Re: Paladin Steel Storefront
Posted: Tue May 31, 2011 4:33 pm
nice man
Welcome to the Megaverse® of Palladium Books®
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https://mail.palladium-megaverse.com/forums/viewtopic.php?t=93286
abtex wrote:taalismn wrote:abtex wrote:taalismn wrote:Paladin Steel AH-204 Penetrator Light Stealth Helo
Equipped withtaalismn 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.
isck?
taalismn wrote: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.
taalismn wrote:Should have another flood of stuff coming along in a coupla weeks or so...Been rather motivated of late...It's low-end stuff, though; not war-winners, unless you adopt the business model that selling a lot of them buys bigger projects...
kronos wrote:taalismn wrote:Should have another flood of stuff coming along in a coupla weeks or so...Been rather motivated of late...It's low-end stuff, though; not war-winners, unless you adopt the business model that selling a lot of them buys bigger projects...
Hey, sometimes smaller cheap stuff is good. Arm a village you save one day may provide enough fire power at a later time when you really need it.
taalismn wrote:.putting a CG-drive in an old LEM would be like the modern equivalent of souped up antique 'funnycars'.
taalismn wrote:PS PS-M136 Minigun
(aka ‘Little Monster’, ‘Fire-Hose’, ‘Hoser’)
“... Heavy weapons are NOT acceptable bed companions or sex toys!”
abtex wrote:taalismn wrote:PS PS-M136 Minigun
(aka ‘Little Monster’, ‘Fire-Hose’, ‘Hoser’)
“... Heavy weapons are NOT acceptable bed companions or sex toys!”
Yes they are..
Nice toy. Me, I just need my flatbed Mule and some extra ammo. But Grandpa going to upgrade his wheel chair with dual Hosers and add a cart for ammo. Showoff.
taalismn wrote:PS PS-M136 Minigun
(aka ‘Little Monster’, ‘Fire-Hose’, ‘Hoser’)
“I WANT THIS THING SURGICALLY ATTACHED TO MY ARM! I WANT MY TRIGGER-FINGER SEWN IN THE ‘CLOSED’ POSITION!! I WANT MY ENTIRE PAYCHECK IN AMMUNITION!!!! I WANT MY NAME LEGALLY CHANGED TO ‘GATLING’!!! MWUHHHHAAAHHHAAHHHAAAAAA!!!!”
“The MOMENT we get into friendly territory, Mulhausen stands down and hands over his Minigun to the Quartermaster for repairs and the man takes mandatory leave. If he refuses, sedate him. Got it? We’re not going to have a repeat of Ernestine and ‘her precious’ again, understand? Heavy weapons are NOT acceptable bed companions or sex toys!”
The PS-M136 is merely a rebuilt of the pre-Rifts M134 Minigun. The six-barrelled 7.62mm calibre electrically-powered Gatling has been modified to make use of higher-temperature-resistant and self-cooling megadamage barrel materials and bearings, light weight power sources, and (largely) self-lubricating coatings to keep jamming and overheating to a minimum. The weapon is usually mounted on a vehicle, but can be tripod mounted for use by infantry, or podded for use by power armor, robots, and exceptionally strong(i.e., cyborg, d-bee, or mutant) soldiers. The tripod and pedestal mounts come equipped with special shock absorbers to control the formidable recoil that builds up on full auto-fire. Special powered active recoil control, using the same sort of ‘fuzzy logic’ drift correction used in gyrostabilized cameras, is often fitted, though some gunners prefer the random spray around the point of aim that going full-out with the weapon generates.
The weapon’s main strength is in its range and rate of fire; supplied with exploding ammunition, the ‘Little Monster’ can lay waste to large swatches of landscape and the enemy forces on those swatches. The basic idea behind the M136 is to throw enough lead fast enough, so even with low-power rounds, an enemy’s going to get sandblasted and forced to duck for cover.
While the weapon itself isn’t terribly expensive, compared to rail guns and energy cannons, the real expense is in the specialized ammunition. Keeping these guns fed can itself eat up a good portion of a mercenary unit’s munitions budget.
This weapon’s mindboggling rate of fire has been known to cause ‘autofire addiction’ among operators; the sheer firepower at their fingertips causing a certain mania and feelings of invincibility...which can be fatally cut short when the weapon runs through its entire ammunition supply in one or two melee rounds, leaving the gunner clicking the action on an empty weapon. .
