Re: Paladin Steel Storefront
Posted: Sun Dec 11, 2011 9:38 pm
Paladin Steel ‘Fletcher(II)’-class Destroyer
http://abbot.us/DD629/fletcher/sullivans.gif
http://abbot.us/DD629/fletcher/fletcher.jpg
http://military.discovery.com/technology/vehicles/ships/images/fletcher-class-625x450.jpg
“Sha’Dahs’Al’Shol! That Horune bastard’s just WALTZING by us and COOKING us with those damn plasma cannons! We can’t keep up with the ashhole!”
“Keep your calm, Mister Oren! He may have speed, he may have more powerful guns, but we still have range on him! Keep pumping rounds at him and keep him too busy to target our own guns! We’ll either pump more shots into him, or we’ll keep out of his own fightin’ range! We’ll just have to trust in our armor to keep us from roasting until we can break him of his speeding habit!”
Shortly after Paladin Steel West turned out its updated Fubuki(II)-class DDGs, the company was approached by an irate d-bee mercenary company that demanded ‘equal time for American designs’, and commissioned a remake of the ‘Fletcher’ DDG design. Eight months later, the first Fletcher II slid down the ways and into the Pacific.
The remade-Fletchers are roughly similar to the Fubuki remakes and share most of the same systems, but they DO have a number of differences...The Fletcher carries a 5-inch gun main armament, but has only five guns, and those all in single-gun mounts, two forward, and three aft. The Fletchers sport slightly heavier torpedo armaments(the original WW2 Fletchers carried 21-in. torpedoes compared to the Fubukis’ 24-inch ‘Long Lance’ munitions, but PS has not made such a distinction in outfitting its rebuilds). The Fletchers also mount slightly more armor protection than the Fubukis. A more powerful propulsion system drives them through the water at a slightly higher rate of speed. The internal space freed up by the switch to a more compact fusion powerplant has gone to additional ammunition storage and crew facilities. This apparently has been sufficient to placate the original contractees.
PSW has turned out three Fletcher IIs for the original contract, and has built three more under a commission by a West Coast affiliate-nation for a coastal patrol warship squadron. Four more serve with the Paladin Steel West naval security contingent.
Type: PS-DDG-22 Fletcher II
Class: Destroyer
Crew: 273 original complement, Fletcher-II has a crew of 200, and a 20 man security contingent(typically equipped with PSA-10 Pikemen suits or PSA-11N Dogfish power armors)
MDC/Armor by Location:
Main Body 8,000
Bridge 1,000
Main Mast 500
5-in. Gun Turrets(5) 500 each
Torpedo Tube Arrays(2) 500 each
Searchlight Mounts(2) 50 each
Height: 13 ft draft+28 ft mast height
Width: 39 ft
Length: 378 ft
Weight: 2,924 tons
Cargo: 160 tons
Powerplant: Nuclear Fusion w/ 25 year energy life
Speed: 48 MPH
Market Cost: 180 million credits
Systems of Note:
Standard Ship Features, plus;
*Long Range Radio---500 miles
*Long Range Radar--500 miles
*Sonar---Depth gauge and detection; 500 mile range
*Towed Array Sonar---1,000 ft of sensor-lined cabling can be reeled out behind the ship. TAS also has the advantage of being able to look under thermoclines that deflect normal surface-carried sonar sets. Effective sonar range of 100 miles.
*Fire Control System---The Fletchers mount an advanced fire control system for directing the main guns...With the bridge and main mast intact and functional, the main guns can be slaved to the fire control system and get a +2 to strike. The secondary guns can also be tied in, but due to their mountings and independent targeting system, only get a +1 to strike.
*Hull Degausser---This system can be used to periodically de-magnetize the hull, loosening the grip of magnetic-attachment limpet mines, and reducing the effectiveness of magnetically-triggered ocean mines in detecting the vessel and detonating.
