Paladin Steel Storefront

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wildfire142
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Re: Paladin Steel Storefront

Unread post by wildfire142 »

taalismn wrote:
wildfire142 wrote:[(Underwater) Limited to crawling along the bottom at 5 MPH. Maximum depth of ???



I'd say 500 ft; it's an aircraft, not a bathosphere. That should allow it to hide in some deep lakes and fjords. :bandit:


Thanks, seems like all I have is questions :) but there isn't a price for the PS SPD-335 ‘Bolt’Aerospace Fighter just Market Cost: ???

Things progressing well and should have a good update ready fro Sunday :) We are getting close to the bits where lots of background for Paladin Steel is being posted so I expect once past there a section will be added to the pdf grouping all the posted info.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

wildfire142 wrote:[

Thanks, seems like all I have is questions :) but there isn't a price for the PS SPD-335 ‘Bolt’Aerospace Fighter just Market Cost: ???.


No worries; it makes me sure to recheck newer stuff for things I missed....
I have the same habit; I buy books and usually within 1d4 days I've come across at least one typo or editing mistake.
That's PROFESSIONALLY proofread and published publications.
So I can hardly gripe if people catch my own 'Oops', can i? :oops:

The Bolt?
46 million credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
wildfire142
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Re: Paladin Steel Storefront

Unread post by wildfire142 »

Your Oops rate is very low compared to your production rate :)

That said here is the latest version of the pdf, up to p46 of the thread and now with the background info for Paladin Steel and GNE started to be included :)

Trivia for this version even with reducing the font size to 8.5pt we are up to 644 pages, with roughly 415 designs and we are on post 7 of abtex's index.

Paladin Steel Netbook
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Adding another quickie item to the inventory:


PSIP-21/2098 Heavy Ion Blaster
(aka ‘Zazzer’)

“Re-adjust your mental vision again when firing a Zazzer; it’s got range comparable to many rifles, so if you’re still thinking old pistol ranges, you’re not going to get the full benefit out of this one. Operators who like to keep their enemy as far away as possible are going to LOVE this little lightning thrower.”

“Give this zapper a pulse fire mode, and PS will have created its own competition for their PSIP-2 ‘ Smasher’.”

This is a lightweight, fairly hard-hitting, ion pistol recently introduced by Paladin Steel’s Aegis Stellar Industries wing. It has a fairly strandard construction, with a cylindrical barrle, and an e-clip reciever well forward on the barrel, that doubles as a handgrip. The weapon is updated to -2098 damage enhancement standards, giving it the ability to land some serious damage with an accurate shot. The PSIP-21/2098 has superior range, however, to other ion pistols, and it is fully compatible with the full range of barrel modifications available to PS ion weapons, making it a truly ‘all in one’ .
Soldiers of the New Nigelian Confederation would recognize the weapon as a derivative or modification of a Terran weapon, the I.B.-12 Ion Blaster, from their own origin universe(see the Mechanoids Trilogy), and that would raise some questions. But as the NNC already produces an arguably superior weapon in their copy of the I.B.-20(Po-tang) Ion Blaster(although limited in distribition to their own forces), the Confederation isn’t terribly concerned about the ASI weapon.
Production and distribution of the PSIP-21/2098 has begun in the Three Galaxies, through ASI, but is expected to also begin appearing throughout the PS trading network, especially Rifts Earth.

Weight:1.9 kg (3 lbs)
MDC: 30
Range: 500 m (1,650 ft)
Damage: 3d6 MD per shot
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: ECHH
Payload: 12 shots per standard e-clip, 36 shots long-eclip
Special Features:
*Top Rail---Can accept a variety of sighting scopes and sensor packages.
Cost: 9,500 credits
Options:

*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIR-21 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 2d6 MD to a 10 ft wide area. Critical damage is unaffected. Cost: 5,000 credits

*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 2d6 MD, but boost range to 2,000 ft. Critical damage is unaffected. Cost: 7,000 credits

*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 500 ft, but up damage to 4d6 MD per shot. Note, however, that the weapon also suffers sharp ‘kickup’ giving it a -1 to strike, when fired single-handed; a foregrip for two-handed bracing is recommended(and provided as part of the kit). Critical damage is unaffected. Cost: 5,000 credits.

*Laser Sight Module---Another under/sidebarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guidepath’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Critical damage is unaffected. Cost: 1,000 credits

*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units. Critical damage does NOT apply, as the aim is to deliberately downscale damage.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: One MD shot equals 10 SDC shots
Cost: 4,000 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
wildfire142
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Re: Paladin Steel Storefront

Unread post by wildfire142 »

Here's the latest version of the pdf, we are halfway though the thread and have 803 pages, have roughly 480 designs and are on post 7 of abtex's index.

Paladin Steel Netbook
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

wildfire142 wrote:Here's the latest version of the pdf, we are halfway though the thread and have 803 pages, have roughly 480 designs and are on post 7 of abtex's index.

Paladin Steel Netbook


It's a thing of beauty....

Wait..803 pages?! Oh ye gods, but I'm realizing how long a geek-burn I've been on.... :shock:


On a related note, although I'm now on a Shemarrian streak, I have quite a few PS WIPs across a broad spread of departments, but would folks like to see anything in particular? More naval vessels, 'borgs, personal equipment, robots, ground vehicles, starships? So I can bend my energy towards finishing up some stuff?
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
wildfire142
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Re: Paladin Steel Storefront

Unread post by wildfire142 »

taalismn wrote:
It's a thing of beauty....

Wait..803 pages?! Oh ye gods, but I'm realizing how long a geek-burn I've been on.... :shock:

On a related note, although I'm now on a Shemarrian streak, I have quite a few PS WIPs across a broad spread of departments, but would folks like to see anything in particular? More naval vessels, 'borgs, personal equipment, robots, ground vehicles, starships? So I can bend my energy towards finishing up some stuff?


yep 803 with minimal artwork just went back and added some more, I think it adds a few pages :), I figured out some from your photobucket account am trying to match all the drawings to products if no links in design entries, not sure on many of the vehicles but might not have come across the links up thread yet (only in early 2011), also I see some are for the Shemarrian designs which I might tackle after I get the pdf up to date :)
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

wildfire142 wrote:[
yep 803 with minimal artwork just went back and added some more, I think it adds a few pages :), I figured out some from your photobucket account am trying to match all the drawings to products if no links in design entries, not sure on many of the vehicles but might not have come across the links up thread yet (only in early 2011), also I see some are for the Shemarrian designs which I might tackle after I get the pdf up to date :)



haven't been posting as much PS-associated art as I maybe should. Perhaps in due time; I have a feeling that time-wise RL isn't going to be as productively demanding this year as in the past...which is a mixed blessing.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

With Abtex and dargo83 in mind.....

Anti-Zombie Twinkie

“Ah, the delightful tang of either banana cream...or is it rubber cement? Doesn’t really matter...anything that can keep me from being turned into another shambling undead tastes like heaven to me.”

“So our response to a possible return of the Black Obelisk is the Twinkie Defense?”
"Phrased like that, it sounds pretty absurd, but it actually works, and that oughta seriously torque some undead abomination to be inconvenienced by sponge-cake."


One of the more absurd nostrums to emerge from the megaverse, the Anti-Zombie Twinkie would raise skepticism and ridicule, were it not for the fact that it WORKS. After careful and thorough testing, Paladin Steel bought the recipe for this miracle food from the alchemist who claims to have created it. AZTs have a combination of mystic ingredients, especially preservatives, that render the eater’s flesh unable to be raised as a zombie, either by viral or mystical means. Anybody actually killed during the twenty-four hour protection period cannot be raised as an undead, PERIOD.
Ironically, unlike the originals, AZTs have a shelf-life estimated at 200 years. Already rumors are flying of the GNE establishing stockpiles(the so-called ‘Strategic Twinkie Reserve’) of these packaged cakes against outbreaks of zombie-plague at home or abroad. PS has also deliberately priced the cakes cheap(although it’s also claimed they hired the creator at no small expense) inside its own territories(again, prompting observers to wonder why the HECK Paladin Steel is so worried about zombies and what they really know?).

Duration: 24 hours
Effects: The eater is rendered effectively immune to revival as an undead, be it zombie, vampire, or necromantic OCC like the Cold-Blooded.
Side Effects: Other than a 5% chance of an addiction to golden sponge cake and gooey white banana cream, none.
Penalties:
*(Benign) Resurrection/Revival spells will require TWICE as much PPE to work, and if they have a proficiency rating to work, it is HALVED.
Cost: 500 credits per package of 10
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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89er
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Re: Paladin Steel Storefront

Unread post by 89er »

Quick list of Robots and drones to be completed:
Airborne Power Armor
Medium Robots
Heavy Robots
-Fury
-Drakon
-Raptorex

-Hammershrike
-Nightstalker
-Greyhound
-Torris

-Patriot
-Golem
-Palatine
-Nightwatch


Also the Sancho Cyborg Assistance Drone what does it do?
wildfire142
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Re: Paladin Steel Storefront

Unread post by wildfire142 »

Another quick query :)

The Falx Missile Destroyer needs a market cost?

Thanks
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Quick list of Robots and drones to be completed:
Airborne Power Armor
Medium Robots
Heavy Robots
-Fury
-Drakon
-Raptorex

-Hammershrike
-Nightstalker
-Greyhound
-Torris

-Patriot
-Golem
-Palatine
-Nightwatch


Also the Sancho Cyborg Assistance Drone what does it do?



I was unaware I'd ever posted that wishlist(you hacking my desktop, man?), but yeah, I've got all of those in various stages of workup.
And the Sancho was a sort of robo-mule with added utility functions for helping maintain and repair cyborgs.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

wildfire142 wrote:Another quick query :)

The Falx Missile Destroyer needs a market cost?

Thanks


I'd say marginally less than the Masakari...the real expense of maintaining them is in missiles...

409 million credits for the Mrk I, 412 million credits for the Mrk II
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

*RED XENOPS----The Magic-Proof Bio-Mod
(PU2 budget of 10 million per operative)
http://i408.photobucket.com/albums/pp164/taalismn/img791_zpsqddicxgp.jpg

“Don’t waste your mage-juice trying to heal him, Miki, he’s red-xen; you’re flushing your magic away. Use your training and not your ‘craft, and stop the bleeding the old-fashioned way.”

“Absolutely ####ing great. NOW you remember that the one guy who could turn an attack on the Blood-Lord in his own lair in our favor, and we can’t get him there because we can’t magic-port him. Anybody know where we can get a supertech teleporter on short notice?”

“You...you...you penetrated my Sanctum Veil! You bloodied my nose! You, you...you soul-blind gibbering APE!!!! YOU”LL PAY FOR YOUR ASSAULT ON MY PERSON! AVACA-*glurg*!!!”
“Told you I’d take that silly little wand away from you and feed it back to you the hard way.”

RED XENOPS evolved from the RED KINE and ZINC FAHRENHEIT initiatives, and from studies of the MageBane. The objective was to create a soldier impervious(or at least more resistant) to magic and psionics, a ‘null’ immune to the more insideous forms of paranormal subjugation and mind-alteration.
Though not as showy spectacular as some of PS’s other Class IV bio-mods, RED XENOPS still have some rather impressive abilities, including megadamage skin, enhanced strength and reflexes and an integral anti-spell ‘Faraday Cage’ implanted into their flesh. In fact, proponents of the bio-mod argue that the lack of ‘fireworks’ works to the enhancements’ advantage, as their special abilities are not obvious to potential opponents until they are actually engaged in combat.
RED XENOPS came very much in demand when the Minion War began washing over Rifts Earth and territories frequented by the GNE/Alliance. As Nega-Psychics and Magebane were already in high demand even before the Infernals invaded, they became even more desired by the forces fighting the supernaturals, and as if the workload on them wasn’t enough, anti-magics/psychics became targeted for their abilities. The RED XENOPS bio-mod offered a chance to increase the available numbers of magic/psionic-resistant combat personnel and stiffen the line against the Infernals. Meant to equip a passive defense, RED XENOPS augs could bolster key defensive position that the Infernals might try to take by magic subterfuge.

Powers/Abilities:

-Impervious to Magic(Minor)----RED XENOPS are effectively immune to any magic that has a savings throw affiliated with it. The bio-mod is still susceptible to spells that affect their environment, like fireballs and ground subsidances, but if the spell has saving throw, the magic effectively bypasses the person.

--Extraordinary Physical Endurance(Minor)---The RED XENOPS mod qualifies as Class IV by making the recipient a minor megadamage being, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor. The enhanced P.E. also protects the recipient against magic and poisons.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.

-Dispel Magic(Major)---The RED XENOPS actually plays host to an internal colony of the same modified bacteria that power Paladin Steel’s ‘anti-theron’ weaponry. The effect is to permeate the bio-mod with anti-magical energies, allowing the operative to interact with destructive impact on supernatural opponents. Though not as profound or powerful(for one thing, RED XENOPS isn’t in danger of suffering burn damage from casual contact with magic materials/lifeforms) as the Major Power Wizardbane, the RED XENOPS variant still gives the recipient some major advantages in combating the supernatural:
* Do Damage to the Supernatural---The person’s hand to hand attacks do full damage to beings of magic, including ghosts and vampires.
*Parry Magical Attacks---The RED XENOPS can attempt to parry magical attacks such as fireballs and lightning bolts. +2 to parry.
*Negate PPE---With a touch or grapple, a RED XENOPS operative can keep a mage or creature of magic from using PPE points equal to the bio-mod’s P.E. x3. For example, a RED XENOPS agent with a P.E. of 18 can effectively block a mage from using 54 points of PPE for spellcasting purposes. The effect ends when the RED XENOPS lets go of his target.
*Penetrate Magic Barriers---By concentrating and spending an action, the RED XENOPS can penetrate magical forcefields, negating as many points of magical forcefield MDC as their P.E. x2. This means, for example, to get through a magical forcefield with 60 MDC, a RED XENOPS with a P.E. of 18 would have to spend two APMs( 18x2x2=72) to break the barrier.
*PPE Lock---Any PPE the RED XENOPS has cannot be drained, even in death(doesn’t double at time of death, nor can it be siphoned off). By the same token, the RED XENOPS cannot use that PPE for recharging TW devices or other similar purposes.
Penalties: On the minus side, BENIGN magics such as healing spells, levitation, and teleport spells won’t work on the RED XENOPS.

--Mind/Body Attunement---The recipient’s nervous system is amped to be more in tune with themselves; +1 APM, +2 on initiative, +4 save versus Horror Factor, +1 save versus poison and disease, and +2 save versus possession.

-Hypnotic Brain Conditioning----Because of what they’re likely to encounter in the shadows, RED XENOPS receive special deep resistance indoctrination and mental shielding; +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save vs all other psionic attacks. Impervious to Possession.

-Increased Physical Agility and Dexterity---Paladin Steel’s biotechs seem to believe that the easiest way to survive damage is to not be hit; that, and lay down hurt on the OTHER guy faster than he can lay down hurt on YOU. Increase P.P. to 22, +1 APM, +2 on initiative, automatic dodge, paired weapons, and +5% to physical skills requiring physical dexterity.

-Physical Transformation---The recipient of the aug is physically optimized; they are icons of good health. The downside is that the ‘bio-mod makeover’ has become so common with Paladin Steel bio-aug operatives that opposition forces familiar with them are starting toget suspicious of good-looking people. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

Total bonuses:
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience, + combined Hit Points and SDC.
+2d6 Hit Points
+4d6 SDC
Automatically Immune to any Magic with a saving throw
Increase P.P. to 22
+1d6 +1d4+5 P.E. , and fatigues at 1/10th normal rate
+1d6 to P.S., plus it is considered to be Extraordinary
+1d6 P.B.
+1d6 SPD
+2 APM
+4 on initiative
Automatic Dodge
+8 save versus Horror Factor
+1 save versus poison and disease
+5 save vs mind control
+4 save vs illusions
+2 save vs all other psionic attacks.
Impervious to Possession.
W.P. Paired weapons
+5% to physical skills requiring physical dexterity.
Last edited by taalismn on Tue Jul 26, 2016 5:04 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
wildfire142
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Re: Paladin Steel Storefront

Unread post by wildfire142 »

Thanks for the info,

Here is the latest pdf we are up to page 60 of the thread and post 9 abtex's index with 897 pages and roughly 530 designs. biggest change in this version more artwork added to new additions and older files as I find it in the photobucket

Paladin Steel Netbook
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Re: Paladin Steel Storefront

Unread post by taalismn »

PS-FC-49 ‘Abzer’ Full Conversion Cyborg---Cryogenic Weapons
(aka ‘Chill-Killer’,’Cold-Warrior’, ‘Kelvinator’, ‘Freeze-Master’, ‘Cryocyber’)
http://i408.photobucket.com/albums/pp164/taalismn/img665_zpsoqwvyhn8.jpg

“You are one chill operator, Franklin.”

“Don’t you just HATE frostbite? Watching your tentacles turn all stiff and black and crunchy before they fall off? Feeling all those soft squishy bits go brittle and cracked? Really kills your mood worse than a cold shower, don’t it?”

“Cold front coming through!”

“Yeah, I took up ice sculpting as part of my training. Don’t laugh; it gives me a real feel for what I’m working with.”

“I became the most popular guy in my squad once I started wearing my ‘beer bandolier’. Having the ability to lower the air temperature immediately around me can sure come in handy.”

“You tropical types really can’t handle extreme cold that well, can you? Hell of a time, scaly, to be going into torpor right in the middle of combat, eh? Feeling sleepy? Not so big-mouthed about what you like doing to us warm-bloods?”

Paladin Steel makes hundreds, if not thousands, of cyborg bodies every production-year, most of them being of the generic, general system, custom-compilation type for individuals, a substantial number of mass-production type chassises(which enjoy a 10-20% lower price per unit due to quantity production) and then, of course, a number of more radical experimental models meant to field-test out new concepts and technologies.
The FC-49 ‘Abzer’ (from ‘Absolute Zero’) is an experimental full conversion cyborg inspired by the previous Elemental Emulation-series cyborgs and incorporating advanced aspects of the Phase Cyborg and MANILA ADJUTANT/HOT EMERALD bio-augments. Based on a Light Machine chassis, the Abzer is packed full of cutting-edge thermal-manipulation gear developed by Paladin Steel innovators.
The Abzer uses a variation on the ‘phase space pockets’ deployed by the Phase Cyborg/Armors and the aforementioned bio-augs, but not to store materials and equipment. Instead, the FC-49 uses its dimensional pockets as heat sinks to shunt heat away and store it up. This manifests itself as the ability to dramatically lower the ambient temperature around the cyborg, and the ability to generate localized ‘cold spots’. The cyborg can even absorb heat and certain heat-based attacks and store the energy for reuse later. Though the FC-49 has not truly been able to attain ‘absolute zero’, the nickname stuck for these cyborgs.
Besides the thermal systems, the Abzer has several conventional weapons systems as backup, allowing them to remain in a fight, even if the experimental systems prove less than effective.
The Abzer is still considered to be in the field-testing stages, with only a few dozen deployed with field units and special operations forces. The Minion War will accelerate deployment of these cyborgs as awareness spreads that some Infernal types are vulnerable to cold.

Type: PS-FC-49 Abzer
Class: Full Conversion Borg - Light Machine, Cryogenic Emulation Operations
Crew: One volunteer
M.D.C. By Location:
Hands(2) 25 each (Ice Armor+15)
Arms(2) 65 each(Ice Armor+55)
Legs(2) 90 each(Ice Armor+80)
Feet (& Foot Pads)(2) 25 each (Ice Armor+30)
*Head 90 (Ice Armor+80)
**Main Body 180 (Ice Armor+150)

*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 Abzer CAN be fitted with additional armor, but is limited to LIGHT Cyborg Armor

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: Not possible without a jet pack
Underwater: The Abzer CANNOT swim, but sinks like a rock. However, if it can form Ice Armor, the ice acts like an iceberg, and can float the cyborg to the surface.

Statistical Data:
Average Height: 7 feet
Width: 2.5 feet at the shoulders
Length: 2 feet
Weight: 800 lbs.
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
+3 Pull Punch
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%

Special Skills/Training---Use standard 'Borg, or Headhunter OCC.
Black Market Cost: 9.5 million credits with all standard features, weapons, and sensors. The FC-49 would likely fetch far more than that from organizations wanting to study its exotic phasic and cryogenic capabilities.

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.

*Thermal Stealth----The FC-49 can match its surroundings’ heat profile by dumping its waste heat into its sinks, reducing its thermal signature: has only a 10% chance of showing up on infrared and heat sensors.

*Thermal Resistance----By shunting heat energy away from itself into subspace, the Abzer only takes HALF damage from plasma and other heat-based attacks.

http://i408.photobucket.com/albums/pp164/taalismn/img785_zps1xl69bbf.jpg
*Ice Armor---Under conditions of 50% or more humidity(or if standing in water), the cyborg can create a sheath of superhard ice from ambient atmospheric water. The resulting icy cladding isn’t as effective as purpose-built armor(all hand to hand bonuses to dodge, strike, parry, and roll are HALVED), but the armor is renewable, and cuts damage from lasers by HALF(the ice vaporizes rather spectacularly when hit).
Ice Armor takes 1d4 melees to fully form. With an adequate supply of moisture, it can be regenerated at 5 MDC per melee per location.

*Retractable Ice Cleats---The feet sport small extendable spikes that help stabilize the cyborg on ice and icy surfaces, as well as provide extra traction. +3% to Climbing, and +1 to retain balance on slippery surfaces.


Weapons Systems:
1) Modular Forearm Weapon(1)----One forearm can be fitted with a standard cyborg forearm weapon.

2) Retractable VibroClaws---The fingers of each hand can extend small vibroclaws.
Range: Melee
Damage: 1d4 MD per finger(or 4d4 for a full hand claw)

3) Freezing Touch----The hands of the Abzer can become necrotizingly super-cold, instantly freezing exposed flesh and causing contractile damage to other materials.
Range: Melee
Damage: 7d6 SDC to SDC beings, and 1d4 MD to megadamage beings. Must also roll save versus non-lethal poison(12 or better) or temporarily succumb to cold(-1 to initiative, and -2 to strike, parry, and dodge for 1d4 melees).
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. Organic megadamage beings go into a coma at zero MDC from cold damage(only if they lose, through either additional cold-inflicted damage or other form, more than 25% of their original MDC when frozen solid will they be utterly dead/destroyed).
Beings vulnerable to cold-based attacks take DOUBLE damage(and do NOT have the ‘coma at zero’ save), 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.
-Encase in Ice---In the alternative, the hands can throw out a rapidly freezing mist that forms an icy shell around a target, encasing it in ice.
Range: Melee (Freezing Mist) 30 ft and covers 6 ft wide area.
Damage: A single blast can encase a human’s limb, and has an AR of 10 and 60 SDC, and does 1d4 SDC per minute to exposed, unprotected flesh; encased hands are -25% to perform skills, -88% for BOTH hands, while if one ft is frozen, -10% to speed, prowl, climbing, and swimming. BOTH feet or one entire leg being encased, reduce the previous by 40%.
Encasing an entire person takes 3-4 actions, and encases them in 200 lbs of ice with an AR of 10 and 100 SDC. Victims take 4d6 points of damage(MD only if they’re susceptible to cold) per melee if unprotected.
Encasing a target’s head causes the victim to be -2 to strike, parry, and dodge until the ice is removed.