Because of its logistical demands(lugging the heavy ammunition drums in particular), the PS-M136 hasn’t proven terribly popular with the Regular Army’s infantry, and thus sees the most use on vehicles or in static defenses where re-supply is near at hand. The GNE Militia/National Guard has a lot of these weapons, often mounted in security posts or cached near fortified emergency depots and designated strongpoints. A number of these weapons have also been sold to PS/GNE affiliates and associated paramilities. The PS-M136 is often seen as a cheap alternative to larger, more specialized rail gun weapons like the RG-15 Boom Gun, and is sometimes seen as a replacement weapon on power armors with shoulder-mount heavy weapons, especially among paramilitaries who can’t afford original spec or more advanced weaponry.
Paladin Steel is also reportedly working on a version using caseless ammunition, in order to further cut down on maintanence demands and on ammunition weight.
Weight: 35 lbs+ ammo drum(a full 4,000 rd drum can weigh 160 lbs)
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt
Cost: 27,000 credits
taalismn wrote:abtex wrote:taalismn wrote:PS PS-M136 Minigun
(aka ‘Little Monster’, ‘Fire-Hose’, ‘Hoser’)
“... Heavy weapons are NOT acceptable bed companions or sex toys!”
Yes they are..
Nice toy. Me, I just need my flatbed Mule and some extra ammo. But Grandpa going to upgrade his wheel chair with dual Hosers and add a cart for ammo. Showoff.
"Okay... we know some of you have been RAISED by heavy weapons in absence of original parental units, but please try to keep your family problems discrete and not interfering with military operations...."
abtex wrote:[
What's the different between military operations and normal family live in the age of RIFTS? Survived the Dark ages with them as kin and their 'F1 - help' data files have more family pictures and history recorded on spare memory. As well as games, movies, 'read to me' books and their like.
[/size]
taalismn wrote:Gibbs Frame Amphibious Vehicle Conversions
http://www.gibbslockheedamphibians.com
Paladin Steel’s heritage scouts have to be among the busiest and best-paid of their kind on Rifts Earth; they keep bringing up treasures for PS’s engineers. Whether the technology and technical literature they dig up and turn over is really preserved relics of Rifts Earth’s Golden Age, or secondhand d-bee material from alternate Earths, is unknown, but PS will take a look at it regardless. So when a heritage scout came in with a stack of data files claiming to describe in detail pre-Rifts Lockheed Martin’s foray into amphibious vehicles under the Gibbs subcontractor name, PS sat up and took notice.
Paladin Steel quickly realized that of the four designs described in the files, two could easily and quickly be produced from existing vehicle lines, one would require a bit more work, and the last would require a new production line.
Paladin Steel has adapted what it calls the ‘Gibbs Amphibian Suspension System’ to a number of vehicles; in it, the vehicle has a boat-bottomed hull and widely-spaced wheels that rotate up and out of the water to improve streamlining along the submerged portion of the hull. The amphibians are also notably very shallow draft, allowing for high speed operations in shallows and rivers, further improving mobility. Though more expensive than simpler forms of amphibian design, the payoff of reducing drag is in faster speeds and more durable vehicular lower bodies. On Rifts Earth, this has translated into immediate sales interest for customers who need to cross multiple environs, fast.
Paladin Steel ALAC-04 Morgen Amphibious Light Armored Car
“The Morgen’s a snapping turtle on steroids, a muscle car for land AND sea, a high speed marauder for security pursuit, raiding, or just plain crusin’ for mates. Whatever the engine that’s installed inside, the Morgen purrs like a predator, works like a drafthorse, and moves like a force of nature. With the right weaponry, it’s a certified threat to small ships and river traffic. Do I like this truck? Does it show that obviously?”
The Morgen was the only one of the four Gibbs designs that Paladin Steel couldn’t produce from an existing vehicle line, despite the original ACC-E concept being based on the ubiquitous ‘Humvee’. Paladin Steel had eschewed doing its own carbon-copy of the pre-Rifts Hummer in favor of other designs, as the market was already flooded by Black Market copies from various manufacturers.
Instead, PS rebuilt the ACC-E from the ground up as a new vehicle. The resulting vehicle, the Morgen, is described as being more of a ‘light wheeled tank’ or a ‘fast turtle’ than anything else. The Morgen has a four-wheel design with a hard canopy top and heavily armored windows, plus a boat-shaped lower hull, armored wheels, and a retracting suspension that clears the wheels out of the water when the hydrojet propulsion is engaged. Performance on the water has been likened to ‘skipping a brick’ with regards to the Morgen’s high speed and heavy armor. Adding to the pluses is the ability to mount a remote-control weapons turret on the roof; some buyers/operators have become infatuated with the ability to perform ‘drive by’ attacks on ships and shoreline targets, then escaping at high speed on the water, or ducking inland to avoid pursuit.
