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Re: Paladin Steel Storefront

Posted: Fri Oct 16, 2020 10:02 pm
by taalismn
“Magic is no longer about digging through dusty tomes and tattered scrolls for ancient secrets these days; it’s in ultra-clean and shielded research labs and warded garages, using computer-scanned grimoires, laser-etched crystals and silver-lined chemical reactor vats. It’s about high-level diplomacy with Elemental realms and high-energy multidimensional physics. It’s no longer about it being either this or that when it comes to its relationship with science and technology, it’s about what they can do together. It’s as cutting edge and state of the art as the latest power armor or zero-point energy extractor.”

Paladin Steel and War Magic
(Essay inspired by/based on Kevin Christensen’s ‘ The Magic of War’ in Rifter #29)

“They spy on us from the shadows, they raise obstacles in our way overnight, and they don’t seem to care about losing people in fighting us! Why can’t these geeners fight us and die like proper slave-cattle?!”

“That was cruel, putting up a temp-fort right across the pass, letting those barbarians take it over for their own, then canceling the spell to leave them exposed out in the open to our artillery. Cruel, but effective...and we got drone footage of their expressions when the fortifications evaporated. Good job!”

Paladin Steel’s growing reputation as a technowizardry power, along with some very lucrative contracts and deals with the United Worlds of Warlock, has led to a flood of research projects by Paladin Steel MageWorks (PSMW), PS’s magic division, with increased access to a greater range of magic lore and tomes. One field of magic which held immediate interest was War Magic, said to be practiced by the ancient Arken Warriors. Though the UWW had themselves long looked at the school with hopes of developing it into something usable by the Warlock Marines, they’d been stymied, much as research into Temporal Magic had run into roadblocks. Though some in the UWW wanted to keep the War Magic information part of their classified grimoires, others felt that an outside perspective might yield better results, so several spell books on the subject were traded to PS/ASI.
The mages of Paladin Steel were just as intrigued, but quickly ran into the same problems as their more experienced UWW colleagues; War Magic was just chaotic and damaging to anybody not of the Arken bloodlines. The Warlock Marines have been studying thaumo-chemical means or magic therapies to negate the premature aging effects of non-Arkens using War Magic, and PSMW has been looking at similar gene-modding to block the damage(hopes that Smoker and Combat Mages might be able to use the War Magic without harm thus far proving inconclusive), but both organizations have yet to produce anything definite and reliable.
In the meantime, PSMW has identified a few spells that can be worked around as technowizardry applications, brave volunteers working to learn the spells, then embed them in crystalline matrixes that can serve as master copies for replication in TW equipment(such as spell cards).


PS/ASI TW Field Mage-Mini-Kitchen(Model 01)
This is a scaled-up version of the TW Breakfast Box using the Troop Supply/Create Bread & Milk Superior) spell. This is a truck-mounted unit, the size of an industrial oven, often bundled with the larger Rock-to-Meat conversion and Insta-Salad appliances, along with a PPE battery-generator to power them. For 50 PPE, the device will instantly create 180 loaves of bread, 20 gallons of milk, 75 lb. of jerked meat, and 28 wedges of cheese. While not recommended as a long-term staple diet for people, the output of the TW-FMMK is still welcome to the hungry; the United Systems Alliance has a lot of these units stockpiled for disaster relief operations.
Cost: 12,000 credits

PS/ASI TW Insta-Bunker Activator(Model 01)
This is a small garnet- or onyx-centered handheld TW projector incorporating the Raise Fortress spell. It’s rumored that PSMW found a workaround for this spell by linking it to Earth Elementalism. For the expenditure of 188 PPE, the user can create a fortification of 10,000 sq. ft(100 x100 x20 ft), with 20 SDC/MDC(depending on the environment)per sq. ft, that lasts 12 weeks. Unlike the cast spell, the TW version CANNOT be made permanent.
The TW-IBA has proven a hit with field units creating temporary field encampments or outposts.
Paladin Steel has been experimenting with varying the design of the created fortification, allowing users to choose between a simple bunker or garage, or a tower,
Cost: 550,000 credits

-Raise Tower Spellcard
The simpler Raise Tower spell has been made available as a spell card; the garnet- or onyx-centered card creating a 40 ft tower, with 20 SDC/MDC(depending on the environment)per sq. ft, that lasts 13 days. Unlike the cast spell, the TW version CANNOT be made permanent.
(Note: advances in spellcard production, plus the fact that the card doesn’t contain active projection elements, has slashed the original costs by 30%)
Cost: 160,000 credits

-Fortify Spellcard
The simpler Fortify spell has been made available as a spell card. For 8 PPE it creates a simple earthwork with raised wooden stakes that lasts 13 hours. Unlike the cast spell, the TW version CANNOT be made permanent.
(Note: advances in spellcard production, plus the fact that the card doesn’t contain active projection elements, has slashed the original costs by 30%)
Cost: 34,000 credits

PS/ASI TW Spectral Ranger Helmet
This is a TW application of the Spectral Scout spell, incorporated into a headset/helmet. The user operates it just like a field teleoperated drone HUD control interface, only the ‘drone’ in this case is a ghostly apparition. For 20 PPE, the headset creates a Spectral Scout that lasts 390 minutes. As per the original spell in Rifter #29, the Spectral Scout apparition is semitransparent, has an A.R. of 10 and 30 Hit Points, immune to normal material and energy attacks(but susceptible to magic). Has a P.P. of 20, P.S. of 10, can pick up 100 lb., and run at 80 MPH through solid matter, but cannot carry anything it has lifted through the solid matter with it. It has an ‘autopilot’ similar to modern drones, allowing it to conduct simple actions(allowing the operator to take brief breaks), but it is quite dumb. Has 2 APMs, +3 on initiative, +5 parry, +10 dodge, and strikes for 1d6+3(SDC or MDC, depending on the setting).
The current Model 01 is limited to a 390 minute duration and only responds to the same operator who triggered the spell, but PS/ASI is working on an improved model that would allow for remote ‘refueling’ with the expenditure of additional PPE to extend the duration of the scout apparition, and would also allow for different operators to use the same in-place scout.
Cost: 165,000 credits

PS/ASI TW Astral Projection Headset(Model 01)
This is a TW application of the more commonly known Astral Projection spell, incorporated into a headset/helmet. 5 PPE gets 1 hour of ‘ghost time ’ for the wearer, and the headset increases the Astral SDC of the operator’s ‘silver cord’ by x3, rather than the normal x2(or the combined SDC+ Hit Points). In operation, the operator falls into a trance-state, and must be hidden or otherwise protected, as they are unaware of what is happening with their physical body while astrally projecting. Yanking the headset from the wearer’s head while they’re still projecting will result in their astral self instantly snapping back to their body, and leave them stunned and disoriented(lose initiative, and HALF all hand to hand bonuses and skill proficiencies for 1d4 melees).
Despite some difficulties in training non-psychics to astrally-navigate, the TW AstPH is proving a hit with recon scouts and surveillance specialists, much as the TW Spectral Ranger Helmet is.
Cost: 148,000 credits


PS/ASI TW Silent Escort Service Amulet
This is an amulet or collar that generates a Battle Rager Escort; a phantom warrior-style companion to the amulet’s wearer. For 33 PPE, the wearer gets a phantasmal sidekick for 65 minutes, one that looks and fights like a berserker. As per the original spell in Rifter #29, the Escort phantom has an A.R. of 16, 60 Hit Points(counts as normal damage or MDC depending on setting), regenerates 1d6 HP per melee round, Horror Factor 15, IQ 13, P.S. 20. P.P. 20, and Speed of 20 MPH. Can See the Invisible out to 100 ft, has 4 APMs, +3 on initiative, +5 parry, +4 dodge, and strikes for 2d6+5(SDC or MDC, depending on the setting). Unlike the Spectral Scout, the Rager Escort IS affected by material attacks, and cannot move more than 200 ft away from its casting apparatus.
All this makes the RW-SESA very popular as a personal force multiplier with special operatives, and as an added layer of protection for VIPs, but the current requirement for hard to obtain pearls(also used in the TW Spectral Ranger Helmet and Magic Warrior applications) limits the availability of the device.
Cost: 245,000 credits

Re: Paladin Steel Storefront

Posted: Sat Oct 17, 2020 1:28 am
by 89er
We need to keep this TW food truck moving. More ideas...

+Mass canning and jarring, from soups and beans to peanut butter equivalents.

+Mobile root garden golem.

Re: Paladin Steel Storefront

Posted: Sat Oct 17, 2020 12:16 pm
by taalismn
89er wrote:
+Mobile root garden golem.



That last one's pretty easy because in the Invented Spells thread in the Magic forums I have a 'planter' augmentation for stone/ceramic golems. :D

Re: Paladin Steel Storefront

Posted: Thu Oct 22, 2020 8:21 pm
by taalismn
“Paladin Steel’s Domestic Wares division’s recent output of technowizardry cookery items shows how far down industrialized magic has percolated that it’s showing up in the households. The fact that so much of it has military applications, especially in logistics and against the supernatural also shows that PS is willing to take their wars to the kitchens.”

PS/ASI TW Sun-Dew Maker(Model 01)
(aka ‘Sun-flour Maker’)

“All I have to do is set this contraption in the sun, let it run all day, and at the end of the day, check the collection trap, tap this button here, and pour the result into ectoglass preserve jars. Whether I’m making burn salves, daylight candles, exorcism potions, or just whipping up a nice dessert, it’s so very convenient!”

A very specialized piece of culinary apparatus developed by Paladin Steel’s oft-overlooked(but arguably just as financially important) Domestic Wares division, at the behest of a group of Sisters of the Hearth. The Sun-Dew Maker is a technowizardry device that combines the spells Liquify Sunlight with Polymerize Liquids to turn collected sunlight into a translucent gelatin-like substance that can be used as a basis in cooking and safely consumed like a pudding or jelly. Plain gelatinized sunlight has a faint glow to it and has been described as tasting light and tingly, like ginger-ale. It can also be burned with a floating wick, acting just like a six-level Globe of Daylight spell with regards to effects in creatures susceptible to sunlight. If splashed/spattered/rubbed on vampires, the liquid/gelid sunlight has the same effects as holy water.,
The Sun-Dew Maker resembles a folding-panel collander-strainer attached to a large glass and metal vacuum jar, with six carets each of clear quartz and aquamarine incorporated into the device. The SDew can be set out in the sun, with a small solar-powered optic system aiming the dish, to collect sunlight which is then converted into a liquid that drains down to the collection reservoir, where it is then solidified into a clear jelly-like substance. Flavorings can then be added to the jelly-base.
Besides Sisters of the Hearth and Culinary Mages, TW Sun-Dew Makers are, despite their cost, proving popular with Mystic Herbalists and potion-makers, who are finding the liquified/polymerized sunlight useful as a base in various alchemic concoctions.
Spells: *Liquify Sunlight---10 PPE allows 12 hours’ worth of sunshine to be collected and liquified into six gallons of champagne-colored liquid.
*Solidify Liquids---5 PPE converts six gallons of liquid into gelatin. Normally lasts 12 hours before reverting, unless stored in special containers or used/stabilized in a compound/mixture.
Special Features:
*Ectoglass-lined Reservoir---Keeps the liquified sunshine fresh and prevents it from evaporating until enough has been collected to polymerize it.
*Sun-Tracker---Optical sensors and small solar-electrically-powered actuators track the sun and reposition the collection dish for optimum exposure and collection time.
Cost: 21,000 credits


This TW creation uses a piece of Bakery Magic created by Stone Gargoyle(link to the original spell in the following text)

TW Holy Bake Oven(Model 01)
Back, back I say, you creatures of the night, or taste death by pastry!
A specialized piece of technowizardry bakery equipment that is becoming very popular in the New West. This holy symbol-adorned toaster oven-sized apparatus, with the application of 28 PPE or 56 ISP, will create 6 Hot Cross Buns (http://wiki.thedeificnmi.com/index.php?title=Hot_Cross_Buns) that last 12 hours.
Building a TW Holy Bake Oven requires 12 carats of clear quartz, a small amount of nearly(98% or better) pure silver and blessing by a Priest or Priestess of the Light. The Oven features a PPE input link , allowing a mage or psychic to input their own PPE/ISP, attach a PPE-clip, or other PPE source to power the Oven. The Oven also has a more mundane heating coil system, allowing it to serve double duty as a regular oven.
Since its introduction, the Holy Bake Oven has become wildly popular in the New West, with owners frequently making up several batches of HCBs just before nightfall, and having them for breakfast the following morning.
Features:
*Battery-Powered Heating Coil---The Holy Bake Oven doubles as a regular portable bread oven, and can be used to bake more mundane items(like angel-food cake or garlic knots) as well(it’s often disguised as a regular oven). Can be battery-powered or hooked up to a regular power grid.

*Easy-Clean Surfacing---Stainless steel surfacing and no-stick coatings makes cleanups a simple matter.

*Daylight Oven Light----The oven lights can be made to glow with a Globe of Daylight spell, illuminating an 84 ft area around it, for 21 minutes per single PPE. Great for keeping back the ghoulies while whipping up a late night snack or baked counterattack.

Cost: 68,000 credits

Re: Paladin Steel Storefront

Posted: Sat Oct 24, 2020 11:20 pm
by taalismn
Paladin Steel ‘Robard’ Dual-Mode Robot Armored Vehicle
(aka ‘Roadbard’)

“There’s plenty of worlds where you can’t use aircraft or hovercraft to get around, but still need a good solid scout unit for. The Robard’s designed with those conditions in mind.”

“The Robard’s a clear case of a derivative improving on the original; better armor, faster speed, more versatility. True, it’s more expensive, but quality typically is.”

“Heavy combat robots are all very fine and impressive, but like the tanks they ape, they still need good scouts to tell them where to go. The Roadbard’s a fine vehicle with a foot in both categories.”

“Great thing about the Robard is that if you lose a wheel you can go to ‘biped mode and either walk back to base or you reach down and clap on a new wheel without any trouble. Convenient!”

“The Travies really came to hate us rangers because, though they liked terrorizing their targets, they were open shallow sadistic thugs about it. They never met anybody who knew how to fight dirty -technically-. We’d draw off their heavies on one side, and arc-bomb their support vehicles from the other. We’d set up monowire at knee and neck level across the path of their troops, or at ankle level for their ‘bots. We’d set off decoys to send their units running all over chasing phantoms. Those big armored chest and forearm plates on their combat ‘bots might bounce most weapons fire that a ‘dolph or a ‘bard might mount, but they’re useless against the missile mines we hid along our retreat paths and reprogrammed to shoot at the Travies’ backsides. And even without augs and t-wizardry, our wilderness scouts are second to none at slitting throats.”

The Robard started out as a testbed for a multimode transformational-frame robot vehicle, and was based on the ‘Bardolph’ medium military robot supplied(and manufactured under license) from the Corianus-Typhen-Rosette League. The testbed proved so promising in trials, that Paladin Steel finalized it as a production machine. The Robard has benefitted from advancements in technology since the original Bardolph came out, and problems that stymied the CTRL engineers were handily solved by the PS/ASI team.
The Robard looks like a modified Bardolph, but in vehicle mode seems to lay on its back and runs on four ‘run-flat’ tires, with powered linkages giving four-wheel drive. While the original testbed suffered from having a speed little better than a civilian ground car, the production model has a very respectable ground speed and all-terrain performance. This is very welcome, as the Robard’s robot mode suffers from the same mediocre running speed as the Bardolph.
The use of more advanced materials than were available to the original Bardolph design have allowed PS/ASI engineers to improve the armored protection. Reverse-engineering of Naruni stealth systems have also made available the same variable optical camouflage skinning as is incorporated into the Naruni Nomad Scout(regarded by many as the Robard’s ‘opposite number’). The Robard has another advantage over the Bardolph in that it can carry a small team, making it a good choice for scout units.
The Robard is most often used as a counterinsurgency and ground scout vehicle on the wild worlds of the frontier. It typically operates in vehicle mode to cover more ground and uses its lower profile to use ground cover to conceal its presence. It rises to robot mode to clear particularly rugged terrain, to carry out utility work, or to engage oversized opponents such as gigants, gargoyles, and other robots.
The Robard got its combat debut during the Travesdeen Campaign, mixed units of Robards and Airsharks being deployed across the worlds of the dimensional ‘lanes’ the Travesdeen were suspected of exploiting in their wars of conquest. These scout units would detect, report, and harass Travesdeen incursions until AJC reinforcements could respond. Though too lightly armed to do much in open combat against the heavily armored ‘Brug’ mecha of the Travesdeen, the Robards and their accompanying scout squads still managed to prove a nasty surprise to the ‘Travies’, especially when the latter arrived expecting helpless low-tech or pacifistic local cultures.
Besides the GNE Regular Army, the Stelmarines employ Robards, many modified for operations on airless or exotic-atmosphered moons and planets. The United Systems Alliance Marshals’ Service also uses a few for policing on the far-flung worlds of the Alliance.

Type: PS/ASI-IR-RBD-08 ‘Robard’
Class: Infantry Robot, Transformable Frame
Crew: 1+1-3 passengers/crew
MDC/Armor by Location:
Wheels(4) 80 each
Main Body 500
Crew Compartment 125
Head 130
Comm Dish 30
Lance Scanner 100
Arms(2) 140 each
Hands(2) 60 each
Legs(2) 200 each

Height:(Vehicle) 9 ft
(Robot) 18 ft
Width:(Vehicle) 10 ft
(Robot) 12 ft at shoulders
Length:(Vehicle) 16 ft
(Robot) 8 ft
Weight: 20 tons
Cargo: Minimal space; about 5 ft for survival packs, sidearms, and personal possessions.
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:(Vehicle) 165 MPH
(Underwater) Can run along the bottom at 20 MPH. Can survive depths of 1,000 ft.
(Robot)
(Running) 45 MPH
(Leaping) 12 ft up/ft across standing jump, 30 ft up/ft across with running start
Jet Boosted Leap of 200 ft up/ ft across
(Flying) Not Possible
(Underwater) Can run along the bottom at 12 MPH. Can survive depths of 1,000 ft.
Market Cost: 16 million credits
Systems of Note:
Standard Robot Systems, plus:
* Extended Communications----The Robard has a small extending folding-dish radio and laser antenna that can be used to beam directional radio or laser signals to relays or even orbit. 250,000 mile range narrow-beam directional comm.
*Laser Designator---------10 mile range. Designates targets for laser-guided munitions/weapons.
*Laser Targeting System(+1 to strike)
*Lance Scanner---Looks like a long lance protruding over one shoulder. The Lance Scanner contains a magnetometer and a short-range microwave radar for ground-searching minefields(in theory, the ground radar sound be able to detect even nonmetallic mines, but takes twice as long). Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting nonmetallic ordinance.
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2,000 ft
*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered acoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics.
* Optical Cluster--- Telescopic, IR/UV, Thermo-Imaging, Audio-Video-Survellance System

*NBC Sensor System Cluster---Small compact mini-lab pod that has the following:
---Geiger Counter---Detects radiation, type, and levels.
---Molecular Analyzer---A flow-through air sampler that tests for various common airborne contaminants and toxins, and determines air quality.
---Pathogen Screener---Another air sampler that looks for dust particles and spores, and the enzyme/molecular interactions of organic pathogens

*Motion Detector--200 ft range

*IR Baffling---A passive stealth system that uses special exhausts for the engine and crew compartment, as well as insulation and heatsink systems, to alter and lower the tank’s thermal signature. -20% to detect/target the tank using thermal imaging.

*Cyberlink Drive System--Allows a driver with a headjack to ‘jack in’ to the vehicle for more responsive control. This allows the driver to drive without their hands on the wheel(“Look, Mom, no hands!”), and/or to respond with greater speed to road situations. Similar to the system presented in Rifts: Russia, but GNE makes them less expensive(the real expense is in the implant end).
Bonuses: For anyone with the CyberVehicle Link, the following bonuses apply: +1 to initiative, +1 to strike using the vehicle or vehicle-mount weapons, +1 to Dodge, +1 Action/Attack per Melee, Base Driving skill of 45%, or +10% to existing driving skill. Driver can also ‘tweak’ the vehicle’s maximum speed by 1% per I.Q. point. Note that the operator can only be controlling the vehicle while doing this....no other relevant actions(can carry on light conversation, or take a quick bite/drink, but can’t disassemble their weapons or whittle a wooden toy .
To anyone lacking the CVL, there are no bonuses to vehicle operation, but they CAN make minor adjustments to vehicle peripherals’ without using their hands(turning on/off headlights, booting up the stereo, rolling down the electric windows, adjusting the AC, etc...).

*Hot Water Dispenser---The cabin has been outfitted with extended missions in mind; the Robard carries a water filtration/condenser system with hot water dispenser and hot plate for preparing field rations.

Weapons Systems:
1) Forearm Hardpoints(2)----Each forearm mounts a hardpoint. In vehicle mode these are fixed-forward-firing weapons.
a) Pulse Laser
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10 MD per pulse burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited

b) 2x Light Machine Guns
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 600 rpm
Payload: 250-rd belt drum per gun
Cost: 8,000 credits

c) 1x Heavy Machine Gun
Range: 10,000 ft
Damage:(SDC) 7d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1d4 MD single shot, 5d6 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d6 MD per rd, 1d6x10 MD per 10 rd burst, 2d6x10 MD per 20 rd burst, 4d6x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 2,000-rd belt
Cost: 8,000 credits

d) 40mm Grenade Launcher
Range: 7,000 ft
Damage: (Fragmentation) 4d6 MD to blast area of 12 ft
2d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
3d6x10 MD to blast area of 8 ft w/ 10-rd burst
Rate of Fire: Standard
Payload: 250 rds
Cost: 50,000 credits

e) Plasma Projector---Adapted from PS’s PPR-3 Serap Heavy Plasma Projector. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, EGCHH
Payload: Effectively Unlimited
Deuterium Gas Reservoir has enough gas under pressure for 45 shots.

f) Heavy Flame-thrower
Range: 800 ft
Damage:(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.
Rate of Fire: EGCHH
Payload: 100 bursts
Note: The fuel supply for this weapon is in an ejectable tank that can be thrown clear of the vehicle in the event of a tank-breach.

g) PS-DL-110 Razor-Frizzer( a copy of an imported Russian design). The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 2,000 rd drum
Cost: 80,000 credits

h) PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 1,000 rd drum
Cost: 100,000 credits

i) Particle Beam Cannon
Range: 3,200 ft
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 150,000 credits

j) .50 caliber Gunpod/MML---Combines a fifty-caliber heavy machine gun and ramjet ammunition with a four-shot mini-missile launcher
Range:(Machine Gun) 19,000 ft, 38,000 ft in space
(Kitsune Values: 380 miles in space)
(Mini-Missiles) Varies by Missile Type(x4 in space)
(Kitsune Values: 100 miles in space)
Damage:(Machine Gun)(SDC rd) 7d6 SDC per single rd, 2d6x10+20 SDC per 40 rd burst
(Ramjet rd) 1d4 MD per single rd, 5d6 MD per 40 rd burst
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d6 MD per rd, 1d6x10 MD per 10 rd burst, 2d6x10 MD per 20 rd burst, 4d6x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
(Mini-Missiles)Varies by Missile Type
Rate of Fire:(Machine Gun) ECHH
(Mini-Missiles) Volleys of 1,2,3, or 4(all)
Payload:(Machine Gun)2,000 rds(50 bursts)
(Mini-Missiles) 4
Cost: 60,000 credits

k) GrHW-01 ‘Flamma’ Heavy Gravitonic Rail Gun
Range: 4,000 ft in atmosphere, 8,000 ft in space
(Kitsune values: 4,000 ft in atmosphere, 80 miles in space)
Damage: 1d4x10 MD single shot, 2d6x10+10 MD for a 10 shot burst.
Rate of Fire: Standard
Payload: 200 rd belt

l) Laser Cannon---A heavier single-barrel laser cannon, based on a weapon acquired from South America(the ATL-7 Anti-Tank Laser)
Range: 3,000 ft
Damage: 3d6x10+10 MD per single shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited

m) 45mm PS-HRG05B '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.
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: ECHH
Payload: 25 shots
Market Cost: 120,000 credits, 800 credits per penetrator round

n)Vibro-Chainsaw
Range: Melee(5 ft long)
Damage: +3d6 MD to punch or 5d6 MD sustained cut
Rate of Fire: ECHH

2) Shoulder Hardpoint(1)---This is a heavy turret mounted on a pivot over one shoulder in robot mode. In vehicle mode it swings forward over the chest behind the cockpit. The turret can be fitted with ballistic or energy weaponry. Though energy weapons provide limitless shots, ballistic projectile weaponry is favored by scouts/harassers for its ability to shoot from behind cover. The Robard can also mount missile pods compatible with the many aerodyne close air support vehicles deployed by GNEAS units, though these armaments are typically used only by Robards with specific missions in mind, such as armor-hunting; other units find the limited payload of missile pods limits their time in the field.