4) CryoBlade(1, forearm)---This is a special vibroblade with small slots in it that leeches freezing vapor that can do extra cold-stun damage to organic targets.
Range: Melee
Damage: 1d6 MD+organic targets must roll vs non-lethal poison (16 or better) or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative, except for duration, from additional hits.

5) Cryoblaster---Shoulder-mounted cryo-laser, a more efficient and compact version of that first premiered on the PSA-11 Gendarme Power Armor.
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(if successfully targeted, continuous plasma streams like plasma torches, Splugorth/Kittani plasma blades, whips, and plasma harnesses, and even magical flames like a Baal-Rog’s fiery whip will instantly gutter out for the remainder of the melee and must be re-ignited). Does 1d6 MD to structures and 2d6 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 a 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. Same rules as for the Freezing Touch apply.
Beings vulnerable to cold-based attacks take DOUBLE damage, MDC beings vulnerable to cold take 1d4 MD. 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: Conditionally Unlimited; the capacitor has enough power for 50 shots, and recharges at 1 shot every ten minutes. A special ‘freezon battery’ can be clipped in, for an extra ten shots in an emergency.

6) Plasma Battery Blaster----A shoulder-mounted experimental plasma weapon, mounted next to the cryoblaster. This system can tap back into the phase space to make use of the heat energy shunted there. When the Abzer activates its heat-shunt mode, thermal attacks do HALF damage; the rest is shunted into the subspace pocket. The properties of the subspace allow that energy to be held for 5 minutes(20 melees) before it bleeds off and is dispersed. The cyborg can tap that pool of potential energy, venting a jet of plasma that does 50% of the accumulated heat damage(it’s not 100% retrieval).
The Plasma Battery Blaster also has a low-powered default mode, for use when the phase pocket is NOT charged.
Range:(Stream Vent) 500 ft
(Spray Vent) 250 ft and covers a 15 ft wide area
(Default) 500 ft
Damage:(Special)
(Stream Vent) Equal to HALF the stored up MDC vented at that time
(Spray Vent) Equal to 1/4 the stored up MDC vented at that time, but does that damage over an area of effect.
(Example: The Abzer takes 80 MDC in damage from several plasma blasts; that translates into 40 MD of damage to the cyborg and 40 MD into the heatsink. The next melee the cyborg takes 25 MD in hits(that’s 12 MD damage, rounding down, 12 in the heatsink), and the next melee takes 32 MD in plasma strikes(16 MD damage, 16 into the heatsink). Three melees later, the Abzer decides to incinerate the robot that’s been blasting him with plasma and has an accumulated ‘bank’ of 68 MDC(40+12+16) to work with. He vents it, with a blast doing 34 MD(1/2 68). If he’d chosen to use that damage pool in a spray attack, it would have done 17 MD over a 15 ft wide area).
(Default) 4d6 MD blast
Rate of Fire: ECHH; the cyborg can moderate the strength of the vented blast to let only a little out or ALL of it.
Payload: Conditionally Unlimited, depending on how many MD of potential damage have been ‘stored up’.
(Default) Effectively unlimited

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
Judo-Style Throw/Flip 1d4 MD
Body Block/Ram: (2 attacks) 1d6 MD

Options:
The Abzer can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with extra sensors and melee weaponry.

Some have suggested fitting the cyborg with heat-resistant armor, further reducing the damage the cyborg can take from heat-based attacks.

*Evertread Soles---Modified version of the Evertread Variable Footwear, with the addition of an ice skate mode.
Bonuses:
*(Climber-Mode) Climbing Bonus: +3%
*(Soft-sole-Mode) Prowl Bonus: +3%
*(Snowshoe-Mode) Reduce penalties for walking on soft or slippery ground/surfaces by HALF.
*(Skate-Mode) Increase running speed by 25% on flat, level, ice
Cost: 30,00 credits a pair.


Another favorite option is to fit the Abzer with a TW Amulet System, fitted specifically with cold-based magic spells, such as Frost Blade, Shards of Ice, and Hailstorm. Note that these spells, used in conjunction with the Abzer’s technological systems, will actually have 25% MORE range, damage, and duration than normal. Another favorite add-on would be Impervious to Fire.

Variants:
*PS-FC-49F---’Ice Fox’----TW-enhanced version with a more vulpine styling, especially the head, which is fox- or wolf-like, with a synthetic mane and tail. The hands and feet feature retractable vibroclaws(3d6 MD).
Last edited by taalismn on Thu Jul 07, 2016 4:20 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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89er
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Re: Paladin Steel Storefront

Unread post by 89er »

"why do you need to be so close to me?'

"Everyone else has AC in their power armor and my biomods tend to run hot, so you are my only frosty island in a humid sea of zombie marsh life. Now can you laser me at a low setting, my face wants to melt off my head."

Solid addition to the Borg Catalog
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glitterboy2098
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Re: Paladin Steel Storefront

Unread post by glitterboy2098 »

why do i get the feeling that many Cyro-borgs choose to Emulate Mr. Freeze from the Batman Animated series?

Mr. Freeze: The snow is beautiful, don't you think? Clean, uncompromising...
Batman: And cold.
Mr. Freeze: Like the swift hand of vengeance.


though Arnold got a few good ones mixed in with his sillier one liners..
"In this universe, there's only one absolute: Everything freezes!"
and this one would have worked better for the animated version: "My name is Freeze, learn it well...for it's the chilling sound of your doom."
Author of Rifts: Deep Frontier (Rifter 70)
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

glitterboy2098 wrote:why do i get the feeling that many Cyro-borgs choose to Emulate Mr. Freeze from the Batman Animated series?

Mr. Freeze: The snow is beautiful, don't you think? Clean, uncompromising...
Batman: And cold.
Mr. Freeze: Like the swift hand of vengeance.


though Arnold got a few good ones mixed in with his sillier one liners..
"In this universe, there's only one absolute: Everything freezes!"
and this one would have worked better for the animated version: "My name is Freeze, learn it well...for it's the chilling sound of your doom."




Read the Spacebattles fanfiction 'Bruce Has a Problem"....Harley Quinn figures out who Batman really is and moves in, and everything improves for the better...Including the old rogues start getting reformed. Victor gets some excellent redemption time as its discovered that the henchmen community regards Freeze as one of the better employees because he's polite and doesn't harass female employees(and he's seen as a tragic romantic). At one point he actually appears at a Wayne social fete wearing a special insulating forcefield. He and Poison Ivy also get to go on a parole vacation in California where(omake time) they have an amusing bad-movie tie-in, and he meets his geological nemesis.

Oh, and Alfred...All worship Alfred Pennyworth!!!!


And yep, we'll be seeing more experimental, rule-twisting/busting cyborgs as PS messes with avant-garde technologies and concepts.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
wildfire142
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Re: Paladin Steel Storefront

Unread post by wildfire142 »

Well another week passed and a few updates to the pdf, we area t roughly 575 designs and 961 pages and have only reached p65 of this thread. on another note we are on post 10 of abtex's very handy index.

As I'm off on holiday next week there will not be an update on the 17th the next will be on the 24th, mean while enjoy taalismn's hard work.

Paladin Steel Netbook
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

wildfire142 wrote:Well another week passed and a few updates to the pdf, we area t roughly 575 designs and 961 pages and have only reached p65 of this thread. on another note we are on post 10 of abtex's very handy index.

As I'm off on holiday next week there will not be an update on the 17th the next will be on the 24th, mean while enjoy taalismn's hard work.

Paladin Steel Netbook


Enjoy your holiday; you earned it.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Have some giant robot.

PS-IAR-20 ‘Torris’ Infantry Assault Robot
(aka ‘Wind-Bull)

“Weather forecast for today is sudden violent tornado-force winds, accompanied by large-caliber metal hail, intense spot heat-waves, localized plasma flares, and eruptions of whupass. If you have any outdoor plans going on, expect to have a really $#!++y day.”

“If you really want to sell this thing, a little cosmetic engineering would go a long way....as it is, the Torris looks pretty exotic compared to Northern Gun’s boxy mechs, but if you give that pilot compartment some extending armor flanges like so, to look like mandibles, and extended the armor on the forearms just SO, tweaked another few points here and there, and maybe gave it a zingy black-purple paint job....well, it would look pretty badass. And people buy badass.”

The ‘Torris’ is a design instigated by the Wynaro component of the GNE, who wanted a robot vehicle that reflected their people’s particular contribution to the GNE, and their unique abilities. Paladin Steel had been experimenting with weather control magic and super-technologies, and so felt that a field-trialing of some of their developments might be a good idea.
PS engineers decided to use as the basis of the design a chassis copied from the G-9A ‘Jaguar’ Light Robot Vehicle, a Colombian design that had impressed them with its grace and mobility when examples had been acquired by PS’s tech-hunters in South America. The design, with little modification, could easily resemble an adult Wynaro. Upgraded with such extras as a combat tail appendage, and modular PS-made weapons in the forearms, the ‘Torris’ has the versatility to deal with a variety of threats.
The centerpiece of the ‘Torris’ is the powerful ‘wind cannon’ that bulks up the fixed head and shoulders. This is an advanced high pressure cyclonic-action device that creates high pressure vortices of air that can fired like shells, expanding into horizontal tornadoes of air.
Despite a general dislike of the confines of vehicles, the Wynaro approve of the Torris, forgoing their usual apathy towards robot vehicles to pilot the Torris. Over fifty units have been produced so far, with a number of those permanently stationed to defend the principle Wynaro colony at Worcester.
Several Torrises have been converted for use by non-Wynaro. Despite some misgivings about the primary focus on the wind cannon(to the deletion of other more conventional weapons, such as mini-missile launchers, from the original ‘Jaguar’ design), most pilots find the design comfortable to use, especially with the roomy cockpit. It has also been discovered in trials that the wind cannon can be used to assist in emergency ejections, helping loft the pilot clear in event of a situation-mandated bailout.
Given the novelty of the Jaguar platform to PS engineers, several test variants have also been developed to trial various other configurations, some of which have showed considerable battlefield promise. Despite its ungainly hunchbacked looks and fairly light armor, the Torris seems poised to become Paladin Steel’s next big winner, judging from early reports from field testing.

Type: PS-IAR-20 ‘Torris’ Infantry Assault Robot
Class: Infantry Robot
Crew: One
MDC/Armor by Location:
Main Body 360
Head 120
Reinforced Crew Compartment 100
Wind Cannon 120
Arms(2) 150 each
Claw Hands(2) 75 each
Forearm Weapons(2) 120 each
Legs(2) 220 each
Tail 200
Height: 23 ft
Width: 11 ft
Length: 8 ft, plus 16 ft of tail
Weight: 22 tons
Cargo: Small space in crew compartment for a survival pack, sidearm(s), and a few small personal possessions.
Physical Strength: Equiv. Robotic P.S. of 40
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:(Running) 85 MPH
(Leaping) 20 ft up/across, +10 ft w/ a running start, +50 ft with a thruster-assist.
(Flying) Not Possible
(Underwater) Limited to running along the bottom at 12 MPH, maximum depth of 800 ft.
Market Cost: 32 million credits
Systems of Note:
Standard Robot Systems
Weapons Systems:
1) Wind Generator-----This builds on the success of devices such as the earlier PS Pathfnder’s air cannon. The installation on the Torris occupies the tip of the head and the upper back, with multiple air jets and intakes protruding from the back. A central cyclonic turbine accelerates atmospheric medium to extremely high speeds before expelling it from either the front projector or bleeding it through rear venting.
Range: 4,000 ft, and affects a 25 ft wide area at maximum range, 60 ft area at 500 ft or less.
Damage: On maximum setting, does NO damage
HOWEVER, humanoid-sized beings(7 ft or smaller) will have an 90% chance of being knocked over and pushed 1d6x10 ft by the air blast, as well as a 75% chance of being stunned or knocked out.
Creatures and bots weighing over a ton, or standing 8-20 ft, will only have a 50% chance of being knocked over, and only a 15% chance of being stunned.
Creatures and 'bots taller than 21 ft, will be unaffected.
Rate of Fire: EPCHH
Payload: Effectively unlimited

2) Modular Forearm Weapons(2)---In place of the original Jaguar’s single large arm-mounted cannon, the Torris has a modular hardpoint on each arm, which can accommodate the following:
a) 20mm Long-Barrel Autocannon----Replaces the original Jaguar rotary autocannon with a lighter and more advanced single barrel design.
Range: 7,200 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1000 rd drum
Cost: 40,000 credits.

b) 23mm Autocannon---Vehicle-mount version of the PS ‘Arden’ infantry heavy machine gun.
Range: 2,000 meters (6,000 ft)
Damage:
(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius
2d4 x10 per 10 rd burst, 14 ft blast radius
4d6x10 per 60 rd burst! 22 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius
2d4 x10 per 10 rd burst, 12 ft blast radius
5d6x10 per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius
3d4 x10 per 10 rd burst, 2 ft blast radius
6d6x10 per 60 rd burst!, 3 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%

HESH (High Explosive Squash Head) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
1d4x10 per 5 rd burst,4 ft blast radius----plus 4D6+2 SDC to the person(s) inside the object
2d4 x10 per 10 rd burst, 6 ft blast radius----plus 5d6 SDC to the person(s) inside the object
5d6x10 per 60 rd burst! 10 ft blast radius----plus 1d4x10 SDC to the person(s) inside the object(takes ALL attacks that melee and is -2 to strike)

(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown

(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
2d4x10+10 SDC per 5 rd burst (2d4x10+10 HP to vampires), 2 ft blast radius
6d6 MD per 10 rd burst (3d6x10+10 HP to vampires), 3 ft blast radius

Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-60 rounds per melee
Payload: The OCSW typically comes with two 37 round box-magazines(total of 74 rounds) or can be belt- or drum-fed.
Cost: 8,000 credits

c) 30mm Autocannon
Range: 5,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per single gun.
Rate of Fire: EPCHH
Payload: 400 rds
Cost: 250,000 credits

d) 40mm Grenade Launcher
Range: 7,000 ft
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 300 rd drum each AGL
Special Features: None
Cost: 50,000 credits for the launcher

e) PS-RG-44 Rail Gun(a copy of an imported Russian design)
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst
Rate of Fire: EGCHH
Payload: 3,000 rd drum

f) Mini-Missile Launcher----24 shot pod

g) Short Range Missile Launcher---5 shot pod

h) Pulse Laser (PSMBL-5000B)
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 270,000 credits

i) Ion Blaster
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 230,000 credits

j) Plasma Cannon
Range: 2,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 80,000 credits

k) Particle Beam Cannon
Range: 2,000 ft
Damage: 1d6x10+10 MD
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 100,000 credits

l)PS PTT-M20 Missile Rifle:
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited
Cost: 36,000 credits per launcher


3) Chin Guns(2)---Mounted under the head and cockpit are two small antipersonnel weapons mounts. Each one can be fitted with ONE of the following:
a) Light Machine Gun---7.62mm Machine Gun
Range: 3,000 ft
Damage: 6d6 SDC single round, 4d6x10 SDC per 10 round burst.
Rate of Fire: Standard
Payload: 600 rd belt

b) Flamethrower
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 30,000 credits.

c) 30mm Grenade Launcher
Range: 1,200 ft
Damage:
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius

*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)

(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.

The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire: ECHH
Payload: 200 rds
Cost: 19,000 credits; SDC rounds cost 40-60 credits each, Crowd Control rounds cost 20 credits each, standard 30mm HE grenades cost 400 credits each, armor-piercing cost 550 credits each, micro-fusion(rarely available on the open market) cost 1,500 credits each, Incendiary cost 600 credits each.

d) Light Pulse Laser
Range: 4,000 ft
Damage: 3d6 MD single shot. 1d4x10+6 MD per triple-shot burst
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 30,000 credits

e) Light Ion Blaster---Variant of the popular PSIP-2 ‘Smasher’ series. Mount has a 45-degree arc of fire. Like the handheld version, it can be modified for additional damage effects.
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: Effectively Unlimited
Options: Like the handgun version, the vehicle-mounted version can be similarly modified for extra effect/power:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.

*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIP-2 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area. Cost: 5,000 credits

*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 3d6 MD, but boost range to 1,500 ft. Cost: 7,000 credits

*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 400 ft, but up damage to 5d6 MD per shot. Cost: 5,000 credits.

*Laser Sight Module---Another underbarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guide path’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Cost: 1,000 credits

*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: One MD shot equals 10 SDC shots
Cost: 4,000 credits

f) Light Plasma Projector
Range: 1,300 ft
Damage: 5d6 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 18,000 Credits
Options:
*’Blow-Torch’ Mode---Not as refined or powerful as the ‘scattershot’ modification available to other PS plasma weapons, this add-on to the muzzle disperses the plasma somewhat to produce a fan-shaped ‘blowtorch’ that does less damage, but to a wider area. Does 4d6 MD to a 3 ft wide area, range drops to 500 ft. Cost: 3,000 credits

*“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the gun, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike if not properly braced).
Cost: HotShot modding on the Genta costs +8,000 credits, and a recharged cylinder of refined d-gas costs 500 credits(300 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 20 shots.

g) Light Rail Gun
Range: 4,000 ft
Damage: 1d4 MD single rd. 6d6 MD per 30 rd burst
Rate of Fire: EGCHH
Payload: 600 rd magazine
Cost: 60,000 credits

4) Combat Tail----PS engineers have added a long(16 ft) prehensile combat tail ending in a flat paddle-like blade. The Torris can perform sweep-lashes with this long tail, as well as stabbing attacks.
Range: Melee(16 ft)
Damage: 6d6 MD on a lash or stab

5) (Optional) Use of Handheld Weapons---The Torris can pick up and use heavy mecha-scale weaponry.

Hand to Hand Combat
(Use the Basic and Elite Robot Combat Training for the bonuses; no other adjustments aside from the following)
+2 Roll with Punch, Kick, or Impact
Restrained Punch 1d4 MD
Full Strength Punch 2d6 MD
Claw Strike 4d6 MD
Power Punch(2 attacks) 4d6 MD
Tear/Pry with Hands 2d4 MD
Body Block/Tackle 4d6 MD
Stomp 1d4 MD
Kick 2d4 MD
Leap Kick(2 attacks) 3d6 MD
Tail Lash 6d6 MD

Variants:
*PS-IAR-20F---Winged version modified for full flight.
MDC/Armor By Location:
Wings(2) 120 each
Width:(Wingspan) 53 ft with wings fully extended
Weight: +3 tons
Speed:
(Running) Reduce running speed to 60 MPH because of the added weight and encumbrance
(Leaping) Similarly, reduce leaping distances by 50%
(Flying) Hover to 500 MPH, maximum altitude of 12,000 ft.
Weapons Systems:
1) Wing Hardpoints(2)(Optional)---The wings can be fitted with two light hardpoints for ordnance.
a) Mini-Missile Pod---20 shot MM pod
b) Short Range Missile---1 per hard point
c) Bomb---Equivalent to Medium Range Missile warhead, only double the blast radius.
d)TW Heavy Rocket: Range: 3 miles. Damage: 2d4x10 MD to 30 ft blast radius---2 per hardpoint
e) Mini-torpedos---6 per hard point
f) Short-range Torpedoes---1 per hard point


*PS-IAR-20H(TW)---TechnoWizardry-enhanced version using PPE generators and magic spell projection systems. The wind cannon is notably enhanced with Elemental and wind-magic to greater effect.
Note: Range of each spell is increased by 50% if a Wynaro is piloting the robot.
-TW PPE Generators:
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus

-TW Hail (8th level)--- Subjects a selected area to a continuous icy bombardment.
Range: 4,000 ft, and affects a 50 ft radius
Damage: 8d4 MD per melee, for 32 melees(8 minutes) to a 50 ft target radius.
Rate of Fire: EGCHH
Payload: 10 PPE per activation

-TW Windblast------Fires long range bolts of super-dense air. Incredible range, thanks to the barrel boosting elements.
Range: 7,000 ft
Damage: 2d4x10+30 MD per blast, plus knock-back, similar to Wind Rush.
Rate of Fire: EGCHH
Payload: 20 PPE per shot

-TW Sandstorm-----Creates a sudden sandstorm that lasts 5 minutes, covering a 100 ft area. People trapped inside it will find visibility cut down to 3 ft, hearing is reduced by HALF, speed by 75%, lose initiative, 2 APM, and -5 strike, parry, and dodge. The scouring sand does 1d4 SDC per melee. Even robot vehicles will find their sensors, including radar, bolluxed by the flying grit.

-TW Tornado Blast---Tornadoes are 100 ft in diameter, last 15 minutes, and do 3d6x10 MD per melee to anything caught by them, and an additional 2d6x10 MD to anything hurled out. Wood, clay, and stone structures take 4d6x10 points of damage(SDC or MDC), and trees are uprooted in one melee round. The tornado will also randomly wander about in a half-mile area before dispersing.

-TW Invisible Wall---A convenient spell for creating invisible obstacles and providing protection for infantry.
Range: 120 ft
Damage: Creates an invisible shield wall roughly 100 ft wide and 100 ft high, with 50 MDC, that renews itself at 50 MDC a melee. Only a Dispel Magic Barriers or doing more than 100 MD in a single attack will take the barrier down. The barrier lasts 10 minutes per casting.
Rate of Fire: ECHH
Payload: 25 PPE per activation

-TW Wall of Wind
Range: 200 ft
Damage: Creates a barrier roughly 100 ft wide and 60 high that pushes those attempt to breach it back with a Supernatural P.S. of 42. Only those with a higher P.S. or weighing more than 2 tons can bull through the wind barrier, but only at 20% of their normal speed. Lasts 50 minutes per casting.
Rate of Fire: ECHH
Payload: 15 PPE per activation.

-TW Electrical Field
Range: 400 ft
Damage: Creates a crackling wall of electrical energy that shocks anybody trying to pass through it. The wall is 100 ft wide/high, and does 4d6+10 MD to anybody trying to breach it. There is also a 50% chance of being stunned for 2d6 melees, and those caught inside the barrier take an additional 4d6 MD for every melee.
Rate of Fire: ECHH
Payload: 18 PPE per activation.