Since its introduction, the Morgen has caught on with Paladin Steel Security, the GNEAS, and affiliated paramilitaries and armed mercantile concerns. The vehicle has just recently been introduced to the general market.
Type: PS-LM/G-ALAC-04 Morgen
Class: Amphibious Light Armored Car
Crew: 2+6 passengers
MDC/Armor by Location:
Main Body 300
Reinforced Crew Compartment 100
Wheels(4) 30 each
(Optional) Light Turret 50
(Optional) Medium Turret 90
Height: 8 ft
Width: 8 ft
Length: 20 ft
Weight: 4 tons
Cargo: 1,000 lbs
Powerplant:Liquid Fuel(200 miles), electric(250 miles), or nuclear fusion w/ 10 year energy life(rarely fitted)
Speed: (Land) 80 MPH
` (Water) 45 MPH
Market Cost: 680,000 credits for liquid fuel, 780,000 credits for electric, and 2 million credits for nuclear
Systems of Note:
*Power Bilge Pumps
*Variable Pressure Tires
*Retractable Keel Board/Trim Vanes/Rudders
*Dashboard Compass
*Dashboard Radio(20 mile range)
*Depth Finder
*Normal Light/IR Headlights
*Hydrojet Propulsion
*Mine Resistant Hull---The slightly V-shaped underbody of the hull is angled enough to deflect damage from mines and other IEDs...Reduces damage from ground blasts by 1/4.
Weapons Systems: None standard, but a light(single weapon) or medium (twin weapon) weapon turret can be fitted.
a) 40mm Grenade Launcher
Range:7,000 ft
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 300 rd drum each AGL
Special Features: None
Cost: 50,000 credits for the launcher
b)PS-RG-44 Rail Gun(a copy of an imported Russian design)
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst
Rate of Fire: EGCHH
Payload: 3,000 rd drum
Cost: 75,000 credits
d)Mini-Missiles---10 shot pod
e)Short Range Missiles---A 4-shot pod can be mounted on each hardpoint
f)Copperhead Anti-Armor Missiles----(Range: 1 mile, Damage: High Explosive 2d4x10 MD, Rate of Fire: Volleys of 1, 2, or 4, Payload: 4, Bonuses: +5 to strike, Market Cost: 50,000 credits for the launcher, 8, 000 credits per missile)---4 shot pod
g)PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
At 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 1,000 rd drum
Cost: 100,000 credits
h)PS PTT-M20 Missile Rifle: An extremely popular CS knockoff.
MDC: 100
Range: (Mini-Missiles)Varies by Missile Type(Mini-Missile).Usually about a mile for the missiles
(Laser) 2,000 feet
Damage:(Mini-Missiles)Varies by Missile Type(Mini-Missile).
(Laser) 2d6 MDC
Rate of Fire: (Mini-Missiles)Volleys of 1, 2, or 4
(Laser) EGCHH
Payload:(Mini-Missiles) 20 missiles total (10 per tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup. The Morgen has a 120 shot battery that recharges off the main engine at 10 shots per hour during normal operations, or 20 shots per hour of idling.
Bonuses: +1 to strike from laser targeting
Cost: 70,000 Cr
i)PS-DL-110 Razor-Frizzer( a copy of an imported Russian design). The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired. Very frightening if you’re aboard a ship with these things spinning off things and nowhere to dodge.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 2,000 rd drum
Cost: 80,000 credits
j)Light 20mm Autocannon
Range: 4,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(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)
Rate of Fire: Standard
Payload: 200 rds
Cost: 30,000 credits
k)45mm PS-HRG05 'Hellshot' Rail Cannons: An early attempt to equal the power of the infamous "Boom Gun" carried by the Glitterboy, these fearsome handheld weapons fire a much larger heavy metal kinetic energy penetrator with a massive punch. Unfortunately, the engineers were unable to equal the Boom Gun's long range or build the projectiles any smaller, limiting the payload.
MDC: 50
Weight: 500lbs
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot only; EGCHH
Payload: 12 shots
Market Cost: 120,000 credits per cannon, 800 credits per penetrator round
l)Pulse Laser
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10+10 MD triple pulse blast
Rate of Fire: EGCHH
Payload: 100 shot battery
Cost: 65,000 credits
m)Laser Cannon Pod---A heavier single-barrel laser cannon, based on a weapon acquired from South America(the ATL-7 Anti-Tank Laser)
Range: 3,000 ft
Damage: 3d6x10+10 MD per single shot
Rate of Fire: Four shots per melee
Payload: 80 shot battery
Cost: 180,000 credits
n)Pulse Laser Lances---Adapted from the Kittani Energy Lance; modest damage, but good range, and excellent accuracy(due to its light weight and integral laser sighting). These weapons are heavier than the original, due to different production methods(70 lbs), and are just now becoming available; PS is testing out the market and applications.
