Okay, let's get back to what PS does best.....Variants.
Magic sensors courtesy of Kitsune.
Paladin Steel/Aegis Stellar Industries PS-GMRD-AVTG/ADV-25 Aqrab Heavy Air Defense Hovertank(aka ‘Black Scorpion’, ‘King Scorpion’, ‘Two-Barrel Buthy’, ‘Ack-Ack-Boom-Boom’, ‘Sky-Duster’)
“Here comes another! And another! Tag! You’re it! And you’re it! Flak both barrels! Lock and tag! On no, you are NOT shooting those missiles at me! See what I mean! Hope that hurt!” “You want to watch the power gauges on the Aqrab; all those lasers and shields tax the reactors something extra. Fortunately the placement in the old infantry bays makes refueling and replacing the extra power units a snap, but it’s not something you can do in the middle of combat.”
“The Paladins have an odd habit of converting perfectly suitable battle tanks into personnel carriers, and perfectly suitable personnel carriers into battle tanks. Can they make up their minds for once?” The Aqrab is a variant of the PS-GMRD-VTOL-CT-25 Slepnir’ Medium Aerodyne Troop/Power Armor Transport. It was an improvisational variant developed at the Synthar Works to counter the Sorm offensive in that sector, beginning with the defense of the Synthar factories themselves. Anticipating, from early reports of the size of the Sorm armada approaching the strategic system, that some of the giant Sorm ‘Cactus’ carriers would be able to make landfall on the two inhabited planets in the system, the PS/ASI technicians and engineers put every weapons platform and weapons system they had available into service and fielded. This included a supply of warship weapons the planetside warehouse depots had stocked, but no available ships to mount them on, and no time to improvise orbital weapons platforms to use them. Instead, engineers used a number of Slepnirs they had been using as transports and improvised gunships out of them.
The Aqrab drops the ability to carry troops and loses some speed and altitude in favor of adding armor and weaponry. The infantry bays are packed with two extra reactor systems and a stronger forcefield generator system cobbled together from units meant for Proctor heavy fighters(PS/ASI Synthar having picked up a servicing contract to supply replacement generators for IDF Proctors in the sector). The main turret was replaced with a spare Sangu Kinetic Kill Cannon cannon mounting, though medium laser turrets meant for Barong-class corvettes were also considered . Laser firepower was increased with the addition of a pair of ‘Slasher’ quad-laser arrays to the front. An air defense sensor and fire control system was grafted in to tie in the weapons systems and boost the accuracy of the long range weapons against the anticipated Sorm ground attack and landing craft.
Despite the hurried sustems integration and little time to shakedown the new machines before going into combat, thrown against the Sorm invasion of Synthar and Tagar, the newly modified Slepnirs proved their worth, especially as anti-aircraft platforms, their kinetic cannon shattering Sorm BoneCutters ‘like clay pigeons’, while their powerful shields protected them from retaliatory Sorm bombings, even with ‘pony’ tactical nuclear warheads. When the dust settled, the majority of the modified Slepnirs were still operational, with an impressive kill-score racked up between them.
The Slepnir variant performed so well that CheDive soldiers seeing the tank in action requested it for their own forces. PS/ASI Synthar obliged, modifying the interior fittings to better accommodate the CheDive physiology and adding extra flourishes to the hull to give it a more menacing aesthetic(The CheDive LOVE the look) . The request also suggested the name for the overall type: ‘Aqrab’, the Hebrew word for ‘scorpion’.
Though expensive, the new Aqrab ADV is slowly percolating through United System Alliance unitsm after the initial production runs went to satisfy the CheDive IDF order. The commonality of parts with other Slepnir variants is greatly helping the adoption of the type, though the one pinch in production is in producting the necessary variable forcefield generators fast enough to meet all production demands.
Type: PS-GMRD-AVTG/ADV-25 Aqrab
Class: Medium Aerodyne Tactical Gunship/Air Defense Vehicle
Crew: 12
MDC/Armor by Location:
Main Body 1,500
Main Turret 300
Forward Quad Lasers(2) 270 each
Auxiliary Laser Turrets (4) 80 each
Reinforced Crew Compartment 200
Variable Forcefield 400 per side(2,400 total)
Height: 34 ft + turret adds 8 ft
Width: 38 ft
Length: 87 ft
Weight: 155 tons
Cargo: 20 ft x70 ft x20 ft cargo bay
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed: (Flying) Hover to 400 MPH, maximum altitude of 5,000 ft
Market Cost: 195 million credits
Bonuses: Slightly more maneuverable than the CS version; +2 dodge at cruising speed, +3 dodge flying over 300 MPH
Systems of Note:
Standard Robot Systems, plus:
*Stealth Systems---Thermal baffling and the use of radar-absorbant materials in the hull reduce the Slepnir’s chance of being spotted on long range sensors by -15%
*ECCM system: A semiautomatic 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) when operating on automatic.
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.
*Sensor Jamming---An active, manned system that gives a 30% +operator’s ECM bonus chance of jamming enemy radar, including radar guided munitions and missiles. Effective range of 25 miles. This has proven especially useful for the Aqrab’s air defense role, as it helps defend against HARM(Homing Anti-Radiation Missile) attacks.
*Advanced Fire Control---The Nominator-M16 Fire Control System rapidly designates targets in swarms(10 or more) and generates an optimal firing pattern. The advanced targeting computers give a +5 to strike airborne targets .