-TW Ten Foot Ball of Ice
Range: 7,000 ft
Damage: 2d6 MD on impact, then explodes, 60 ft blast radius, shedding hundreds of icy shards. Human-sized objects caught in its way will get hit with 1d6 shards, each doing 2d6 MD. Fighter- and Robot-sized targets (16 ft or larger) will get hit by 1d4x10 shards. Ships and targets 50 ft and larger will get hit by 2d4x10 shards. Victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative. The Ice Ball has 70 MDC.
Rate of Fire: EGCHH
Payload: 25 PPE per shot

- TW Tail Blade System---An adaptation of the Spinning Blades spell.
Range: 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 1,000 ft.
Damage: Does 2d6 MD per blade
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.
Duration: 10 melee rounds( 2.5 minutes per activation)
Bonus: Also has a +6 to parry rail gun rounds, autocannon shells, and other projectiles .
PPE Activation Cost: 20 PPE per activation


*PS-IAR-20J(TW)---TechnoWizardry variant that actually holds an Air-’Eleminal’ inside its wind-generator housing. The Wynaro are actually much better at communicating with and calming the animal-equivalent Elemental essence, and able to coerce it to much greater efforts.
The Air-’Eleminal’ can cast the same spells as the PS-IAR-20H(TW) described above, but increase the spell ranges by another 50%(or DOUBLE if a Wynaro is piloting the ‘bot and able to talk to the Eleminal).
The PS-IAR-20J(TW) also has the following ability:
TW Lightning Blaster----This weapon fires forward from the centerline air intake, powered by the ‘Eleminal’ housed inside.
Range: 11,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: Twice per melee
Payload: Effectively Unlimited

*PS-IAR-20K---Experimental model mounting a heavy EMVC-07C ‘MagStorm’ multimode EM-bolt cannon in place of the wind cannon, invisible EM vortexes simulating the effects of the turbulence generator. This weapon has proven popular with the test crews.
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 20% 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.

*PS-IAR-20M---Experimental variant mounting, in place of the wind cannon, a modular missile launcher system.
a) Mini-Missiles---36
b) Short Range Missiles---16
c) Medium Range Missiles---8

*PS-IAR-20N---Experimental model, mounting a 380mm ‘demolition gun’ rocket launcher in place of the turbulence generator.
Range: 17,000 ft
Damage:(HE)----3d4x10 MD to 50 ft blast radius
(Armor-Piercing) 6d6x10 MD to a 30 ft blast radius

(TW Earth Demolition Charge)---Roughly equivalent to an 8th level Earthquake spell; lasts 2 melees and does 2d6x100 MD to a 120 ft wide area, plus 2d4x10 MD to everything in a 100 ft wide area either side of the epicenter. All other effects similar to the Earthquake spell.

(TW Deluge Demolition Charge)----This uses a modified Water Elemental spell(Roughly equivalent to 12th level) to spontaneously generate an expanding circular Tidal Wave of water from the point of impact; the 40 ft wall of water expands out to an 800 ft radius, doing 4d6x10 MD, inundating and possibly knocking over buildings, flipping over vehicles, sluicing away loose earth and objects(including people) and potentially drowning enemies. The water surges out for 1 minute of real time, though it may take hours for deluged objects and muddied soil to dry out. The water will also rush into any bunkers and cellars that aren’t sealed and watertight, filling them. This warhead has proven particularly useful in demolishing and drowning out vampire hideouts in the West.

Rate of Fire: Once per melee
Payload: 16 rds

*PS-IAR-20P---Experimental variant mounting, in place of the wind cannon, another acquisition from South America; a heavy plasma cannon copied from the Kittani ‘Firedrake’ power armor. The example mounted on the PS-IAR-20P is larger and more powerful, modified with PS’s more advanced plasma technology, so the weapon has greater range and fire mode options. However, in contrast to the baseline PS-IAR-20, the PS-IAR-20P has not proven as popular with crews, despite the increase in firepower, due to heat-leakage from the head-mounted plasma weapon into the cockpit’s environmental conditioning system. Also, the location of the plasma chamber directly over the cockpit prevents safe ejections in the event of forced crew bailout. PS engineers are working to remedy the former with rerouted heat sinks and heat transfer systems, but the latter problem is proving harder to correct.
The PS-IAR-20P is currently undergoing field combat trials, with about a dozen or so machines deployed in various theaters.
Changes/Modifications:
Weapons Systems:
1) Head-mounted Heavy Plasma Ejector
Range: (Pulse Mode) 2,000 ft
(Fan Mode) 1,500 ft
(Bolt Mode) 4,000 ft
Damage:(Pulse Mode) 3d6x10 MD per single shot
(Fan Mode) 1d6x10 MD to a 30 ft wide area
(Bolt Mode) 2d4x10 MD to a 10 ft blast radius
Rate of Fire: (Pulse Mode) ECHH
(Fan Mode) ECHH
(Bolt Mode) Four times per melee
Payload: Effectively unlimited
Special Features:
*“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized reservoir cylinders attached to the back rear of the ‘bot. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike).
Cost: A recharged cylinder of refined d-gas is good for 20 shots.


*PS-IAR-20Q---Experimental aquatic model that replaces the turbulence cannon with a dual air/water turbine, and streamlines the body of the ‘bot for aquatic travel. The chin weapons are refitted for underwater operation(lasers fire in the blue-green frequencies, guns fire supercavitating bullets), and any missile weapons can be replaced with torpedo equivalents. A sonar system with a 25 mile range has also been fitted. Though generally regarded as the most graceful-looking of all the design variants, not everybody is happy with the removal of the main weapon in favor of water speed, and further experimentation has been suggested, possibly with a water-’Eleminal’ in emulation of the PS-IAR-20J(TW)variant.
Changes/Modifications:
Speed: (Water) Can speed underwater at 60 MPH, maximum depth of 1,000 ft) or can waterwalk(actually hydrofoil on two large leg fins/flukes) on the surface at 90 MPH.

*PS-IAR-20S---Yet another experimental model modified to carry a prototype PS-UHFSC-03X heavy sonic cannon, copied from Atorian weaponry captured out-dimension. This version is sometimes nicknamed the ‘Whistler’.
Range: 5,000 ft
Damage: 2d6x10 MD per blast, plus 4d6 MD to a 45 ft diameter area around the blast area(double damage and range underwater)
Rate of Fire: ECHH
Payload: Effectively Unlimited
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Yeah, by Palladium conventions regarding psionics and bionics, this should be impossible, but if you’re going to break rules, might as well have fun doing it, no?

PS-FC-38 ‘EgoMeister’ PsiBorg
(aka ‘Mentalmetal’, ‘PsychBorgs’, ‘Brainiac’)
http://i408.photobucket.com/albums/pp164/taalismn/img591_zpstfsualkp.jpg

“####EEE--YOWWWWWW!!!!###
“.-what the hell? What’s wrong? What’s going on? What did I do wrong? Hello? Talk to me!”
“-oops!...sorry there, Stan! Nothing’s wrong! In fact, everything’s just RIGHT! You just telekinetically lifted that cube! I mean really LIFTED it! Frau Murdock’s just about doing cartwheels, and in a mini-skirt to boot! You just made scientific history and got a whole room full of eggheads here VERY happy! Nothing wrong at all!”
Stan looked at the small cube rotating in mid air, a foot above his prosthetic hands, and his bionic arms, and he smiled, as much as his prosthetic face would allow. It might be trivial compared to what he used to be able to do effortlessly, but still...he still had it.

“Why are we assigned to guard duty while the other cyborgs are on the front line fighting the enemy up close, you ask? Are our particular abilities not better used elsewhere than guarding this medical facility? Why are two multimillion credit psiborgs tasked with standing watch over a single person in medical stasis? You may ask, my young colleague, and I will tell you. We are here because we can guard that poor soul from all manner of threats. Our bodies are proof against weapons fire, gases and poisons, our minds attuned to the invisible, our psionics ever alert to the unexpected and the unseen. If the enemy should strike here, sensing what is so precious in that ward, our metal bodies are the armor that protects that flesh and blood, our minds the walls that shield the sleeping soul. This is OUR front line, and we dare not shirk our watchfulness at our post.”

“It’s bad enough when Paladin Steel specializes in a particular discipline, like plasma weaponry, material sciences, biotech, technowizardry or bionics. It’s downright unfair when they combine those disciplines. Genetic engineering cyborgs for psionic tendencies? Crystal psionic amplification? Nanotech stabilization of drug-induced psychic boosting? How many envelopes are they pushing simultaneously with this one? Anybody sense a gambit pileup in the making with this one?”

<<The wretched bi-ped hum-aans DARE walk our sacred path?! They DARE create mind-walkers in imitation of our purity?! You are nothing more than a lump of diseased flesh in a tottering waste-collection tank and you think yourself our EQUAL?! You shall be ERASED from existence, damned pathetic dawdling of a doomed species!!! You shall->>
“Yeah, yeah, yeah, you could say I’m a brain in a box, but I’ve got quite a brain and this is one helluva box around it. Between the two, I‘m going to #### you over on so many levels of hurt, you psychopathic piece of brain-plaque, you’ll be wishing your mommy-testtube had flushed you into the bleach-vat!”
---Confrontation between a Mechanoid Exterminator and an EgoMeister cyborg


“Roger, you can’t spend ALL your time astrally projecting. You’re going to have to come to terms-”
“I know, I know. My old body got wasted, and I’m lucky to get transplanted into a body that even allows me to use my birthright power....but if you had a chance to step out of a body that feels strange and confining, wouldn’t you do it when you could? Yeah, I’ll see my rehab coach and the cybershrinks and try spending more time exercising in-bod. But, Schantz, I’m just not USED to it!”
“That’s the point, Roger, you’re going to have to get used to it...unless you want to wind up like those Ecto-Travelers we heard about...You really want to be cut off from your body while you’re off flying psychic airways because you weren’t paying attention? That’s what almost got you killed the first time; Infernals found your body while you were away. Your new body might be tough, but not if nobody’s home. And that’s what it is for the foreseeable future; your new home.”

The ‘EgoMeister’ is part of an effort to create advanced psionic full conversion cyborgs. The research project combines data accumulated from PS’s contacts in the Three Galaxies with specialists gathered in a black ops, COBWEB ATTIC.
COBWEB ATTIC is the only known successful defection of Mindwerks personnel outside the paranoid security of the Angel of Death’s compound, and came about as a result of a chance encounter between affiliated M.O.M. augments of the GNE with the dastardly Mindwerks. Several midlevel psychotechnicians managed to escape and bring their knowledge to North America. However, none of them had a complete understanding of psynetic technology nor of Frau Herrensiel‘s more sensitive secrets, and almost all of the defectors suffer from some insanity of their own(the most articulate of them firmly believes that she lives in a 20th century world of superheroes and supervillains, and that she is living in witness protection as a result of her marriage to a superhero). What they HAVE managed to contribute to Paladin Steel’s understanding of M.O.M. technology, combined with other sources of information, such studies of the Delphi Juicer, the MIT Forest’s studies into induced psionics, OTAR collection of psionic relics and examples of Psi-Mechanisms, and technologies such as psylite brought back from the Three Galaxies, have sparked several revolutionary developments in PS’s bionics program.
The psiborg effort would seem counterintuitive; all contemporary knowledge of the interaction of psychic ability and bionics indicated that the latter negated the former. However, Greater New England’s experience with the Mechanoids suggested that it WAS possible to have a psionically-active bionic organism. Anecdotal reports of transferred intelligences with psionic abilities(including growing rumors out of the Shemarrian Nation) seemed small confirmation that psionics and bionics didn’t necessarily abreact like matter and antimatter, and that some middle ground WAS possible with the right combination of factors. Project FIZZDING set out to find that median, and the FC-38 EgoMeister is the result of its success.
Most FC-38 converts start out as minor or major psychics, but receive, along with their bionics, some additional genetic boosting to stabilize their psionics after the disruptive effects of conversion. Internal bio-comps monitor the cyborg’s brain chemistry and adjust it accordingly to head off the worst of any possible side effects. The overall balancing act has been compared to late-model high-technology higher performance jet fighters that would be dangerously unstable(or un-flyable at all) without the constant work of their onboard computers adjusting and trimming their control services.
FC-38s use a custom Paladin Steel cyborg frame, with all the attendant modularity that implies, but are particularly distinguished by the prominent ‘mohawk’ crest and headpiece incorporated into their design. Some EgoMeisters feel that this design gives them a look of classic warrior nobility, and will equip and comport themselves accordingly.
Internally, the FC-38 sports several arrays of psylite crystals packed in and around the brain and spinal column, amplifying the remaining ISP.
The most controversial aspect of the EgoMeister is the incorporation of a drug-booster system that temporarily punches up the psionic abilities of the user. Paladin Steel and the GNE are both leery of approving chemical augmentation systems that can potentially addict their troops, especially invaluable assets such as psiborgs, so the Cerebro-Chemical Augmentation Booster System(CABBS, also sometimes referred to as the ‘Midnight Express’) is strictly monitored and regulated(an onboard recorder monitors when the system is used, and a psiborg trooper may then be called upon in after-mission debriefing to justify incidents of CABBS use). Activation of the CABBS also triggers a post-action nanite and chemical cleansing of the cyborg’s bio-systems, to prevent further damage(this cycle is known among the psiborgs as the ‘Purge’, the ‘Crash’, or the ‘Flush’). The EgoMeister benefitted immensely from PS Medical studies on ameliorating and rehabilitating the psycho-physiological side effects of Juicer drugs and M.O.M. enhancement, as the cyborgs’ internal self-medication systems are programmed to buffer the more excessive effects of the psi-drugs.
Overall, while the conversion technology won’t make the cyborg a Mindmelter, it breaks preconceptions by allowing a full conversion cyborg to have SOME serious psionic ability.
When first introduced, the EgoMeister threatened to cause an ethical controversy; company ethicists retained to monitor Paladin Steel projects objected to the combination of life support bionics combined with gene-boosting of psionic abilities, fearing that the process was taking recipients to the ‘razor’s edge’ of induced psionic frenzy and neurological breakdown, precariously balanced by the automated life support. Before long, it was feared, the system might break down, and the cyborg psychics inadvertently pushed beyond the fail-safe limits or be lulled into a false sense of security by performance parameters that might be hacked or altered deliberately or by software glitches. Other critics contended that the EgoMeister’s use of gene-therapy and bionics had echoes of the slippery slope that created the psychopathic Mechanoids.
The EgoMeister program was thus nearly sidelined by Paladin Steel’s own internal review system when the Minion War broke out on Rifts Earth, and all available forces mustered for the fray, including projects that had reached field testing stage. As the need for psychic assets skyrocketed, COBWEB ATTIC derivations gained higher priority, especially when it was discovered that the EgoMeisters were resistant, if not outright immune, to the Mind Scream plague. Indeed, large numbers of badly afflicted psionics. MOM Crazies, and a number of the early GOLD SMOKE psionic eugen-augs became candidates for psi-boosting via EgoMeister conversion, salvaging what they could of their health, sanity, and psionic abilities. Arguably, many of these convertees would exhibit erratic and aggressive behavior that would seem to bear out the ethicists’ worries, but the counter-argument pointed out that the same behavior might be explained by pre-conversion trauma caused by the volunteers’ near-death experiences, and that the cyborg life support and neural monitoring systems actually MODERATED the worst of the trauma effects. The FC-38 also gets a lot of interest from Delphi Juicers approaching Final Call and opting for full bionic conversion in order to salvage something from their ravaged bodies and boosted psionics.
The small amount of public coverage of the EgoMeisters has resulted in overall positive response from the GNE public and high regard for the psi-borgs, especially given their roles in the Minion War. Other cyborgs, however, tend to regard the design as a bit of a lightweight(strength- and armament-wise), and converts as a bit spaced-out...at least until they see the EgoMeisters’ powers in action. However the EgoMeister stacks up firepower- or armor-wise next to other cyborgs, it is considered by the PS/GNE scientific establishment as a resounding success, and a possible harbringer of more sophisticated psitech breakthroughs to come.
For reasons unknown, EgoMeisters seem to be given the cold shoulder and the jaundiced eye by many True Atlanteans. EgoMeisters also seem to have acquired the unholy hatred of the few Mechanoids they’ve encountered so far; on the other hand, AbMechanoids are annoyingly friendly, and the more intellectual AbMs like the AbM Oracle and Runner can become outright chatty with EgoMeisters to the point of being pests. Frau Herrenisel is, as yet, unaware of the EgoMeister cyborgs, but if she did, she would rightfully suspect the hand of some of her ‘traitors’ behind the cyborgs’ design, and would KILL to acquire an example for vivisection, while the Angel of Vengeance would just kill anybody else associated with the EgoMeister.

Type: PS-FC-38 ‘EgoMeister’
Class: Full conversion Borg, Psychic Operations
Crew: One volunteer
Minimal Requirements: Because of the strain placed on the recipient’s psyche, the conversion is available ONLY to those with a demonstrated M.E. rating of 16 or better

M.D.C. By Location:
Hands(2) 30 each
Arms(2) 100 each
Legs(2) 125 each
*Head 100
**Main Body 250
ISPIstol 35
Connector Cord 15
*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 EgoMeister can be fitted with any additional armor up to MEDIUM Cyborg Armor

Speed:
Running: 110 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. Also, depending on the convert psychic’s abilities, of augmentation with the power Telekinetic Leap.
Flying: Not possible without a jet pack
Underwater: The EgoMeister CANNOT swim, but sinks like a rock

Statistical Data:
Average Height: 7 feet
Width: 2 feet
Length: 1.2 feet
Weight: 500 lbs
Power System: Nuclear
Physical Attributes: Equal to Cyborg PS. 30, 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. Also see bonuses below in Special Systems.
+3 initiative
+5 strike/parry
+6 dodge
+3 Pull Punch
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%

Special Skills/Training---Use standard 'Borg, post-conversion. Most are converts from maimed psychic classes.
Black Market Cost: The Psiborg is currently EXCLUSIVE to PS/GNE, but if made available on the open market, it is estimated that it could fetch 13 million credits or more 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.

*Ambidexterity Boost--- If the character doesn’t already possess the Ambidexterity advantage, a combination of neural interface boosting and gene-therapy gives the cyborg the ability to use all their hands with equal proficiency. If nothing else, this allows the cyborg to defend themselves more effectively using strictly physical means. +1 APM, +1 parry, and automatically gets W.P. Paired Weapons(reflected in Bonus stats).

*Psionic Retention----Normally, full conversion cyborgization NEGATES all a psychic’s psionic powers; nil, zit, lose’em all, do not pass GO, you’re psi-dead for life(unless you somehow get a cloned body to be transplanted back into). Somehow the amount of specialized engineering that’s gone into the FC-38 allows them to keep their psionics...albeit as if they were hamstrung by only partial implants(ALL powers are reduced by HALF with regards to range, duration, damage and ISP reserve). Fortunately, there are a number of further measures that help the cyborgized psychic gain a little of that mojo back.

*Psi-Booster---This is gene therapy, attendant with the conversion process. It’s not as effective as on a full-body recipient, but it still gives some extra psi-power potential back to the psiborg. +4d6+6 ISP

*Psi-Focus Arrays----These are psylite crystal arrays that effectively DOUBLE the cyborg’s ISP. PS got the idea from studies of psylite technology available at Phaseworld.

*Cerebro-Chemical Augmentation Booster System(CABBS)---- This system allows the cyborg to temporarily boost their psionics, by the use of chemical injection directly into their nervous system. The CABBS uses drugs derived from studies of Psi-Cola and Psike-E among other substances, and moderates them with an accompanying drug combination counteragent program, overseen by an onboard medical AI system that carefully juggles the cyborg’s blood chemistry.
When the CABBS is engaged, the cyborg enjoys a mental rush(variously called ‘the Drive’, the ‘Zoom’, or the ‘Light-Up’ by the ‘borgs). It’s claimed that the ‘Zoom’ is made more intense because the concentration of chemicals is higher with regards to the brain-to-body weight(there being less blood and other tissues to absorb and dilute the stimulants), but PS biochemists dismiss this rumor, citing that the reverse is true; they have to dilute the normal chemical doses that a fully-fleshed being would take to prevent catastrophic OD’ing in the case of the cyborgs.
While ‘lit up’ the cyborg gets +2d8 ISP, are +1 on initiative, and +5% to skill performance. Duration and range of their psionic powers is INCREASED by 25%(as long as they do not exceed the duration of the chemical ‘up’). This ‘rush’ lasts 4d6+15 minutes.
The downside is that the boost is only temporary, and the CABBS automatically damps down the psionic burst afterwards and institutes various chemical ‘throttle-downs’(the so-called ‘Flush’) to re-stabilize the cyborg’s neural chemical balance and remove any dangerous metabolic byproduct residue from accumulating. The boost mode cannot be reinitiated for 15 minutes.
The EgoMeister has enough onboard chemical storage for 100 ‘shots’ of the drugs, the exact chemical composition of which is a closely-guarded secret of Paladin Steel and distributed only through the GNEAS. If the stuff somehow made it to the market, the drugs could bring 200 credits a dose(as packaged by PS, the drug cartridges also contain the recommended parallel moderating chemicals that are further fine-tuned by the onboard pharmacopeia-comp to match the individual’s neural chemistry), but they would be virtually useless, not to mention deadly, for anybody without a CABBS.
For those of you PCs dumb enough, or hardcore rpg-enough, to actually take a hit of the stuff, it WILL boost a psychic’s ISP by 2d6, and skill performance by +5%, and the psychic’s powers will DOUBLE in range and duration, and +2 to save versus most psionic attacks...for all of 2d6+7 minutes. The downside is that the taker will be -6 to save versus mind control and possession, -12 to save versus magic illusions and hallucinations, is -2 on initiative, and -1 APM, and is going to be utterly confused and distracted by their senses short-circuiting on them. Also roll versus lethal poison or take 2d4 direct to Hit Points, and the victim suffers mild stroke effects...-1 to initiative, strike, dodge, and parry, and -30% to skill performance..... that persist until the traumatic brain damage is healed. GMs may also wish to roll on the Psi-Cola Side-Effects table for stupidly taking more than one dose of this specialized psychoactive cocktail.

*Psionic Scramblers(PsiScrams)---Because of its elite cyborg unit status, the EgoMeister comes standard with mental-scrambling gear. The FC-38’s PsiScrams are, in fact, even more sophisticated and effective. +4 save versus possession, +2 save versus magic illusions and mind control, +2 save versus all psionic attacks.

*PPE/ISP Sensors----The EgoMeister also incorporates a variant of acquired technologies to sense PPE energies, similar to the Japanese SNARLSystem, but using additional means, such as advanced Kirallian optics, for boosted range and capability. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 90-degree arc, and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116). The sensor suite also uses scintillatron sensors to detect active psionics, in a 15 ft radius, with a 50% chance per melee of detecting their source.

Psionics(Special)
-Psychic Body Shield---The EgoMeister can generate a conformable forcefield, reinforcing its bionic body armor. Has 100 MDC and lasts 40 minutes. Costs 30 ISP to activate.