Range: 6,000 ft in hi-mode, 3,000 ft in lo-mode
Damage: 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
Rate of Fire: EGCHH
Payload: 100 shot battery
Bonus: +2 to strike
Cost: 75,000 credits
o)Ion Cannon---A copy of the ion weapon in the M-90 “Beach Stormer”, samples of which were acquired by Paladin Steel West, though with slightly less damage due to differing production methods.
Range: 4,000 ft
Damage: 1d6x10 +7 MD per energy burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 60,000 credits
p)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: Effectively Unlimited
Deuterium Gas Reservoir has enough gas under pressure for 20 shots.
Cost: 100,000 credits, plus 800 credits per deuterium ‘hotshot’ cartridge.
Paladin Steel MDUKW3 ‘Mineex’ Amphibious Truck
“Don’t you mudsloggers be getting the idea that these things make you sailors! Nothing beats a REAL ship on the water!”
“If you deck-whumpers weren’t afraid of a little shallow water, we wouldn’t be buying ‘these things’ in such quantity.”
The Mineex(after a Wynaro name for an large flightless duck-like predator of their homeworld) is a modification of the Classic Mover DUKW, rebuilt to serve as a high speed riverine monitor. It trades some of the DUKW’s cargo and passenger capacity for heavier armor, a more power engine, multiple weapons stations, and greater speed, at greater cost per unit. Like the Morgen, it too has a hard-top canopy instead of an open deck or fabric top, and the troops can either shoot through gunports or shuttered windows. Three weapons stations that can be remote controlled or manually operated provide heavy firepower. Hydrojet propulsion replaces the slower system on the DUKW2, allowing for faster speed on the water.
The Mineex has found a place in the GNEAS and affiliated militaries as a riverine patrol craft and troop transport. It is also being marketed abroad by Paladin Steel.
Type: PS-LM/G-MDUKW3
Class: High Speed Amphibious Utility Vehicle
Crew: One driver and 3 gunners, but capacity for up to 12 passengers
MDC/Armor by Location:
Main Body 280
Wheels(6) 30 each
Weapons Turrets(3) 50 each
Height: 8.8 ft
Width: 8.25 ft
Length: 31 ft
Weight: 8.7 tons
Cargo: 4 tons
Powerplant:Liquid Fuel(200 miles), electric(250 miles), or nuclear fusion w/ 7 year energy life(rarely fitted)
Speed:(Land) 70 MPH
(Water) 40 MPH
Market Cost: 720,000 credits for liquid fuel, 800,000 credits for electric, and 2.1 million credits for nuclear
Systems of Note:
*Power Bilge Pumps
*Variable Pressure Tires
*Retractable Keel Board/Trim Vanes/Rudders
*Erectable Fabric Top(25 MDC)
*Dashboard Compass
*Dashboard Radio(15 mile range)
*Depth Finder
*Normal Light/IR Headlights
*Hydrojet Propulsion
*Mine Resistant Hull---The slightly V-shaped underbody of the hull is angled enough to deflect damage from mines and other IEDs...Reduces damage from ground blasts by 1/4.
Weapons Systems: Has provision for 3 pintle mounts for mini-guns, light rail guns, energy rifles, or rocket/missile/mini-torpedo launchers, one on each side just behind the driver’s compartment, and one at the rear of the amphibian.
Options:
*Sonar--5 mile range. Cost: 70,000 credits
*Mini-Radar-Cost: 60,000 credits for 5 mile range, 120,000 credits 10 mile range.
*Mini-missile ‘Calliope’ Launcher---This multi-tube “pipe organ” missile launcher repalces the rear weapons station and turns the vehicle into a light bombard platform. To aim the missiles, the vehicle itself must be aimed and pointed, as the launcher has only elevation and depression,
Range: Varies
Damage: Varies
Rate of Fire: Volleys of 1,2, 4, 6,
Payload: 20
Cost: 15,000 credits
*’Metal Storm’ Mini-Missile Launcher---As above, only each tube has three mini-missiles loaded in-line and fired by a gas-cartridge free of the launcher before rocket engine ignition.
Range: Varies
Damage: Varies
Rate of Fire: Volleys of 1-10
Payload: 60, three per tube
Cost: 70,000 credits
*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
Variants:
*PS-LM/G-MDUKW3M---A special operations variant that does away with troop carrying capability to carry medium range sea-skimming anti-shipping missiles. The rear weapons station has been replaced with two shipping/launching boxes, each holding an MRM cruise missile(the Harpoon III is the standard issue), while a single reload missile can be stowed in the cabin(takes about 15 minutes to reload it and test it).