*Closed-environment Life Support System---If necessary, the destroyers can seal up, and recycle their air for up to a week.
*Desalination Gear---The destroyers, in addition to having their own onboard fresh water supply, have a desalinator for producing fresh water from salt water.
*Search Lights(2)----10,000 ft range. IR and normal light.
*Lifeboats---The Fletchers sport four 20-man heavy lifeboats(250 MDC each, 20mph electric motors), and inflatable rafts (30-150 MDC each) for 120% of crew complement.
Weapons Systems:
1) 5-inch Guns(5x1)---Mounted in five single-gun turrets are five 127mm guns; two turrets mounted forward, and three turrets aft(one mounted stepped above the last one)...Each turret has 270-degree rotation, and 75-degree elevation. The turrets on the Fletchers have been upgraded with modern powerloader systems and gas-coolant systems for faster rates of fire.
Range:17,575 yards* in a surface role, 37,200 feet in anti-aircraft mode
(RAP/Rocket-Assisted Projectile) 23,770 yards
(*Note: It would take over a minute for shot to hit the target at maximum range...est. 68 seconds)
Damage:
(Fragmentation) 6d6 MD to a 35 ft radius
(High Explosive-Armor-Piercing) 1d6x10 MD to 12 ft blast radius
(Plasma)2d4x10 MD to a 30 ft blast radius
(Flare) Burns for 1d4 minutes, illuminating a 2,000 ft area
(Chaff Round)Spreads radar-disrupting chaff similar to Triax-type chaff
Rate of Fire: 5 shots per melee per gun.
Payload: Magazine capacity each gun for 380 shells
2) 24-inch Heavy Torpedo Launcher(2x5)---Located amidships are two trainable quintuple-tube arrays for launching heavy torpedoes, either for anti-ship or anti-submarine attack. Tangler and Elemental Warhead torpedoes are almost certainly to be carried by GNEN units. Unlike the original WW2 destroyers, the modern rebuilds CAN carry reloads, although the fresh torpedoes must be manhandled with the assistance of special loading gear and light power armor from below decks and reloaded into the tubes.
Range: 35 miles
Damage:(High Explosive) 4d6x10 MD to a 25 ft blast radius
(Plasma-Nuclear) 2d4x100 MD to a 75 ft blast radius
Rate of Fire: Volleys of 1-5
Payload: 20 torpedoes; 10 in the tubes, and 10 in reserve storage.
3) 40mm Cannons(8-10; standard configuration is Two twin-mounts just forward and below the bridge. Two are on the port and starboard side of the aft smoke stack. And one was located between the #3 and #4 5 inch guns. In some upgunned versions, a new turret replaces one of the torpedo launchers or redundant smoke stacks/cooling towers)---These are rapid-fire cannons meant primarily for anti-aircraft defense, although they can also engage surface targets. They have their own independent targeting sensors for back-up.
Range: 2.6 miles
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to 15 ft blast radius
(Armor Piercing Tracer) 5d6 MD single shot
(High Explosive Tracer) 4d6 MD to 10 ft blast radius
Rate of Fire: EPCHH, with rated fire of 40 rds per melee
Payload: 450 rounds each gun
Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner
4) 20mm Cannons(7-10; standard configuration is two single mounts each side amidships aft, three in a ‘pen’ on the fantail between the depth charge racks, one each side of the bridge, and the last mounted on the bridge tower )----Similar to the infantry-scaled 20mm ‘Taskin’ light autocannon. These are the longer-ranged Model 2N , with a longer barrel and more powerful propellants, typically mounted on a pintle with a 40 MDC splinter shield.
Range:(20mm) 7,200 ft for the Model 2N
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1,000 rd drum per gun
In the alternative, any of the 20mm autocannons can be replaced with PS-RFL2-33 ‘Blazer’ Rapid-Fire Infantry Lasers. These weapons are IDENTICAL in all respects to the standard infantry weapon, with the notable exception of having a blue-green frequency built in, and being typically mounted on a pintle with a 40 MDC splinter shield. The weapons are powered by a hook-up to the ship’s power grid through a connection in the pintle base, but retain their e-clip/e-canister backup power supply, and can be fully dismounted and used as normal infantry weaponry as the situation merits.