*ORACLE Mrk IVF---Omni-diRectional Aura Classification and Locator Electronics--- This was added to the later production models as a hedge against supernatural enemies such as dragons and Infernals.
• See Aura: Slightly different than the spell in that it can scan an entire target such as a ship or station. The enchantment can be used to target a single individual but only have one tenth normal range when being used in that matter. Costs 60 P.P.E. per activation due to extended range. Range: Fighter Mount: 100 miles (160 kilometers) in space and 1 mile (1.6 kilometers) in an atmosphere. Effects / Abilities: Gives an approximate count of the number of life forms onboard. Gives the average level of experience, highest level of experience, and lowest level of experience [Given in these terms: Low (1-3), medium (4-7), high (8th and up).] Tells if there is any magic onboard. Gives if there are any psychics onboard (Mind Block will prevent detection), Gives a general count on the amount of P.P.E. the target has (basically the P.P.E. of the crew and any devices which store P.P.E.). Detects if there is any kind of possession. Finally sees if the crew or ship has any unusual aberrations.
• See the Invisible Sensors: The ships has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: Fighter Mount: 200 miles (320 kilometers) in space and 2 miles (3.2 km) in an atmosphere. Effects / Abilities: Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies.
• Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: Fighter Mount: 20,000 miles (32,200 kilometers) in space and 200 miles (320 km) in an atmosphere.
• Sense Rifts: Ship has sensors which effectively allow Rifts to be detected. The system can be (requires no P.P.E. to activate). Range: Fighter Mount: 50,000 miles (80,500 kilometers) in space and 500 miles (805 km) in an atmosphere.
Weapons Systems:
1) Heavy Turret---The Slepnir frame was deemed sturdy enough to carry a medium starship weapon.
a) Heavy KKG Rail Gun Cluster(2x1)---The original fit to the modified vehicles used at Synthar, these were weapons taken off refitting/decommissioned Sangus, and proved especially effective at shattering the ceramic armor of Sorm vessels. Later variants include 3G G-cannons and medium laser cannons.
Range: 6 miles in atmosphere, 12 miles in space
(Kitsune Values: 12 miles in atmosphere, 12,000 miles in space)
Damage: 4d6x10 MD per cannon, 8d6x10 MD for two cannons firing simultaneously.
(Exploding/Fragmenting Fletchette): 4d4x10 MD to anything caught in a 120 ft wide cone/’cloud’----Targets are -2 to dodge the ’shotgun spread’
Rate of Fire: ECHH
Payload: 500 bursts per gun
b) GR-2000 Grav-Cannon
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 8 miles in atmosphere, 8,000 miles in space)
Damage: 1d4x100 MD per 40 rd burst
Rate of Fire: ECHH
Payload: 500 bursts
c) Medium Laser Turret---Originally a spare ML system for a Barong corvette warship, these weapons are slower-firing and less versatile than the 135mm massdrivers they replace, but their damage curve and ability to track high speed targets are arguably greater.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 1d4x100 MD per blast
Rate of Fire: Twice per melee
Payload: Effectively unlimited
2) Medium Range Missile Launchers (2)---Mounted on either side of the redesigned nose are two semi-recessed MRM launchers, meant primarily for long range air defense.
Range: Varies by Missile Type (Medium Range)
Damage: Varies by Missile Type (Medium Range)
Rate of Fire: Volleys of 1-2
Payload: 4 MRMs per launcher, 8 total
3) ‘Slasher’ Heavy Pulse Laser Turrets (2, either side of the prow)---The Aqrab mounts the new Slasher Quad-Cannon(PS-RFL-42), which consists of four PS-RFL-25 laser cannons bundled together and firing rapidly in sequence. Their claw-like appearance makes the Aqrab look especially fearsome.
Range: 6,000 ft in atmosphere, 12,000 ft in space
(Kitsune values: 6,000 ft in atmosphere, 600,000 ft/120 miles in space )
Damage: 2d4x10 MD single shot, 4d8x10 MD quad burst
Rate of Fire: EGCHH
Payload: Effectively unlimited
4) Lateral Pulse Laser Turrets (4; two forward, 2 lateral, 2 aft)--- This is the PS-RFL-25, the so-called “Prosek’s Gift’ thanks to its being derived from a reverse-engineered Coalition weapon!
Range: 6,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
5) Mini-Missile Launchers (4)----PS saw fit to mount several banks of mini-missile/rocket-propelled grenade launch tubes around the Slepnir, and these are retained on the Aqrab. These are typically used to counter missiles, and clear landing areas with area-of-effect warheads such as fragmentation, smoke, or gas.
Range: Varies by Missile Type (Mini-Missile)
Damage: Varies by Missile Type (Mini-Missile)
Rate of Fire: Volleys of 1-4
Payload: 24 per launcher, 96 total
6) Flare/Chaff Launchers (3)---Standard PS countermeasures launchers.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 24 per launcher
Variants:
*PS-GMRD-AVTG/ADV-25Chev----(aka ‘Black Scorpion’) Production model created for the CheDive, the GMRD-AVTG/ADV-25Chev has been stylized to look more menacing, in the same fashion as the Wyrm Tyrannis MBT. The -25Chev also adapts the dual-propulsion configuration of the Slepnir’s PS-GMRD-VTOL-CT-25RBT, with six extendable robot legs(each leg has 120 MDC) in slots along the sides of the hover flanges. When grounded, the Slepnir can rise up to 15 ft above the ground and stomp around at 35 MPH, kicks for 1d8 MD, and stomps for 2d6 MD .