Paladin Steel ‘Waterwalker’ Enhanced Amphibious Mobility Kit(EAMK-01)
This is a modification kit being offered to improve the water mobility of the original DUKW3, by adding two retractable hydroplanes and a larger, more powerful engine with lowerable prop-shaft.
Weight:+ 2,000 lbs
MDC: Hydrofoils(2) 30 each
Speed: (Water) 35 MPH
Cost: 85,000 credits
Paladin Steel AATUV-02M WaterNix Amphibious Jeep
“Ever since we switched over from Mallards to WaterNixes for waterway patrol, I swear the guys go through our monthly fuel budget in a week racing each other! Don’t get me wrong; it’s great having that extra speed, but the temptation to floor the pedal and go crusing for the sheer helluvit...well...”
The WaterNix is based on the Paladin Steel Jeep Warrior, using the same body frame, same wheels, same engine, but rebuilting the lower body work and installing a Gibs Amphibian Suspension System. The resulting vehicle is slower than the standard Jeep Warrior on land, but is comparable to a racing boat on the water, making the WaterNix an instant favorite with coastal patrol forces. In almost all other regards, the WaterNix is identical to the Jeep Warrior.
The WaterNIx is rapidly becoming the vehicle of choice with coastal and riverine forces in the GNE, and is expected to quickly become as common a sight as any of the other ‘common mover’ vehicles manufactured by Paladin Steel. Sales outside the GNE are already showing a definite upward trend, which makes PS’s accountants SMILE.
Type: PS-AATUV-02M WaterNix
Class: Amphibious All-Terrain Utility Vehicle
Crew: One; can accommodate 3-4 passengers
MDC/Armor by Location:
Main Body 90
Wheels(4) 15 each
(Optional) Plastic Flex-Armor Convertible Cover 25 MDC
Height: 6 ft at roller bar
Width: 7 ft
Length: 9 ft
Weight: 1.4 tons
Cargo: Glove compartment, plus up to 600 lbs of gear in the rear seats(if not carrying passengers)
Powerplant: Liquid Fuel(300 mile range), Hydrogen-Electric Fuel Cell(360 mile range), Electric
Battery(380 mile range), or Nuclear Mini-Pack(w/ 5 year lifespan)
Speed: (Land) 80 MPH
`(Water) 50 MPH
Market Cost: 22,000 credits for the basic WN. 36,000 credits for fuel cell, 43,000 credits for
electric, and 2 million credits for nuclear.
Systems of Note:
*Automatic Transmission
*Four-Wheel Drive
*Variable Suspension---Can raise or lower itself up to 18 inches to clear obstacles
*Dashboard Radio(reciever only)
*Roller Bar Assembly
*Rear Cargo Rack---Can hold up to 2x 45 gallon drums of fuel/water
*IR/Normal Light Headlights
*Powered Winch and 60 ft of cable
*Towing Mount---Can haul up to 3 tons without problem, 5 tons at 1/4 speed
*Spare set of jumper cables and tool kit
*Hydrojet Propulsion
*Mine Resistant Hull---The slightly V-shaped underbody of the hull is angled enough to deflect damage from mines and other IEDs...Reduces damage from ground blasts by 1/4.
Weapons Systems: None standard, but a pintle mount can be set on the roller bar and manned by a person seated or standing in the back.
Options:
*Engine Upgrade----A more powerful engine and more efficient power train can be added,
improving overall speed, but at greater expense;
Speed: Can improve top speed by up to 50%
Cost: 5,000 credits per 10% of improvement over base.
*Multi-Displacement Engine Mod(available only to liquid-fuel models)---This is a ‘smart’ engine
design that allows the engine to run on only a few cylinders in its 16-cylinder engine, rather than
all of them all of the time. The engine can run on 4, 8, 12, or all 16, at the flip of a switch. While
running on fewer cylinders reduces power and speed, in some circumstances it is prefered,
especially when speed isn’t an issue, and fuel economy is.
Speed: Reduce speed by 32 MPH for every 4 cylinders not being used; so the bare minimum of
running on four cylinders will result in a maximum possible speed of about 32 MPH. However, for
every 4 cylinders taken out of usage, extend range/fuel economy by 10%, so running wholly on 4
cylinders can extend range by 40%(120 miles!).
Cost: 5,000 credits
*Second Engine---A second engine can be dropped into the load bed and connected to the
transmission...The increase in speed is not so great, but the second engine increases the power
available for towing and hauling. Reduce cargo capacity for the rear bedto 1/4(must be carried on
rack above engine housing). Two passengers can hang onto the rack, but not with any sort of
comfort.