a) PS-862 AC 30mm Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the TriaxTX-862FC), Dual-mount turret.
Range: 10,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per single gun. 6d6x10 MD for both cannons firing simultaneously at maximum(12 rounds total)
Rate of Fire: EPCHH
Payload: 800 rds, 400 rds per cannon
Bonuses: Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner
Cost: 500,000 credits

b) FA-A9 2-pounder (40mm)Autocannon
Range:(High Velocity Round)5,000 yards(15,000 ft)
Maximum AA altitude w/ HV shells: 13,300 ft
(Low Velocity Round) 3,800 yards(11,400 ft)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 rounds per minute(or up to 30 rds per melee)
Payload: 400 rounds(x2 200 rd box magazines)
Cost: 150,000 credits
High Velocity(Fragmentation) shells cost 200 credits apiece, 245 credits for HE
Low Velocity(Fragmentation) shells cost 180 credits apiece, 200 credits for HE

c) M-61 60mm ‘Snapfire’ Mass Driver Cannon
Range:(Direct Fire Mode): 6,000 ft
(Artillery Mode) 2 .5 miles
Damage:(Direct Fire Mode) 3d6x10 MD, no blast radius
(Artillery Mode) Everything within the 30 ft blast radius takes 2D6x10 M.D. and has a 75% chance of being knocked flat.
Rate of Fire:(Direct Fire Mode) EPCHH
(Artillery Mode) Three times per melee
Payload: 120 rds
Bonuses/Penalties: +1 strike in direct fire mode. -2 to strike in Artillery mode.
Cost: 250,000 credits


d) 80mm MB Gauss Cannon(PS-MDJ80M)
Weight: 5,800 lbs (2.9 tons)
Range: (Direct Fire)25,000 ft (5 miles)
(Indirect Fire) 62,500 ft (12.5 miles)
‘Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 80 rds
Cost: 500,000 credits

e) 81mm Breech-Loading Auto-Mortar----A modification of a low tech artillery piece that has the advantage over mini-missiles of leaving no incriminating smoke trail. It can be used for ‘over the hill’ plunging fire attacks, and does tremendous damage. An automatic loader allows for a faster rate of fire and shell selection. On the minus side, it’s terribly inaccurate unless the crew has a forward spotter feeding them targeting data, it cannot be used in a direct attack, and it cannot be fired on the move due to recoil.
Range: 18,000 ft (over 3 miles!) Minimum range of 5,000 ft
Damage: (PSE-3 High Explosive) 2d4x10 MD to 35 ft blast radius.
Cost per shell: 970 credits
(Fragmentation) 6d6 MD to 60 ft blast radius. Cost per shell: 680 credits
(Incendiary) 4d6 MD to 40 ft blast radius, does an additional 1d4 MD for 1d6 melees, plus 80% chance of setting combustible materials aflame. Cost per shell: 760 credits
(Armor-Piercing Self-Forging)----This is a special shell that contains a micro-sensor and dual-charge system. The disc-shaped warhead is ‘frisbeed’ to high altitude(800 ft), then scans for target- profiles with its micro-sensor. When it spots a likely target profile (thermal or optical outline)(the limited size and complexity of the micro- sensor severely limits its targeting ability to a total of 6 targets... fortunately, the profile-database can be changed easily enough by inserting a new chip into the fusing assembly before loading), the warhead fires downwards, the material of the ‘discus’ deforming into a narrow, pointed, high-penetration needle well-suited for penetrating armor. Does 3d6x10+5 MD; no blast radius.
Note: This munition does NOT suffer from the indirect fire penalty; roll to strike as normal, but without bonuses. PS is working on a micro- guidance system that would allow these munitions to home in on laser-’painted’ targets, as via a forward observer....as well as better target discrimination(the current model has a tendency to be distracted by flaming wrecks in the vicinity of the ‘live’ target.
Cost per shell: 5,000 credits
(Plasma) 2d6x10 MD to 13 ft blast radius. Cost per shell: 3,600 credits
(Smoke/Chemical) Varies by chemical type. Typically covers a 25 ft area. Cost per shell: 110 credits apiece
(Illumination) Fires a high altitude illumination flare that burns brightly for 3 minutes. The flare also has a 40% chance of decoying/confusing heat- seeking sensors/weapons systems.
Cost per shell: 550 credits
(Sensor Decoys) The mortar can also fire special lightweight thermal-emission decoys for confusing sensors into thinking there are ground troops where there are none....To further the confusion, the spheroid decoy will randomly extend spring-loaded ‘legs’ that move the decoy about in 5-10 ft leaps, giving the impression of moving troops. Internal mini- batteries last for 30 minutes. A small acid-capsule or self-destruct anti- tampering charge may also be attached to prevent the decoy from falling into enemy hands. The shell carries up to two decoys
Cost per shell: 800 credits
Noisemaker decoys are similar, but they emit random amplified ‘soldier noises’...footfalls, clinking of weapons, gunshots, muffled voices, etc., but are otherwise similar to the thermal-decoys.
Cost per shell: 400 credits
Rate of Fire: Up to six times per melee
Payload: 100 rds
Cost: 250,000 credits

f) PS McML-08 ‘BoomBox’ Micro-Missile Launch System(x2)----The McMLR-05 taken to an extreme, this is a heavy weapon that consists of five disposable plastic cassette-style launch ‘boxes’ stacked turntable. Bringing to mind the ‘Metalstorm’ guns of the past, each box-cassette had 25 micro-missiles(5 rows of 5) for a total of 125 projectiles, and can fire them in volleys of 5 to all 125 at once. It uses Pattern 1A -1C micro-missiles, but is problematic in laser-guidance mode due to frequent inadvertent missile fratricide when all 125 micro-missiles were trying to hope on the same target(volleys of 5-20 are recommended instead).
The Robard mounts a ‘calliope’-style arrangement of two of these mini-monsters, with ten cassettes and a total of 250 micro-missiles between them. Additional (ten) cassettes can be carried in an armored (100 MDC) pannier, but the cassettes must be manually reloaded, meaning somebody will have to exit the vehicle and swap in the loaded cassettes by hand. A trained crew can swap out expended cassettes in 3 actions(typically takes 30-45 seconds to reload the entire weapon with new magazines).
Cost: 160,000 credits.

g) Mini-Missile Launcher Pod---1x20 per Hardpoint

h) Short Range Missile Launcher Pod--- 1x10 per Hardpoint

i) ‘Copperhead’ Heavy Anti-Armor Missile Launcher Pod
Range: 1 mile(5,000 ft)
Damage: 2d4x10 MD
Rate of Fire: Volleys of 1,2,3,or 4
Payload: 6 shot pod per hardpoint
Bonus: +5 to strike ground targets(Aircraft are only +2 to strike)
Cost: 20,000 credits. 6,000 credits per missile

j)‘Black Talon’ LAAM Pod---These are light ‘smart’ antiaircraft missiles with enhanced warheads, similar in concept to the pre-Rifts ‘Stinger’ SAMs.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 8 per pod
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 60 ,000 credits per launcher, 10,000 credits per missile

k) PS-VM109 ‘ Martel’ Heavy Hitter Missile Launcher---This is an adaptation of the Paladin Steel M108 ‘Superzooka’ , a heavy long range missile warhead mounted on a shorter ranged propellant casing. Three launch racks are mounted in an armored housing on a turntable carried on the shoulder mount. An effort has been made to mate the Superzooka’s throw-weight of warhead with the ‘Copperhead’ ATM’s line of sight guidance system. Though the heavier missiles are not as accurate as the smaller weapons, they still have good target contact, and can take advantage of forward spotters.
The limited number of shots available to this weapon make it suited only for specific strike missions and targets, such as destroying structures or heavy armor that a MAULER would be overkill to use on; it is not popular with recon units.
Weight: 210 lbs per missile
Range: 4 miles
Damage: Equivalent to LRM warhead
(Standard): 3d6x10 MD to 50 ft area
Depending on the mission, other warhead types may be issued; TW warheads are especially popular and requested when available.
Rate of Fire: Single shot
Payload: 3 missiles
Bonus: +4 to strike ground targets(Aircraft are only +1 to strike). and can take advantage of laser designator systems.
Cost: 120,000 credits

l)Tri-Laser(PSMBL-3E)---Adapted from the Glitterboy No. 7 of South America
Range: 8,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 300,000 credits

m) EMVC-07 ‘MagStorm’ ElectroMagnetic Vortex Cannon ----Light artillery scale-up of the EMV cannon, meant to be vehicle-mounted. It fires a larger ‘bolt’ of EM force that expands out into a shockwave that can bowl over massed infantry or light vehicles.
Range: 6,000 ft in air and underwater
Damage: 1d4x10 MD at point of impact
Within a 60 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 25% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance.
Rate of Fire: ECHH
Payload: Effectively unlimited linked to a suitable powerplant.
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge.
Cost: 120,000 credits

n) Ion Cannon---This heavy weapon uses a coaxial laser to ‘prepare’ a pathway for the ion stream, allowing for longer range in the subsequent shot.
Range: 5,000 ft
Damage: 1d6x10+8 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

o) Heavy Plasma Cannon
Range: 4,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 280,000 credits

p) PS-HPBC-20 Particle Beam Cannon------Based on the KLS Mrk IV Glitterboy PB-20 Rapid Acceleration Particle Beam Cannon, complete to pairing with a coaxial small laser.
Range: (PBC) 11,000 ft(double in space)
(Laser) 2,000 feet (double in space)
Damage: (PBC) 4d6x 10 MD single blast
(Laser) 4d6 MD single blast
Rate of Fire: (both) ECHH
Payload: (PBC) Conditionally unlimited(Unlimited linked to nuclear power source) though smaller vehicles(such as the ‘Vader) have a battery capacitor with a limited number of shots(20 typically) with a recharge rate of one blast per minute.
(Laser) Effectively Unlimited
Cost: 4.2 million credits

q)PS-HPBC-21 Heavy Particle Beam Cannon----This weapon started out as the same as was mounted on the Megabago HRV as a main weapon. It was in this form that the HPBC-21 was introduced, thoroughly field-tested, and earned notoriety from its use in the hands of hundreds of adventuring parties that bought/were issued the Megabago and its ‘stupidly powerful’ BFG armament.
The PS-HPBC-21 has been around long enough that PS has had time to tinker further with it. While the six-barrel gatling version originally proposed for the Megabago has been superseded as an idea by more powerful realized hardware, the PS-HPBC-21 has benefitted from input on Naruni and Three Galaxies particle beam systems, and a newer Model B version with most of the bugs of the original issuance weapons fixed has been rolled out. It was considered a natural fit for the scout Robard.
Though lacking the range of Naruni HPBCs, the PS-HPBC-21 is more compact, and that’s pushing sales of the weapon.
Range: 8,000 ft in atmosphere, 16,000 ft in space
(Kitsune values: 8,000 ft in atmosphere, 800,000 ft/160 miles in space )
Damage: 5d6x10 M.D. per shot
Rate of Fire:(Model A) Once every five seconds (3 times per round)
(Model B) EGCHH
Payload: Effectively unlimited.
(Model A) Tied directly into the nuclear power supply, but can only fire 30 times an hour before needing time to cool down (otherwise the barrel overheats and begins to warp, reducing damage by 1d6x10 per five shots until the barrel collapses).

(Model B) Effectively unlimited. hooked into military-spec powerplants. Improved heat dissipation materials and systems eliminate the overheating problem.

Cost: (Model A) 4.8 million credits
(Model B) 5 million credits

3) Laser Headlights(4)----Mounted in the chest and lower torso in robot mode, these high-powered photonic emitters swivel to mount down/forward in vehicle mode. Can also project normal light, as well as radiate infrared and ultraviolet.
Range: 1,600 ft
Damage: 2d6 MD single shot, 4d6 MD double shot blast. 8d6 MD for all four headlights convergence-firing on the same target.
Rate of Fire: EPCHH
Payload: Effectively unlimited

4) Smoke Mortars(2)---Mountable gas grenade launchers for providing smoke or antipersonnel cover.
Range: 500 ft
Damage: None, smoke(chemical agents such as tear gas can be substituted) in 10 ft radius.
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 6 smoke grenades per launcher, 12 total

5) (Optional)---Can pick up and use power-armor scaled hand weapons, such as gun pods and melee weapons.


Hand to Hand Combat
(Use the Basic and Elite Robot Combat Training for the bonuses; no other adjustments)
Restrained Punch 1d4 MD
Full Strength Punch 2d6 MD
Power Punch(2 attacks) 4d6 MD
Tear/Pry with Hands 1d6 MD
Body Block/Tackle 5d6 MD
Stomp 2d4 MD
Kick 2d4 MD

Options:

*ECM Suite--Advances in compact electronics means a small, but comprehensive, EW suite can be squeezed into the Robard’s frame. One of the passengers must be dedicated to operating the system, however. The ECM add-on provides the Robard with greatly enhanced EW counter abilities, signal detection, location, decryption, de-scrambling, and secured communications, and frequency scanning, as well as limited range jamming and ground-level electronic cloaking.
Decryption Bonuses: +10% to Cryptography Skill
+15% to Radio skill rolls to defeat jamming
Jamming Range: 20 miles
EW Cloaking: -15% to enemy Read Sensory Instruments rolls using ground search radar(NOT optical and thermographic systems)


*EM Jammers---Great for blasting through radar traps. Radar-guided weapons are -6 to strike.
Cost: 50,000 credits


*Climber Tires---Huge oversized tires covered with spikes, mag-grips, and suction cups, to allow the vehicle to scale vertical surfaces.
Can climb an up to 90 degree vertical surface at 1/4 speed. Roll piloting skill at a -15% penalty per 50 ft traversed. If roll fails, roll again, again with penalty; if second roll succeeds, the vehicle only slides back 1d4x10 ft. If second roll fails; vehicle has fallen off climbing surface; brace for impact!
Penalties: Reduce normal road speed by half
Cost: 35,000 credits

*Buzzsaw Rims---Some of the more maniac scouts during the Travesdeen War came up with this one. Besides proving useful in clearing brush in vehicle mode, in robot mode it turns the otherwise useless wheels into terrifying melee weapons.
MDC per Blade: 55
Damage: 6d6 MD per slash, 1d6x10+12 MD per full melee cut
Cost: 150,000 credits

*Sensor/Mine Racks(1-2)---These are shoulder-mounted in robot mode, and tail-mounted in vehicle configuration. Each rack can hold sensor pods or mines. This option was the result of improvisation during the Travesdeen War, when scout units devised ways of quick-deploying sensor fields and setting ambush traps.
The racks can hold sensor pods or mines. The favored type are modified ‘badger’ grenades that can bury and conceal themselves in the ground. Another favorite is missile-mines patterned on Northern Gun and Wellington designs, because they could be programmed to fire on enemy units from unexpected angles, giving the impression of more active shooters on the GNE’s side than there really are.
Each rack has 60 MDC and can hold 20 sensor pods/Badger grenades, OR 12 light mines/6 Light SAWs, or 8 medium mines/4 Medium SAWs, or 2 heavy mines/1 Heavy SAW.
Cost: 9,000 credits each

*Drone Racks(1-2)---Can be fitted with racks for carrying advanced ‘Gnat’ mini-drones(each has 3 MDC, a 45-minute battery charge, and fly at 40 MPH) fitted with the equivalent of a cyber multi-optic, or PS-LIRPV-02 ‘’Frisbees’. Each rack has six drone stations with recharge sockets.
Cost: 15,000 credits each

*Variable Optical Camouflage Suite---Based on reverse-engineered Naruni and other alien ‘invisibility’ systems, this highly sophisticated system option renders the Peregrine effectively invisible to eyeball and sensor detection.
Bonuses: -20% to opposition Detect Ambush and Detect Concealment rolls; heat sensors are useless
Cost: 1.2 million credits
Note: This system is not always available for sale; only approved affiliates of PS are allowed to purchase this stealth system

*Camou-Shroud---A variant of PS’s portable ‘scrambler’ shelter, only larger to cover the vehicle. This is a portable folding shelter that can be erected in minutes, providing protection from the elements, limited megadamage protection, as well as concealment from electronic and infrared/thermographic detection. It has been improved with the incorporation of variable camouflage skinning.
The ‘Shelter’ consists of a yard-long ‘can’ that looks like a large drum. When activated, about a dozen articulated ‘spider leg’ structural members of carbon composite branch out, anchor themselves in the ground, and form the skeleton of a dome- or longhouse-shaped igloo roughly 10 ft tall by 20 ft in diameter. The pod then deploys a cover sheet of special plastics, with a camouflage print, and integral sensor-baffling elements.
The Camouflage pattern sheet can be chemo-switched to any one of seven different configurations. The support elements create a degaussing ‘bubble’ that scrambles radar signals(incoming and outgoing), as well as disrupting magnetic resonances(fouling Magnetic Anomaly Detectors), while the fabric itself insulates and dissipates the infrared and thermal emissions and signatures of the occupants, rendering those means of detection less effective.
Care must be taken in setting up the Shelter---The igloo is not not entirely invisible to naked eyeball optical searches, so ‘blending’ the shelter into the natural landscape contours is essential for best results. For maximum comfort, a ground sheet or surfacing can be put down first.
The entire shelter can deploy/retract for stowage in 1 melee
MDC: The tent provides about 60 MDC of protection, however, against explosions, it is less effective(being non-rigid, shockwaves pass through its fabric), so explosives will do HALF damage to the occupants, regardless of how much MDC is left in the tent.
Special Features:
*Waterproofing
*Fire Proofing---Can handle temperatures up to 300 degrees centigrade. Normal fires do NO damage
*Minimal Radiation Shielding--The fabric shell provides some protection against radiation(such as that from expended U-rounds laying nearby, or fallout), but is not recommended for protection in ‘hot’ zones (good for maybe 5-6 minutes of exposure).
*Chameleon-cloth Fabric---Can assume one of seven preset color configurations. Some more advanced versions actually emulate the surrounding terrain coloration.
*Thermal Insulation-Infrared and Thermographic sensors are -20% to detect the shelter.
*Electronic Insulation- Radar, MAD, and EM sensors are -15% to detect the shelter
*Extendable Fiber-optic Periscope
Cost: 80,000 credits; currently unavailable outside GNE military forces and approved affiliates.

*Chaff/Flare Launchers---For those of you afraid of eating a missile from your friendly Coalition Highway Patrol....
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 3,500 credits for the launchers

*Smoke Screen---Equal to a Smoke Mini-missile; uses same warheads. Can hold up to 5 charges. Cost: 10,000 credits

*Morphing Armor---Enfolds the ENTIRE vehicle in articulated armor plates, increasing armor protection, but effectively immobilizing the car. Can only be opened from the outside by special electronic passcode(included in cost)
MDC: +200 MDC when deployed
Cost: 300,000 credits; 100,000 credits for four Glitterboy-style laser pylons that drive into the ground and anchor the vehicle to the ground(takes a Robotic PS of 40 or greater to uproot the vehicle)

*Appliqué Armor---Adds additional protection(and weight) to the main body. Up to 100 additional MDC can be added, at 7 lbs, and 150 credits, per 1 MDC point. Lighter armor can be substituted, at 1 lb per MDC point, but the stronger polycarbonate armor costs 400 credits per MDC point.

* Heavy Energy Blade---Enhanced plasma-conduit energy blade, patterned after the original K-TRF-M weaponry.
Damage: 1d6 MD used un-powered, 1d4x10 MD with plasma field up.
Cost: 35,000 credits
Options: *TW Spinning Blades Enhancement---Powered by a TW powerplant, PPE battery, or the pilot’s own PPE.
Range:(Spinning Blades)Melee when just the vibroblades are in use. When activated, the Spinning Blades spell can reach 300 ft away, used offensively. If ejected as projectiles, the blades can reach 700 ft.
Damage:(Spinning Blades)When activated, the Spinning Blades spell produces 7 blades that each do 1d6 MD each(regardless of what the blade was/does originally) in defensive mode(+6 to parry, +2 to parry energy attacks) or 2d6x7 MD in offensive ‘buzzsaw’ mode(enemy CANNOT parry).
Can also fire the magical blades like projectiles, 1-2 at a time, each doing 1d6 MD on impact, and +3 to strike. The blades disappear on impact.
Rate of Fire: ECHH
Payload: 10 PPE for 7 melee rounds
Cost: 103,500 credits

*Mage Pod----The model described is a MagePod Model 0.1D, a refinement over the original model, and featuring a barrel extension/TW booster holding a set of aligned crystals inside its length that DOUBLES the effective range of spells, and a three-slot Spell Card ‘magazine’, allowing the operators to click between three spells with the flip of a switch. The Robard typically carries at least one spell for assisting in traversing rough terrain, such as a Levitation spell , Path of Green, or Mystic Bridge.
Range: Varies by spell(x2)
Damage/Duration: Varies by spell
Rate of Fire: EGCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the robot’s/vehicle’s other PPE reserves/batteries(if any have been fitted). In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The basic Mage Pod system costs about 1 million credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.
PPE Generators:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits


Variants:
* PS/ASI-RBD-08B--Alternate wheel configuration version. Instead of four wheels, the -08B has four wheel units(each with 80 MDC), each holding two smaller wheels(each with 50 MDC) for a total of eight wheels. Sometimes mistaken for a Paladin Steel revival of the pre-Rifts Lockheed XM-808 ‘Twister’ concept. Slightly better handling on rough terrain(+5% against piloting penalties on rough terrain) and slightly more resistant to damage(can lose more wheels without diminishing performance, unless the entire wheel unit gets blown off), but maximum road speed drops to 130 MPH. Cannot be fitted with extendable razor-rims. Still, a number of units operate the -08B with good results.

* PS/ASI-RBD-08F--Firefighting variant. The Robard is clad in thermal-resistant surfacing. The arm hardpoint weapons have been replaced with various firefighting and rescue tools, and the main weapons turret is fitted with either a spray cannon or a cryo-projector.
Changes/Modifications:
Systems of Note:
*Thermal Resistant Heat-Refractory Tile Armor---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage.

Weapons Systems:
1) Forearm Mounts:
These are typically not used to mount weapons, but instead carry various cutting, lifting, and extraction tools, or spray cannons.

2) Shoulder Hardpoint(1)
The shoulder mount is typically used to carry spray cannons or cryolasers. If missile launchers are carried, they are loaded with fire retardant warheads.
a) Spray Cannon
Range: 800 ft
Damage: Varies by chemical type. Some examples:
(Water)None, if carrying water, but human-sized beings struck with the stream but roll versus the ‘cannon’s To Strike roll, or be bowled off their feet(lose 1 APM and initiative that melee for getting back up). Does 2d6x10 HP to vampires per blast
(Gloop) PS’s sticky goop---This quick-setting polymer material is used in construction, as well as to firm up the walls of tunnels and damaged structures. It is also used to cocoon valuable and delicate objects for moving. Each half-gallon application of this quick-set plastic covers about 5 cubic feet, and to cover a human sized target completely, the attacker must roll a 12 or better on the Strike roll. Anyone caught in the goo must have a supernatural or robotic P.S. of 30 or better to escape; otherwise, the target is stuck until released by an outside agency. Gloop has 2d4 MDC per application, and breaks down after 1d4 days of exposure, unless treated with a special binder chemical, and allowed to cure for 1d4 hours, in which case it stabilizes and has an MDC of 2d6+1 per cubic foot. Gloop costs 70 credits per half gallon(single application)
A variant of this gunk, ‘Boro-Slime’, is a quick-setting slurry of lead-powder and boro-silicate glass suspension, which is sprayed on leaking radiation sources, forming a thick crust to simultaneously trap radioactive materials and seal it inside a crusting shell for later safe removal. Best used to contain small (power armor and vehicle) reactor breaches and water leaks; larger reactor leaks will require more drastic measures. ‘Boro-Slime’ is otherwise identical to standard Gloop, and costs 120 credits per half gallon(single application)
(Slip Spray)---Rather than trap, this makes it impossible for people and many vehicles to gain purchase. A single application(a tablespoon) will cover nearly four square feet. Slipspray is very nearly water-resistant----it takes A LOT of water, roughly 10-50 gallons, to wash away an ounce of slipspray---or regular industrial solvents will do the trick. Slipspray breaks down after 1d4 hours of exposure to air.
Effects: Anyone trying to move across slipspray must make a roll under their Physical Prowess at -8 or go out of control at full speed. Vehicles, power armors, and light robot vehicles traveling in ground contact across sufficiently large patches of slipspray will be at -15% to their piloting rolls..failure means the vehicle goes out of control and takes on the characteristics of a giant hockey puck. Depending on the hardness of the surface(must be a hard surface, not a permeable surface like dirt or gravel), certain heavy vehicles and robots(like the Behemoth Explorer) will be unaffected, as they simply stomp the effected surface into the subterrane. Hovercraft are NOT affected either.
Cost: 40 credits per ounce(covers 8 square ft...so a gallon’s worth will cover 1,024 ft! Instant ice rink anyone?)
Rate of Fire: ECHH
Payload: 120 blasts
An attachable trailer(100 MDC, but towing it reduces maximum speed by 30%) can hold an additional 250 blasts.

b) Cryo-Laser---This compact, but incredibly sophisticated, device uses a laser to counter, slow down, and even stop molecular motion, resulting in dramatic drops in temperature in the target area.
Range:(Beam Mode)1,500 ft
(Spray Mode) 700 ft
Damage: (Beam Mode) This slows down molecular motion in a relatively tight area(1-2 ft wide area), lowering the temperature to almost absolute zero... fabrics like nylon and polyester shatter like glass, electromagnetic superconductivity jumps, and liquids crystallize instantly. Ideal for cold-welding materials, freezing mechanical joints, and snuffing out plasma torches. Does 1d4 MD to structures and 2d4 MD to MDC plastics and organics.
(Spray Mode) Lowers mean temperature by 500 degrees over a 20 ft wide area of effect---This means that it may take several applications to bring a burning pool of jet fuel down to freezing, for example, or cool an glowing hot section of plating. After reaching zero degrees Celsius, it only reduces temperature in increments of 250 degrees, then 100 degrees, then 50, and so on...
Unprotected flesh hit by the beam takes 6d6 SDC in Spray Mode. Must also roll save versus non-lethal poison(12 or better) or temporarily succumb to cold.
A victim who loses all SDC(but NOT Hit Points) to a cold attack lapses into a coma..still alive, but frozen stiff. They can be revived with even heat in 3d4 minutes. Those who lose both SDC and Hit Points are +25% to save versus coma/death, and get 3d4 Hit Points back when revived, but still suffer some cellular damage.
Beings vulnerable to cold-based attacks take DOUBLE damage, while fire elementals and fire-based beings take TRIPLE damage! Water Elementals will lose 2 APMs and cut their speed by HALF for 1d4 melees, while Ice Elementals actually HEAL 1d4 MD of damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited.

3) Laser Headlights---Unchanged. TYpically used for cutting through obstacles.


* PS/ASI-IR-RBD-08HMX-- Experimental high-mobility variant replacing the wheels with hover systems, including GMR panels. Though there has been early criticism that such a variant cannot do, with regards to maneuver-recon and -combat, what the existing and well-proven Zephyr cannot already do, the ability to transform has been cited as valuable in smash-and-grab missions, as evidenced by what the Free Worlds Council has been doing with its GMR vehicles.
Changes/Modifications:
MDC/Armor by Location:
Hoverpods(4) 90 each
Speed:(Vehicle) 225 MPH, flying up to 15 ft above the ground.
(Robot)
(Leaping) 12 ft up/ft across standing jump, 35 ft up/ft across with running start
Jet Boosted Leap of 250 ft up/ ft across
Cost: 19 million credits


* PS/ASI-IR-RBD-08S- Stelmarine variant. It differs from the standard models mainly in having additional environmental insulation, extra radiation shielding and life support, and a series of small gas jets mounted around the frame to allow the machine to hold on course when driving in microgravity conditions(as might be be experienced on a moon or large asteroid). The Stelmarines frequently mount the PS-LGCGL03 Gravitic Grenade Launcher (often bundled with an eight-shot ‘S-Sting’ missile launcher) as a shoulder-turret weapon on the RBD-08S.

Re: Paladin Steel Storefront

Posted: Fri Oct 30, 2020 12:18 am
by taalismn
Emergency Medical Equipment: Field Stasis(Various)

“Yeah, yeah, I know you think you wasted a tearful death scene, but we saw it as a temporary inconvenience. Easy enough to put you on the shelf until we had all the means to revive and restore you successfully. Not our fault your friends thought you were totally dead, somebody had lost the body, and so they held a funeral and erected a grave marker to you. Well, surprise!”

The organizations of Greater New England regard their personnel as among their most important assets, so preserving them for further employment takes priority. Also, too, is their commitment to the lives of their citizens. To that end, Paladin Steel(and Aegis Stellar Industries) have developed a number of parallel means of preserving terminally injured or ill beings, or even the recently dead, for future healing and revivification, by whatever appropriate means, be it bionic, magical, or biotech. Though readily available to the civilian sector, these devices see the most use with the Greater New England Armed Services, where fallen soldiers can be quickly stabilized, or preserved, for transfer to advanced medical care. Together with rumors that PS/ASI have produced low-cost TW resurrection, the GNEAS’s ability to salvage fallen personnel has become legendary.

Paladin Steel PCryoSU-03 Cryo-Stasis Transport Sack
(aka ‘Chill Bag’)
“Bag them all; we’ll sort them out and triage later.”

The ‘Chill Bag’ is an emergency medical cryogenic suspension device that resembles a dull-silver (medamage) plastic body bag. Wrapped around a body or body part and activated, it assumes a mirror finish and becomes cold to the touch. Internally, microtubules perfuse the contents full of antifreeze substrates as advanced heatsink techology and embedded ectofiber magic flash-freezes the contents.
The combination of cryogenic cold and magic insulation keeps a body viable for resurrection or a body part viable for reattachment.
MDC: 26
Effects: Can keep a body or body part viable for resurrection or reattachment for up to 12 days without external support; longer if hooked up to an external supplemental power and cryogen supply.
Cost: 17,000 credits

PS/ASI TW PChroSU-04 Chrono-Stasis Bag
(aka ‘Soul-Catcher Bag’, ‘Soul-Freezer’)
“Okay, besides the obvious gaping hole in the lower abdomen, we’ve got a prosthetic arm that could do with replacing, tar-clogged lungs from a smoking habit, liver damage from hard drinking, a pre-existing resistance to magic healing, and an order from on high not to go with bionic conversion, whatever for.. This one’s going to take some careful planning to revive and repair , so it’s a good thing we can put her on the back shelf until we can pull together the spare parts and equipment for the operation. Right. What do we have our next triage case?”