-Ectoplasmic Disguise---The EgoMeister can sheath itself in a full-body envelope of ectoplasm that can be used to conceal its true nature from casual observation. This is somewhat more expensive in terms of ISP than the standard head-only psionic disguise, but many EgoMeisters consider it worthwhile for the surprise factor or to avoid freaking people out with their cyborg appearance. Costs 24 ISP and lasts 60 minutes.

-TK Super-Punch/Kick----This feature takes advantage of the cyborg’s more resilient body construction. By spending 12 ISP, the cyborg can supercharge a punch or kick to do 1d6 MD, or effectively DOUBLE the damage of a power punch.


Weapons Systems:
1) Forearm Weapons Slots(2, one each forearm)---The EgoMeister is compatible with any of the standard forearm weapons systems. Furthermore, the EgoMeister can use TW or psi-mechanic weapons systems that can be recharged using ISP.
Having heard independentally, through confidential sources, of several Coalition States Psi-Division creations, such as the CS Psionic Weapon Gauntlet, both GNE military intelligence and the Office of Technology Acquisition and Recovery(OTAR) have offered bounties on examples of the technologies, convinced that they may be able to improve on them.


2) ISPIstol---An experimental handheld psionic focus, typically stowed in a leg compartment. The device is linked back to the cyborg via an armored cable sheath with a stabilized ectoplasmic conduit core. The ISP-Pistol has a default mode that allows it to fire a Mind Bolt-style pulse of TK force.
Range: 700 ft
Damage: 1d6 SDC, 3d6 SDC, 6d6 SDC, or 2d4 MD
Rate of Fire: ECHH
Payload: 6 ISP for 1d6 SDC
12 ISP for 3d6 SDC
20 ISP for 6d6 SDC
40 ISP for 2d4 MD
If the cyborg’ed psychic already had/has Mind Bolt, then the ISP cost is HALF.
Bonus: ISP-Pistol Mind Bolts are +3 to strike, +8 if an additional 10 ISP are spent.


In the alternative, the ISPIstol can be used to focus the psychic psiborg’s existing psionic powers. In this regard, the ISPistol works identically to the Mindwerks Telekinetic Extension (see Rifts Mindwerks. pg. 26).
In the alternative, the cord can be connected to any PS-made TW weaponry(EgoMeisters really like TW weapons), allowing them to not only use them, but recharge them to a limited extent, using their ISP. Paladin Steel has had an edge over the CS in this in that they’ve been perfectly willing to work with a large variety of (living) mages and technowizards in modifying TW and psi-mechanical gear for cyborg use.


3) Hand to Hand Combat
Restrained Punch 1d6+15 SDC
Full Strength Punch 3d6+15 SDC
Power Punch( 2 attacks) 1d6 MD
Kick 3d6+15 SDC
Leap Kick(2 Attacks) 1d8 MD
Judo-Style Throw/Flip 2d6 SDC
Body Block/Ram: (2 attacks) 1d8 MD

Options:
The EgoMeister can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with additional concealed weaponry such as leg weapon rods, or enhanced mobility features, such as jet nodes and jump boosters. Unless the cyborg is a non-human, extra limbs are rarely ever added. Some EgoMeisters, in keeping with the visual aspect of ‘classic’ warriors, even have laser-reflective chrome(lasers do HALF damage) added to their body-skinning.
Last edited by taalismn on Tue Aug 09, 2016 5:41 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel Raptorex Flying Heavy Power Armor
(aka ‘Flying Helmet’)
(The following is based on a design by Kitsune; the various versions of the ‘Troll’ can be found at the following locations:
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/Triax/Triax_X-1550_Ultra_Troll_Heavy_PA.htm
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/Technowizard/TW_Holy_Vengeance_Troll_Power_Armor.htm
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/Northern_Gun/NG_X-200_Super_Troll_PA.htm
http://www.kitsune.addr.com/Rifts/Rifts-Pre-Rifts-Vehicles/China/NORINCO_KRS-12_Troll_Heavy_PA.htm
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/Chipwell_War_Troll_Heavy_PA.htm)

“HOW many missiles did those bandits just shoot at us?!”
---Coalition officer , during a ‘Raptor Raid’.

“Just because you LOOK like a jet fighter and can fly doesn’t mean you ARE a jet fighter. Top speed on this thing’s only two fifty empee-ech, and ceiling’s just under three thousand feet; that’s well within range of manpad missiles and many energy rifles, so you can expect to attract a lot of ground fire, especially if you’re cruising low and shopping for targets to strafe. And groundhogs with guns just LOVE to work out their anger on any flyboys who are dumb enough to come down inside retribution range.”

The Raptorex has its origins pre-Rifts in the Chinese NORINCO ‘Troll’ Heavy Power Armor, a crude heavy attempt to match the American SAMAS. The ‘Troll’ however became popular in its own right and an export success for NORINCO, as the large flying robot exoskeleton assumed a role similar to that of light attack helicopters. The design was soon adopted by a number of African, South American, and Central American nations, with examples even showing up in Mexico and Cuba. Examples even could even be found in Canada and the United States(the latter, it was rumored, belonging to high-tech gangs).
Post-Rifts, enough Trolls survived that a number of North American manufacturers would rediscover the design and start turning out their own copies. Both Northern Gun and Chipwell Armaments are producing their own versions of the ancient design, and even Triax took the Chinese design seriously, recently producing the Ultra-Troll. A number of vehicles that appear to be much-refitted examples of ex-Mexican military Trolls have also appeared in the New West, extensively modified into anti-vampire weapons platforms.
Paladin Steel also saw promise in the design, and decided to investigate what could be done with the basic design configuration and their own tech-base, ultimately producing their own version of the venerable design. The result, the Raptorex, is much more streamlined in appearance than any of its cousins, with a distinctive bulbous cockpit, reverse-articulated legs, and MAW(Mission Adaptive Wing) ‘bat’wings reminiscent of a pre-Rifts stealth bomber.
Though Paladin Steel did not seek to make a low-end flying robot as in the case of Chipwell’s version, the PS redesign emphasizes versatility in the newly dubbed Raptorex’s modular systems, with hardpoints on the arms, wings, and legs. The modularity means that there is no one standard weapons configuration for the Raptorex, as pilots are quick to mix and match various types of armament, but most favor a missile-heavy fitout with backup energy weapons. PS’s successes with advanced missile guidance systems and micromissile design have allowed the Raptorex to be a much more effective air combat platform, especially when carrying short range micro- and mini-missile systems.
The Raptorex has earned the nickname ‘Flying Helmet’ because the streamlined one-way smart-glass cockpit and under-seated chin sensor turret bear a strong resemblance to the ‘raptor’ helmets of the Greater New England Armed Services standard-issue EBA. Overall, the Raptorex is much more streamlined than any of the other ‘Troll’ descendants currently in production, and it is rumored that PS used data from captured Kittani Robo-Skimmers to influence the design.
Ultimately, due to delays in the program(during which other designs, such as the PS-KVAR-02 Jayhawk and PS-RHv-03 ‘Tizon’ reached deployment status), constant revisions, and substantial changes in the overall configuration, the Raptorex finally emerged to full production status, but some claim that the Raptorex can no longer be considered a variant on the original NORINCO Troll design, and more a major derivative of same.
Since their introduction, the new Raptorexes have caught on like wildfire with GNEAS and Paladin steel corporate security units as the equivalent of light helicopter gunships and rapid response units. The GNE State Police are also reportedly looking into a variant for their own use. The design has done less well with customers seeking a low-cost aerial combat unit like the original NORINCO Troll or its Chipwell and Northern Gun descendants.

Type: PS-HPA017 Raptorex
Class: Heavy Airborne Power Armor/Light Robot Vehicle
Crew: One
MDC/Armor by Location:
Main Body 480
Reinforced Cockpit 100
Arms(2) 200 each
Hands(2) 50 each
Legs(2) 270 each
Leg-mounted Thrusters(2) 80 each
Rear Thrusters(4) 120 each
Tail Thruster Unit 180
Wings(2) 130 each
Height: 16 ft
Width: 15 ft
(Wingspan) 32 ft
Length: 13.2 ft
Weight: 7 tons
Cargo: Small space in cockpit for a survival pack and sidearm
Physical Strength: Robotic P.S. of 36
Powerplant: Fusion Nuclear w/ 15 year energy life
Speed: (Running) 60 MPH
(Leaping) 60 ft up/120 ft across with jet assist
(Flying) Hover to 260 MPH, maximum altitude of 2,650 ft
(Underwater) Can run along the bottom at 30% of its running speed, skim along the surface of the water at 50 MPH, or thrust through the water at 35 MPH. Maximum depth: 1,800 ft.
Market Cost: 11.7 million credits
Systems of Note:
Standard Robot Systems, plus:
*Emergency Ejection System (blows pilot free in an emergency)
*Spotlight: 800 ft
*Radio w/ signal scrambler: 500 mile long range, 5 mile short range.
*External Loudspeaker: 80 decibels
*ECCM system: A semiautomatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.

*Laser Illuminator---’Paints’ targets for attack with laser-guided weaponry. Effective range of 3 miles.

Weapons Systems:
1) Forearm Hardpoints---Each forearm can be fitted with ONE of the following:
a)Pulse Laser(modified RFL2-33E ‘Blazer’ Laser Cannon)
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst, 2d6x10 MD long burst, 4d6x10 MD full melee burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: Effectively unlimited
Cost: 78,000 credits

b)Particle Beam Blaster(modified PSPBW-8)
Range: 4,000 ft
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: Single shot, ECHH
Payload: Effectively unlimited
Cost: 180,000 credits

c)Particle Fan Blaster (modified PSPBW-10)
Range: 3,200 ft
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 150,000 credits

d) Plasma Cannon(modified PSPPR05D ‘Lewiston’ Light Plasma Cannon)
Range: 3,300 ft
Damage: 5d6 MD per shot, 2d4x10 MD for a four-shot burst
Rate of Fire: Standard
Payload: Effectively unlimited
Cost: 33,000 credits

e) Ion Gattler(modified PSIC-02 Infantry Ion Cannon)
Range: 2,000 ft
Damage: 1d6x10 MD per bolt to primary target.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning dissipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(4d6 MD).
Does only 1/4 of the original damage if the secondary targets are nonmetallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: Standard
Payload: Effectively unlimited
Bonuses: +2 to strike metallic targets
Cost: 27,000 credits

f) Ion Cannon(Modified PS PSIC-03 “Scheffer’ Ion Cannon)
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: Standard
Payload: Effectively unlimited
Special Features:
*Underbarrel Bayonet Lug
*Laser Spot Sight---+1 to strike on an aimed shot
Cost: 32,000 credits

g) Heavy .50 Machine Gun
Range: 19,000 ft(38,000 ft/ 7.6 miles in space)
(Kitsune Values: 760 miles in space)
Damage:(SDC rd) 7d6 SDC per single rd, 2d6x10+20 SDC per 40 rd burst per single gun
(Exploders)1 MD per single rd, 4d6 MD per 40 rd burst per single gun
(Ramjet rd) 1d4 MD per single rd, 5d6 MD per 40 rd burst per single gun
(PSX-1)1d4 MD per single rd, 2d4x10 MD per 40 rd burst per single gun
Rate of Fire: EPCHH
Payload: 2,000 rds(50 bursts) per gun


h)12.7mm PS-MRG03 Snub-nose Short Gatling Gun
Range: 2,000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: Equal to the combined hand to hand attacks of the pilot
Payload: 500 rounds; the forearm magazine can hold an additional 200 rds.
Market Cost: 12,000 credits

i)PS GL-20 40mm Automatic Grenade Launcher: This is the popular knockoff of the WI-GL20.
Range: 7,000 ft
Damage: Frag rounds do 4d6 MD to a 12-foot radius. AP rounds do 1d4x10 to a 3-foot blast radius, and Plasma rounds do 1d4x10+10 to a 5-foot radius.
A 3-round burst of frag shells does 1d4x10 to a 15-foot radius, a burst of 3 AP shells does 2d4x10 to a 5-foot radius, and a burst of 3 plasma shells does 3d4x10 to an 8-foot blast radius.
A 5-round burst of frag shells does 1d6x10 to a 20-foot radius, a burst of 5 AP shells does 2d6x10 to a 6-foot area, and a burst of 5-plasma shells does 3d6x10 to a 10-foot radius.
A 10-round burst of frag shells does 2d6x10 to a 40-foot radius. A 10-round AP burst does 3d6x10 to an 8-foot area, and a 10-round plasma burst does 4d6x10+10 to a 15-foot radius!!
Rate of Fire: Standard
Payload: 150 round drum clip.
Cost: 150,000 cr. Frag Grenades cost 300 cr. each, AP cost 400, and Plasma cost 500. Empty drum clips cost 200, empty short clips cost 100. PS offers special deals on buying fully loaded clips. A fully loaded Frag clip cots 30,500, a fully loaded AP clip costs 40,500, a fully loaded Plasma clip costs 50,500. (Short clips cost 12,500 for frag, 16,500 for AP, and 20,500 for plasma)

j)Light Autocannon---The 20mm Taskin Rifle, mounted in a vehicle pod
Range: 3,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
(Super-HEX) 4d4 MD single shot
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds) humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174)
Rate of Fire: EGCHH
Payload: 500 rd magazine
Cost: 20,000 credits

k) ATHW02 Anti-Theron Cannon-
Range: 2,000 ft, and affects a 20 ft wide area. In focused mode, it has a 3,000 ft range, and a 5 ft spread.
Damage: Does 5d6 HP/MDC damage(modified effects based on what the creature is). In focused mode it does 6d6 HP/MDC.
Depending on how much PPE is present and how essential it is to an organism’s survival, damage varies:
Techno-Wizardry Devices(including TW generators), enchanted objects, rune weapons, and other magically-infused(but INANIMATE) objects are NOT affected and take no damage.
Non-magical beings. psychics, and ‘mundanes’ are unaffected and experience nothing aside from a slight tingling sensation, mild sunburn-like symptoms, and a passing feeling of nausea from a Disruptor strike.
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and bioborg implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential. They take normal damage as for the weapon’s damage rating.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save NEGATES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automations will be effectively STUNNED, being paralyzed for 1d4 melees per shot, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.

Other Effects:
*Magic Disruption----Each blast NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
*Magical Forcefields take 1.5 normal damage.
*Invisible beings will be revealed by an anti-theron burst and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to fluoresce and become visible to the naked eye.

Rate of Fire: Standard, ECHH
Payload: A gallon-sized EE-Drum, providing it with 300 shots.

l)Type One-C Anti-Theron Cannon---A refined(lighter weight) version of the original Type-One ATC, this unit only weighs in at 400 lbs(rather than the original’s 600 lbs) making it possible for the Raptorex to carry one. Its main advantage is its range.
Range: 4,000 ft
Damage: Does 6d6 HP/MDC damage(based on what the creature is)
Rate of Fire: EGCHH
Payload: A gallon-sized anti-theron cartridge that’s good for 200 shots before needing replacement



2) Wing Hardpoints(2)---Mounted atop each wing, immediately outboard of the engine intakes, is provision for a weapons pack; ONE of the following:
a) Micromissile Launchers---25 shot micro-missile launcher using Paladin Steel micro-missiles/rocket-propelled grenades
Range:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft
Damage/Bonuses:
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
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 expenditure 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 predetermined 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: Volleys of 1-10
Payload: 25-shot box cassette
Cost: 10,000 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

b) Anti-Air Micromissile Launchers
Range: 11,000 ft
Damage: (Pattern-3a) 4d6 MD single rd to 5 ft blast radius
(Pattern-3b) 1d4x10 MD to a 5 ft blast radius, or 3d6 MDC out to a 20 ft blast radius in fragmentation mode
(Pattern-3c)(Incendiary)2d6 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1-6
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Special Features:
*Sensor Package---The sensor package includes an IR/Thermal sight, laser rangefinder(2 mile range) and directional mini-radar(2 mile range) with audio-alarm to notify the gunner of target-lock.
Payload: 18 rds

c) Mini-Missile Launchers---12 each

d) Short Range Missile Launchers---2 each

e) ‘Black Talon’ LSAM Launchers---PS’s ‘brilliant’ mini-missile.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 3
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

f) Medium Range Missiles---1 each

g) Pulse Laser Pack----Twin light pule lasers in a mini-turret. The basic lasers are suspected of having been copied from the Titan Robotics’ Flying Titan and don’t do much damage individually, but are very energy efficient and relatively inexpensive to acquire and operate. Mounted on the upper wing, the mini-turret(s) can actually spin around to shoot above and behind the Raptorex.
Range: 4,000 ft
Damage: 2d6 MD single laser, 4d6 MD for both lasers firing simultaneously
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 60 ,000 credits



3) Underwing Hardpoints (4) ----Mounted under each wing are two small hardpoints for carrying additional ordnance. The wings can still fold with the weapons on the stations, but carrying ordnance on the hardpoints imposes a -10% (25% if all four hardpoints are used) drag penalty to top speed until the underwing stores of expended/ejected. Each hardpoint can carry ONE of the following.:
a) Micromissile Launchers---25 shot micro-missile launcher using Paladin Steel micro-missiles/rocket-propelled grenades
Rate of Fire: Volleys of 1-10
Payload: 25-shot box cassette

b) Anti-Air Micromissile Launchers---Payload: 18 rds

c) Mini-Missile Launchers---12 each

d) Short Range Missile Launchers---2 each

e) ‘Black Talon’ LSAM Launchers---PS’s ‘brilliant’ mini-missile. Payload: 4

f) Medium Range Missiles---1 each

g) Pulse Laser Pack----Twin gun laser pod, with a fixed forward firing arc.
Range: 4,000 ft
Damage: 2d6 MD single laser, 4d6 MD for both lasers firing simultaneously
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 60 ,000 credits

h) Jammer Pod---Electronic jamming system that gives radar-guided weaponry a -4 to strike the drone. Or it can be used offensively, to foil ALL radar-guided weaponry in a 15 mile radius(-2 to strike). Additional pods DO NOT add cumulative bonuses, but do provide system redundancy.
Cost: 160,000 credits

i)Bombs---One 250-lb bomb can be carried per hardpoint.
*250-lb Bomb----2d4x10 MD to 50 ft blast radius

j) Wing Razors---This takes the place of the outermost wing hardpoint and mounts a vibroblade edging to the leading edge of the wings, for those pilots who absolutely HAVE to perform a close combat ramming sideswipe attack.
Range: Melee
Damage: 2d6 MD on a wing swipe
Cost: 20,000 credits



4) Leg Hardpoints(2)----Armament packs can be added to the legs, wrapping around the back and outside of each lower leg. These provide additional hardpoints for armaments, and some extra protection(+30 MDC each to the legs), but also impose a drag penalty of -15% to top speed until ejected. .
a)Micromissiles---Payload: 25-shot box cassette

b) ‘Copperhead’ Anti-Armor Missiles-------Laser-guided anti-armor missiles
Range: 1 mile(5,000 ft)
Damage: 2d4x10 MD
Rate of Fire: Volleys of 1,2,3,or 4
Payload: 1 per hardpoint
Bonus: +5 to strike ground targets(Aircraft are only +2 to strike)
Cost: 20,000 credits. 6,000 credits per missile

c) Flare/Chaff Dispensers
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 fy into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 5 per launcher

d) Bombs---One 250-lb bomb can be carried per leg.
*250-lb Bomb----2d4x10 MD to 50 ft blast radius

e) Grenades----Light Weapons Dispenser(L-WD)--This is essentially an oversized bomblet dispenser that can be used to bomb targets directly or ‘seed’ areas with minelets.
Range: Submunnitions can be launched up to 300 ft out to either side of the Raptorex’s flight path.
Damage: (AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
(Angel Hair)---Does NO damage, but against conventional power generators and uncovered power lines and distribution systems, it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up.
Rate of Fire: A WD can volley its submunitions in any combination
Payload:(Typical loadouts)
50 AP/Chemical grenades
OR
10 HE/anti-vehicle grenades
OR
10 Fragmentation Mines
OR
6 Incendiary Bombs
OR
50 spools of wire, each spool holding up to 4,000 ft of aluminum-coated thread.

5)(Optional) Handheld Weaponry---The Raptorex can carry and use power armor-scale heavy weapons such as rifle pods. The PS PTT-M20B Missile Rifle/Pod is the most popular with aircrews.

a) PS PTT-M20B Missile Rifle/Pod---Rather than carry a standard aviation-style missile pod, this box-style ‘missile rifle’ can be carried instead. An extremely popular CS knockoff, especially among pilots who plan on going up against flights of SAMAS, or other aircraft. The range and additional laser targeting system for the mini-missiles makes it a more effective and attractive weapon for use against hard to hit power armors or aircraft, but it is still popular against armor.
Weight: 110 lbs fully loaded. 80 lbs empty
MDC: 100
Range: (Mini-Missiles) Varies by Missile Type,
(Laser)2000 feet
Damage: (Mini-Missiles) Varies by Missile Type
(Laser) 2d6 MDC per shot
Rate of Fire: (Mini-Missiles)Volleys of 1, 2, or 4 for the missiles,
(Laser) Single shots (EGCHH) with laser.
Payload: (Mini-Missiles)20 missiles total (10 per tube),
(Laser) Effectively unlimited shots when attached to a vehicle
Bonuses: +1 to strike from laser targeting
Cost: 70,000 Cr

b) PS-M136 7.62mm Minigun
Weight: 35 lbs+ ammo drum(a full 4,000 rd drum can weigh 160 lbs)
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt
Cost: 27,000 credits

c) 12.7mm Rapid Fire Gatling Cannon
Range: 4,000 ft
Damage: 1d6x10 MD per 40 rd burst
2d6x10 MD for a simultaneous double burst from both guns.
Rate of Fire: EPCHH. Can only fire bursts.
Payload: 2,400 rds per gun(80 bursts)

d) PS-100 Rail Gun
Weight: 300 lbs
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire: EPCHH
Payload: 12,000 rd drum(200 bursts)
Cost: 80,000 credits

e) 30mm AutoCannon
Range: 9,500 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 5d6x10 MD for a 5-rd burst!
Rate of Fire: Single shot , two-round, or five-round burst
Payload: 150 rds
Cost: 100,000 credits


f) KTH-65 32mm Assault Rail Gun (Raven)----Designed with the needs of a heavy infantry squad in mind, Kera-Tech Industries developed the KTH-65 for long range combat in both atmosphere and in space. Firing on full auto mode, the KTH-65 can penetrate virtually any known armor with ease. With the enhanced capability of variable rounds, numerous different combat roles can be filled by the KTH-65. The weapon is manufactured under license by Paladin Steel on the East Coast.
Range: 1600m (1 mile) in atmosphere
Damage: Varies by shell type
Shell Types:
APFS-DU (Armor Piercing Fin Stabilized, Depleted Uranium) - 5D6x10, no
blast radius
HESH (High Explosive Squash Head) - 5D6 MD plus 5D6 SDC to the person(s)
inside the object.
HE (High Explosive) 1D6x10 to a 5 (16 ft) radius
HEG (High Explosive, Guided) - 2D6x10 to a 2m (7 ft) radius
Rate of Fire: single shots, ECHH
Payload: 40 rds per drum

6) Hand to Hand Combat: Rather then using a weapon, the Raptorex can engage in mega-damage hand to hand combat. Equivalent to standard Power Armor Basic or Elite Combat training.
Restrained Punch - 1D4 MD
Full Strength Punch - 2D6 MD
Power Punch (2 attacks) - 4D6 MD
Kick - 2D8 MD
Flying Power Kick (2 attacks) 5d8 MD
Body Block/tackle - 1D6 MD
Flip/Throw - 1D4 MD



Options:
*Laser Reflective Armor---Cuts laser damage by HALF. Cost: 1 million credits

*Radar Absorbent Stealth Armor--- Enemey radar systems will have only a 15% chance of spotting the power armor. If external ordnance is fitted to the Raptorex, this rises to 25%. Note: CANNOT be combined with Laser Reflective Armor. Cost: 1.3 million credits

*Top-Mounted Sensor Mast---Permits the Raptorex to act like an antitank helicopter gunship, hiding behind cover while painting an enemy with lasers and sensors for guided weapons. The mast can extend up 4 ft from the top of the power armor. Cost: 30,000 credits

Variants:
*PS-HPA017D---Variant with plasma-electric thrusters replacing the turbojets, allowing for higher airspeeds( 490 MPH and maximum altitude of 12,000 ft ).
Costs about 30% more than the standard model.