Speed: Can improve top speed by up to 10%, Can haul up to 5 tons without problem, 12 tons at 1/4
speed
Cost: 7,000 credits for liquid fuel. 8,000 credits for fuel cell, 9,000 credits for electric battery
(nuclear NOT available).
*Quad Robot Legs---A four-legged full-robot version. Each of its four legs has 100 MDC, and the machine can scuttle along at 45 MPH, but can also scamper up a 45-degree slope. Also enjoys an additional +1 to Dodge due to improved agility. Cost: 1 million credits
[b]Paladin Steel ATV-LAMPH02 ‘Jinnyex’ Quad-Wheeler Jetski[/b]
(aka ‘Hydroquad’)
“Great...now we got motorcycle gangs that can go pirate too!”
The Gibbs Quadski would be represented in rebuild by the PS ‘Jinnyex’(a Wynaro name for a fast and vicious otter-like predator), itself based on the existing PS-ATV-IFV02 ‘Speedy’ AIFV, reconverted back into a human-scale riding quadwheeler. The Jinnyex is essentially a wheeled jetski(or quadwheeler with boat hull and waterjet propulsion) that can quickly go from high speed land operation to water operations and vice versa.
Since its introduction, the LAMPH02 has caught on famously with scouts and commandoes, as well as militia and security personnel operating in wetland areas. The Coalition ‘Brown Water’ Navy has reportedly begun having problems with guerillas and bandit gangs using similar vehicles, so it’s a good bet that a number of the quadskis have made their way into the hands of Tolkeenite bitter-enders.
Type: PS-ATV-LAMPH02 Jinnyex
Class: All-Terrain Vehicle, Amphibious
(Use Pilot Motorcycle or Automobile for skill rolls)
Crew: 1; 1 passenger can sit behind the driver
MDC/Armor by Location:
Main Body 50
Reinforced Crew Compartment 30
Wheels(4) 6 each
Height: 4 ft
Width: 4 ft
Length: 6 ft
Weight: 650 lbs
Cargo: Up to 200 lbs of gear can be carried in side compartments or lashed to the outside.
Powerplant: Liquid Fuel (300 mile range), Fuel-Cell Electric(340 mile range), or Nuclear(5 year energy life)
Speed: (Land) 120 MPH(typically half to a third that over rough terrain)
Can climb 35-degree grades(in theory, could climb up to a 60-degree grade, but impose a -15% skill roll penalty to the pilot to pull this off)
(Water) 110 MPH
Market Cost: 21,000 credits for liquid fuel, 24,000 credits for electric, 1 million for nuclear
Systems of Note:
*Radio(10 mile range)
*Hydrojet Propulsion
*Mine Resistant Hull---The slightly V-shaped underbody of the hull is angled enough to deflect damage from mines and other IEDs...Reduces damage from ground blasts by 1/4. Note that the rider is still exposed on the top of the quadwheeler and not enclosed by a protective vehicle cage, and so may still take concussion damage or be thrown from the vehicle.
Weapons Systems:
1) Handlebar-mounted Weapons Hardpoints(2)--Two podded light weapons can be mounted on either side of the handlebar control stem and rigged to fire with a touch of a trigger-button on the handlebars. Each of the hardpints can be fitted with a standard sidearm hooked up to fire via the handlebar control, or ONE of the following:
a) 7.62mm Machine Gun---Adapted version of the PS GMG M43, with a 20 inch barrel
Range: 7,500 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 800 rpm
Payload: 250-rd belt
Cost: 8,000 credits
b) 12 Gauge AutoShotgun
Range:(12 Gauge)) 300-1,000 ft(varies by ammunition type)
Damage:(12 Gauge)
*Standard Shotgun shell--300 ft range, 5d6 SDC
*Standard Buckshot shell---300 ft range, 4d6 SDC to 5 ft area
*Teargas shell---300 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---300 ft range, 2d6 SDC, plus 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).
*S-9Dex Incapacitation Munition ---300 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 300 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---1,000 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 1,000 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---1,000 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---1,000 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armour & roll versus knockdown (14)
Rate of Fire:(12 Gauge) Standard
Payload:(12 Gauge) 20 rd ‘banana’ clip(up to 4 clips can be carried internally)
Or a 50 shot drum can be added
Cost: 9,000 credits
c)30mm Automatic Grenade Launcher
Range:1,200 ft
Damage:
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.
The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire: ECHH
Payload: 12 shot magazine, 18 shot ‘saddle drum’, or 24 shot drum
Note: The Drum magazines are fully compatible with the PS ‘Drum Mine’ system that allows large-caliber ammunition drums to be converted into boobytraps/mines.
