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Re: Paladin Steel Storefront

Posted: Sun Aug 17, 2008 1:56 pm
by taalismn
abtex wrote:Thanks. Never used Vought Jet skimmer in my searchs. There could a health tread on versions of your Skimmer design done by different companies and home/shop builts. Flapjack is almost a early flywing just round, just not 'normal' looking.

Unicraft Models has some very strange looking aircraft. Can see some DBee designs.
The Payen ones at the bottom are very different.

Here are some sites I found. You will hate the jedsite one
Lone Sentry: World War II Photographs, Documents, and Research
http://www.jedsite.info/content/jed1.html
Arcane Fighting Vehicles - AFVs


LOVE the Payen designs...
There's also a Norman BelGeddes flying airliner design I'd easily see as the basis of a D-bee luxury spacecraft or tour cruiser:
http://home.att.net/~dannysoar/BelGeddes.htm

Re: Paladin Steel Storefront

Posted: Mon Aug 18, 2008 2:30 pm
by taalismn
“Gentlemen, it is my opinion and official recommendation, after exhaustive research and observation, that we commence procurement of the Paladin Rattlesnake APC. As you are aware, our greatest asset in our current troubles with the Chi-Town Coalition States remains our manpower. Currently, our manpower and homeguard infantry numbers are greater than our production of high-end weapons systems such as robots and power armor, even if we could re-train them all to pilot such equipment. Our contacts with Triax inform us thet the NGR can play only an advisory and technical-supportive role; nothing more. Our slight edge with Glitterboy technology is balanced by slow production and by the Coalition’s recent technological developments. We must have the means to utilize what resources we have NOW; the Coalition will not give us the time to rebuild and re-equip our armed forces. The Paladin Steel offer is good; the Rattlesnake is a sound, solid machine, and furthermore, the variant models currently in production offer us a ready-made full spectrum of transport, artillery support, and logistical support vehicles, all sharing common components.
Yes, General Ruebens, I am aware that Paladin Steel consorts openly with d-bees and has a fair number serving in their ranks, but the company is _human_ owned, and we have done business with them in the past. But more important, their facilities are already established, the design is a fact, and they can start making deliveries in a matter of weeks, whereas to develop our own equivalent machines and the facilities to produce them will take six to eight months, time we may not have. And with the Coalition’s acquisition of the New Kenora factories, they are already re-tooling to produce weapons that will no doubt be used to support their campaign against us. We MUST establish new sources of supply.
Yes, we COULD seize the Paladin Steel facilities for our own, but we would risk overextending ourselves, and possibly lose much of those same facilities to sabotage. Furthermore, we risk alienating all other independants who deal with us. Our best plan lies with presenting ourselves as the most effective buffer against Coalition expansion into this sector, and I am certain that the Free Quebec Council would agree that spending some money outside our borders to acquire contracts and allies will be a far more effective strategy than trying to go it all alone. If we play the situation right, we can even get the independants to offer us “special discounts” on large orders, in order to secure our protection against the spector of the Prosek boogeymen.
My recommendation, we commence procurement of the Rattlesnake as soon as possible.....They’ll think they’re doing us a favor by selling the equipment to us, but we know that they need Free Quebec more than they’d care to admitt. “
_Report of Major Russel Laquerre, Free Quebec Munitions Procurement Liaison(99 PA).

“Shoulda bought while the buying was still good, you ‘quees...”
-Captain Urest Catamac, Greater New England Armed Forces, after the Battle of Rochester, which saw Free Quebec Mark Vs and Glitterboys mix it up with GNE APC-03D Rattlesnakes and PSA-12s(111 PA)

‘Rattlesnake’ Armored Personnel Carrier
This is another of Paladin Steel’s ‘Common Class’ vehicles-----multipurpose vehicles pitched to be affordable to less-prosperous communities who feel the need for some heavy armor. The Rattlesnake is a long-bodied, low-slung, six-wheeled armored personnel carrier, with independant suspension spun-wire “cone’ wheels, two independantly-operating small arms turrets(which can accomodate energy rifles or light rail guns, though most customers use one of the two standard options offered below), and armored side hatches. The armor is sloped whereever possible, to offer better protection against enemy fire, and “dead space” within the hull is filled with inert temperature-resistant foam to give the vehicle better floatation characteristics, better insulation, and to prevent internal fires. An interesting feature is the inclusion of 6 top-mounted hatches that allow for troops/passengers to emerge and use their own weapons, or for jetpack/power-armor equiped troops to quickly disembark.
The Rattlesnake is slightly smaller and faster than the Coalition Mk V, its inspiration, but carries less armament. It is an older PS design that has been in service for over twenty-five years now, so it has seen many design and production changes from the continual operational experience gained. Though not as inexpensive as Paladin Steel’s earlier ‘Greyhound’ series, the Rattlesnake is a step up in firepower and capability. The Rattlesnake has also become something of a ‘universal”vehicle chassis, as PS uses it as the basis for a variety of variants sharing a common vehicular frame and logistics. Some of the variants rival MBTs in firepower, trading troop capacity for extra armor and armament. Older models, and the more common options using non-proprietary technologies, are sld by Paladin Steel on the open market.
(Post-110 PA Update: The Rattlesnake is the ‘standard’ APC of GNE forces, used by both front line and rear echelon units. Though heavier and faster means of moving troops have since entered service, the Rattlesnake is the vehicle most likely to be seen patroling Greater New England’s roads and borders. Its tolerance for modification has led to dozens, if not hundreds, of variants and sub-types)
Type: PS-APC-03
Class: Armored Personnel Carrier
Crew: Three(Driver, 2 gunners) + 1-25 passengers
MDC/Armor by Location:
Main Body 350
Wheels(6) 50 each
Weapons Turrets(2) 40 each
Hatchways(3, one ramp/hatch in rear, 2 amidships) 80 each
Ram Prow 90
Height: 8.5 ft
Width: 17 ft at wheelbase, main body is 12.5 ft wide
Length: 48 ft
Weight: 16 tons
Cargo: Has roughly 300 square feet of space in the 28 ft -long rear compartment for cargo.
Powerplant:Liquid Fuel, Electric Power Cell(both w/ 500 mile range), or Nuclear(20 year power supply)
Speed: 100 MPH on land, 30 MPH on the water
Market Cost: 600,000 credits for the liquid-fueled model
800,000 credits for electric
9 million credits for nuclear
Systems/Features:
Radio---100 mile range(directional). 5 mile short range.
NBC Shielding with air filtration and full, closed-system life support for 12 hours.
Winch---w/100 ft of line and two-ton pulling capability
Amphibious
Passive Nightvision Optics----2000 ft
Thermo-Imager Optics---2000 ft
IR/UV Optics
Visible Light/Infrared Headlights---600 ft range
Molecular Analyzer/NBCW Detector--Detects airborne toxins/contaminants, and radiation.
*Variable Ground Clearance---The suspension system can be raised or lowered, depending on what is needed; low target profile or high ground clearance...this system raises the height of the vehicle as much as 4 ft.
*Mine Resistant Hull---The slightly V-shaped underbody of the hull is designed to deflect damage from mines and other IEDs...Reduces damage from ground blasts by 1/4.

Weapons Systems:
1) Turret Mounted Pulse Lasers(2)---The standard weapons package for the Rattlesnake. The Rattlesnake traditionally mounts two of these weapons, copies of the old, and proven, IHA IH-34L Laser. Each turret has 360-degree rotation, 60 degree elevation, and 30-degree depression.
Range: 4000 ft
Damage: 6d6 MD per blast.
Rate of Fire: Up to six times per melee
Payload: 500 shots per gun for conventionally-powered vehicles, unlimited for nuclear-powered.

B) The other favorite weapons option offered by Paladin Steel for no extra cost is a 20mm Taskin gun. The Taskin has shorter range, but improved damage and fire control capabilities, due to improved cooling and control systems.
Range:(20mm)3000 ft (1500 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: 300 rds per gun

c)Ion Cannons
Range: 2,000 ft
Damage: 6d6 MD per shot
Rate of Fire: Standard
Payload: 600 shots per gun for conventionally-powered vehicles, unlimited for nuclear-powered.
Cost: 20,000 credits

d)AutoGrenade Launchers
Range:7,000 ft
Damage: Identical to the WI-GL20; (Fragmentation) 4d6 MD to 12 ft blast area single shot, 1d6x10 MD to blast area of 20 ft per 5 shot burst
(Armor Piercing)1d4x10 MD to 3 ft blast area single shot, 2d6x10 MD to blast area of 6 ft per 5 shot burst
Rate of Fire: Standard
Payload: 200 rounds per turret
Cost: 50,000 credits

e)Flamethrower--------200 ft range, does 3d6 MD per burst, plus does an additional 2d6 MD per melee for 1d6 melees, 50 shots, 14,000 credits

2) Smoke Mortars(2)
Range: 800 ft
Damage: None. Smoke cloud in a 20 ft radius
Rate of Fire: Volleys of 1,2,or 3
Payload: 6 rounds total, 3 per launcher

3) Ram Prow
Damage: 2d6 MD


Optional Equipment:
(note: any of the appropriate extras offered by GAW in the Mercenaries Sourcebook are available at the PS factory, typically for 10-20% less. )

*---Walker Legs---Replaces the wheels of any of the aforementioned variants with robotic legs. Each leg has 60 MDC, and the vehicle’s top speed is 60 MPH, but it has superior rough terrain handling. Cost: Cost is 30% of the Rattlesnake’s variant cost.

*---Additional Weapons Turret-----An additional light weapons turret can be added to the vehicle. This turret has 80 MDC, and mounts an energy rifle, missile launcher, or rail gun of choice. Alternately, for, an additional 30, 000 credits, the weapons mount can be made compatible with Paladin Steel’s MWS weapons modules.
Cost: (basic) 5,000 credits MWS Compatible: 10,000 credits.

*-----Mine Detector-----A detection coil can be installed in the ram prow, and uses a variety of magnetic, chemical, and ground sonar detection systems to sniff out mines and buried ordinance. 85% accuracy. Cost: 3,500 credits

*Stealth Refit----An expensive conversion that accentuates the angular radar-deflecting shape of the main body, adds radar-absorbant paint, and adds special insulation and an exhaust/heatsink system to reduce the thermal signature.
Bonuses: Radar and thermal detection systems are -15% to detect the APC
Cost: 350,000 credits(this is more expensive than that offered for the Arabian armored car, because the later vehicle was designed with such systems in mind)

*Chameoline System---Special fiber optics in the hull can change the color scheme of the Rattlesnake between any one of ten different schemes(programmed in at the time of purchase), including basic camouflage schemes.
Cost: 150,000 credits(this is more expensive than that offered for the Arabian armored car, because the later vehicle was designed with such systems in mind)

*Applique Armor---Additional armor plates can be hooked, welded, or epoxied on. For the sake of calculating movement penalties, three armor weight categories are used; Light, Medium, and Heavy, and several armor options are offered.
*Light----Adds 10-100 MDC main body, + 1-2 tons, without movement penalties
----Cost: 15,000 credits per 10 MDC
*Medium---Adds 110-200 MDC main body, +2-4 tons, but with a reduction in top speed of 15%
----Cost: 16,000 credits per 10 MDC
*Heavy----Adds 210-360 MDC main body, +4-6 tons, but with a reduction in top speed of 25%
----Cost:18,000 credits per 10 MDC
*Laser Ablative Armor(Option)---PS laser-ablative ceramic, based on alien materials. Lasers do HALF damage. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----Cost:+800,000 credits(Rarely available to outsiders)
*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasm-based attacks do HALF damage
----Cost: +1 million credits
*Chemical Resistant Armor(Option)----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage.
----Cost: +1.1 million credits
*Jettisonable Armor(Option)---Special pre-cut division channels, break points, and integral explosive bolts allow the vehicle crew to jettison the applique armor, shedding it, usually to restore mobility(in the case of medium- and heavy-armors), lose contaminated outer plates, or shed unwanted riders. Once jettisoned, the applique armor CANNOT be re-attached without extensive reconstruction and refurbishment(if anything is left at all of the original material)....Essentially, one has to re-buy the applique and/or jettisonable armor option to regain its benefitts.
OPTIONAL: The explosive bolts, at the GM’s discretion, can explode off with enough force to do 1d6 MD to an 15 ft radius around the vehicle, due to flying armor fragments.
Cost: +4,000 credits+cost of armor


*-----Air Defense Radar Array-------An enhanced radar system that can track up to 96 targets and ID them at 100 miles range. ADRA requires a dedicated sensor operator and a mast-mounted array(50 MDC).
Cost: 250,000 credits

*-----ECM/ECCM Gear
Takes two dedicated technicians/communications specialists to operate. This system can selectively(or “blanket”) jam radio frequencies over a 20 nmile radius. It can also be used to monitor enemy transmissions, decrypt ciphers(onboard computer software adds a +15% to cryptography skills, or a base decryption ability of 30%), and negate the effects of enemy jamming and electronic cloaking systems. Vehicles carrying ECM/ECCM gear can be distinguished by the multiple ariels and sensor blisters mounted on them. Cost:350,000 credits

*-----Backtrack Radar Array---This specialized radar system and associated computer modules are used for determining the origin-point of incoming artillery, mortars, and missile fire, by backtracking their ballistic arc and plotting counterfire, with 85% accuracy . The system can be fooled by ‘cruise’ type missiles or other ‘smart’ munnitions that can radically alter their flight path to hide/confuse their point of origin.
Cost: 18,000 credits

*-----Drone Launcher System---This system is essentially a launch rack(or multiple launch racks) for remote control scout vehicles. Includes a retrieval net, and a comlink data transmission/flight control system. The DLS is configurable to match a variety of new drone systems just now coming onto the market, but the Rattlesnake DLS comes standard with the PS Aquila system.
Cost:1 million credits, 20,000 per launcher/drone(up to 6 can be carried)


*Electro-Shock Security System----Special contacts in the skin of the vehicle can be electrically charged to deliver a taser-like shock to anyone attempting to break into the vehicle. Alternatively, the system can be set to dump most of its power into a vaporizing megadamage shock blast, though this tends to drain the batteries far faster. CANNOT be mounted on top of Applique Armor.
Range: 3 ft
Damage: 3d6 SDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
(MD ) The higher end setting does 1d6 MD per shock
Payload: 20 SDC (2 Megadamage charges) charge battery(recharges off the conventional powerplant at one SDC blast per 5 minutes), or unlimited if linked to a nuclear powerplant.
Cost: 3,000 credits

*Fletchette Packs----Located around the hull and turret are special ‘reactive armor’ panels that can be also be triggered as anti-personnel grenades.This is one of several similar systems currently in service/under development by PS.
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 1-10
Payload: Each side of the APC has 16 fletchette packs each(32 total),
Cost: 3,000 credits for system, explosive plates cost 800 credits each

Variants:
Already, the Rattlesnake has spawned a variety of special variants, most of which do away with the troop carrying capability in favor of other systems. Unless otherwise noted, all varients retain the twin weapons turrets.
*PS-LADV-03/03 “Skywatcher II” Air Defense Varient----This Light Air Defense Vehicle varient simply takes the main weapons/sensory turret from the LADV-2 “Skywatch” (Paladin Steel’s copy of a New Roman Republic design) and mounts it on the Rattlesnake chassis. PS made this move in order to simplify production by consolidating product lines(the LADV-2 assembly lines will subsequently be phased out and re-tooled for other programs). The new “Skywatcher II” has better speed and armor, and its converted troop compartment holds space for more reloads. Troops carried by this varient are reduced to 6. This vehicle is also exported/supplied to the New Roman Republic.
Turret MDC: 150
IFF(Identify Friend or Foe) Transponder----Identifies transponder-equiped “friendly” units(aircraft, PA, etc.), preventing “friendly fire” -style casualties. Those units beholding to PS and its affiliates are programmed not to fire(unless overridden) on other PS/GNE units equiped with appropriate transponder codes. The commercially available model lacks these codes, instead having a "blank slate" for the buyer to program transponder/IFF codes of their own.
Radar: 50 mile range. Identify/track 48 targets
Auto-Defense(“Sentry”) mode: This allows the 03/01 to be set on automatic semi-autonomous operation, allowing it to automatically fire on any (identified) target body entering its monitored air space. Sentry mode is enabled only when the vehicle is standing still(the system can’t deal with all the conflicting sensor-readings generated when on the move), and typically only in areas where the operators don’t expect to encounter non-IFF tagged friendlies.
Datalink: The 03/01 can be linked(by short-range radio telemetry---1 mile maximum range, or more often, fiber-optic hardlink) with other 03/01s to share targeting information and form a network. Operationally, this allows AD vehicles to prioritze targets entering their area(so they all don’t fire on the same target when one vehicle will do), or use the highest strike bonuses of one of the vehicles to target one specific intruder(the other vehicles are essentially slaved to the best gunner). Up to 8 vehicles can be linked in this manner.