*PS-HPA017G-Three Galaxies’ model, replacing the turbojets with a contra-gravity system. This propulsion allows for speeds of up to 600 MPH in atmosphere, no altitude limit, and the robot is able to fly at 7,000 MPH(Mach 9) in space.
The upper wing modules can also carry one or two forcefield generators(150 MDC each) at the expense of weapons capacity.
The HPA017G costs about 120% more than the standard model.

*PS-HPA017P---Police model. Typically done in white and silver with black accents, or blue and silver. Features prominent police color flashers and a high-powered siren.
The HPA017P typically carries self-deploying barricade strips or foam bombs on its lower leg hardpoints, but can also be fitted with fold-down plates that a single person can stand or sit on, allowing for passengers to be carried externally(typically used to quickly deploy police operatives in rough terrain).
The police model can use the same forearm modules as used by the Gendarme models of the PSPA-11:
*E-Zapper--Another forearm assembly designed with security forces in mind. A combination EM-bolt gun and neuro-electric shock cannon. This system is built into a Manipulator Forearm Assembly, firing from an opening in the back of the wrist.
Range: (EM Bolt) 800 ft
(Scattershot Bolt) 400 ft, covers 15 ft area
(SDC Shot) 800 ft
(Stun Vortex) 300 ft
(Shock Ball) 300 ft
Damage: (EM Bolt) 4d6 MD per shot
(Scattershot Bolt) 2d4 MD to everything in 15 ft area
(SDC Shot) 6d6 SDC per bolt
(Stun Vortex) None; has 80% chance of knocking down human-sized targets(lose initiative and 1 action/attack getting up), plus 60% chance of knocking them out, stunning them with concussion effects(-10 to strike, parry, roll, and dodge, lose initiative, lose HALF speed and actions/attacks for 1d4 melees!)
(Shock ball) Basically an electrically-charged Stun Vortex that works like a more powerful Taser. No damage, but humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes. Cyborgs have an 80% chance of having their cybernetics disrupted for 1D10 minutes, and a 40% chance of a non-vital system being permanently shorted out.
Rate of Fire:(EM Bolt)(Scattershot Bolt)(SDC Shot)(Stun Vortex) ECHH
Payload: Effectively Unlimited
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 95,000 credits

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

Megadamage Rounds(Rarely carried by police/security forces)
Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
and Plasma rounds do 1d4x10+10 to a 5-foot radius.
A 3 round burst of frag shells does 1d4x10 to a 15 foot radius,
a burst of 3 AP shells does 2d4x10 to a 5 foot radius,
and a burst of 3 plasma shells does 3d4x10 to an 8 foot blast radius
A 5 round burst of frag shells does 1d6x10 to a 20 foot radius,
a burst of 5 AP shells does 2d6x10 to a 6 foot area,
and a burst of 5 plasma shells does 3d6x10 to a 10 foot radius.
A 10 round burst of frag shells does 2d6x10 to a 40-foot radius.
A 10 round AP burst does 3d6x10 to an 8-foot area,
and a 10 round plasma burst does 4d6x10+10 to a 15-foot radius!!
Popular load-outs include stun-flash grenades, gas shells, and other specialized munition types.

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

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

*Heavy Stunner----A powerful sonic cannon
Range: 800 ft in air
Damage::Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(aircraft and tanks are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per se, it does affect the hearing and inner ears of crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or un-insulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
Rate of Fire:(Sonic Blast) ECHH
Payload:(Sonic Blast) 100 shots conventional battery, effectively unlimited linked to a nuclear power source
Cost: 200,000 credits



*PS-HPA017TW---TechnoWizardry model. The armor is replaced with lighter MagePlate-1C, and a PPE Generator/Accumulator powerplant installed. Standard performance
Has the following TW enhancements:
*Mageplate Formulation-1C Armor---- Though adding considerably to the aircraft’s cost, this armor and structural material actually repairs itself with the application of PPE/ISP: 1 MDC= 2PPE/4 ISP.
*PPE Powerplant: 400 PPE capacity that, once exhausted, recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
Furthermore, the Raptorex has two spaces for additional PPE Batteries that can only be recharged by Pyramid or Mage. However, these Batteries can be swapped out and replaced with fresh packs. The PPE of these units can vary from Light(50 PPE, 5,000 cr), Regular(100 PPE, 10,000 cr), Extra-Strength(250 PPE, 25,000 cr), and Maximum(500 PPE, 50,000 cr)
*Leyline Booster(Accelerates the PA up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
*Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.
*NIghtcloak System---Effective only at night, this system renders the aircraft virtuallly invisible in darkness; enemies are -6 to strike, -4 to dodge. Costs 10 PPE per 30 minutes.
*Forearm Multiplexors---One or both forearms can be fitted with a four-card multiplexor.
Cost: 15.8 million credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel/Aegis Interstellar Industries ‘Tongia’ Medium Interstellar Troop Transport
(aka ‘Tong’, ‘Speed-Turtle’, ‘Terapinator’)

“Okay, listen up! You may have heard we’re going to be taking out that big Kasaro base encampment that’s been squatting on one of our colony worlds. You heard correctly; we’re going to remove those cannibals and any Splugorth that helped them. Bad news is: we can’t open a Rift and walk through to the target because the cosmic leylines are all wrong, so we’re going to have to do this the old-fashioned way and fly there. Good news is we’ll be flying in Tongs, so any of you worried about walking on air on final approach, the Navy punks are going to sticking their heads in the same fire as the groundpounders, so you all know they’re going to be extra-careful coming down and extra-thorough to suppress any ground fire that might be coming up. We haven’t seen any indications, but given how that encampment popped up all sudden-like after we claimed that planet, we gotta figure they either got Shifters or Kittani helping them. Our escorts will peek and pound, and we’ll go straight in, weapons hot, and mop up the craters and any stragglers. We embark in six hours, cast off in twelve, and you’ll get your assignment details en route.”

The Tongia-class is a troopship conversion of the PSS/ASI-CGS-07 ‘Javelin’ Missile Cruiser, and is meant to supplement the PSS-FFS-17 Rangers already in service. One of PS/ASI’s early development criticisms was that, despite having a potent and well-equipped ground army, the company(and by extension, GNE/Alliance) had little in the way of proper combat transports to carry them in power projection. Mainly, the GNEAF relied on modified cargo transports, while warship production was focused on escort craft better suited to protecting trade convoys and fending off raiders and pirates. With some breathing room afforded by the establishment of several new warship production lines, PS/ASI turned its attention to developing suitable assault transports.
Converting the lean and mean Javelin frame into a proper troop transport required removing the central hull section and replacing it with a beamier reinforced section with accommodations for troops, and ramped bays for vehicles. The Tongia‘s heavily-armored and ovoid midsection has earned it such nicknames as ‘Galapagos’ and ‘Speed-Turtle’. The Tongia can carry two companies’ worth of troops and their vehicles directly into combat. The bridge pod was revamped to include a CIC and expanded communications section for coordinating the ground troops. Armament was revised less for long range anti-ship combat and more for point defense and tactical support and security of a landing zone.
The main criticisms of the Tongia are a lack of auxiliary air support; the vessels are meant to deploy their troops directly, and so their two small hangar bays cannot carry enough small craft sufficient to deploy their full complements of troops. This means risking the entire ship close to, or actually in, a contested landing zone, unless the ships are accompanied by other vessels that can be used to transfer troops to smaller landing craft. The same lack of hangar space means that Tongias lack integral air support for their battalion; any air support must be able to use the same embarkment hatches as the ground troops. Tongias deployed to the field thus often are accompanied by other carrier vessels, such as Sagadag light carriers or Brunel/Geothals carrier-conversions. Also, compared to other troop carriers like the CCW Explorer-class, the Tongia is fairly lightly armed, without the heavy guns needed to take on enemy capital units or entrenched and fortified ground positions. Heavy surface bombardment would be the province of attending support warships.
All in all, most military analysts in the major Three Galaxies powers(the CCW, the TGE, the GRk), regard the PS/ASI Tongia as a good first effort, but at best a second line combatant. PS/ASI itself isn’t wholly satisfied with the design in retrospect(and the GNEAF/ASF has stepped up its purchase of WZ-TAC-274X Dark Justice Trans-Atmospheric Shock Trooper Carriers from WZTechyards to fill out their growing Stelmarine and Army transport capability), but the economy of its construction makes it attractive to smaller militaries and mercenary organizations, so PS/ASI continues to produce new runs of Tongias. The design has also proven itself an effective armed cargo transport, being both faster, cheaper, and less obvious than the hulking Webb Hayes transport-cruisers.

Type: PSS/ASI-FFS-22 ‘Tongia’
Class: Space Medium Troop Transport
Crew: 60+ 10 man Stelmarine security contingent+ 450 troops
MDC/Armor by Location:
Main Body 35,000
Bridge 9,000
Main Engine Bloc 9,000
Auxiilary Engines(2) 3,500 each
Kinetic Kill Rail Cannons(3x2) 500 each
Medium Range Lasers(8 ) 90 each
Point Defense Laser/MissileTurrets(10) 100 each
Point Defense Rail Guns(10) 100 each
Medium Range Missile Launchers (4) 550 each
Hangar Bay 1,000
Variable Forcefield 3,000 per side, 18,000 total
Height: 120 ft
Width: 220 ft
Length: 500 ft
Weight: 90,000 tons
Cargo: 2,000 tons
Powerplant: Nuclear Fusion, w/ 25 year energy life
Speed:(Atmosphere) Hover to Escape Velocity
(Sublight) (Gravitic Drive) Mach 12
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.2% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Not possible
Market Cost: Estimated cost at around 1.2 billion credits.
Systems of Note:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars
*Enhanced Sensors----The Tongia mounts a sensor suite slightly more powerful than those typical of its class, and has 25% better range(effective -Fleets of the Three Galaxies- range of 320,000 miles)
*Laser Targeting-------250,000 miles
*Communications Suite---Long Range Radio and Video
* Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 50,000 miles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.

*EW Jamming Systems---In combat, the Tongia will attempt to use its electronic warfare suite to confuse enemy sensors as to the ship’s exact position and activity. Communications Jamming has a 10,000 mile range, is 90% effective against civilian systems, and is 65% effective against more sophisticated channel-jumping military communications suites. Missiles and sensor-guided weapons are -4 to strike.

*Passive Stealth Systems----The Tongia uses passive stealth systems to reduce its sensor signature by as much as 40%, but in order to achieve this, the ship cannot be under acceleration, and its engines must be running ‘cold’.

Weapons Systems:
1) Medium Range Lasers(16, 2x8, four turrets forward, two ventral midsection, two dorsal rear section )---Double-barreled turrets. The two ventral midsection turrets are effectively shrouded when landed, and thus unusable, but the forward and aft turrets are still available for air defense and ground support.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 1d4x100 MD per cannon, 2d4x100 MD per dual blast from both cannon in a turret simultaneously(one attack)
Rate of Fire: Twice per melee
Payload: Effectively unlimited

2) Medium Range Missile Launchers(4)---Mounted in the midsection in retracting turrets are four large-capacity MRMLs. These are used for both anti-fighter ‘missile massacre’ attacks and ground support suppressive bombardment.
Range: Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-12
Payload: 96 missiles each launcher, reloading from the cargo hold takes 1d6 minutes(1 ton of cargo per 24 missiles)

3) Kinetic Kill Rail Cannons(3x2)--- Triple-barrel-mounts of a design harkening back to PS’s first-generation space warships; they’ve been slightly improved, but are still the same effective weapons. Mounted in main hull turrets positioned one ventral and one dorsal, these weapons can pivot for maximum arc of fire. Again, the ventral turret is prevented from firing when landed, but the dorsal turret can still act as both a direct fire point defense weapon and ballistic artillery.
Range: 10 miles in atmosphere(40 miles in space)
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage: 1d4x100 MD per 80 rd burst, 2d4x100 MD double cannon burst, 3d4x100 MD per triple cannon burst
Rate of Fire: ECHH
Payload: 32,000 rds(400 bursts) per cannon before needing reloading from stores(takes about 30 minutes)

4) Laser/Mini-Missile PDS(10) ----These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Rail Gun) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile

5) Point Defense Rail Guns(10)---Standard rapid-fire railguns familiar to both naval and space warship architects. Fire rapid-fire bursts of flechettes that can shred fighters, missiles, or ground forces that get too close to the vessel.
Range: 6,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 200 miles in space)
Damage: 2d4x10 MD per 60 rd burst
Rate of Fire: EGCHH, or 6 attacks per melee in auto mode
Payload: 12,000 rds per gun(200 bursts each)
Radar Targeting Bonus: +3 to strike

Auxiliary Craft:
2 Shuttles
4 Light Aerospace Fighters or Light Gunships can also be carried.

Variants:
*PSS/ASI-FFSAK-22C---Cargo conversion with 8,000 tons carrying capacity in place of the troops. This variant has arguably enjoyed better success than the troop carrier, especially as an armed escort cruiser, protecting other less well-protected transports.

*PSS/ASI-FFSSN-22(X)---Experimental submersible warship, capable of entering and operating underwater. Presumably intended to help secure PS/ASI/GNE’s aquatic possessions in the Thundercloud(though it’s also been rumored that word of this design has been leaked to put the Golgan Republik on notice to stay away from claimed water-worlds). The hull has been sealed for deep-diving(1 mile maximum depth), sonar (100 mile range)added to the sensor suite, auxiliary hydro-engines added to ship(can make 30 MPH submerged), and the troop compartments modified with extra-reinforced airlocks for underwater operation. Troop capacity drops to 240 troops(little more than a reinforced company), but provision has been made for carrying extra mini-submarines and amphibious transport gear The MRMLs have been modified to fire PS-made ‘SeaFire’ torpedo-missiles, lasers modified for blue-green spectrum, and the rail guns fitted with supercavitating ammunition.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Paladin Steel Storefront

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Magic sensors courtesy of Kitsune.

Paladin Steel/Aegis Interstellar Industries ‘Palatar’ Heavy Cruiser

‘We’re starting to see some big old monsters of reconditioned older tech-gen craft among some of the smaller and newer players in the Thundercloud. Their heavy cruisers in particular are big and fairly slow bricks that show up quite nicely on long range scanners, and have problems maneuvering, but with modern engines and upgraded armaments, they can bring a lot of bang to the battlefield. Best to give these things plenty of room; if you find yourselves having to take one on, keep your range open and snipe at them from outside theirs; most of them have pretty weak shields, but heavy hull armor, but most captains are reluctant to sacrifice ablative hull that will take weeks or even months to repair and replace. Do enough damage to their screens, and if they have an out, they’ll concede the field.
At least, that’s what the REASONABLE captains will do. You might just get one of the ‘death before dishonor’ yahoos, instead.”
----Captain Vicen Trancluw, CAF, in a briefing on the Independent naval forces of the Thundercloud Expansion Zone

“Damn powerful vessels. We finally get some BIG guns. The Palatars have given us a taste of what SERIOUS space power feels like.”

“Powerful or not, our two Palatars still got mauled interdicting that planetkiller and its escorts. Our own screening force got hit much worse, arguably because we couldn’t coordinate covering fire from the capital ships effectively enough. We may have some heavy iron now, but we still have to learn how to properly use it.”

When Paladin Steel/Aegis Interstellar Industries’ Amberjin facilities proved not up to the task of meeting all the incoming orders for vessels, and the mobile Asteroid Cruiser shipyards not yet in great enough numbers, PS/ASI turned to its larger trade partners for assistance. Contacts such WZT Techyards, the Corianus-Typhen-Rosette League, and the Cisen-Adeta Republic were willing to loan ASI the use of underutilized assembly yards(and in the case of C-AR, to develop the facilities) to build new ships.
In the case of the CTRL, this had unexpected benefits. As the CTRL Navy was in the process of modernizing their fleet to keep up with CCW and TGE units expected to appear with greater frequency in their region of the galaxy, they saw fit to sell off several of their older vessels, including heavy units. ASI was offered a good deal on several of the CTRL’s Mynar-class heavy cruisers, in return for their cooperation in funneling WZTechyard technology to them, and the GNE jumped at the opportunity to get some serious heavy iron to bolster their space forces.
The Mynars were big, massive, FTL-capable cruisers that nevertheless relied on remass-fed fusion torch drives and hybrid traction drives. They were fast enough and heavily armed enough to travel quickly within the relatively close confines of the CTR stellar region, and they formed the bulk of the relief forces rushed to liberate Rosette. However, renewed contact with the CCW soon showed the Mynars long in the tooth and rapidly approaching obsolescence. Thus, the CTRLN decided to launch a Bloc II upgrade program to some of the later Mynars to serve in the interim while newer designs were being laid down, while culling the fleet of older vessels. Some of these would be transferred to PS/ASI, along with the specs for the Bloc II upgrade. PS/ASI would be able to carry out their own upgrades on the Mynars, albeit at their own expense, giving them several heavy units for a fraction of the cost of wholly new construction.
Mynars are big, owing to the less efficient systems designed into them at the time their keels were laid down. Their early model CGdrive systems and supplementary torch drives took up a lot of space, which was put to good use when the CTRL started installing more efficient modern CG drives, and the extra space repurposed. Mynars are rather fast for their size and tech-level, owing to CTRL engineers deciding to use the opportunity to install larger CG drive units than necessary to match the older models’ speed. However, they are still fairly slow(able to keep up with the CCW’s Warshield cruisers, but slower than the Explorer, Golgan Bindas, and Splugorth and TGE cruisers. Refitting with even more powerful engines has been suggested for a Bloc III modification, but the CTRL Navy has decided that it would be more cost effective to incorporate higher speed and other improvements into a newer generation of warships already on the drawing boards.
GNE/ASI-flagged Mynars, re-designated the ‘Palatar’-class, are little different from their CTRL Bloc II sisters. ASI has incorporated some TW systems as a fallback, a modification looked at with considerable interest by the CTRL Navy, that has little experience with magic, let alone technowizardry.
The GNE/Alliance has found the Palatars’ speed useful in convoy escort duties and fast response patrols. Their large cargo capacity also makes them useful for delivering substantial-sized high-priority cargoes. Palatars are typically assigned to the rare PS/GNE/ASI taskforces, long range exploration flotillas, or large high priority mass convoys(usually as the directing command ships).

Type: PS/CTRL-CG-17 Palatar
Class: Heavy Cruiser
Crew: 360+ 50 marines and 48 aerospace group
MDC/Armor by Location:
Main Body 65,000
Bridge 4,000
Hangar Bays(2) 3,000 each
Main Thruster Bloc 27,000
Heavy Laser Cannon(6, forward) 700 each
Heavy Particle Beam Cannons(12, 4 forward, 4 each side) 800 each
Cruise Missile Launchers(6) 400 each
OR Superheavy Strategic Missile Launchers(2) 1,000 each
OR Plasma Torpedo Launchers(4) 1,000 each
Long Range Missile Launchers(3) 300 each
Medium Range Missile Launchers(12) 250 each
Heavy G-Cannons(12) 300 each
Medium Laser Cannons(30) 300 each
Point Defense Turrets(24) 100 each
Starship TW Multiplexors(2) 500 each
*Variable Forcefields 7,000 per side, 42,000 total
*Shield Refresh Rate is 10% per melee

Height: 500 ft
Width: 500 ft
Length: 2,821 ft
Weight: 840,000 tons
Cargo: 65,000 tons
Powerplant: Nuclear Fusion, w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 8
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Not Possible
Market Cost: 93 billion credits
Systems of Note:
Standard Starship Systems, plus;

*Long Range Sensors----PS/ASI imported over the large multimedia sensor arrays of the CCW Lasser-class frigates they had been working on , the argument being that if the ships can see trouble coming, the better prepared to receive it they will be. The CTRL has adopted a similar refit to their own Mynar Bloc IIs. The sensors can pick up on vessels moving at FTL up to 25 light years away, and vessels moving through normal space up to 0.9 light years away.

*Docking Hardpoints(9)----Nine external docking cradles with extending tubeways for servicing additional small starships docked to the vessel.

*Ectofiber Insulation Grid
-Magical Attacks do HALF damage/effect

*ORACLE Mk V---Omni-diRectional Aura Classification and Locator Electronics---A TW development of the SNARLS PPE Scanner, this system consists of a series of advanced Technowizardry scanner systems(TW optic mounts, static crystal PPE meters, and whatnot) stationed around the ship, feeding into a central computer system with special TW-derived interface program algorithms. The system is designed to detect incoming magical/paranormal attacks and alert the crew to them(hopefully in time to allow them to take defensive measures). Linkage to the Ectofiber Grid has increased the sensitivity and effectiveness of this system.
See Aura: Slightly different than the spell in that it can scan an entire target such as a ship or station. The enchantment can be used to target a single individual but only have one tenth normal range when being used in that matter. Costs 60 P.P.E. per activation due to extended range. Range: 1,000 miles (1,610 kilometers) in space and 1 mile (1.6 kilometers) in an atmosphere. Effects / Abilities: Gives an approximate count of the number of life forms onboard. Gives the average level of experience, highest level of experience, and lowest level of experience [Given in these terms: Low (1-3), medium (4-7), high (8th and up).] Tells if there is any magic onboard. Gives if there are any psychics onboard (Mind Block will prevent detection), Gives a general count on the amount of P.P.E. the target has (basically the P.P.E. of the crew and any devices which store P.P.E.). Detects if there is any kind of possession. Finally sees if the crew or ship has any unusual aberrations.
• See the Invisible Sensors: The ships has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: 2,000 miles (3,220 kilometers) in space and 2 miles (3.2 km) in an atmosphere. Effects / Abilities: Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies.
• Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: 200,000 miles (322,000 kilometers) in space and 200 miles (320 km) in an atmosphere. Effects / Abilities: detects the presence of magic if within detection range of ship and gives bearing on magic and basic range although not exact position. Detects active enchantments but will not generally detect spell casters in general.
• Sense Rifts: Ship has sensors which effectively allow Rifts to be detected. The system can be (requires no P.P.E. to activate). Range: 500,000 miles (805,000 kilometers) in space and 500 miles (805 km) in an atmosphere. Effects / Abilities: Detects the presence of Rifts (including those created by Rifts Drives) and unlike when detecting magic gives position very accurately.