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. Or can be tied in to the ship’s power grid for effectively unlimited shots.
Special Features:
*Top Rail for Scopes/Sights(a Telescopic Sight w/ Laser Targeting...+1 to strike...is standard issue)
*Integral Carrying Handle
*Power-link Capability---This gives the Blazer the ability to be hooked up to a vehicle power supply or backpack battery(including Free Quebec models---in this case, the more efficient power systems actually give the Blazer 130 shots from the normally 120-shot FQ power units).
5) Depth Charges---Two fantail depth charge launcher rails can drop depth bombs for destroying submarine targets. Six smaller ‘K-Gun’ projectors are amounted along the sides of the ship, and throw depth charges 50 yards out from the sides of the ship.
Range: Can be set for down to 2 miles deep
Damage: 2d4x10 MD to 100 ft radius, and 4d6 MD to an additional 30 ft radius
Rate of Fire: Drops one a time, up to 5 times a melee.
Payload: 8 each rear rail launcher, for a total of sixteen. The six ‘K-Guns’ each have four charges ready to launch. Total of 40 depth charges altogether.
6)Countermeasures:------Paladin Steel has adopted a series of standard countermeasure packages for use aboard their vessels. Notably they have adapted the US Navy Mk 38 Rapid Bloom Off-Board Countermeasures(RBOC-2) launcher system and the Replica radar signature decoy system. The RBOC-2 fires rocket-mortar shells of flares and chaff up to 1.25 miles away, to heights of 3,000 ft(the better to fool missiles coming in over the horizon), and fires clouds of chaff from deck mortars at closer ranges to confuse other guided weapons).
The Replica system resembles a folded-liferaft capsule when in its launcher, but can be fired off up to 300 ft, and rapidly unfolds to become two linked floating radar and sonar reflectors that give the appearance of a much larger object, and hopefully divert enemy fire and attention away from the targetted vessel.
A variant on this system includes attaching active sonar decoys or “Screamers” to attract or confuse accoustic sensors and homing torpedoes.
The Fletcher II has 4 RBOC mortar banks(2 forward, 2 rear), and 2
Replica System launchers on the fantail.
Range: The RBOC can toss decoy bundles 1.25 miles, and to an altitude of 3,000 ft
Damage: None. The RBOC is too inaccurate to be used as an effective weapon(oh, it could probably blow a person off the deck if they were standing too close, but that goes without saying) Effects are 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!
(Flare/Chaff)Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: Flare/Chaff lauchers typically have 10 shells each. A Replica launcher will have 2 decoys per launcher.
7) Smoke Screen Generator ---A liquid-fed combustor that creates a thick obscuring smokescreen. Depending on local weather conditions, the cloud of smoke can be up to 100 ft high, cover an area 200 ft wide and 5 miles long(before the the system needs replenishing) and can linger for 2d6 minutes.
Options:
*ECM Suite--A mini- Battlefield EW Center, is incorporated into the Bridge. Internally, the communications deck is fitted with a plug-in, add-on EW console for several dedicated EW officers. The ECM add-on provides the ship with greatly enhanced EW decryption abilities, de-scrambling, and secured communications, frequency scanning, and signal locators, as well as limited range jamming and ground-level electronic cloaking.
