 to strike w/ranged attack)
Short Range Radar---10 mile range
External Audio/Video Surveillance System
Passive Nightvision
Thermo-Imager
Motion Detector---200 ft
Normal Light/IR Headlights---500 ft
Weapons Systems:
1)Indirect Fire Weapon Station(1)---The following is a list of the more common/powerful systems fitted.
a)Micro-Missile Launcher
Range:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft
Damage:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d4 MD to 5 ft blast radius
Pattern-1C---3d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius
Rate of Fire: Volleys of 1, 3, 7, or 14
Payload: 63 (9 rows of 7 missiles each). 126 total!

b)Mini-Missile Launcher----18 Mini-missiles(3x3 rows, with a set of reloads behind them)

c)Anti-Armor Launcher
Range:1 mile
Damage:2d4x10 MD
Rate of Fire:Volleys of 1, 2, or 3
Payload: 6 total
Bonus: +5 to strike

d)Short-Range Missile Launcher---6 SRMs

e)Medium-Range Missiles----3 MRMs

f)Mortar---60mm Breech-loading Mortar
Range: 2 miles
Damage: 6d6 MD to 20 ft radius for Fragmentation
1d6x10 MD to 10 ft radius for High Explosive
20 ft radius for Smoke/chemical rds.
Rate of Fire: Up to six times per melee
Payload: 40 rds

2)Direct Fire Weapon Station(1)---This is typically a flat-trajectory weapon like a rail gun or energy cannon---The following is a list of the more common/powerful systems fitted.
a)Twin 20mm Autocannon(2)---These are the larger anti-aircraft versions of PS’s 20mm cannon line, and serve quite ably in the anti-personel and anti-aircraft roles.
Range:(20mm)7,000 ft (2,000 ft for wood rounds)
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
(Wood Rounds) 6d6 SDC per round (1d6x10 HP to vampires)
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
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
Rate of Fire: (20mm)Standard.
Payload: 500 rds per gun

b)30mm AutoCannon(1)
Range: 9,500 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst
Rate of Fire: Single shot or two-round burst
Payload: 200 rds

c)40mm ‘2-Pounder’ Autocannon(1)
Range:(High Velocity Round)5,000 yards(15,000 ft)
Maximum AA altitude w/ HV shells: 13,300 ft
(Low Velocity Round) 3,800 yards(11,400 ft)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 rounds per minute(or up to 30 rds per melee)
Payload: 60 rds
Cost: (Basic Weapon) 70,000 credits for a single-barrel model, 800,000 credits for an eight-barrel mounting.
High Velocity(Fragmentation) shells cost 200 credits apiece, 245 credits for HE
Low Velocity(Fragmentation) shells cost 180 credits apiece, 200 credits for HE

d)45mm Rail Gun---A modified, longer-ranged version of the PS-HRG05 'Hellshot' Rail Cannon.
Range: 5,300 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot only; equal to the combined hand to hand attacks of the pilot
Payload:25 shots
Market Cost: 300,000 credits, 800 credits per penetrator round

e)Pulse Laser(1)---The PSMBL-5000B
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: 300 shot battery for conventionally-powered models, effectively unlimited for nuclear-powered
Cost: 400,000 credits

f)Ion Cannon(1)
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: ECHH
Payload: 200 shot battery for conventionally-powered models, effectively unlimited for nuclear-powered
Cost: 240,000 credits
*Options: For additional credits, the ion cannon can be modified for a scatter-shot mode; Reduce range to 2,000 ft, but does 5d6 MD to a 15 ft wide area. Cost: 9,000 credits


g)Plasma Cannon(1)
Range: 2000 ft
Damage: 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
Rate of Fire: ECHH
Payload:200 shot battery for conventionally-powered models, effectively unlimited for nuclear-powered
Deuterium Gas Reservoir has enough gas under pressure for 200 shots.
Cost: 100,000 credits, plus 3,500 credits per deuterium ‘hotshot’ cartridge.

h)Particle Beam Cannon(1)
Range: 2,000 ft
Damage:1d4x 10 MD single blast
2d4x10 MD double blast
Rate of Fire: ECHH
Payload:80 shot battery for conventionally-powered models, effectively unlimited for nuclear-powered
Cost: 190,000 credits

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

j) Heavy Stunner----A powerful sonic cannon
Range: 800 ft in air
Damage::Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(aircraft and tanks are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per se, it does affect the hearing and inner ears of crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or uninsulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
Rate of Fire:(Sonic Blast) ECHH
Payload:(Sonic Blast) 100 shots convemtional battery, effectively unlimited linked to a nuclear power source
Cost: 200,000 credits

k) Gum Sprayer “Gum Gun”----This option takes up two forearm spaces and consists of a high-pressure sprayer/applicator and two storage bottles. The “Gum Gun” applies/squirts a super-strong epoxy adhesive that can be used to cement MDC materials together, or make temporary patches. Used in quantity, the epoxy can be used to build up an MDC barrier. As a weapon, the Gum Gun can be used to capture opponents with an entangle.
Each application covers about five square feet,. To completely cover a human-sized target, the attacker must roll a 12 or better on the strike roll, otherwise only a limb is glommed. Anyone caught in the goo must have a supernatural or robotic PS of 30 or better to break free; otherwise they are stuck until the goo is somehow removed.
The epoxy sets within seconds, and can be used underwater. However, the sprayed epoxy needs 1d4 hours to properly cure, at which point it attains its maximum strength. Once the two tanks are emptied, the twin bottles, which are sold and attached together as a pair, can be quickly exchanged for fresh ones in one melee action, like changing an e-clip. For larger jobs, the system can be fitted with a backpack tank holding additional chemicals.
Note: This is the same system used on the PS-11E and is interchangable
Range: 150 ft
MDC : Epoxy has 2d4 MDC per application, but hardens to 2d6 +1 MDC after curing for 1d4 hours
Damage: None
Payload: 100 applications
Cost: 50,000 credits

l)Spray Cannon---High powered water cannon for spreading a steady stream of liquid agent, or can be modified to spray an aersol mist for wide area applications.
Range: 300 ft
Damage:Varies by chemical carried; Some examples:
(Water)None, if carrying water, but human-sized beings struck with the stream but roll versus the ‘cannon’s To Strike roll, or be bowled off their feet(lose 1 APM and initaive that melee for getting back up). Does 2d6x10 HP to vampires per blast