An emergency medical device that goes beyond simply safely cryogenically suspending life functions; it uses temporal magic to stop degeneration, decay, and loss of viability dead in its tracks, expanding the window of opportunity for emergency medical measures to be applied. Besides the terminally injured/ill, the freshly dead can be stasis-locked and kept ‘fresh’ for revivication. Because th PChroSU develops more than just a suspended animaltion field, but actually creates a region of stopped(or at least VERY slowed) time within its ectofiber-caged area of effect, it can also be used to store perishables, specimens, and time-sensitive materials, bypassing the normal limitations of possible magic resistance.
The Chrono-Stasis Bag resembles a thick pleated megadamage plastic sack with several plates, roughly approximating a humanoid head and shoulders, set into the fabric. Embedded in the plates is a scarab made of black tourmaline, accented with insets of rose quartz. It can be attached to a PPE clip or other PPE source for activation. The limitations of the system are a vulnerability to magic disruption, a telltale magic signature, and the fact that it can be detected asa space/time anomaly by those with the right equipment or fey senses.
The following is a field unit for emergency medical stabilization. More sophisticated stasis systems based on the same spell are also available, for use in deep catastrophe shelters and starship lifeboats. These systems can safely store people for up to 150 years, and are correspondingly more expensive.
MDC: 26
Effects: Activating the device with 15 PPE puts living subject into a deep, restful state of suspended animation, and unanimate materials(including the recently dead) into a time-locked state, that lasts up to 10 years
Cost: 18,000 credits


PS/ASI TW PLithSU-05 Lifelock Applicator
(aka ‘Stoner’, ‘Petri-shot’, ‘Life-Rock’)
“Favorite gag these parts is to send the newbie med student in to do an assessment of a patient, without telling them the patient’s stone-locked and awaiting spare parts. We take bets on how long it takes the medie to bother reading the complete patient record. We;ve ad some who immediately assume basilisk attack, or that they’re treating an Earth Elemental or silciate.”

Another handy emergency medical device that uses the Earth Elemental magic spell Petrification to turn patients into megadamage stone. Locked as they are in a state of pretification, patients can be safely kept ‘on the shelf’ until appropriate medical treatment is assembled or even developed.
The proliferation of this device might be seen by many as a hazard with considerable potential for abuse, but for Greater New England, a society that already is armed to the teeth, being turned to stone is among the least of citizens’ worries, especially when the curative spell Stone to Flesh is equally as common and easily applied.
A well-equipped GNE medical unit or crisis responder will typically Chrono-stasis-bag disaster victms if medical care is shortly coming, or Lifelock-petrify them if emergency relief is not readily available. In some cases, trapped victims may be ‘stoned’ in situ until emergency equipment can be brought up and they can be safely extracted.
The Lifelock Applicator resembles a drug injector with its drug reservoir filled with an array of rose quartz crystals. It can be attached to a PPE clip or other PPE source. As a safety feature against abuse, it only works on contact.
Range: Touch/Contact
Effects: The expenditure of 20 PPE turns the subject into stone, permanently. The petrified subject has 100 MDC.
Cost: 6,350 credits

Re: Paladin Steel Storefront

Posted: Sat Oct 31, 2020 12:29 am
by taalismn
Fixed and added the missing Prerequisites and Bonuses for the PS/GNE Stelmarines OCC.

Re: Paladin Steel Storefront

Posted: Sun Nov 01, 2020 11:53 pm
by 89er
Great now M3S is going to have to play keep up. They have been making strides with successful head transplants.
The real trick is keeping the brains feed oxygen and nutrients, which is why some volunteers have had special implants in the head and neck that keeps the noggin going longer after the body gives up.
Works well for emergency decapitation or regular beheading. Problem is there still needs to be a head and mostly intact, not pulped or cooked off by directed energy.

Re: Paladin Steel Storefront

Posted: Mon Nov 02, 2020 9:27 pm
by taalismn
89er wrote:Great now M3S is going to have to play keep up. They have been making strides with successful head transplants.
The real trick is keeping the brains feed oxygen and nutrients, which is why some volunteers have had special implants in the head and neck that keeps the noggin going longer after the body gives up.
Works well for emergency decapitation or regular beheading. Problem is there still needs to be a head and mostly intact, not pulped or cooked off by directed energy.


Well, in some cases it's a relief that the brain can't be saved.
Imagine the legal angles of that sort of ilongevity/immortality.
Swift had some hints when he wrote of the Strudlebrugs in Gulliver's Travels(the immortals kept their lives, but not their youth; their society essentially stripped them of their material possessions and turned them out on the street, in order to keep money circulating).

The virally-created near-immortal Hoopers of Spatterjay in the Skinner-series of novels were virtually indestructible by anything less than total body immolation or the use of a toxin called sprine, which was a VERY god thing, because a major problem for them was immortality-induced ennui.
If course the same series also had refs, which were essentially uploaded personas living on AI units installed in their own mummified and roboticized corpses. The thought being that as long as you had your original body, you were still technically you, and not some electronic copy.*turns out in the novels there's a very risky way of actually changing refs back into flesh and blood without downloading into a cloned body, which again would be interpreted as. copying, not transformation).

Re: Paladin Steel Storefront

Posted: Tue Nov 03, 2020 11:35 pm
by abe
Have you ever considered making a tw bagpipe set?

Re: Paladin Steel Storefront

Posted: Wed Nov 04, 2020 2:40 am
by taalismn
abe wrote:Have you ever considered making a tw bagpipe set?


Actually I did, many years ago, for somebody else. It didn't fit the Paladin Steel product layout, so I didn't recreate it for posting here. Nor will I as I already have in the posted inventory a portable wearable TW Wurlitzer organ which fulfills the need for a pneumatic instrument with both sonic, projectile, and Elemental spell capabilities.

Re: Paladin Steel Storefront

Posted: Thu Nov 05, 2020 9:03 pm
by taalismn
*PS-FIM100G Manportable Anti-Aircraft Missile/Light Surface-to-Air Missile
(Aka ‘Black Hole Talon’ , ‘Grav-Arrow’)

“Works just like the old ones with regards to target acquisition and missile release. Proximity kills aren’t as great anymore, but an aircraft’s less likely to survive the damage these things do when they DO get close enough. The gravity yank’s also been known to pulp power armor pilots in their suits. One or two examples of that tends to put the flyboys in fear of PBI with manpads.”

The FIM100G is simply the ‘Black Talon’ LSAM revamped with a g-clip-based Gravitic Collapsar Munition in place of the long rod explosive filling. Though the effective radius of damage is smaller, the damage is far more destructive, and the greater accuracy of the missile allows it to get closer to the target to deliver that damage.
Though gravitic counter-baffling has begun to spread as a defence against gravitic munitions, the warheads can still interfere with contragravity lift-and-drives, and remains absolutely devastating against opponents unfamiliar with g-bombs. Despite being surprised by the appearance of the Travesdeens’ previously unsuspected heavy armored flying mecha gunships, United Systems Alliance infantry armed with FIM100Gs still reaped a brutally crippling toll on their opponents’ air support in hte Travesdeen theatre of operations.
Range: 3 miles
Damage: (Collapsar)---Collapsars PULL, like a miniature black hole, crushing materials in a temporary gravitic sinkhole.
(Heavy) 5d6x10 MD to a 8 ft radius
Note that the gravitic waves work THROUGH armor, but NOT forcefields and other energy barriers.
Against contragravitypropelled vehicles, the collapsar pulse will cause disruptions in the lift field; pilots/operators must make an appropriate piloting roll at -15% or lose control of their vehicle that melee.
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 11,000 credits per missile

Variants:
*PS-FIM100GH---While the PS-FIM100G took advantage of the small size of the g-cilip-based heavy gravitic grenade compared to the larger and massier long-rod conventional explosive filling usually carried, the -FIM100GH ‘Gripping Hand’ used a specially-developed heavier gravitic warhead to address the problem of a reduced radius of effect. While more expensive to produce, the GvM100GH munition does have a greater area of effect, making proximity kills more likely, and does greater damage. Like the -FIM100G, the -GH became ineffective as soon as nations like the TransGalactic Empire and Golgan Republik started issuing contra-gravitic baffling upgrades on their equipment. However, the -FIM100GH continues to reap a fearsome toll of opponents such as the Sorm, tearing their fliers from the sky.
Due to the specialized manufacturing processes needed to produce the more powerful warhead, the -FIM100GH has primarily been available in the Three Galaxies and other PS/GNE offworld territories; none are known yet to be in the inventory of Rifts Earth forces.
Damage: 6d6x10 MD to a 25 ft radius.
All other gravitic munition side-notes apply to the -FIM100GH.
Cost: 14,000 credits per missile

Re: Paladin Steel Storefront

Posted: Sat Nov 14, 2020 12:24 am
by Astral Pantheon
Been a long long time since I last posted. So, I'm just saying hello and Taalismn, your creations are amazing as always :) Bump and keep up the great job!!!

Re: Paladin Steel Storefront

Posted: Sat Nov 14, 2020 1:27 am
by taalismn
Astral Pantheon wrote:Been a long long time since I last posted. So, I'm just saying hello and Taalismn, your creations are amazing as always :) Bump and keep up the great job!!!


Thank you. It's a labor of love and boredom, and I thank the folks who comment on, use my stuff and even add to it from time to time. :wink: :bandit:

Re: Paladin Steel Storefront

Posted: Sat Nov 14, 2020 12:43 pm
by taalismn
(For details on Ungersoll, see Rifts Dimension Book Five: Anvil Galaxy, pg. 122)


Paladin Steel PS-FC-61 ‘Turin’ Combat Cyborg
(aka ‘Lunger’)
“Those Travee ‘mechs may have really heavy armor , especially those shields, on their fronts, but their backsides are kinda open. The local resistance with their jetpackin’ guerillas have the right idea bombing them on the shoulders and head, but they haven’t mastered the art of toss-bombing and they lack the high velocity firepower for penetrating strikes. You come in low and fast in a Turin, you can deliver a full salvo right through the back armor...take out the knees from behind at the least, or rattle the pilot something bad in his cockpit. Taking out two of them oversized pillbugs in one pass is a cinch if you know what you’re doing, and me and my squad knew what we were doing. And Travee infantry? Pah, they never saw anything like us and it showed! Earned us lots of awe from the local resistance, who frankly were as surprised as the Travees to see us.” -Sergeant Solas Crestwec, Central Alliance-bonded mercenary(and Turin-frame conversion) attached to the United Systems Alliance Joint Command, Travesdeen Campaign

The Turin is a fast strike flight-capable heavy full conversion cyborg that has been described as an ‘economy Aries ‘borg’ and as a ‘humanoid Xaos’. The Turin was chosen as the flagship design to be produced at Paladin Steel/Aegis Stellar Industries’ new cyber/bionics production facility opened on Ungersoll in the Central Alliance, as part of the USA’s deal with General Noldek. Ungersoll was chosen because of its depressed economy in the wake of the Ungersoll Motors bionics debacle. General Noldek felt that PS/ASI’s establishment of their bionics factory on the impoverished world would be a test of the USA’s stated public commitment to ‘uplifting’ worlds with depressed economies, and, if successful, would give the planet a much-needed financial and morale shot in the arm. It would also give the increasingly bitter rivalry between his personal stable of cyber-designers and the ‘gearheads’ of Cybernary a third party to worry about and spur their creativity.
The Turin is designed around a full-body flight system with integral(but swappable) flight pack and maneuvering thrusters on the limbs. Most notable is the pair of shoulder-mounted missile launcher pods, lifted from combat aviation designs, that give the flying ‘borg a projectile warload comparable to some light attack aerodynes. Backing this primary armament is a pair of standard forearm hardpoints(typically a ranged and a melee weapon are fitted), a set of highly accurate head lasers, and possible handheld infantry long arms. Armor is lighter than the Aries, but still substantial, and flying capability is still impressive for an airbreathing turbojet system(though contragravity upgrades are already being discussed).
Since its introduction, the Turin has caught on like hot cakes with the cyberwarriors of the Central Alliance. Though some more conservative ‘borg-warriors bemoan the mass-produced standardization of the frame over the handcrafted individuality of most CA ‘borgs, the Little Machines love having an advanced and affordable design to fill out their ranks. The Turin has also begun appearing in the ranks of Central Alliance-based cybermercs, many of who have flocked to service with the USA as Irregulars. The success of the Turin is also rejuvenating by association Ungersoll’s tainted reputation, which bodes well for the planet.

Type: PS-FC-61 Turin
Class: Full Conversion Borg - Heavy Machine, Heavy Combat/Strike
Crew: One volunteer
M.D.C. By Location:
Hands(2) 30 each
Arms(2) 100 each
Legs(2) 125 each
Feet (& Foot Pads)(2) 45 each
Jet Propulsion Unit 100
*Head 90
**Main Body 250 .
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot.
**Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.

Note: The Turin can take advantage of additional armor appliqué plates to increase its protection values. Treat accordingly as Light, Medium, or Heavy ‘Borg Armor with regard to cost, MDC, and imposed penalties.

Speed:
Running: 100 mph max . However the act of running does
not tire the operator out and the maximum speed can be maintained
indefinitely.
Jumping: The powerful robotic legs are strong and capable
of leaping 10 feet high or 18 ft lengthwise. A running leap adds 50% to
distance/height.
Flying: The Turin, thanks to its integral jet pack, can hover and can reach speeds of up to 240 MPH, maximum altitude of 2,000 ft. It can sustain speed for up to four hours, before needing to shut down and allow the jets to cool down for an hour. Unloaded, it can hit speeds of 270 MPH, and maximum altitude is increased to 2,300 ft.
Underwater: The Turin CANNOT swim, but sinks like a rock(See Options)

Statistical Data:
Average Height: 8 ft, plus the shoulder launcher pods add an additional 12 inches.
Width: 4 ft
Length: 3.5 ft
Weight: 1,400 lbs. fully loaded, 800 lbs unloaded
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 35, PP. 24.
Bonuses: Standard cyborg bonuses of +3 save vs magic, +5 vs possession, impervious to Bio-Manipulation, Telemechanics(all), See Aura, and any attacks that do damage directly to Hit Points.
+4 initiative
+5 strike/parry
+6 dodge, +8 dodge in flight
+3 Pull Punch
Penalties: Touch/tactile sense is 70% of human norm.
Prowl penalty: -10%

Special Skills/Training---Use standard ‘Borg, Cyborg Soldier, or Headhunter OCC. Turin conversions receive special training in Pilot Jet pack(+10%)
Black Market Cost: 6 million credits with all standard features, weapons, and sensors.

Standard Bionic Features
Note: These features are all found in the bionic and
cybernetic section of the Rifts RPG.
1. Bionic lung with gas filter & storage cell
2. Built-in language translator
3. Built-in radio receiver & transmitter
4. Clock calendar
5. Gyro-compass
6. Modulated voice synthesizer
7. Multi-optic eyes
8. Built-in loudspeaker
9. Universal headjack with amplified hearing and sound filtration systems.

Special Features:
*Hardened Circuits---A feature growing to be standard in Paladin Steel-made combat cyborgs. Shields the ‘borg’s systems against EMP and other electrical-disruption attacks.

*Integral Jet Pack---Airbreathing turbojet is currently the standard, but contragravity units are expected to become available.

*Robotic Strength Enhancement---Special hydraulics and servomotors give the Turin Robotic Strength with respect to damage.

* Hip Compartments(2)---Can store personal possessions or additional ammunition/small pieces of equipment in two leg compartments.

Weapons Systems:
1) Shoulder Missile Pods----The Turin was designed to accommodate modular missile pods on the shoulders. The PSTT-M19 ‘Slammer’ Mini-Missile Launcher was chosen as standard, because of its simple easily produced design and low cost, well within the ability of most Central Alliance industry to manufacture. The missile pod is also compatible with standardized hardpoints on a number of light combat vehicles, simplifying logistics.
Though the siting of the missile pods does interfere with the sensory arc of the cyborg, especially to the back and sides(at least until the introduction of the sensor mast option), most Turin-users LOVE the firepower the twin launchers afford them, and in any case the launchers are cheap enough that once their payload is expended, the pods can be jettisoned, freeing up the cyborg’s full peripheral vision.
Weight: 45 lbs unloaded, 120 lbs fully loaded
Size: Roughly 6 ft long and 1.4 ft in diameter
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1-19(all)
Payload: 19 mini-missiles
Cost: 20,000 credits (mini-missiles cost extra)

In the alternative, the Turn’s shoulder mounts can accept the following:
b)Cyborg Machine Gun
Range: 2,000 ft
Damage:(SDC) 1d6x10 SDC per 10 rd burst
(MD) 1 MD single rd, 2d4 MD per 10 rd burst
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
Rate of Fire: ECHH
Payload: 600 rd drum
Cost: 18,000 credits

c) Copperhead Anti-Tank Missile Pod---Uses PS ‘smart’ armor killers for more accurate fire. Being an older technology, PS felt secure in licensing manufacture to Central Alliance companies.
Range: 1 mile
Damage: Armor-piercing: 2d4x10 MD, no blast radius
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 5 shot pod
Bonuses: +5 to strike
Cost: 70,000 credits

d) Heavy ATGM---a medium-range armor-piercing missile warhead
on a foreshortened rocket booster, with command guidance, for
making precise anti-armor kills. Another weapon PS/ASI felt was well within the ability of Noldek’s less advanced industries to produce.
Range: 1 mile
Damage: 3d6x10 MD to 20 ft blast radius
Payload: 1 per hardpoint
Bonuses: +5 to strike
Cost: 20,000 credits per missile

e) .50 Caliber Machine Gun---The old reliable ‘Fifty’. An oldie, but
still a goody. Though considered archaic by most modern militaries, this weapon is well within the capabilities of the Central Alliance’s poorer worlds to manufacture and supply.
Range: 6,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD)
per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd
burst.
(High Explosive) 3d6x10 SDC single shot, 1d6 MD per
10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to
strike with bursts. However, the tracer stream also makes it that
much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 300 rd box magazine
Cost: 8,000 credits

f) 40mm Grenade Launcher---Another ‘archaic’ weapons system improved with more reliable wear-proof materials and streamlined mechanics.
Range: 7,000 ft
Damage: (Fragmentation) 4d6 MD to blast area of 12 ft
2d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
3d6x10 MD to blast area of 8 ft w/ 10-rd burst
Rate of Fire: Standard
Payload: 100 rds
Cost: 50,000 credits

g) TW Missile Launcher---Can fire either 19 Light or 6 Heavy TW Rockets. Though magic is for the most part dismissed(or, for anybody familiar with the rebellion on Shallow Hope, distrusted), Central Alliance merc Turin converts learned to love some of the spectacular effects possible with TW weaponry, especially Negate Mechanics or Engine Flame-Out warheads, against combat mecha on the Travesdeen front.

h) Micro-Missile Launchers---Though not yet availabe in the Central Alliance, the Uited Systems Alliance DOES make use of micro-missiles, and Turins in USA service can carry launchers for up to 50 20-30mm micro-missiles each pod.


2) Forearm Hardpoints(2)----Can be fitted with any arm-mounted bionic weapons system of the cyborg’s choice----Forearm blasters, retractable vibro-blades, or a mini-missile launcher.

3) Head Laser---The head mounts a ‘see and shoot’ optically-aligned light laser, allowing it to engage targets handsfree. Lock, lock, and shoot.
Range: 1,500 ft
Damage: 2d6 MD single blast
Rate of Fire: ECHH
Bonus: +1 to strike
Payload: Effectively Unlimited

4) Optional use of hand-held weapons. ----The Turin can use its hands to pick up additional human- or ‘borg-scaled weaponry and use them.

Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch( 2 attacks) 3d4 MD
Kick 1d6 MD
Leap Kick(2 Attacks) 2d6 MD
Flying Kick(2 Attacks) 4d4 MD
Judo-Style Throw/Flip 1d4 MD
Body Block/Ram: (2 attacks) 1d6 MD

Options:
The Turin can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with improved sensors. communications, and targeting gear.

*Mini-Radar---This takes the form of a head vane or crest(40 MDC) that can be raised above the obstruction of the ready-position missile pods, giving the ‘borg some warning to approaching dangers from the back and sides. 5 mile range.
Includes an EM deetctor for detecting other radars.
Cost: 230,000 credits


*Extra Sensor/Multi-Optic Mount---The Turin can be fitted with an additional sensor mount in the back of its large head, giving it a full 360-degree field of vision. However, long-term users of this option report that the constant sensory input gives them headaches and strains their mental endurance, leading to long-term mental problems. Some users attempt to avoid this by switching off the ‘third eye’, turning it on only when absolutely necessary, but this practice negates the bonuses from the mounting.
Bonuses:(Do not apply to part-time users) Cannot be surprised when awake, +2 to initiative, +3 to dodge, +1 to disarm, +5% to Detect Ambush, Detect Concealment, Detect Traps, and Intelligence, +10% to Cardsharp, and can pick up one Trick Shooting skill
Penalties: Pick up a random phobia at levels 3,7, and 12.
Cost: 10,000 credits

*Leg Grenade Racks(1-2)---These are racks on the outside of each lower leg that can each hold 4 Light or 3 Heavy Grenades or Fusion Blocks. The cyborg can command-drop them like bombs(no bonus to strike unless possessing W.P. Thrown), or manually detached and thrown or placed. Though not everybody is comfortable carrying explosives strapped to their legs, a number of armor-hunter Turin operatives have become quite adept at doing ‘touch and go’ sabotage strikes, landing on a target vehicle, such as a combat robot, and dropping adhesive charges on them before flying off before the charges go off.
Cost: 800 credits + cost of grenades/explosives

Variants:
As with the Aries, PS/ASI is experimenting with replacing the jet pack with a contragravity(CG) propulsion unit, which would greatly improve performance. Rumor has it, Noldek’s elite CyberHawks are already fielding such units.
.
*PS-FC-61N---Navalized Turin, with water-seaking on all joints, and a hybrid air/water thruster system replacing the jetpack. It can still fly, albeit at a much slower 190 MPH, but can also power underwater at 35 MPH, maximum depth of 3,000 ft. A mini-sonar system is fitted, with a range of 5 miles, the head laser modified with a blue-green frequency adaptive optic, and the missile pods can be swapped for mini-torpedoes. Surprisingly, General Noldek bought up most of the first run of this specialist cyborg frame, leading to speculation that he is either equipping his neglected wet worlds, or contemplating punitive action against the amphibious Golgans.

Re: Paladin Steel Storefront

Posted: Fri Nov 20, 2020 9:10 pm
by taalismn
(Yeah, I cheat, creating new spells just to use in TWizard gear...)

PS-TWTran03 Transpole Teleport Device
(aka ‘Port-Staff’)
“It’s easy to use; it brings what’s over THERE to over HERE.”

“Twelve carats of lapis lazuli, megadamage alloy tube, state of the art battle scope for target acquisition. It’s one expensive piece of portable pipe, but when you’re able to snatch somebody from the jaws of death and into the lap of safety, it’s worth every bleeding credit!”

The ‘Transpole’ is a portable teleportation device developed to make use of the recently discovered Teleport Grab spell.
The Transpole resembles a slim staff-like telescope(though a look down its barrel will reveal it to be stuffed with opaque lapis lazuli crystals and an ectovapor booster tube), with an articulated joint in the middle, and a small sighting scope on top. To operate it, the user sights in on a target with one end, and points the other end where they want the teleported target to reappear(typically next to or behind the operator). As long as no solid barriers)like windows) or forcefelds and other energy barriers, stand in the way of the line of sight path of the Transpole in its target and the end point, the device can dematerialize the target through as little as a cracked-open window(or even a metal screen), and re-materialize it at the other end of the device focus.
Since its introduction, the Transpole has caught on with rescue workers and special operations personnel. Snatching imperiled disaster victims from otherwise inaccessible locations, abducting target personnel from under the noses of their own security, or saving hostages from under threat has become a whole new ball game with the Transpole.
Weight: 4.7 lbs
MDC: 25
Range: 1,600 ft in either direction(in front/behind, so if sending the teleported object/person directly behind them, the operator can displace the target up to 3,200 ft from its starting point).
Damage: None; the Transpole, as long as it has unobstructed line of sight on a target, can teleport up to 2,000 lbs of mass
Rate of Fire: ECHH
Payload: Each teleport costs 104 PPE
Special Features:
*Sighting Scope
* TW Range Booster
*PPE Clip Adapter---Accepts most PPE clips or takes a direct PPE feed from a mage or psychic.
* Optional Handgrips
Cost: 348,000 credits
Options:
The sighting scope can be fitted with various optical enhancements, such as low-lite and thermal imaging, allowing the user to better sight in o a target in difficult conditions. Battle rifle scopes are a common substitution, allowing for better accuracy in target acquisition.

Re: Paladin Steel Storefront

Posted: Fri Nov 20, 2020 10:34 pm
by Omegasgundam
Now that I managed to find the forums again, laugh it up, I can comment. The TW stuff is as odd ball as ever, but niches and obvious utility abound. The Grav-Arrow is an obvious combo, and something everybody that can do something about would jump on trying to counter. And the Turin looks like a Cyborg Samas, which isn't a bad start. It being fully produced in the CA will only help its popularity, and its relative simplicity is a natural selling point in the barely civilized warlord land.

Re: Paladin Steel Storefront

Posted: Fri Nov 20, 2020 11:02 pm
by taalismn
Omegasgundam wrote:Now that I managed to find the forums again, laugh it up, I can comment. The TW stuff is as odd ball as ever, but niches and obvious utility abound. The Grav-Arrow is an obvious combo, and something everybody that can do something about would jump on trying to counter. And the Turin looks like a Cyborg Samas, which isn't a bad start. It being fully produced in the CA will only help its popularity, and its relative simplicity is a natural selling point in the barely civilized warlord land.


:D Thanks. I have you to blame for the Turin, as I thought about your comment about General Noldek wanting a corporate factory in his backyard to supply his forces. I was thinking of creating a whole new world for the factory to be placed on, but decided to look around first to see if there was any existing planets , ideally canon ones, that might fit better...and lo and behold, Ungersoll jumped out, and was PERFECT for the role of host-planet. I'll be expanding more on Ungersoll and its situation, but suffice to say, it will be like Bionic Boeing comes to Backwater.
And I had a vague idea for a new 'Borg, from bits and pieces developed for several new ones, and again, I realized, it would be PERFECT for the Central Alliance and Ungersoll., technology- and public relations-wise..so many pieces coming together, it was, as KS himself said of Archie-3 and the Republicans, like it was writing itself.

Gotta love that feeling... 8)

Re: Paladin Steel Storefront

Posted: Fri Nov 20, 2020 11:52 pm
by Omegasgundam
My head cannon is that PS generally runs on 'beauty of the engineer', which is distinctly different than 'lowest bider'. They CAN make nice looking things, but their developers would rather spend that effort increasing performance a few percentage points. Yes, they're oft some form of eyesore, but they're eyesores with a great deal of deliberate purpose and utility behind them. Jelko Rodula wouldn't particularly care for it, but he would consider a legitimate school of thought with a valid argument behind it. It not like they're cutting corners (beyond deliberate absolute minimalist designs).

Re: Paladin Steel Storefront

Posted: Sat Nov 21, 2020 12:28 am
by taalismn
Omegasgundam wrote:My head cannon is that PS generally runs on 'beauty of the engineer', which is distinctly different than 'lowest bider'. They CAN make nice looking things, but their developers would rather spend that effort increasing performance a few percentage points. Yes, they're oft some form of eyesore, but they're eyesores with a great deal of deliberate purpose and utility behind them. Jelko Rodula wouldn't particularly care for it, but he would consider a legitimate school of thought with a valid argument behind it. It not like they're cutting corners (beyond deliberate absolute minimalist designs).


