Paladin Steel Storefront

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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

ALUMINUM SERAPH Bio-Augmentation Package:
(PU2 budget of 5.48 million per operative)
(aka ‘Angel Kit’)

“I don’t think of it as grossly altering my body, I think of it more as becoming living art on the wing.”

“The baseline angel kit-out is actually fairly cheap as bio-mods go, but it’s if you want to upgrade to full-on War Angel that it gets sky-high expensive. Totally worth it, though, if you’re looking to do some mighty divine personal smiting.”

“I’m walking on air...”

ALUMINUM SERAPH is another ‘un-sanctioned’ bio-mod, due to its disfiguration of the recipient’s original body, and its perceived ‘vanity’ objectives. In this case, the aim seems to be modifying the person into an interpretation of an ‘angel’(of the Judeo-Christian sort); a winged humanoid with special powers. It’s rumored that the bio-mod comes direct from the inner circle of the MIT Forest/Cambridge Jungle gene-wizards. possibly as a watered-down version of their rumored ‘biotic’ warriors.
Between the enhanced psionics and the flight abilities, the ALUMINUM SERAPH bio-mod is one of the more expensive ones, and requires extensive modification to the body. PS’s subcutaneous ‘body web’ provides both protection and extra reinforcement for the muscles required to power the wings. The bones have been reinforced but lightened, trading calcium for interwoven carbon nanofibers, and the spine has been rebuilt to be stronger, to act as an anchor point for the wings and handle the stress of hard takeoffs and landings. The heart and lungs have been replaced with stronger and more efficient versions, and the blood chemistry reformulated to be more effective at delivering oxygen and energy to the powerful flight muscles(the gene engineers then had to improve the immune system to lower the resulting susceptibilities to blood diseases and blood-affecting toxins). ALUMINUM SERAPH recipients tend towards lean, wiry physiques without an ounce of extraneous (and drag-inducing) fat.
To grant ALUMINUM SERAPHs that ‘paranormal’ aura, psionic potentials have been amped up, albeit as OPTIONs(at added expense). Those electing to get psionic abilities also receive mandatory training in the use and control of their new abilities from PS/GNE psi-clinicians.
ALUMINUM SERAPH is not very popular on Rifts Earth because, special powers not withstanding, the prominent wings and low/lack of MDC make the recipient a ready target for trigger-happy opponents with high-powered weaponry. Offworld, however, the bio-mod has garnered a great deal of attention, especially from very affluent clients in places such as the Altess Dynasty(where non-Altess servitors and entertainers are frequently subsidized by their patrons) and the Paradise Worlds.
(During the more overt outbreaks of violence during the Minion War, ALUMINUM SERAPH recipients suffered grievously, being targeted by the Infernals who apparently saw them as Spirits of Light. However, they arguably gave as good as they got in combat, thanks to their psionic abilities. Working in cooperation with other troops, some ALUMINUM SERAPHs worked this seeming attraction to their advantage, baiting Infernals into ambushes.)


Powers/Abilities:
-Winged Flight(chimera)-----100 MPH, maximum altitude of 15,000 ft. +1 on initiative, +1 to strike, +2 to dodge, +1 to roll, +4 to damage for every 20 MPH of speed, all when in flight. Each wing has 5d6+30 SDC.

-Ambidextrous---+1 APM, +1 parry, +5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair.

-Heightened Sense of Balance:--- +5 to maintain balance, +2 to roll, +10% to acrobatics/gymnastics/climb, and can make called shots without penalty while moving.

-Brain Enhancement-Brain Enhancement---+1 IQ, +1 initiative, +2% all skills. +1 save versus Horror Factor and Possession, +1d4 additional Secondary Skills

-Heightened Sense of Awareness---+2 initiative, +1 roll, +2 save vs Horror Factor.

-Super Vision: Advanced Sight(Telescopic) ---Can see up to two miles away(+1 mile per level of experience) with eagle-like clarity and acuity.

-Super Vision: Nightvision---Range equal to normal vision.

-SDC Augmentation---+240 SDC

-Improved Heart---+2d6 SDC, +2d6 Hit Points, +1 save versus disease, +4 save versus heart and blood diseases, +14% save versus coma/death, and fatigues at 1/3 normal rate.

-Enhanced Lungs---More efficient use of oxygen, and can handle thin air more efficiently.(

-Spinal Column---+3 roll, and takes only 1/3 normal damage on a successful roll.

-Reinforced Skeleton---+2d6+10 SDC, +3 roll with punch, +2 to damage from punches, elbows, and kicks.

-Increased Physical Endurance---+1 P.E.

-Enhanced Physical Beauty:---+1d4 P.B.

-Cold Resistance--- It gets COLD in the slipstream of flight(or at high altitude), so subcutaneous layering protects from extreme cold. Takes HALF damage from cold-based attacks, and temperatures as low as freezing have no adverse effects. Especially important since the large wings often require open-backed clothing styles.

-Glow Glands---Outline and highlight the wings. Meant for aesthetic effect.

Total bonuses:
+4d6+250 SDC
+2d6 Hit Points
+1 IQ
+1 P.E.
+1d4 P.B.
+1 APM
+3 initiative
+1 parry
+9 roll with punch
+5 to maintain balance
+2 to damage from punches, elbows, and kicks
+2+1 save vs Horror Factor and Possession
+1 save versus disease
+4 save versus heart and blood diseases
+14% save versus coma/death
Fatigues at 1/4 normal rate
+2% all skills
+10% to acrobatics/gymnastics/climb
+5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair
+1d4 additional Secondary Skills

Options:
-Brain: Psionics(Healing)---’Healing Angel’---Advanced Trance State, 1d6+2 Healing powers of choice, and 1d6x10+M.E. I.S.P. ----Cost: 1 million credits

-Brain: Psionics(Illusionary)---’Glory Angel’---Empathic Transmission, Invisible Haze, Mental Illusion, Hypnotic Suggestion, Ectoplasmic Disguise, and two Phsyical powers of choice. 2d6x10+M.E. ISP.----Cost: 2 million credits

-Brain: Psionics(Physical)---’Strong Angel’---Telekinesis Super OR Telemechanics, plus 1d4+3 Physical powers of choice. 2d4x10+M.E. ISP.----Cost: 2 million credits