(Gloop) PS’s sticky goop---This quick-setting polymer material is used in constuction, as well as to firm up the walls of tunnels and damaged structures. It is also used to cocoon valuable and delicate objects for moving. Each half-gallon application of this quick-set plastic covers about 5 cubic feet, and to cover a human sized target completely, the attacker must roll a 12 or better on the Strike roll. Anyone caught in the goo must have a supernatural or robotic P.S. of 30 or better to escape; otherwise, the target is stuck until released by an outside agency. Gloop has 2d4 MDC per application, and breaks down after 1d4 days of exposure, unless treated with a special binder chemical, and allowed to cure for 1d4 hours, in which case it stabilizes and has an MDC of 2d6+1 per cubic foot. Gloop costs 70 credits per half gallon(single application)
A variant of this gunk, ‘Boro-Slime’, is a quick-setting slurry of lead-powder and boro-silicate glass suspension, which is sprayed on leaking radiation sources, forming a thick crust to simultaneously trap radioactive materials and seal it inside a crusting shell for later safe removal. Best used to contain small (power armor and vehicle) reactor breaches and water leaks; larger reactor leaks will require more drastic measures. ‘Boro-Slime’ is otherwise identical to standard Gloop, and costs 120 credits per half gallon(single application)


(Slip Spray)---Rather than trap, this makes it impossible for people and many vehicles to gain purchase. A single application(a tablespoon) will cover nearly four square feet. Slipspray is very nearly water-resistant----it takes ALOT of water, roughly 6-10 gallons, to wash away an ounce of slipspray---or regular industrial solvents will do the trick. Slipspray breaks down after 1d4 hours of exposure to air.
Effects: Anyone trying to move across slipspray must make a roll under their Physical Prowess at -8 or go out of control at full speed. Vehicles, power armors, and light robot vehicles travelling in ground contact across sufficently large patches of slipspray will be at -15% to their piloting rolls..failure means the vehicel goes out of control and takes on the chaarcteristics of a giant hockey puck. Depending on the hardness of the surface(must be a hard surface, not a permeable surface like dirt or gravel), certain heavy vehicles and robots(like the MAC II) will be unaffected, as they simply stomp the effected surface into the subterrane. Hovercraft are NOT affected either.
Cost: 40 credits per ounce(covers 8 square ft...so a gallon’s worth will cover 1,024 ft! Instant ice rink anyone?)
Rate of Fire: ECHH
Payload: 100 gallon internal tank, or can be attached to a trailer holding up to 400 gallons
Cost: 6,000 credits

m) Net Launcher
Range: 800 ft. Net covers a 50 ft area
Damage:(Standard Net) Heavy high-tensile strength megadmage steel cable net; takes melee actions/attacks to untangle self(half that for creatures with supernatural PS of 50 or higher)...in the meantime, the victim CANNOT strike or parry, is -2 to dodge, and reduce speed by 90%

(Slicer Net) As above, except that every melee the target spends struggling and trying to get out, they take 2d4 MD from the various hooks and razor-lines. In addition to usual penalties, takes an additional -2 to dodge from the pain.

(Shock Net)As above, except that each melee entangled, the target takes electrical shock damage. At mild current levels, this can be annoying and distracting, but can also stun the victim...higher levels of voltage can toast the entrapped target and damage them severely, if not kill them outright....
2d4 MD per melee/shock pulse, plus MDC beings must roll versus non-lethal poison(16 or better) or be stunned /knocked out for 1d4 melees. Cyborgs have a 60% chance of having their systems overloaded and being immobilized for 1d4 melees, plus a 40% chance of electrical systems/accessories such as sensors or weapons knocked out for 1d4+2 melees. Robots and Power Armor fare somewhat better, having only a 40% chance of losing electrical systems or peripherals for 1d4 melees.

(Drug Net)As above, except that the net has microcapsules that break with any struggle, releasing a skin-contact/aerosol drug--Unless the victim has complete environmental protection(sealed off from contamination), they must roll each melee they are entangled against non-lethal toxin, or find themselves succumbing to chemical lethargy; cumulative -20% chance of falling unconscious(for 2d4 minutes), -1 to initiative, -2 Dodge, Strike, Parry, and Roll, -1 APM (in addition to entanglement penalties).

(Thermite Net) A nasty variant, based on designs brought back from South America(See Rifts South America 2). Same as above, but bursts into flame, doing 4d6 MD for 1d6 melees
Rate of Fire:ECHH
Payload: 6 nets

3) Smoke/Gas Mortars(2)(2x3 tubes)
Range: 500 ft
Damage: None, smoke(chemical agents such as tear gas can be substituted) in 10 ft radius.
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 6 smoke grenades per launcher, 36 total

Options:
*Automode---Transplants the robotic fire control of the Damnthing to a static mounting: 4 APMs
+2 strike to w/ all ranged attacks
+3 to strike w/ main cannon/direct fire weapon
Cost: 50,000 Credits


*Medium Turret 2(Modified ‘Cossack’ Hovertank Turret)
MDC:
Main Turret 200
Reinforced Turret Compartment 90
Turret Cost: 100,000 credits
Weapons Systems:
1)3-Inch(76mm) Gun---PS has updated the design with more modern MD alloys and ceramics for lighter construction, longer life, and easier maintenance, added more advanced fire control(and in some cases an auto-loader), and supplied the weapons with more advanced MD munitions and safer gun propellants.
Range:7,000 ft
Damage:
(Fragmentation) 4d6 MD to 20 ft blast radius
(High Explosive-Armor-Piercing)2d4x10 MD to 8 ft blast radius
(Flare)Burns for 1d4 minutes, illuminating a 2,000 ft area
Rate of Fire: 20 rds per minute(5 shots per melee)
Payload: 100 rds

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

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

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

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


2) Co-Axial Light Gun
a) 7.62mm Machine Gun
Range: 3,000 ft
Damage: 6d6 SDC single round, 4d6x10 SDC per 10 round burst.
Rate of Fire: Standard
Payload: 600 rd belt