Decryption Bonuses: +10% to Cryptography Skill
+15% to Radio skill rolls to defeat jamming
Jamming Range: 20 miles
EW Cloaking: -15% to enemy Read Sensory Instruments rolls using surface search radars(NOT optical and thermographic systems)
Estimated Cost: 10 million credits
*ORACLE---Omni-diRectional Aura Classification and Locator Electronics---A TW development of the SNARLS PPE Scanner, this system consists of a series of advanced Technowizardry scanner systems(TW optic mounts, static crystal PPE meters, and whatnot) stationed around the ship, feeding into a central computer system with special TW-derived interface program algorithms. The system is designed to detect incoming magical/paranormal attacks and alert the crew to them(hopefully in time to allow them to take defensive measures). PS hopes to upgrade the system to allow for over-the-horizon and remote-viewing advanced early warning capabilities. The ORACLE Mrk II is currently being retrofitted to most ships-of-the-line of the VFSN/GNEN.
Effective Range: 4,000 ft
Estimated Cost: 12 million credits
*Aircraft Catapult---- Installation of a catapult and recovery crane replaces one of the torpedo launchers or redundant smoke stacks/cooling towers, and allows for carriage of a scout seaplane or hoverjet. Alternately, it can be a helipad for a light VTOL or two RPVs. Note that the Fletcher II has no provision for an integral hangar, so embarked air vehicles are exposed to the elements unless tarp-covered.
Estimated Cost: 10 million credits, not including aircraft.
*Ventral Turrets
Defending the underside of a ship from frogmen(both the human and supernatural kind) and other threats has always posed a problem for post-Rifts mariners; the hull is such a big blind spot. Now shipowners can have their ships defending with a watertight ventral turret, with 360-degree rotation, and 45-90 degree depression.
The problems associated with ventral turrets include the complexity of installation, the relative vulnerability to being damaged by collision with underwater obstacles, and the fact that the turret ruins the streamlining of the hull. Even a small turret can reduce the overall speed by as much as 5%, while a large turret can reduce speed by 10%. Retracting mountings and streamlined blisters can alleviate this, but at 2-4 times the base cost. Plus most captains dislike the thought of any additional holes in the ship’s hull under the waterline.
MDC: Small Turrets have 50 MDC, Large Turrets have 100 MDC.
Weapons: Small Turrets can mount a single small laser, ion weapon, rail/harpoon gun, or light mini-torpedo launcher. A Large Turret can mount multiple weapons barrels, or larger multi-tube torpedo tube banks.
Cost: Small Turret: 50,0000 credits Large Turret: 500,000 credits
Retracting turrets can cost 2-4 times that
Variants:
As with the Fubuki(II) class, no major Fletcher II variants as yet exist, but PS has made it known that the design can be customized for the needs of any future buyers of the vessels.
Changes could include replacing one or more of the 5-inch gun turrets with a single-barrel heavy naval laser weapon(9,000 ft range, 1d4x100 MD per shot) for air defense.
Another alternate fitting would be to replace the five-inch cannons with 100mm long-barrel massdrivers:
-100mm LB Massdriver Cannon (PS-MDJ100L)
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: Six times per melee
Payload: Magazine capacity each gun for 420 shells
Cost: 2.7 million credits (800,000 credits) per cannon
Yet another possible conversion would be to replace one or more of the 5-inch gun turrets with MRM SAM launchers, hooked up to improved air search and target acquisition radars.
-Shrike III ‘Brilliant’ anti-aircraft missile.
Range: 75 miles
Damage: 3d4x10 MD
Rate of Fire: Volley of 1,2,4, 8, or 12
Payload: 12 missiles ready to fire per launcher
Bonus: +7 to strike
Alternatively, launchers for Harpoon III or SeaFire weapons can be substituted:
-Harpoon III Missiles----Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close wi th an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-12
Payload: 12 missiles ready to fire per launcher
Bonuses: +5 to strike
-SeaFire Missile/Torpedoes
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-12
Payload: 12 missiles ready to fire per launcher
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike
Any of the 25mm or light pulse lasers could be replaced with alternate weapons, such as additional lasers or rail guns.