Weapons Systems:
1) Twin Rapid-Fire Anti-Aircraft AutoCannon
A copy of Triax’s TX-862FC AA Battery, linked to a more advanced Selenia fire-control system, the Meles/03/01 system benefits from having a larger payload and more stable firing platform.
Range: 10,000 ft
Damage: 4d6 MD single rd
1d6x10 MD double rds
3d6x10 MD six round burst
Rate of Fire: EGCHH 4 attacks per melee when on auto-defense
Payload:1600 rds(800 rds in each ammo drum; 266 rapid-fire volleys, or 800 double-rd bursts)
Sensor Bonuses:
+2 strike on automatic
+3 to strike when operated manually

2) Short-Range Missile Drum
A large six-shot SRM pod. The new mounting on the larger Rattlesnake chasiss now gives the SRM pod auto-reload capability(the previous model required the entire pod to be externally reloaded/replaced). The pod simply tilts up over the reload hatch, and new missiles are loaded in, revolver-fashion, into its launch tubes. Reloading takes 1 melee.
Range: Varies
Damage: Varies
Rate of Fire: Volleys of 1,2,3, or 6(all)
Payload: 6 short range missiles. 18 reloads available.

3) Mini-Missile Pod
A smaller 10-shot mini-missile launcher fitted underneath the SRM drum, that fires salvos of unguided AA rockets in point-defense. The MM pod reloads from an internal magazine in similar fashion to the SRM pod.
Range: Varies by particular mini-missile type used
Damage:Varies by particular mini-missile type used
Rate of Fire: volleys of 1,2, 5, or 10(all)
Payload: 10 mini-missiles, 30 reload mini-missiles available

Cost: + 900,000 credits

*PS-ADV-03/02 Air Defense Varient------This model is PS’s answer to the Coalition’s CTX-50 ‘Skysweeper”, and carries a large turret mounting two heavy autocannon, two heavy pulse laser cannon in over-and-under armored ‘sleeves”, and a search/targeting radar. The weapon turret contains its own small nuclear reactor pack(5 year energy life), so the weapons systems can remain active independant of the vehicle’s power systems(this also means that in a pinch the weapons turret and sensory equipment can be removed and re-mounted as a static defense position or bunker-turret). ALL AAA varients can be hooked into a common network, sharing targeting information. Troops CANNOT be carried by this varient.
MDC of Turret/Sensor Array 200
Cannon Pods(2) 100 each
Sensory Features: Similar to those on the 03/01
Bonuses: +5 to strike
Range:(Laser) 12,000 ft
(Rail Cannon) 6 miles
Damage::(Laser) 1d6x10 MD single blast
2d6x10 MD double blast
(Rail Cannon) 2d10 MD short burst, 3d10 MD 2-short long burst, 4d10 MD 4-shot maximum volley
Rate of Fire: (Laser) EGCHH
(Rail Cannon) 6 short volleys, 4 long, or 4 max bursts per melee.
4 attacks per melee when on auto-defense
Payload: : (Laser) Unlimited
(Rail Cannon) 120 rds per cannon
Cost: +2.2 million credits

*PS-ADV-03/03 Air Defense Varient-----The second model does away with turret mounts and instead carries an array of vertically-launched missile cells in place of the troop compartment . ALL AAA varients can be hooked into a common network, sharing targeting information. Troops CANNOT be carried by this varient.
MDC of Sensor Turret: 60
*Destroying the sensor turret negates any sensor bonuses
Sensor Features: Similar to those on the 03/01
Only change is that the 03/03 carries the advanced air defense radar system(AADRA)
Weapons Systems(in addition to turret mounts)
1) Missile Launch Cells
Range: Varies
Damage: Varies
Rate of Fire: Volleys of 1, 2, 4, 6, 8, or 10
Payload: 20 medium-range missiles OR 40 short-range missiles
Bonuses: Owing to the special target acquisition and tracking equipment carried by this varient, all missiles launched enjoy an additional bonus of +2 to strike airborne targets.
Cost: +1 million credits, not including cost of missiles

*PS-ASV-03/04 Artillery Support Vehicle---Like the ADV-03/03, the 03/04 is fitted with VLS cells for short, medium, or long-range missiles.The removal of the radar/air-warning, and targeting equipment mean more missiles can be carried. Troops CANNOT be carried by this varient.
1) Missile Launch Cells(2-12)
Range: Varies
Damage: Varies
Rate of Fire:Volleys of 1, 2, 4, 6, 8, 10, or 12
Payload: 6 long-range missiles OR 30 medium range missiles OR 60 short range missiles.
Cost: + 800,000 credits, not including cost of missiles

*PS-RCV-03/05 Recovery Vehicle------Intended to service the various power armors that Paladin Steel and its affiliates are currently producing, the 03/05 model has been fitted with twin servo-manipulator arms(30 MDC each, robotic PS 30), a rear A-frame crane, lighting booms/searchlights, a winch, and a rear ‘basket’ deck that can be lowered to pick up and haul away damaged power armors. The troop compartment has been fitted with a range of diagnostic and maintenance equipment, and can perform light repairs, and swap-out/component replacement proccedures. The internal space is large enough to carry/service 12 PSA-10s, or 6 PSA-11s. or 3 PSA-12s, in addition to 4/2/1 carried on the ‘basket’ .
Cost: + 1 million credits

*PS-LAV-03/06 Light Assault Vehicle-----Nicknamed the “Timber Rattler”. An upgunned varient, intended to match such Coalition designs as the Mark VII Slayer APC. The 03/06 also carries additional applique armor(+100 MDC to Main Body). Troop capacity has been reduced to eight passengers, so the 03/06 can carry additional supplies and ammunition.
MDC of Main Turret: 200
Additional Systems----
Laser Targeting System---Adds a +1 to strike w/ ranged weapons.
Mini-Radar---10 mile range
Laser Illumination system---5 mile range
Weapons Systems(main turret)
1)30mm Ramjet Cannon-----PS’s copy of the venerable IH-10RJ Rapid Fire Auto Cannon, has 30-degree depression and 60-degree elevation.
Range: 3000 ft
Damage:3d6 MD per single rd, 2d6x10 MD per 20 rd burst
Rate of Fire:EGCHH
Payload: 2000 rd drum
2)Twin Heavy Laser Cannon---Mounted on flank-pivot mounts are two heavy laser cannon. Each cannon has 30-degree depression and 90-degree elevation.
Range:4,000 ft
Damage:1d6x10 MD per single blast. 2d6x10 MD per double blast,
Rate of Fire: EPCHH
Payload: 500 blasts per cannon for conventionally-powered models, or unlimited for nuclear powered.
3)Missile Launcher Pylons---These twin launch rails on the turret can be configured to carry medium, short, or mini- range missiles. In the case of the short-range and mini-missiles, the launch rails are capable of accepting any of the modular missile packs used by Manga Arms and Paladin Steel power armors, such as the 80MM and 80MM-B mini-missile pods, greatly reducing load-replacement time.
Range: Varies
Damage:Varies
Rate of Fire:Volleys of 1,2, or 4
Payload: 4 medium range missiles(2 per pylon) OR 8 short-range missiles(4 per pylon), OR 20 mini-missiles (10 per pylon).
Optionally, the 03/06 can also use the new ‘smart’”heavy-hitter” anti-armor missiles being produced by PS. The 03/06 can carry up to 8 of these “Super Hellfires”(4 per box launcher/ pylon).
Cost: + 1.2 million credits

*PS-MEDEVAC-03/07 “Cadecus” Medical Vehicle----Also nicknamed “Milk Snake”. A Rattlesnake outfitted to be an ambulance/first aid station. This varient has actually sold quite well to the civilian market as well. Traditionally, the Cadecus carries only one weapons mount, but many buyers retain both turrets. Can carry 4 medics, 10 patients on stretchers, and 4 additional passengers/medical staff/”walking” wounded, or up to 16 “walking’ wounded, if stretcher-borne patients are not being carried. The Cadecus can also deploy a “long house” type tent(30 ft wide x 10 ft high x 40 ft long) of light MDC fabric(5 MD per 10 ft area) from its back to serve as a temporary MASH. Other features include medical supplies, internal life support and decontamination equipment, refridgeration units for carrying perishable drugs and medical supplies, and power takeoffs/additional power generating capacity, allowing the 03/07 Cadecus to provide light and power for other MASH facilities.
Cost: +500,000 credits

*PS-MEDEVAC-03/07B Medical Vehicle---A modification of the standard Cadecus, the -07B ‘40407’ or ‘9-1-1’ is meant to give doctors a bit more room with a higher casemated hull(10 ft high) and has been fitted with a stabilized inner ‘tray’ to allow delicate surgery to be performed while on the move. The 07B features all the standard gear of the standard battleambulance, but is also fitted with two ‘spiderbeds’...robotic surgery tables with four operating arms, monitoring gear, and a medical AI programmed with Paramedic at 80% , allowing up to two critically wounded to be safely operated on even while the APC is running full out over rough terrain.
Cost: +1,200,000 credits

*PS-EM/FR-03/08 “Hellfighter” Emergency Response Vehicle----A Rattlesnake fitted as a firetruck, with heat-resistant applique tile(+20 MDC to Main Body, plus heat/fire does only 1/2 normal damage). One or both of the weapons turrets have been fitted with foam/water sprayers(100 ft range and two 500-gallon tanks). Other features include sirens, loudspeaker(90 decibels), a flash-bar, and a 30 ft ladder assembly on the back. Available only in fire-engine red.
Cost: No change in cost---PS feels that the exclusion of weapons offsets the cost of the thermo-tile, and furthermore, they want the 03/08 to sell to the communities that need them.

*PS-LASV-03/09-Light Artillery Support Vehicle----This varient mounts 4 rapid-fire breech-loading mortars. The mortars are incapable of direct fire, but have proven devastating in the indirect fire role. The 03/09 carries three additional crew members/artillery technicians to service the mortars. Troops CANNOT be carried by this varient.
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: 100 rds each mortar(400 rds total)
Cost: + 1 million credits

*PS-LSV-03/10 Logistical Support Vehicle----This varient of the Rattlesnake is configured to carry, but not fire, munitions for other vehicles. It retains the standard armament, but has extra armor(+100 MDC), a reinforced driver’s compartment(100 MDC), and an internal fire-control/extinguisher system. In the event the munitions carrier does take a critical hit, special “blowout” panels surrounding the rear cargo bed divert the blast upward, away from the crew and surrounding personnel(reduce blast radius of exploding munitions by 3/4, and damage by 1/2). The 03/10 also has a special armored(60 MDC) automatic loader “sleeve” that allows the crew to transfer munitions to another vehicle without exposing themselves or the munitions to a hostile environment.
Payload:(Typical payloads, based on above varients) 10 long range missiles OR 40 medium range missiles, or 80 short range missiles OR 160 mini-missiles, OR 1000 mortar rds OR 20,000 rds of ramjet ammunition(that’s 10 drums worth!), or any combination thereof.
Cost: +800,000 credits

*PS-UBX-03/11 Mine Clearance Vehicle---This engineering vehicle variant is outfitted specifically for mine clearance, and its configuration has taken recent Wellington innovations into account. It comes standard with the Mine Detector option, and two hardpoints on the sides of the prow allow for the attachment of a mine plow, flail, or roller assembly. Suspected mines can be dealt with by the two forward turrets firing armor-piercing rounds, or by the new rear turret that fires 1-2 rocket-towed stringers of plastic explosive ‘cord’ to create a passable lane through a minefield.
The newer generations of ‘smart’ and ‘stand-off’ mines are harder to defeat. Typically, if a field of such ordnance is suspected, the mine clearance vehicle fires decoy flares and accoustic ‘thumpers’. It may also attempt to blind optical sensors by scanning the area with a high-intensity laser.
---(Optional) Mine Rollers/Plows---Mine rollers and plows are simply heavily reinforced(100-200 MDC) modifications of road and farm equipment designed to be pushed ahead of the vehicle into a suspected minefield. Rollers detonate pressure-contact mines by their greater ground pressure, ideally before the vehicle itself passes over them. Plows work to unearth explosives and push them to the side where they explode with less effectiveness, or else can be more easily detonated by other means. A Mine Roller or Plow assembly typically costs 10,000-30,000 credits, and reduces the vehicle’s speed by 25%

---(Optional) Mine Flail---Inspired by the old WWII Scorpion “Flail Tanks”, this option mounts a long roller-supported assembly on the front of the tank, with a rapidly rotating drum on the end, to which are attached dozens of lengths of high-strength chain. The theory goes that by advancing behind the flailing chains, the tank can safely detonate mines at a standoff distance, triggering them prematurely with the ground-hammering chains. In practice, though, this worked only against the simplest of mines, and the device was easily defeated by time delay fuzes, greater blast radius explosives, and ‘smart’ mines like the Wellington SAW, which could attack targets from the side and from a distance. Most of the flail packages sold by PS ended up being used to clear brush or in riot control. It had some some success against infantry, but as the tank is made rather slow and cumbersome by pushing the flail assembly, it’s easily avoided.
MDC of Assembly:80
Size: The flail assemby adds ten feet to the length of the tank
Range: 8 ft range
Damage: 1d6 MD per chain strike(Roll 1d6 to dtermine number of chains hitting)
Penalties: Reduce speed of tank by 20%, and -10% to Pilot Tank skill
Cost: 20,000 credits