-Brain: Psionics(Sensitive)---’All-Knowing Angel’---Super psionic power of choice, Telepathy, and 1d4+3 Sensitive powers of choice. 2d4x10+M.E. ISP.----Cost: 1.2 million credits

-Brain: Psionics(Super Combat)---’Avenging Angel’---Hydrokinesis OR Pyrokinesis, Electrokinesis OR Telekinesis Super, two Super powers of choice, amd 1d4+1 Physical powers of choice.2d6x10+M.E. ISP. ----Cost: 2.1 million credits

-Brain: Psionics(Third Eye)---’All-Seeing Angel’---Detect Psionics, Psychic Diagnosis, See Aura, See the Invisible, and two ‘sense’ powers of choice. 1d6x10+M.E. ISP.----Cost: 1.2 million credits

-Supervision: Paranormal Vision----(250,000 credits)

*Brain: Mental Acuity---Adds Total Recall(2), Sense Time(2), Mind Block(4), and Sixth Sense(2)(600,000 credits)

*Psionics: Sensitive: ---Adds 1 Super psionic power of choice, Telepathy(4), and 1d4+3 Sensitive psionic powers of choice.(1.2 million)

*Psionics: Illusionary---Adds Empathic Transmission(10), Invisible Haze(30), Mental Illusion(20), Hypnotic Suggestion(6), Ectoplasmic Disguise(12), and TWO Physical powers of choice. (2 million credits)

-Extraordinary Physical Prowess--+2d4 P.P., +3d4 Speed, +1 APM, +3 Automatic Dodge. +10% to acrobatics/gymnastics, climb, and prowl. (550,000 credits)

-Lightning Reflexes---+3 initiative, +1 disarm, +3 pull punch, +2 roll, +2d4 Speed, +1 APM, automatic dodge(+3), and W.P. Paired Weapons(700,000 credits)

-Immune System--- Don’t worry about bird flu or a head cold cramping your travel plans. Impervious to disease and +1 to save poisons and toxins.(1 million credits)

-Gecko Pads(feet)--Ideal for hanging on to precarious perches. (250,000 credits)

-Prehensile Toes----Longer, more agile toes, but they’re good for perching, and for grabbing things off the ground, while the arms are otherwise occupied. While barefoot, the character is +15% to Climbing, +1 to dodge, and +1 APM. However, the feet are -25% to performskillslike Pick Pockets and Operate Computers, and CANNOt perform more delicate skills. Using ranged weapons like thrown objects or guns with the feet is at -6 to strike. (250,000 credits)

-Superhuman Strength---Get pumped. SERIOUSLY pumped. (500,000 credits)

-Supernatural Strength---Penultimate strength upgrade. The exact process of how this is accomplished is a PS/Cambridgesecret, but rumors of cloned draconic muscle fiber implants abound. (1.5 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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89er
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Re: Paladin Steel Storefront

Unread post by 89er »

I heard Cambridge Jungle and found fiend bait. Good attention to design, using rumored cloning of supernatural being's tissues.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:I heard Cambridge Jungle and found fiend bait. Good attention to design, using rumored cloning of supernatural being's tissues.


Splicers makes all sorts of abominations of nature possible...combine it with Biowizardry and Heroes Unlimited genetic engineering...
Yah, Paladin Steel doesn't only supply heroes, we BUILD heroes. :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
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel GMRCHV-15 ‘Kerlun’ GraviMagnetic Resist-Equipped Light Transport Aerodyne
(aka ‘Flying Bullfrog’)

“Let’s go, folks! The EC just reported one of their lost field agents on cultural infil finally reported back and she doesn’t sound too good! Details are scant and the recon drone sent to the signal point of origin isn’t telling us much, but EC doesn’t want to wait if their girl’s in trouble so we’re going in hot, full hard shells and ready to rock and roll to exfiltrate! Let’s move out, you babies! Let it not be said the GNE Marines were slow to help a sister in the Service!”

“You know what I miss about the old choppers that these anti-gravity birds don’t have? Downwash, thundering downwash. Used to be able to come in with both rotors hammering like the percussion steps of doom, ‘thwoping’ so hard you could feel it in your chest and shaking your blood. These silent fliers don’t have that; no sense of PRESENCE.”

Another example of PS’s growing infatuation and expertise with various anti-gravity systems, the GMRCHV-15 is a light, modestly fast, transport vehicle.
Resembling a rotor-less CH-46 ‘Sea Knight’ helicopter, the Kerlun is appropriate for missions that don’t require the big Arakeens or low-level Skimmers. The use of an anti-gravity system also allows the aerodyne to operate in areas where conventional rotored VTOLs cannot go safely, such as in the confines of an urban setting, or close densely-forested terrain.
Kerluns are typically used for light transport and vertical troop movement, as well as search and recovery work. A gunship variant has also been developed, for close air support. The Kerlun sees service with both the GNE Regular Army and the Marines. A naval version is used by the GNEN for intership transport.
The main comlaint about the Kerlun is its light armor; the aerodyne is not recommended for lingering in hot battlefields where it draws fire. Thus, Kerluns operating close to front lines tend to drop and run, or travel with an escort of better-armored power armors or aircraft.
The PS-GMRCHV-15 is named the ‘Kerlun’ for a large avian-insect native to the Wynaro homeworld.

Type: PS-GMRCHV-15 Kerlun
Class: GraviMagnetic Resist Light Transport Aerodyne
Crew: 2+ 1-25 troops/passengers
MDC/Armor by Location:
Main Body 250
Nose Turret 30
Main Winglets/Pylons(2) 50 each
Height: 16 ft
Width: 13 ft
Length: 46 ft
Weight: 11,300 lbs
Cargo: Up to 3,200 lbs of cargo internally, and can sling-carry 2,200 lbs externally.
Powerplant: Nuclear Fusion w/ 20 year energy life.
Speed: (Flying) Hover to 350 MPH, maximum altitude of 22,000 ft.
Market Cost: 9 million credits
Systems of Note:
Standard Aircraft Systems, plus:
*Directional Spotlights
*Rear Ramp
*Crash Protection Systems---Reduce damage to the crew/passengers from crashes by HALF.