Magical Systems:
The Palatar has benefitted immensely from PS’s experience with the TW-enhanced systems of its GMR skyships.....thanks to improvements in TechnoWizardry design and production, the earlier and cumbersome systems have been refined and made smaller and more efficient.
The Palatar carries 4 PPE Generators and regenerates at 50 PPE per hour(200 PPE per hour total). Each also has an adjacent PPE Battery Bank, that can hold up to 500 PPE each(2,000 PPE total), and recharges/absorbs energy at 100 PPE per 24 hours, plus it accepts any surplus from the generators during low demand times.
All TW Generators have been retrofitted with a Ley Line Storm Defense System that automatically locks down the generators and shields them during leyline storm activity. Though leyline storms are rare in open space, the existence of solar leylines means that they DO exist, and can be quite severe.

*Impervious to Energy( 640 PPE per activation, duration of 5 minutes per activation)

*Expel Demons(35 PPE per activation )---This is an internal defensive system, incorporated into wards around major areas of the ship, such as the engines, bridge, and sickbay...It CANNOT work outside of the ship. Fear of supernatural beings teleporting aboard ship and taking control has been a great fear of GNE crews, from their naval experience(as one salty put it; “Ain’t nothing worse than being on a ship of the Possessed... nowhere to run, damn few places to hide, and damn little time to do anything else.”), and thus PS has made this system fairly standard on its ships.

*Space Wormhole(450 PPE per activation)----This magic propulsion addition is novel, but hardly reliable; it randomly carries the ship away 1d6 light years from the point of origin. PPE-cheap for an FTL drive, it still makes a good quick escape mechanism.

Other ‘internal’ systems that have been tested as both centrally powered systems and emergency PPE-Battery-powered systems, include Sheltering Force(ideal for emergency vac-shelters), Air Bubble, Globe of Daylight, Breath Without Air, Extinguish Fire, Ice(great for temporarily sealing hull breeches), and Mend the Broken.

Weapons Systems:
1) Heavy Laser Cannon(6, forward)---Though shorter ranged and less powerful than the particle beam cannons, the lasers make up for it with a faster rate of fire.
Range: 7 miles in atmosphere, 15 miles in space
(Kitsune Values: 15 miles in atmosphere, 15,000 miles in space)
Damage: 6d6x100 per blast, 3d6x1,000 MD for a barrage of six.
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

2) Heavy Particle Beam Cannons(12, 4 forward, 4 each side)
Range: 14 miles in atmosphere, 50 miles in space
(Kitsune Values: 50 miles in atmosphere, 50,000 miles in space)
Damage: 1d4x1,000 MD per blast, or 2d4x1,000 per dual blast, 4d4x1,000 MD for a barrage of four.
Rate of Fire: Once per melee; typically two cannon will fire per melee while the others cycle through recharge
Payload: Effectively Unlimited

3) Cruise Missile Launchers(6) ----The Palatars have been upgraded from long range missile batteries to more powerful cruise missile launchers. Some GNE/ASI-service Palatars carry a more substantial modification to carry the larger and more powerful Long Lance IV ShSM.
Range: Varies by missile type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: From 1-10 missiles can be fired in one volley
Payload: 30 Cruise Missiles per launcher. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 6 missiles)

In the alternative, the CMLs can all be replaced with Superheavy Strategic Missile Launchers(2)---PS Long Lance V---The Long Lance V is the next generation superheavy anti-spacecraft missile from PS, and was developed after the abysmal failure of most of the launched Long Lance IIs to reach the target during the Dreadnought Crisis. This SLBM-sized weapon is smarter, heavier, and carries its own ECM and countermeasures decoy launchers(updated from the previous Long Lance IV’s) to give it a better chance of penetrating a target’s defenses, but its sheer size limits the number of missiles that can be carried.
Range: 1,500 miles(6,000 miles in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
NOTE: PS combat doctrine FORBIDS the use of strategic nuclear devices against planetary targets, without full authorization and coded permission from the top echelons of High Command(fortunately, as few ships carry Long Lances or strategic nuclear weapons, there have been few chances to test this doctrine).
Bonuses/Special:
*ECM----The missile has its own expert system and EW transmitters for jamming enemy radar, as well as evading their sensors. The missile is -6 for guided weapons to strike. 60% chance of evading radar detection to begin with.
*Flare/Chaff Launchers(1, 12 bundles)
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
(Option)TW Breaching System(optional)---This can be fitted to any LRM/CM missile prior to firing. Despite its high-PPE installation cost, the system is popular because it allows PS’s relatively low-tech missiles to penetrate high-tech energy shielding, and deliver a surprise knockout blow! Uses the Energy Disruption spell to penetrate enemy defenses. If facing a known magic-using enemy, this system may be enhanced with Dispel Magic Barrier. The system(values taken from Siege on Tolkeen 1, pg. 69) costs 495 PPE to install, 20 PPE to activate per minute of operation.
Payload: 25 per launcher, 50 total

A THIRD alternative configuration replaces the cruise/superheavy missile launchers with a set of heavy plasma torpedo launchers modified off the PSS/ASI-CGS-07D ‘Centaurus’-variant of the Javelin Light Cruiser. Each missile launch bay has been refitted with a combination PTL/tractor beam mount with the following:
a) Tractor Beam Projectors(4, 2 in each bay) ----Intended less for grabbing hold of other ships and more for guiding the Plasma Torpedoes. Rated at 500 tons haul weight.
Range: 5 miles in space(NOT usable in atmosphere)(Kitsune Values: 5,000 miles in space).

b) Plasma Torpedo Launchers(4, 2 each bay)---These are direct-fire weapons that fire bolts of plasma trapped in a temporary magnetic ‘shell’ centered on an evaporated ‘seed’ of ultra-dense deuterium ice, allowing the plasma to travel farther without losing cohesion and damage potential, and allowing the plasma to explode with area of effect on target. The result is an energy missile with superior range to normal energy weapons(though still well short of comparable missile weaponry) and potentially unlimited payload. However, the plasma packets CAN be grabbed/deflected by tractor beams(this is how the ship’s gunners can manipulate their energy projectiles at short range and correct their course....each of the launch arrays’ mounted tractor beams being able to grab and direct a volley of plasma bolts), or destabilized by ion or particle beam weapons fire(takes 20 MDC to disrupt the plasma containment).
Range: 20 miles in atmosphere, 200 miles in space
(Kitsune Values: 200 miles in atmosphere, 200,000 miles in space)
Damage: 1d6x100 MD per blast to 100 ft blast radius
Rate of Fire: Each array can launch volleys of 1-8 torpedoes, twice per melee
Payload: Effectively unlimited


4) Long Range Missile Launchers(3)---These were retained from the original configuration, before the CTRL and GNE/ASI acquired the ability to manufacture Cruise Missiles.
Range: Varies by Missile Type(Long Range Missiles)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type(Long Range Missiles)
Rate of Fire: Volleys of 1-20
Payload: 240 per launcher; additional missiles may be carried as cargo, and reloaded from storage.

5) Medium Range Missile Launchers(12)---These launchers are used primarily for antimissile and -fighter defense.
Range: Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-8
Payload: 80 missiles each launcher, reloading from the cargo hold takes 15 minutes(1 ton of cargo per 24 missiles)

6) Heavy G-Cannons(12)----These cannons are used primarily to interdict missiles and fighters.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d4x100 MD per burst
Rate of Fire: ECHH
Payload: 300 bursts per cannon

7) Medium Laser Cannons(30)----The Palatar is fairly festooned with these lighter-caliber cannons, meant to deter enemy fighters and strike craft.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 2d4x100 MD per single blast, 8d6x100 for six cannons firing simultaneously
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

8 ) Point Defense Turrets(24)----Dual Laser/Mini-Missile Launchers--- These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense, replacing the small rail guns fitted to CTRL vessels. The lasers are less powerful and shorter ranged, but the mini-missiles have volley capability against fighters and missiles.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Lasers) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile

9) Starship TW Multiplexors(2)---The Palatar mounts two starship-grade modular TechnoWizardry spell-projectors, as proven on the smaller and earlier Aurora-class destroyers.
The current model of Starship Multiplexor can carry up to six separate spells, typically of high-level space spells(See Rifts: Fleets of the Three Galaxies). Still, however, this weapons system gives PS/ASI ships a SERIOUS magical bite lacking even in many UWW warships.
-Space Dust(150 PPE per activation, duration of 10 hours per activation, 500 mile range---500,000 mile Kitsune range, and 100 mile radius)
-Solar Flare(250 PPE per activation, duration of 1d6 hours +5 hours per activation, 1,200 mile range---120,000 mile Kitsune range )
-Summon Meteor Shower(150 PPE per activation, duration of 10 minutes per activation, 3 mile range---300 mile Kitsune range)
-Summon Ion Storm--Can generate up to a Level/Magnitude 5 ion storm (150-250 PPE per activation, duration of 1d6x10 minutes per activation, 10 mile range---1,000 mile Kitsune range)
-Gravity Well(550 per activation, duration of 50 minutes per activation, 400 mile range---40,000 mile Kitsune range, 100 mile radius )
-Create Nebula(500 per activation, duration of 10 hours per activation, 20 mile range---2,000 mile Kitsune range, 5 mile diameter)


Auxiliary Craft:
4 Heavy Shuttles
24 Aerospace Fighters

Variants:
*PS/CTRL-CGC-17---These are older Mynar hulls that could not economically be upgraded to the Bloc II spec. Instead, they have been converted to heavy transports. These ships have a cargo capacity of 130,000 tons .
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
wildfire142
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Re: Paladin Steel Storefront

Unread post by wildfire142 »

Having had a very nice holiday (and greatly enjoyed Star Wars Celebration), I manged to find time for another page's worth of progress so the pdf currently stands at roughly 580 designs and 974 pages but we have only reached p66 of this thread.

Enjoy :)

Paladin Steel Netbook
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

wildfire142 wrote:Having had a very nice holiday (and greatly enjoyed Star Wars Celebration), I manged to find time for another page's worth of progress so the pdf currently stands at roughly 580 designs and 974 pages but we have only reached p66 of this thread.

Enjoy :)

Paladin Steel Netbook


Looking forward to my own holiday in August. Too hot and humid here(though nothing compared to further west and south).
Bet you're stoked about Star Wars: Rogue One? Much darker SW installment, even though we know at least part of the outcome?
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
wildfire142
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Posts: 49
Joined: Tue Apr 14, 2009 5:45 am
Location: Nortn East Scotland

Re: Paladin Steel Storefront

Unread post by wildfire142 »

taalismn wrote:
wildfire142 wrote:Having had a very nice holiday (and greatly enjoyed Star Wars Celebration), I manged to find time for another page's worth of progress so the pdf currently stands at roughly 580 designs and 974 pages but we have only reached p66 of this thread.

Enjoy :)

Paladin Steel Netbook


Looking forward to my own holiday in August. Too hot and humid here(though nothing compared to further west and south).
Bet you're stoked about Star Wars: Rogue One? Much darker SW installment, even though we know at least part of the outcome?


Very stoked about Rogue One, the film has all the hallmarks of a gaming group type line up, was lucky enough to go to the panel for it, when they were introducing the characters all I could think was yes! this sounds like an adventuring party.

I used to play at lot of Star Wars D6 games long ago and could see some of my old gaming groups characters in the line up, the "not" jedi mystic fighter, the disillusioned imperial, the rebellious rebel operative.
kronos
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Re: Paladin Steel Storefront

Unread post by kronos »

wildfire142 wrote:
taalismn wrote:
wildfire142 wrote:Having had a very nice holiday (and greatly enjoyed Star Wars Celebration), I manged to find time for another page's worth of progress so the pdf currently stands at roughly 580 designs and 974 pages but we have only reached p66 of this thread.

Enjoy :)

Paladin Steel Netbook


Looking forward to my own holiday in August. Too hot and humid here(though nothing compared to further west and south).
Bet you're stoked about Star Wars: Rogue One? Much darker SW installment, even though we know at least part of the outcome?


Very stoked about Rogue One, the film has all the hallmarks of a gaming group type line up, was lucky enough to go to the panel for it, when they were introducing the characters all I could think was yes! this sounds like an adventuring party.

I used to play at lot of Star Wars D6 games long ago and could see some of my old gaming groups characters in the line up, the "not" jedi mystic fighter, the disillusioned imperial, the rebellious rebel operative.


I never got to play d6 star wars, but did d20 star wars.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

kronos wrote:[
I never got to play d6 star wars, but did d20 star wars.


My college gaming group had entirely too much fun with d20 Star Wars. I was a frigate captain and got married in-game. Our over-protective Jedi almost had a nervous breakdown. I'm also surprised we weren't banned from ever going near thermal detonators, especially after we essentially burnt off an entire gas giant due to an improperly disposed TD.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 47909
Joined: Tue Sep 02, 2003 8:19 pm
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Re: Paladin Steel Storefront

Unread post by taalismn »

-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 47909
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Pheniston----Deep Space Transit Hub (Anvil Galaxy)

Size: Large: 20,000+ employees
Type: Combined Trade Hub/Agricultural Colony
Security: Extensive; several on-call light warships and armed orbital platforms.
Contact: Regular. At any given time there are 2d6 mercantile spacecraft calling on the facilities.
Products:
Transit Hub; transhippment, repairs, starship resupply.
Agriculture(aquaculture), Mining(ore and gemstones)

“Come on, let’s go see the under-ice plankton farms, maybe see the jewel mines!”
“Oh please, it’s a backwater clapboard tour of protein muckworks and robot-worked bore holes thrown together by start-up colonists to grab an extra credit or two from bored star-hoppers waiting until their ships get fixed.”
“Well, sure it is, but it’s another eight days to Oleta Sector, eight days we’ll be stuck in the same small ship. Let’s enjoy the chance to stretch our legs and see something different while we can!”

“No, I don’t think stationing a squadron or two of warships to Pheniston is an overreaction. It may not be the busiest spaceport under our administration, but it’s one of the more exposed. We’re responsible for its security and that of the ships that visit it; that makes it all the more important that we make sure of the safety of everybody there, given the recent rise in piracy and the posturings of its belligerent neighbors. I only wish I had more ships to assign there.”
---Laigan Tasten, Sector Security Manager, Aegis Stellar Industries

“I thought you’d CONFIRMED that that sacrificial pawn Alesan had been EXECUTED by the outsiders! ‘Maximum resource utilization’ they called it! You assured me that meant ‘broken up for surgical transplant tissue’! Then explain why she’s in a download of -Celestial Gemology- very much alive and modeling ‘Trinel Sea Gems’! NO, I’m not worried about her spouting any secrets to the outsiders; we wouldn’t have handed her over to them in the first place if that was a concern, but when we sacrifice a scapegoat, I expect the scapegoat to STAY sacrificed! Having her show up in public like this will simply remind the F’dems that they’ve been paying particularly hard Acalex-due, and, honor-sacrifice or not, they might decide to reach out to their still-living relative and circumvent what we’re trying to accomplish in this sector! No, I’m not authorizing that she be killed, but we may have to put more pressure on that system to let us in or scede to us! I don’t care how you do it, marginalize their importance, cut off their trade flow, discredit them, as long as it doesn’t scorch our plans for the Regional Congress!”

Pheniston is another GNE/PS-administered outpost-colony in the Anvil Galaxy. GNE/PS bought colonization rights to the moon system of Pheniston-Alpha from the Pheniston System’s earlier explorers and registers, Iggarshon Interstellar Survey, with an eye towards building a relay and servicing point for their own trade route to newly openned markets in the former Golgan satrapies. Paladin Steel lucked out in that the ‘spur stop’ is developing into a regular trade lane.
Currently Pheniston’s biggest asset is its orbital transit hub, Pheniston Orbital Annex, which is used as a ship maintenance facility, orbital warehouse, and transhippment post for trade in the sector. Though several other corporate bodies(most notably Maxivus Movers, Andisivon Interstellar Messenger, and CosmoRelay Communications Ltd. ) also share the costs of operating the facility, GNE/PS are the main shareholders and caretakers of the station(s). PhOA provides a place to transfer cargoes, obtain life support resupply and repairs, and acts as a communications relay. There is even some talk of the CCW’s Stellar Patrol(the equivalent of a spacegoing Coast Guard) establishing a larger presence in the system(they already have four Nobska-class light rescue ships stationed in the PhOA).
Besides the orbital presence, PS/ASI operates several surface colony enclaves on the various moons of Pheniston-Alpha, mainly on the largest moon of Pheniston Trinel. Several more, smaller, mining outposts have been established on other rocky moons around Pheniston-Alpha. The Trinel colonies are based primarily under the ice in the deep salty oceans of the moon, using both solar and fusion power to light vast agri-domes growing tailored sealife and offworld crop species. Pheniston Trinel also plays host to several small mining operations, and the discovery of significant deposits of ruby and emerald has roused interest in gemology circles in ‘Trinelian Sea Gems’. All in all, despite the still relatively new feel to the surface colonies, the Trinelian farmers are building a comfortable existence for themselves under the moon’s icy surface. The thru-traffic trade is also good, with enough ships making deliberate stops in-system(not simply for emergency repairs) that there’s even some small amount of tourism from orbiting starships.
The problem is that Pheniston is close(about 18 light years to the nearest outpost world) to the declared borders of the five-system Acalian Genanarchy, a militant star-nation that has been feeling some internal tension of late. Piracy and a growing anti-government insurgency, operating from enclaves in border systems, has the Acalian space navy very aggressively responding to perceived threats, and several times GNE/PS-flagged shipping in the sector has been accosted or attacked by Acalian forces, under suspicion of either harboring terrorists or being pirates. While the most grevious incident resulted in a very Acalian apology(they handed over the disgraced regional commander to the GNE and told them to do what they wanted with the disowned ex-official), the Acalians have also been making noises that they want a full and official (military) presence in Pheniston to make sure the traffic hub isn’t being used by dissidents to further their organizational goals. All of the operators of the Pheniston Orbital Annex regard this as a veiled threat and fear that if the Acalians DO get a presence on the stations, they’ll pinch off trade. The situation hasn’t been helped any by the fact that another Acalian group, the expatriate Acalian Alternate Economic Development Group, known to have anti-Genanarchy leanings, has been expressing an interest in developing some of the other gas giant moon systems. While the PhOA holders don’t have any reliable evidence that the AAEDG is engaged in anything criminal, or that they mean to do anything criminal with any in-system developments, and really couldn’t do anything if they did, the timing is suspicious. PS/ASI has beefed up their Annex defenses, but are concerned that if they bring in too much additional security in the form of combat starships, it could be seen as a provocative move by the Acalians.

Solar System
Number of Stars: 1
Types of Stars: Blue Dwarf
Number of Planets: 4
- Gas Giant(Pheniston-Alpha)---This gas giant has several large moons, the largest being the live-bearing ice moon of Pheniston Trinel, home also to the Pheniston Orbital Annex stations.
- Gas Giant(Pheniston-Beta)---The original (modern era) surveyers and registers of the Pheniston System, Iggarshon Interstellar Survey, continue to hold deed rights to the Pheniston-Beta moon system. IIS has granted the Acalian Alternate Economic Development Group limited rights to survey the system for possible development.
- Gas Giant(Pheniston-Ceti)
Development rights to Pheniston-Ceti are still owned by IIS, but nothing has come of it. Both AAEDG and Genanarchy vessels have made unannounced stops around the planet, however, raising concerns.
- Gas Giant(Pheniston-Delta)
Similarly, the outermost gas giant Pheniston-Delta remains undeveloped and unexplored, of little interest to all but the most zealous planet-hound and rock-turner.



Planet(Pheniston Trinel)
Pheniston Trinel is actually a moon of Pheniston-Alpha. It is a large icy moon that attracted attention because it possesses a breathable atmosphere, a thin biosphere, and valuable minerals. Both gravitational flexing and radioactive heating in Pheniston Trinel’s core maintain a liquid ocean under the thick surface ice.
Besides the stations in orbit, Pheniston Trinel sports several small surface colonies; a combination of mining colonies providing minerals mainly for the orbital servicing yards, and agridomes growing foodstuffs for starship supplies. Most of the colonists live in underwater domes, growing crops fed artifcially-generated warmth from both solar arrays on the ice surface and fusion powerplants. The acreage under dome cultivation is enough to comfortably sustain the colonies and mining outposts, with enough left over to sell to passing starships. The discovery of large deposits of crystalline emerald and ruby has led to a more esoteric interest on the part of gemologists has led to a minor ‘jewel rush’ on P-Trinel, and a recently well-choreographed display of ‘Trinel Sea Gems’ lent an unexpected air of upscale haughtiness to the otherwise sleepy agro-colony.

Type: Moon
Diameter: 3,190 miles
Gravity: 0.15 g. Colonists use gravity plating to maintain muscle tone in the lower gravity.
Temperature: Cold; just below freezing, with average temperatures of 10-20 degrees F.
Unusual/Special Features:
Atmosphere: (Exotic) Thin, cold, but actually breathable, and believed to be the result of accumulated outgassing by the local algae.
Terrain: Most of Pheniston-Trinel’s land mass is concentrated in several small archipelagos and two large sea mounts that break through the ice.
Notable Mineral Concentrations:
-Mercury
-Chromium
-Manganese
-Wolframite
-Salt
-Ruby
-Thorium
-Emerald
Hydrosphere:
Soaking Wet---Roughly 80% of Pheniston Trinel’s surface is covered in thick ice. Under the thick ice cap is a liquid ocean covering most of the moon.
Biosphere:
Thin---Pheniston Trinel possesses a scant ecology made up of several forms of benign chemovore bacteria and algaes. The heavily automated aquafarms(both ‘dry’ domes and ‘wet’ pens) raise a variety of modified local lifeforms and imported types, including phyto- and zooplankton. The largest commercial fauna under cultivation is a form of krill.
Civilization:
Corporate-Colonial
Population:
5,000 permanent colonists, mainly aquadome-farmers call the moon home. There’s another 500-800 contract workers/transients at any given time.
Technology:
Three Galaxies Standard Spacefaring
Economy:
Based primarily on trade. Farming and mining are secondary concerns.
Wealth:
Can be considered to be Prosperous; there’s enough trade going through the Annex to keep the investment going, and in general, if the colonies need anything basic they don’t already have in stock, it’s only a matter of weeks, if not days, before a freighter can bring it in.
Government:
Corporate Colony(ies)---Run by charter.
Law Level:
Lawful---There is the occasional spat between the ‘downsiders’ (lunar colonists/workers) and the ‘upsiders’(space station workers), and visiting merchantmen, but the local (corporate) police take care of matters fairly and by the book.
Popularity:
Popular---The company is well-regarded by the colonists and workers.
Stability:
Stable---Frankly the colonists and contract workers are too busy working to engage in much internal politicking as long as the companies treat them right. Some of the smaller corporations HAVE pulled out their workers in the face of Acalian saber-rattling, and others are making noises about doing the same, but internally the settlements are run fairly and equitably.