Damnit, you're reading my notes again!
That's EXACTLY what I've got written up in my Foreign Relations: Updates(which will also include some farther-reaching fallout from the debacle over Altess Prime), but yeah, Jelko sees PS/ASI as a legitimate rival to go up against once they deep-trench Naruni Enterprises, but he means to compete with them honestly, on the strength of design and popular demand..and he's got aesthetics locked in. Though if he can entice some of those PS/ASI engineers over to work for Hartigal, he could teach them a thing or two about armament as ART.

Re: Paladin Steel Storefront

Posted: Sat Nov 21, 2020 9:45 pm
by pad300
taalismn wrote:...
Since its introduction, the Transpole has caught on with rescue workers and special operations personnel. Snatching imperiled disaster victims from otherwise inaccessible locations, abducting target personnel from under the noses of their own security, or saving hostages from under threat has become a whole new ball game with the Transpole.
...
Range: 1,600 ft in either direction(in front/behind, so if sending the teleported object/person directly behind them, the operator can displace the target up to 3,200 ft from its starting point).
Damage: None; the Transpole, as long as it has unobstructed line of sight on a target, can teleport up to 2,000 lbs of mass
...


You've given them this capability, and they're using it for "rescue".... Do the words Combat Insertion mean anything to you?

Re: Paladin Steel Storefront

Posted: Sun Nov 22, 2020 1:47 am
by taalismn
pad300 wrote:
You've given them this capability, and they're using it for "rescue".... Do the words Combat Insertion mean anything to you?



That's why I have people like you to remind folks how one can properly (ab)use my stuff. :D

But yeah, it can be used for those nifty 'heavily armed and armored soldier appears right behind you, weapons leveled and sporting a ###-eatng slasher-smile so big you can feel it through his helmet' moments.

What used to be known as a 'Kodak moment'.

Re: Paladin Steel Storefront

Posted: Tue Nov 24, 2020 3:35 am
by Omegasgundam
Once I finish my current projects, I'll do an updated commentary on the new stuff you've posted since the last time.

Re: Paladin Steel Storefront

Posted: Tue Nov 24, 2020 6:23 pm
by taalismn
:lol: I look forward to hearing what the marketplace has to say....always a way of generating new variants, upgrades, updates, and shaping future product projects.

Re: Paladin Steel Storefront

Posted: Wed Nov 25, 2020 8:57 pm
by taalismn
(Got some inspiration from Iczer’s Metaphysical Regeneration power(Minor)).

WHITE PLUTO---The Mage Aug

“Ideally, we aim to create a means to enhance the physical performance and resilience of a magic-user without curtailing their ability to use their magic and grow more proficient in the use of their abilities. We mean to add to them, not supplant them.”

“You’re going to need more than just a magic sword and the say-so of some supernatural muckamuck in the background if you’re going to face the Darkness in this city and have any real chance of winning, ma’am. And it sounds like you don’t want to sit back and let the Army handle the situation. So you’re going to need a personal edge. Evil’s always pushing the state of the art, why can’t the Light as well?”

<“CT scans are updated? Good; let’s start mapping the protection arrays on this young lady’s skull. Akosima, make absolutely sure the chakra-point alignments mesh with the ecto-weave; I don’t want ANY weak spots in either the subdermal or the etheric protections! Remember, people, this ‘holy warrior’ is going to be facing things that can SEE magical energies! I don’t want all our work unraveling because some loose end gave a demon a way in!”

“It’s a matter of what we can replace versus what we can reinforce. Magic, unlike psionics, seems to rely more heavily on predisposition and balances. We can’t just MAKE a mage, the potential has to already be there, And once we’ve identified that potential, we have to determine what we can safely overlay it, without smothering or alienating it by altering the host environment of the mage’s body so much the magic refuses to take hold anymore. The mage’s own attitudes also have to be taken into consideration; if they feel that they’ve physically changed so much that it’s unnatural, then they’ll more than likely lose their magic right then and there. We have convince them on both the physical and mental level that they’re not so different, just BETTER.“

<“-okay, now ready to lower! But first, check the ratios; remember what happened when we had too much liquid sunshine? Bleached that brunette almost albino-white! Bet this lass wouldn’t be happy with her red hair going pale pastel! Mana content looks good, oxygenation just right...Okay, lower and let her soak in it for the next forty-eight hours.”

“WHITE PLUTO won’t turn you into a megadamage being twenty four-seven like other Class IV jumps, but it will make you over into a much stronger and tougher beast, especially when you power-up. And you’ll still have your spell casting abilities if you started out as one. Still, you’re going to have to be on your toes and live smart, because you still have weaknesses that an opponent can take advantage of. You may be able to whip a Mystic Knight’s ass in an open fight, but they can still geek you in your bed when you’re asleep and powered-down.”

“...i thought you NEGATED her magic, Kutuka.....that doesn’t look like she’s negated...”

While Paladin Steel’s COBWEB ATTIC initiated psionic research programs have shown the way to successfully enhance and even generate psionic potentials, and advanced genetic engineering can now grant recipients meta-abilities and anti-supernatural powers bordering on mystic, true magic has always posed a barrier PS bio-techs could not crack. Bio-systems and TW cybernetics have proven slightly more acceptable to mages than cold-tech equivalents, but have never been able to grant them the same degree of enhancements available to non-mages. Thus, magic-users have tended to be the weaker parts of the GNE’s superpowered lineups of troops, and have have had to proceed onto the battlefield escorted and shielded by other augmented soldiers while they work into position to use their magic to best effect. To many mages, this is seen as something of an affirmation of their philosophy in that the industrialized science of the GNE cannot substitute for True Belief in the study of magic. The bio-techs have, however, continued to worry at the problem.
WHITE PLUTO is the result of exhaustive studies and painstaking research on how to instill permanent enhancements in magic users.
WHITE PLUTO more extensively uses ‘bio-cell’ biotech acquired from the Cambridge Jungle tribes to ‘gestate’ the bio-mod recipients, as the living equipment seems more naturally receptive to magical energies than the normal ‘techno-tubes’ and ‘metal wombs’ used by other augmentation procedures. Recent knowledge exchanges with the United Worlds of Warlock helped with several hurdles, especially in the special steroid cocktails to increase the recipient’s PPE absorption and retention levels.
Recipients are threaded with ectofiber mesh and thousands of individually micro-etched crystal chips are embedded in the patient’s skeleton. Then the patients are ‘soaked’ in PPE-rich alchemetically-fortified solutions for several days, while being infused with special PPE-enhancing steroids. The ectomesh acts as an amplified PPE absorption and storage mechanism that the recipient can draw upon. The strength of WHITE PLUTO is that it offers its bonuses without adversely affecting the recipient's existing powers and skills(aside from some adjustment to get used to the altered internal ‘pathways’ of magic when performing spells. The aug recipient need not change OCCs, unlike other more radical permanent magic-power-ups.
While WHITE PLUTO is decidedly tame in regards to its basic physical bonuses, compared to other augs, the fact that it exists at all is cause for great joy in the biotech community. Many hope it is the first in a new line of mystic augmentation to come.
(In game terms, WHITE PLUTO works almost like a Heroes Unlimited Mystically Bestowed Abilities laid on top of an existing magic class, only with diminished bonuses)

Powers/Abilities:
*Subdermal Enhancement---This is an attempt to duplicate the Extraordinary Physical Endurance(Minor) implants of PS’s other enhancement packages, only using more magic-friendly materials:

*Increased SDC Integrity---DOUBLE the recipient’s starting SDC thanks to the ectomesh reinforcement.

*Magic Resistance---The ecto-mesh also acts as insulation against paranormal energies: +4 save vs magic and psionics

*Enhanced Regeneration---The ectomesh draws upon ambient magic to slowly heal any wounds the aug may recieve; typically heals at a rate of 1d6 SDC or 1d4 HP every 5 minutes under most circumstances, 4d6 SDC/2d6 HP per 5 minutes on a ley line, and 2d4x10 SDC/6d6 HP per minute on a nexus. Also gets a +1 save vs coma/death, +1 vs toxins/poisons, and a +4 save vs disease, thanks in part due to a ‘halo effect’ from the magic enhancements.

*Magical Protections----Working from their experience with EctoBionics and implants, PS biotechs have managed to embed a number of mystic protections into the skin, flesh, and bones of WHITE PLUTO recipients. These are fixed-level(typically 10th level) and do NOT increase with the aug’s experience.
- Armor of Ithan( 100 MDC , 3 PPE per activation, 10 minutes duration )
- -Impervious to Energy( 10 PPE per activation, 20 minutes duration )

Plus; choose 3 from the following list:

-Breath Without Air (3 PPE per activation, 30 minutes duration )
-Impervious to Cold( 5 PPE per activation, 200 minutes duration )
-Impervious to Fire( 3 PPE per activation, 50 minutes duration )
-Invisibility to Sensors ( 10 PPE per activation, 20 minutes duration )
-Invulnerability(13 PPE per activation, 10 melees duration )
-Magic-Adrenal Rush( 23 PPE per activation, 10 melees duration )
-Mask of Deceit( 8 PPE per activation, 1 hour duration )
-Mystic Invisibility( 13 PPE per activation, 50 minutes duration )
-Resist Fire( 3 PPE per activation, 200 melees duration )
-Sorcerous Fury( 35 PPE per activation, 10 minutes duration )
-Superhuman Endurance( 6 PPE per activation, 2 hours duration )
-Superhuman Strength( 5 PPE per activation, 20 melees duration )
-Sustain( 6 PPE per activation, 240 hours duration )
-Wakefulness ( 3 PPE per activation, 10 hours duration )

*PPE Boost---+2d4x10 PPE

*PPE Regeneration--- Regains an extra +1d6 PPE per hour of rest, +2d4 PPE per hour of meditation

*Sense Magic--- The ectofiber mesh acts as an antennae for detecting magical energies. The recipient can pick up on magic energies in an 100 ft radius of themselves, feeling it as an almost tactile stimulus in the direction of the magic. This gives them a +1 on initiative against those using magic or paranormal means to cloak themselves and sneak up on the person.

*Magic Attack Power----The WHITE PLUTO aug’s physical hand to hand attacks are considered magical in nature.

Penalties:
*Magic OCC Restrictions---Mystics CANNOT benefit from WHITE PLUTO augmentation. They just won’t have it; they claim that the ‘unnatural’ implants destroy their connection to the natural and mystic world. Nobody’s tried to force the issue to find out if this would prove true. Similarly, many Summoners’ supernatural ‘patrons’ object to their host-avatar-agents accepting enhancements from other sources.
WHITE PLUTO CANNOT be used in conjunction with magic tattoos.
Supernatural and naturally MDC beings, including True Atlanteans, cannot take WHITE PLUTO augmentation.

*Magic Energy Trace----The booster network radiates small amounts of magic energy, making it difficult to disguise from magic senses, unless special measures like masking magic or magic energy insulation is used. .

*Spell Strength Retardation----Recipients of WHITE PLUTO actually LOSE a level in spell strength as they adjust to the new abilities. After adjusting, their magic spell-strength advances as normal with experience.

Total bonuses:
+2 M.E.
+1d4 P.E.
+1 P.S.
DOUBLE SDC.
+2d4x10 PPE
+4 save vs magic and psionics
+1 save vs coma/death
+1 vs toxins/poisons
+4 save vs disease

Re: Paladin Steel Storefront

Posted: Thu Nov 26, 2020 1:59 pm
by Omegasgundam
Its not a MASSIVE boost, but for the first working example it'll do. Does the Mystic restriction apply to Mystic Knights? Its arguably a variant class, so likely. The Warlock Marines will be interested to be sure.

Re: Paladin Steel Storefront

Posted: Thu Nov 26, 2020 9:21 pm
by taalismn
Omegasgundam wrote:Its not a MASSIVE boost, but for the first working example it'll do. Does the Mystic restriction apply to Mystic Knights? Its arguably a variant class, so likely. The Warlock Marines will be interested to be sure.



It SHOULD...aside from being physically fit like Jesuits, they don't seem to have an existing artificial augmentation.

But yeah, aging a wizard is like quite difficult, balance-wise, because they already have a major edge with their magic....but the edge gets smaller and smaller with other types of augmentation surpassing them.

Re: Paladin Steel Storefront

Posted: Fri Nov 27, 2020 8:27 pm
by Omegasgundam
I need to post some revised ship designs into the relevant thread before I can post all of my can dump all of my scriblings, so have the Personnel Equipment, Ground Platforms, and Bio-Science parts.

ASI/Paladin Steel Personal Equipment
    ---General Vlar Reltish

While I’m stuck behind a desk these days, which I am bitter about, apparently people actually care about my opinion on equipment. It's as good a way to blow off pointless paperwork for a while, so here I am going over various developments, and there’s been no shortage of them. The Minion War and its aftermath has been a stellar shock to just about everyone, and eyes have been closed for centuries have been forced opened. PS, being dynamic outsiders with nutty but effective ideas for how things can be done, has been getting the attention it needs to turn over apple carts, and the traditional arms manufacturers are scrambling to catch up. And then there’s the UWW’s rearmament program.

Weapons
Beyond PS coming out with new anti-Demon kit, they’ve gotten a **** load of exposure due to the Warlock Marines buying in. The UWW’s personal equipment has always been the laughing stock of the major forces, but them dumping the whole lot made a lot of waves. I’ve attached a brief overview below, along with the new toys since then.

    Pistols and Rifles: While there’s nothing new here, distribution has gone way up with the licensing arrangements to the UWW. This has led to PS weapons being taken much more seriously, with the resulting reviews causing their popularity to further increase. As a side effect, a massive number of firms have started knocking-off their public offerings to varying degrees of accuracy, but that’s the nature of the industry.
    Spoiler:
    PSLP-3 ‘Asp’: The compact Asp is making massive inroads into the HI-30’s turf, with the reduced range being near irrelevant to its buyers.

    PSLP-5 ‘Krait’: While bulky for its mass, its burst capabilities make it an attractive alternative for those that would otherwise use the HI-10 as their primary weapon.

    PSLR-10 ‘Maximus’: The GNE has mostly stuck to it, but they’ve managed to admit that it's a bad choice for urban combat. I’ll never be a fan of it.

    PSLR-52 ‘Chintis’: It's a HI-80 in a better shell and an awesome scope, so the wider AJC loves it.

    PSLR-50 ‘Widower’: The Warlock Scouts are naturally all over it, and it has gained a strong following among the hobo-parties that have access to it. Again, the range is applicable in its niche, which is why I don’t give it flak.

    PSIP-21/2098 ‘Zazzer’: The Zazzer has started getting the attention it deserves, and is making major gains in the HI-30 and HI-10’s market share. There’s a lot of people that want a bit of protection these days, and the Zazzer has all the features you’d want at a low cost.

    PSIP-17/2098 ‘Kepper’: The other big alternative to the HI-10, the Kepper has become the boarding pistol of choice for marine forces.

    PSPBW-7 ‘Kirang’: The Warlock Marines have formally dumped their garbage PB guns for this, and it's well worth the ~35K Credit cost. While not having the damage output or energy efficiency of the HI-80, it's much more compact, which is key in the close range fights it gets pulled out in. The Warlocks are also used to using Particle weapons, so there were familiarity factors involved as well.

    PSPBW9 ‘FlareHammer’: Its high damage potential, decent energy efficiency, and lower cost have made it an alternative to the HI-80 in large parts of Thundercloud. There’s a lot of odd stuff out here that’s resistant to lasers but vulnerable to PBs, even if the difference is a bit marginal. The curse of the Black Hole Projector.

    Other Particle Beams: The other ones worth using are held as internal use only, so don’t expect to see the Nova or BlueBolt outside of their hands anytime soon.

    Various Plasma Weapons: Other than the Incendii, none of the public offerings have been considered particularly worthwhile, but the ex-Kittani hand cannon does notable sales to people that don’t want to buy Naruni.

    GrP-02 ‘Astra-Omega’: Sweet Forge this thing has taken off. The ONLY thing the Jackhammer can claim over it is maximum damage potential in bursts, and that’s nowhere near enough to compensate for everything else. Kinetics have made a major surge with Infernal vulnerabilities, so the AO has been flying off the shelves. This has also led to it being THE most knocked-off gun of all of PS’s offerings.

    GrAR-05 ‘Thumpa’: Wolfpack has released an upgraded model of the -15 that matches it, but their reputation is in bad enough shape that those that can get it prefer the ASI original. The second most knocked-off for obvious reasons.

    Various Kinetic Weapons: Increased awareness of the capabilities of modern MD Explosive rounds have made mundane S-Factor hand weapons much more relevant, and ASI is the largest distributor on the galactic market.

    Heavy Weapons: The various big guns are only slightly behind the personal arms, particularly when you factor in how barren the local field is when you take out Naruni.
    Spoiler:
    PS-RFL2-33D Blazer: A massive upgrade/replacement to the original, this Laz-MG has less hitting power but more range than the finalized HI-300, and has a far lesser price tag. I can definitely see it as a good vehicle mount, with a fusion plant allowing it to use the more wasteful bursts and an FCS letting you actually use the range. You can expect a lot of their PA’s to switch over to it as the hand held energy weapon of choice, likely with a more robust chassis for cyborg proofing.

    PS-RFL-41 ‘Slasher-B: Well over the man portable line, this heavy PA/Cyborg weapon combines 4 of the lasing elements of the -33D into a single package. Naturally pricey, but the output can be worth it. There’s a bigger version for full vehicles with even more range, and both Fredette and Kelson say it's good for its weight class. More in the former than the latter’s wheelhouse though.

    PS-HPBC-21B: Technically in Fredette’s house, but he’s not covering individual weapons this time so I’ll do it. This is an upgraded version of the Megabago’s gun that solves the RoF issues, so it’s naturally been eaten up by anybody that uses it. The range isn’t up to Naruni’s equivalent, but the power draw is way more manageable. I expect to see it as a formal turret mount for their lighter tanks pretty soon, and I’ve seen a few field conversions.

    PPR-4B ’Comet Rifle’: The upgraded model solves the rate of fire issues, making one of the best Plasma weapons that I know of. The Warlocks have ditched their old Volcano Rifles for it, and they’re not looking back. It’s naturally pricey, but well worth it.

    M811 ‘Gunther’: The Warlocks are naturally all over a TW munition delivery platform, so they’ve purchased ship loads of them. They’ve also proved to be portable enough that mid range hobo-parties pick a few up as a cheap alternative to missile support, but usage has been as scatter shot as you would expect.

    GrHW-01 ‘Flama’: The Warlock Marines have eagerly adopted the weapon as a replacement for the CG-55, and I wouldn’t mind it replacing the GR-25 for PA use. Wolfpack is frantically working on an upgrade, but I’m not going to hold my breath over it coming out anytime soon.

    Various Light Autocannons: The Minion War has caused an explosion in demand for kinetic weapons, and the lackluster nature of Wolfpack’s lineup has become painfully apparent. PS’s various near-grenade launchers have become quite popular as a result, and have been knocked off everywhere. The FWC was arguably the first, but only just.

    Munitions and Launchers: PS pushes the definition of what people would consider conventional, and is responsible for every meaningful new munition in the past century other than K-HEX.
    Spoiler:
    15mm Micro Missiles and Launchers: These have been getting a lot of press, and a lot of people are ditching old school Mini-Missiles for them on their ground platforms. The only thing the beer cans have over them is blast area and void usability.

    RFGR-01 ‘Rifger’: They turned a MANPAD into an X-Ray Laser delivery platform, which REALLY ups the effective range and makes it difficult to intercept. This makes it a lot more useful as a deterrent, at least in space. The other munitions are conversions of their Stinger designs, which are effective against energy immune targets. While the X-Ray missile is a bit of stretch right now, I’ve pulled some strings to get Procurement to look at the Stingers.

    ’Superzooka’: Once the basic idea permeated, just about everybody has kitbashed an equivalent. Even semi-modern industry can pump out basic atmospheric rocket motors for a fraction of the cost of a full void use one, which makes the warhead nearly all of the price tag. The FWC is naturally the ones most into it, but the Central Alliance is right behind with their massed cyborgs.

    LGCGL03 Gravitic Grenade Launcher: A bit large to be used as a man portable weapon, it can easily serve as a replacement for low end vehicle GR weapons on PA, Cyborgs, and Light Robots. The expanded munitions list makes it clear we’re still playing catch up in kinetics, but Fredette’s people are working on some equivalents.

    PsiM-01 Phuzz Grenades: Another one of those ‘no ****’ ideas that they come up with, my Noro coworkers have assured me that these things are absolute bastards to deal with. They’re psionic flash-bags, and while they only work on psionics they can be crippling.

    Gravitic and Reduced Force Gravitic Munitions: The Assembly went for broke in funding a countermeasure to these things, so most of the CAF won’t have to worry about being spatted in our own armor. That said, they are still nasty, and PS has put them in anti-vehicle ‘Grav-Arrow’ missiles to **** up CG engines and potentially paste the crew if they skimped out on refits. We’re starting to see our own enter the logistics system, and the TGE can’t be far behind, so we’re going to have to adapt to hard cover not being perfect.

    Monofilament Munitions: Much to nobody’s surprise, this **** has spread like wildfire. The FWC just LOVES this stuff for obvious reasons, and everybody has been trying to find effective counters.
Personal Armor
Apparently some people want to know about their other armor options, so here’s the ones I consider noteworthy.
Spoiler:
HazMat-K2: While these sorts of armor are nothing new, PS naturally expects them to get drawn into actual combat, which makes them less of a pain to wear. I’ve had reason to use them a few times, and they were way less of a problem than the local models I’ve had to deal with previously.

Thermal-Guard 8 Heavy EBA: Specialist exoskeleton for magma jobs. As usual, it's more agile than its local counterparts, but that means ‘less horrible’ in this case. I know of a few recent ops where teams had to hit hot-mining facilities, and this was the only viable choice.

LVEBA-09 Kinetic Armor: Anti-kinetic composition, but the low overall protection means it's best suited for police forces. Most of their precincts have it as standard issue if they don’t need actual mil-spec equipment.

HEBA-10 Heavy Kinetic Armor: A heavier version of the above, the ‘Stay-Puff’ is meant for riot forces and institutional guards, which takes on a new meaning with the superpowered oddballs the GNE has to deal with. While not acceptable for the field, I know a lot of MP detachments have ordered them in small batches.

PPAug-03/04 ‘Muscle Jacket/Pants’: Low profile near exoskeleton segments to wear under clothes and full EBA. While distinctly niche, it helps with using the big guns. I’d like to have a comprehensive all-in-on set, but they work well enough when hooked up.

VEBA-Aug-10 ‘Bounder’: Halfway to Naruni’s Thermo-Kinetic armor, the all round protection is a little bit lacking for my tastes, and it's currently expensive. Still a work in progress though, so I’ll wait to see the next model.

VBA-07 ‘Super Skin’: A successful reverse engineering of the Splug Bodysuit with more coverage and a PS load of options. They’ve naturally been selling a tremendous number of them to the usual suspects.

VBA-08 ‘Stud Mesh’: Bodysuit with a bit more protection than normal for exhibitionists. Beyond athletes, it's popular among Technowizards due to being a good basis for augment spells.

DSEBA-02 ‘SuperNewt’: Hardshell light exoskeleton for underwater use. It's not ment for combat, but it has some weapon/tool options that are usable for such, and its mobility is good once it's under.

ASEBA02 ‘Trekker’: I can hardly believe that a second gen Space Suit can be so effective, but this is well above the market standard. There are better designs, but they cost serious money.

ASEBA03 ‘AstroWanderer’: Industrial cleanup suit. Things like rad resistance were a lot higher priority than flexibility, and if you have reason to want that you’d agree.

ASEBA04 ‘Starwalker’: Light Exoskeleton with a good list of features. Almost as protective as Heavy Battle Armor, but the limbs are a bit lacking. The next model will likely solve that.

VEBA-05TW Excexion: Apparently something of an engineering test for TW armor, the stupid spell suite was copied of a POS that the Splugs are selling for silly amounts of money. They have to have ripped them out and given it something actually useful by now.

VEBA-12CLTW ‘Magex’: Mage usable armor is apparently always a pain in the ass, so this is going over like Ectofibre in the UWW after some style changes. The Warlock’s I’ve talked to consider the USA’s handling of their mage forces to be perfectly reasonable, typically giving me no end of apprenticeship horror stories.

TW ‘Fraunkensteen’ Lab Coat: A magic lab coat just makes so much sense coming from them. A good number of our own high end eggs heads have started to pick them up for safety reasons.

’Liquid Armor’: A TW creation, this gives a pretty good M-Factor for people that have issues using armor. It only lasts 48 hours, but I can think of a lot of circumstances where a can would be more practical than trying to smuggle in a full suit. There’s also a space use version.

Cyborgs
They’re making major inroads with the Center Alliance, so all of their export worthy models are entering General Noldek’s service in steadily increasing numbers. Compared to the local competition they take ‘mass production’ far more seriously, so it's a big shake up.

    PS-FC-61 ‘Turin’: Depending on how you look at it, it's either a down teched Aries or cyborg flying PA. It was developed for the Central Alliance market, and has a massive following due to being entirely local in production. It's primarily a missile boat design, but they can use all the usual Cyborg equipment. Tactically, they’re generally used as hoppers, and they’ve seen a lot of work in merc contracts against lower end neo-barbs.

AI Robots
The AI-phobia that the HA pushes has been dying down recently, particularly with all the stories of it being a self fulfilling prophecy, so there’s a lot less friction with these than previously. I haven’t heard of many new models, but overall production is climbing as the USA develops.

    PS-TAA03G ‘Gunnar’: An AI Armorer, it acts like every cliche range master you’ve ever heard of, and for all the same reasons. Assuming you're willing to trust a robot with handling the munitions you intend on using, it's fully competent, and I swear the few that we’ve picked up are conspiring with the old armory hands.

Smallkin
I’ve had more experience with these than Fredette, so the whole thing has been added to my pile. Most of the major USA planets have had enclaves/districts catering to them pop up, and the ones with the mental aptitude for it make serious money as technicians for high end electronic manufacturing. They’re also ubiquitous in maintenance departments, although the size issue prevents them from doing everything.

    PS-FCMcCFCR-04 ‘Pixen’: Stealth Cyborg turned into a piloted vehicle. It has its niche, and it's good at it.

    PS-FCMcCFCR-05 ‘Pug’: A Duelist that loses some range power for being less garbage in melee. It has its uses, and features a knock off of Thermal-Kinetic armor.

Technomagic
I’ve become more familiar with TW devices, but your promotion has given you access to the UWW’s taken on them, so you may as well read those instead if you want a complete and in depth list. I'll settle for a highlight reel of what I can understand and consider worth mentioning. The new facility on Noro-Gor has started producing the more peaceful ones, with the medical and sensory items needing no justification. Finally, if you read between the lines, the reason that our discretionary equipment budget has gone up is so that we can pick the most useful ones up. These are what I know some part of the CCW is interested in, be it the CAF, GSA, TVIA, or the lesser members of the alphabet soup.

    Utility Items: There are a good number of things that magic can do that tech either straight up can’t or not in anywhere near as compact a package, so we’ve started picking through the list for good buys.
    Spoiler:
    Multiplexor: People more in the know than me have gone to great length to explain how big a deal Spell Cards are. Every squad I have has picked one or more up. If you can only get one TW item, this is it, because with the right cards you can try your hand at everything else. It is THE utility pick.

    TWKMUT-01 Kinetic Manipulation Utility Tool: Hand held light tractor array. No end of uses if you can use your imagination. Common pick up.

    TWTTP-01 ‘OHOT’ Field Teleport Projector: They’re more of a GSA thing than an SF one, but we’ve picked a few up for covert demolitions and the like.

    TWOHD-01 ‘Fazzler’ Hypno-Optic Mental Effector Device: As an espionage tool, this is a must. They’ve already been made a restricted item by the TVIA, and the GSA is in negotiations for them.

    TWESD-01 ‘Thrall Seeker’ TW Enthrallment Spell Detector/Scanner: A critical anti-supernatural tool, every squad has picked up one up, and the TVIA is only slightly behind.