Weapons Systems: None standard for the transport versions, although flare/chaff launchers are typically carried, and pintle-mounted light weapons may be mounted in the side doors and rear ramp. The nose turret may also be used to mount light weapons, such as 7.62mm machine guns or light energy weapons.

* Flare/Chaff Launchers(2)
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 24 chaff clusters(12 per launcher)

Variants:
*PS-GMRCHV-15LAMPS---Naval version with integral flotation packs in the hull for emergency water landings. The lateral hardpoints can be fitted with a variety of naval ordnance, including depth charges and torpedoes.
Can also be fitted with a hoist for a dunking sonar array, rescue hoist and drop launchers for dye markers or floating flares(18 flares).
Weapons Systems:
1)(Optional)Lateral Hardpoint Weapons:
a) .50 caliber Gunpod
Range: 9,000 ft
Damage: 1d6x10 SDC per rd
(WI Exploders) 2d6 MD per 20 rd burst
(Ramjets) 1d4 MD single rd, 5d6 MD per 40 rd burst
(PSX-1) 2d6 MD single rd, 4d6x10 MD per 20 rd burst
Rate of Fire: Standard
Payload: 4,000 rds

b)Torpedoes--1 per hardpoint(regardless of type)

c) Depth Charges---1 per hardpoint
Range: Can be set for down to 2 miles deep
Damage: 2d4x10 MD to 100 ft radius, and 4d6 MD to an additional 30 ft radius


*PS-AVGMRCHV-15---Armed attack variant that sacrifices transport capability to stuff the airframe full of weapons systems, from nose-mounted cannon to internally-stowed rocket pods. The main fuselage armor has also been upgraded to better handle damage, though crews are still cautioned not to linger in range of enemy counterfire.
MDC/Armor by Location:
Main Body 300
Weapons Systems
1) Nose Turret
a) 40mm Grenade Launcher
Range:7,000 ft
Damage: Identical to the WI-GL20;
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: 200-round Belt or box magazine

b) Pulse Laser
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: EGCHH
Payload: 400 shot battery. Effectively unlimited if attached to a nuclear powerplant.

c) Ion Cannon
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.

d) Plasma Ejector
Range:(Plasma Stream) 2,000 ft
(Plasma Bolt) 1,500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: 150 shot battery. Effectively Unlimited if attached to a nuclear powerplant.

e)Rail Gun
Range: 5,000 ft
Damage: 1d6x10 per 20 rd burst
Rate of Fire: EGCHH
Payload: 3,000 rd drum
Cost: 100,000 credits

2) Side-mount Mini-missile Launchers(2)---This system uses sliding rails and actuators to deploy disposable ‘cassettes’ of mini-missiles into side launcher trays. Once a cassette is emptied, it is ejected, and a fresh one loaded from inside the aircraft.
Range: Varies by Missile Type
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-7
Payload: 12x7, 84 total

3) Internal Short Range Missile Launcher---Inside the main fuselage, down the middle of the aircraft, is a magazine for short range missiles(typically anti-tank missiles, especially ‘Smasher’ missiles---short range missiles with a medium range missile warhead), fired from a rotary bay in the underside of the aircraft.
Range: Varies by Missile Type(Short Range)
Damage: Varies by Missile Type(Short or Medium Range warhead)
Rate of Fire: Volleys of 1-2
Payload: 10 SRMs
(Optional): Advanced Targeting System---The SRML can be fitted with an active command guidance system that guides the missiles to the target; +5 to strike.

4) Lateral Hardpoints(2)
a) 20mm Vulcan Chain Gun Pod
Range: 7,000 ft
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst(but -1 to strike)
Rate of Fire: EPCHH
Payload: 4,000 rd drum
Cost: 250,000 credits

b) PS-MMLR-14 Mini-Missile Launcher ---One of Paladin Steel’s minor triumphs of reverse-engineering has been the knock-off of the Coalition’s CCT-M20 Missile Rifle,complete down to the light laser, but modified to take advantage of PS’s advancements in lighter weight composites and ceramics. Has the advantage of having a light laser for additional firepower.
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 attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.
Cost: 36,000 credits per launcher

c) Mini-Missile Pod---Conventional rocket launching pod w/ 19 shots and the ability to volley up to 6 at once.

d) Short Range Missiles---4 shot pod

e) Medium Range Missile----1 per rail


5) Rear Sponson Hardpoints(2)---Typically used to mount Medium Range Missiles. A favorite fitout is to carry ‘Smasher’ missiles; in this case a medium range missile with a long range missile warhead.
a) Mini-Missile Pod---Conventional rocket launching pod w/ 19 shots and the ability to volley up to 6 at once.

b) Short Range Missiles---4 shot pod

c) Medium Range Missiles----3 per hardpoint

6) Rear Tail Gun---The rear cargo ramp has been replaced with an armored section and inset gun mount, sporting a weapon identical to the nose-mount.
-------------
"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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Veritas476
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Re: Paladin Steel Storefront

Unread post by Veritas476 »

Forgive my swiss cheese for brains but does Paladin Steel offer any vehicles (air, space, etc.) that use the SR71 Blackbird frame?
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Veritas476 wrote:Forgive my swiss cheese for brains but does Paladin Steel offer any vehicles (air, space, etc.) that use the SR71 Blackbird frame?


Nope. . Though we do have a version of the D-20 ramjet drone that was tested(disastrously) in a piggyback launch from the SR-71.
-------------
"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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Veritas476
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Joined: Mon Jan 05, 2009 12:38 am
Location: Oswego, NY, USA
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Re: Paladin Steel Storefront

Unread post by Veritas476 »

Hmm. Ok. Thanks for the answer. I might add that to my "What's to come..." list.
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abe
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Re: Paladin Steel Storefront

Unread post by abe »

ever think of doing a wimpy cyborg? (you know a weaker version of a standard cyborg for mean slave masters who don't want to spend so much on a slaveborg)
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abe wrote:ever think of doing a wimpy cyborg? (you know a weaker version of a standard cyborg for mean slave masters who don't want to spend so much on a slaveborg)



Abe, you just use the SDC cyborg rules from Heroes Unlimited or Ninjas and Superspies.
PS doesn't do' wimpy'. We do QUALITY, DURABILITY, VERSATILITY, and VALUE.
Go bother Chipwell.
-------------
"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 »

deandrascrews wrote:Like the Sheriden Light Tank...I wound up using it as a basis for the New Roman Republic Auroch Light Tank...replacing the shoddy aluminum armor with megadamage materials...and the less said about the Shillagh Missile System, the better!