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

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

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

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

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

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

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

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

*Medium Turret 3(Modified Sherman/Shaw MBT Turret:
MDC:
Main Turret 220
Reinforced Turret Compartment 90
Turret Cost: 120,000 credits
Weapons Systems:
1)76mm Cannon(1, main turret)---PS has updated the design with more modern MD alloys and ceramics for lighter construction, longer life, and easier maintenance, added more advanced fire control(and in some cases an auto-loader), and supplied the weapons with more advanced MD munitions and safer gun propellants.
The PS-HBT4 uses a longer-barreled weapon than that mounted in the PS-T-34, allowing for longer range and more accurate fire.
Range:30,000 ft
Damage:
(Fragmentation) 4d6 MD to 20 ft blast radius
(High Explosive-Armor-Piercing)2d4x10 MD to 8 ft blast radius
(Flare)Burns for 1d4 minutes, illuminating a 2,000 ft area
Rate of Fire: 20 rds per minute(5 shots per melee)
Payload: 77 rds

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

e) Flame Thrower
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Note: Payload can be increased by the addition of armored fuel tanks(150 MDC for the tanks and TRIPLE payload)
Cost: 30,000 credits. 65,000 credits for extra tanks

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

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

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

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

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

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

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

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

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



*Heavy Turret(Modified Black Bear MBT Turret)
MDC:
Turret 250
Reinforced Crew Compartment in turret 50
Cupola-mount Rail Gun 60
Main Gun 120
Missile Pod 50
Turret Cost: 150,000 credits
Systems of Note:
Weapons Systems:
1)Heavy Tri-Barrel Plasma Cannon---This massive turret-mounted weapon has 360-degree arc of fire, 45 degree elevation and 30 degree depression. Its another derivation of PS’s energy-weapons research, and does massive amonts of damage at respectable range, but it eats power at an incredible rate.
Range:6,000 ft
Damage: 1d6x10 MD single barrel, 2d6x10 MD double barrelled blast, 3d6x10 MD per triple barrel burst)counts as one attack).
Rate of Fire: EGCHH
Payload: 45 shot battery per conventionally powered models; recharges at 1 shot per 10 minutes. Effectively unlimited for nuclear models.

2)Co-Axial Rail Cannon----The classic PS/IH-105 railgun, mounted co-axially to the main gun.
Range: 4000 ft
Damage: 1d4 MD single rd, 1d4x10 MD per 40 rd burst
Rate of Fire: EGCHH
Payload: 8,000 rd drum(200 bursts)

3)Cupola-mount Rail Gun---Standard turret-mounted anti-personnel and anti-aircraft weapon.
Range: 4000 ft
Damage: 1d4 MD single round, 1d4x10 MD per 40 round burst
Rate of Fire: EPCHH
Payload: 8,000 round magazine(200 bursts)

4)Mini-Missile Launcher Pod--Located on the side of the turret is a launch-box for missiles.
Range: Varies
Damage: Varies
Rate of Fire: Volleys of 1,2, 4, 6, or 12
Payload: 24

Options: It wouldn’t be a PS design if we didn’t offer optional systems now, would it? The Black Bear has two quick-change option mounts; both in the turret.

Swap-out Replacements for the Main Weaponry:
a)155 mm LB Massdriver Cannon(PS-MDC155L)
Range:(Direct Fire) 45,000 ft(9 miles)
(Indirect Fire) 110,000 ft (22 miles)
Damage:High Explosive(HE)---- 3d6x10 MD to 50 ft radius
High Explosive Anti-Tank(HEAT)---- 4d6x10+20 MD to 10 ft radius
Fragmentation---2d6x10 MD to 60 ft radius
Plasma----- 1d6x 40+10 MD to 50 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 6d6x10 MD out to 20,000 ft, 4d4x10 MD out to maximum range
Rate of Fire: Twice per melee
Payload: 32 rds
Cost: 6 million credits

B) Triple 40mm Cannon Mount----This AAA-mount turret is fitted with three 40mm ‘Pom-Pom’ cannons licensed from PS’s european trade partner Farnborough Air(Paladin Steel had provided FA with explosives information). The ‘triple-ripple’ has proven effective both in anti-aircraft operations and against surface targets.
Range:(High Velocity Round)5,000 yards(15,000 ft)
Maximum AA altitude w/ HV shells: 13,300 ft
(Low Velocity Round) 3,800 yards(11,400 ft)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 rounds per minute(or up to 30 rds per melee)
Payload: Internal stowage for 360 rds
Cost: 220,000 credits.
High Velocity(Fragmentation) shells cost 200 credits apiece, 245 credits for HE
Low Velocity(Fragmentation) shells cost 180 credits apiece, 200 credits for HE



Swap-out Replacements for the Mini-Missile Launcher
a) Short Range Missile Pod
Range: Varies
Damage: Varies
Rate of Fire: Volleys of 1,2,4,6, or 12
Payload: 12
Cost: 500,000 credits

b) Medium Range Missile Pod
Range:Varies
Damage:Varies
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 6
Cost: 800,000 credits

c) Anti-Tank Missile Pod---Uses PS ‘smart’ armor killers for more accurate fire.
Range: 1 mile
Damage: Armor-piercing:2d4x10 MD, no blast radius
Rate of Fire:Volleys of 1,2,3, 4, or 6
Payload: 12
Bonuses: +5 to strike
Cost: 400,000 credits