    Spirit Vacuum: Schadenfreude aside, it really is one of the best ways to deal with a possessive entity, as it catches it so it can’t immediately try again. I don’t even want to think about how many people have developed a need for this.

    TEMED-02 ‘Life Stick’ TW Medical Applicator: Assuming you know how to deal with its constant aura, it's a literal life saver. Most of my SF medics have picked one or two up.

    TEMED-03 ‘Breath-Eez’ TW Respiratory Medical Device: I know that Medical Division can’t get enough of them due to their ease of use and guaranteed effectiveness.

    TMED05 ‘Lax-Gun’ TW Medical Applicator: They produced a lot of these during the war, and as an anti-disease tool it has no technological equal. An absolute must when we’re dealing with bio-warfare BS.

    TMED06 ‘Wype-Lite’: Another Medical Division favorite.

    TW Kitchen Appliances: Look, after a few weeks in a Proctor you’ll be desperate for fresh food too. You can cut what they make with nutrition bars to cover any shortfall. We pass it off as a long term cost saving and logistics simplification method, but everybody knows that’s just an excuse.

    ’Hand Weapons’: Generally speaking, we don’t really care about direct damage dealing potential with the various weapon shaped devices, but it's a good format to direct a spell at somebody, so pistol looking tools abound.
    Spoiler:
    TW Auditory Intimidation Weapon Enhancement: Being able to make the other guy panic is valuable, and this comes in a convenient (and when appropriate dramatic) form.

    ‘Agonizer’ TW Pistol: Distinctly a GSA toy, and very much on the Noro naughty list.

    ‘Blackout’ TW Handgun: A kidnapping tool if there ever was one. It's more in the GSA’s wheelhouse than ours, we also do it from time to time, so they’re issued at the company level.

    TWSP02 ‘Kleener’ Spray Pistol: Pricy for a HAZMAT tool, it's worth the hassle if you expect to have to deal with nasty **** and and don’t have the mass/volume budget for conventional decontamination methods.

    ‘Spritzer’ TW Squirt Gun: The other big TW extraction tool we’ve picked up.

    NecroBlaster TW Pistol: Good in its niche, but we don’t have to deal with undead that often. We’ve picked up a dozen or so anyway because we sometimes do and they’ve been nightmares.

    ‘Life Shot’ TW Energy Pistol: Noro-Gor has started making a few of these, being considered entirely kosher and pure in ideal. Not many, being a really high level item, but it’s something they can aspire too.

    TW ‘Liberator’ TW Pistol: The UWW is mass producing these things to help with their Dark Coven problems, and we’ve picked up a few gross for obvious reasons. The TVIA has also gotten in on it.

    ‘Starlight Eagle’ Technowizardry Energy Pistol: We all know the stories for how nasty this thing is in its element, and I don’t think anybody is surprised by us picking an undisclosed number of them up. While we look for utility in our TW picks, we can make an exception for this pocket ship mount.

    TWHGL-02 ‘Oshi’ TW Grenade Teleporter Launcher: Every time I think of this little beauty, I have to chuckle a bit, because I had A LOT of fun with the examples I picked up during the war.

    TWER-01 ‘Straightener’ TW Environmental Repair Tool: This thing let you remove the combat evidence in seconds, which can make all the difference. And let's not even go into the actual cost savings.

    ‘Demolisher’ Heavy TW Rifle: While we’re interested, both the AJC and Warlock Marines have been hoarding every example produced for obvious reasons.

    Ordinance: The cheapest way to make a magic item is to have it be one use only, like a grenade.
    Spoiler:
    Various Enchanted Bullets: They have their uses, and we use them when relevant.

    Enhanced TW Rockets: Magic has always had a range problem, and this works around it for a large number of spells. We’ve set aside a portion of the munitions budget for these and the various mortar shells.

    TW ‘Superstink’ Grenades: These little monsters have developed a reputation, and it's entirely earned. Assuming you can stop the chuckleheads from using them in pranks, they’ve become an SF favorite.

Other
And then there's the piles of hard to categorize stuff that their side divisions put out. We didn’t really cover it last time, and I need an excuse to be busy for a few days, so here we go. I’ll try to limit it down to the actually memorable bits.
Spoiler:
Advanced Neutron Weapons: A distinctly niche modification, these rad guns are only brought out against strong regenerators. Its downside is they do about half the damage and are even heavier, so they are never going to be common. The TVIA isn’t happy about them, but they’re way safer than radioactive projectiles.

Track Fire Stand/ Battleman Fire Control: A great ambush tool, and we’ve been using equivalents forever, but they’ve all been custom pieces that our armorers put together. This being standardized means they’re going to see a lot more use.

Infantry Decoys: Once again, we’ve previously had to make these ourselves, so having a standardized supplier is nice.

Optical Sighting Systems: Well all know that our SPECTER scope is duplicate of their LR-OTS07, but they also have an almost as nice one for heavy weapons in tripod or pintle mounts in the OCSW-TAT02C. Fredette says we’re going to see our own soon enough.

Shootist Brace: Made for the explicit purpose of making their HFS caliber hand cannons possible to fire by ordinary mortals. It's not sufficient for the true top end, but its more than enough for real comedy moments.

Mageplate Armor: Surprisingly not a TW item, these ectofibre infused plates can be regenerated in the field, given a few complications. Its other advantage is that it’s light for its protective value, at least for PA and vehicles, so you can use it to gain an edge there. Many TechnoWizards use it as a basis for obvious reasons.

Various Contra-Gravity Packs: They’ve gone a step further at slapping useful equipment on the things, which was obvious enough that a lot of corporate drones have been getting it in the ear. Our armoriers have put together our own, and again Fredette says the wheels are spinning in higher level Procurement.

Medical Dispensers: It seems like one of the underlying themes for various injectors that PS comes up with is 'Intimidation', with all of them featuring large and pointy needles. The most egregious is the HypoRifle, which they actually list under their projectile rifles. They say they picked it up from The ZOT, and I’d believe it.

Atmosphere-Adaptive Bionic Lungs: You’d think that there’d be an equivalent somewhere in the Three Galaxies, but my inquiries have turned up nothing.

SVRES Machine Unit: One of those things that make you stand back and force you to ask some uncomfortable questions. There are apparently a few equivalents, mostly in the Paradise Federation, but nothing truly mass market. Its naturally selling QUITE well in the Central Alliance.

‘Grill-God’ MegaCookery Plasma Grill: If you think meat preparation is the apex of manly household behavior, then this is for you. And if you're on some hellhole where it’s not a wasteful vanity piece, then it can keep you alive if you can find the raw meat to put in it. They’ve naturally sold an incredible number of these things here in Thundercloud.

Construction Material and Portable Fortifications: Paladin Steel was originally founded as a material fabrication company, so they’ve always had a focus here. While none of it is exactly new, they’ve done a lot of work into making it combat usable, making them good for temporary bases. Additionally, their modular bunker system has obvious utility, and the CAF quartermasters have been cheaping out on our own since before the First Great War.

Fort-a-Potty: Then there’s this thing. Because PS gonna PS.

G-Force Coffee: We didn’t cover it last time, but dear forge the coffee. I’ll let the professional food critics field this one, but cripes, the G-Force is an EXPERIENCE. I know you’ve had a few cups in my presence, so I shouldn’t need to tell you about it.

Anti-Zombie Twinkie: One of the stranger things they offer, they take no credit for its creation, but they have sold it after they discovered its recipe from somewhere. It works, and I’m informed that the addiction some people show to it is perfectly normal for culinary treats.

Necrolis: Put Awidat’s usual necessity spiel here, but it works. If you don’t have access to any of the resurrection methods it blocks, than it’s perfectly fine.

Re: Paladin Steel Storefront

Posted: Fri Nov 27, 2020 8:30 pm
by Omegasgundam
ASI/Paladin Steel Planetary Vehicles
    ---Colonel Philip Fredette
PS and its various branches developed no end of variants of their prior products during the Minion War, and a good chunk of them have been found to be valid enough to continue production. Then there’s the ‘johnny-come-lately’ projects that weren’t finished in time. Additionally, there’s an array of older designs that we’ve haven’t seen before due to a variety of reasons, mostly consisting of boneyard relics that weren’t thought to be worth the trouble of bringing over recently. The post-war liquidation of excess material has resulted in all of these things finding their way into the hands of transient hobo-parties, giving them exposure for us to look at them.

Overall, I’m a hell of a lot happier with our comparative ground game than I was previously, with the old dino’s being on the way out. I’m part of the overall effort to develop a new family of CG vehicles to replace the Wolven relics, so with any luck the switch over will be finished before we go up against the TGE again. PS definitely has some trends worth looking at though, and there’s a few campaign aspects that are still more art than science, so we’ll keep paying attention.

Conventional Vehicles
We have more intel for their niche designs, but only a handful have been exported to the Three Galaxies so you may as well look them up in their catalogue. A few of the more ‘creative’ parties have passed through the various transit points we have observers at, so we have first hand accounts of the nuttiest pieces of tomfoolery PS has made over the last few decades. Additionally, their higher end frontline designs have seen some improvements in armor composition and system options, with the Zephyr and Bandersnatch both getting some love.
Spoiler:
PS-MC019 ‘Howard’: Behold PS’s development philosophy in a single vehicle.

PS-HC11 Fenzer: While it's not out of character for PS to make a combat hover-armchair, this was apparently done as a favor for a Shemarian offshoot, which should interest the State Department.

PS-HSGEV-31 ‘Shamal’: While not that notable in the overall scheme of things, this Kitani knockoff is interesting in that it can bury itself in sand. There’s a market for that, and it's impressive that they can do it on a blower vehicle. They’ve been exploring a cluster of desert dimensions recently, so we’ve seen a large number passing through.

PS-HAPC-03GMR ‘Gravsnake’: Their metal box APC converted to GMR. Dead simple upgrade, and is likely predated by countless field conversions by bored engineers whenever they had the parts laying around.

PS-GEVHMBT-17 ‘Zerghan’: The better swarm buster of their two new Hover-MBTs, it apparently had a heavy influence on the Cestus III. It's definitely on the fragile side of things, but against the neo-barbs it goes after that’s not a huge problem. From what I can tell the primary reason it's made is that it uses legacy industry that doesn’t compete with their GMR designs, and I can see it being useful in their out-dimension efforts due to only needing an atmosphere. It still has the gas dispenser system, but there are enough legit uses for it that you can’t call it out as an intentional war-crime. The chassis has already been used for a number of variants.

PS-HMBT-026 ‘Cestus III’: We have a lot of info on it due to that mess on Wiscott. It's in more or less the same ballpark as the upgraded Phalanx, and there’s pros and cons to both. Considering just how much legacy garbage ours is stuck with, I’m not surprised they can do it on something that has less than half the tonnage. Thankfully, I know we’re working on a replacement for the old dinosaur, so we’ll be done with the embarrassment within a few decades. I can’t find a firm price point on them right now, but they have to cost more than the Zerghan.

PS/KS-UHMWP-018 ‘GRANITE AX’: A planetary corvette that they gave to an AI. Apparently developed as a counter against the Naruni ‘Wrath of God’, so it's not a COMPLETELY horrible idea in that regard, but it’s too slow to manage that. It doesn’t help that the overall tech of the thing is below what we would consider full mil-spec, but they’ve been working up for how much they actually trust them. The AI’s have been noted to be relatively stable, although they pick up weird hobbies. And isn’t that odd to say.

Aerodynes
All the old designs are still in service to one degree or another, although the Tercal looks to be on the way out in favor of a militarized Sparo Very Light Shuttle. The Arakeen and Moth also looks like they’re going in for an upgrade, likely amounting to cleaning up the designs and making them cheaper. The Morning Star is also seeing changes, but we haven’t seen enough of it to be sure what.
Spoiler:
PS-GMRUAV-34 Choctaw II: Another low end utility GMR Pod, it's smaller than the GravHawk and more focused on civilian use. Bog standard for the type, but it also has a few TW versions because Wizards just can’t resist GMR craft for some reason. It has naturally become ubiquitous across the USA.

PS-F8A ‘SkyTiger II’: The Super-Sky takes the crown for atmospheric bound jets, and is considered well worth the cost. While the low end USA members still use the simpler Kingbird and Bateleur for air-to-mud roles for a variety of reasons, the medium and above ones are phasing out their older jets for squadrons of these.

PS-HST/VTOL-08G ‘Dragonfly IIG’: Like I suspected, they added a GMR spar for safety and a forcefield, although jumping to a full VFF is something of a surprise. It also has the usual armor improvements and gains some modern countermeasure launchers. There’s a higher end model that's full aerospace dropship, but that’s Kelson’s turf.

PS-GMRD-AVTG/ADV-25 ‘Aqrab’: It's basically a Heavy Fighter with clipped wings and a ship grade secondary turret. While that would be good by itself, it also has a sweet EWAR suite, and comes standard with ORACLE. Default crew size is on the high side, but most of the secondary gunners can be replaced by their drone AIs.

PS-GMR-FS-04 Rhanian: A formalization of a number of ‘flying ships’, this planetary corvette has a really odd niche, but it's commonly TW enhanced and only costs around 60 Mil. The current gun options are a bit lacking for its size and it could use a shield, but I hear a good number of them have picked up fixed sets, so a formal designation is likely in the pipe.

Power Armor
Beyond fielding more of them, the AJC has been moving to standardized the various secondary models they find themselves with, and have started an upgrade program to bring their collection of Warhammers, Steel Grunts, and Glitter Boys at least up to the Ironmonger Forge standard. They’ve also been setting up production for an improved version of the Pikeman, which is basically their equivalent to the new CEPA.

    PSA-11G3 ‘Gendarme’: They’ve finally managed to finish upgrading their PA to modern armor compositions, and the options list continues to expand like an all-consuming blob. They also manage to bring mass down by nearly a fifth, which is also nice.

Robot Vehicles
I haven’t heard of any noteworthy extinctions, so the old models still exist in some form if there were enough of them to be remembered in the first place. The AJC’s growth just means they are using more of the better ones. Naturally they’ve also gained a few more, and we also have some eyes on intel on some of the niche designs.
Spoiler:
PS-MUERV03: Apparently based on something they dug up somewhere, this is one of those borderline PA/Robot designs, and the configuration makes it the latter. While durable as hell and it can go anywhere, its firepower is honestly pathetic, so they market it as a civilian design. But this being PS, and their knowing their customer base, it is at least marginally combat capable.

PS-A-21S ‘Kimat’: Said to be the result of combining the Space-use version of the Mongrel with the MUER above, this light flying bot is an extremely capable all-rounder, and the Stelmarines use it for just about everything. The only nibbles I have with it are the shoulder auto-turrets (which you’d expect to be modular) and the mediocre shield, but both of those can be solved by going aftermarket. There might be a power concern there as well, so the rumored Lucerin version almost certainly solves them.

PS/ASI-IR-RBD-08 ‘Robard’: Wheeled Robots is a fad that comes and goes, but the Robard makes it work within its given niche. Essential PS’s equivalent to the Naruni Nomad, it can also serve as a transport for a small squad, which makes it ideal for spec-ops work. The options list makes that even more clear. Ideally, it shouldn’t have to tangle with more than a single isolated squad at a time, and you can’t really expect tremendous combat performance out of a chassis this small and so specialized. It's likely going to replace their older exploration bots like the Pathfinder given time.

PS-IAR-20 ‘Torris’ Infantry Assault Robot: This is a thing. Yes. It's honestly more common as a TW conversion than standard, which makes….. sense?

PS/CTRL-MCR-SCMT12 ‘Scimitar’: Old imported melee bot. I THINK the examples we’ve seen are holdovers, because the Roland below is better in most ways and shares a lot of the key features. They would have performed well enough against Infernals though. The only one in GNE colors we’ve seen was in the process of being sold off, so they’re likely being liquidated.

PS/CTRL-HCR-RLND05 ‘Roland’: While it looks like a melee heavy, this thing can actually fly and has a cutdown ship level secondary on its back. The comparisons to the Death-Knight never end, and there are no shortage of duels with their primadona pilots. On the downside it’s only a bit more advanced than the Death-Knight, so the technology level of its components is well below what we would desire. The fundamental paradigm isn’t unsound, but it’s in need of modern replacement.

PS/CTRL-HVR-AZTC17 ‘Aztec’: One of their older imports, we’ve only seen it in their unredacted catalog and a few examples passing through on a dimensional transit leg, so they must think its not well suited for the Three Galaxies. I have to agree, because it’s distinctly set in a pre-CG combat environment with relatively low mobility on the heavy metal, which was also smaller. It's intended to be an armor hunter, but beyond the endurance issues I think it lacks the sheer punch needed to be meaningful on our battlefields. As saving graces, it's on the cheap side, is reasonably durable, the speed is pretty good for its mass given the tech level, and the EWAR suite is good for its era.

Technowizard Creations
I’ve had a few spare days while in transit to do something, so I decided to take a whack at the oddball TW creations PS offers. This isn’t a particularly in depth look, but I have some highlights.

    Ground Vehicles: Most of their TW vehicles come in the form of aircraft, with ground vehicles generally being a variant of an existing conventional design. However, a few are standardised enough to be pinned down
    Spoiler:
    PS-LSI-TWEIYA-08 ‘RumbleBug’: We’ve all seen the videos, and these rolling avalanches do wonders against swarms. I hear their Elements tend to act like mules and need bits of bribery at times.

    PS-TWAFV-Fz01 Glaciator: PaladinSteel.txt. That they’ve found legit uses for it should tell you all you need to know about the nutcases they have.

    PS-TWEMBT-07(x)E ‘Stonewall’: This modified Black Bear plays to its strengths, using magic to become an exercise in frustration to dig out. If you don’t expect it or don’t have a wiz-sniffer, it can easily surprise you from ambush. The lack of a conventional powersource makes it even harder to detect.

    Air Vehicles: Most of these are reproductions of primitive historical designs, because Technowizards just love aping the past in ridiculous ways. All of them are too slow to be of use in the Three Galaxies, but the more memorable ones I’ve listed below.
    Spoiler:
    FA/PS-S.E.500A: Yes. They actually did this. And it actually sells.

    PS-SP-82 Gemini: As you would expect, this uses a Gorang Grav-Prop to actually function on a modern battlefield. The split cockpit arrangement is apparently popular among wizards, as it lets them ‘focus’.

    PS/H18B/FA/(Saab)-F-350 Draken II: Its draw is the looks, with most Elves finding it extremely attractive. I give decent odd on either PS or a UWW cabal turning it into an ASF soonish

Re: Paladin Steel Storefront

Posted: Fri Nov 27, 2020 8:32 pm
by Omegasgundam
Count this as predated them getting WHITE ROSE to work. After this I'm going to be editing my revise WZT ships for posting.

Paladin Steel Biological Sciences
    ---Senior Analyst Awidat
As previously, Paladin Steel and their Paragon Progress subsidiary remain light years ahead of everybody short of the Gene-Tech, and are far more willing to field their creations in mass. This was only accelerated by the Minion War, which forced them to weaponize nearly all of the tools at their disposal, and push what already had been further. My improved access has allowed me to identify and analyse both their new templates and a number of older ones that we were unaware of, which has raised the interest of certain parts of the GSA. While I know we have put out feelers, I’m not in the need to know list, so you are likely better informed than me. In addition to biomods, I have also been asked to look at their other biological creations.

’Conventional’ Biological Equipment:
Beyond the array of mundane utility creations, mostly traditional microbes altered to produce beneficial items, they have made further gains in stimulating the reproduction of Splugorth style parasites and symbiotes. Beyond that, the Cambridge Jungle has enabled them to create a number of novel and thought provoking items, the most notable of which are listed below.
Spoiler:
‘ZombEX’ Anti-Undead Spray: You can insert my usual spiel about it being disappointing that they’ve felt the need, the operating mechanics of this spray are quite fascinating in its sophistication and reliability. It’s less effective on the higher end biological undead, and completely ineffective on animated ‘walking bones’, but I am told this is manageable. Reltish has mentioned that most of his teams have stashed a few canisters in their various transports, with undead being a constant headache when encountered due to the different tool set required.

Bond Fruit: This rare item has produced an academic frenzy on Noro-Gor, with the constant mental link without a psionic component being of extreme interest. However, its extreme rarity makes it unlikely that we can directly study it without the cooperation of the Cambridge Tribes.

LifeShell Symbiote: While this might be a pirated Splugorth item, I personally doubt that they would have created it in the first place. Its utility is obvious, and the speculative price has gone down as they find better ways to encourage its reproduction. The lack of combat utility makes it a distinctly civilian item however.

BINAS (Biotech Implant Neural Assistant Symbiote): The moral implications of this are extreme to say the least, and I must it leave the philosophical experts on Noro-Gor to settle them. Their utility and potential for misuse are obvious, but the GNE has been thankfully restrained in their application to the best of our knowledge.

BioCell Confinement Systems: The USA’s dimension exploring efforts, and their own bio-mod programs, have forced them to confront the problem of how to imprison empowered law breakers. While certainly drawing on recovered Splugorth equivalents, these ‘Womb-tombs’ both work and have relatively few drawbacks. Beyond the lack of dignity afforded to their inhabitants anyway. While they do have their failings, I am informed that there is a higher end device for those occasions.

Class 4 Non-M Factor Biomods:
About half of these have some alternate method of providing protection, and the rest are more focused on covert operations than actual combat.
Spoiler:
GLACIER NEON: Electrokinesis powers. More general than some, it is the equivalent to the Psionic ‘Super’ Ability, but with a number of additional gains.

HOT EMERALD: Holomovie Super Spy with a Force Field. Considered poorly understood in operation, they at least have the good grace to only give it out to experienced top-level operatives.

LOUD STINGER: Techbane powers. The lack of an M-Factor limits it to pure special forces duties, but Reltish would no doubt find no end of uses.

TEAL GUARDIAN: Bio-Power Armor. The lack of a constant M-Factor is a concern, but the armor is reasonably durable. May be prone to some degree of psychological problems, as many start acting like ‘comic book heroes’, although that may be their social upbringing.

Topaz Lace: It includes some notable psionics to sell it, which is what we were missing last time.

Class 4 M-Factor Biomods:
They are well on their way towards duplicating all of the abilities of the Invincible Guardsmen, and they have retained the same low casualty rate.
Spoiler:
AMBER ELK: Protean Morphology. A legacy of Hoyt Sparks, they are the perfect guinea pigs. Those that volunteer for it naturally fall in the fringes of normal psychology.

CYGNET SILVER: M-Factor Angel. Significant wide spectrum gains beyond the energy wings and blasts. Much more desirable than ALUMINUM SERAPH.

EAGER LIGHTNING: Improved Super Soldier. Perhaps an overcompensation for failings of TUNGSTEN CREED, this both makes the operative quite agile and ridiculously durable.

GRIZZLY HURRICANE: Heavy Bio Weapon. While needing time to grow into their strength, it provided an additional source of burst firepower in a reasonably durable package.

JET OPAL: Shadow manipulation. Their third ‘Elemental Form’ mod after TORRID ORCHID and LUCIN WAVE, it was created as a counterpart to the later. It utilizes crystals gained from the J!Ng, who are also the source of Lucerin and were associates of Lester M’Kri. Many are said to be involved in their police forces.

LUCIN WAVE: Light/Laser manipulation. Their second ‘Elemental Form’, its capabilities are quite diferese. Like its JET OPAL counterpart, it is based around J!Ng crystals.

MISTY EYE: Quantum Mental Communication. The sheer utility of this is beyond words, and I’ve already sent my findings on them up the chain to the relevant parties. Even if they charged half a billion for each operative, it would be well worth the cost.

SINISTER DIODE: Anti-Vehicle. The desired replacement LEAD MONGOOSE, it goes in a strange different direction and gives stealth capabilities against technological sensor equipment, including cameras. It includes all of its predecessor’s features, and also throws in the ability to project a Plasma Blade. There is significant cultural weight attached to it, but the history of the ‘Cyberknights’ isn’t something I can summarize without a thesis paper.

TORRID ORCHID: Plasma State. Their first ‘Elemental Form’ biomod, it's more inconsistent in end results than the Invincible Guardsmen equivalent, but far broader and naturally has a near negligible loss rate.

Smallkin Biomods
Smaller bodies have less room to work with, so the biomods made for them are generally much more focused than the above.
Spoiler:
ANGSTROM SCORPION: Smallkin electrokinesis. An expansion/replication of a constant ‘electric mouse’ psionic branch in many Smallkin groups, its sabotage abilities cannot be overstated.

GARNET TWEEZER: Smallkin Environmental Survival. Smallkin infiltrators have to deal with a lot of hazards that larger being don’t, and this allows them to do so without bringing equipment with them.

PERWINKLE VAMBRACE: Smallkin Bio-Armor. A derivative of TEAL GUARDIAN, it addresses their lack of durability in a most dramatic fashion.

Re: Paladin Steel Storefront

Posted: Fri Nov 27, 2020 10:47 pm
by Omegasgundam
Now that I've dumped my spaghetti in the ship thread, let's finish this off.

AJC Naval Assets
    ---Captain Jacky Kelson

Captain-General Transcluw did a good job describing the AJC as it was, but he readily admits that his speculation was just that; speculation. In the time between his overview and now, many of ASI and WZT’s aerospace and naval offerings have seen serious revision, forcing a second analysis. While this overview focuses on their military designs, several of their nominally civilian models are significant enough to receive their own entry. Beyond those two firms, a number of smaller civilian organizations have sprouted up to fill local needs, they have so far been militarily relevant. About half of their impressed civilian hulls have returned to commercial use, but the remaining planetary campaigns means that they still have need for substantial lift capacity.

Aerospace Fighters
Trancluw noted that ASF were one of the AJC’s greatest strengths, and the war-era upgrades that WZT and ASI put out make them competitive with the best in the Three Galaxies. Both of them have focused on improving what they already have, with their previous line up being rationalized to focus on the most competitive hulls and refining them as best able. ASI only had two designs (three depending on your perspective) in this category that were considered worth keeping, but WZT’s sprawling nature saw them develop no less than seven. ASFs are an attrition asset even in peacetime, so there is a constant need for new aeroframes.

The larger picture is quite interesting. Conventional wisdom put them at being in almost a dead heat with us, and this is likely the truth. McKenna has been doing yeoman work getting us back to where we should be, but the USA has a much larger pool of innovative developers with the guts to apply themselves, so it's up in the air. Prominence is about to release their new Eagle replacement, so we might have a meaningful edge for a few years. At the very least we’ll be able to fly rings around the TGE.
Spoiler:
WTZ UACV-SF012C ‘Enryu’: A refinement of the AM powered -B model, the Enryu-C uses more refined technology to reduce the cost and have refined the programming to slightly improve initiative. Now only 15% more expensive than the base fusion model, the increase in typical ASF speed has made the extra engine power necessary. The AJC must buy them at a considerable discount, but this is not news.

WZT ‘Skirmisher-A’: The price cut has really made it shine, and the FWC has been buying them in job lots. The AJC also uses them as disposable escorts.

WZT-XLF-087D ‘Atom-D’: There are niches for such a small craft, and the -D model addresses some of the usability constraints. It’s ultimately a special forces platform.

WZT-LF-203C ‘Angel-C’: Its energy antics are as frustrating as ever, but now it isn’t reliant on them to be relevant, which means you can’t just ignore it till the end.

WZT-LF-103B ‘Solace-B’: While ‘only’ a refinement of the original, it addresses the major operational concerns, and so long as Python is around there will always be a need for it. It sees massive sales if only for that, and it remains well ahead of the rest of the pack that has cropped up.

WZT-HSI-905 ‘Starcross-A’: The Badger has stolen a lot of its thunder, and the BI Chokuto is considered to be a better platform, but the Starcross is the one that’s commonly available. WZT has to be developing a replacement, so watch this space.