---Decoy Launchers(2)---These are essentially breechloading low-velocity mortars lobbing special decoy rounds that throw out a sustained thermal burst or a rhythmic sound/vibrational pulse, in an attempt to fool remote sensors of the presence of a vehicle or other attractive target.
Range: 4,000 ft
Damage: None
Rate of Fire: EGCHH
Payload: 50-60 disposable decoys carried as standard
---Detcord Layer
Range: 300 ft
Damage: 4d6 MD to a 10 ft wide area on either side of the cord.
Rate of Fire: Volleys of 1 or 2. Changing the launcher and detcord reel takes about 10-15 minutes by a crewman from outside
Payload: 2 rockets and two reels of 100 yards/300 ft of cord ready to fire on the launcher, An additional four reloads can be carried inside the APC.
Cost: +800,000 credits

*PS-SEC-03/12 Ground Control Vehicle---This variant is designed with urban security in mind. The twin gun turrets are typically loaded with rubber crowd-control rounds, or powered down to deliver low-intensity burns. A chemical dispenser system has been added that allows the crew to pump tear gas and other chemicals around the vehicle. A third turret has been added with a folding array, variable-power, microwave projector on it.
---Chemical Sprayer System
Range: 60 ft.
Damage: Varies by Chemical
Payload: 200 shots, divided between 4 reservoirs(up to four separate chemicals can be carried/dispensed)
---Microwave Cannon
Range: 1,000 ft, and affects a 20 ft area.
Damage:(Warning Mode) Targets must save versus P.E. or retreat
(Low Power Mode)2d6 SDC per shot
(High Power Mode) 4d6 SDC per shot
*Penetrates clothing, plastic, and non-metallic armors. Microwaves are stopped by forcefields and metal.
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: +500,000 credits

Re: Paladin Steel Storefront

Posted: Mon Aug 18, 2008 2:43 pm
by taalismn
Paladin Steel S-8 Flex-Rifle Multi-Function Projectile Rifle
(aka ‘Flexy’, ‘PuzzleGun’)

“Don’t think for a moment that having an S-8 relieves you of having to have sniper rifles or dedicated machine guns...The Flexy’s able to handle just about any ammo you jam in it and fire it off, but not with the sort of range or accuracy that a dedicated barrel’s going to give you....You’re shooting by pure SKILL with the S-8, so you’re going to have to convince your best shooters to give up their favorite tools and take up the S-8 instead if you want to get the most out of the weapon...Not an easy thing, as pros tend to be rather attached to their personal instruments...”
---Master Sergeant Maria Lopez, Training & Logistics, Larsen’s Brigade

“Do you know how many prototypes we destroyed trying to come up with feed, firing, barrel, and extraction mechanisms that would work reliably under field conditions with minimal servicing, as well as each other, let alone work AT ALL?! We shot the hell out of over five hundred guns...and that was WITH computer sim re-modeling before we set the blueprints in metal....wrecking them or blowing them up...some just went to pieces with the first shot....
Oh, and we had quite a few medical leaves on the project...for a while there some of us were actually doubting we’d EVER get the idea to work...”
---Leyner Tibitz, Gunsmith, Paladin Steel Advanced Weapons Division

“The S-8’s perfect if you figure on living off the land as it were; you can recharge the e-clips off a local power grid or other means, and you can readily scrounge ammo from your surroundings...Shooting whatever’s local also gives any local security forces fits, since if they’re analyzing your spents, they don’t know if they’re dealing with commandos or local partisans...”
---’Tommyknocker’, Tolkeen Vengeance Squad Member

Paladin Steel commenced development on a commission contract for the S-8 Flex Rifle after the Federated States acquired several S-7 Flex-Pistols and were duly impressed with the multi-munition capabilities of the weapon. However, they wanted something heavier for their military, and approached PS to build it for them. Development, even with the data from the S-7, was difficult, but PS finally managed to produce the S-8.
The S-8 resembles the Columbian Dragon-1 Plasma Projector somewhat, in that it is an ugly, heavy-looking weapon with fore- and back grips, folding buttstock, and a main barrel wedged into the rectangular bodyframe. The barrel is smaller in diameter, though, and the e-canister is replaced by a modular ‘universal’ ammo feed, firing, and extraction mechanism. The weapon uses heavy-duty ceramic and light alloy construction for a durable weapon able to handle dirt, grime, and mishandling in the field. An integrated laser spot sight is built into the forward frame assembly, just under the gun barrel. A top rail allows for the mounting of sighting scopes and packages, and another mount point is located under the barrel assembly, for locking on flashlights, bayonets, or grenade launchers.
LIke the S-7, the Flex-Rifle uses an interwoven ‘chinese finger’ adjustable barrel of metal strips for fitting and spinning the projectile, backed by a ‘universal’ firing mechanism that can handle just about percussion-action firing munition type from rear pin percussion to rim-fire. An equally complicated and adjustable mechanism allows the action to feed from just a bout any ammunition clip, while a push of a switch allows the weapon to engage a cartridge extraction system(or disables it in the case of caseless ammo). The seemingly needlessly complex adjustemnt mechanisms are actually simple to use with practice, allowing the shooter to quickly adjust the weapon for various ammunition types(takes about 1d4 melees to switch between ammo types ‘on the fly’). The elaborate workings of the mechanisms involved have led to the S-8 being dubbed ‘Puzzleguns’, and gunsmiths unfamiliar with the weapons have been known to have nervous breakdowns trying to service them(-15% to repair skill if unfamiliar with the weapon).
Like the S-7, the S-8 can also be used to fire a rail gun projectile, using the magnetic stator assembly that seals the barrel weave to produce stator-ring acceleration to a rail gun projectile. This mode is inefficient, but provides megadamage stopping power if MD ammunition is not available to the user. LIkewise, the weapon can also accept and fire Naruni and Bandito Arms plasma cartridges, giving it nearly universal ammo compatibility(though using plasma cartridges is not recommended for long barrel life; the plasma tends to burn out the barrel-weave after an estimated 100+1d4x10 shots, requiring the barrel assembly to be replaced at 10,000 credits, current price).
The resulting weapon is heavier than most conventional rifles, and suffers from diminished range for the ammunition(though the range factor is an improvement over the smaller S-7), but can swallow just about any conventional projectile ammo up to twelve-gauge shotgun shells... An equally advanced feeder actuator allows the weapon to fire full-auto, making the Flex-Rifle effectively a machinegun. It is otherwise identical in all other respects to the S-7 Flex-Pistol.
First production runs of the S-8 went to the Federated States’ contract, but PS has since begun allowing smaller subsequent batches onto the open market, starting with MercTown.
Weight: 19 lbs
Range: Varies by ammunition type(for rifle rounds, reduce the range by 1/2, due to the shorter barrel length)
(Railgun Mode) 1,000 ft
Damage: Varies by ammunition type(can use anything up to 12 gauge)
(Railgun Mode) 2d4 MD
Rate of Fire: Standard
(Railgun Mode) Single Shot
Payload: Varies; can accomodate just about any box-style magazine
(Railgun Mode) 20 rds
The long e-clip is good for 1,500 shots before needing replacement; a railgun shot will take 15 ‘regular’ shots of power
Bonuses: +1 to strike from the integral laser spotsight
Special Features:
Forward Handgrip
Integral Laser Spotsight
Digital Ammunition Counter and Stat Reader(displays ammunition size and type in abbreviated letters...may have problems reading special/unknown/TW rounds).
Attachable Rifle-Stock w/ Built-in Storage Compartment
Rifle Grenade Adapter
Silencer Kit(reduce range by HALF when attached)
Top Sight/Scope Rail
Underbarrel Mounting Rings---Can accommodate flashlight, bayonet, grenade launcher, tazer, and other underbarrel packages.
Cost: 60,000 credits (if mass-produced, expect the price to drop by 50%, and by 70% if manufactured offworld by Three-Galaxies-level industrial technology)

Re: Paladin Steel Storefront

Posted: Mon Aug 18, 2008 5:34 pm
by ZINO
taalismn wrote:Paladin Steel S-8 Flex-Rifle Multi-Function Projectile Rifle
(aka ‘Flexy’, ‘PuzzleGun’)

“Don’t think for a moment that having an S-8 relieves you of having to have sniper rifles or dedicated machine guns...The Flexy’s able to handle just about any ammo you jam in it and fire it off, but not with the sort of range or accuracy that a dedicated barrel’s going to give you....You’re shooting by pure SKILL with the S-8, so you’re going to have to convince your best shooters to give up their favorite tools and take up the S-8 instead if you want to get the most out of the weapon...Not an easy thing, as pros tend to be rather attached to their personal instruments...”
---Master Sergeant Maria Lopez, Training & Logistics, Larsen’s Brigade

“Do you know how many prototypes we destroyed trying to come up with feed, firing, barrel, and extraction mechanisms that would work reliably under field conditions with minimal servicing, as well as each other, let alone work AT ALL?! We shot the hell out of over five hundred guns...and that was WITH computer sim re-modeling before we set the blueprints in metal....wrecking them or blowing them up...some just went to pieces with the first shot....
Oh, and we had quite a few medical leaves on the project...for a while there some of us were actually doubting we’d EVER get the idea to work...”
---Leyner Tibitz, Gunsmith, Paladin Steel Advanced Weapons Division

“The S-8’s perfect if you figure on living off the land as it were; you can recharge the e-clips off a local power grid or other means, and you can readily scrounge ammo from your surroundings...Shooting whatever’s local also gives any local security forces fits, since if they’re analyzing your spents, they don’t know if they’re dealing with commandos or local partisans...”
---’Tommyknocker’, Tolkeen Vengeance Squad Member

Paladin Steel commenced development on a commission contract for the S-8 Flex Rifle after the Federated States acquired several S-7 Flex-Pistols and were duly impressed with the multi-munition capabilities of the weapon. However, they wanted something heavier for their military, and approached PS to build it for them. Development, even with the data from the S-7, was difficult, but PS finally managed to produce the S-8.
The S-8 resembles the Columbian Dragon-1 Plasma Projector somewhat, in that it is an ugly, heavy-looking weapon with fore- and back grips, folding buttstock, and a main barrel wedged into the rectangular bodyframe. The barrel is smaller in diameter, though, and the e-canister is replaced by a modular ‘universal’ ammo feed, firing, and extraction mechanism. The weapon uses heavy-duty ceramic and light alloy construction for a durable weapon able to handle dirt, grime, and mishandling in the field. An integrated laser spot sight is built into the forward frame assembly, just under the gun barrel. A top rail allows for the mounting of sighting scopes and packages, and another mount point is located under the barrel assembly, for locking on flashlights, bayonets, or grenade launchers.
LIke the S-7, the Flex-Rifle uses an interwoven ‘chinese finger’ adjustable barrel of metal strips for fitting and spinning the projectile, backed by a ‘universal’ firing mechanism that can handle just about percussion-action firing munition type from rear pin percussion to rim-fire. An equally complicated and adjustable mechanism allows the action to feed from just a bout any ammunition clip, while a push of a switch allows the weapon to engage a cartridge extraction system(or disables it in the case of caseless ammo). The seemingly needlessly complex adjustemnt mechanisms are actually simple to use with practice, allowing the shooter to quickly adjust the weapon for various ammunition types(takes about 1d4 melees to switch between ammo types ‘on the fly’). The elaborate workings of the mechanisms involved have led to the S-8 being dubbed ‘Puzzleguns’, and gunsmiths unfamiliar with the weapons have been known to have nervous breakdowns trying to service them(-15% to repair skill if unfamiliar with the weapon).
Like the S-7, the S-8 can also be used to fire a rail gun projectile, using the magnetic stator assembly that seals the barrel weave to produce stator-ring acceleration to a rail gun projectile. This mode is inefficient, but provides megadamage stopping power if MD ammunition is not available to the user. LIkewise, the weapon can also accept and fire Naruni and Bandito Arms plasma cartridges, giving it nearly universal ammo compatibility(though using plasma cartridges is not recommended for long barrel life; the plasma tends to burn out the barrel-weave after an estimated 100+1d4x10 shots, requiring the barrel assembly to be replaced at 10,000 credits, current price).
The resulting weapon is heavier than most conventional rifles, and suffers from diminished range for the ammunition(though the range factor is an improvement over the smaller S-7), but can swallow just about any conventional projectile ammo up to twelve-gauge shotgun shells... An equally advanced feeder actuator allows the weapon to fire full-auto, making the Flex-Rifle effectively a machinegun. It is otherwise identical in all other respects to the S-7 Flex-Pistol.
First production runs of the S-8 went to the Federated States’ contract, but PS has since begun allowing smaller subsequent batches onto the open market, starting with MercTown.
Weight: 19 lbs
Range: Varies by ammunition type(for rifle rounds, reduce the range by 1/2, due to the shorter barrel length)
(Railgun Mode) 1,000 ft
Damage: Varies by ammunition type(can use anything up to 12 gauge)
(Railgun Mode) 2d4 MD
Rate of Fire: Standard
(Railgun Mode) Single Shot
Payload: Varies; can accomodate just about any box-style magazine
(Railgun Mode) 20 rds
The long e-clip is good for 1,500 shots before needing replacement; a railgun shot will take 15 ‘regular’ shots of power
Bonuses: +1 to strike from the integral laser spotsight
Special Features:
Forward Handgrip
Integral Laser Spotsight
Digital Ammunition Counter and Stat Reader(displays ammunition size and type in abbreviated letters...may have problems reading special/unknown/TW rounds).
Attachable Rifle-Stock w/ Built-in Storage Compartment
Rifle Grenade Adapter
Silencer Kit(reduce range by HALF when attached)
Top Sight/Scope Rail
Underbarrel Mounting Rings---Can accommodate flashlight, bayonet, grenade launcher, tazer, and other underbarrel packages.
Cost: 60,000 credits (if mass-produced, expect the price to drop by 50%, and by 70% if manufactured offworld by Three-Galaxies-level industrial technology)



you have done well words can not be be put for an good, awsome , great ( you get the picture)in stats ( dont stop with your ideas they may just end up in rifter on some rifts book. :wink:

Re: Paladin Steel Storefront

Posted: Mon Aug 18, 2008 7:35 pm
by taalismn
Thanks...I figured I should post something big before taking off on my annual vacation(five days with no technology except National Public Radio...days by the seashore, walking amidst history, and reading on a porch..) 8)

Re: Paladin Steel Storefront

Posted: Tue Aug 19, 2008 3:34 am
by Aramanthus
Excellent new equipment! And thanks for the new rifle. Our specfor teams will love trying them out! Have a great vacation! See you when you get back!

Re: Paladin Steel Storefront

Posted: Tue Aug 19, 2008 9:35 am
by taalismn
Aramanthus wrote:Excellent new equipment! And thanks for the new rifle. Our specfor teams will love trying them out! Have a great vacation! See you when you get back!


Yeah, I'll be haring off the 20th and should get back next Monday....Given that I got a lot of inspiration last time(amazing what comes to you when all you got is a sketch pad and a notebook), this should be another good one...looks like I'm catching the weather just right too...

Re: Paladin Steel Storefront

Posted: Tue Aug 19, 2008 2:05 pm
by abtex
Enjoy.

Re: Paladin Steel Storefront

Posted: Tue Aug 19, 2008 7:13 pm
by taalismn
Certainly intend to....

For a gift, here's some of my superhero art done as part of my official job: http://www.windsorlibrary.com/kidssummer.htm

Re: Paladin Steel Storefront

Posted: Fri Aug 22, 2008 3:57 am
by Aramanthus
Awesome art Taalismn! Like usual for you! Can't wait until you start posting new material.