Replacements for the Secondary Rail Cannon
a) Light Auto-Cannon/Grenade Launcher---A copy of the ever-popular WI-GL20
Range: 3000 ft
Damage:(Fragmentation): 4d6 MD to 12 ft area
2d6x10 MD to 40 ft blast area, per 10 rd burst
(Armor Piercing):1d4x10 Md to 3 ft blast area
3d6x10 MD to 8 ft blast area, per 10 rd burst
Rate of Fire: Standard
Payload: 300 rd drum
Cost: 150,000 credits

b) 32mm PS-10RJ Ramjet AutoCannon---Another IHA copy, contributed by expatriate IHA employees
Range: 3000 ft
Damage: 3d6 MD single rd, 2d6x10 MD per 20 rd burst
Rate of Fire:EPCHH
Payload:2000 rds(100 bursts
Cost: 200,000 credits

c) Heavy Laser---A fairly standard and straighforward heavy pulse laser.
Range: 6000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 200 blast battery conventionally powered, effectively unlimied if nuclear powered
Cost: 200,000 credits

d) Heavy 50mm Launcher ---The same weapon as mounted on the PSA-11 power armors, the 50mm Launcher is a short-ranged but powerful grenade-launcher-style weapon that’s considered ideal for defensive anti-vehicle work and urban anti-personnel work(i.e. it drops the buildings those pesky little infantry are hiding in). The weapon lobs a plastic-explosive shell that sticks to the target, then explodes, punching a plug or spald of material off the inner surface of the target into its interior, doing great damage.
Range: 800 ft
Damage:1d6x10 +40 MD to 6 ft blast radius, plus 1d4x10 SDC to anyone inside the armor(or 6d6 SDC to anyone within 10 ft of the other side of the wall). HALF that if used against composite ‘meshed’ armors designed to flex, rather than spald(most power armors are contructed to have a certain amount of ‘warp’ to their structure, but cheaper armors, like Chipwell and early Northern Gun designs, lack this protection).
More advanced modern armors, such as those used by the Coalition, Triax, and other very high tech nations(the Kittani, for instance), for their EBA, power armors, robots, some vehicles, and special purpose fortifications(such as high echelon command bunkers) are designed NOT to spald, due to multiple composite layers of megadamage fabric and netting.....for these armors, spalding/bleed-through damage may be reduced to 1/4, or may not apply at all(GMs, use your discretion). Normal blast damage still applies, though, as the outer layers of armor are blown off/vaporized.
Penalties: The 50mm grenade is rather slow (250 ft per second) and is meant to be used against stationary and slow-moving targets(like vehicles)...Against faster, more agile, targets like power armors and hovercycles that actually get a dodge, the shell is -2 to strike.
Rate of Fire: EPCHH
Payload: 24 rds
Cost: 120,000 credits

Re: Paladin Steel Storefront

Posted: Thu May 19, 2011 10:41 pm
by abtex
taalismn wrote:
kronos wrote:
taalismn wrote:
abtex wrote:Will they floating options? Like houseboats so we can use after the dam breaks. Maybe.
Take your inflatable 'condom' and make it in larger sizes. Remember not DBees are human size. While the rich humans want more room and open spaces as well.

Thanks...now I can't get 'ribbed for extra pleasure" out of my mind...

Ribbed for your staying pleasure :-P Now in jumbo size for those that need more 'room' :D

"Quit straddling that quonset hut, Garsh...the joke's not THAT funny, you dumb Gigante!!!" :x :x :x

taalismn wrote:Paladin Steel Erectable Watchtowers

“I know what it looks like, corporal... but that doesn’t mean you can refer to the Type Two Mobile Watchtower as a ‘MegaTrojan’!”

I must have got your Portable Shelter mixed up with something else that you had done.. :D

Re: Paladin Steel Storefront

Posted: Fri May 20, 2011 10:28 am
by kronos
Looking nice! Although there's no price on the Medium Turret 2 (Modified Cossak turret).

Re: Paladin Steel Storefront

Posted: Fri May 20, 2011 1:24 pm
by taalismn
kronos wrote:Looking nice! Although there's no price on the Medium Turret 2 (Modified Cossak turret).



Fixed....the turrets are relatively cheap because of mass-production(we got factories in various kingdoms and even other dimensions churning out spare parts and assemblies) :-D

Re: Paladin Steel Storefront

Posted: Mon May 23, 2011 6:57 pm
by taalismn
Okay, time for some rough art again:

First, the Paladin Steel Brunel(shown with two Hesperia fighters):
http://i408.photobucket.com/albums/pp164/taalismn/Brunel.jpg

Next is the Goethals:
http://i408.photobucket.com/albums/pp164/taalismn/Goethels.jpg

Re: Paladin Steel Storefront

Posted: Wed May 25, 2011 3:41 am
by abtex
Housing market is 'ballooning ' in the neighborhood?

Re: Paladin Steel Storefront

Posted: Wed May 25, 2011 6:20 pm
by taalismn
abtex wrote:Housing market is 'ballooning ' in the neighborhood?



You're reading my mind...I do indeed have balloon-matrix foamed-concrete buildings in the works... :D

Re: Paladin Steel Storefront

Posted: Wed May 25, 2011 9:47 pm
by abtex
taalismn wrote:Okay, time for some rough art again:

First, the Paladin Steel Brunel(shown with two Hesperia fighters):
http://i408.photobucket.com/albums/pp164/taalismn/Brunel.jpg

Next is the Goethals:
http://i408.photobucket.com/albums/pp164/taalismn/Goethels.jpg

So they are not just balloons on a stick?
But really 'floating' jetson houses. On a common support frame.

Re: Paladin Steel Storefront

Posted: Wed May 25, 2011 10:32 pm
by taalismn
abtex wrote:
taalismn wrote:Okay, time for some rough art again:

First, the Paladin Steel Brunel(shown with two Hesperia fighters):
http://i408.photobucket.com/albums/pp164/taalismn/Brunel.jpg

Next is the Goethals:
http://i408.photobucket.com/albums/pp164/taalismn/Goethels.jpg

So they are not just balloons on a stick?
But really 'floating' jetson houses. On a common support frame.


Spherical habitat and cargo modules actually...Since PS is not just military goods and services, you can't just expect military-drab color schemes...(look at shipyard and train shipping containers...they look like a box of LEGO blocks...There's one picture of a Japanese post-tidal wave port where the cargo containers in a yard like somebody dumped a giant box of chalk sticks or crayons).

Re: Paladin Steel Storefront

Posted: Mon May 30, 2011 3:30 pm
by taalismn
Paladin Steel AH-204 Penetrator Light Stealth Helo
http://jetphotos.net/viewphoto.php?id=164820&nseq=0
http://www.aviastar.org/helicopters_eng/bell_penetrator.php

“Ninjas?! Ninjas from HELICOPTERS?! STEALTH HELICOPTERS???!!! I am torn, yes, torn, between immediately shooting you for your incompetence at not anticipating such a possibility and shuddering in awe at how epic and awesome was the manner in which we were just hosed!”