Another possible variant would be to replace the torpedo tubes with cruise missile launchers(ten-shot LRM launchers replacing the quintuple tube torpedo launchers). However, this would remove the Fletcher’s best ASW weapon, so is not likely to be a popular conversion.
http://abbot.us/DD629/fletcher/sullivans.gif
http://abbot.us/DD629/fletcher/fletcher.jpg
http://military.discovery.com/technology/vehicles/ships/images/fletcher-class-625x450.jpg
“Sha’Dahs’Al’Shol! That Horune bastard’s just WALTZING by us and COOKING us with those damn plasma cannons! We can’t keep up with the ashhole!”
“Keep your calm, Mister Oren! He may have speed, he may have more powerful guns, but we still have range on him! Keep pumping rounds at him and keep him too busy to target our own guns! We’ll either pump more shots into him, or we’ll keep out of his own fightin’ range! We’ll just have to trust in our armor to keep us from roasting until we can break him of his speeding habit!”
Shortly after Paladin Steel West turned out its updated Fubuki(II)-class DDGs, the company was approached by an irate d-bee mercenary company that demanded ‘equal time for American designs’, and commissioned a remake of the ‘Fletcher’ DDG design. Eight months later, the first Fletcher II slid down the ways and into the Pacific.
The remade-Fletchers are roughly similar to the Fubuki remakes and share most of the same systems, but they DO have a number of differences...The Fletcher carries a 5-inch gun main armament, but has only five guns, and those all in single-gun mounts, two forward, and three aft. The Fletchers sport slightly heavier torpedo armaments(the original WW2 Fletchers carried 21-in. torpedoes compared to the Fubukis’ 24-inch ‘Long Lance’ munitions, but PS has not made such a distinction in outfitting its rebuilds). The Fletchers also mount slightly more armor protection than the Fubukis. A more powerful propulsion system drives them through the water at a slightly higher rate of speed. The internal space freed up by the switch to a more compact fusion powerplant has gone to additional ammunition storage and crew facilities. This apparently has been sufficient to placate the original contractees.
PSW has turned out three Fletcher IIs for the original contract, and has built three more under a commission by a West Coast affiliate-nation for a coastal patrol warship squadron. Four more serve with the Paladin Steel West naval security contingent.
Type: PS-DDG-22 Fletcher II
Class: Destroyer
Crew: 273 original complement, Fletcher-II has a crew of 200, and a 20 man security contingent(typically equipped with PSA-10 Pikemen suits or PSA-11N Dogfish power armors)
MDC/Armor by Location:
Main Body 8,000
Bridge 1,000
Main Mast 500
5-in. Gun Turrets(5) 500 each
Torpedo Tube Arrays(2) 500 each
Searchlight Mounts(2) 50 each
Height: 13 ft draft+28 ft mast height
Width: 39 ft
Length: 378 ft
Weight: 2,924 tons
Cargo: 160 tons
Powerplant: Nuclear Fusion w/ 25 year energy life
Speed: 48 MPH
Market Cost: 180 million credits
Systems of Note:
Standard Ship Features, plus;
*Long Range Radio---500 miles
*Long Range Radar--500 miles
*Sonar---Depth gauge and detection; 500 mile range
*Towed Array Sonar---1,000 ft of sensor-lined cabling can be reeled out behind the ship. TAS also has the advantage of being able to look under thermoclines that deflect normal surface-carried sonar sets. Effective sonar range of 100 miles.
*Fire Control System---The Fletchers mount an advanced fire control system for directing the main guns...With the bridge and main mast intact and functional, the main guns can be slaved to the fire control system and get a +2 to strike. The secondary guns can also be tied in, but due to their mountings and independent targeting system, only get a +1 to strike.
*Hull Degausser---This system can be used to periodically de-magnetize the hull, loosening the grip of magnetic-attachment limpet mines, and reducing the effectiveness of magnetically-triggered ocean mines in detecting the vessel and detonating.
*Closed-environment Life Support System---If necessary, the destroyers can seal up, and recycle their air for up to a week.