WZT-XLF-076 ‘Super Tanto’: The Tanto is as nasty as ever, with its speed, durability, and potential firepower allowing it to casually outclass nearly everything in its weight bracket. Its biggest problem remains the range of gun options, but its speed lets it generally compensate. However, it continues to lack in overall agility, which puts it at disadvantage in a dogfight against its true peers.

PS-TAV-SF07B ‘Star Tiger II’: The B model replaces the old VFF with one equivalent to the Katana and boosts the speed to match the Black Eagle, which brings it into parity with what’s considered the modern standard. Its ECM and defensive auto-lasers give it best in class survivability, and its relative agility remains top notch. Its pilots have formed a natural rivalry with those of the Super Tanto, but this is to be expected.

PS-SF-09/39B2 Bloc II ‘StarFox’: The design has been greatly cleaned up, and has entered the realm of practicality regarding cost. The weapons haven’t yet been upgraded, but the engine and shields were far more important. The Bloc III will almost certainly be a less extreme revision, but will easily be one of the best ASFs in the Three Galaxies. As a side note, I’ve talked with McKenna about it, and she says that it’s a lot less impressive when you factor in them abusing their mass budget, but it’s still more than a match for anything we would field in a one-on-one or two-on-on engagement.

PSVS-TAV-SFB-16B ‘Mammatan’: The revised Mammatan is a beast in terms of capability, and will likely set the standard for intermediate grade fighters, if not create the entire catatgory. While quite expensive, particularly when equipped with an FTL drive, its integral EWAR capabilities ensure that it will be a mandatory part of most AJC air wings. It still lacks in terms of integral firepower, leaving it quite vulnerable once it has expended its munitions, but the various ‘gunboat’ configurations rectify that.

Heavy Fighters/Patrol Ships/Light Transports
The ASI has finally gotten over the worst of their capital ship obsession and are focusing on platforms more appropriate for their needs, with WZT also doning major revisions to their own entries in this field. They have collectively assembled an extensive list of designs, but their dispersed nature and near endless demand results in all of them being in full production. While the majority of meaningful fleet focused conflicts have concluded, they must now flush out the patrol routes to secure their territory, which is only becoming slightly easier as the largest pirate groups are being sequentially run down. For our part, while the Proctor II is a good step forward, we could use some specialist niche designs, and it just might finally be time to replace the Higgins.
Spoiler:
ASI-HST/VTOL-081SF3 ‘Dragonfly III’: Best thought of as a squad level Higgins with way more firepower and an EWAR suite. Its maneuverability has gained it the reputation of being a ‘Bus bird’ that Turbo-Jockeys don’t mind flying, although their passengers are certain to disagree. I know Reltish and several GSA department heads have arranged to buy some production runs for their own use, and they’re the ideal platform for the sorts of missions they do. I know Prominence is giving it a look over, so hopefully we’ll start making an equivalent soon.

WZT-RS-053 ‘Wasp II’: While the Wasp has always been a confusing mess, the recent upgrades have cleared most of it up. It remains as brutal as ever, and Galactic Armory’s effective nationalization allowed them to classify it as the Heavy Fighter we always knew it was.

ASI-SFB-26 ‘Jatar’: An inflated StarFox dumbed down enough to be fielded by the lower end members of the USA. The production cost and relative maintenance burden is considered rock bottom, so it's cropping up all over their territory. There are some niggling issues with it, but they generally revolve around using off the shelf parts, so they’re considered acceptable. ASI haven’t made the mistake of cutting corners with the electronics, so they’ve avoided the most common point of failure for these sorts of craft.

ASI-AASTFTL-4 ‘Nighthawk’: A Proctor-equivalent that focuses on the special forces role, it has stealth systems to ease deployment concerns. The base model is marketed to their stable of hobo-parties, who put it to good use, and the higher end model is used for their high level black ops work. I’ve heard that General Galaxy is finalizing an equivalent variant for the Proctor II, but odds are you’re more in a position to know than I am.

ASI/WZT-SFB-0113 ‘Raiju II’: Beyond making it fully modular, there was apparently still room to grow with the Raiju. The exposed FLT has been brought back into the expanded and thickened hull, and has been uprated to 5 ly/h as well. The shield regen rate has also been improved, making it even harder to knock out.

ASI-AAST-6 ‘Gannet’: Nominally their official Assault Shuttle, it has a multitude of issues, the most significant of which isn’t it’s fault. The ship itself is highly obsolescent and too large to be hosted by most carriers, but the greatest problem is that the USA does not have a good large scale parasite-using Assault Transport other than the Cachalot, which uses the TME’s own designs. As such, it is unsurprising that they have not yet developed a replacement, being a low priority item to say the least.

WZT-HF-911-LR ‘Archangel-A’: While the Proctor II is faster and has a much larger potential CM load, the Triple A is regarded as the best Proctor equivalent short of the Raiju II. Its energy absorption antics only add to its capabilities, which is what makes it so dangerous. While it's capable of patrol work, they have much better platforms for that, so it's usually kept in the fleet role.

WZT-YF-204 ‘Slingshot II’: An improved version of WZT’s war-era expedient Proctor-equivalent, the AJC has no shortage of equal or better designs, so interest is relatively limited from the higher levels. Demand for such craft is still endless however, so planetary and loosely affiliated forces buy them if they’ve outgrown the Jatar. The UWW commissioned it to serve as the basis of a TW version, so the wealthier hobo-parties have done their own conversions.

ASI-LCrv021 ‘Haizam’ Origin aside, with the exception of the exposed FTL it's notably better than the Proctor in the Independent Patrol role. Assuming you’re going to operate it out of a planetary facility anyway, it’s generally thought of as a better choice. Give ASI some time and they’ll refine it enough to solve its problems. Meanwhile, it’s naturally gained popularity as a hobo-party transport, who have promptly made their own modifications.

ASI-FB-27 Derecho: Disregarding the teething issues, this flying wing is a simple sledgehammer, and is something of a pocket attack corvette when you look into how it's used. The kinetic cannons are useful in ground attack, they’ve pieced together enough about CG tech to get some use out of the Scorpion effect with the GR-1000s. The only remaining issues as I see them are the slightly underpowered shield and the sub-light acceleration, both of which are below modern standards. On the other hand it uses a normal fusion plant, so sacrifices have to be made somewhere, and so long as it doesn’t run into the real modern designs it’ll be ahead of what it goes up against. The biggest issue is the usual deployment problems with non-FTL heavy fighters, but the AJC has plenty of experience with the matter.

ASI-LCrv-29 Irpull: Objectively, it's a higher end version of the Haizam for their more developed territories. Performance is exceptional for its mass, on par with the Black Eagle with the higher end power plant, but it pays for it with a lack of external ordinance. It’ll still clobber anything you’d actually expect to see anywhere near their holdings, and while it doesn't have the cargo bay of most of the heavy patrol fighters it's not a massive concern of its intended operators. Assuming you can somebody else handle the direct law enforcement bits, it's good garrison craft. Its primary competitor is the BI Bisento, which costs notably more and is only really available in Thundercloud, so I expect it to do very well.

WZT-HSI-027B ‘Blackbird’: Much less of a headache than previously, the AJC has acquired a few squadrons for very high priority VIP transport and surgical operations. Most of them are being sold to the usual suspects at an even higher premium than usual though.

WZT-HMF-T31 ‘Meteor Storm’: While distinctly improved form its original configuration, it remains a strike craft above all else, with negligible patrol capabilities. It is primarily used by the TME in its traditional escort role, and the other branches pick them up in missile heavy theaters.

ASI-SC08 ‘Concord’: Most people don’t really bother trying to identify or differentiate cargo ships this small, but the Concord is an exception due to forming the overwhelming bulk of independent operators in the USA. While massing less than third that of a normal core world light freighter, it has almost half the cargo capacity, and is still usually slightly overkill given the sorts of economies it services. The effective price has stabilized to around 175 Million, which is appropriate given its capabilities. As Trancluw noted, it's also commonly used as their version of the Assault Shuttle, with long range deployments being facilitated via hosting the troops on a roomier passenger ship until they near the target point.

ASI-DDC09 ‘Barong’: The Irpull is its intended replacement, and while it hasn’t yet gained quite as many variants they’re in the works. The AJC’s remaining inventory of these has been pulled back for close range duties, and some of them have started to be liquidated. Those picked up by the usual bands of hobos have seen some extensive modification, with the FTL drive being just accessible enough to replace if you're committed and can rent a decent low end dock to do the work in.

ASI-Crv018 ‘Windfola’: Its problems have caught up to it, and it's distinctly on its way out. The Haizam is considered a more practical design for a multitude of reasons, and it's not that much smaller than the Hauberk, so they’re being pushed to the backwaters where their service problems can be minimized. I’ve actually been in a few of them, and it's every bit as cramped and difficult as they say it is, so it’s not going to be a popular option for most long range hobo parties as a primary vessel once more modern designs are available.

Small (Sub-50K) Ships
What people generally consider to be ‘Warships’, this is entirely populated by ASI designs, with WZT having a distinct gap in their current offering. The old Mogami fell into this category, but the Rebliss have been hoarding their production as of late for obvious reasons, and our intel on them is spotty enough that we don’t know if it's been upgraded. Those that remain in AJC service have been put into mothballs for a variety of reasons, mostly involving operation and maintenance complications.
Spoiler:
ASI-MInstel-SC11 ‘Carpathia’: One of the legacies of the Minion War is that non-core region operators are much more willing to spend coin on fast craft that are able to make a pretence of defending themselves. The Carp is effectively a very light Clipper, and other than maximum cargo capacity it compares favorably to the common Star Cloud, which is more than twice its mass. It lacks the utility of integral MRM bays, but the options can cover that. Trancluw noted them as being used as bushfire assault ships, which makes sense given their excellent atmospheric performance. Given that it’s pure fusion powered, we can expect it to permeate through the Three Galaxies frontiers for centuries to come.

ASI-DDS-15 ‘Hauberk’: ‘Runner up to the Aurora’ is no shame, and the Hauberk has set the new standard for more traditional ‘Escort’ focused general purpose designs. It's called the ‘Hyper Hunter’ for a reason, and its modularity allows them to use it for nearly anything.

ASI-ADS-FFG-21A ‘Aurora Block II’: The Aurora has been analyzed to death multiple times, and it always comes up the same; revolutionary. Design bureaus have worked themselves into collapse trying to come up with an equivalent, and if you want poetic waxing about it go ask the Altess or the UWW. Our own Predator is a blatant knock-off of it, and nobody calls that a bad thing. Some of the Second Stage Prometheans have commented that it wouldn’t have been out of place in the fleets of the lesser servitor races of the Second Galactic Era. It's only flaw is its production rate, in that there will never be enough.

ASI-DDE019 ‘Bullet’: Effectively redundant with the Larna-Pe, its primary advantages is that the production infrastructure for it would otherwise be idle, so the actual costs are quite marginal. It continues to be part of low end planetary defense packages, where it works well enough against purely Python equipped raiders. Depending on how their industrial upgrade cycle works out, they might refine the design to make it more resource efficient.

ASI-SFG25 ‘Blackjack’: As Trancluw noted, it's a full replacement for the Scimitar in frontier patrol duty, and is substantially down teched to increase deployability. It's marginal as a true warship, but as a law enforcement platform it works very well. A few equivalents have cropped up in small batches across Corkscrew, but we haven’t seen a major focus on it yet. The most plausible sub-variant is a carrier conversion.

ASI-DDES-13 ‘Godendag’: The original verdict stands, being an overcharged cludge of pre-existing parts to get more life out of them. Maintenance requirements are as nightmarish as you would expect, but there is an argument to be had for area coverage. Trancluw said he was much more surprised than he should have been, as this sort of bizarre engineering is one of the ASI trademarks.

ASI- LHDSC07 ‘Lightoller’: Used as a higher end Light Assault Transport, it has considerably better defenses and a third again the cargo capacity compared to their Concord variants. Most commonly used as a follow up unit after the initial wave establishes a breach in the planetary defenses. It doesn’t cost much more than our upgraded Assault Shuttle, and it has a good FTL speed, so a lot of small merc groups are picking them up as well.

ASI-DDES-12 ‘Larna-Pe’: While an hideous abomination against the principles of aesthetics, its sheer firepower has proven critical in seeing off the fragile but numerous Chor’ii and Sorm. I would give it good odds against its own weight in Berserkers as well. It’s been successful enough that they’ll likely try a proper successor design, which will hopefully blind less people. As an aside, its exact classification is a subject to some debate, being in the right mass range to fill the speculative role of ‘Escort/Scout Cruiser’ that gets thrown around every few centuries.

ASI/WZT-SC210 ‘Usagi’: Trancluw couldn’t stop laughing for 4 hours after he heard about these. While little more than armed transports now, that’s a better use than they were previously

Large Ships
The AJC has managed to keep production ahead of attrition, resulting in them having more capital vessels than ever before. The majority of their task forces have dispersed to their peacetime assignments, although there are still a few theaters that are considered active war zones. Their true heavy metal is stationed at known dimensional transit points, so they can likely redeploy to whatever hotspot flares up far faster than any method short of a gateship. Additionally, most of their capitals are cycling through the yards for extensive overhauls, catching up with delayed maintenance and other work.

Naturally, a good part of the work being done is bringing their ships up to modern standards. Both ASI and WZT have finalized a great number of refits since Trancluw’s report, and their changes are quite significant, most notably a widespread push for modularization and switching to CAF standard CMLs. Interestingly, they have so far not committed to major AM infrastructure, so they are staying with their exotic Lucerin powersource for the time being. As a note, the shield regeneration rate they’ve managed to achieve in the more recent designs is extremely impressive, and warrants study. The Kai’Shemi designs do it by almost completely neglecting their direct fire capabilities, but the larger WZT consortium has found ways to do it without such extreme measures.
Spoiler:
WZT-MD-016R ‘Blade’: The first of the revised Kai’Shemi designs, advances in their construction methods have allowed them to add an additional pair of ASFs, bring the shield regeneration up to their current standard, and reduces the mass to a flat 80K kilotons. It still runs on normal fusion plants, which greatly limits it in many ways, but greatly increases its deployability in the USA’s dispersed frontier regions.

WZT-MD-017R ‘Tungi’: The original Tungi was released in the middle of the Minion War, and Trancluw thought it to be an entirely reasonable design given that it runs on normal fusion. The upgraded model has benefited from the Kai’Shemi’s advances, sharing the improvements of the Blade as well as now feature twin CAF-pattern CML bays.

ASI-CV-08 ‘Sagadag’: The only member of ASI’s old Javelin family still in service in the Three Galaxies, many consider it to be due for a replacement. Still, it's cheap to buy and operate, as well as being far superior to an Escort Carrier, so they’ll likely remain until their hulls wear out. They’ll likely make a smaller and even more economical platform for escort roles soon though.

ASI-SCM-18 FRAM 1 ‘Mazule’: Strait weapon swaps, with the low power draw making Lucerin unnecessary. Trancluw’s verdic on them still stands, and it seems like half the time they’re trying to justify having them. The Blade and Tungi at least have durability, and the Mazul comes uncomfortably close to the Smasher. They’ve been the most useful against the Sorm, who lack effective missile weapons to fire back with and their Femur cruisers are essentially naked in terms of PD. This requires the clouds of Bonecutters to be cleared up first, but that’s more of a chore than a challenge most of the time.

ASI-SCG-17 FRAM 1 ‘LaFayette’: The use of Lucerin has allowed them to get around having to develop an Antimatter industry, at least in the short run, which has enabled them to upgrade the weapons. The FRAM 1 can be considered the start of their modularity obsession, but it works well enough for the scales of weapons they currently have access to.

ASI-SCG-21 Voulge FRAM 1: The Voulge remains the only AM powered capital ship of the AJC, and is quite effective if it can close the range in quick enough order to bring its impressive number of intermediary mounts to bear. The vast majority of their opponents have had far less mobility than them, so this is usually a safe bet. Its greatest problem is its lack of parasites, but the AJC usually assigns a pair of Sagadag to escort it. Those we know of have been stationed in areas with access to AN infrastructure.

ASI-SCG-23 FRAM 1 ‘Pillara’: Shares all the modifications done to the LaFayette.

WZT-MC-020B ‘Daito’: The changes consist of straight weapon swaps, gaining a quad set of CAF-pattern CMLs and having the turrets and PD mounted being replaced with modular hardpoints. It remains conventional fusion powered, likely taking up some of the deployment slack of the now Lucerin powered LaFayette family.

WZT-MC-021R ‘Kardara’: Like the Tungi, this Minions War release was thought to be entirely reasonable by Trancluw, but the revised model shares the changes done to the Daito, except having no less than 6 CAF-pattern CMLs.

WZT-TAC-274X ‘Dark Justice’: The Dark Justice has been overtaken by a variety of smaller platforms, and the AJC has not often found need for its stealth capabilities. WZT is likely working on a more practical Light Cruiser scale successor.

WZT-CRZ-109 ‘Shiva II’: WZT has recently made substantial advances in Syzite-Crystal technology, which has allowed for a dramatic redesign of the Shiva to greatly increase the internal volume. This has been used to replace the slow loading missiles launchers with standard CAF patterns, adding an additional CML in the process, as well as including the additions in the old -108DX variant. The stated market price is around 12 Billion, but the USA naturally gets a substantial discount.

ASI-SFG27G ‘Spencer’: The appropriated capital guns nicely solve the range problem. It's still an extremely niche design, but worth the resources put into it.

ASI-SCG-19 FRAM 1 ‘Tabar’: These required more effort to refit, but they get into pitched slugfests often enough that it can be slipped in with reconstruction efforts. They now have firepower appropriate for a low end Heavy Cruiser, but they’ve been made obsolescent by the Kamayari. I haven’t heard of any under construction, so the yards have likely swapped over by now.

ASI-(A)CSS-02 ‘Weibbe Hayes’: These battle limos came into their own during the Minion War, and the less stupid pirate bands have learned to avoid them.

ASI-CG-18 ‘Kamayari’: A new design, this is a combination of the Volgue, Pillara, and the Hayes, and is hopefully the peak of ASI’s Capital Ship obsession. Given their technological limits, it is as good a platform as can be hoped for, and the shield regeneration rate is astonishing. While the paper strength of its PD is unusually low, it makes far more sense when you include the MRM bays. It's also nominally for sale, but the markup is likely extreme given the current sales environment.

ASI-SC10 ‘Tychan’: An ‘interesting’ design to say the least, they’ve managed to repurpose it with a few alternative utility configurations. The field reports indicate that its normal blockade running duty is still in high demand, so production has continued unabated. I hear WZT has repurposed a few as stealth cargo transports for the FWC run.

ASI/WZT-C75 ‘Shepherd’: Overall changes have been minimal, with the deployment doctrine for this near-Auxiliary Cruiser working well enough in practice to not see major revision. Operating costs are surprisingly low, and the utility features make them easily justified.

ASI-LHDOE-09 ‘Shoup’: The Shoup has always been a mobile fortification, providing shield and artillery cover for support elements. Its actual compliment is honestly pathetic for its mass, but understandable considering its primarily civilian design and relative price tag. I personally think it’s a coin toss if they update the design or make a more efficient replacement.

ASI-HInstelCvT-10 ‘Ramey’: Their current primary carrier platform, it works well enough despite its oddities. A more efficient ASF focused design would naturally be preferable though.

ASI-(S)BB09 Joshua Norton II: Apparently the historical namesake was (in)famous for being an amusing public nutcase, which is all too fitting for this bitzer. The AJC has thankfully had the common sense to use it to club less advanced opponents rather than send it up against navies that belong in this millennium, so there aren’t any stories of its fundamental flaws biting them in the ass. They’ve seen a good amount of success as distractions against both the Cho’rii and Sorm, both of which lack effective long range anti-ship weapons. There’s also been a few extremely amusing incidents where they managed to sucker in major pirate flotillas, likely with magic assistance. ASI has yet to put out the multi-trillion credit capital outlay needed to build an actual worthwhile multi-megaton warship, so at the very least they didn’t waste too much on their obsession.

WZT-CAC-305A ‘Perdition’: The Perditions are currently in drydock for an extensive refit, and I have not yet seen the intended configuration. Judging from the sheer extent of the work so far, the entire outer surface and frame of the hulls are being replaced, so there must have been some flaw uncovered. Here’s to hoping they solve its durability issues.

WZT-LS-003-TB ‘Cachalot’: Essentially a -TA model that replaces its secondary and PD mounts with modular units, and adds the USA’s mix of support systems including an ORACLE suite and a number of tractor beams. The primary benefit is that it can shift its defenses to better suit theater conditions, and they’ve also picked up no small number of the various TW support items that ASI provides.

WZT-SB-003 ‘Demas’: A Cachalot turned into a true Battleship, it still has its flaws, but it is much more fundamentally sound than most alternatives. Its biggest problem remains the relative hull strength, but it has the same 20% shield regen as the other new designs, which is generally thought to compensate. They predate WZT’s improvements in Syzite-Crystals and ASI’s modularity push though, so they’re likely waiting for the Perditions to be finished before refitting them to a -B configuration.

Re: Paladin Steel Storefront

Posted: Sat Nov 28, 2020 8:38 pm
by taalismn
Omegasgundam wrote:
GrP-02 ‘Astra-Omega’: Sweet Forge this thing has taken off. The ONLY thing the Jackhammer can claim over it is maximum damage potential in bursts, and that’s nowhere near enough to compensate for everything else. Kinetics have made a major surge with Infernal vulnerabilities, so the AO has been flying off the shelves. This has also led to it being THE most knocked-off gun of all of PS’s offerings.

GrAR-05 ‘Thumpa’: Wolfpack has released an upgraded model of the -15 that matches it, but their reputation is in bad enough shape that those that can get it prefer the ASI original. The second most knocked-off for obvious reasons.


"And we get a LOT of mileage over our 'accept no copycats, knockoffs, or substitutes' PR campaigns."

Omegasgundam wrote:Spirit Vacuum: Schadenfreude aside, it really is one of the best ways to deal with a possessive entity, as it catches it so it can’t immediately try again. I don’t even want to think about how many people have developed a need for this.


“Yeah, we have a distressingly high number of people who have reason to reflexively and fearfully clutch their asses when they see vacuum cleaners.”

Omegasgundam wrote:TW Kitchen Appliances: Look, after a few weeks in a Proctor you’ll be desperate for fresh food too. You can cut what they make with nutrition bars to cover any shortfall. We pass it off as a long term cost saving and logistics simplification method, but everybody knows that’s just an excuse.


“You ain’t tasted anything until you’ve had sundew made from the light of a trinary star system! Though the jury’s still out on whether trying to sample a pulsar would be a good idea or not.”

Omegasgundam wrote:TWSP02 ‘Kleener’ Spray Pistol: Pricy for a HAZMAT tool, it's worth the hassle if you expect to have to deal with nasty **** and and don’t have the mass/volume budget for conventional decontamination methods.


“You wouldn’t believe the sort of $#!+ our troops and business execs sometimes come back covered in. And it’s always a good idea to hose off after visiting other realms. Given how expensive the traditional pearl-based models run, these nozzers are cheap, but worth every credit.”

Omegasgundam wrote:TWHGL-02 ‘Oshi’ TW Grenade Teleporter Launcher: Every time I think of this little beauty, I have to chuckle a bit, because I had A LOT of fun with the examples I picked up during the war.


"You know, so do we. Wanna see our collection of pictures of peoples' faces caught in the moment? They're PRICELESS."

Omegasgundam wrote:Smallkin
I’ve had more experience with these than Fredette, so the whole thing has been added to my pile. Most of the major USA planets have had enclaves/districts catering to them pop up, and the ones with the mental aptitude for it make serious money as technicians for high end electronic manufacturing. They’re also ubiquitous in maintenance departments, although the size issue prevents them from doing everything..


“Say it; we’re tech-rats. And if we ever find sufficiently intelligent and small mutant insects, doubtlessly you’ll be talking about bugs in the system.”

Omegasgundam wrote:Medical Dispensers: It seems like one of the underlying themes for various injectors that PS comes up with is 'Intimidation', with all of them featuring large and pointy needles. The most egregious is the HypoRifle, which they actually list under their projectile rifles. They say they picked it up from The ZOT, and I’d believe it.


“We have plenty of ouch-less medical injectors. We only bring out the BIG needles for the dumbasses who think that just because we can patch people up better than most, and even raise them from the dead, that they can go out and do stupid things on the assumption we have nothing better to do than staple them back together again.”

Omegasgundam wrote:SVRES Machine Unit: One of those things that make you stand back and force you to ask some uncomfortable questions. There are apparently a few equivalents, mostly in the Paradise Federation, but nothing truly mass market. Its naturally selling QUITE well in the Central Alliance.


“Okay, for the record the fifty-member cyber-gestalt group orgy was not OUR fault; the Centris hacked that one themselves.”

Omegasgundam wrote:Fort-a-Potty: Then there’s this thing. Because PS gonna PS.


"hHey, some of our best ideas come to us while we're sitting on the can. Or flipping our cookies Into it."

Omegasgundam wrote:G-Force Coffee: We didn’t cover it last time, but dear forge the coffee. I’ll let the professional food critics field this one, but cripes, the G-Force is an EXPERIENCE. I know you’ve had a few cups in my presence, so I shouldn’t need to tell you about it.]


(Taut pained look on face, sweat rolling down the forehead, pupils contracted, locked arm muscles, accompanied by a repeated drumming sound which is revealed to be the drinker’s right leg rapidly stamping up and down, beating out a steady tattoo on the floor) “..it’s a -good- batch…!”

Omegasgundam wrote:ASI-CG-18 ‘Kamayari’: A new design, this is a combination of the Volgue, Pillara, and the Hayes, and is hopefully the peak of ASI’s Capital Ship obsession.

(Hastily tucks the battlecruiser plans out of sight)

Omegasgundam wrote:ASI-(S)BB09 Joshua Norton II: Apparently the historical namesake was (in)famous for being an amusing public nutcase, which is all too fitting for this bitzer. The AJC has thankfully had the common sense to use it to club less advanced opponents rather than send it up against navies that belong in this millennium, so there aren’t any stories of its fundamental flaws biting them in the ass. They’ve seen a good amount of success as distractions against both the Cho’rii and Sorm, both of which lack effective long range anti-ship weapons. There’s also been a few extremely amusing incidents where they managed to sucker in major pirate flotillas, likely with magic assistance. ASI has yet to put out the multi-trillion credit capital outlay needed to build an actual worthwhile multi-megaton warship, so at the very least they didn’t waste too much on their obsession.

(Hides the super-dreadnought plans)

Re: Paladin Steel Storefront

Posted: Sat Nov 28, 2020 10:18 pm
by Omegasgundam
taalismn wrote:(Hastily tucks the battlecruiser plans out of sight)

(Hides the super-dreadnought plans)

If they mooch off of WZT's facilities, I can see it, but its they'll also need to develop the weapons to put on it. They have a decent understanding of the TGE's method around the mass limits, but that would be a massive give away of their covert activities. A Battlecruiser is possible, but it would have to a have a good justification both in both fluff and crunch.

Re: Paladin Steel Storefront

Posted: Sun Nov 29, 2020 10:21 pm
by taalismn
PS/WPB-60C Particle Streamer Pistol

“Just because these weapons got demoted, doesn’t mean they got downgraded, and that the second-echelon militias and national guards that got the old weapons are getting junk. The streamer-kit shows how even old weapons can get new leases on life and stay in the game...which is a good thing, because trouble often hits where the defenders don’t have the first-line gear.”