Cost: 19,000 credits; SDC rounds cost 40-60 credits each, Crowd Control rounds cost 20 credits each, standard 30mm HE grenades cost 400 credits each, armor-piercing cost 550 credits each, micro-fusion(rarely available on the open market) cost 1,500 credits each, Incendiary cost 600 credits each.
d) 5.56mm Medium Machine Gun---This is an adapted version of the P-631 Series modular automatic weapon, firing caseless ammunition. 15 inch barrel.
Range:
Effective Range: 3,300 ft, maxmum range 8,000 ft
Damage:(5.56mm) 5d6 +3 SDC single shot or 2d4x10+9 SDC per 3 shot burst at ranges under 3,300 ft, 3d6+1 SDC or 6d6+3 SDC per 3 rd burst beyond 3,300 ft .
(PSX-1) 1d6 MD per single shot or 3d6 MD per 3 shot burst(no damage reduction)
Can use any standard 5.56 mm-format specialized munitions, including explosive rounds and megadamage armor-piercers.
Rate of Fire: Selective fire; bursts of 5, 10, 20, 30, or 50 rds.
Payload: 180-rd Belt
Cost: 3,800 credits
e)Laser Cannon---Adapted model of the PS-RFL2-33 ‘Blazer’ Heavy Infantry Laser
Weight: 27 lbs
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch.
Cost: 75,000 credits
f)PS Rip-Zapper Ion Cannon
Range:(Ion Beam Mode) 1,700 ft
(SDC Beam) 2,000 ft
(Ion Bolt Mode) 3,000 ft
(Lightning Zapper Mode) 500 ft
(Shock-Zap Mode) 1-3 ft
Damage:(Ion Beam Mode) 4d6+2 MD per single shot
(SDC Beam)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, and a 75% chance of permanently frying nanotech devices(like Armor-dissolving nanites or RMK/IRMSS systems).
(Ion Bolt Mode) 2d4 MD to 5 ft radius, 55% chance of knocking out unshielded cybernetics for 1d4 melees.
(Lightning Zapper Mode) Does stun damage similar to SDC beam through metal armor and light power armor.
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon does 1d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
(Shock-Zap Mode) Similar to a Shock Rod; 5d6 SDC, plus 55% chance of stunning humans, d-bees, and small animals for 1d4 melees, 15% against large or inhumanly powerful beings. Cumulative effects same as for Electro-Stunner(see pg 50 of Coalition: Lone Star).
Rate of Fire:(Ion Beam Mode)Standard
(SDC Beam) Standard
(Ion Bolt Mode) Four times per melee
(Lightning Zapper Mode) Can fire only one Zap every melee(takes fifteen seconds to power up)
(Shock-Zap Mode) ECHH
Payload:(Ion Beam Mode) 10 shots standard E-clip, 24 shots long e-clip.
(SDC Beam)One MD shot equals 10 SDC shots
(Ion Bolt Mode) Same as for Ion Beam mode
(Lightning Zapper Mode) Same as for Ion Beam mode
(Shock-Zap Mode) 20 zaps equals 1 MD shot
Features:
*Heavy insulation
*Compatible with NG, CS, and PS-produced E-canisters
Options: None
Cost: 36,000 Credits
g) Micro-Missile Launcher---25 shot launch box. Cost: 20,000 credits, missiles cost extra
h) Mini-Missile Launcher---4 shot launcher. Cost: 40,000 credits, missiles cost extra
i) Copperhead Anti-Tank Missiles
Range: 1 mile,
Damage: High Explosive 2d4x10 MD,
Rate of Fire: Volleys of 1-4
Payload: 1
Bonuses: +5 to strike
Cost: 20,000 Cr, missiles cost 600 credits each
2)(Optional) Mini-Torpedoes(2)---A single mini-torpedo can be mounted on each side and jettisoned using a special launch rig.
Range: 1 mile
Damage: 1d6x10 MD
Rate of Fire: Volley of 1-2(all)
Payload: 2, one each side
Options:
*Trailer Pod---This is a roughly lozenge-shaped trailer pod of lightweight MDC fabric and composite plastic construction that can be towed behind the quadski. The pod can be used to carry an additional passenger or up to 400 lbs of cargo. The pod has two zip-lock door-panels and can be made watertight to keep the contents dry. The trailer has two wheels, and a cruder form of the Gibbs suspension system; when a hydrosensor detects rising water, the wheels swivel up and the pod can float.