The PSAH-204 is a conventional rotary-wing helicopter based on a pre-Rifts stealth demonstrator debuted in 1990 by AACN(American Aircraft Corporation Now) based on the frame, engine, and transmission of the ubiquitous Bell UH-1B ‘Huey’. Though little came of the design, it attracted enough attention that it was documented in aviation databases. Paladin Steel heritage scouts would later come across reference to the design and find enough data that PS felt confident they could do a reconstruction(and IMPROVEMENT) on it, adding another design with Golden Age heritage star power to their lines of VTOL aircraft.
The Penetrator has the same angular lines and general layout of the original design, but PS has added features from other contemporary ‘stealth’ helicopters of the time, and upgraded with low-end Megadamage Era technologies. ‘Silencer hubs’ cap the modified fenestron-style tail rotor and main rotor, thermal dispersal vents cover the exhaust and coolant radiators, and the fuselage is skinned in radar-absorbant low-visibility materials, over a megadamage alloy and composite body. The pilot and co-pilot sit inline in an attack helicopter-style cockpit; immediately behind them is a troop compartment with two gunners occupying observation blisters on either side of the tail, controling the two rear gun turrets. Four mini-turrets give the helo good all-around weapons coverage, and additional ordnance can be mounted on the helicopter’s wings(albeit at the loss of some stealth).
Paladin Steel is aiming the Penetrator at the specialized mercenary and commando(and small adventurer parties) market. Though more lightly armed and slower than its contemporaries, such as the Coalition’s ‘Black Lightning’ helicopter gunship, the Penetrator’s stealth capabilities give it a substantial edge in strike operations. The ability to deploy a small scout or strike team makes the helicopter invaluable for deep recon and covert ops, such as the escalating guerilla war along the Coalition States’ borders. Not surprisingly, a number of these helicopters have been bought, through middlemen, by ex-Tolkeenite forces harassing the Coalition. Paladin Steel Security uses a number of these aircraft, as does the GNEAS, although exact numbers and distribution is unknown.

Type: PS-B/AACN-AH-204 Penetrator
Class: Low Observability Attack/Transport Helicopter
Crew: 4 +6 passengers
MDC/Armor by Location:
Main Body 200
Reinforced Crew Compartment 100
Four Blade Top Rotors---100(25 each blade)
Landing Runners(2) 40 each
Mini-Turrets(4) 35 each
Winglets(2) 60 each
(Optional) Nose Turret(1) 40
Height: 13 ft
Width: 9 ft wingspan (Rotor diameter is 48 ft)
Length: 48 ft (51 ft with rotor spinning)
Weight: 5,200 lbs empty
Cargo: 1,600 lbs cabin payload
Powerplant: Liquid Fuel(3.5 hour endurance/ 700 mile range), Electric(800 mile range), Nuclear Fusion(w/ 5 year energy life), or TW(w/ 5 year energy life)
Speed: Hover to 200 MPH, maximum altitude of 18,000 ft
Market Cost: 720,000 credits for liquid fuel, 820,000 credits for electric, 3.8 million credits for nuclear fusion, and 6.1 million credits for TW
Systems of Note:
Standard Aircraft Systems, plus:
*Integral Low-Lite Nightvision Optics---Besides the hull sensor mounts, the four-man crew are issued helmets with night vision optics and linked fire control interfaces as standard.

*Spotlight(Normal Light and Infrared): 800 ft

*Radio w/ signal scrambler: 500 mile long range, 5 mile short range.

*External Loudspeaker: 80 decibels

*Laser Targeting---Laser range finders on the turret-mounted weapons, and added gyrostabilization, gives the weapons a +2 to strike.

*EM Alert System---Sounds an alert if the aircraft is detected/scanned by radar, and can be set to trigger the countermeasure launchers if a radar ‘lock-on’ is detected.

*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.

*Composite Armor---The megadamage composite fiber armor of the Penetrator is of interest in that it reduces damage by projectile weapon strikes(autocannon, rail guns, fragmentation missiles, arrows, spears) by 20%.

*Stealth Design---The PSAH-204 is is -25% to detect with Read Sensory Instrument rolls, and radar-guided weaponry is -1 to strike

*’Hush’ Props--Effectively cut the helicopter’s noise down to the point where it only be effectively heard from 300 ft away.

Weapons Systems:
1) Light Cannon Turrets(4)---Mounted one on either side of the nose/cockpit are two small weapons turrets, and another pair are mounted on either side of the tail, fire-linked and sighted to helmet-mount sighting rigs worn by the crew. Each turret can hold ONE of the following:
a) Mini-Chain Gun Pod-----PS-XMG Gatling Cannon----A six-barreled gatling cannon, firing a modified WI-23-style 5.56mm Explosive cartridge. The PS Gatlings trade damage potential per individual round for burst capability and better range using the better cartridge propellants and longer barrels. Mechanical design modeled after the pre-Rifts XM-214 ‘Six-Pak’ Mini-Gun. Excellent range, but low damage, and a tendency to empty the ammo drum and wear out the barrels quickly in heated combat.
For monster hunting, this weapon can also be used to fire silver-plated bullets, each doing HP to vampires and werebeings.
Range: 13,000 ft
Damage:(5.56mm Explosive) 2d4x10 SDC per single shot, 1d6 MD per 10-shot burst, 2d6 MD per 20-shot burst, and 1d6x10 MD per 100-shot burst(counts as TWO attacks).
Rate of Fire: ECHH
Payload: 40,000 rd(400 bursts) drum standard
Cost: 45,000 credits

b) 20mm Cannon
Range: 4,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
(Super-HEX) 4d4 MD single shot
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds)humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174)
Rate of Fire: EGCHH
Payload:800 rd magazine
Cost: 55,000 credits

c)12.7mm multi-barrel rail gun---A powerful 12.7mm quad-barrel cannon, similar to those carried by the PS K-12 Enforcer, and spewing a high speed barrage of explosive shells.
Range:4000 ft
Damage:1d6x10 MD per 40 rd burst
Rate of Fire:EPCHH.
Payload: 4,000 rds per gun(100 bursts)
Cost: 65,000 credits

d) Pulse Laser
Range: 4,000 feet
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: Standard
Payload: 200 shot battery or Unlimited linked to nuclear power source
Cost: 50,000 cr

e) Light Ion Cannon
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: Standard
Payload: 200 shot battery or Unlimited linked to nuclear power source
Cost: 65,000 credits

f)’Sparkler’ Ion Cannon---Based on PS ‘Arc-Gun’ technology
Range: 2,000 ft
Damage: 1d6x10 MD per bolt to primary target.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning disipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(4d6 MD).
Does only 1/4 of the original damage if the secondary targets are non-metallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: Standard
Payload: 200 shot battery or Unlimited linked to nuclear power source
Bonuses: +2 to strike metallic targets
Cost: 42,000 credits

g)Light Plasma Cannon---Based on the PS ‘Lewiston’ Plasma Rifle
Range: 3,300 ft
Damage: 5d6 MD per shot, 2d4x10 MD for a four-shot burst
Rate of Fire: Standard
Payload: 200 shot battery or Unlimited linked to nuclear power source
Cost: 37,000 credits