*Desalination Gear---The destroyers, in addition to having their own onboard fresh water supply, have a desalinator for producing fresh water from salt water.
*Search Lights(2)----10,000 ft range. IR and normal light.
*Lifeboats---The Fletchers sport four 20-man heavy lifeboats(250 MDC each, 20mph electric motors), and inflatable rafts (30-150 MDC each) for 120% of crew complement.
Weapons Systems:
1) 5-inch Guns(5x1)---Mounted in five single-gun turrets are five 127mm guns; two turrets mounted forward, and three turrets aft(one mounted stepped above the last one)...Each turret has 270-degree rotation, and 75-degree elevation. The turrets on the Fletchers have been upgraded with modern powerloader systems and gas-coolant systems for faster rates of fire.
Range:17,575 yards* in a surface role, 37,200 feet in anti-aircraft mode
(RAP/Rocket-Assisted Projectile) 23,770 yards
(*Note: It would take over a minute for shot to hit the target at maximum range...est. 68 seconds)
Damage:
(Fragmentation) 6d6 MD to a 35 ft radius
(High Explosive-Armor-Piercing) 1d6x10 MD to 12 ft blast radius
(Plasma)2d4x10 MD to a 30 ft blast radius
(Flare) Burns for 1d4 minutes, illuminating a 2,000 ft area
(Chaff Round)Spreads radar-disrupting chaff similar to Triax-type chaff
Rate of Fire: 5 shots per melee per gun.
Payload: Magazine capacity each gun for 380 shells
2) 24-inch Heavy Torpedo Launcher(2x5)---Located amidships are two trainable quintuple-tube arrays for launching heavy torpedoes, either for anti-ship or anti-submarine attack. Tangler and Elemental Warhead torpedoes are almost certainly to be carried by GNEN units. Unlike the original WW2 destroyers, the modern rebuilds CAN carry reloads, although the fresh torpedoes must be manhandled with the assistance of special loading gear and light power armor from below decks and reloaded into the tubes.
Range: 35 miles
Damage:(High Explosive) 4d6x10 MD to a 25 ft blast radius
(Plasma-Nuclear) 2d4x100 MD to a 75 ft blast radius
Rate of Fire: Volleys of 1-5
Payload: 20 torpedoes; 10 in the tubes, and 10 in reserve storage.
3) 40mm Cannons(8-10; standard configuration is Two twin-mounts just forward and below the bridge. Two are on the port and starboard side of the aft smoke stack. And one was located between the #3 and #4 5 inch guns. In some upgunned versions, a new turret replaces one of the torpedo launchers or redundant smoke stacks/cooling towers)---These are rapid-fire cannons meant primarily for anti-aircraft defense, although they can also engage surface targets. They have their own independent targeting sensors for back-up.
Range: 2.6 miles
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to 15 ft blast radius
(Armor Piercing Tracer) 5d6 MD single shot
(High Explosive Tracer) 4d6 MD to 10 ft blast radius
Rate of Fire: EPCHH, with rated fire of 40 rds per melee
Payload: 450 rounds each gun
Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner
4) 20mm Cannons(7-10; standard configuration is two single mounts each side amidships aft, three in a ‘pen’ on the fantail between the depth charge racks, one each side of the bridge, and the last mounted on the bridge tower )----Similar to the infantry-scaled 20mm ‘Taskin’ light autocannon. These are the longer-ranged Model 2N , with a longer barrel and more powerful propellants, typically mounted on a pintle with a 40 MDC splinter shield.
Range:(20mm) 7,200 ft for the Model 2N
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1,000 rd drum per gun
In the alternative, any of the 20mm autocannons can be replaced with PS-RFL2-33 ‘Blazer’ Rapid-Fire Infantry Lasers. These weapons are IDENTICAL in all respects to the standard infantry weapon, with the notable exception of having a blue-green frequency built in, and being typically mounted on a pintle with a 40 MDC splinter shield. The weapons are powered by a hook-up to the ship’s power grid through a connection in the pintle base, but retain their e-clip/e-canister backup power supply, and can be fully dismounted and used as normal infantry weaponry as the situation merits.