Pheniston Orbital Annex
The main station around Pheniston Trinel is a WZT-built WZ-554-SC Frontier Habitat Platform, followed by about 5 PSS-SPH-2 Plymouths(the standard PS/ASI modular ‘outpost’ station-type), with a sixth under construction for Maxivus Movers. 3 smaller stations are maintained by other corporations.

The Frontier Habitat serves as the main office and embarkation station for travellers through the system. It also provides general access to the surface of Pheniston Trinel through a tether elevator.
Three of the five Plymouths hold rental docks, warehousing, and repair facilities. The remaining two stations are dedicated fuel refinement , tankage, ore processing, and manufacturing(mainly standardized/general starship components like hull patch plates, wiring harnesses, thruster linings observation port panes, cargo containers, and actuators, but also parts and modules for the moon colonies).


WZ-554-SC Frontier Space City
Type: WZ-554-SC Frontier
Class: Space City/Habitat Platform
Crew: Standard maintenance complement of 300, plus 8,000 residents.
MDC/Armor by Location:
Main Body 300,000
Outer Hull per 100 ft area 450
CG-Nodes(5) 50,000 each
Radiator Plates(3) 50,000 each
‘Topside’ Buildings (1-24) 2d4x10,000 each
Forcefield(standard) 3,000
Height: 3690 ft(1230 m)(actual base platform is roughly 1,000 ft high, but ‘topside’ structures can reach another 2,000-3,000 ft)
Width: 1 mile(1600 ft)
Length: 1.1 miles(1760 m)
Weight: Several million tons
Cargo: 1 million tons(2-3 times that if the station is a dedicated warehousing platform)
Powerplant: Advanced Fusion-Nuclear w/ 50 years energy life, supplemented by solar cells and batteries.
Speed:
(Sublight) Maneuvering thrusters allow the Frontier to achieve modest Mach 1

Systems of Note:
Standard Starship Systems, plus:
*Life Support---Standard atmospheric and water recycling, good for 50 years continuous operation with only a 5% loss of usable mass, under un-resupplied conditions.
*A.I. Computer Control---Standard Robotic A.I. ‘superintendent’ with standard systems monitoring and regulation.

Weapons Systems: None Standard, but the standard configuration has 60 blisters/modified airlocks that can be fitted with point defense weaponry such as lasers and missile launchers(or simply left as observation lounges and sensor mounts). Currently PS/ASI has outfitted about 15 of the Annex’s weapons positions with PDS turrets, but as tensions in the sector have risen, has evacuated several more of the other positions in preparation for arming them as well.

Aux. Craft: Standard configuration has internal docking/hangar space for 50 heavy shuttles/light transports(or three times that number of fighters) , and up to 20 external docking ports. Depending on the final configuration, the station can have 2-6 times that number of hangar spaces/docking ports.

Plymouth Stations(5)
Type: PSS-SPH-2 Plymouth
Class: Multipurpose Space Platform/Habitat
Crew: Station administration and engineering crew minimum of 70, plus up to 6,000 residents
MDC/Armor by Location:
Main Body/Hub----35,000
Toroid Sections(4)---18,000 each
Transport Spokes(4-6) ----8,000 each
Structural Pylons(4) -----10,000 each
Spoke Modules(4-6) ----18,000 each
Docking Pylons(4) 4,000 each
Water Tanks(8) 4,000 each
Deep Space Antennae Clusters(3) 1,500 each
Long Range Particle Beam Cannon(6) 500 each
Point Defense Lasers(30) 100 each
Short Range Missile Launchers(8) 300 each
Small Craft Bays(4) 1,000 each

Height: 320 m(1,056 ft)
Width: 600m(1,980 ft), Toroid is roughly 180m(594 ft) long, and 30m(100 ft) thick.
Weight/Mass: 500,000 tons
Cargo: 45,000 tons
Powerplant: Nuclear Fusion, w/ 50 year energy life and w/ Solar power backup
Depending on location and circumstances, some have PPE generators/collectors, electrodynamic tethers, and other exotic power arrangements.
Speed: Station-keeping thrusters only

Systems of Note:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars
Maximum target Resolution: 4 million miles
*Laser Targeting-------100,000 miles
*Communications Suite:---Long Range Radio and Video
*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 50,000 miles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.

*Internal Artificially Generated Psuedo-Gravity---The Plymouth class space stations rely primarily on centrifugally-generated gravity, but selected areas have limited psuedo-gravity capability, particularly military stations, rescue stations, and the command/traffic-control deck, in event of emergencies.

*MagTech Radiation Shielding----Besides physical material armoring against radiation, the stations are equipperd with a steady-state electromagnetic shield that deflects cosmic radiation, includng solar flare flux.

*Full Medical Facility(equivalent to a small, well-staffed, hospital in terms of quality of treatment). Includes quarantine and lab facilities.

*Hydroponics Bays and Environmental Recycling---Primary life support purification of air and water is through the hydroponics systems, supplemented with chemical and mechanical processes. Though not 100% closed in terms of materials usage(some air, water, and mass is lost through operations and waste), the system greatly reduces operating/supply costs, keeps the station fed, and morale high(there’s something about growing things that dispels that deep space ennui).

Weapons Systems:(Standard)-- The Plymouths were originally designed to survive in the very dangerous oribital environs around Rifts Earth, and so were rather heavily armed. Those in orbit of Pheniston-Alpha initially mounted little more than basic anti-asteroid armament stations, but the recent growing troubles with piracy and the Acalians have had some in GNE/PS advocating for the stations to be refitted with a more substantial array of defensive weaponry.
The following is a standard configuration for PS/ASI-operated Plymouths operating in dangerous regions(i.e., such as Rifts Earth Solar System):

1)Long Range Particle Beam Cannon(6)---One is stationed on each Anchor Module, with one on each end of the central spindle.
The PhOA stations currently lack these weapons.
Range: (Palladium)70 miles in space
(Kitsune Values) 70,000 miles in space
Damage: 1d4x1,000 MD per blast
Rate of Fire: Four times per melee
Payload: Effectively unlimited

2)Point Defense Lasers(30)----Intended for anti-robot/fighter defense.
The PhOA stations currently have about 30% of their normal allocation of these weapons.
Range: (Palladium) 4 miles in space
(Kitsune Values) 400 miles in space
Damage: 2d6x10 MD per blast
Rate of Fire: EGCHH. Under automatic control, they have six attacks per melee
Payload: Effectively unlimited
Bonuses: +3 to strike

---Alternately, later generations of Plymouths built by ASI in the Three Galaxies will be fitted with standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense.
The PhOA stations currently mount only 12 of these weapons.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Lasers) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile


3)Short Range Missile Launchers(8)---Intended for anti-robot/fighter defense.
The PhOA stations currently mount only one of these weapons.
Range:Varies by Missile Type(Range x4 in space)
(Kitsune Values) 500 miles in space
Damage:Varies by Missile Type
Rate of Fire:Volleys of 1, 2, 5, or 10
Payload: 150 missiles per launcher. Additional missiles are stored in cargo, and can be reloaded in 30 minutes


Auxiliary Craft:
Varies, a typical Plymouth will have 6-12 shuttles assigned to it, plus 10-30 work pods/spaceboats, and 1-12 robot vehicles. Industrial stations may have 2-5 times this number of small craft. Bay capacity for up to 72 aerospace fighters
50 Zero-Gee Servo-bots(Teleoperation rigs with limited semi-autonomy)
30 OTV Sleds
30 Workpods

Variants:
*Factory Modules---As noted above, a ‘tail’ from the ‘lower’ hub axis can be extended(and is typically non-/counter-rotating) and fitted with additional modules to expand industrial/cargo/agricultural capacity. A typical factory module has 1,500-2,000 MDC and is a largely automated facility for refining and shaping microgravity-formed materials. 4-6 modules can be mounted on a hub segment(and additional hub segments docked to that one, ad infinitum).

*Agri-Rings---In place(or in addition) to industrial modules, Plymouths can be fitted with additional dedicated agricultural modules, in order to increase self-sufficiency, create a buffer supply in anticipation of future need, or generate surplus food for trade. A typical agri- module has 1,000-1,800 MDC and is a largely automated facility for growing crops and raising animals(typically aqualife). 4-6 modules can be mounted on a hub segment(and additional hub segments docked to that one, ad infinitum).

*Forcefield Generator Module---An early effort to retrofit older spacecraft with state of the art battlescreen protection, now adapted to station defense. A typical generator module has 1,000 MDC and has security lock codes and measures to prevent tampering. 4-6 modules can be mounted on a hub segment.
MDC: 1,000 per generator. Regenerates at 100 MDC per hour


Alternatively, the ‘tail’ can be fitted with smaller, cheaper, cargo modules from PS/ASI’s line of deep space freighters, allowing an inexpensive way of quickly outfitting stations for defense, or for ‘laying over’ cargo and weapons for later ships to pick up. 4-8 modules can be mounted per hub segment.
a) Habitat Module---Can accommodate up to 200 people. Independent life support(good for up to eight months). If so desired, at extra expense, the Habitat Module can be built with its own independent propulsion system(maximum speed of Mach 3), and can make planetary re-entry on its own.

b) Hangar Pod---Holds enough space for 2 medium shuttles or 4 fighters

c) Point Defense Module---Holds an array of PDS systems, missile launchers, and a separate powerplant to power them all.
*Rail Guns(4)
Range: 6,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 200 miles in space)
Damage: 2d4x10 MD per 60 rd burst
Rate of Fire: 6 attacks per melee
Payload: 12,000 rds per gun(200 bursts each) with 5 reload drums per gun(drum changes out in 5 minutes). Additional drums are available in cargo, and can be loaded in 15 minutes(an ammunition drum weighs 1 ton).
Advanced Targeting Bonus: +3 to strike
*Laser Cannon(4x2)
Range: 1 mile in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 2d6x10 MD per single blast, 4d6x10 MD per double blast
Rate of Fire: EGCHH, or 7 per melee on automated mode.
Payload: Effectively unlimited
Advanced Targeting Bonus: +4 to strike
*Mini-Missile Launchers(2)
Range:Varies by Missile Type
(Kitsune Values: 2 miles in atmosphere, 100 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-20
Payload: 400 missiles per launcher, 800 total, plus 400 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo capacity holding 96 MMs)
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike


d)Medium Range Missile Launchers(2)
Range:Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-30
Payload: 240 missiles each launcher, plus 500 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo capacity holding 24 MRMs)

e) Long Range Missile Launchers(2)
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1-25
Payload: 600 LRMs per pod, plus 500 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo capacity holding 12 LRMs)

f) Medium Lasers(4)----Pod mounts turreted cannon, as well as its own fire control and dedicated powerplant.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d6x100 MD per blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

g) Heavy Lasers(2)----Pod mounts turreted cannon, as well as its own fire control and dedicated powerplant.
Range: 15 miles in atmosphere, 80 miles in space
(Kitsune Values: 80 miles in atmosphere, 80,000 miles in space)
Damage: 1d4x1000 MD per shot
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited

h) Medium Particle Beam Cannons(4)----Pod mounts turreted cannon, as well as its own fire control and dedicated powerplant.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d4x100 MD per blast
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited

i) Heavy Particle Beam Cannons(2)----Pod mounts turreted cannon, as well as its own fire control and dedicated powerplant.
Range: 15 miles in atmosphere, 60 miles in space
(Kitsune Values: 60 miles in atmosphere, 60,000 miles in space)
Damage: 1d6x1,000 MD per single blast, 2d6x1,000 MD per double-barreled blast.
Rate of Fire: Once every melee
Payload: Effectively Unlimited

j) Heavy Rail Guns(1x3)
Range: 40 miles in atmosphere, 80 miles in space
(Kitsune Values: 40 miles in atmosphere, 40,000 miles in space)
Damage:(Exploding/Fragmenting Fletchette): 5d6x10 MD to anything caught in a 120 ft wide cone/’cloud’----Targets are -2 to dodge the’shotgun spread’
(Penetrator): 2d6x100 MD
Rate of Fire: Four times per melee
Payload: 100 rds per cannon, reloading from the cargo hold takes 1d6 minutes( 500 tons ammunition storage, 1 ton of cargo per 12 rounds)

k) Eight-Inch Six-Barrel Rail Gun Gatling(1)----This massive weapon was first fitted as the main armament of the Sangu-class destroyers, and earned a reputation as a ‘Kitty Spanker’ for its ability to shatter Arkhon vessels. Range: 20 miles in atmosphere, 40 miles in space
(Kitsune Values: 20 miles in atmosphere, 20,000 miles in space)
Damage:(Armor-Piercing Long Rod Penetrator)---- 5d6x10 MD to 40 ft radius per single shot
(High Explosive)---4d6x10 MD to 50 ft blast radius
(Plasma)-----2d4x 50+30 MD to 80 ft radius
Rate of Fire: Six shots per melee
Payload: Has 1,200 rds ready to fire

l)Forcefield Generator Module---An early effort to retrofit older spacecraft with state of the art battlescreen protection, now adapted to station defense. External forcefield generator nodes are possible; these generators come complete with their own independant power generation capacity.
MDC: 1,000 per generator. Regenerates at 100 MDC per hour


Spacecraft Assets:
PS/GNE operates 3 ‘Brunel’-class heavy transports as mining support vehicles and a ’Geothals’-class heavy transport as a gas harvesting support mothership. Two Bradford-class heavy transports are also insystem at any time as dedicated tankers.
PS/GNE also have about 24 aerospace fighters, mostly SF-08 Hesperia and SF-14 Almar Medium Aerospace Fighters, as part of the local defense force complement.
Originally, the PS/GNE enclave sported two DDS-01 Sangu Light Destroyers as part of its defensive detail. These have recently been augmented by four DDES-05 Masakari Heavy Space Destroyers, a DS-15 Hikyaku Heavy Space Scout/Courier, and four DDC09 Barong Corvettes. The GNE has drawn up plans to reinforce the system, if necessary, with a four-ship Brandestoc Rapid Deployment Space Destroyer squadron, with an attending LaFayette Light Cruiser and a military ‘Brunel’ mothership-carrier with four Windfola Interstellar Corvettes.
It should be noted, however, that if a larger confrontation is anticipated, PS/ASI regards the colony as small and unimportant enough that they will attempt to evacuate the colony, in the face of heavier opposition.

Maxivus Movers have recently moved, in response to local troubles, one of their company WeeQesh Escort Destroyers to semi-permanent station in the system; the Plymouth under construction for them, once complete, will be its new anchorage.

CosmoRelay Communications Ltd. has also recently contracted with a private security firm to maintain a GftshrA-Anchora System Patrol/Defense Corvette to protect their communications relay station insystem. The corvette will attempt to protect the relay for as long as possible(and ideally allowing it to send an FTL radio message for help).

The CCW Stellar Patrol have four Nobska-class light rescue ships based in-system, in addition to a stellar navigational beacon station.

Andisivon Interstellar Messenger maintains a dedicated spacedock section aboard one of the five Plymouths, where it typically keeps three courier starships at all times, ready to relay-receive in the event a courier ship needs to stop in for repairs. AIM craft are also available/under contract for delivering repair parts that the local spacedocks cannot supply themselves. Though the couriers are armed, in the event of trouble in the system, the Andisivon ships will immediately try to leave the system to spread the word of any attack.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
wildfire142
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Re: Paladin Steel Storefront

Unread post by wildfire142 »

Well it's been a busy week for me but I did find time for some progress on the pdf so as it currently stands it is 1041 pages long has roughly 620 designs and is almost on post 11 of abtex's index (just two more designs to reach it) but is only up to p71 of this thread :)

Enjoy :)

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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Not much progress myself this week....kinda picking here and there on multiple projects without making any real headway on any of them...but sometimes I find that if I do that enough, I surprise myself by suddenly discovering I have two or three finally ready to go.
But 'feature creep' continues to be my big problem...as I'm about to wrap a design up, something will occur to me that necessitates a new set of stats that takes additional time to develop....
But I've got some odd stuff in the offing..... ;)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
wildfire142
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Re: Paladin Steel Storefront

Unread post by wildfire142 »

Progress is progress :)

a bit here and bit there and suddenly you have something finished as you say :)

manged a half dozen entries today in addition to the rest of my suddenly busy day, only just into 2012 for reference but some very nice things.
I must say one of the things I enjoy most about the designs are the short stories/blurbs at the start of most often I'm left going I wonder what happens next :)
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Re: Paladin Steel Storefront

Unread post by taalismn »

wildfire142 wrote:Progress is progress :)

a bit here and bit there and suddenly you have something finished as you say :)

manged a half dozen entries today in addition to the rest of my suddenly busy day, only just into 2012 for reference but some very nice things.
I must say one of the things I enjoy most about the designs are the short stories/blurbs at the start of most often I'm left going I wonder what happens next :)



I've always enjoyed RPGs that give a 'slice of life' in them, instead of just dry stats, and I enjoy reading about the development of designs and technology.
To be perfectly honest, my infatuation with modularity and variants, and possibly even the whole background story of given designs dates back to college, when I was collecting the Battletech Tech Readouts...I didn't play the system, I just liked the tech catalogues and the mini-bios that went with them.
I try to mix the good and the bad...there's obvious glowing endorsements, of course, but there's also reasoned criticism, reaction shots, and 'I wish we really had this when-" moments. And frankly, the fluff often fires up the design...gives me fresh impetus. :bandit:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
wildfire142
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Re: Paladin Steel Storefront

Unread post by wildfire142 »

Another week gone and some more progress :) we are up to P76 with roughly 660 designs and 1204 pages and have reached the end post 11 of abtex's index

Enjoy :)

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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Glad somebody made some progress,,,,,I;ve been dragging this last week on my 'to do' list...admittedly, I've been busy making money(legitimately), bit summer's almost gone and I'm nowhere close to closing up some of my 'must do' projects.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
wildfire142
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Posts: 49
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Re: Paladin Steel Storefront

Unread post by wildfire142 »

taalismn wrote:Glad somebody made some progress,,,,,I;ve been dragging this last week on my 'to do' list...admittedly, I've been busy making money(legitimately), bit summer's almost gone and I'm nowhere close to closing up some of my 'must do' projects.


I'm currently job hunting so plenty of "time" once everything thing else round the house is done :)
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Re: Paladin Steel Storefront

Unread post by taalismn »

The Egomeister Cyborg gets a quick (and really sparkly) illo:
http://i408.photobucket.com/albums/pp164/taalismn/img591_zpstfsualkp.jpg
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
wildfire142
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Posts: 49
Joined: Tue Apr 14, 2009 5:45 am
Location: Nortn East Scotland

Re: Paladin Steel Storefront

Unread post by wildfire142 »

Well another week past and some progress, we are up to p83 of this thread with roughly 720 designs and 1304 pages in the pdf almost to the end of post 13 of abtex's index.

Here is the file Enjoy :)

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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

...and here, ever adding to the paperwork pile, is another new posting. :D :angel:

Paladin Steel ‘Nimbus’ Rigid Airship

“Fighting those wildfires looked like walking into hell, with no assurance that we were going to walk out. We were simply outnumbered, outgunned, and outflanked, but then that great big silver zep came looming out of the smoke and conjured up rain, and our day got a whole lot better.”

“Pack of stratovipers trailing us. I make it as a bachelor pack of immature bulls. They’ve followed us this far and long, which means I doubt they’re going to leave us alone without some convincing. Can’t outrun ‘em, so we’re going to have to dissaude them. Okay, warn the passengers to go to the safe rooms. Climb us up to our altitude limit, put the repair ‘bots and damage control on yellow alert standby, and man the gun turrets.”

“So, what are we going to do today; sunbathe on the upper deck and watch the silverwings pass overhead, or lounge on the lower observation deck and watch the sea pass by underneath? We DO have five days left on this cruise.”
“Why not both? Breakfast in our cabin, lunch in the lower salon, sun and fun in the afternoon, and dinner tonight watching the bio-luminescence of the Wine Deep?”


Though popular pre-Rifts Lighter Than Air Vehicles(LTAVs) were virtually extinct with the Coming of the Rifts. Supernatural predators, erratic weather, and long range weapons systems in the hands of mercenaries and bandits made big slow fragile airships the equivalent of stationary targets. Aside from unmanned aerostats and the occasional manned observation/advertising platform, airships were novelties, in an age where the sky belonged to armored hoverships, flying power armor, magic air-sailers, dragons, and gargoyles. Few airships are known to venture out of vigorously-controled airspace in regions like the Coalition States, Triax, Northern Gun, and the Australian mega-cities.
However, PS marketing understands the lore of the past and engineers love a challenge. With the available state of the art in technology, materials sciences, and technowizardry, PS aviation engineers felt that a workable zeppelin-style airship was indeed possible. Cheaper than nuclear powered constant-thrust aerodynes or contra-gravity vehicles, and with helium available from both offworld sources and harvested cheaply as a byproduct of large industrial and municipal fusion powerplants, LTAVs were a field of aerospace engineering that could not be ignored. Though PS operates no large airships on Rifts Earth, it does use a variety of smaller aerostats for various purposes(mainly high altitude reconnaissance, communications, and survey). they are aware of markets offworld in other universes, and of environments where technological contragravity is not possible or acceptable. For such markets, PS has designed a large multipurpose commercial airship, the ‘Nimbus’-class.
PS engineers chose to use the pre-Rifts ZRS-4(also known as the U.S.S. Akron) as the basis of their new airship, but borrowed extensively from various speculative designs for nuclear-powered airships. Golden Age technology, however, replaced the dangerous fission piles of these designs with smaller, more compact, and less hazardous fusion powerplants. Paladin Steel also chose to borrow a few ideas from Triax, which has manufactured several airships to the BA/Z-010 specification.
The Nimbus-class has a classic ‘torpedo’ zeppelin-shape, with a cylindrical body skinned in megadamage fabrics stretched over a lightweight tube-and-girder framework, holding multiple internal gas cells. A keel runs along the bottom, with a control cabin at the front, several modular bays attached to the keel behind, and finally an engineering module and an auxiliary control room in the rear ventral fin. A dorsal promenade module is mounted topside and is accessible by small lifts from the lower decks. Propulsion is by several electrical drive nacelles that are normally powered by linkage to the main powerplant mounted in the keel module, but each nacelle has its own battery for independent operation if main power is lost. Multiple sensor arrays are mounted in the frame and skin, providing all-around sensor coverage, and an internal monitoring system keeps tabs on all internal systems.
Though made with megadamage materials, especially buckyfiber fabrics and composite structural members, the Nimbus is NOT considered to be combat-worthy. It can mount point defense weaponry and countermeasures, but the Nimbus is not a combat craft, and against high tech opponents, its best defense is to stay well clear of combat zones. This having been said, Nimbuses and other airships are almost regularly attacked by native wildlife or primitive cultures on less developed worlds/alternities, thus necessitating self-defense action and capability. A few incidents have arisen of Nimbuses being used as aerial reconnaissance platforms, gunships, or troop/fighter transports, but these have almost always been on worlds where the opposing side lacked advanced aerial combat capabilities, or at least high-end surface-to-air weaponry. Modular weaponry exists that can modify the airship into a security platform(as in several cases where ‘civilian’ airships were used to covertly monitor local airspace around potential urban targets and surprise first-strike maneuvers with unexpected point defense). However, against advanced technology opponents, an airship’s military capacity is at best a one-shot surprise and limited novelty.
No Nimbus-class vessels are known to operate on Rifts Earth, but PS owns and operates over a dozen at various offworld locations. Despite the cargo-carrying capacity, however, most Nimbuses on populated worlds are operated as luxury passenger liners, and some as aerial yachts and even residences(for those who can’t afford contra-gravity McCall Platformsm or who just like airship nostalgia). A number of additional airships serve as weather survey and scientific research platforms.