2) (Optional) Nose Turret(1)---A centerline nose turret can be mounted, holding ONE of the following:
a) Grenade Launcher
Range: 5,000 ft
Damage: (Fragmentation) 4d6 MD to 12 ft area single rd, 2d6x10 MD to 40 ft area per 10-round burst
(Armor Piercing)1d6x10 to 3 ft area single rd, 3d6x10 MD to 8 ft area per 10-round burst
Rate of Fire: EGCHH
Payload: 200 rds
Cost: 50,000 credits

b)30mm Cannon
Weight: 180 lbs
Range: 7,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst
Rate of Fire: Single shot or two-round burst
Payload: 100 rds
Cost: 40,000 credits

c)Anti-Theron Magic Disruptor Cannon(Type 1c-Lite)
Range: 3,000 ft
Damage: Does 6d6 HP/MDC damage(based on what the creature is)
Depending on how much PPE is present and how essential it is to an organism’s survival, damage varies:
Techno-Wizardry Devices(including TW generators), enchanted objects, rune weapons, and other magically-infused(but INANIMATE) objects are NOT affected and take no damage.
Non-magical beings. psychics, and ‘mundanes’ are unaffected and experience nothing aside from a slight tingling sensation, mild sunburn-like symptoms, and a passing feeling of nausea from a Disruptor strike.
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and bioborg implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential. They take normal damage as for the weapon’s damage rating.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save NEGATES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automations will be effectively STUNNED, being paralyzed for 1d4 melees per shot, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.

Other Effects:
*Magic Disruption----Each blast NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
*Magical Forcefields take 1.5 normal damage.
*Invisible beings will be revealed by an anti-theron burst and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to fluoresce and become visible to the naked eye.
Rate of Fire: EGCHH
Payload: A gallon-sized anti-theron cartridge that’s good for 200 shots before needing replacement.
Cost: EXCLUSIVE to PS/GNE units, not available for sale

d)Magepod TW Magic Projector System
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery(the model fitted to the Penetrator has 200 PPE, 300 PPE if a TW model). In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The Aviation-weight mage Pod system costs about 1.9 million credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.

3) (Optional) Wing Hardpoints---Ordnance can be mounted on the winglets, but reduces the stealth(reduce to-detect penalty to -15). Each wing has TWO hardpoints, each one of which can hold the following:
a) 15mm Micro-Missile Launcher(25 shot micro-missile launcher using Paladin Steel micro-missiles/rocket-propelled grenades)
Range:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Rate of Fire: Volleys of 1-10
Payload: 25-shot box cassette
Cost: 10,000 credits
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Pattern-1C 60 credits per McM
Pattern-1D 95 credits per McM
Pattern-1E 220 credits per McM

b) 20mm Micro-Missile Launcher
Range: 8,000 ft for all types
Damage: (Pattern-2a) 4d4 MD to 2 ft blast radius
(Pattern-2b)6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
(Pattern-2c)(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1-10
Payload: 22-shot pod
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Cost: 25,000 credits
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each

c) 30mm Micro-Missile Launcher
Range: 11,000 ft
Damage: (Pattern-3a) 4d6 MD single rd to 5 ft blast radius
(Pattern-3b) 1d4x10 MD to a 5 ft blast radius, or 3d6 MDC out to a 20 ft blast radius in fragmentation mode
(Pattern-3c)(Incendiary)2d6 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1-10
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Payload: 20 rds
Cost: 29,000 credits
(Pattern-3a) 90 credits each
(Pattern-3b)150 credits each
(Pattern-3c) 180 credits each


d)Mini-Missile Launcher(19-shot missile pod)----The main advantage this weapon has over the larger-payload PT-M20(described later) is its cost and higher rate of selective volley fire.
Rate of Fire: Volleys of 1-19(all)
Cost: 20,000 Credits(Missiles cost extra)

e) Short Range Missile Launcher(4 per hardpoint)
Cost: 20,000 Credits(Missiles cost extra)

f) Medium Range Missile Launcher(1 per hardpoint)
Cost: 20,000 Credits(Missiles cost extra)

g) Albatross IV/Shrike III---A ‘brilliant’ anti-aircraft missile, jointly developed with the New Roman Republic.
Range: 75 miles
Damage: 2d6x10 MD
Rate of Fire: Volley of 1
Payload: 1 per hardpoint
Bonus: +4 to strike
Cost: 60,000 credits. 10,000 credits per missile.

i) Heavy Hitter Anti-Armor Missiles---Laser-guided anti-armor missiles
Range: 1 mile(5,000 ft)
Damage: 2d4x10 MD
Rate of Fire: Volleys of 1,2,3,or 4
Payload: 4 shot pod per hardpoint
Bonus: +5 to strike ground targets(Aircraft are only +2 to strike)
Cost: 20,000 credits. 6,000 credits per missile

j) PS ‘Black Talon’ Light SAMs---PS’s ‘brilliant’ mini-missile.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 4
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 60 ,000 credits per launcher, 10,000 credits per missile