spy camera prduct in china


Thanks. Ironically in RL, a lot of old Sheridans wound up being refitted with new body work and used in the American desert military ranges as Aggressor forces(simulating Soviet BMPs) in war games.
As for rocket guns, of course PS has perfected a number of rocket guns, though nothing in the Shillagh's caliber(unless you count masssdriver-launched spacecraft missiles ;) )
-------------
"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 »

Paladin Steel PS-PRL-09 ‘Trigga’ Tri-Barrel Revolver

“This weapon seems to have been produced deliberately to mock progress. Why, after after so many centuries of advancement in firearm design does anybody NEED a weapon like this? Has Paladin Steel finally lost its grip on practicality and commonsense?”
---Brenda Niles-Bandorii, Headhunter

“This thing sits in the hand like a brick and you can practically take cover behind the big cylinder. And while it may have eighteen shots, it is most DEFINITELY a revolver and not an automatic pistol. Instead of firing off several shots in rapid succession, on full triple barrel mode it’s three shots going off AT ONCE, so recoil’s more like a shotgun. It’s a wrist-breaker unless you got abnormally tough bones or a cybernetic arm. It’s kooky and it’s eccentric and it takes a lot of getting used to if you’re actually getting one.”
----Groffon Margos, Headhunter

The ‘Trigga’ is an eccentric weapon that many mistake for a d-bee weapon, but is in fact built to a near-forgotten pre-Rifts European design, the Pistola con Caricato. It’s rumored the design came to PS’s attention as a result of information exchanges with the New Roman Republic, including a great deal of archival data. It is further rumored that an eccentric New Roman Senator and firearms hobbyist took a shine to the ancient design but, unable to find a reputable Italian manufacturer willing to replicate such a bizarre weapon, used his trade contacts in Greater New England to produce the pistol there. Eager to stay in the good graces with as many politicos of their European trade partner as they could, PS assented to the commission.
The Trigga is a more or less conventional revolver design, but instead of having a single chamber in the cylinder revolve into place behind a single barrel, the Trigga has a grouping of two chambers on the rim of a larger cylinder lock into place behind two side-by-side barrels, while a third chamber nested on a smaller inner ring on the cylinder clicks in behind a third barrel nested under the top two. The hammer system needed to fire off all three cylinders-in-battery at the same time is decidedly complex and was part of the original design that needed substantial reworking by PS to work reliably. However, as PS was already turning out multi-barrel pistols like the .22 ‘Venter’, the mechanical firing system was no big deal to redesign. To make the original design effective, though, PS had to up the caliber to accommodate more powerful .357 ammunition(the original 6.35/.25 ACP semi-rimmed being lacking in stopping power), which in turn increased the revolver’s weight and encumberance. As the commissioning party was a Wolfen, however, this was not regarded as any great problem.
The result is a fairly heavy pistol that can pump out three shots at a time in a tight group meant to maximize damage(‘blows a bloody big hole in somebody’ as one tester noted). The downside is that there are already automatic and multi-barrel pepperbox pistols that can do the same, better.
According to company gossip, the Senator got his gun, Paladin Steel got a favorable concession on a trade contract, and enough people heard about the Trigga that PS made a little extra cash turning out a few extra examples for the marketplace.
The Trigga remains in very limited production through one of Paladin Steel’s subcontractor shops.

Weight: 4 lbs
MDC: 18
Range:(.357) 180 ft effective range, 300 ft maximum range(HALF damage )
Damage:(.357)(Standard)5d6 SD
(Express Round) 5d6+3 SD(increase effective range to 250 ft, and maximum range to 350 ft)
(Ramjet) 1 MD per rd
(Wellington Exploders) 15d6 SD per rd
(PSX-2) 1d8 MD per rd
Can also use specialized rounds such as wooden bullets or TW projectiles.
Rate of Fire: Single, double, or triple shot burst.
Payload: 18 rds(6 triple-round blasts)
Speed-loader plates are virtually a NECESSITY to quickly reload this weapon in any sensible amount of time.
Special Features:
*Top Rail---For mounting sights and laser designators(a special triple-red spot designator is particularly popular).
*Barrel Select Switch---Allows firing of one, two, or all three barrels.
Cost: 3,000 credits
Last edited by taalismn on Sun Nov 30, 2014 9:16 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
------------
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Paladin Steel PS-PRL-09 ‘Trigga’ Tri-Barrel Revolver

Special Features:
*Top Rail---For mounting sights and laser designators(a special triple-red spot designator is particularly popular).
*Barrel Select Switch---Allows firing of one, two, or all three barrels.
Cost: 3,000 credits

This toy of the past?
It's picture
The barrels

Could not find a picture of the bad turkey that caused this weapon to be stat-ed. :D :shock:

Nice work. IS the speed loader plate available?
Last edited by abtex on Tue Dec 02, 2014 3:32 pm, edited 1 time in total.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

Double post X-ed
Last edited by abtex on Sun Dec 20, 2015 7:56 am, edited 1 time in total.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:[

Nice work. IS the speed loader plate available?


Oh, speed-loaders would be a NECESSITY with this bastard. Otherwise it would take a minute or more to fumble reloads into it.

The joy of taking a BAD idea is gimmicking it so it SOUNDS like it could work, set up situations where it COULD work, or pass it off as a d-bee weapon. :D
-------------
"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
------------
kronos
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Re: Paladin Steel Storefront

Unread post by kronos »

taalismn wrote:
abtex wrote:[

Nice work. IS the speed loader plate available?


Oh, speed-loaders would be a NECESSITY with this bastard. Otherwise it would take a minute or more to fumble reloads into it.

The joy of taking a BAD idea is gimmicking it so it SOUNDS like it could work, set up situations where it COULD work, or pass it off as a d-bee weapon. :D


The weapon would be good for mixing ammunition types.. like.. i wanna hurt that vampire.. and i wanna hurt it REALLY bad.. silver bullet one barrel, wooden bullet in another (if possible?) and a bullet carrying holy water or blessed.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

kronos wrote:[

The weapon would be good for mixing ammunition types.. like.. i wanna hurt that vampire.. and i wanna hurt it REALLY bad.. silver bullet one barrel, wooden bullet in another (if possible?) and a bullet carrying holy water or blessed.