Re: Paladin Steel Storefront

Posted: Fri Aug 22, 2008 1:09 pm
by ZINO
taalismn wrote:
Arnie100 wrote::eek: FLYING SUBMARINE!?


yep///schematics here: http:/[url]/commons.wikimedia.org/wiki/Image:Flying_submarine_Russia.svg[/url]

and more here: http://www.darkroastedblend.com/2007/08/flying-submarines.html


With looks like that, they just HAD to be TW masterpieces.... :D


that looks like a TW

Re: Paladin Steel Storefront

Posted: Mon Aug 25, 2008 3:29 am
by Aramanthus
Taalismn's got some awesome sources for his inspirations! Can't wait to see what he creates after his vacation!

Re: Paladin Steel Storefront

Posted: Mon Aug 25, 2008 5:09 am
by abtex
He may never be back.:(

Can see sitting there looking a picture of a plane or sub as a -4 PB (Fan Race unknown) Female? on a scale of 1 to 10 walks by and says "Now, that's hot!!". Now he's trapped somewhere. Unable to escape. Worse unable to post anything.

He will never be back. :-( :cry:

Re: Paladin Steel Storefront

Posted: Mon Aug 25, 2008 6:33 am
by abtex
OK. no GEM - Genetically Engineered Microbes -products from PS.
(That is a link up above.)

So no...
-) Mini medical drug factories
-) "Just eat it. It will be good for you." Improved food and digestive tract aids. "Meals packaged the Golden Age way. Sealed up five years ago and still ready to eat in ten. Just got to love those GEM Seal a Meal packaging."
-) Better Fuel convertors and cheaper fuel tank additives that help change fattie stuff and other stuff into better BioFuels.
-) Field (Beer) cans - Set purpose, taste and alcohol level/content. Just add water. Let set for 2 to 6 hours. Pour into fuel tank and drive. Or more popluar use chill, pop tab and drink. Besides BioFuel and an after combat drink it can filter water, makes a mean engery drink and with a additive or two mixes up a (almost) tasty Drink-A-Meal.
-) None of those must talked about Organic waste fuel bags for PS West. Fill with bio waste or see-hit adjust liquid level. Pop GEM chem tap. Let set. Pour into tank. (hope you never see that bag again.) Drive off. May also be hoppers on side of vehicle and just need more GEM chem.
-) Self cleaning clothes. That also eat odors and may even change them. Wanting to take off your SkinSuit after wearing it would be nice. Taking socks off after a day of wear is bad, a full body sock anyone?
-) 'Glow in the dark' or other markings that can only be seen by sensors on automatic weapon platforms.
-) Skinsuits that release healing agents directly into wounds.
-) Cheaper form of single or limited use "Nanites" that do the job and die.
-) Self Modifing loads or projectiles in ammo so you will not have to carry 10 different ammo loads. Just set the GEM microbes in your round or clip and bonds the specific metal alloys together. Pick your target.
-) Armor patch duct tape and fill for different PS armor plates and ceramic armor types.

Maybe the folk down in the MIT forest have something to sale?

Re: Paladin Steel Storefront

Posted: Mon Aug 25, 2008 9:20 am
by abtex
Sorry my brain cell is stuck in a Flex-Weapon mode right now.

The Popular Mechanics 5 weapons thoughts

1) SCAR = Flex Weapons versions

2) XM-25 Grenade Launcher/Shotgun/Rocket Dart
-) Baby OCIW?
-) Collapable GL/Shotgun that attaches Under Barrel to other weapons and can be used by itself with a stock.
-) Housing used as a Plamsa Discharge weapon. Plamsa blast also can be used to charge the weapon's backup Laser's Refrective chamber to increase it's damage.
-) Electra Thermal weapon using an adjustable ZapTap as the 'firing mechanism'. Slow burn for long range shots to quick burn for close blast with damage and rages in between.
-) test bed for using inter woven 'Chinese finger trap' barrel and Mag Traction designs
-) Mostly designed for lighter frame races who have trouble using heavier recoil weapons.
-) Elemental Critter weapon

3) SAR-21
-) Cheaper Simpler Flex Weapon
-) Railgun version of S-8

4) Corner Shot Launcher/weapon - Remote control unit firing a drone weapon/claymore/roaming sphere (Buzzball)

5) Folding Machine Gun/PDW - Flex weapons or fixed ones using Virtual or 'temporary' Barrel created a cross devoplement of the Mag Traction System field used by vehicles.
-) Collapable weapons using the S-8/S-7 weapon and interwoven barrel design misteaks
-) PDW size Sniper weapon with a Mag traction or Flex-weave barrel for long shots. No or stumpy barrel for close defense use with rapid fire mode. Stock or custom design Sniper SkinSuit.
-) Close combat and Squad weapons - size of a back pack pops open for a full size machine gun or such.
-) Ammo/Power feed from pouchs/fanny pack on Utility belt or Combat harness, even back pack.

Other Dum-Nums :
-) Shooter SkinSuit for troops using heavier wepons/PoorMan's ExoSkeleton cybrog muscle fibers for strength, Impact cloth strips for bracing and such.
-) Electro Thermal weapon using Virtual or Flex-Wroven
-) JackHammer Shotgun that uses Rocket Darts single or cluster

Re: Paladin Steel Storefront

Posted: Mon Aug 25, 2008 5:13 pm
by Aramanthus
Those are some great ideas Abtex! I'd like to see some of your ideas turns into PS reality!

Re: Paladin Steel Storefront

Posted: Mon Aug 25, 2008 8:25 pm
by taalismn
abtex wrote:He may never be back.:(

Can see sitting there looking a picture of a plane or sub as a -4 PB (Fan Race unknown) Female? on a scale of 1 to 10 walks by and says "Now, that's hot!!". Now he's trapped somewhere. Unable to escape. Worse unable to post anything.

He will never be back. :-( :cry:


Yeah...Almost jumped ship and became an island bum....
It's so NICE not having to wear a wrist watch for days on end and worry about keeping to a writing schedule....
But where I was was rather conducive to thinking about Olde Magick....
I was also rather surprised when my father found a sketch of a draconic alien I did maybe 20-30 years back and rendered it in wood and wire as a 3-d sculpture(ex-industrial arts teacher he is, and right now he's on a dragon kick)...When he gets it done I'll have to post photos of it...and stat up the orginal art...

Re: Paladin Steel Storefront

Posted: Mon Aug 25, 2008 8:27 pm
by taalismn
abtex wrote:Sorry my brain cell is stuck in a Flex-Weapon mode right now.

The Popular Mechanics 5 weapons thoughts

1) SCAR = Flex Weapons versions

2) XM-25 Grenade Launcher/Shotgun/Rocket Dart
-) Baby OCIW?
-) Collapable GL/Shotgun that attaches Under Barrel to other weapons and can be used by itself with a stock.
-) Housing used as a Plamsa Discharge weapon. Plamsa blast also can be used to charge the weapon's backup Laser's Refrective chamber to increase it's damage.
-) Electra Thermal weapon using an adjustable ZapTap as the 'firing mechanism'. Slow burn for long range shots to quick burn for close blast with damage and rages in between.
-) test bed for using inter woven 'Chinese finger trap' barrel and Mag Traction designs
-) Mostly designed for lighter frame races who have trouble using heavier recoil weapons.
-) Elemental Critter weapon

3) SAR-21
-) Cheaper Simpler Flex Weapon
-) Railgun version of S-8

4) Corner Shot Launcher/weapon - Remote control unit firing a drone weapon/claymore/roaming sphere (Buzzball)

5) Folding Machine Gun/PDW - Flex weapons or fixed ones using Virtual or 'temporary' Barrel created a cross devoplement of the Mag Traction System field used by vehicles.
-) Collapable weapons using the S-8/S-7 weapon and interwoven barrel design misteaks
-) PDW size Sniper weapon with a Mag traction or Flex-weave barrel for long shots. No or stumpy barrel for close defense use with rapid fire mode. Stock or custom design Sniper SkinSuit.
-) Close combat and Squad weapons - size of a back pack pops open for a full size machine gun or such.
-) Ammo/Power feed from pouchs/fanny pack on Utility belt or Combat harness, even back pack.

Other Dum-Nums :
-) Shooter SkinSuit for troops using heavier wepons/PoorMan's ExoSkeleton cybrog muscle fibers for strength, Impact cloth strips for bracing and such.
-) Electro Thermal weapon using Virtual or Flex-Wroven
-) JackHammer Shotgun that uses Rocket Darts single or cluster


Yep...I'm going to have to hardcopy these and print them out, then work them over....some good ideas here I'll have to co-credit you with...

Re: Paladin Steel Storefront

Posted: Mon Aug 25, 2008 10:57 pm
by abtex
Aramanthus wrote:Those are some great ideas Abtex! I'd like to see some of your ideas turns into PS reality!

taalismn wrote:Yep...I'm going to have to hardcopy these and print them out, then work them over....some good ideas here I'll have to co-credit you with...

Me No have no good ideas just medium between pencil and paper. They have good ideas, Me just mispell them.
Unless you think so. :oops:

Re: Paladin Steel Storefront

Posted: Mon Aug 25, 2008 10:58 pm
by abtex
Good to see you back. Happy page 14 of thread.

Re: Paladin Steel Storefront

Posted: Tue Aug 26, 2008 12:39 am
by Aramanthus
I think your ideas are great. Work together both of you to create some new inovations for us out here!

Re: Paladin Steel Storefront

Posted: Tue Aug 26, 2008 3:12 pm
by taalismn
Actually< I'm giving Abtex's suggestions some serious thought as to how to implement them...I was initially leery of getting intothe biotech end of things because PS is primarily a nuts and bolts manufacturer...but if I format PS as coming from a slightly more advanced Rifts timeline...one where terrestrial powers have at least limited access to orbit, and a temporary trouncing and subsequent ceasefire on the part of the Splugorth has resulted in the major continents on Earth getting an infusion of escaped Atlantis slaves and Splugorth tech taken as 'compensation', it can become workable...PS could very well have headhunted rogue and refugee ex-slaves and dissidents with biotech expertise, and set them up doing microbial research...rather than do it Earthside where the CS would bomb suspected sites as 'biowarfare sites'(or, worse yet, sneak in and grab the tech for their own bioweapons research) or where an accident could lead to an 'I Am Legion' or 'Andromeda Syndrome' scenario, PS sets up its 'mini-Lone Star' program(s) in deep space or other universes where both security and environmental integrity can be preserved...
That actually works out and could make PS a player in biotech applications... :bandit:

Re: Paladin Steel Storefront

Posted: Tue Aug 26, 2008 3:18 pm
by taalismn
abtex wrote:He may never be back.:(

Can see sitting there looking a picture of a plane or sub as a -4 PB (Fan Race unknown) Female? on a scale of 1 to 10 walks by and says "Now, that's hot!!". Now he's trapped somewhere. Unable to escape. Worse unable to post anything.

He will never be back. :-( :cry:


You guess wrong...nothing so bad... though I just wish the female species* with a P.B. of 7 or better would look at me with such lust/avarice/passion/enthusiasm/zeal/sudden interest/monomaniacal obsession, but turning 41 and gaining weight, I'm now officially in the 'creepy middle aged sagging weight guy' class...

*Human, preferably...Mosquitoes will hit on ANYTHING warm-blooded

Re: Paladin Steel Storefront

Posted: Wed Aug 27, 2008 1:16 pm
by abtex
taalismn wrote:Actually, I'm giving Abtex's suggestions some serious thought as to how to implement them...

My junk? May I ask what part of it?

Re: Paladin Steel Storefront

Posted: Wed Aug 27, 2008 4:00 pm
by taalismn
abtex wrote:
taalismn wrote:Actually, I'm giving Abtex's suggestions some serious thought as to how to implement them...

My junk? My I ask what part of it?


Oh, something like THIS:

ABTechS Division
“To you, it’s a slime mold..To us, it’s pure gold.”

ABTechS(Advanced Biological Technologies Studies) is PS’s new biological division. Originally founded as an oversight group coordinating PS’s OTAR(Office of Technolgical Acquisition and Recovery), when dealing with agricultural technologies(such as industrial espionage to acquire fertile Coalition seed stocks) and the University of Burlington’s agricultural programs(especially when it came to studying and evaluating alien plant and animal life for commercial use), ABTechS was given a real kick in the pants with the Shriving of Atlantis and the Exodus. Faced with a sudden windfall of looted Atlantean technology and magic, including examples of biowizardry and genetic sciences, accompanying the over a million ex-slaves and dissidents that made it to North America shores, Paladin Steel saw that it would have to have a proper biological sciences program to study and inevitably exploit what they had had fall into their laps. ABTechS was given increased funding and facilities to study the treasuretrove of symbiotes, parasites, and microbes acquired in trade from ex-slaves eager to buy transport far from Atlantis, or new lives and a new stand on Rifts Earth. ABTechS has subsequently expanded into its own division, with progress on several of its projects now reaching the ‘break even’ stage(i.e., realized commericial applications and sales profits balancing out the investment). Naturally, there’s a substantial amount of competition with PS’s other nascent ‘micro-tech’ division, Paladin Steel NanoAutomata, with some overlap in interest between the ‘bug-boys’ and the ‘bot-boys’. ABTechS also works closely with the Paladin Heart Division(PHD), PS’s medical products division, as much of their work overlaps, especially pathology and microbial research.
Though sometimes referred to as ‘Paladin Steel’s mini-Lone Star’, the ABTechS has nowhere near the industrial production capability of the CS’s own effort, thanks in part to PS’s leeriness about dealing in biologicals. For the sake of both safety and security, the ABTechS does most of its work offworld, in deep space habitats or in desolate dimensions. However small and remote these efforts may be, though, they have begun to yield results, and are producing the first of many new products that are just beginning to appear in Paladin Steel’s catalogues.

Symbiote Breeding Programs
“They’re ugly to look at, but you’ll warm to them once you learn what they can do for you in an emergency.”
----Senior ‘worm breeder’ to apprentice, ABTechS Medical Stock Farm #3

With viable stocks and assistance provided by former slaves of Splynn, Paladin Steel’s efforts have paid off in the successful direct breeding of a number of Splugorth symbiote species.
It is public knowledge that PS has begun producing small numbers of Pathic Healers, and the useful little creatures have begun appearing in PS and GNE medical facilities(and have afforded the CS some low-cost propaganda, with claims that PS is secretly exposing people to ‘alien parasites’ under the guise of ‘medical treatment’).
It is also rumored that PS has successfully bred Talo Mindworms, but is keeping their success(and access to the symbiotes) a secret, for the exclusive use of their own operatives. Efforts to bred the powerful Absurr and Elom, though ongoing, have thus far proven unfruitful. Other programs are ongoing.

Microbes:
“That sneezing gag gets kinda tired after the fifth or sixth time around here...besides, these bugs are working bugs...We’re scrubbing out arsenic and lead here...”