Type: PS-HCLTAV-09 Nimbus
Class: Rigid Lighter-Than-Air Airship. Multi-Purpose, Commercial
Crew: 40+20 passengers/additional crew(see Options for passenger modules)
MDC/Armor by Location:
*Main Body 960
**Tail Fins(4) 250 each
Gondola Pod 500
Payload Pod 500
Fan-Pods(8 ) 150 each
***Gas Cells(17) 100 each
*Destroying the Main Body will render the airship little more than a floating skeleton without power, without direction, with any remaining gas cells exposed to further attack(or floating free of the framework).
*Destroying the rudder assembly will impose a -15% to maneuvering/piloting rolls; the crew can still maneuver using the gimbaled engines, but making course corrections will be slow(takes twice as long to respond)
**Destroying 8 or more gas cells will result in the airship losing lift; -20% to maneuvering rolls, and the aircraft will begin slowly drifting downwards(though the craft may remain airborne by attempting to climb on engine thrust and aerodynamic lift). Losing 12 or more cells, and the craft will be stricken and cannot recover; crash-landing is inevitable.

Height: 180 ft
Width: 175 ft
Length: 980 ft
Weight: 344,000 lbs empty
Cargo: 760,000 lbs gross lift. See below for cargo options.
Powerplant: Fusion Powerplant w/ 20 year energy life
Supplemental Solar Power Cells ---Mounted along the top of the airship’s hull.

Speed:(Flying) Hover to 100 MPH, maximum altitude of 18,000 ft.
Market Cost: 18 million credits
Systems of Note:
*Long Range Radio and Video Communications----Estimated 1,000 mile range
*Radar----120 mile range, with doppler-capability for making out localized weather storm-cells.
*Internal Walkways----The interior of the airship can be accessed by walk-, crawl-, and ladder-ways in the skeleton of the airship. Vertical ladderways also permit access to the top of the ship(where a safety-line system allows crew members to walk along the top of the craft and rappel down the sides of the envelope.

*Stitcher ‘Bots---- Developed by now-defunct pre-Rifts robotics firm for a bid to produce arachno-form recon robots similar to NEMA’s Spider-Recon Bots. The bid failed(the robots lacked intelligence), but the company went on to develop civilian applications for their designs. PS has copied this idea from Triax, seeing as they now manufacture their own Spider-Recon Bots. These football-sized long-legged spider-robots crawl about inside the outer envelope(and on its outside) looking for tears in the skin and leaks in the gas-cells, and work to patch them up using their adhesive sprayers, clippers, and tape dispensers. If the damage is too large for a single ‘bot to handle, several others can be ‘chain-ganged’ to tangle the problem, with a human supervisor standing by if the problem becomes too serious for the simple-minded ‘bots to handle by themselves. A single Stitcher’Bot can repair/replace about 10 MDC, at a rate of 1 MDC in 15 minutes. The PS Nimbus has a contingent of 50 of these mini-bots.

*Helium Reserve----The zep has enough tanked helium to replace operational seepage, and to refill damaged cells; has enough reserve gas for three cells(complete re-inflation).

*Lifepods----Each accommodation module carries a set of lifeboat-style survival pods equal to carrying the rated number of passengers off a stricken airship. Each pod is fitted with parachute systems and is fully amphibious.

Weapons Systems: None standard, but some operators add some countermeasure and point defense gear if they expect air bandits, terrorists, or local aerial predator problems.

Options:
*Payload Pods(4)----The Nimbus-class has four modular bays along the underside that can be swapped out as needed. Typically one cargo pod is always carried.
a) Cargo Pod--91,000 lbs per pod(roughly 45 tons each)

b) Passenger Pod---400 passengers can be carried in 1st class accommodations. Typically one passenger pod is carried along with two cargo pods.

c) Laboratory Pod---This is a modular research lab that can be outfitted as the buyers/operators see fit. The module-pod can also be made surface-deployable, allowing the airship to deliver prefab laboratory modules to the ground, ready for use.

d) Long Range Sensor Pod----This pod can be fitted with a deployable sensor boom carrying specialized instruments for more specific or detailed atmospheric and earth sciences studies, such as spectrometers, magnetometers, EM sensors, ground penetrating radar, magic scanners, and atmosphere samplers.

e) Tanker Pod----Liquid cargo, up to 45 tons mass(or roughly 11,000 gallons of water). This can be for transport purposes, or firefighting. The tanker pod comes with both intake pumps and sprayer heads for dumping the liquid cargo .

f) Weapons Launcher Module---It’s rare and even more rarely talked about , but sometimes there arises a need to carry aloft extra weaponry. The weapons module can be fitted with rotary missile launchers holding 240 SRMs OR 120 MRMs, OR 60 LRMs OR 4 PS-ALABM /SSpM-07 ‘Dragon Slayer’ Air-Launched Surface-to-Space Interceptor Missiles.

g) Boat Pod----This is a winch-equipped vehicular bay that can be used to lower boats, mini-subs, aquatic drones, and buoys to the water, and recover them. Small craft up to 25 tons in displacement can be carried.

h) Hangar Pod----This is a module fitted out as a flight operations pod for either manned aircraft or drones. Typically two small aircraft or a dozen car-sized drones can be carried.

i) ECM--- Another rare pod; a flying electronic warfare center. It is typically deployed covertly as part of an air defense net hidden in plain sight, or part of a special security detail for large scale special events. Besides being able to listen in and analyze enemy radio and radar emissions, the -E variant can perform the following:
*Long Range Jamming---Jams and distorts radar returns in a 25 mile radius of the aircraft, and communications in an 90 mile radius.
*EW Suite---The -E carries a powerful radar and communications jamming suite, and attendant EW officer/operator, in order to allow it to penetrate enemy air defense nets more effectively. Enemy sensor(IR, laser)-guided weapons are -6 to strike the aircraft, radar-guided weapons are -7 to strike.
*Electronic Cloaking---Thanks to advanced construction materials and the sophisticated EW suite, the -E enjoys a -50% on enemy sensor rolls to be detected by radar.
*Command Link---The -E can link and coordinate up to 60 other aircraft/vehicles/ground units, allowing them to share data and tactical information. Networked units have a +1 to Initiative, and +1 to Strike.

j) Communications Pod---Acts as a heavy-duty radio station and communications relay. Can generally coordinate the communications within an 800 mile radius(allowing it to ‘bridge’ areas up to 1,600 miles apart). Patrolling Nimbuses can thus serve as high altitude communications relays in lieu of orbital satellites.

k) Radar/Sensor Module---This module holds a large doppler radar assembly and additional sensors(customizable as to required mission type). This improved system, originally tested as part of the PS Starfire Light VTOL ‘Hawkeye’ AWACS conversion, has a range of 200 miles, can track up to 100 targets simultaneously, Auto-ID 50 of them, and has radar detection capability(98%) as well as backtrack locating of shell and projectile trajectories(80%).

l) Laser Deck---Another rare militarized pod, this one mounting no less than two (with provision for mounting up to four) naval long range lasers, one on each side, and a dedicated powerplant. One airship mounting these lasers was known to have been used to shoot down submarine-launched cruise missiles attacking a GNE-affiliated seaport.
Range: 7 miles
Damage: 1d6x10+7 MD per blast
Rate of Fire: ECHH
Payload: 120 shot battery. Effectively unlimited if attached to a nuclear powerplant.

M) Medical Pod----An enlarged sickbay or deployable M.A.S.H. unit. Has two surgical suites, diagnostics room, and wards with room for 80 beds.

*Hush Props---These specialized propellors look like multi-vaned pinwheel spinners, but they reduce the airplane’s prop noise by some 50%. They are popular with operators making night landings and supply drops, who want to reduce the chances of advertising their presence.
Cost: 200,000 credits each nacelle

*Water Condensers---These are the airship equivalent of oceanic ship water desalinators, only the process tends to be much simpler. The apparatus can simply condense water out of the atmosphere(especially easy if the airship is flying through a cloud). The downside is, the system is reliant on humidity to work; not always available especially in dry desert regions. The water can be used for cooling, consumption(with some filtration and treatment), firefighting, or ballast.
Cost: 60 credits per gallon per hour capacity, but most “small” systems can process up 200 gallons an hour.

*Video Billboards---Some see in an airship a pristine streamlined shape. Others see a lot of highly visible billboard space. This option is for the latter group, and fits the sides of the airship with massive LED billboards that can be programmed to display static images or streaming video. Great for public announcements and advertising. Paladin Steel gets a LOT of mileage renting this feature. Cost: 1 million credits per side so fitted.


*Flare/Chaff Launchers--The Nimbus can mount flare and chaff dispensers to counter enemy sensors and missiles. Up to eight launchers can be mounted; two in the tail and six along the main fuselage.
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: 20 per launcher
Cost: Basic Launcher Unit costs 2,000 credits. Flare/Chaff bundles cost 120 credits each


*Mk 24 Illumination Flare Launcher---These are large parachute flares, dropped from altitude. They can drift down for 1d4 minutes, and can illuminate a roughly quarter-mile radius nearly bright as day. 6 are carried per pod, ready to drop. Globe of Daylight flares can be substituted for anti-vampire actions.
Cost: Basic Launcher Unit costs 2,000 credits. Flares cost 120 credits each


Point Defense Systems:

*Gun Turrets----These are aircraft-style ball-turrets that can be manned or automated. The turret can be opaque alloy or megadamage perspex, and mount 1-2 heavy machine guns/weapons, or four lighter weapons(light machines guns, energy rifles, and the like), fed from their own e-clips/magazines, or magazines/capacitors in the vehicle itself.
A Nimbus can typically carry up to 12 turrets.
MDC of Turret: 50
Cost: 80,000 credits, plus cost of the weapons.

*Forward-Looking InfraRed(FLIR)----An optics pod with a swiveling mini-turret, slaved to a helmet HUD system. Range: 4 miles.
Cost: 60,000 credits

TW Enhancements:

*PowerStone PPE Generators(1-10)
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/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

*Multiplexors(1-8)----TW spell projectors, each capable of shuffling between 5 spells each. Those mounted on Nimbus LTAVs tend to be fitted with atmosphere manipulation, weather control, and self-defense -oriented magic.
Range: Varies by spell
Vehicle-mount multiplexors frequently mount additional spell-booster/focal/amplification apparatus that can increase the range/area of effect of spells as much as 50-100%.
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
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.



* Popular Spell Enhancements:
(# designates stats adapted from Kitsune’s Magical Enchantments on Larger Vehicles & Phase World Techno Wizard Equipment: webpage)

*Circle of Rain----When fighting fires or watering cropland, and just dumping water ballast, isn’t enough. 5d6 HP damage per melee to vampires caught in the downpiour. 240 ft radius, 45 minutes duration, 13 PPE.
Cost: 250,000 credits

-Atmospheric Manipulation---- This makes the airship one major local weather changer. Equivalent to 12th level, 1 mile radius, 3 hour duration, 50 PPE.
Cost: 500,000 credits

-Calm Storms--- Storms have always been an airship’s biggest threat; now they can do something about it. 12 mile radius, 12 hour duration, 100 PPE.
Cost: 1.5 million credits

-Rainbow----Some airship captains just LOVE the frivolous beauty of a rainbow to announce their arrival at a destination. 1 mile range, 150 minutes duration. Cost: 380,000 credits.

- Summon & Control Storm---10 mile range, 6 hour duration, 150 PPE. Effective for disrupting water traffic, covering a retreat, or trapping enemy vessels(especially sailing vessels).
Cost: 2 million credits

- Calm Waters---Ideal for maritime rescues. 12 mile radius, 12 hour duration, 150 PPE. Often used in maritime rescue.
Cost: 800,000 credits

*De-Icer----Ideal for flying in harsh weather. Air ships can, with their great surface area, pick up a LOT of ice in bad weather, adversely affecting performance, and making its removal paramount. Lasts 2 hours per 5 PPE. Cost: 250,000 credits

*Breath Without Air#----Important when operating at altitudes where thin air becomes a problem, or in environments where the air isn’t breathable. Even with environmentally-sealed cabins and EBA, having emergency life support is always a good idea. Lasts 2 hours per 40 PPE. Cost: 1.6 million credits

*Ley Line Storm Protection System---Ley LIne Storms can be a real hazard to magic craft, so the airship has enchanted lightning rods and surge protectors, shielding the ships from damage by rampant PPE surges. Cost: 1.2 million credits

*Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP. Cost: 600,000 credits

*Impervious to Energy#---- Lasts 2 hours per 160 PPE. Cost: 6 million credits

*Impervious to Fire#----Because even with helium in the bags, people still remember the Hindenburg. Lasts 2 hours per 40 PPE. Cost: 1.36 million credits

*Chameleon#----Great for hiding in cloud banks or tucked up against mountains. Lasts 2 hours per 48 PPE. Cost: 1.7 million credits

*Chromatic Protection#---- Lasts 2 hours per 80 PPE. Cost: 1.6 million credits

*Cloak of Darkness#---For nighttime operations. Lasts 2 hours per 48 PPE. Cost: 980,000 credits

*Invisibility: Superior #---- Where’d that airship come from? Where’s it go?! Lasts 2 hours per 160 PPE. Cost: 3.6 million credits


TW Weaponry:

*TW Lightning Cannon---- Launches a vertical blast of mystic lightning.
Range: 9,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 15 PPE per shot
Cost: 1.9 million credits

*TW Meteor Gun----Magically conjures a rock from above to utterly smite a target.
Range: 6,000 ft
Damage: 1d6x10+20 MD to a 40 ft radius
Rate of Fire: EGCHH
Payload: 38 PPE per shot
Cost: 600,000 credits

*TW Ice Cannon----This weapon actually has two modes, familiar to anybody who’s handled one of PS’s Crysus’ TW Ice Rifles. The Ice Cannon can cause an area to be bombarded by a minutes-long hailstorm, or can generate a giant ball of ice that slams into targets, then bursts into a storm of superhard ice shards and freezing vapor(this combines aspects of several different ice spells).
Range: (Hail)4,000 ft, and affects a 50 ft radius
(Ten Foot Ball of Ice)7,000 ft
Damage: (Hail)8d4 MD for 8 minutes(32 melees) to a 50 ft radius
(Ten Foot Ball of Ice)2d6 MD on impact, then explodes, 60 ft blast radius, shedding hundreds of icy shards. Human-sized objects caught in its way will get hit with 1d6 shards, each doing 2d6 MD. Fighter- and Robot-sized targets (16 ft or larger) will get hit by 1d4x10 shards. Ships and targets 50 ft and larger will get hit by 2d4x10 shards. Victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative. The Ice Ball has 70 MDC.
Rate of Fire: EGCHH
Payload: (Hail)10 PPE per shot
(Ten Foot Ball of Ice)25 PPE per shot
Cost: 1.8 million credits

* TW Barrage Storm Cannon---Unleashes a storm of mini-bolts of magic force that shotgun into a target.
Range: 6,000 ft
Damage: 1d6x10 MD
Rate of Fire: EGCHH
Payload: 13 PPE per shot
Cost: 750,000 credits

* TW Power Bolt Cannon---Fires a large bolt of mystic force that hits hard and deep.
Range: 8,400 ft
Damage: 5d6+20 MD per blast
Rate of Fire: EGCHH
Payload: 10 PPE per shot
Cost: 450,000 credits

* TW Windblast Cannon---Fires long range bolts of super-dense air. Incredible range, thanks to the barrel boosting elements.
Range: 15,000 ft
Damage: 2d4x10+30 MD per blast, plus knock-back, similar to Wind Rush.
Rate of Fire: EGCHH
Payload: 20 PPE per shot
Cost: 650,000 credits

*Foo-Fighter Defense Drone System---A variant combination of the Magic Warrior and Ball Lightning spells, this TW-projector creates an attendant ‘parasite’ fighter to protect the aircraft and harass pursuers or intercept missiles. The Foo-Fighters are semiautonomous and can be released/directed at specified targets then sent on their way to do their damage, or they can be remotely directed by a gunner/weapons officer on the generating aircraft. The Magic Warrior ‘drone’ can be chosen to appear to appear as a robot aircraft, smaller version of the aircraft, winged animal, flying knight, or a miniature whirlwind/air elemental accompanying the aircraft. Foo-Fighters attack by ramming or by firing short range bolts of eldritch lightning at their targets. Foo Fighters can be targeted and destroyed by conventional means, but Dispel Magic and Anti-Magic Cloud spells stop them dead. Multiple Foo-Fighters are also possible, though each materialized ‘escort’ costs an additional 60 PPE
Range: Typically the Foo-Fighter will stray no more than 6,000 ft from the creating aircraft.
MDC of Foo Fighter: 110
Speed: 400 MPH
Damage: Does 3d6+10 MD per electrical bolt(1,500 ft range/3,000 ft in space)
Duration: 10 melees (roughly 5 minutes) per activation
PPE Activation Cost: Costs 60 PPE per fighter per activation
Bonuses: Each Foo-Fighter has 5 actions/attacks per melee, +5 to strike, roll, and dodge, and +4 on initiative
Cost: 5 million credits



Variants:
*PS-HCLTAV-09Ex ‘ExoNimbus’---These are Nimbus airships fitted for operation in non-terrestrial atmospheres, such as Venus-like worlds or Jovian-type gas giants. These ships feature fully environmentally-sealed crew accommodations and different internal lift gas mixtures.

*PS-HCLTAV-09TW(E) ‘Cloud Cow’-----In addition to using helium for lift, Paladin Steel has also fitted some of their airships with ‘eleminals’...the Air Elemental equivalent of cows, docile, floating paranormal animal intelligences..giving the ships a degree of lift not dependent on trapped gas. The supernatural animals also make the vehicles better suited for various mystical enhancements.
Powerplant:
TW Powerstone w/ 12 year energy life, ---150 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Captive Air ‘Eleminal’---The containment spells need to be renewed every six months or the critter will escape.
Bonuses: The use of the Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
Air-based spells cast from the ship’s systems will also have a 50% increase in range, duration, and damage.
The 'Cloud Cow' also moves at 25% greater speed than conventionally-powered airships.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
wildfire142
D-Bee
Posts: 49
Joined: Tue Apr 14, 2009 5:45 am
Location: Nortn East Scotland

Re: Paladin Steel Storefront

Unread post by wildfire142 »

Well I've had a busy week so not much progress, we are up to p88 of this thread with roughly 750 designs and 1347 pages in the pdf and still not to the end of post 13 of abtex's index.

On the plus side I've now visited the northern most station on The Far North line in Scotland and seen some truly stunning scenery.

Here is the file Enjoy :)

Paladin Steel Netbook
User avatar
taalismn
Priest
Posts: 47909
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

wildfire142 wrote:Well I've had a busy week so not much progress, we are up to p88 of this thread with roughly 750 designs and 1347 pages in the pdf and still not to the end of post 13 of abtex's index.

On the plus side I've now visited the northern most station on The Far North line in Scotland and seen some truly stunning scenery.

Here is the file Enjoy :)

Paladin Steel Netbook


And I got up this morning to find a mouse swimming laps in my wash basin.....
Okay, I'm back from tech-free vacation, and will start transcribing what ideas I got into gameable forms//
Vacation? Too short and most of it spent seistaing :bandit: under the hot afternoon sun. Martha's Vineyard may not be the stunner Scotland is, but it has its pleasures.... :)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
wildfire142
D-Bee
Posts: 49
Joined: Tue Apr 14, 2009 5:45 am
Location: Nortn East Scotland

Re: Paladin Steel Storefront

Unread post by wildfire142 »

taalismn wrote:
wildfire142 wrote:Well I've had a busy week so not much progress, we are up to p88 of this thread with roughly 750 designs and 1347 pages in the pdf and still not to the end of post 13 of abtex's index.

On the plus side I've now visited the northern most station on The Far North line in Scotland and seen some truly stunning scenery.

Here is the file Enjoy :)

Paladin Steel Netbook


And I got up this morning to find a mouse swimming laps in my wash basin.....
Okay, I'm back from tech-free vacation, and will start transcribing what ideas I got into gameable forms//
Vacation? Too short and most of it spent seistaing :bandit: under the hot afternoon sun. Martha's Vineyard may not be the stunner Scotland is, but it has its pleasures.... :)


Aye there are some places with stunning scenery in the world :)
wildfire142
D-Bee
Posts: 49
Joined: Tue Apr 14, 2009 5:45 am
Location: Nortn East Scotland

Re: Paladin Steel Storefront

Unread post by wildfire142 »

I've been productive this week :) and we are now up to p94 with roughly 810 designs 1421 pages in the pdf and we have almost reached the end of post 14 of abtex's index.

Progress may slow as I've been sucked back into playing HOI3 at least some of the time :)

Here is the file Enjoy :)

Paladin Steel Netbook
User avatar
taalismn
Priest
Posts: 47909
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Been working through my post-summer vacation productivity slump myself. Four days of utter inactivity....it got addicting fast. :sleep:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
wildfire142
D-Bee
Posts: 49
Joined: Tue Apr 14, 2009 5:45 am
Location: Nortn East Scotland

Re: Paladin Steel Storefront

Unread post by wildfire142 »

I've been very productive this week :) and we are now up to p100 with roughly 890 designs 1552 pages in the pdf and we have reached post 16 of abtex's index.

Not sure how long this burst of productivity will last as I start college again for the first time in two decades this week for some night courses :)

Here is the file Enjoy :)

Paladin Steel Netbook
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