Better chance, too, of nailing his heart with a tight pattern of three bullets.

Hmmmm....wonder if I could put a crystalline core inside a bullet and enchant it with a Create Water spell to go off inside a vampire.... ;) :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
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel/Farnborough Avionics PBM-5/0 Mariner Flying Boat
(aka ‘Frog’)

“The GNEN keeps up layered air patrols over the Atlantic, looking for raiders from Atlantis or Horune pirates---not everybody on that side of the Line respects the Grand Banks Treaty, and the Splugs have been known to test it. The Mariner’s not the aircraft of choice to be flying if the Splugs make a move in force, but it’s a good aircraft to have for lifeguard duty....fishermen and merchantmen who get out too far and get into trouble mostly, but there’s still a steady stream of escaping slaves from Atlantis, even with the crackdowns we hear are going on over there. We still get refugees floating over in waterever watercraft they can steal or build. They’re desperate, throwing themselves into the sea, which is arguably just as dangerous as staying on land, but if they’re tough and lucky enough to make it across the Line we try to spot ‘em and assist them the rest of the way to safety and the Immigration teams. Zip over, do an evaluation to make sure they’re not a trap, fly down, snap them up, and get off and moving again before the local sharks start circling in to get a double-helping.”
-Naval Airman Pasque Nobenen, Greater New England Navy.

“Have we ever considered resurrecting a more modern flying bat? Like say the Martin Marlin or the Shinmaywa designs I read about from the archive data? They were supposed to be faster and have more payload.”
“Yes, but they carry less defensive armament. We want speed? We got the jet-boats. For slower duties, we want plenty of all-around weapons turrets. The older designs fit the bill. Hence, these birds. Personally, I LIKE having gun coverage in my blind spots. ”
-Overheard on a PBM-5/0 patrol flight out of New Seattle.

“The Froggy’s a real flying caravaner; we use them to make cargo runs to the smaller island destinations that a land plane can’t set down on. They’re armored and armed well enough to be able to take care of themselves if they get into trouble at those locations too---most of the time.”
-Chelco Robinson, Chel Co. Maritime Freight

The Mariner was another WW2-era United States Navy flying boat that was just as important to the war effort as the PBY Catalina, but was one of a number of aircraft that just didn’t enjoy the same degree of press coverage.
Paladin Steel and Farnborough Avionics have seen fit to resurrect the PBM-5 as part of their cross-oceanic trade alliance and commerce initiative. Their jointly-produced PBM-5/0 uses modern megadamage materials to provide a lighter weight, tougher structure and modest armored protection, modern avionics, redundant systems for reliable operations even when taking damage, and upgraded powerplants. The dorsally-mounted radar has been upgraded with more modern AWACS-grade Golden Age electronics; long range sensors are imperative for navigation and danger avoidance on the extremely dangerous flights over the oceans of Rifts Earth.
The major criticism of the design is that it is slow and lacks missile armaments, making it easy prey for faster-moving opponents with longer-ranged weapons. Thus, Mariners typically work in mutually-supporting squadrons, or with the escort of faster fighters and flying power armors.
Both Paladin Steel/GNE and FA and its affiliated British kingdoms operate the PBM-5/0 as coastal patrol craft, maritime reconnaisance craft, long range transports, and weather craft. A number have also been sold to various private concerns, including paramilitary groups and adventuring parties.

Type: PS/FA-PBM-5/0 ‘Mariner’
Class: Maritime Reconnaissance Flying Boat
Crew: 7-8
MDC/Armor by Location
Main Body 400
Wings(2) 120 each
Engines(2) 90 each
Tail 190
Sensor Dome 75
Gun Turrets(5) 60 each

Height: 27 ft, 6 in.
Width/Wingspan: 118 ft
Length: 79 ft, 9 in.
Weight: 33,175 lbs empty, 58,000 lbs fully loaded
Cargo: Can carry up to 2,000 lbs internally, plus an additional 4,000 lbs in the weapons bays(if not carrying ordnance)
Powerplant: Liquid-Fuel (2,250 mile range), TW-electric(2,350 mile range), or Nuclear w/ 20 year energy life
Speed: (Flying)196 MPH at sea level, 211 MPH at 16,100 ft
Typically cruises at 127 MPH at 1,500 ft
Max altitude ceiling: 19,800 ft
(Water) Can taxi along the surface at 10 MPH
Market Cost: 750,000 credits for liquid fuel, 850,000 credits for electric, 2.4 million credits for TW electric, and 4.2 million credits for nuclear

Systems/Features:
Standard Aircraft Systems, plus:
*Radio: 200 mile range
*Radar----80 mile range
*Laser Targeting----All turret-mounted weapons have a +1 to strike, thanks to independent laser ranging, and the forward bomb-sight has a similar LIDAR system for accurately planting bombs(+1 to strike)
*Head-Up Displays----All crew stations feature Jet Age-style Head Up Displays, especially important for displaying mission data during night operations(special tinting on the armor-plex prevents the HUDs’ glow from being visible from outside the aircraft).
*Ejection Seats---All crew stations have emergency ejection apparatus.
*Emergency Flotation Bags(deploy in water crash landings, and support the aircraft)
*Look-Down Radar----Downward scanning search radar with computer filtration for screening out wave returns, for scanning the ocean surface for vessels. 25 mile range.

*PPE Sensors------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) feeding into a central computer system with special TW-derived interface program algorithms. The system is designed to detect incoming magical/paranormal attacks and alert the crew to them(hopefully in time to allow them to take defensive measures). PS hopes to upgrade the system to allow for over-the-horizon and remote-viewing advanced early warning capabilities.
Effective Range: 9,000 ft radius of detection.