PS has managed to successfully breed Aquarobes, Clotrobes, Stasirobes, Purirobes and Aerorobes. However, they do not advertize this fact, prefering to keep their successes a company secret. Typically, only special operatives and affiliated units are given access to microbes for special purposes, the biological agents supposedly coming from seized Splugorth stockpiles, rather than fresh growth. The open market price for PS-microbes is currently 25-30% more than the Atlantis average, but with time the cost is expected to go down as mass-production gears up. PS MAY also have dragoncilia and dehibicilia cultures, but if they do, they aren’t advertizing the fact.
However, PS has also begin to generate a number of NEW industrial application microbial cultures:

New Microbes

Ex-outers
: Ex-outers are several formulations of tailored bacteria that eat waste, ranging from human to industrial, detoxifying, purifying, and breaking it down into harmless substances before it can putrify, breed contagious disease, or poison the environment. PS factories and public works use beds of nanotech and ex-outers to filter outflow that isn’t destined for sterilization and molecular separation by plasma arc, reducing waste outflow and endproduct. The trick was creating stable microbial cultures that wouldn’t mutate into forms that would attack other, more useful and essential substances, like cartilege or petroleum. These cultures are increasingly being offered as part of PS’s infrastructure construction packages offered to communities and companies seeking to build and expand.
In general, Ex-outer cultures are handled like seed stock; the simpler microbial forms can be sold in granulated, dried form like septic tank digestors, and applied in the same manner to a water treatment or waste settlement tank; they generally die off after 1-4 days of frantic activity, after which additional spores must be added. More exotic filtration organisms may require live shipping and storage, and may need to be impregnated in special filter traps with temperature requirements. These ‘bugs’ generally have longer lives(6-12 months) before the filters need to be replaced and destroyed(plasma arc or fed to other digestors).
Ex-outer cultures are available for waste water treatment, and the breakdown of industrial toxins such as PCPs, waste oil, dioxin, and the sequestration of various heavy metals. In the case of complex toxins, the bacteria break down the structure and release the component chemicals as more easily separated and dealt-with substances that can be processed with other methods. Metal separators typically lay down an easily-removed layer of metallic scum, rust, or sediment that can be recovered and recycled.

Fuel Breeder BioReactors
(aka ‘Gas-Bugs’, ‘Gas-pissers’, ‘diesal-baggies’)
“Man, what’s with all those plastic bags all over your ATV? You look like you’re going into the bagged salad business!”
“Those bags are turning s*** into miles, and saving me some serious green.”

‘Gas-Bugs’ (or bioreactors as the ‘techs prefer to call them) are tailored cultures of algae and special bacteria that when fed on a diet of water, sunlight, and organic waste, spit back bio-diesel fuel. Developed before the Rifts as part of the ‘Green Revolution’(that was soon overshadowed by the development of viable and cheap fusion power), these ‘green-bugs’ helped keep several communities afloat and fueled during the Dark Years, but culture-fatigue wiped out the pre-Rifts bacterial lines. They have been redeveloped in the post-Rifts era by several nations, with PS making the first commerical sales of a viable product.
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.
MDC of Bag: 4
Market Cost: 135,000 credits

Re: Paladin Steel Storefront

Posted: Wed Aug 27, 2008 5:03 pm
by Aramanthus
Nice new addition! I think it is a point to expand for PS. I know we here at the Federated States will be happy to invest in products from this division!

Re: Paladin Steel Storefront

Posted: Thu Aug 28, 2008 1:18 pm
by abtex
Nice start. A simple "Working on some biotech." would have done.
But, Thank you.

Re: Paladin Steel Storefront

Posted: Thu Aug 28, 2008 4:37 pm
by ZINO
where can i get all these toys and two ever thought of put in pictures with all these beautiful toys ,if am sure there's is art can get done :D

Re: Paladin Steel Storefront

Posted: Thu Aug 28, 2008 5:00 pm
by Aramanthus
That would be up too Taalismn. He is usually pretty busy with many threads here on the boards. But he is a great artist!

Re: Paladin Steel Storefront

Posted: Thu Aug 28, 2008 6:40 pm
by taalismn
ZINO wrote:where can i get all these toys and two ever thought of put in pictures with all these beautiful toys ,if am sure there's is art can get done :D



Well, for now, here's a depiction of one of our many industrial microbes, enhanced for clarity:

.


Like it? Here's another of a different strain:


.


:D

Re: Paladin Steel Storefront

Posted: Fri Aug 29, 2008 1:38 am
by Aramanthus
Now which were those Taalismn? I'd like to know since the Federated States has sunk a lot of money into PS. :D

Re: Paladin Steel Storefront

Posted: Fri Aug 29, 2008 11:29 am
by taalismn
Aramanthus wrote:Now which were those Taalismn? I'd like to know since the Federated States has sunk a lot of money into PS. :D



The first is the ABY-3204 strain...that's used for recovery of arsenic and other heavy metals from industrial waste

The second is a DCR-43 dietary additive---that's added to yogurt and other food preparations to allow beings to safely digest foodstuffs like citrus or cheese without intestinal distress and allergic reactions(always a problem when you're feeding a multi-species military/labor force).

Re: Paladin Steel Storefront

Posted: Sun Aug 31, 2008 7:08 am
by abtex
It's not "...and having myself a set of mini-Gladiators as..." golf-caddies (like this tread starts with) but you can start equipping and arming them so we can carry all the PS gear that we buy. An Ontos can also be rigged to service as one and you can ride in it as well.

Re: Paladin Steel Storefront

Posted: Sun Aug 31, 2008 1:55 pm
by taalismn
abtex wrote:It's not "...and having myself a set of mini-Gladiators as..." golf-caddies (like this tread starts with) but you can start equipping and arming them so we can carry all the PS gear that we buy. An Ontos can also be rigged to service as one and you can ride in it as well.


well, I'm working on an uber-modular family of light vehicles based on the Ontos 'rolling pyramid' chassis...perfect for one- and two-person parties, plus a number of automata for various functions...

Re: Paladin Steel Storefront

Posted: Thu Sep 04, 2008 1:53 am
by Aramanthus
Nice new addiation. Very useful for all of our groups. It'll sell nicely. I know the Federated States can use both of those at our resource sites. We are looking forward to seeing the new material.

Re: Paladin Steel Storefront

Posted: Thu Sep 04, 2008 10:47 am
by taalismn
AS soon as I'm able...between real life and real weather...and feature creep...it's taking me longer than expected...

Re: Paladin Steel Storefront

Posted: Fri Sep 05, 2008 2:30 am
by Aramanthus
Oh well! We your customers can wait patiently for new products from the various divisions of Paladin Steel! So take your time!

Re: Paladin Steel Storefront

Posted: Fri Sep 05, 2008 11:18 am
by taalismn
I'm really hating this posting service...tried six times to post a big ream of material and it keeps croaking on me... :x

Re: Paladin Steel Storefront

Posted: Fri Sep 05, 2008 11:29 am
by taalismn
Oh...NOW it begins posting the back-cache! :frust:

Re: Paladin Steel Storefront

Posted: Fri Sep 05, 2008 11:29 am
by taalismn
Special thanks to old partner Raven for kicking me in the shins over five rewrites of this... :D


PSA-11 Series Power Armours




Click
Click
Slack
WHIRRR
Snick-Snack
CLICK
SSSSTTT
“Pass me another dumbo, willya? I have a feeling I’m going to need them.”
“Jeez, Boner! Don’t you have enough grenades already?”
“Like I said, I got a feeling...”
“Man, you ALWAYS get a feeling! I think you’re just turned on by big explosions! Bet you’re a grunter too...”
“Knock it off, you apes! We got drop in ten and we better be READY! All suits working? Sound off if yours ain’t, and no heroics! You’re not good and you try to drop, I’ll kill you myself! Nothing? Good! So keep locking and loading, and listen up! I’ll go over this one more time! You hear!?”
“Ya!”
“Yah, Boss!”
“Green!”
“Green.”
“We drop in gamma pattern with decoys...Big Bird’s taking care of any triple-A and the Furies got CAPs over our area, so we can concentrate on taking out the ground troops until they say we stop mowing or we run out of ammo...If you apes remember, we’re looking at bio-augments... so no gawking, if it’s coming at you just take it out fast and hard...That means no chasing skirt down there, Dirty Mary!”
“$%#! you, sarge!”
“What was that, corporal?”
“$%#! YOU, SIR!”
“That’s better... better double check the connection on that heavy pulse rifle, I don’t want you running out of juice on account of a broken cord!”
“I’ll add another layer of duct tape, sir!”
“Martinez, still packing two Reapers?”
“Twice the fun, sarge!”
“Packing two grenade launchers, too?”
“Like I said, sarge, twice the fun!”
“Winslow? Multiplexor claws?”
“Glowing in the blue and ready to cast some hell!”
“Brutto...Missiles?”
“*ARF*Got them warm...got a missile rifle, coupla lasers, and a plasma rifle for backup.”
“Boner?”
“Set, sarge, but I just need another grena...”
“Good...(BEEP, BEEP) OKAY! Places, apes! Facing the door! Boner! Take your position NOW!”
“I just need one mo...”
“OPENING DOOR NOW!!!!”
FWOOOOSSSSHHHHHHH!!!
“GO!GO!GO!......”

PSA-11 Series Power Armours


“You’re asking me to give up my trusty Samson for that headless, hunchbacked, ape-shouldered thing? It doesn’t have any guns built in, the legs are articulated wrong, and you expect me to learn to FLY the thing through close forest? Go back to building trucks and tanks, you creeps!”
----Typical response to the introduction of the new PSA-11, 96 PA

“With the Gendarme you got multi-option capability like never before...you could customize one single machine to fulfill a variety of tasks, for the fraction of the cost of a slew of more expensive specialized types...That meant you could buy more and outfit them to play different team roles.....pointman, scout, artillery support.......and have enough common logistics and replacement parts compatibility on all the important systems so the armor-babies could swap parts in the field.”
---Lieutenant Billy Gaston, Vermont Free State Militia(pre-Regular Army) in a demonstration to assembled militia leaders from the VFS and the CoM, 96 P.A.

“The mass production of the PSA-11, its modularity, reliability, and low maintenance cost, made the PSA-11 as ubiquitous in the VFS military as the ‘coal-scuttle’ helmet was to the pre-Rifts U.S. military....virtually every military unit had one, most every SWAT unit had them, and even some paramedic and firefighting squads had specially modified examples.
The introduction of the Fury SAMAS didn’t reduce the production or the importance of the PSA-11 at all...it just freed up more machines from the fast airborne role...a role the PSA-11 never really excelled at anyway....and put more of them in the ground units. So while the bad guys were trying to scan the sky for Furies, there were that many more Bulldogs coming at them from below the tree line!”
----Captain Barstone, 7th Division , VFS Regular Army, 111 P.A.

“This is the ‘suit that started it all....”
----Bruce Abrams, on the donation of ‘Tin Lizzie’, PSA-11 Number 5, oldest survivor of the first production batch of PSA-11s, to the Vermont University Museum of Technology, 185 P.A.

PSA-11 "Gendarme"
(Aka ‘Guisarme’, ‘The Bruce”, “Bulldog, ‘Protector’)

The PSA-11, it can be argued, was Paladin Steel’s first major high-tech success, the design that allowed it to step out of relative obscurity and onto the high road...yet the design has its origins in a kludge of sources.
After producing low-end weapons and relatively high-end vehicles for several decades, Paladin Steel decided to make a bid for producing more sophisticated robots and power armors, in part to meet the needs of its own security and of the growing Vermont Free State(and nascent Greater New England). With Splugorth to the far east, Shemarrians encroaching from the south, and Free Quebec breathing down on them from the north, Paladin Steel and the VFS knew that they couldn’t become dependent on foreign suppliers to the west for their high-end military equipment, especially with Northern Gun growing increasingly close to the Coalition States. Paladin Steel prided itself on not being a ‘Chipwell’ by any stretch of the imagination, so producing rudimentary ramshackle exoarmors was NOT an option. Nor could PS afford to fix its hopes on a single, set-in-stone design that would be obsolete in a matter of years. Durability and modularity, therefore, had to be key to the design.
Working from sketchy plans and diagrams(actually early versions of the SAMAS and Gunbuster exoframes) from a pre-Rifts data cache discovered at Smuggler’s Notch, Vermont, and from reverse-engineered Samson frames, PS engineers were able to construct a robust, lightweight, exoskeletal frame with an armored shell. The Paladin Steel engineers discovered that the PSA-11 could be outfitted with a variety of modular weapons and equipment, increasing its firepower and utility in the field, making it a master of all trades, without the burdens of over-specialization. Its use of low-power flight/hoverjets also gave it a high degree of maneuverability and mobility that its closest equivalent, the NG Samson, didn't have. With its distinctive box-chest, rotary-joint upper arms, massive shoulders, and low-browed fixed-position slit-visored head, the PSA-11 looked MEAN and no-nonsense; in early trials pilots learned to appreciate its solid armor, reliable performance, and staggering array of options. A fairly simple adjustable torsion frame allows the armor to be quickly fitted to its pilot, courtesy of a combination automatic diagnostic and tutorial software program integral to the armor, that automatically adjusts the internal control frame and talks the pilot through fitting adjustment and testing. This system means that special reflex bodysuits are not needed, nor are more elaborate neural control links. Should a new operator try on the armor, their performance will not be as effective(reduce any bonuses by HALF)until they reset the armor by going through the auto-fit tutorial again(takes about 30 minutes). This greatly simplifies maintenance and training.
The low cost is in part due to the MASSIVE investment in plant that PS made to produce and service the new power armors...By equipping first-run machines with only a five-year nuclear power supply, PS felt that by the end of the first production’s operational lifespan, either the design would have proven itself and the VFS could justify footing the bill to refit the machines with newer, longer-lived powerplants at government expense, or the design would prove a failure, in which case, PS would have a complete set of high-tech factories ready to be retooled to other designs developed in the interim. As it turned out, the design HAS proven itself, the ready mass production of parts and components has brought down the operating costs, and subsequent power armors, such as the PSA-12, which use many of the same systems as the PSA-11, are less expensive to develop and produce.
The PSA-11 has been seen sporting just about every sort of military camouflage scheme from desert tans, police dark-blues, to winter whites and jet blacks with red trim(the livery of the feared ‘Black Templars’ Armored Company). The most frequently seen camouflage coloration seen on standard PSA-11s in the service of the Vermont Free State Regular Army is a rather drab khaki green.
The Paladin Steel PSA-11 was introduced in 95 PA and marketed directly by PS as a low-cost 'grunt suit' to compete with Northern Gun and Titan Works PAs. First production runs went to the Vermont Free State, Commonwealth of Massachusetts, the then still-nascent associated Greater New England military forces, and approved mercenary companies, as well as friendly governments such as Lazlo and the Relic. It then became available to the Black Market (or rather a few had been LEAKED to the Black Market, to build recognition and prime the market); with first production runs going to Paladin Steel and its affiliates. The PSA-11 marked Paladin Steel’s first major foray into high-tech power armor design and its success both on the battlefield and in the marketplace came as a surprise even to PS. Indeed, the PSA-11 became the standard-bearer of PS’s power armored corps, and PS’s PSA-11-equipped security forces became the start of the Vermont Free State’s own mechanized infantry units, who began using the PSA-11 extensively in their operations, so much so that the PSA-11 soon became synonymous with the Vermont Free State. The introduction of the PSA-11 also effectively axed relations between Paladin Steel and Northern Gun, owing both to the amount of technology ‘knocked off’ by PS reverse-engineers(with the blatant assistance of expatriate Iron Heart Armaments staff) and because of the secrecy with which PS had developed the power armors(and refused to share their NEMA finds with NG). Of course, though PS sells the PSA-11 on the open market, the best and most powerful option packages are reserved exclusively for Paladin Steel’s household troops and the Greater New England military forces.
Today, in 110 PA, the PSA-11 in all its forms is easily the most common power armor in the armed services of the Vermont Free State, with variants (including the Dogfish and the Starguard) serving in virtually all theatres of operations. Though the PSA-11 is still produced for the commercial market, the bulk of production continues to go to the GNE armed services, the majority immediately being distributed to VFS and PS-affiliated forces. Demand for the PSA-11 and its derivatives continues to be high from these quarters, slackening only recently with the recent introduction of the Fury.
The PSA-11 may not be the fastest, strongest, or most powerful, power armor in North America, but it is the most common type in the forces of the GNE, and the one most new troopers will be assigned to. Paladin Steel is constantly upgrading the suits with new options, and field mechanics and technowizards are notorious for battlefield grafts and modifications. It’s taken as a rule of thumb in Paladin Steel that every new development the company makes gets, at one point of other, in one form or another, tried out on the PSA-11. Though there are dozens of minor stylistic differences in the various models, and numerous modifications, including more than a few cross-PS weaponry fits and even techno-wizardry refits, all are recognizably the PSA-11 stalwart. Recently, PS has announced armor upgrades using new Orbital-produced materials that could boost overall MDC of new production PSA-11s 20-40%, though they have not set a definite date for phase-in of the new materials.
In other words, the PSA-11 isn’t going to be phased out of the PS production lines any time soon....
Note: The PSA-11 was originally released as the ‘Gendarme’, a reference to its ancestors’ NEMA law enforcement origins and original, conservative, security role. Later military models came to be called the ‘Guisarme’, after a multi-purpose polearm(with a hook for pulling down mounted knights). The PSA-11 is also unofficially known as the ‘Protector’, ‘Bulldog’, and ‘The Bruce’(after a Dwarven boogeyman of legend).