MDC: 50
Size: Roughly 6 ft long, 3.5 ft wide, and 3 ft tall
Weight: 160 lbs
Cargo: 400 lbs
Movement Penalty: -5% to piloting skill and reduce maximum speed by 20% while the trailer is hitched up
Cost: 9,000 credits
abtex wrote:great Armored Baby Buggy minor or Major project?
Your Amphi converts are nice. The local Wet T-shirt contests are look to purchase them.
taalismn wrote:Paladin Steel ‘Bythos’-class Submersible Hydrofoil Ship
http://milparade.udm.ru/security/27/903.gif
abtex wrote:There is something strange about this picture.
taalismn wrote:abtex wrote:There is something strange about this picture.
Provided it isn't Shopped, it's scary.
Now admittedly, it would be perfectly permissible in the GNE, but that's because it's a post-apocalyptic society, and one that's fairly enlightened with a high level of tolerance('Trust, but Verify") and emphasis on personal and civic responsibility, including civil defense, so it's a heavily armed(and polite) society.
In real life, though? I don't see why anybody needs a weapon that sprays 900 RPM outside the military. 'Raid' works for wasps good enough, and zombies need something heavier than a 9mm to put them down, even temporarily.
Shark_Force wrote:taalismn wrote:abtex wrote:There is something strange about this picture.
Provided it isn't Shopped, it's scary.
Now admittedly, it would be perfectly permissible in the GNE, but that's because it's a post-apocalyptic society, and one that's fairly enlightened with a high level of tolerance('Trust, but Verify") and emphasis on personal and civic responsibility, including civil defense, so it's a heavily armed(and polite) society.
In real life, though? I don't see why anybody needs a weapon that sprays 900 RPM outside the military. 'Raid' works for wasps good enough, and zombies need something heavier than a 9mm to put them down, even temporarily.
but what about the ninjas?
taalismn wrote:Shark_Force wrote:taalismn wrote:abtex wrote:There is something strange about this picture.
Provided it isn't Shopped, it's scary.
Now admittedly, it would be perfectly permissible in the GNE, but that's because it's a post-apocalyptic society, and one that's fairly enlightened with a high level of tolerance('Trust, but Verify") and emphasis on personal and civic responsibility, including civil defense, so it's a heavily armed(and polite) society.
In real life, though? I don't see why anybody needs a weapon that sprays 900 RPM outside the military. 'Raid' works for wasps good enough, and zombies need something heavier than a 9mm to put them down, even temporarily.
but what about the ninjas?
Flamethrowers is for ninjas.
kronos wrote:[
I'd go with something that's got a larger area than just spraying flames around, as a good cybernetic ninja could jump around the stream. Automatic shotguns or grenades or an acidic mist that burns through cybernetics as he/she leaps about, that'll slow them down nicely.
taalismn wrote:There is something heavier than a 9mm to put them down, even temporarily.
taalismn wrote:Electromagnets is for cybernetic ninjas.
Plus you get to recycle them into cars afterwards...
abtex wrote:taalismn wrote:Electromagnets is for cybernetic ninjas.
Plus you get to recycle them into cars afterwards...
You would just have to do a little rework on them for that. Don't they transform into cars and other vehicles to hide and appear out of no where.
taalismn wrote:Paladin Steel Modular Housing System(MHS)
An extension of PS’s reusable modular shipping crate system,
Paladin Steel QDAW-01 AutoWall
Paladin Steel Expandable Shelter System(ESS)
abtex wrote:taalismn wrote:Paladin Steel Modular Housing System(MHS)
An extension of PS’s reusable modular shipping crate system,
Paladin Steel QDAW-01 AutoWall
Paladin Steel Expandable Shelter System(ESS)
So that is where they came from 'Battleboxes', not old movies and TV shows as well. A long page, nice mix of shelter history.
glitterboy2098 wrote:this site usually has a rebuttle of his entire one man movement, but it's down right now. short version: he has consistantly lied about his military credentials, routinely creates multiple accounts on forums under false identities to promote his absurd ideas (and create the impression of a large supporting populace), and is a regular ******** artist when it comes to misrepresenting things in favor of his preconceived notions. and anyone who disagrees with him or tries to point out the illogic of his proposals is unindated with personal attacks and shouted down by him and his false identities.
and i speak as someone who was on the receiving end of one over at the secretprojectsforums site.
glitterboy2098 wrote:at least two of him currently haunt secret projects. his most prolific one is..hesham i think. also i believe yasotay is one of his alter-egos. not sure on that one though. might just be a person who fell for the ********.
he's not really been a major problem over there.
taalismn wrote:Since I'm in ultimate stealth-lurker recon mode over there (okay, I'm there to look at pictures), I don't expect to be bothered by such pests (flamewars and the like) .