Weapons Systems:
1)Machine Gun Positions(5; 1x2 in nose, dorsal, and tail positions, 1x1 in each amidships beam positions)----The PBM5 mounts a nose turret, dorsal turret, tail turret, and and two optional waist gun positions. Originally meant to carry a mix of 0.3 and 0.5 inch machine guns, modern rifts weapons have since replaced the earlier slug-throwers.

a) 50 Caliber Machine Gun---The old reliable ‘Fifty’, modified to fire new ammo types. An oldie, but still a goody.
Weight: 35 lbs
Range: 6,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 500 rd box magazine
Cost: 8,000 credits

b) TK Heavy Machine Guns
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst. Damage x2 for the synchronized fire from the 3 turret mounts)
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be recast every six months. 200 shot ‘back-up’ PPE clip
Cost: 600,000 credits

c) KTH-65 32mm Assault Rail Gun---A weapon licensed from California-based Keratech Industries, and prized by PS engineers for its range, reliability, and firepower.
Mega-Damage: Varies by shell type
Shell Types:
APFS-DU (Armor Piercing Fin Stabilized, Depleted Uranium) - 5D6x10 MD , no blast radius
HESH (High Explosive Squash Head) - 5D6 MD plus 5D6 SDC to the person(s) inside the object.
HE (High Explosive) 1D6x10 MD to a 5 (16 ft) radius
HEG (High Explosive, Guided) - 2D6x10 MD to a 2m (7 ft) radius
Rate of Fire: single shots
Maximum Effective Range: 1600m (1 mile) in atmosphere
Payload: 100 rds

d) OCSW-2-30mm Machine Gun---Trades firepower for range
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters
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)

(Plasma)---Modified Naruni plasma cartridge warhead
1d4x10 MD single shot, 6 ft blast radius
3d4x10 per 5 rd burst, 15 ft blast radius
(Larger bursts are not possible with the Plasma ammunition)
Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-60 rounds per melee

e) Pulse Laser Gun
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch. Effectively Unlimited linked to a nuclear powerplant.
Special Features:
*Top Rail for Scopes/Sights(a Telescopic Sight w/ Laser Targeting...+1 to strike...is
*Power-link Capability---This gives the Blazer the ability to be hooked up to a vehicle power supply or backpack battery(including Free Quebec models---in this case, the more efficient power systems actually give the Blazer 130 shots from the normally 120-shot FQ power units).
Cost: 78,000 credits

f) PS-MMLR-14 Mini-Missile Launcher ---One of Paladin Steel’s minor triumphs of reverse-engineering has been the knockoff of the Coalition’s CCT-M20 Missile Rifle,complete down to the light laser, but modified to take advantage of PS’s advancements in lighter weight composites and ceramics. Has the advantage of having a light laser for additional firepower. Can be mounted singly or in two-gun mounts.
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 attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.
Cost: 36,000 credits per launcher

g)L-Ion Cannon--A lightweight weapon derived from the ‘Beach Stormer’ power armor rifle. It does more damage, but more importantly, is small enough to be mounted as a light weapon.
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits

2)(Optional) Underwing Stores---The Mariner can carry up to 4,000 lbs of ordnance(bombs, depth charges, and torpedoes) that are carried in two weapons bays under and behind the engine nacelles.
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius

*Depth Charge/Mine(typical)---200-500 lbs
Range: Can be set for down to 2 miles deep
Damage: 2d4x10 MD to 100 ft radius, and 4d6 MD to an additional 30 ft radius

*Mini-Torpedoes-----10-40 lbs
*Short Range Torpedoes------200-400 lbs
*Medium Range Torpedoes-----700-2,000 lbs


Options:
*Reinforced Crew Compartment---Though not standard, addotional armoring and environmental protection can be installed around the cockpit and crew areas as an ‘internal shelter’. This modification affords 100 MDC of protection and life support good for 72 hours. Cost: 150,000 credits.

*Solar Wing---The dorsal surface of the high-wing can be fitted with solar panels, and the powerplants supplanted/complemented with a Super-Solar Power System. Switching over to the electric power system drops maximum speed to 155 MPH, Flying in broad daylight, mostly unobstructed sunlight gives the batteries an 8-hour charge; cloudy and overcast days cut available power to three hours.
Cost: 60,000 credits

*Flare/Chaff Launchers(1-2)---Mounted on the wings. Can be used also for area illumination.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 6,000 credits for the launcher, 60 credits per chaff bundle

*JATO--- Applicable to nuclear and conventionally powered vehicles. This is essentially a Power Booster(nitrous oxide injection system, improved power delivery system, rocket booster, overcharger), and a tuned-up engine to attain higher performance, if only for a few minutes. The flying boats use these thrusters to ‘hot start’ and make faster and shorter takeoffs from water, especially when fully loaded).
Speed: Adds 100 MPH to an existing flight system, for 1d4 minutes, and can shorten a take-off run by 75%. Cannot be re-engaged for another 2d6 minutes after that(recharge period, cool-down, etc.).
Cost: 200,000 credits


Paladin-Steel/Farnborough Avionics Consolidated PB2Y-5 Coronado Flying Boat
(Aka ‘Coro’, ‘Cor-nado’)

“The Correy’s big enough for long range exploration work, and it has the endurance, especially with the fusion engines, to stay in the air for quite a haul. It also has the carrying capacity for a full navigation and survey team, field scientists and a security contingent for comprehensive scouting. Amazing that we’re exploring extraterrestrial worlds through the Rifts using a design that essentially dates back to the old 1940’s pre-Rifts, but the design’s solid and it works just fine!”

“Godsdamn, but that gulper almost got us! Just as we were taxiing out over into deep water, like that damn fish was WAITING for us! And I thought you were joking about keeping a depth charge aboard for ‘just in case’!”

A larger flying boat/patrol bomber manufactured in limited numbers by Farnborough Avionics, the Coronado is larger and has more cargo capacity than either the Sunderland or the Catalina, but hasn’t enjoyed nearly the same popularity as those aircraft. Yet over 200 aircraft of the type were produced during World War 2.
The PB2Y-5 is a stocky, thick-winged, four-engined flying boat with a deep hull, pugnacious-looking profile, and split tail. Multiple gun turrets provide all-around defensive fire, though the Coronado is not appropriate for front line combat. It is modestly armored in corrosion-proofed composites and megadamage alloys.
Paladin Steel and Farnborough Avionics have collaborated to make a modern update of the Coronada with an eye towards using it as a mid- to long-range transoceanic medium cargo transport with maritime patrol applications, especially for smaller mercenary-adventurer outfits and kingdoms without a lot of money to spend.
Like the Mariner, the Coronado suffers from the criticism of being slow and lacking in longer-ranged missile armaments(though PS has been experimenting with fitting both types to fire anti-shipping missiles like the Harpoon II). This makes them attractive targets for faster jet and contra-gravity fighters and aerodynes with AAMs.