Model Type: PS-AIAS-PSA-11
Vehicle Type: Armored Infantry Assault Suit, Light
Date of Introduction: 95 PA
Crew: One. The cockpit system allows the pilot to be wearing light to medium(60 MDC) EBA.
M.D.C. by Location:
Main Body - 280
Head - 80
Arms (2) - 90 each
Hands (2) - 50 each
Legs (2) - 100 each
Auxiliary Sensor Pod - 30
Thruster Pack - 60
Speed:
Running: 65mph; Note that the pilot tires at only 10% of normal rate
Leaping: 10ft up/across, 100 ft up/across with a jet-assisted jump
Flying/Hoverjets: 75mph, max altitude: 50 ft
Jump Pack Upgrade---In 107 PA PS upgraded the PSA-11 to give it a Skimming ability, allowing it to speed up to 120 MPH, suspended 1-2 ft off the ground. This upgrade was fitted to all in-service and subsequent VFS and PS PSA-11s, but some early models may be missing the upgrade, having not been recalled.
Underwater: Can 'swim' using its thrusters at 10mph, or run along the bottom at 5 mph. Max. Depth: 1 mile
Statistical Data:
Height: 7.9 ft
Width: 4 ft
Length: 3.2 ft
Weight: 1135kg (2,497lbs)
Cargo: None, aside from what can be carried externally
Physical Strength: Equivalent to PS 30(for damage purposes).
Lift: 1.37tons/Carry: 690lbs
Power Plant: Nuclear-Fusion with an average energy life of 5 years
Market Cost: 800,000 credits. Adding a more powerful powerplant costs + 1 million credits for a 10 year powerplant, 3.2 million credits for 15 years, and 6 million credits for 20 years

Construction Features:
*Life Support: Standard 8 hour independent air supply
*Emergency Ejection System (blows pilot free in an emergency)
*Spotlight: 800 ft
*Radio w/ signal scrambler: 500 mile long range, 5 mile short range.
*External Loudspeaker: 80 decibels
*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.

*Hardpoints on forearms (2; 1 each) and shoulders (4; 2 each)


Sensors:
All standard Power Armor Systems:
Mini-radar: 10 mile range, and can identify and track up to 24 targets simultaneously
Thermo-Imaging: 2000 ft
IR/UV Optics: 2000 ft
Telescopic/Image Enhancement Optics: 4000 ft
Low-light/Nightvision System: 2000 ft
Laser Targeting: 6000 ft, adds a +1 to strike with ranged weapons
External Audio Pickup: 300 ft

Weapons Systems:
None standard/internally mounted. Can use any hand-held weapons systems

1. Hand-Held Weapons:
* PS-5400 Caseless Machinegun(Hand-Held-2 Hands)
Paladin Steel does offer a hand-held rail gun as standard issue: it’s a repackaging of the Bandito Arms 5500 "Cactus Juicer" Fletchette Rail Gun. The length of the PS-5400’s barrel requires the PSA-11 to be fitted with two standard manipulator arms to hold and aim properly; manipulator claws cannot do the job properly.
(Post 109 PA Note: This was initially the standard issue weapon for PS and VFS armed forces, but would later be replaced by the more powerful M50 Reaper and similar later-generation rifle-modules when they came into service...the PS-5400 continues to be offered, however, as part of the market PSA-11 package)
Range: 2,000 ft
Damage: 1D6 MD single round, 6D6 MD per burst of six rounds
Rate of Fire: Single shot, or 6-round burst
Payload: 100 rounds (18 bursts), The supplementary E-clip which powers the gun is good for 180 bursts before needing replacement(attached to a Power Armor’s powerplant, however, this is not a consideration).

*M-50B Reaper Heavy Machine Rifle(Hand-Held-1 Hand)
This is the modified version of the original M-50A, itself a repackaging of the 20mm ‘Taskin’ manportable infantry cannon. The weapon can fire original Triax-derived explosive shells, PSX explosive shells, and even wood rounds for use against vampires. The original problem of thermal cooking of the Taskin’s ‘smart’ ammunition has been solved by simply laying a strip of thermo-conductor between the magazine and the gun barrel, pulling the heat away to a heatsink in the handle. ‘Smart’ bullets can be specially fuzed to ‘airburst’ like a grenade, or can be set to punch through light structures before exploding, rather than detonating on contact. A 20mm Reaper round can penetrate up to 250 SDC before detonating or being rendered ineffective....This has proven remarkably effective at taking out enemy troops hiding inside cargo containers and regular buildings, as the shells punch through their cover before exploding within.
The M-50B has become the standard issue sidearm to VFS Regular Army PSA-11s, and troopers will typically carry 4-6 extra clips for their weapons, carried on external belts. The M-50B can also be fitted with a bayonet or light six-shot grenade launcher under the barrel. It can be carried and easily used one-handed by the augmented power armor. Its big advantage, given the modularity of the PSA-11, is that it can be easily held and used single-handed, allowing the power armor to fit one of its arms with a special accesory, such as a Forearm Claw, without adversely affecting its ability to use handheld weapons like the M-50.
Date of Introduction: 107 PA
Weight: 60 lbs
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: Two fifty-round box magazines(100 rds total)
Bonuses: +1 strike(w/ laser targeting)
Special Features: *Laser Targeting--+1 to strike
*Optional Bipod
*Optional Silencer/Muzzle Brake/Flash Suppressor---This three-foot long muzzle attachment suppresses the flash and the thunder, adds a +1 to strike, but reduce range to 3,000 ft, and can only fire single shots. However, power armored sniper teams with thermo-camo and M-50Bs proved remarkably effective at picking off Coalition soldiers during the Siege of New Castleburg.
Cost: 28,000 credits
A box of 100 20mm ‘smart’ rds costs 800 credits. A box of 100 20mm ‘smart’ PS rds costs 3000 credits

*12.7mm PS-MRG03 Snub-nose Short Gatling Gun (Hand-Held-1 Hand): This high-powered four-barreled gatling rail cannon features enormous damage potential, and fair range in a small package. The main gun is handheld, but the magazine extends back over the forearm, and a connecting belt can supply additional ammunition from an internal magazine in the arm. The MRG-03 trades range for blistering short-range fire power, and is frequently used as a ‘streetsweeper’ in built-up areas. Like the M-50, the PS-MRG03 can be used single-handed.
MDC: 30
Weight: 50lbs
Range: 2000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: Equal to the combined hand to hand attacks of the pilot
Payload: 500 rounds; the forearm magazine can hold an additional 200 rds.
Market Cost: 12,000 credits

*45mm PS-HRG05 'Hellshot' Rail Cannons: (Hand-Held-1Hand) An 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. On the positive side, the PSPA-11 can carry TWO of these oversized weapons and extra ammo, giving the little PSPA-11 enormous punch for its size. The PS-HRG05 can be used single-handed, but has a brace which is extended and anchored on the shoulder or beneath the arm on the power armor’s torso.
MDC: 50
Weight: 500lbs
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot only; equal to the combined hand to hand attacks of the pilot
Payload: 12 shots
Market Cost: 120,000 credits, 800 credits per penetrator round
Penalties: Each Hellshot Rail Cannon carried imposes a -10% reduction in overall speed, as well as a -1 to dodge, due to the weight and encumbrance of the things.

*20mm/60mm PS-HACP-02 ‘GobbStomper’ Assault Cannon Pack (Handheld--2 hands)---Paladin Steel has produced this ‘ultimate’ heavy over-and-under 20mm autocannon- and - 60mm heavy cannon-pod for assault forces, power armors, and the heavier and stronger cyborgs. Nicknamed the ‘GobbStomper’ for obscure reasons, this goliath of a gun assembly can wipe out a fortified city block in the right(or wrong) hands. The 20mm cannon uses the familiar PS ‘Taskin’ action and ammunition, while the 60mm cannon uses a modified 60mm Anti-Tank Weapon shell, available as a high explosive area of effect munition, a High Explosive Squash Head(HESH---effective at ‘spalding’ interior armor), and as a High Explosive Armor Piercing (HEAP) projectile. Greater range with the 60mm component may have been achieved with a more powerful propellant cartridge, but PS feared the recoil would be too great to handle and accurately aim. Handling the GobbStomper requires the PSA-11 to have two normal manipulator hands. Currently, PS assigns this weapon only to GNE military assualt troops, Marines, and its elite troubleshooting teams.
Weight: 120 lbs.
Range: 20mm Cannon: 4,000 ft
60mm Launcher: 2,200 ft
Damage:
20mm Cannon: 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)
60mm Launcher:(HE) 1d6 MD to 50 ft blast radius
(HEAP)3d4x10 MD per round
(HESH )(High Explosive Squash Head) - 6D6 MD plus 6D6 SDC to the person(s) inside the object....Particularly effective against power armors and vehicles without a reinforced pilot’s compartment
Rate of Fire:
20mm Cannon: Equal to the pilot's combined hand to hand attacks
60mm Launcher: Single shot; equal to the pilot's combined hand to hand attacks
Reloading a Cannon or Launcher clip takes one melee action.
Payload: 20mm Cannon: 100 rounds
60mm Launcher: 6 rounds
Typically the PSA-11 carries 4 20mm magazines(200 rounds+100 in the gun) and 6 reload speed-loaders on waist belting; that's 36 rounds!
Note: A box of 100 20mm ‘smart’ rds costs 800 credits. A box of 100 20mm ‘smart’ PS rds costs 3000 credits
Additional 60mm shells cost 8,000 credits per speed-loader of 6 HEAP rounds, 7,000 credits for 6 HESH rounds, 6,000 credits for 6 HE rounds.


Other handheld infantry weapons may be carried as well; missile launchers(the PSTT-M20 Missile Rifle is especially popular) and rail guns are favorites of PSA-11 pilots, especially in squads. The 23mm Arden Machine-Cannon(fitted with forestock and buttstock), 30mmlight autocannon, and even a 40mm power-armor-portable ‘machine rifle’ have been seen in GNE and affiliated units using the PSA-11.



2. Hand to Hand Combat: Rather then using a weapon, the"Gendarme" can engage in mega-damage hand to hand combat. Equivalent to standard Power Armor Basic or Elite Combat training.
Restrained Punch - 1D4 MD
Full Strength Punch - 1D6 MD
Power Punch (2 attacks) - 2D6 MD
Kick - 1D6 MD
Body Block/tackle - 1D4 MD
Flip/Throw - 1D4 MD

Optional Systems:
Paladin Steel is constantly upgrading the PSA-11 as new systems and circumstances emerge.
Hardpoint Options are generally divided into the following categories:

Manipulator Forearm Mounting(MF):
This is the standard forearm, ending in a five-digited (four fingers and an opposable thumb)manipulator that can be used to pick up and hold rifles and other tools. It sports a hardpoint in the side; typically a semi-recessed light weapon with an internal ammunition supply. Typically, this is a melee weapon(large vibroblade----4d6 MD), light energy weapon, or projectile weapon, like a light machine gun, grenade launcher, or autoshotgun.
Forearm Weapons Mounts:
MF1.)Paladin Steel PSLGL-1A Forearm Double-Barreled Grenade Launcher: (Internal) The new standard GL of PS is a multi-munition smoothbore 40mm grenade launcher. Fires fragmentation, high explosive, or plasma grenades(typically, though, the entire payload is of exclusively one type of munition). This system is built into a Manipulator Forearm Assembly, firing from an opening in the back of the wrist.
Range: 1,200 ft
Damage: (Light Fragmentation) 2d6 MD to blast radius of 6 ft
(High Explosive) 4d6 MD to 12 ft blast radius
(Plasma) 6d6 MD to 6 ft blast radius
(Flare) Burns for 1d6 minutes, illuminating an 80 ft radius area
Rate of Fire: Standard
Payload: 30 grenades
Cost: 20,000 credits

MF2.)*E-Zapper-(Internal)--Another forearm assembly designed with security forces in mind. A combination EM-bolt gun and neuro-electric shock cannon. This system is built into a Manipulator Forearm Assembly, firing from an opening in the back of the wrist.
Range: (EM Bolt) 800 ft
(Scattershot Bolt) 400 ft, covers 15 ft area
(SDC Shot) 800 ft
(Stun Vortex) 300 ft
(Shock Ball) 300 ft
Damage: (EM Bolt) 4d6 MD per shot
(Scattershot Bolt) 2d4 MD to everything in 15 ft area
(SDC Shot) 6d6 SDC per bolt
(Stun Vortex) None; has 80% chance of knocking down human-sized targets(lose initiative and 1 action/attack getting up), plus 60% chance of knocking them out, stunning them with concussion effects(-10 to strike, parry, roll, and dodge, lose initiative, lose HALF speed and actions/attacks for 1d4 melees!)
(Shock ball) Basically an electrically-charged Stun Vortex that works like a more powerful Taser. No damage, but humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes. Cyborgs have an 80% chance of having their cybernetics disrupted for 1D10 minutes, and a 40% chance of a non-vital system being permanently shorted out.
Rate of Fire:(EM Bolt)(Scattershot Bolt)(SDC Shot)(Stun Vortex) ECHH
Payload: Effectively Unlimited
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 95,000 credits