The UWW’s rearmament program and adoption of a good chunk of Paladin Steel/Aegis Stellar Industries lineup in place of the UWW’s old stable of weapons, meant that a large amount of older equipment was withdrawn from service. Thousands of PB-60s, PB-85s, V-81 Volcano Rifles, and GC-55s were taken out of the front ranks and shifted to mothballs or issued to planetary militias. A number, of course, wound up being sold on the black market, with an unhealthy number of ‘black market discount’ weapons ending up across the border in Free Worlds Council space.
The WPB-60C was a joint effort between UWW and PS/ASI weapons smiths, after the latter got hold of some specimens of the PB-60 and decided to see what could be done with them, if anything. The PS/ASI engineers pleasantly surprised their UWW colleagues with the WPB-60C kit.
The WPB-60C adds a buttstock similar to the Kurang, though joined to the PB-60 frame at both the back of the action and bottom of the pistol grip. The new stock allows the pistol to take both a rifle clip and to fire rapid-fire bursts, effectively making the weapon a particle beam submachine gun. An extra barrel addition accelerator ring and beam focus element also doubles the range, and the new bullpup configuration stock makes the weapon easier to hold on target, especially when firing in burst mode. .
Though nowhere near enough to reverse its replacement by the Kurang in Warlock Marine service, the WPB-60C modification has kept the weapon at last serviceable. The design has also proven an effective sop for those industries producing PB-60s and either unwilling or unable to change over to producing the licensed Kurangs and other weapons.
Though distribution has mainly been focused on the UWW, a few of the reformatted weapons have begun appearing on the open market and other aforementioned venues.

Weight: 5.8 lbs
MDC: 21
Range: 300 ft
Damage: 2d6 MD single shot, 6d6 MD three-shot short burst, 1d6x10+12 MD six-shot burst.
Rate of Fire: Single shot, three- or six-shot burst
Payload: A regular pistol e-clip gives 20 shots with the increased range decreasing efficiency somewhat, and a long e-clip 60 shots.
Special Features:
*Buttstock Stabilization---Using the buttstock to hold the weapon steady gives it a +1 to strike, even when firing bursts.
Cost: 16,000 credits for a reconstructed PB-60

(I just stupidly realized that the Volcano Rifle's main disadvantages over the Comet Rifle, bulk and cost, are balanced by good damage at good range for a plasma weapon, and a very respectable area of effect mode. So I'm imaging that not so many V-81s are being sold of, but being repurposed as vehicle-mount weapons.
Furthermore, if the UWW was dumping a good number of them, they needn't go very far....being fairly old tech, but still upper-tech for the Central Alliance, the CA would LOVE to get hold of some, and they fit very nicely on the shoulder hardpoints of the CA's shiny new Turin 'borgs.)

Re: Paladin Steel Storefront

Posted: Sun Nov 29, 2020 11:24 pm
by Omegasgundam
taalismn wrote:PS/WPB-60C Particle Streamer Pistol

(I just stupidly realized that the Volcano Rifle's main disadvantages over the Comet Rifle, bulk and cost, are balanced by good damage at good range for a plasma weapon, and a very respectable area of effect mode. So I'm imaging that not so many V-81s are being sold of, but being repurposed as vehicle-mount weapons.
Furthermore, if the UWW was dumping a good number of them, they needn't go very far....being fairly old tech, but still upper-tech for the Central Alliance, the CA would LOVE to get hold of some, and they fit very nicely on the shoulder hardpoints of the CA's shiny new Turin 'borgs.)

I can see both of these. The problem with the PB guns it that they HAD to use the extended burst rules, which are punishing to say the least in energy consumption for how much damage they do. The Volcano has use as an anti-missile weapon, and the Marine Raider Augment keeps them as a shoulder mount option. Everybody just THINKS they sold them all off.

Re: Paladin Steel Storefront

Posted: Mon Nov 30, 2020 9:45 pm
by Omegasgundam
For those that think the PS/ASI Catalogue Price for its Phase World offerings are all over the place, have an alternative list for something that's a bit more consistent.

Alternative Phase World Ship Prices
Atmospheric Non-Combat----Cost----Why
LAMPV-17 ‘Yellow Jacket’---3 million---combat capable
CGS-70 GravHawk---3 million---relative performance
GMRCHV-15 Kerlun---5 million---relative performance
SO-200 Skymaster II---6 million---relative capability and novelty
GMR-C200 ‘Cavorite’---12 million---relative fragility and performance
GMRD-VTOL-CT-1 ‘Moth’---20 million---relative capability
GMR-C57 Nantucketer---25 million---relative capability to complexity

Sublight Civilian----------Cost-----Why
LSTS-CTAV-10 ‘Sparo’---.9 million---fine as is, Space Cessna, mill spec plant would cost millions
WZ-PT-0001 ‘Silver Fish’---1.3 million---fine as is, options are the cost
WZ-PT-0008 ‘Orbital Hare’---2 million---absolute minimalist, low capability
WZ-MPU-003 ‘Scarab’---3 million---fine as is, has equipment
AAST-7 ‘Skyver’---5 million---low tech, relative capability
ASST-9 ‘Parus‘---6 million---but much higher maintenance
LAT026 ‘Roswell’---15 million---stripped of EWAR
LAT025 ‘Cosgrove’---35 million---relative capability
CGILT-C400 ‘Kepler’---40 million---relative capability, better maintenance

Smallkin Craft -------------Cost---Why
McSOHV-06 ‘Asterite’---.7 million---close to the Sparo
McSFR-01 ‘Arabella’---4 million---very low performance
McSFR-02 ‘Veterok’ ---5 million---better, but still low
McSFR-03 ‘Hector’---6 million---stealth premium
McSFR-04 ‘Belisario’---15 million---close to galactic

Small FTL Capable---------Cost---Why
LInstelAAT-02 ‘Heston’---4 million---relative capability
LInstelAAT-04 ‘Aquarius’---7 million---relative capability
LInstelAAT-09DX ‘Civis’---7 million---fine as is
LInstelAAT-03 ‘Scobee’---15 million---relative capability

Actual Ship------------------Cost---Why
WZ-UFTLF-3244 Fenlock---45 million---lowish performance, but a good hull and shield
LInstel-SC27 ‘Auriga’---50 million---moderate performance
WZ-ISF-105 ‘Komodo’---90 million---lowest performance by far, expandable
MInstel-SC08 ‘Concord’---150 million---decent performance
MInstel-SC11 ‘Carpathia’---230 million---substantially more capable
WZ-MCF-100 ‘Behemoth’---240 million---minimalist design and low performance
MInstel-SC07 ‘Nao’---275 million---relative capability and performance
WZ-RS-087 Dampier---290 million---pays for speed
LInstel-DS15 ‘Hikyaku’---300 million---ultra high spec
WZ-ESS-2235 ‘Piecemeal’---480 million---high spec and science equipment
WZ-MDS-0556 ‘Quest’---600 million---mass and high spec

Big Boys---------------Cost---Why
SC420 ‘Roamer’---300 million---more capable than the Nao, but not much
FA-STM-070 ‘Transol (II)’---300 million---bigger than the Roamer, but less stuff
FA/MC-317 ‘Bering’---400 million---cargo to speed ratio
SC08 ‘Tsiolkovsky’---700 million---relative performance to simplicity
HInstel-SC717 ‘Monmra’---800 million---mass, performance, and passenger space
WZ-MCF-500 ‘Immense’---1 billion---shear capability
LHAOE-07 ‘Brunel’---1 billion---mass, decent spec, and tug rarity
LHAOE-08 ‘Goethals---2.4 billion---mass, decent spec, and tug rarity
WZ-ESS-2258 ‘Firestorm’---5 billion---mass, high spec, and lots of science

All assuming internal use costs, with no export surcharge like the CAF
Atmo Only------Cost---Why
F102 ‘Fang’ ---5 million---scrub tier, but can shoot and bomb
TAV-SF-5 ‘Tercal’---7 million---almost entirely the military powerplant
F-28 Kingbird---7 million---bomb truck
F-24 Bateleur---10 million---better bomb truck that can try to shoot back
F-8 SkyTiger I---18 million---combat capable
VTOL-08G “Dragonfly IIG”---35 million---VFF and capability

Fighters-----------Cost----Why
SF09-103 Gandiva---20 million---relative performance to the Scorp
F200A Rhino-Buffalo---20 million---could be lower
TAV-SF-08 Hesperia---30 million---relative performance
TAV-SF-14 Almar---35 million---relative performance
AFB-29 Chimbane---50 million---size and relative role
TAV-SF07 Star Tiger I---55 million---fine as is
TAV-SFB-16 Mammatan I---92 million---fine as is

Mil Transports------Cost---Why
AAST-8 Wyvern---35 million---par with an old Higgins with ??? mods
LTTAV-17S ‘Kunai’ ---48 million---Stealth premium
AAST-4 'Condor'---50 million---par with a militarized heavy shuttle
VTOL-081SF3 'Dragonfly III'---50 million---fine as is
AAST-6 ‘Gannet’---100 million---loses out to the CAF Assault Shuttle

Combat Ships------Cost---Why
DDC09 ‘Barong’----300 million---early corvette with problems
Crv018 ‘Windfola’---300 million---early corvette with problems
DDS-01 ‘Sangu’---300 million---early Hunter competitor
DDGS-04 ‘Falx MII’---350 million---early Hunter competitor
SFG25 Blackjack---380 million---deliberate equivalent to the Scimitar, and I think it does a better job.
DDES-05 ‘Masakari II’---400 million---early Hunter competitor
DDE019 ‘Bullet’---450 million---flack barge using old tech
CGS-07 'Javelin’---800 million---early missile cruiser
CV-08 ‘Sagadag’---800 million---early decent carrier
LHDOE-09 ‘Shoup’---1.2 billion---the only thing high end is the FTL
CGG-08 ‘Assegai’---1.6 billion---decent early CL

I’m not going to touch ground combat platforms. Lets say there’s a stupid standard military surcharge because reasons.

Re: Paladin Steel Storefront

Posted: Tue Dec 01, 2020 11:57 pm
by Omegasgundam
Some thoughts I've developed over the past few days about Micro-Missiles. Hell taalismn, mind posting the launcher rifles you showed me? They're a big step up from the man portable launcher's you've published before.

First off, something I'm sure has occurred to a lot of people.
Anti-Supernatural 15mm Micro-Missiles
These use the cost effective Pattern-1C as a base, and are intended to be used in large numbers against swarming enemies. Assuming that the right material is chosen, they are more effective than the conventional Pattern-1E, but are naturally less accurate.
    Date of Introduction: 105 PA
    Size: As normal
    Range: 6,000 ft
    Damage: 1d4x10 SDC to a 5 ft radius or 3d6 SDC out to a 20 ft radius
    Bonuses: As Pattern-1C
    Cost: Depends on the material. More capable versions base on the Pattern-1D cost an additional 15 credits each.
      Wood/Bone: 30 credits per missile
      Iron: 35 credits per missile
      Silver: 40 credits per missile


Then, what everybody else thinks of the things.
Everybody Else’s Thoughts on Micro-Missiles
“Assuming you know how to minimize the fratricide problems, Micros are a damn good weapon for infantry and ground PA. Their only drawback is the lack of blast and raw speed, but only in comparison to the old Plasma and AP Minis. For the same mass, even the bargain bin -1Cs can outperform Frag and HE, and at a fraction of the cost. The Greeners naturally have one for their own use (the -1E) that’s damn close to the Plasma in raw damage, but I hear it's basically a Naruni bullet warhead, so the blast is ****. Northern Gun has been knocking off the -1C for a few years, so there’s plenty around even without going to the Paladins, which is a big help on the west side of the Domain of Man.”
---Opinion Article in a Merc Town Journal

Northern Gun/Wellington
The companies of the Ishpeming region thought that the early models were near comical, but had enough self consciousness to remember their own attempts at alternative munitions developments, so they didn’t make much noise about it at first. The early -1Bs were considered respectable in a bottom market niche, but the -1C were a major step forward in weapons development. With much of the hitting power of an HE Mini-Missile, their lack of black area was easily compensated by simply firing more, and the extremely low cost of the individual munitions made this quite viable. Wellington would take the lead in trying to develop an equivalent, and would finish just as Paladin Steel released the even further improved -1D. It was judged as being uneconomical to try to match the fast developing (and increasingly high technology) GNE, so mass production has focused on the -1C for the time being.

Both Wellington and Northern Gun would stockpile extravagant numbers of the alternative anti-supernatural versions in the lead up to the Minion War, with testing revealing their excellent effectiveness compared to other uses of silver. While the most common flight Infernal flyers (Harpies and Demon Bats) do not have notable material weaknesses, they are sufficiently weak to be quite vulnerable to blast munitions in general, so a full dozen or so Micro-Missiles is usually sufficient to send a small flock fleeing in panic.

Coalition States
While initially confused why anybody would bother, the vast improvement of the -1C and -1D models made them far larger concerns. While quite straightforward technological speeking, they proved to be extremely effective and material efficient, making them ideal in several infantry niches. But their greatest strength was in the insurgent role, which the Coalition became all too familiar with. The amount of damage inflicted over time by small bands equipped with them became truly impressive, forcing High Command to order a significant development program into finding a worthwhile counter, or failing that a way to make use of the weapons themselves. The former would reach nothing but dead ends, but several proposals for tactical doctrines would be finalized before the Minion War.

During the war, the Coalition would acquire and expend an extraordinary number of Ishiping’s knock-offs, and it would find a permanent home in their arsenal as an anti-swarm weapon. When equipped with the appropriate vulnerability exploiting warhead, fragmentation mode Micro-Missiles would prove to be phenomenal against massed light supernatural forces. Most squads would replace their Mini-Missile Launchers with a ‘Marker-Box’, which were also easier to carry in mass, and it would be so ubiquitous among their Juicer forces that it would become commonly known as the ‘Juicer Rocket Rifle’. Post-War, the fundamentally more economical nature of Micro-Missiles would see them substitute for older Mini-Missiles on many platforms, with a knock off of the -1C and -1D pattern becoming quite common. The Mini-Missile would stay on as an Armor Piercing and Plasma warhead delivery platform however.

Free Quebec
The early models had produced nothing but amusement, but the later ones have become a constant throne in their side. They have proven to be a constant headache for their Glitter Boy forces, being far more practical to mass in vast numbers than normal mini-missiles. They have produced their own equivalent to the -1C, which have naturally proven extremely popular among their Special Forces units.

The Black Market
A new munition to sell that's extremely easy to conceal and often used in bulk, the Black Market sees little problem with the weapons. Bandito Arms has started producing knock-offs of the -1C and -1D using their Area-51 factory, and have put out options to replace the launchers on their other productions for the smaller weapon.

The Shemarian Nation
The post reform gynoid nation would find that Micro-Missiles suited them quite well, being well within their mostly mobile production base to produce, and a reasonable alternative to the 'Short Gun' when firing volleys or bursts (depending on the launching method). After copying both he -1D and 1E, the Tinkerers quickly developed a clip fed 'SMG' equivalent for Berserkers, which has proven to be just as brutal as hoped. It would naturally be the most favored by the Blood Riders, but its use as a guided munition has also made it very popular among the Ghost Riders, who have developed no end of uses.

New German Republic
Their first introduction to the format would be late -1Cs and early -1Ds, and they were naturally quite impressed with them. Equivalents have replaced HE and Frag Mini-Missiles in infantry roles, and they have proven exceptionally useful in ‘roost busting’ operations. They have also proven to be extremely effective as defensive weapons of air bases, greatly hindering Gargoyle efforts to take them out.

Japanese Republic
Their response was to kick themselves that they didn’t come up with it first. Equivalents have been rushed into service, and have proven to be excellent additions to their infantry forces.

Tritonia/New Navy
Micro Missiles would naturally be of limited interest, but the related Micro Torpedoes would not. The blast capability of their sonic warheads was nearly unprecedented on such a small weapon, and the debilitating effects of the ‘Screamers’ had no end of uses.

Russia
The only force with the industry to produce equivalents are the Sovietski, and while they would prefer not to use a weapon that so distinctly originates from the West, it is simply too useful for their cyborg forces to ignore. To soothe their conscience, they have developed their own distinct equivalent of the -1C, and they have become extremely popular amongst their forces and have enabled no small number of stunning victories over the forces of Warlords Orloff and Sokolov. The most common deployment methods are modified versions of the AR-M36 Missile Rifle and AR-M45 Shoulder Launcher, both of which can fit a quick detach 36-missile cassette. It has also been found that the AR-210 Grapeshot Cannon can be modified to fire the superior munitions, which has come as a very unpleasant surprise to its traditional favored users. An improved version of the Grapeshot is being developed to make better use of the missile’s capabilities.

Naruni Industries
To say that Naruni Industries is displeased by ASI offering these weapons is an understatement. Not only was it competing with their K-HEX equivalents, it exposed just how grossly they were overcharging for them. Furthermore, it was obviously not in any way related, so legal action was of low utility. Thus, they were forced to release more capable versions of their K-HEX weapons far ahead of their initial schedule, and at something that could be considered a ‘reasonable’ price. As this was more a matter of lost profits than hostile action and such things do occur from time to time, it was not considered to be a significant slight against the company, but the Board of Directors is not happy to have another valid competitor in their core markets.

Consortium of Civilized Worlds
ASI’s introduction of Micro-Missiles would predate Draygon Industries Storm series by several years, and were immediately classified as a form of explosive missile with all the regulations that entails. Its use by criminal groups was considered unfortunate, but Naruni’s equivalents had already introduced them to the concept and various small custom batch productions had already cropped up for assassinations. The CAF has gained an appreciation for them in ground and infantry uses, with many sectors commands picking them up in dibs and dabs even before the Minion War, and they would explode in popularity afterwards. The greatest testament to their capability is that the new CEPA armor’s chest launchers are fitted to use both Naruni and ASI style munitions.

United Worlds Warlock
The vicious hammering that the Warlock Marines received inspired them to upgrade their arsenal, and ASI would be the primary source. The UWW has become very familiar with ASI Micro-Missiles, and has wholeheartedly endorsed them for their power armor and ground vehicles. This has been further enhanced by several covens discovering ways to enchant them, increasing their utility tremendously.

Trans Galactic Empire
While dismissive of such small weapons on basic principle, the TGE has become painfully aware of their capabilities, with the FWC having embraced them to an impressive degree. While lacking the punch to serve as an assassination weapon againt Royal Kreegor, the mortals that staff the administration are quite vulnerable, resulting in constant attrition of the bureaucracy. Previous protection methods have proven to be too crude and sloppy to counter these attacks, and the small size of the munitions makes them very easy to smuggle. And then there are the field ambushes using remote launchers. Naturally, they have been banned with all due prejudice, which is promptly ignored by those with means, and the ISB has adopted it into their arsenal.

Free Worlds Council
If there is a weapon better suited for the plight of the FWC, nobody has found it. Its capabilities as an insurgent weapon has no equal, and it is well within the rebel nation’s industrial capability to produce in mass. Beyond simple assassination, Micro-Missiles are a fantastic ambush weapon, with effective remote controled traps being easier to set up than ever. The TGE’s security screening has so far been inadequate to detect the various new methods for smuggling the weapons as well, and Good Hope has ordered that as many caches as possible be set up before the Imperials gain ground. The Emperor would be displeased to know that tens of millions of the things have already been secreted away in covert depots on important Imperial planets.

Re: Paladin Steel Storefront

Posted: Wed Dec 02, 2020 12:04 am
by taalismn
Reposting as requested:


PS McMLR-14 Micro-Missile Launcher Rifle
(Aka ‘Popper’)

“Yahtoeeeee! Cheeniknikinikineeeeee!”
“Oh no, the Beav just got a popper...and he was bad enough with the stovepipe!”
“Nothing more terrifying than the sight of a mutant beaver with a high-powered missile launcher...”
“Except maybe a full heavy weapons squad...that’s what we’re getting...that’s why he’s celebrating...his cousins arrive tomorrow...”
“Ah, sir, can I request a transfer?”

“Okay...here’s the situation...fortified building, helpless hostages, terrorists out of sight from the windows so snipers are out of the question...clock’s running out, people...ideas?”
“Well, we could drop Cyberpeds on the roof and swing in and pick them off..”
“Roof’s wired...we see fusion blocks...”
“Elemental grenades?”
“Grenade screens on the windows..”
“Gas? “
“They got suits..”
“!!^&%&I%!!! EyEyEYCHEKA!!!”
BAMBAMBAMBAMBAMBAMBAMBAMBAMBAMBAMBAM!
......
(blink)
(blinkblinkblink)
“...or we could just have our psychotic heavy weapons sergeant take his multi-missile launcher and blow large holes in the walls, blasting heavy hunks of wall into the terrorists, knocking them out without harming the hostages, and incidently giving us new access to the building...”
“...we could....”

The PS McMLR-14 was a Paladin Steel effort to put a high-powered missile weapon, smaller than the PS-CM22 Missile Cannon, in the hands of the infantry, as a complement to the ‘Taskin’ autocannon. The ammunition of choice is the PS Pattern 1c Micro-Missile, a short-range, but powerful, little explosive projectile, though the launcher can be very quickly modified to fire all type micro-missiles. The McMLR-14 is a compact, rugged-looking, weapon, with a large box-like clip housing and launch mechanism ahead of the trigger pistol grip, with a large carrying handle set on top, and a shock-absorbing shoulder stock set directly behind. The weapon is constructed of sturdy composite plastics and heavy ceramics, and is extremely resistant to the elements, as well as exceptionally reliable, able to load and fire even after being submerged in a swamp, or smashed through a wall. Despite its crude, boxy(some have compared it to a field-portable mailbox) appearance, the McMLR-14 actually uses an advanced cold-gas ejection system to propel the missiles a safe distance away from the launcher before igniting, removing the need for an exhaust venturi, or telltale backblast. It is also extremely portable, easy to use, and inexpensive to produce.
The McMLR-14 is short-ranged and rather crude in comparison to more modern heavy weaponry currently being issued by GNE, but hundreds of these weapons are in the service of the VFS Regular Army, militias, and mercenary units. Dwarves and Rodentoids, in particular, have taken a shine to the weapon, for its stubby appearance and big blast
Date of Introduction: 106 PA
Weight: 15 lbs
Range: Varies by MicroMissile Type but the standard issue PS Pattern 1c has a range of 6,000 ft
Damage: Varies by MicroMissile Type but the standard issue PS Pattern 1c has a damage rating of 3d6 MD per missile
Rate of Fire: ECHH
Payload: 18 Micro-Missiles in a replaceable cassette
Cost: 18,000 credits

*Smart Missiles--_This option is available ONLY to GNE units and adds the advanced Pattern-1d and Pattern-1e capability to the launcher.
Pattern-1ds----The Micro-Missile Launcher is +3 to strike on a called shot at distances of less than 1000 ft, +2 to strike at distances of 1000-2000 ft, and +1 to strike up to 7,000 ft/maximum range. That’s in addition to WP skill bonuses(that’s +5 to strike on a called shot!)
Plus, the missile can be ‘wriggled’ in its flight course up to 270 degrees(so you can’t shoot yourself) so if the gunner has enough information on the flight path, they can fire the missile, direct it to make a 90-degree turn around a corner, then make another 30 degree turn to clear a wall, then angle 80 degrees down to nail its target from above!
It can also follow a moving target, once it’s been locked on target, so dodging one of these is that much more difficult...
Pattern-1es are even more more agile and ‘clever’ and can more accurately track moving targets.

PS McMLR-15/16 MicroMissile Launcher Rifles
(aka ‘Hornet Guns’, ‘Hive Guns’)

*BLAM*
“Scratch one Tarlok-symp ‘Guardian’---That, gentlemen of the resistance, is why superspeed is no subsititute for available cover; you can only dodge so many projectiles at once!”

As the reliability, accuracy, and power of micro-missiles has increased, so has interest in the weapons. The McMLR-15/16 series is a pair of infantry-scale launchers using a common launcher and gun-frame for ease of development and maintenance.
Both weapons use a common micro-missile launcher; a cylindrical pod packed, ‘Metalstorm’-style with twelve tubes of micro-missiles, ‘stacked’ end to end inside and fired electrically. A simple dial control allows the shooter to predetermine how many missiles are launched in a volley. Extensive use of lighter, tougher, composite materials(especially ‘foamed’ plastics) has cut the weight down from earlier similar weapons such as the McMLR-05/06 launcher rifles.
For extra firepower, the McMLR-16 mounts a light pulse laser rifle, similar to the workings of the Partisan laser, slung under the launcher.
Despite the existance of many earlier multi-McM launchers already in service, the McMLR-15/16s are finding their own fan-base among the rank and file of the GNE Armed Services, and among PS/GNE affiliates, for their convenience of carriage and operation.
Weight:(McMLR-15) 16 lbs
(McMLR-16) 18 lbs
Range:(Micro-Missiles) Varies by Micro-Missile Type:
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

(Laser-McMLR-16) 2,000 ft

Damage:(Micro-Missiles) Varies by Micro-Missile Type:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius

(Laser-McMLR-16)2d6 MD per bolt, 6d6 MD per triple burst.

Micro-Missile Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.

Rate of Fire:(Micro-Missiles)Volleys of 1-12
(Laser-McMLR-16) ECHH
Payload:(Micro-Missiles)24(2 rows of 12)
(Laser-McMLR-16) 30 shots standard E-clip, or 50 shots long E-clip
Features:
*Integral Scoping w/ Low-Lite, Infrared, and targeting recticle
*Laser Spot/Illuminator(Range: 5,000 ft, +1 to strike w/ laser)
Cost: (McMLR-15) 19,000 credits
(McMLR-16) 21,000 credits

Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Pattern-1C 60 credits per McM
Pattern-1D 95 credits per McM
Pattern-1E 220 credits per McM

Re: Paladin Steel Storefront

Posted: Wed Dec 02, 2020 12:11 am
by Omegasgundam
Those aren't reposts. I've checked. You've had them as vehicle mounts, but never man portable.

EDIT: Anyway, I have a Shemarian gun to work on. Remember that speculation about the Shemarian and USA relationship we did a while back?

Re: Paladin Steel Storefront

Posted: Wed Dec 02, 2020 1:06 am
by taalismn
Omegasgundam wrote:Those aren't reposts. I've checked. You've had them as vehicle mounts, but never man portable.

EDIT: Anyway, I have a Shemarian gun to work on. Remember that speculation about the Shemarian and USA relationship we did a while back?


Oh dear. This going to be worse than Budapest, isn't it?

Omegasgundam wrote: AR-210 Grapeshot Cannon can be modified to fire the superior munitions, which has come as a very unpleasant surprise to its traditional favored users



makes sense....PS had the Missile Guns in 20mm format, so a 15mm micro missile machine gun makes perfect sense. Fun at bar mitzvahs too, especially when you're interrupted by demons.

Re: Paladin Steel Storefront

Posted: Wed Dec 02, 2020 1:17 am
by Omegasgundam
taalismn wrote:
Omegasgundam wrote:Those aren't reposts. I've checked. You've had them as vehicle mounts, but never man portable.

EDIT: Anyway, I have a Shemarian gun to work on. Remember that speculation about the Shemarian and USA relationship we did a while back?


Oh dear. This going to be worse than Budapest, isn't it?

Omegasgundam wrote: AR-210 Grapeshot Cannon can be modified to fire the superior munitions, which has come as a very unpleasant surprise to its traditional favored users



makes sense....PS had the Missile Guns in 20mm format, so a 15mm micro missile machine gun makes perfect sense. Fun at bar mitzvahs too, especially when you're interrupted by demons.

You and I remember Budapest very differently.

Re: Paladin Steel Storefront

Posted: Thu Dec 03, 2020 2:47 am
by Omegasgundam
Technically not a PS produce, but essentially IP theft of such, so it may as well go here.