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

l) PS GL-20 40mm Automatic Grenade Launcher: This is the popular knockoff of the WI-GL20.
Range: 7,000 ft
Damage: Frag rounds do 4d6 MD to a 12-foot radius. AP rounds do 1d4x10 to a 3-foot blast radius, and Plasma rounds do 1d4x10+10 to a 5-foot radius. A 3-round burst of frag shells does 1d4x10 to a 15-foot radius, a burst of 3 AP shells does 2d4x10 to a 5-foot radius, and a burst of 3 plasma shells does 3d4x10 to an 8-foot blast radius A 5-round burst of frag shells does 1d6x10 to a 20-foot radius, a burst of 5 AP shells does 2d6x10 to a 6-foot area, and a burst of 5-plasma shells does 3d6x10 to a 10-foot radius. A 10-round burst of frag shells does 2d6x10 to a 40-foot radius. A 10-round AP burst does 3d6x10 to an 8-foot area, and a 10-round plasma burst does 4d6x10+10 to a 15-foot radius!!
Rate of Fire: Standard
Payload: 150 round drum clip.
Cost: 150,000 cr Frag Grenades cost 300 cr each, AP cost 400, and Plasma cost 500. Empty drum clips cost 200, empty short clips cost 100. PS offers special deals on buying fully loaded clips. A fully loaded Frag clip cots 30,500, a fully loaded AP clip costs 40,500, a fully loaded Plasma clip costs 50,500. (Short clips cost 12,500 for frag, 16,500 for AP, and 20,500 for plasma) costs include rounds, clip and a nominal loading fee, but it's still about a 20-25% discount.

m) PS-XMG Gatling Cannon----A six-barreled gatling cannon, firing a modified WI-23 5.56mm Explosive cartridge. The PS Gatlings trade damage potential per individual round for burst capability and better range using the better cartridge propellants and longer barrels. Mechanical design modeled after the pre-Rifts XM-214 ‘Six-Pak’ Mini-Gun. Excellent range, but low damage, and a tendency to empty the ammo drum, and wear out the barrels, too quickly in heated combat.
For monster hunting, this weapon can also be used to fire silver-plated bullets, each doing HP to vampires and werebeings.
Range: 13,000 ft
Damage:(5.56mm Explosive) 2d4x10 SDC SDC per single shot, 1d6 MD per 10-shot burst, 2d6 MD per 20-shot burst, and 1d6x10 MD per 100-shot burst(counts as TWO attacks),
Rate of Fire: ECHH
Payload: 40,000 rd(400 bursts) drum standard

n) 12.7mm Rapid Fire Gatling Cannon(2)--- Rapid-fire multi-barrel railguns, the same as installed on PS’s PSA-12 power armors. These weapons have an advantage over the lasers in that they deliver more kinetic punch, and thus are more effective against targets that are resistant to energy weapons.
Range:4000 ft
Damage:1d6x10 MD per 40 rd burst
2d6x10 MD for a simultaneous double burst from both guns.
Rate of Fire:EPCHH. Can only fire bursts.
Payload: 2,400 rds per gun(80 bursts)

o) Light Autocannon---The 20mm Taskin Rifle, mounted in a vehicle pod
Range: 3,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
(Super-HEX) 4d4 MD single shot
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds)humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174)
Rate of Fire: EGCHH
Payload:500 rd magazine
Cost: 20,000 credits

p) 30mm AutoCannon
Range: 9,500 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 5d6x10 MD for a 5-rd burst!
Rate of Fire: Single shot ,two-round, or five-round burst
Payload: 150 rds
Cost: 100,000 credits

q) Light Gunpod----Light Rail Gun---A copy of the Coalition’s own C-200 ‘Dead Man’ rail gun.
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload:400 rd drum(20 bursts)

r)IH-100 Rail Gun (PS-100)
Weight: 300 lbs
Range: 4000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
Cost: 80,000 credits

s)KTH-65 32mm Assault Rail Gun (Raven)(2, Sponson-mounted)----Designed with the needs of a heavy infantry squad in mind, Kera-Tech Industries developed the KTH-65 for long range combat in both atmosphere and in space. the KTH-65 can penetrate most any known armour with ease with a high-velocity burst. With the enhanced capability of variable rounds, numerous different combat roles can be filled by the KTH-65. The weapon is also manufactured under license by Paladin Steel on the East Coast.
Range: 5,500 ft
Damage: Varies by shell type
Shell Types:
APFS-DU (Armour Piercing Fin Stabilized, Depleted Uranium) - 5D6x10, no
blast radius
HESH (High Explosive Squash Head) - 5D6 MD plus 5D6 SDC to the person(s) inside the object.
HE (High Explosive) 1D6x10 to a 5 (16ft) radius
HEG (High Explosive, Guided) - 2D6x10 to a 2m (7ft) radius
Rate of Fire: single shots, ECHH
Payload: 60 rds each

t)PS XL-16-PM Pulse Laser: Similar to the JA-12 Juicer Assassin's Rifle, or the Wilk's 457 pulse rifle, it is tied into the aerodyne’s internal power supplies and targeting controls.
Range: 4000 feet
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: Standard
Payload: 200 shot battery or Unlimited linked to nuclear power source
Cost: 60,000 cr

u)Magnetic Anomaly Detector(MAD) ‘Badmitten Bird’ Sensor----The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy

v) Stretcher Pod----Alternatively, the hardpoint can carry an external armored stretcher pod for transporting sick or injured personnel---Each stretcher pod has 120 MDC and remote link patient monitoring.

Variants:
*PSAH-204(TW)---TechnoWizardry-enhanced version powered by a TW powerplant and having the following additional mystech features:
-Mystical Stealth System----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive manuever, the stealth drops and the aircraft can be readily detected. Costs 20 PPE per 3 minutes of activation.
-Nightcloak System---Effective only at night, this system renders the aircraft virtuallly invisible in darkness; enemies are -6 to strike, -4 to dodge. Costs 10 PPE per 30 minutes.
-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 ‘copter up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
-(TW) Spinning Blades----A modified application of the Spinning Blades spell, this system converts conventional propellor blades into powerful melee weapons.....When activated, a series of mystical blades(typically3- 12) appear in a floating circle ahead and slightly wider than the arc of the converted propellor . These blades then spin like a demonic buzzsaw, protecting the engine and shredding anything that gets in front of them(acting as a limited protective mechanism). A favorite with daredevil pilots who like getting up close and personal with enemy aircraft, or who like flying through swarms of monsters like Gargoyles, Xiticix, and Winged Black Men, shredding them as they fly past.
Range: Melee(typically 3-4 ft ahead of the props, and up to half the prop radius out (about 15 ft diameter). in the case of the Penetrator, they describe a 10 ft extra radius around the aircraft, and can be angled up or down as much as 30 ft, allowing the ‘copter to hit targets on the ground.
Damage: Does 2d6 MD per blade, 8d6 MD for a full four-blade strike.
Duration: 10 melee rounds( 2.5 minutes per activation)
Bonus: Also has a +6 to parry rail gun rounds, autocannon shells, and other projectiles aimed at the propellers
PPE Activation Cost: 20 PPE per activation