MF3)*Shotgun----An adaptation of the Northern Gun NG-11S, only the double-barrelled weapon is automatically magazine-fed for high-speed ‘sweeping’. Can be used to fire a variety of specialized shells(the more commonly used are listed).
Range: 300 ft for regular shotgun shells, 550 ft for MD rounds
Damage: (Slug) 5d6 SDC
(Buckshot) 4d6 SDC
(Baton) 1d6 SDC + 70% chance of knocking human sized targets over(lose initiative and 1 APM getting back up)
(Incendiary Scattershot)---Sprays a swath of magnesium pellets, doing 2d6 SDC burn damage, plus 1d6 SDC burning for 1d4 melees; 60% chance of setting combustibles(paper, wood, light metals, etc.) on fire. 180 ft range, covers a 12 ft wide area.
Rate of Fire: Standard
Payload: 60 round magazine
Cost: 5,000 credits

MF4)*Light Machine Gun----Slightly modified from the cyborg standard, this weapon is a 7.62mm rapid-fire tri-barrel weapon that is appropriate(in Rifts terms) for riot control and close-in counter-insurgency work. Its ability to be loaded with special munitions such as wood and silver rounds makes it popular with horror-hunter units.
Range: 2,000 ft
Damage:(SDC) 5d6 SDC per rd
(MD)
Rate of Fire:Standard
Payload: 200 rds
Cost: 4,500 credits

MF5)* Pepper Gun----A multipurpose chemical sprayer
Range: 150 ft
Damage:Varies by chemical used
Rate of Fire:Standard
Payload:Enough liquid for 32 blasts
Cost: 700 credits

MF6)* Mini-Flamer
Range: 250 ft for napalm gels
Damage:
(Wellington plasma napalm) 3d6 MD burst
(MD Gel)4D6 MD Upon contact, burning for 1D6 rounds doing 2D6 MD per round. Anything that the character touches also starts on fire. Any combustible materials within touching distance, clothes, brush, etc. also ignite.
Rate of Fire:Standard
Payload: Enough fuel for 25 blasts
Special Features: *Multi-Fuel Capacity
Cost: 9,000 credits

MF7)*Vibroblade---Either one long heavy vibroblade or a set of four ‘slashers’ emerging from a housing along the back of the forearm.
Range: Melee
Damage: 2d6+2 MD
Cost: 15,000 MD


Claw Forearm Mounting (C):
Paladin Steel was quick to copy the Triax Predator’s Pulse-Laser forearm-mount with its claw-hand and axial weapon, with several different Claw Forearms. This has a three-digited claw in place of the manipulator hand, and the internal weapon has now been moved to a central axial position. The claw CANNOT pick up and hold hand weapons or do fine work, but it is strong enough to snip through armor and megadamage flesh. The Claw Assembly still retains a hardpoint on the outer casing, but this is little more than a hook-point for carrying rifles, flashlights, or cargo packs, with no electrical or fire control connections.
Unless otherwise noted, the claw does 2d4 MD on a snip/pry/tear.
C1) Pulsar Claw: This weapon system replaces the entire forearm and integrates a powered claw with a high-power pulse laser. Claw hands CANNOT hold hand-held weapons like rail guns or rifle modules.
Range: 3000 ft
Damage: 3D6 MD single shot, 1D6x10 MD per triple pulse burst, Crush/Tear/Pry with Claw: 2D4 MD
Rate of Fire: Equal to the combined hand to hand attacks of the pilot
Payload: Unlimited (linked to PSA-11's powerplant)
Market Cost: 20,000 credits

C2) 50mm Multipurpose Launcher Claw: This overkill weapons system replaces the entire forearm and integrates a powered claw with a massively powerful short-range grenade launcher firing a smaller caliber version of PS’s 140mm Rifleman’s Assault Projectile(RAP). The weapon has wretched range for a ranged heavy weapon, but does TREMENDOUS damage at close quarters, much like a giant shotgun slug. This system has been nicknamed "Geshundeit" by PS engineers, because of the way it just blows things away. Claw hands CANNOT hold hand-held weapons like rail guns or rifle modules.
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 RAP 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 RAP is -2 to strike.

Crush/Tear/Pry with Claw 2d4 MD
Rate of Fire: Single shot only
Payload: 5 rounds (reloading takes one melee action per shot):
Market Cost: 80,000 credits, plus 900 per shell


C3) Multiplexor Claw---A late addition to the options line up, added when PS decided that the PSA-11 needed a good generic integrated magical weapon system that could be quickly produced and mounted. The Multiplexor Claw looks like any of the standard claw assemblies except for the jewel-like emission element buried beneath the claws, and the large PPE clip assembly sticking out near the elbow joint. The PSMPXPSA-11 Multiplexor Claw doesn’t make the PSA-11 the equivalent of a mage by a long shot, but it gives PSA-11 teams a slight, unexpected, and often vital, edge against opponents susceptible to magical attacks. Holds 3 Spellcards.
Range: Varies by Spell Used
Damage:Varies by Spell Used
Rate of Fire: ECHH
Payload: Limited by its 200 PPE Battery Pack(replaceable if a fresh one is available)
Cost: 180,000 credits
PPE clips cost 6,000 credits for 50 PPE capacity
12,000 Credits for 100 PPE capacity

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.

C4) PAM(Pursuit Apprehension Module)---This option is most often taken by police units(further modified with light bars and sirens), prison guards, security squads, and specialized ‘capture’ teams. The PAM-02 combines a light grenade launcher, electro-zap taser gun, light machine gun, and an extendable claw arm. A number of later models for security forces mixed various combinations of autoshotguns, tasers, stun-bead shooters, tear gas sprayers, and other ‘limited lethality’ devices.
Range:(Grenade Launcher)1500ft
(Taser) 100 ft
(LMG) 2000 ft
(Claw Arm) Extends out to 8 ft
Damage:(Grenade Launcher) Varies by grenade type
(Flash/Bang)---Makes a loud, disorienting roar and a blinding flash and causes anyone not wearing protective gear(eye protection, ear protectors, or EBA) in a 15 ft radius to be -10 to strike, parry, dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Even characters in EBA will be distracted for 1d4 seconds(about 1 APM) and lose initiative.
(Smoke) Fills a 20 ft area with thick, obscuring smoke
(Chemical)---Varies by chemical used(typically mace or tear gas)
(‘Loogie’ Restraint Round)1d4 SDC bruising damage on impact, restrains with a PS of 30 (characters without a robotic or supernatural PS of 30 or greater are stuck until released. Even with r/s PS 30, takes 1d4 melees to bust out/be cut out). Affects a 6 ft area.
Note: Police carry solvents that dissolve the "Loogie" within 1d4 melees.
(Taser-Shock Beads)Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes. Cyborgs have a 75% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out. Area of effect: 15 ft

Megadamage Rounds(Rarely carried by police/security forces)
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!!
Popular load-outs include stun-flash grenades, gas shells, and other specialized munition types.

(Taser) Victims must save versus non-lethal poison(12 or better) or suffer
-10 to strike, parry, and dodge, reduce speed and APMs by HALF, for 2d4 melees per hit.
Cyborgs(full and partial conversion) save at 8 or better.
Also has the effect of shorting out vehicle ignition systems(60% chance)
(Claw Arm) 2d4 MD crush or tear

(LMG) 3d6 SDC per 15 rd burst, 6d6 SDC per 30 rd burst
Rubber bullets do 1d4 SDC and a 50% chance of knocking a human-sized target off its feet, losing initiative and 1 APM. 25% chance of stunning the target for 1d4 melees.
Rate of Fire:(Grenade Launcher) ECHH
(Taser) ECHH
(LMG) ECHH
(Claw Arm) ECHH
Payload:(Grenade Launcher)30 rd drum loads under the forearm
(Taser) Effectively unlimited
(LMG) 1,000 rds; helical magazine loads near the elbow
Cost: 22,000 credits

C5) Flamethrower Torch Claw---A standard ‘Firewaller’ Flamethrower mounted in the standard claw forearm module. Has a straight stream sprayer and an incendiary pellet launcher mounted underneath. Slightly more power to the fluid pumps means an improvement in range.
Range:(Direct-Stream Mode) 280 ft
(Pellet Launcher): 1000 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.
(Pellet Launcher)(SDC) 1d4x10 SDC to 10 ft area
(MD) 3d6 MD to 5 ft radius(Regardless of fuel-type)
Rate of Fire:(Direct-Stream Mode) Standard
(Pellet Launcher) 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).
(Pellet Launcher) 25 pellets in the chamber
Cost: 80,000 credits
(Gasoline/Alcohol) Typically 5-30 credits(depending on availability)
(Napalm) 50 credits per tank
(MD Fluid) 800 credits per tank
(Incendi-Gel) 1000 credits per tank
(WI Napalm-P) 2000 credits per tank
Pellets cost 5 credits apiece

C6) Ion Lightning Claw---This is a specialized ion weapons claw, with extra-heavy power cables running along the outside from the back, and extra insulation wrapped around the forearm. In standard mode, it works similarly to the C1 Pulsar Claw, only it incorporates an ion weapon instead of a pulse laser. The claws can be energized to deliver massive shocks capable of doing damage similar to a taser at lower power levels, or vaporizing pulses at higher settings. However, the real threat is ‘Stormer’ Mode. In ‘Stormer’ Mode, the arm end opens up to three times its original width and claws become much larger lightning rod prongs, crackling with energy. The openned claws serve to generate and gather power for a massive electro-plasma strike that hits like a real lightning bolt. Seeing and hearing this fearsome weapon charging up is often enough to make opponents lose sphincter control and nerve. The downsides of the Lightning Claw are its slow rate of fire and high power demands; having two C6s and attempting a double Stormer Shot means the armor is effectively immobilized and incapable of other actions, while the capacitors charge up.
Range: (Ion Cannon) 1,700 ft
(Stormer Shot) 4,000 ft
Damage: (Ion Cannon)3D6 MD single shot, 1D6x10 MD per triple pulse burst, Crush/Tear/Pry with Claw: 2D4 MD
Taser Touch: Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes. Cyborgs have a 75% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out
Zap Touch: 2d6, 3d6, or 4d6 MD
(Stormer Shot) 2d4x10 MD, plus the following against machine targets:
01-15 No additional effects
16-30 Momentary instrument blink; lose 1 APM and
initiative
31-45 Weapons Systems offline. Only one returns to
operation after 1d4 melees
46-60 All systems offline, but come back after 1d4
melees. In the meantime, target is -30% to pilot
61-75 Communications, radar, and targeting are offline.
-3 to strike, and no initiative
76-90 No radar, targeting, communications, or any
instruments. One weapons system is offline.
Pilot must fly manually; -25% at 1/3 maximum
speed, -50% at half maximum speed, -75%
at full speed. No initiative to strike, -3 dodge and strike, and lose 1 APM.
91-00 All systems fried!Crash imminent in 2d4 minutes!
Megadamage creatures lose 1 APM and initiative that
melee round. Creatures susceptible to electricity take
DOUBLE damage.

Rate of Fire: Equal to the combined hand to hand attacks of the pilot
(Stormer Shot) One shot per melee and takes 4 APMs
Also, powering up the Stormer Shot causes the PA’s power systems to dim; radio is temporarily taken offline for the melee round of charge-up, radar range drops by 2/3, and speed drops by 30%(if TWO Lightning Claws are powering up, speed drops by 80%). Furthermore, no other energy weapons or suit-powered rail guns can be used during this time.
Payload: Unlimited (linked to PSA-11's powerplant)
(Stormer Shot) Conditionally Unlimited
Market Cost: 180,000 credits

C7) Blast Fist---Rather than a claw, this hand/forearm attachment resembles an oversized hockey goalie’s glove with large mitt, bulky knuckleguards, and forearm shield. The hand is a bit more articulated than the claw, but still cannot perform delicate tasks, and any handheld weapons must be oversized and lack triggerguards for the large fingers to use. The glove is optimized for hand to hand combat; powerful actuators in the fist give the grip equivalent strength of 35, and does 2d6 MD on a crush/grip. The knuckle guards are wrap-around plates that have nine ‘zap-tap’ studs embedded in them. The forearm also has a large shield pad optimized for parrying attacks
MDC of ForeArm Shield: 100 MD
Range: Melee
Damage: Crush/Pry does 2d6 MD. A powered punch with the zap-taps energized and in full contact with the target does normal punch damage +1d6x10+10 MD
Bonus: +1 to Parry
Market Cost: 200,000 credits

Re: Paladin Steel Storefront

Posted: Fri Sep 05, 2008 11:41 am
by taalismn
Shoulder Hardpoints (S):
The shoulders mount both structural and electrical hookups for additional equipment/ Typically these hardpoints are used to carry ammunition packs and cargo, or as lug-points, but they can also be used to mount additional sensors or rocket pods.

S1) 4-Pack Smart Missile Launcher: Up to two(total) of these can be carried on the shoulder hardpoints. These box-launchers fire special anti-armor missiles with enhanced warheads, similar to Japan's 'heavy hitter' missiles., and have a special optronic-chip targeting system, that allows them to behave as 'smart' missiles, locking onto the designated target 's optical/IR/UV profile as designated by the operator. These missiles are a recent development by Paladin Steel, and are still rare, hence their expense, but PS expects the price to drop10-20% as word gets around about their power and accuracy, and demand rises.
(109 PA Note: This estimate was correct; by 109 PA, the availability of these munitions would be more widespread, and the cost would drop to 8,000 credits per missile)
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, 10, 000 credits per missile

S2) Mini-Missile Rocket Pack: Basic mini-missile launcher, intended to make use of common standard mini-missile types. A six-shot and a ten-shot pack are available
Weight: 40 lbs
Range: Varies
Damage: Varies
Rate of Fire: Volleys of 1, 2, 3, 4, 6, or 10
Payload: 6-10
Market Cost: 50,000 credits for the launcher. Missiles cost extra

S3). Command Pack: Takes up two shoulder mounting points with advanced sensors and communications. Ideal for squad pointmen, scouts, and field commanders. Gives a +2 to Perception rolls (if you're using them), +2 to Initiative.
Sensors now have double range.
M.D.C.: 80
Weight: 400lbs
Market Cost: 88,000 credits

S4). "Calliope" Multi-Micro-Missile Launchers: These weapons pods introduced the Paladin Steel micro-missile(essentially a rocket-assisted grenade), an advanced 15mm(7 inch long), solid-propellant rocket with an explosive head, inspired by the efforts of other companies and nations, such as the Kittani and Triax. By 110 PA, PS would have three models in production and general distribution; the Pattern-1a, which used a Bandito-Arms style ‘BB’ explosive filling, the Pattern-1b, using a modified Triax-style explosive, and the Pattern-1c, capped with a modified plasma cartridge ‘cap’(modified from Naruni energy cartridges), allowing the engineers to fit a massive payload on a relatively small frame, and use a high rate of fire to compensate for the micro-missiles' poor accuracy. All Pattern-1s are unguided weapons, relying on the launcher or the weapons operator to provide any strike bonuses(WP Heavy applies). The Pattern-1d ‘little smartie’ used by PS special security forces is NOT available to Regular Army units and CANNOT be used by the Calliope Launcher(though rumors persist of ‘black ops’ units using specially modified launchers).
These weapons can unleash a devastating barrage at short range that can quickly cripple an opponent, or reduce them to flaming debris within seconds.
MDC: 30 per launcher, 60 total
Weight: 400lbs
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!
Market Cost: 120,000 credits, (Pattern-1a) 120 credits per missile
(Pattern-1b) 150 credits per missile
(Pattern-1c)250 credits per missile
Note: Takes two option spaces on the shoulders

S5) Drone Launcher---Takes up one shoulder hardpoint for a launcher-mounting for two mini-air drones. Includes modifications to the communications suite for encrypted or line of sight communications between the suit and the drones. Drones can be remotely controlled or can be set to fly a pre-set pattern.
MDC of Drones: 15
Range: 5 miles, battery life of 1 hour
Speed: 35 MPH
Sensors: Basic Optical Sensors, InfraRed, Low-Lite, Laser Rangefinder
Cost: 40,000 credits for the add-on, 7,000 credits per drone.