Type: PS/FA-PB2Y-50 Coronado
Class:Maritime Patrol Flying Boat
Crew: 10+25 passengers
MDC/Armor by Location
Main Body 490
Dorsal Radome 75
Gun Turrets(3) 60 each
Wings(2) 145 each
Engines(4) 90 each
Tail 200

Height: 27 ft 7 in.
Width/Wingspan: 115 ft
Length: 79 ft 3 in.
Weight:40,935 lbs empty, 68,000 lbs fully loaded
Cargo: Can carry up to 11,975 lbs internally(if not carrying ordnance)
Powerplant:Liquid-Fuel(2,550 mile range), electric fuel-cell(3,600 mile range), TW-electric(3,600 mile range), , or Nuclear w/ 20 year energy life
Speed:(Flying) 213 MPH, maximum altitude of 20,100 ft.
(Water) Can taxi along the surface at 10 MPH
Market Cost: 850,000 million credits for liquid fuel, 950,000 credits for electric, 2.9 million credits for TW electric, and 5.2 million credits for nuclear

Systems/Features:
Standard Aircraft Systems, plus:
*Radio: 200 mile range
*Radar----80 mile range
*Laser Targeting----All turret-mounted weapons have a +1 to strike, thanks to independent laser ranging, and the forward bomb-sight has a similar LIDAR system for accurately planting bombs(+1 to strike)
*Head-Up Displays----All crew stations feature Jet Age-style Head Up Displays, especially important for displaying mission data during night operations(special tinting on the armor-plex prevents the HUDs’ glow from being visible from outside the aircraft).
*Ejection Seats---All crew stations have emergency ejection apparatus.
*Emergency Flotation Bags(deploy in water crash landings, and support the aircraft)
*Look-Down Radar----Downward scanning search radar with computer filtration for screening out wave returns, for scanning the ocean surface for vessels. 25 mile range.

Weapons Systems:
1)Machine Gun Positions(3)----The PB2Y mounts a nose turret, dorsal turret, tail turret, and and two optional waist gun positions. Originally meant to carry a mix of 0.3 and 0.5 inch machine guns, modern rifts weapons have since replaced the earlier slug-throwers.

a) 50 Caliber Machine Gun---The old reliable ‘Fifty’, modified to fire new ammo types. An oldie, but still a goody.
Range: 6,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 500 rd box magazine
Cost: 8,000 credits

b) TK Heavy Machine Guns
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst. Damage x2 for the synchronized fire from the 3 turret mounts)
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be recast every six months. 200 shot ‘back-up’ PPE clip
Cost: 600,000 credits

c) KTH-65 32mm Assault Rail Gun---A weapon licensed from California-based Keratech Industries, and prized by PS engineers for its range, reliability, and firepower.
Mega-Damage: Varies by shell type
Shell Types:
APFS-DU (Armor Piercing Fin Stabilized, Depleted Uranium) - 5D6x10 MD , no blast radius
HESH (High Explosive Squash Head) - 5D6 MD plus 5D6 SDC to the person(s) inside the object.
HE (High Explosive) 1D6x10 MD to a 5 (16 ft) radius
HEG (High Explosive, Guided) - 2D6x10 MD to a 2m (7 ft) radius
Rate of Fire: single shots
Maximum Effective Range: 1600m (1 mile) in atmosphere
Payload: 100 rds

d) OCSW-2-30mm Machine Gun---Trades firepower for range
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters
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)

(Plasma)---Modified Naruni plasma cartridge warhead
1d4x10 MD single shot, 6 ft blast radius
3d4x10 per 5 rd burst, 15 ft blast radius
(Larger bursts are not possible with the Plasma ammunition)
Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-60 rounds per melee

e) Pulse Laser Gun
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch. Effectively Unlimited linked to a nuclear powerplant.
Special Features:
*Top Rail for Scopes/Sights(a Telescopic Sight w/ Laser Targeting...+1 to strike...is
*Power-link Capability---This gives the Blazer the ability to be hooked up to a vehicle power supply or backpack battery(including Free Quebec models---in this case, the more efficient power systems actually give the Blazer 130 shots from the normally 120-shot FQ power units).
Cost: 78,000 credits

f) PS-MMLR-14 Mini-Missile Launcher ---One of Paladin Steel’s minor triumphs of reverse-engineering has been the knockoff of the Coalition’s CCT-M20 Missile Rifle,complete down to the light laser, but modified to take advantage of PS’s advancements in lighter weight composites and ceramics. Has the advantage of having a light laser for additional firepower. Can be mounted singly or in two-gun mounts.
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 attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.
Cost: 36,000 credits per launcher

g)L-Ion Cannon--A lightweight weapon derived from the ‘Beach Stormer’ power armor rifle. It does more damage, but more importantly, is small enough to be mounted as a light weapon.
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits


2)(Optional) Underwing Stores---The Coronado can carry up to 11,975 lbs of ordnance(bombs, depth charges, and torpedoes) that are carried internally, then swung out onto underwing drop racks for deployment.
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius

*Depth Charge/Mine(typical)---200-500 lbs
Range: Can be set for down to 2 miles deep
Damage: 2d4x10 MD to 100 ft radius, and 4d6 MD to an additional 30 ft radius

*Mini-Torpedoes-----10-40 lbs
*Short Range Torpedoes------200-400 lbs
*Medium Range Torpedoes-----700-2,000 lbs
*Heavy Torpedoes---4,000 lbs

Options:
*Reinforced Crew Compartment---Though not standard, addotional armoring and environmental protection can be installed around the cockpit and crew areas as an ‘internal shelter’. This modification affords 100 MDC of protection and life support good for 72 hours. Cost: 150,000 credits.