Sovietski Micro-Missile Weapons
“I find myself drawing a comparison to the first Cold War, and the efforts of the first Soviet to acquire guided missile technology from the decadent West. These new ‘Micro-Missiles’ may very well be the ‘Sidewinder’ of our generation, spreading across the world due to its simplicity and effectiveness. No doubt the Warlords will do everything they can to acquire them once they are used, but with any luck they will give us a window of opportunity to strike back and rationalize our defensive lines.”
---Director Katya Nikoforov, PA 106

“While normally I’d feel disappointed to be given a gun that shoots smaller bullets, they managed to squeeze a full HE grenade worth of boom into these tiny rockets, and it fires them quite quickly. The slower projectile speed (compared to a Mini) is a bit of a problem, but you don’t need to get a direct hit with the ‘Standard’ version, which helps tremendously. The cheap ‘Barrage’ missiles on the other hand are dumbfire, but they make a lot of smoke and noise, which adds up when an entire company is doing a curtain pattern. The target sensor footage I’ve seen from when we do that is TERRIFYING, which is a weapon in its own right. I’d like to see Orloff’s or Sokolov’s boy’s faces the first few times they run into it.”
---Anonymous Sovietski Heavy Machine, 107 PA.

“It's always sort of annoying when somebody copies your work without paying for it, but the State Department thinks that they can use it to force the Reds to allow an embassy in New Moscow. That’s a prerequisite for basically anything serious happening in a possible Russian market, so we’ll have to take what we can get. From what we can gather, the Sovietski are basically the most sane of the lot out there, and have working relations with the Warlords that aren’t bonkers, so it's as good a place to start as any.”
---Elijah Vanderbilt, CEO of Paladin Steel, 107 PA

How exactly the Sovietski gained wind of Paladin Steel’s Micro-Missiles, let alone acquired sufficient samples, is naturally a state secret, but it is almost certainly a long and strange journey. Regardless, once the munitions were in their hands, the Red Army liked what they saw and wanted more. The laboratories at Kaliningrad were immediately put to work, and within a year had a viable equivalent ready for production. Out of the way testing against small packs of demons and bandits proved to be extremely promising, and the Production Bureau was massively in favor of them due to their greatly reduced costs compared to normal Mini-Missiles, thus, in early 106 PA, Director Katya Nikoforov authorized the mass production and distributions of the new weapons.

One of the early hiccups was a dramatic difference between the number of casings and warheads that could be produced and the anticipated quantity of seeker heads and rocket motors. In Russian fashion, efforts were made to solve the problem in a simple but effective manner, resulting in the ‘Barrage’ version. Sacrificing the seeker entirely in favor of a basic gyro-compass, the saved mass was used to downgrade the motor to a cheap non-maneuvering version. This reduced the total fabrication costs by almost half, making it very practical to use against formations and other slow moving targets.

Anti-Supernatural rounds were a natural addition, with the overwhelming majority of Acheodemons being vulnerable to silver and specific woods. Assuming they can get close to the target (which is no simple thing against the supernatural), they hit with almost as much force as a Plasma Mini-Missile, making them incredibly effective in routing out the Russian people’s oldest enemies. The effectiveness of this combination of SDC material and explosive has caused the Red Army’s ordinance specialists to review their other anti-supernatural munitions, looking to see the mostly solid projectiles could be improved.

The Micro-Missile would make its Russian combat debut in 107 PA, with the Red Army’s AR-Mc36s and AR-Mc210s reaping a fearsome toll on the forces of General Gnoll. They would then be used to harshly beat back the forces of Warlords Orloff and Sokolov, and would be linked to the brutal humiliations they stuffed on the battlefield the year after. Warlords Kolodenko and Romanov quickly fielded their own versions from acquired samples, with Seriyev following not long after. All of this was a major part of the events of late 111 PA, when the ‘Butcher Twins’ decided to take revenge on the Sovietski after the Minion War. For their part, the Sovietski were not caught unaware, and had a distinctly pragmatic view as to what could be afforded,


Soviestki 15mm Micro-Missile Munitions
The Red Army have naturally focused on a quantity over quality approach, and seek to arm as much of their forces as practical with the new weapons. As such, they have focused on making as many equivalents to the Pattern-1C as possible, with higher grade munitions having less resources directed to them. While they have managed to duplicate the -1D, it is currently too expensive to justify issuing in large numbers, and the limited production will be reserved for the Spetsnaz for the time being.
Spoiler:
‘Standard’ Micro Missile: As Paladin Steel’s Pattern-1C. 45 credits to manufacture

‘Barrage’ Micro Missile: As Paladin Steel’s Pattern-1B, but with the -1C’s warhead. 25 credits to manufacture. Produces HF 10 when fired in salvos of 8 or more, HF 12 by a full squad, HF 14 when mass fired by a platoon, HF 16 by multiple platoons, HF 18 by a full company. Reduce the HF by 1 for every engagement the viewer has seen it before in.

‘AS’ Micro Missile: As normal Anti-Supernatural Micro Missiles. Wood/Bone costs 20 credits to fabricate, while silver costs 30. There are few Russian native monsters that are vulnerable to Iron, but the Soviestki has amassed a meaningful stockpile of appropriate chasings, which will have an estimated total fabrication cost of 25 credits.

‘Spetsnaz’ Micro Missile: As Paladin Steel’s Pattern-1D. 90 credits to manufacture due to relatively high requirements. It is being worked on, but it will take a few years.

AR-Mc36 ‘Hand Katyusha’ Micro-Missile Launcher Rifle
(aka, ‘Nikoforov’s Organ’)

“This cassette magazine in amazing. I can dump a full 32 rifle grades every 15 seconds or so, and I hear they’re working on better warheads too. We need to make one for the old launcher for Plasmas. That would be hot ****.”
---Anonymous Sovietski Heavy Machine, 107 PA.

The Sovietski adapted the pre-rifts AR-M36 as their first Micro-Missile weapon, and were quite pleased by the results. Fully loaded, it was just barely outside of normal human limits, which made it trivial to use with any form of augmentation. It was also far faster to reload, the forward missile housing being replaced with a detachable cassette system. Larger volleys were found to have substantial facticide problems, so a more manageable 8 was chosen as the maximum. Each cassette is 4 missiles wide by 2 high, with extending to being 4 missiles deep. While lacking the per missile blast power of the older model, it more than compensates with the sheer number of munitions it can bring, and at a far lower cost as well.

Based on their testing results, and on a number of skirmishes against small bands that were quickly wiped out, the Sovietski felt confident in committing to the new ordinance. Much of their Mini-Missile production was switched over in late 106 PA and early 107 PA, and conversions of old -M36s would be done at a rapid pace. Current doctrine is to have the commonly nicknamed ‘Hand Katyusha’ as a standard issue weapon for all Light and Heavy Machines that can find a place to store it with the rest of their equipment, with at least 4 additional cassettes for prolonged combat. Many have begun using it as their battlefield sidearm, and tactics have been developed to massed company level volleys as a form of artillery fire.
Spoiler:
M.D.C of the Weapon: 35

Weight: 30 lbs for the gun. Each ammo cassette weighs 10 lbs loaded, and 2 lbs empty.

Use Requirements: Being a full 30 lbs lighter than its predecessor when fully loaded, it is much more convenient to use.
    Two Handed: Normal PS 20, Augmented PS 16, Robotic PS 14, Supernatural 10.
    One Handed: Augmented PS 16, Robotic PS 16, Supernatural 12.

Range: As Micro Missile

Mega-Damage: As 15mm Micro-Missile used

Rate of Fire: Volleys of up to 8

Payload: 32 Micro-Missiles in a quick replace cassette. Takes between 2 to 3 melee actions to reload, depending on familiarity and strength. Each cassette has 12 MDC.

Targeting Bonus: It is equipped with a reasonably capable targeting laser, with all the normal operating rules.

(Theoretical) Market Cost: 21,000 Credits for the gun, 2500 for a fully loaded cassette

AR-Mc210 ‘Storm Scythe' Micro-Missile Launcher Cannon
(aka, ‘Sovietski Sicle’)

“(*Indecipherable Russian Expletives and Utterances of RAEG for Several Minutes*)”
---Warlord Orloff, on seeing the effect the Soviestki’s modifications had on his favored weapon when used on his own troops.

The Sovietski equivalent to the Shemarian Transven (and the clone Paladin Steel McMLR-17), the Lightning Scythes a modification of a pre-existing weapon, the dumbfire AR-210 Grapeshot. Likely the first example of an EM-accelerated rocket launcher, the Grapeshot was potent but ultimately let down by its relatively weak ammunition, which was roughly equivalent to Paladin Steel’s Pattern-1B and needing to be fired in massed numbers to have a notable burst effect. Replacing them with more capable Micro Missiles resulted in a tremendous increase in effectiveness, although the magnetic forces were just a bit too strong to use ‘Standard’ guided Micro-Missiles. This left them using the cheaper and less sensitive ‘Barrage’ rounds, but this was considered perfectly acceptable. During testing, the weapon soon acquired the nickname of Storm Scythe for its effect on less well protected targets, and this was soon accepted as its proper designation. Work continues on a superior successor design, as there is no shortage of improvements to be made.

For a number of reasons, the Sovietski had long disfavored the Grapeshot, but the new version promised to be something far more. Appreciating the irony of using the ‘Butcher Twin’s’ favored weapon against them in a far more capable manner, the entirety of the Red Star Army’s inventory was converted, and the long dormant production line was modified and started back up. It would be available in force when the Sovietski intervened against the first campaign of General Gnoll, and would prove devastating against the barely disciplined rabble that composed much of Orloff’s War Camp. His near fearless Cyborg Shock Troopers would fare better, but once isolated were worn down by constant attrition from the Sovietski’s hover tanks. This humiliation would not be forgotten.
Spoiler:
M.D.C of the Weapon: 100

Weight: 200 lbs for the gun, 30 lbs for a 100 round belt, 300 lbs for a 1000 round ammo drum. The belt has 15 MDC, and the drum has 75 MDC. The weapon also needs an external powersource, commonly an E-Pack or two.

Range: Adds 1500 ft to the base range of the Micro Missile used due to boosted initial speed.

Mega-Damage: As 15mm Micro-Missile.

Rate of Fire: Volleys of up to 10.

Payload: 100 round belt or 1000 round drum. A single E-Pack is sufficient for 400 shots, and can be linked together to simplify reloading. As the weapon can only used the missiles in dumbfire mode, it is almost always equipped with Barrage rounds.

(Theoretical) Market Cost: 105,000 Credits for the gun.

Re: Paladin Steel Storefront

Posted: Thu Dec 03, 2020 10:11 pm
by taalismn
"You'd think that with so many folks knocking off the micro-missile concept, and even the Paladin design, that Paladin Steel and the GNE Armed Services would feel a little....overwhelmed? Left in the dust? Threatened by their own success?
Not a chance. To begin with, they're constantly figuring out new warheads, new twists. Eldrencher caps, ecooplasmic micro missiles, anti-theron warheads, magic portal sniper launchers, to name a few.
Second of all, these are the folks who pioneered micro-missile tactics. It's more than just shotgunning lots of rockets at somebody ins pan attacks. Folks seem to forget that the GNEAS fields HUNDREDS of types of designator platforms, from your basic infantry grunt to a death-lite, to Smallkin scouts, to robot drones and aerial semi-sats. I've seen them curveball missiles around corners, through corner office windows, under parked vehicles, and even through cockpit vents to hit targets. One moment you think you're safely behind cover, the next you're meeting your post-mortem gods because you didn't see the death-pencil homing in on your hideyhole."

Re: Paladin Steel Storefront

Posted: Thu Dec 03, 2020 11:50 pm
by Omegasgundam
taalismn wrote:"You'd think that with so many folks knocking off the micro-missile concept, and even the Paladin design, that Paladin Steel and the GNE Armed Services would feel a little....overwhelmed? Left in the dust? Threatened by their own success?
Not a chance. To begin with, they're constantly figuring out new warheads, new twists. Eldrencher caps, ecooplasmic micro missiles, anti-theron warheads, magic portal sniper launchers, to name a few.
Second of all, these are the folks who pioneered micro-missile tactics. It's more than just shotgunning lots of rockets at somebody ins pan attacks. Folks seem to forget that the GNEAS fields HUNDREDS of types of designator platforms, from your basic infantry grunt to a death-lite, to Smallkin scouts, to robot drones and aerial semi-sats. I've seen them curveball missiles around corners, through corner office windows, under parked vehicles, and even through cockpit vents to hit targets. One moment you think you're safely behind cover, the next you're meeting your post-mortem gods because you didn't see the death-pencil homing in on your hideyhole."

Well, yes. They have both the early lead and both the technical and tactical sophistication to push it in endless ways. But the Micro-Missile is the new AIM-9 Sidewinder, with everybody wanting an equivalent and with varying degrees of success.

Re: Paladin Steel Storefront

Posted: Sun Dec 06, 2020 10:04 pm
by ZINO
Omegasgundam wrote:Technically not a PS produce, but essentially IP theft of such, so it may as well go here.

Sovietski Micro-Missile Weapons
“I find myself drawing a comparison to the first Cold War, and the efforts of the first Soviet to acquire guided missile technology from the decadent West. These new ‘Micro-Missiles’ may very well be the ‘Sidewinder’ of our generation, spreading across the world due to its simplicity and effectiveness. No doubt the Warlords will do everything they can to acquire them once they are used, but with any luck they will give us a window of opportunity to strike back and rationalize our defensive lines.”
---Director Katya Nikoforov, PA 106

“While normally I’d feel disappointed to be given a gun that shoots smaller bullets, they managed to squeeze a full HE grenade worth of boom into these tiny rockets, and it fires them quite quickly. The slower projectile speed (compared to a Mini) is a bit of a problem, but you don’t need to get a direct hit with the ‘Standard’ version, which helps tremendously. The cheap ‘Barrage’ missiles on the other hand are dumbfire, but they make a lot of smoke and noise, which adds up when an entire company is doing a curtain pattern. The target sensor footage I’ve seen from when we do that is TERRIFYING, which is a weapon in its own right. I’d like to see Orloff’s or Sokolov’s boy’s faces the first few times they run into it.”
---Anonymous Sovietski Heavy Machine, 107 PA.

“It's always sort of annoying when somebody copies your work without paying for it, but the State Department thinks that they can use it to force the Reds to allow an embassy in New Moscow. That’s a prerequisite for basically anything serious happening in a possible Russian market, so we’ll have to take what we can get. From what we can gather, the Sovietski are basically the most sane of the lot out there, and have working relations with the Warlords that aren’t bonkers, so it's as good a place to start as any.”
---Elijah Vanderbilt, CEO of Paladin Steel, 107 PA

How exactly the Sovietski gained wind of Paladin Steel’s Micro-Missiles, let alone acquired sufficient samples, is naturally a state secret, but it is almost certainly a long and strange journey. Regardless, once the munitions were in their hands, the Red Army liked what they saw and wanted more. The laboratories at Kaliningrad were immediately put to work, and within a year had a viable equivalent ready for production. Out of the way testing against small packs of demons and bandits proved to be extremely promising, and the Production Bureau was massively in favor of them due to their greatly reduced costs compared to normal Mini-Missiles, thus, in early 106 PA, Director Katya Nikoforov authorized the mass production and distributions of the new weapons.

One of the early hiccups was a dramatic difference between the number of casings and warheads that could be produced and the anticipated quantity of seeker heads and rocket motors. In Russian fashion, efforts were made to solve the problem in a simple but effective manner, resulting in the ‘Barrage’ version. Sacrificing the seeker entirely in favor of a basic gyro-compass, the saved mass was used to downgrade the motor to a cheap non-maneuvering version. This reduced the total fabrication costs by almost half, making it very practical to use against formations and other slow moving targets.

Anti-Supernatural rounds were a natural addition, with the overwhelming majority of Acheodemons being vulnerable to silver and specific woods. Assuming they can get close to the target (which is no simple thing against the supernatural), they hit with almost as much force as a Plasma Mini-Missile, making them incredibly effective in routing out the Russian people’s oldest enemies. The effectiveness of this combination of SDC material and explosive has caused the Red Army’s ordinance specialists to review their other anti-supernatural munitions, looking to see the mostly solid projectiles could be improved.

The Micro-Missile would make its Russian combat debut in 107 PA, with the Red Army’s AR-Mc36s and AR-Mc210s reaping a fearsome toll on the forces of General Gnoll. They would then be used to harshly beat back the forces of Warlords Orloff and Sokolov, and would be linked to the brutal humiliations they stuffed on the battlefield the year after. Warlords Kolodenko and Romanov quickly fielded their own versions from acquired samples, with Seriyev following not long after. All of this was a major part of the events of late 111 PA, when the ‘Butcher Twins’ decided to take revenge on the Sovietski after the Minion War. For their part, the Sovietski were not caught unaware, and had a distinctly pragmatic view as to what could be afforded,


Soviestki 15mm Micro-Missile Munitions
The Red Army have naturally focused on a quantity over quality approach, and seek to arm as much of their forces as practical with the new weapons. As such, they have focused on making as many equivalents to the Pattern-1C as possible, with higher grade munitions having less resources directed to them. While they have managed to duplicate the -1D, it is currently too expensive to justify issuing in large numbers, and the limited production will be reserved for the Spetsnaz for the time being.
Spoiler:
‘Standard’ Micro Missile: As Paladin Steel’s Pattern-1C. 45 credits to manufacture

‘Barrage’ Micro Missile: As Paladin Steel’s Pattern-1B, but with the -1C’s warhead. 25 credits to manufacture. Produces HF 10 when fired in salvos of 8 or more, HF 12 by a full squad, HF 14 when mass fired by a platoon, HF 16 by multiple platoons, HF 18 by a full company. Reduce the HF by 1 for every engagement the viewer has seen it before in.

‘AS’ Micro Missile: As normal Anti-Supernatural Micro Missiles. Wood/Bone costs 20 credits to fabricate, while silver costs 30. There are few Russian native monsters that are vulnerable to Iron, but the Soviestki has amassed a meaningful stockpile of appropriate chasings, which will have an estimated total fabrication cost of 25 credits.

‘Spetsnaz’ Micro Missile: As Paladin Steel’s Pattern-1D. 90 credits to manufacture due to relatively high requirements. It is being worked on, but it will take a few years.

AR-Mc36 ‘Hand Katyusha’ Micro-Missile Launcher Rifle
(aka, ‘Nikoforov’s Organ’)

“This cassette magazine in amazing. I can dump a full 32 rifle grades every 15 seconds or so, and I hear they’re working on better warheads too. We need to make one for the old launcher for Plasmas. That would be hot ****.”
---Anonymous Sovietski Heavy Machine, 107 PA.

The Sovietski adapted the pre-rifts AR-M36 as their first Micro-Missile weapon, and were quite pleased by the results. Fully loaded, it was just barely outside of normal human limits, which made it trivial to use with any form of augmentation. It was also far faster to reload, the forward missile housing being replaced with a detachable cassette system. Larger volleys were found to have substantial facticide problems, so a more manageable 8 was chosen as the maximum. Each cassette is 4 missiles wide by 2 high, with extending to being 4 missiles deep. While lacking the per missile blast power of the older model, it more than compensates with the sheer number of munitions it can bring, and at a far lower cost as well.

Based on their testing results, and on a number of skirmishes against small bands that were quickly wiped out, the Sovietski felt confident in committing to the new ordinance. Much of their Mini-Missile production was switched over in late 106 PA and early 107 PA, and conversions of old -M36s would be done at a rapid pace. Current doctrine is to have the commonly nicknamed ‘Hand Katyusha’ as a standard issue weapon for all Light and Heavy Machines that can find a place to store it with the rest of their equipment, with at least 4 additional cassettes for prolonged combat. Many have begun using it as their battlefield sidearm, and tactics have been developed to massed company level volleys as a form of artillery fire.
Spoiler:
M.D.C of the Weapon: 35

Weight: 30 lbs for the gun. Each ammo cassette weighs 10 lbs loaded, and 2 lbs empty.

Use Requirements: Being a full 30 lbs lighter than its predecessor when fully loaded, it is much more convenient to use.
    Two Handed: Normal PS 20, Augmented PS 16, Robotic PS 14, Supernatural 10.
    One Handed: Augmented PS 16, Robotic PS 16, Supernatural 12.

Range: As Micro Missile

Mega-Damage: As 15mm Micro-Missile used

Rate of Fire: Volleys of up to 8

Payload: 32 Micro-Missiles in a quick replace cassette. Takes between 2 to 3 melee actions to reload, depending on familiarity and strength. Each cassette has 12 MDC.

Targeting Bonus: It is equipped with a reasonably capable targeting laser, with all the normal operating rules.

(Theoretical) Market Cost: 21,000 Credits for the gun, 2500 for a fully loaded cassette

AR-Mc210 ‘Storm Scythe' Micro-Missile Launcher Cannon
(aka, ‘Sovietski Sicle’)

“(*Indecipherable Russian Expletives and Utterances of RAEG for Several Minutes*)”
---Warlord Orloff, on seeing the effect the Soviestki’s modifications had on his favored weapon when used on his own troops.

The Sovietski equivalent to the Shemarian Transven (and the clone Paladin Steel McMLR-17), the Lightning Scythes a modification of a pre-existing weapon, the dumbfire AR-210 Grapeshot. Likely the first example of an EM-accelerated rocket launcher, the Grapeshot was potent but ultimately let down by its relatively weak ammunition, which was roughly equivalent to Paladin Steel’s Pattern-1B and needing to be fired in massed numbers to have a notable burst effect. Replacing them with more capable Micro Missiles resulted in a tremendous increase in effectiveness, although the magnetic forces were just a bit too strong to use ‘Standard’ guided Micro-Missiles. This left them using the cheaper and less sensitive ‘Barrage’ rounds, but this was considered perfectly acceptable. During testing, the weapon soon acquired the nickname of Storm Scythe for its effect on less well protected targets, and this was soon accepted as its proper designation. Work continues on a superior successor design, as there is no shortage of improvements to be made.

For a number of reasons, the Sovietski had long disfavored the Grapeshot, but the new version promised to be something far more. Appreciating the irony of using the ‘Butcher Twin’s’ favored weapon against them in a far more capable manner, the entirety of the Red Star Army’s inventory was converted, and the long dormant production line was modified and started back up. It would be available in force when the Sovietski intervened against the first campaign of General Gnoll, and would prove devastating against the barely disciplined rabble that composed much of Orloff’s War Camp. His near fearless Cyborg Shock Troopers would fare better, but once isolated were worn down by constant attrition from the Sovietski’s hover tanks. This humiliation would not be forgotten.
Spoiler:
M.D.C of the Weapon: 100

Weight: 200 lbs for the gun, 30 lbs for a 100 round belt, 300 lbs for a 1000 round ammo drum. The belt has 15 MDC, and the drum has 75 MDC. The weapon also needs an external powersource, commonly an E-Pack or two.

Range: Adds 1500 ft to the base range of the Micro Missile used due to boosted initial speed.

Mega-Damage: As 15mm Micro-Missile.

Rate of Fire: Volleys of up to 10.

Payload: 100 round belt or 1000 round drum. A single E-Pack is sufficient for 400 shots, and can be linked together to simplify reloading. As the weapon can only used the missiles in dumbfire mode, it is almost always equipped with Barrage rounds.

(Theoretical) Market Cost: 105,000 Credits for the gun.

this is so SICK!!!! I mean awesome !!!

Re: Paladin Steel Storefront

Posted: Mon Dec 07, 2020 2:31 am
by Omegasgundam
The other notable knock-off project (that isn't pure cloning) would be Atlantis, because the tech-apes have a bone to pick with PS and Lord Splynn wouldn't need any encouragement to annoy Naruni.

Re: Paladin Steel Storefront

Posted: Mon Dec 07, 2020 9:04 pm
by taalismn
Omegasgundam wrote:The other notable knock-off project (that isn't pure cloning) would be Atlantis, because the tech-apes have a bone to pick with PS and Lord Splynn wouldn't need any encouragement to annoy Naruni.


The tech-apes are annoyed that the Big Eyeballs don't let them go full metal.
That, and the damn Shemarrians keep ripping them off. Nothing like having battle salvage from your own side show up as part of a war machine on the other side, that's currently beating you to death with it.

Re: Paladin Steel Storefront

Posted: Sat Dec 12, 2020 12:30 pm
by taalismn
Variants:
*PS-FC-61CA1 Turin Full Conversion Cyborg

“Sure, it’s great having an arms locker on your forearm, but if you’re carrying a MUNITIONS locker on your forearm, take my advice, DON’T parry too much with your big forearms; either you lose your munitions or if you’re REALLY unlucky, you get an ammo explosion that hopefully will just tear your arm off.”

Though considered a resounding success in its targeted market, the mass-produced Turin full-conversion cyborg did get its share of criticism from the cyberpunks of the Central Alliance for being too ‘cookie cutter’. Even with all the options, the Turin was too ‘plain’ for many of the more individualistic cyberwarriors of the CA, even as they praised its tactical strengths. Many who adopted the flying cyborg frame went, once they were able, to considerable lengths to make themselves stand out. Most of these customizations were cosmetic in nature, but a few were more radical, swapping out entire limbs for new weapons armatures, for example.
This may have been on the minds of the locally-hired cybertechs at the Ungersoll Cybertech Annex, who decided to experiment with replacing the arms of a Turin with the arms off the FC-2 Ganton. Being locally developed(albeit with PS/ASI resources) the design soon attracted a good amount of attention, enough that, after testing the configuration to make sure it was stable and safe(memories of the Ungersoll Motors debacle echoing in the PS/ASI staff minds), the UCA administration approved it as a requestable variant.
The FC-61CA1 has a decidedly awkward-looking appearance, as the Ganton’s arms add some extra eighteen inches of length to the Turin’s reach, giving it something of a gorilla-like appearance, while the arm-length ordnance boxes give it what one observer called ‘Popeye forearms’. Furthermore, the extra mass and length of arm throw off the balance of the Turin somewhat in flight, and the cyborg has only(!) a +7 to dodge in flight, and the increased drag reduces maximum flying speed to 230 MPH.
However, what sells the configuration is the ability to carry 14 mini-missiles or 50 micro-missiles in each forearm. In the alternative, the launch boxes can be fitted to carry tools, deployable munitions like demolition charges, or even small scout drones.
Though not as popular in service as the baseline Turin, the FC-61CA1 variant is making a name for itself with the mercenary service personnel who have taken the configuration out and blooded it. The Ganton-armed Turin is getting a reputation for being a ‘bommah’ with its flying abilities and throw-weight of missiles, and it has earned such nicknames as ‘Arm-out’ and ‘Rythkun’(an Ungersollian word for ‘venomous flea’).

Re: Paladin Steel Storefront

Posted: Sat Dec 12, 2020 3:51 pm
by Omegasgundam
taalismn wrote:Variants:
*PS-FC-61CA1 Turin Full Conversion Cyborg

“Sure, it’s great having an arms locker on your forearm, but if you’re carrying a MUNITIONS locker on your forearm, take my advice, DON’T parry too much with your big forearms; either you lose your munitions or if you’re REALLY unlucky, you get an ammo explosion that hopefully will just tear your arm off.”


Not much for endurance, but as a strike asset it can make a few people's day very miserable very fast. Defiantly NOT something to deploy independently or in small units by themselves, but very useful as part of a larger battle plan.

Re: Paladin Steel Storefront

Posted: Sat Dec 12, 2020 8:37 pm
by taalismn
Omegasgundam wrote:[

Not much for endurance, but as a strike asset it can make a few people's day very miserable very fast. Defiantly NOT something to deploy independently or in small units by themselves, but very useful as part of a larger battle plan.


Expensive, too, if you go all-out Macross Missile Massacre every firefight you get into. But if you got a good supply chain, and a no-questions-asked ammunition-expenditure -budget contract*, Central Alliance and USA Turn-CA01 troopers just LOVE making opponents soil themselves in the moments seeing a single cyborg spam them with several DOZEN missiles in a single attack.

*Needless to say, a lot of after-action reports have the enemy 'surprising us with superior forces' or 'entrenched, and requiring artillery to dislodge', to explain the constant use of large quantities of ordnance.