*PSAH-204(E-TW)---(Aka ‘GhostWind’) Variant of the PSAH-204(TW), replacing the TW powerplant with an Air Elenimal. The main advantages are better rough weather performance, and the ability to more easily generate tornado-force winds.
-The use of the Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
-*Tornado/Waterspout----A more localized cyclonic storm, that is generated and directed just like
the Hurricane.
Range: 100 ft area...copter can safely exit the tornado at 600 ft altitude
Tornado travels at 150 MPH
Damage: Stationary structures suffer 4d6x10 MD and trees uprotted in 15 seconds. Anything actually
sucked into the funnel takes 3d6x10 MD per melee, then is ejected after 1d6 melees, suffering an
additional 2d6x10 MD. If on water; 50% chance of capsizing small craft, 30% chance of capsizing
medium-sized ships(coast guard cutter sized), 10% chance of overturning large vessels, no chance of
upsetting carrier- and supertanker-sized vessels(may mess up the upper works, though).
Rate of Fire: 1 tornado created per activation
Payload:Lasts 10 minutes per activation; pumping in additional PPE can extend the duration of the
waterspout
PPE Usage per Activation: 45

Re: Paladin Steel Storefront

Posted: Mon May 30, 2011 3:55 pm
by abtex
taalismn wrote:Paladin Steel AH-204 Penetrator Light Stealth Helo
[url]images3.jetphotos.net/.../ 6/39124_1065780603.jpg[/url]
Something is missing in the link above.
http://www.aviastar.org/helicopters_eng/bell_penetrator.php

Nice.
Have been wondering about Helicopters and Elenimals. Maybe using them in other STOL, VTOL or S/VTOL aircraft as well.
Enjoying any other secretprojects'?

Re: Paladin Steel Storefront

Posted: Mon May 30, 2011 3:59 pm
by taalismn
abtex wrote:
taalismn wrote:Paladin Steel AH-204 Penetrator Light Stealth Helo
[url]images3.jetphotos.net/.../ 6/39124_1065780603.jpg[/url]
Something is missing in the link above.
http://www.aviastar.org/helicopters_eng/bell_penetrator.php

Nice.
Have been wondering about Helicopters and Elenimals. Maybe using them in other STOL, VTOL or S/VTOL aircraft as well.
Enjoying any other secretprojects'?


I've got a PILE of hardcopies of various land vehicles and naval projects that have features that can be applied to PS products(if not adapted wholesale), sitting next to my computer. :D

Re: Paladin Steel Storefront

Posted: Mon May 30, 2011 5:04 pm
by abtex
Too many good, strange, dumb and 'Why' ideas there to waste. Have printed many myself. If me and I will stop talking about them and do something about them. Myself might get something done. Just keep finding new ones.

Re: Paladin Steel Storefront

Posted: Mon May 30, 2011 5:16 pm
by abtex
taalismn wrote:
abtex wrote:
taalismn wrote:Paladin Steel AH-204 Penetrator Light Stealth Helo

Equipped with
taalismn wrote:v) Stretcher Pod --- Alternatively, the hardpoint can carry an external armored stretcher pod for transporting isck or injured personnel --- Each stretcher pod has 120 MDC and remote link patient monitoring.

We can use it to transport ZINO to the hospital the next time he works on his room. :-( Then use the copter's weapons load to 'clean' it for him. :D

isck?

Re: Paladin Steel Storefront

Posted: Mon May 30, 2011 7:15 pm
by taalismn
abtex wrote:
taalismn wrote:
abtex wrote:
taalismn wrote:Paladin Steel AH-204 Penetrator Light Stealth Helo

Equipped with
taalismn wrote:v) Stretcher Pod --- Alternatively, the hardpoint can carry an external armored stretcher pod for transporting isck or injured personnel --- Each stretcher pod has 120 MDC and remote link patient monitoring.

We can transport ZINO to the hospital the next time he works on his room. :-( Then use the copter's weapons load to 'clean' it for him. :D

isck?



Fixed. And if his room is anything like the rest of ours...
I'll get the nukes...

Re: Paladin Steel Storefront

Posted: Mon May 30, 2011 7:50 pm
by ZINO
[quote="taalismn"][size=150]Paladin Steel AH-204 Penetrator Light Stealth Helo
OK i am so impress with nice!!!!!!!

Re: Paladin Steel Storefront

Posted: Tue May 31, 2011 2:56 am
by abtex
ZINO wrote:
taalismn wrote:[size=150]Paladin Steel AH-204 Penetrator Light Stealth Helo
OK i am so impress with nice!!!!!!!

So what are you working on from whatifmodelers?

What level of weapon load would we need to clean your room? taalismn and abtex are multi loads of nuke.

Re: Paladin Steel Storefront

Posted: Tue May 31, 2011 4:26 am
by abtex
taalismn wrote:
abtex wrote:
taalismn wrote:Paladin Steel AH-204 Penetrator Light Stealth Helo

Equipped with
taalismn wrote:v) Stretcher Pod --- Alternatively, the hardpoint can carry an external armored stretcher pod for transporting sick or injured personnel --- Each stretcher pod has 120 MDC and remote link patient monitoring.

Going for a ride A
3 paint jobs
Troop
Stretcher

Going for a ride B
Troop
Coffin class trip
Seal
Smart drone and dumb worker
Cargo

How we get you there

Another way to go there in style

Not the right picture but like above but is a helicopter not jet
Kamov Ka-90 stowable rotor concept

Any landing you can...

Other manned and UAV aircraft can be used with the multi mission version of the 'Stretcher' Pod or 'Easy Pod' flying cheap or coffin class.