S6)) Auto-Shotgun---Box-fed 16mm automatic shotgun firing a variety of rounds. Very versatile and good for riot control and urban combat.
Range: 600 ft
Damage: (Buckshot) 4d6 SDC
(Slug) 5d6 SDC
(Exploding Round) 1d6 MD
(Armor-Piercing) 5d6 MD
(Shrapnel/Fletchette) 2d4 MD to 10 ft blast radius
Rate of Fire: Standard
Payload: 150 rd box magazine
Cost: 10,000 credits, buckshot rounds cost 1 credit, slugs cost 2 credits, explosive rounds cost 50 credits, armor piercing rounds cost150 credits, shrapnel/fletchette rounds cost 550 credits per round.

S7) Smoke Mortars----Essentially short-range grenade launchers used to ‘pop’ smoke or chemical rounds(such as tear gas or anti-laser aerosols).
Range: 100 ft
Damage: Varies by chemical round used
Rate of Fire: Volleys of 1-5
Payload: 10 grenades each
Cost: 7,000 credits

S8)Winch and Grapnel Launcher----A rocket-powered grappel and reinforced braided MolecLoc chain-cable with powered winch. Has 100 ft of line, and can safely support about 3,500 lbs of weight
Cost: 7,000 credits

S9) Triple-barrel Machine Gun---Shoulder-mount PA version of the cyborg weapon. Can fire standard rounds, contact exploders, rubber bullets, wooden bullets, silver rounds, and other specialty ammo types.
Range: 2,000 ft
Damage: (Conventional) 1d6x10 SDC/HP per 10 rd burst
(Exploding) 1 MD single round, 2d4 MD ten-shot burst
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
Rate of Fire: Standard
Payload: 400 rd box magazine
Cost: 20,000 credits


Backpack Mounting (B):
By removing the stabilizers and upper blower assemblies, the PSA-11 can mount heavy weaponry or more powerful jet propulsion systems.
B1.) SAMAS Pack: An innovation by Paladin Steel, this is an oversized flight pack that replaces the standard hoverjet system and ALL body/shoulder-mount option hardpoints. The enormous jetpack unit gives the PSA-11 high speed/high altitude
flight capabilities.
MDC of Pack:
Wings (2) - 40 each
Thrusters (4) - 30 each
Weight: Adds 800lbs to overall weight of PSA-11
Wingspan: 12 ft
Speed: 280 MPH. Max Altitude: 500 ft
Bonuses: +2 to dodge in flight
Cost: 120,000 credits

B2.) “Black Talon’ Missile Launcher---(Backpack Mounting)A PA-mounted version of the formidable Manportable ‘Smart’ Light Surface to Air Missile launch system.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2, 3, or 4
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: Launcher costs 35,000 credits. Each encapsulated missile currently costs 10,000 credits.

b3)Mini-Missile Launcher Pod---(Backpack Mounting)---This is little more than an aircraft-style missile pod holding 36 mini-missiles
Range: Varies by Missile Type
Damage: Varies by Missile Type (Mini-Missile)
Rate of Fire: Volleys of 1,2, 3, or 6, or 12
Payload: 36
Cost: 40,000 credits. Missiles cost extra

b4) Missileer Shield---This is an unusual add-on suggested by several refugees from Atlantis. It’s a giant Cybershield of carapace-like armor, slung across the back, where it can protect the exoskeleton’s backside when in ‘stowed’ position, but can be servo-maneuvered to protect the front for close combat or protection from head-on assault. To further improve its utility, it has a mini-missile launcher and two small lasers built into its front.
Weight: 90 lbs
MDC: 250
Range: (Lasers) 2,000 ft
(Mini-Missiles)Varies by Missile Type
Damage: (Lasers) 3d6 MD per blast, 6d6 MD for a dual blast
(Mini-Missiles)Varies by Missile Type (Mini-Missile)
Rate of Fire: (Lasers) EGCHH
(Mini-Missile)Volleys of 1,2, 3, or 6, or 12(all)
Payload:(Lasers) Effectively Unlimited(each laser has an emergency e-clip giving each laser 20 shots from a standard e-clip)
(Mini-Missiles) 12
Cost: 60,000 credits. Missiles cost extra

B5) Carrying Rack---In place of ‘active’ systems, the power armor can instead mount a cargo pod capable of carrying up to 1,500 lbs, a rack for carrying a disabled colleague’s power armor(reduce speed by HALF) or a sealed medevac pod for a single person( 80 MDC, environmentally sealed, 6 hour life support & air filtration, plus diagnostic sensor feeds).
Cost: Varies from 1,000 credits for a simple carrying crate to 10,000 for an enviropod.

b6) Forcefield Generator---Advanced for Rifts Earth, this forcefield generator is suspected to be the result of reverse-engineering either Triax or Naruni designs. It provides invisible, renewable, protection to the unit.
MDC: 160 MD, and regenerates at 15 MDC per hour
Cost: 390,000 credits; available only to PS, GNE, and select affiliates

B7)Backpack Turret---Taking inspiration from the NEMA Gunbuster’s overhead weapons mounting, PS engineers have refitted the two backpack hardpoints with a powered turret, directed by either computer control or by eyeball-directed HUD. The turret can be fitted with up to two (similar) weapons, such as the following:

Turret Base Cost: 25,000 credits

*1A) Light Rail Gun---Based on PS’s STARifle:
Range: 2,000 ft
Damage: 1d6 MD per single shot, 5d6 MD on a 5 shot burst, 1d6x10 MD per 10 rd burst
Rate of Fire: Single shot or 5-shot burst, Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: 1,200 rd drum feeding both weapons(60 bursts per gun)
Cost: credits

*2A) Pulse Laser Turret: Paladin Steel also offers a lower-powered laser system, with unlimited payload and a longer range. The Pulse Laser is intended as an anti-aircraft/anti-missile system, and can be remote-linked to an air defense grid system, such as the Meles AAAV, Rattlesnake AAV, or the Vixen Fighter/Recon Pod, (Part of Paladin Steel's emerging BAMSP: Battlefield Asset Management System Package).
Range: 6,000 ft
Mega-Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: Unlimited
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)
Cost: 45,000 credits

*3A) Light Plasma Cannon
Range: 1,800 ft
Damage: 6d6 MD single shot
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: Effectively Unlimited
Cost: 30,000 credits

*4A) Light Ion Blasters:
Range: 1,600 ft
Damage: 3d6 MD single shot, 1d6x10 MD pulse burst
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: Effectively Unlimited
Cost: 30,000 credits

Other Options:
*Laser Ablative Armor---Laser Ablative Armor, or LAA is not standard on this mecha but is available. Laser Ablative Armor is a special ceramic composite specially created to defeat laser weapons. All laser weapons do half damage, and because it's not reflective variable Frequency lasers may not compensate.
Cost: To have all the armor Laser Ablative costs 200,000 cr.

*Applique Armor---The PSA-11 can be fitted with additional applique armor, nearly doubling its MDC at maximum armor-up. Up to 120 extra MDC can be added, but this drops the top running speed to 50 MPH.
Cost: 120,000 credits

*Reactive Armor---Bolting on shaped panels of reactive explosive(essentially fragmentation grenades/mines) to oneself would seem counterproductive, but it works after a fashion, especially against anti-armor shaped charges. Modern (post-Rifts) reactive armor can also be selectively detonated as a form of close defense, especially against entangling attacks. The size of power armor, however, limits the number of reactive armor panels that can be added, and means that heavy use means constant replacement of expended panels to maintain effectiveness.
Weight: Full set of charges adds 150 lbs to the weight of the armor
Range: 20 ft
Damage: 3d6 MD to a cone swath roughly 20 ft long, by 8 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 PA 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 armor 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 PA, 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 1-3
Payload: 5 on the front, 3 each shoulder, 3each leg, 2 each forearm, 6 on the back(27 total)
Note: CANNOT be used with the C6 Lightning Claw option(the electrical field tends to trigger the armor charges prematurely)
Cost: 9,000 credits for the basic wiring and programming, 290 credits per charge

*Thermo-Camouflage---This takes the form of extra panels and multi-channel ‘ghillie-tubing’ that helps disperse the overall heat signature of the armor. Combined with conventional camouflage, this helps break up the distinctive outlines of the armor and improves its chances of remaining hidden from high-tech thermal sensors. -20% to be spotted by thermal sensors.
Cost: 85,000 credits

*Chameoline System---Special fiber optics in the hull can change the color scheme of the PSA-11 between any one of ten different schemes(programmed in at the time of purchase), including basic camouflage schemes. It is twice as expensive as those for vehicles due to the smaller and more convoluted surface topography of a power armor.
Cost: 180,000 credits


*PPE Sensor---This is an extra sensor package, developed with the help of Paladin Steel’s Japanese trade contacts, built into the helmet/head section. Range: 2,000 ft. Cost: 12,000 credits

* External parachute pack: Allows for deployment from aircraft/altitude. Specialized jumps will require the Parachuting skill. Reeling in the parachute and auto-repackaging it takes 1d4 melees. Cost: 3,000 credits

Re: Paladin Steel Storefront

Posted: Fri Sep 05, 2008 12:56 pm
by abtex
taalismn wrote:I'm really hating this posting service...tried six times to post a big ream of material and it keeps croaking on me... :x

My Email has been doing that all morning. Must be something to do with the Web.
Now to see what you posted.

Re: Paladin Steel Storefront

Posted: Fri Sep 05, 2008 2:15 pm
by abtex
taalismn wrote:PSA-11 Series Power Armours

So many things to do with them, So little time.

Nice. What's next? Maybe.

Re: Paladin Steel Storefront

Posted: Fri Sep 05, 2008 5:35 pm
by taalismn
abtex wrote:
taalismn wrote:PSA-11 Series Power Armours

So many things to do with them, So little time.

Nice. What's next? Maybe.


PSA Variants, tHe PSA-12, Modular robots, modular vehicles, maybe even modular aircraft, more cycborgs, more robots, equipmentapalooza, a nervous breakdown...who knows?

Re: Paladin Steel Storefront

Posted: Fri Sep 05, 2008 6:05 pm
by Aramanthus
Looks very nice Taalismn! I can see us here at the Federated States buying some of these to supplement our numbers. Please keep the great material coming!

Re: Paladin Steel Storefront

Posted: Fri Sep 05, 2008 6:18 pm
by taalismn
Yep...figured near-infinitely customizable power armor would sell well... :D

Re: Paladin Steel Storefront

Posted: Sat Sep 06, 2008 1:59 am
by abtex
You did some Art work on tHe PSA-12 or modular vehicle/robot or a typeo
.(enlargen for better viewing)
tHe

Maybe doing a remake of the 1918 Ford tank using PSA-11 weapons before the a nervous breakdown?

The following is more info that I have found on any other search, after finding the tank(?) by misteak. Yes I miss steak, very much
http://www.internetmodeler.com/2002/february/first-looks/commander-ford.htm
Commander Series' 1/35 Ford 3-Ton Tank (1918)
By Karen Rychlewski

History
In mid-1918, the U.S. Ordnance Department began designing this tiny tank, making it the first tank-type vehicle to be a completely American project. Armored cars had already been manufactured in the U.S., notably by the Packard, Cadillac, and International (Mack) Motor Companies, and tank production based on British and French designs was already underway. But it was felt there was a need for a small, light tank for infantry support. The Ford Motor Company was selected to mass-produce this tank at a rate of 100 per day (!) so the design incorporated many standard Ford automobile parts. Nevertheless, the exterior design owed much to the French FT-17. A prototype was sent to France in October and received good ratings which resulted in an order for 15,000 units. There were ambitious plans to use the vehicle as a machine gun and ammunition carrier, a cargo carrier, a tractor, and a self-propelled howitzer. However, after the Armistice the order was cancelled--only fifteen vehicles were finished. There is at least one survivor: at the Patton Museum in Ft. Knox, Kentucky.

The tank did indeed weigh slightly less than three tons, with a length of nearly 14 feet, and both width and height just under 6 feet. It was powered by two Model T Ford engines, each with its own electric starter and three-speed transmission (two forward, one reverse). The engines together produced forty-five horsepower and the maximum speed was 8 mph. Designed without a turret, it carried only one machine gun mounted at the front with quite limited movement. Even for just two people, the interior was cramped and uncomfortable. It is interesting to speculate the course of armored vehicle development in the U.S. had this little terrier not been put down.


Really just kidding about a re-make on it.

Re: Paladin Steel Storefront

Posted: Sat Sep 06, 2008 8:53 am
by taalismn
That's more of a tankette, but I'm already using the chassis from the Ontos II as the basis of a modular LBT(NOT BLT)...but still, there's room for robot tanks ...the wrap-around treads on the Ford are vulnerable to enemy fire, but they suggest good rough terrain crossing ability and trench-jumping, though, of course, the position of the main armament limits the arc of fire.

Re: Paladin Steel Storefront

Posted: Sat Sep 06, 2008 11:19 am
by abtex
Like I said Just kidding.

This page is for a model http://www.internetmodeler.com/2002/feb ... r-ford.htm that has side guards protecting the treads. Although wrap-around would be harder to hard from the sides and would be easy to protect from the front with little effect. Trench-jumping = Hover roadwheels. weapons - side mount back modules; cupola makes for a good 360 arc (hover gets you there faster that tracking around), limited front arc hand-held main gun. Over all the 1918 was a prototype and would have changed rapidly in months after use in the field. No telling for users would be mounting on one if ever built Today and Rifts maybe a weaponed ATV with a max weight of 3 tons or Poor man Power Armor. Term I saw once fits the tankette, Cavalry Tank, this one needs Speed and range in a big way. Building a 100 a week might keep up with losts, repair them with plug and use modules.

No one who's in right mind would ever use something like this. So is it a bad thing that most males are more likely to use the left side of their brain than the right? But after seeing the 1918 and wondering why two or five times. I remembered the Baby Assault Tanks.

a machine gun and ammunition carrier that's stock
a cargo carrier
"Now that's a golf bag caddy! Pack my Assault Rifles, extra Ammo and RAW grenades. Don't forget the ..."
"What is Grandpa riding on? Armored Lawn Mower?"
"No. He said 'Wanted something get around in.' His wheelchair does not do it. His new 'borg legs are not ready. So I got one of new things that PS has in the back of their catalog."
a tractor with trailers and work stuff.

a self-propelled howitzer
"That is not a Howitzer. You just mounted one of big shotguns from Paladin Steel on..on..that thing. Does PS make them too?"
"But it does the the same thing. Makes a mess of anything it hits. Yes they do. They just do not talk about it must."
"Humm, Could you mounted a sniper rifle and a sensor dome on one?."

Re: Paladin Steel Storefront

Posted: Sat Sep 06, 2008 11:41 am
by taalismn
abtex wrote:Like I said Just kidding.s.


You know better...I'm likely to take a good photo presentation as a challenge...or at least give it an evaluation... :D