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. Or can be tied in to the ship’s power grid for effectively unlimited shots.
Special Features:
*Top Rail for Scopes/Sights(a Telescopic Sight w/ Laser Targeting...+1 to strike...is standard issue)
*Integral Carrying Handle
*Power-link Capability---This gives the Blazer the ability to be hooked up to a vehicle power supply or backpack battery(including Free Quebec models---in this case, the more efficient power systems actually give the Blazer 130 shots from the normally 120-shot FQ power units).
5) Depth Charges---Two fantail depth charge launcher rails can drop depth bombs for destroying submarine targets. Six smaller ‘K-Gun’ projectors are amounted along the sides of the ship, and throw depth charges 50 yards out from the sides of the ship.
Range: Can be set for down to 2 miles deep
Damage: 2d4x10 MD to 100 ft radius, and 4d6 MD to an additional 30 ft radius
Rate of Fire: Drops one a time, up to 5 times a melee.
Payload: 8 each rear rail launcher, for a total of sixteen. The six ‘K-Guns’ each have four charges ready to launch. Total of 40 depth charges altogether.
6)Countermeasures:------Paladin Steel has adopted a series of standard countermeasure packages for use aboard their vessels. Notably they have adapted the US Navy Mk 38 Rapid Bloom Off-Board Countermeasures(RBOC-2) launcher system and the Replica radar signature decoy system. The RBOC-2 fires rocket-mortar shells of flares and chaff up to 1.25 miles away, to heights of 3,000 ft(the better to fool missiles coming in over the horizon), and fires clouds of chaff from deck mortars at closer ranges to confuse other guided weapons).
The Replica system resembles a folded-liferaft capsule when in its launcher, but can be fired off up to 300 ft, and rapidly unfolds to become two linked floating radar and sonar reflectors that give the appearance of a much larger object, and hopefully divert enemy fire and attention away from the targetted vessel.
A variant on this system includes attaching active sonar decoys or “Screamers” to attract or confuse accoustic sensors and homing torpedoes.
The Fletcher II has 4 RBOC mortar banks(2 forward, 2 rear), and 2
Replica System launchers on the fantail.
Range: The RBOC can toss decoy bundles 1.25 miles, and to an altitude of 3,000 ft
Damage: None. The RBOC is too inaccurate to be used as an effective weapon(oh, it could probably blow a person off the deck if they were standing too close, but that goes without saying) Effects are 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!
(Flare/Chaff)Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: Flare/Chaff lauchers typically have 10 shells each. A Replica launcher will have 2 decoys per launcher.
7) Smoke Screen Generator ---A liquid-fed combustor that creates a thick obscuring smokescreen. Depending on local weather conditions, the cloud of smoke can be up to 100 ft high, cover an area 200 ft wide and 5 miles long(before the the system needs replenishing) and can linger for 2d6 minutes.
Options:
*ECM Suite--A mini- Battlefield EW Center, is incorporated into the Bridge. Internally, the communications deck is fitted with a plug-in, add-on EW console for several dedicated EW officers. The ECM add-on provides the ship with greatly enhanced EW decryption abilities, de-scrambling, and secured communications, frequency scanning, and signal locators, as well as limited range jamming and ground-level electronic cloaking.
Decryption Bonuses: +10% to Cryptography Skill
+15% to Radio skill rolls to defeat jamming
Jamming Range: 20 miles
EW Cloaking: -15% to enemy Read Sensory Instruments rolls using surface search radars(NOT optical and thermographic systems)
Estimated Cost: 10 million credits
*ORACLE---Omni-diRectional Aura Classification and Locator Electronics---A TW development of the SNARLS PPE Scanner, this system consists of a series of advanced Technowizardry scanner systems(TW optic mounts, static crystal PPE meters, and whatnot) stationed around the ship, feeding into a central computer system with special TW-derived interface program algorithms. The system is designed to detect incoming magical/paranormal attacks and alert the crew to them(hopefully in time to allow them to take defensive measures). PS hopes to upgrade the system to allow for over-the-horizon and remote-viewing advanced early warning capabilities. The ORACLE Mrk II is currently being retrofitted to most ships-of-the-line of the VFSN/GNEN.
Effective Range: 4,000 ft
Estimated Cost: 12 million credits
*Aircraft Catapult---- Installation of a catapult and recovery crane replaces one of the torpedo launchers or redundant smoke stacks/cooling towers, and allows for carriage of a scout seaplane or hoverjet. Alternately, it can be a helipad for a light VTOL or two RPVs. Note that the Fletcher II has no provision for an integral hangar, so embarked air vehicles are exposed to the elements unless tarp-covered.
Estimated Cost: 10 million credits, not including aircraft.
*Ventral Turrets
Defending the underside of a ship from frogmen(both the human and supernatural kind) and other threats has always posed a problem for post-Rifts mariners; the hull is such a big blind spot. Now shipowners can have their ships defending with a watertight ventral turret, with 360-degree rotation, and 45-90 degree depression.
The problems associated with ventral turrets include the complexity of installation, the relative vulnerability to being damaged by collision with underwater obstacles, and the fact that the turret ruins the streamlining of the hull. Even a small turret can reduce the overall speed by as much as 5%, while a large turret can reduce speed by 10%. Retracting mountings and streamlined blisters can alleviate this, but at 2-4 times the base cost. Plus most captains dislike the thought of any additional holes in the ship’s hull under the waterline.
MDC: Small Turrets have 50 MDC, Large Turrets have 100 MDC.
Weapons: Small Turrets can mount a single small laser, ion weapon, rail/harpoon gun, or light mini-torpedo launcher. A Large Turret can mount multiple weapons barrels, or larger multi-tube torpedo tube banks.
Cost: Small Turret: 50,0000 credits Large Turret: 500,000 credits
Retracting turrets can cost 2-4 times that
Variants:
As with the Fubuki(II) class, no major Fletcher II variants as yet exist, but PS has made it known that the design can be customized for the needs of any future buyers of the vessels.
Changes could include replacing one or more of the 5-inch gun turrets with a single-barrel heavy naval laser weapon(9,000 ft range, 1d4x100 MD per shot) for air defense.
Another alternate fitting would be to replace the five-inch cannons with 100mm long-barrel massdrivers:
-100mm LB Massdriver Cannon (PS-MDJ100L)
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: Six times per melee
Payload: Magazine capacity each gun for 420 shells
Cost: 2.7 million credits (800,000 credits) per cannon
Yet another possible conversion would be to replace one or more of the 5-inch gun turrets with MRM SAM launchers, hooked up to improved air search and target acquisition radars.
-Shrike III ‘Brilliant’ anti-aircraft missile.
Range: 75 miles
Damage: 3d4x10 MD
Rate of Fire: Volley of 1,2,4, 8, or 12
Payload: 12 missiles ready to fire per launcher
Bonus: +7 to strike
Alternatively, launchers for Harpoon III or SeaFire weapons can be substituted:
-Harpoon III Missiles----Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close wi th an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-12
Payload: 12 missiles ready to fire per launcher
Bonuses: +5 to strike
-SeaFire Missile/Torpedoes
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-12
Payload: 12 missiles ready to fire per launcher
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike
Any of the 25mm or light pulse lasers could be replaced with alternate weapons, such as additional lasers or rail guns.
Another possible variant would be to replace the torpedo tubes with cruise missile launchers(ten-shot LRM launchers replacing the quintuple tube torpedo launchers). However, this would remove the Fletcher’s best ASW weapon, so is not likely to be a popular conversion.