*Solar Wing---The dorsal surface of the high-wing can be fitted with solar panels, and the powerplants supplanted/complemented with a Super-Solar Power System. Switching over to the electric power system drops maximum speed to 155 MPH, Flying in broad daylight, mostly unobstructed sunlight gives the batteries an 8-hour charge; cloudy and overcast days cut available power to three hours.
Cost: 75,000 credits

*Flare/Chaff Launchers(1-2)---Mounted on the wings. Can be used also for area illumination.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 6,000 credits for the launcher, 60 credits per chaff bundle

*JATO--- Applicable to nuclear and conventionally powered vehicles. This is essentially a Power Booster(nitrous oxide injection system, improved power delivery system, rocket booster, overcharger), and a tuned-up engine to attain higher performance, if only for a few minutes. The flying boats use these thrusters to ‘hot start’ and make faster and shorter takeoffs from water, especially when fully loaded).
Speed: Adds 100 MPH to an existing flight system, for 1d4 minutes, and can shorten a take-off run by 75%. Cannot be re-engaged for another 2d6 minutes after that(recharge period, cool-down, etc.).
Cost: 200,000 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
------------
kronos
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Re: Paladin Steel Storefront

Unread post by kronos »

taalismn wrote:
kronos wrote:[

The weapon would be good for mixing ammunition types.. like.. i wanna hurt that vampire.. and i wanna hurt it REALLY bad.. silver bullet one barrel, wooden bullet in another (if possible?) and a bullet carrying holy water or blessed.


Better chance, too, of nailing his heart with a tight pattern of three bullets.

Hmmmm....wonder if I could put a crystalline core inside a bullet and enchant it with a Create Water spell to go off inside a vampire.... ;) :bandit:


If you can get a gem with sufficient value to fit inside the .357 shell without being destroyed when launched.. probably. It'd be a neat engineering tool if you create other rounds using similar spells.. Imagine a 200mm howitzer round filled with a crystal that can create a lot of water.. great against vampires from afar AND you can probably create a small lake or large pond that the locals can use (once run through some purifiers and such to be made drinkable). Combat engineering epic level :twisted:
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

Happy Page 102!!!

How many more to go again?
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

abtex wrote:
taalismn wrote:Paladin Steel PS-PRL-09 ‘Trigga’ Tri-Barrel Revolver

What would you do to make 'Trigga' into a Rifle? Like this one, the George J. Tibbert 12-shot Revolving Rifle.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
abtex wrote:
taalismn wrote:Paladin Steel PS-PRL-09 ‘Trigga’ Tri-Barrel Revolver

What would you do to make 'Trigga' into a Rifle? Like this one, the George J. Tibbert 12-shot Revolving Rifle.



Add a buttstock and a barrel extension...there'd be a small increase in range and accuracy, but not a terrible amount...There have been rifles using pistol cartridge ammo(the WW2 DeLisle silenced carbine used .45 rounds) but the performance is generally carbine-like.
Revolver rifles also tended to suffer from poor sealing between the revolver chambers and the barrel...Colt tried to capitalize on the success of their 'peacemakers' by introducing such a weapon for cavalry use, but poor precision machining and fitting meant the escape of charge gas from the end of the cylinder reduced the effective power/range of the round and blew back in the shooter's face. The lever-action Henry rifle and its cousins effectively grabbed the repeating rifle market away from the revolver types.
-------------
"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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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Add a buttstock and a barrel extension... there'd be a small increase in range and accuracy, but not a terrible amount... There have been rifles using pistol cartridge ammo(the WW2 DeLisle silenced carbine used .45 rounds) but the performance is generally carbine-like.
Revolver rifles also tended to suffer from poor sealing between the revolver chambers and the barrel... Colt tried to capitalize on the success of their 'peacemakers' by introducing such a weapon for cavalry use, but poor precision machining and fitting meant the escape of charge gas from the end of the cylinder reduced the effective power/range of the round and blew back in the shooter's face.

Little tech fixs most all of those problems. Ammo and weapons fit the abilities of the user or those of their armor's.

The lever-action Henry rifle and its cousins effectively grabbed the repeating rifle market away from the revolver types.

But do they look Cool?
The revolver's chambers are able to hold a number of different ammo types, the cyclinder does not have to be changed for them. But if need be different ones can be quickly changed.

have to stop now.
Last edited by abtex on Sun Feb 22, 2015 4:26 am, edited 1 time in total.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel PS-RR10 ‘Tricer’ Triple-Barrel Revolver Carbine

“See, with a standard automatic weapon, the rounds come fast, but vampires can still ooze around a bullet stream. And if the bullets are traveling TOO fast, they just zip right through the freakin’ man-leeches. But with this triple-barrel arrangement, we got a fairly slow, but still heavy, throw-weight of rounds traveling together in a nice tight group, but still big enough to increase the chances of sticking in the vampire and maybe successfully lodging in its dark withered heart. That’s why i like this piece of gimmickery. Just make sure you got lots of pre-loaded speedloaders ready, though, because you don’t want to be fumbling ten or more rounds into a cracked-open carbine with bloodsuckers and their atrocity-buddies coming for you.”
-Mosha ‘Tooth-Puller’ Tsychov, Vampire Hunter

Though Paladin Steel considered its PS-PRL-09 ‘Trigga’ Tri-Barrel Revolver more a convenient marketing ploy than a serious weapons system, they kept the weapon in (albeit limited) production in part to maintain a high level of trained and competent employment in the GNE(PS often sub-contracts niche and small-batch product production, as well as post-sale custom work, to smaller workshops under their brandname aegis). Thus, they were surprised to check in and find an unexpected number of orders for the Trigga coming in, mainly from vampire hunters in the New West, who found that the simultaneous triple-barrel shot capability of the Trigga, as well as the ability to use the rotating cylinder to ‘dial up’ appropriate ammunition, made the pistol well-suited for vampire-slaying. There were also a number of historically-minded requests for a carbine version of the weapon.
Though initially leery of attempting to produce a ‘revolver rifle’(having access to Colt Firearms’ historic database, PS was well aware of the problems early attempts possessed in terms of the old cap-cartridges triggering chain-fires in unfired rounds still loaded in the cylinder, as well as gas pressure problems with the siting between chamber and barrel), Paladin Steel attempted to remedy the problems with the original concept. Superior computer-assisted machining and better materials resulted in the PS-RR10, originally meant as a conversion kit for existing Triggas, until it was deemed better to format the concept as a rifle from the start. The ‘Tricer’ is at heart still the ‘Trigga’, but now with a rifle barrel and buttstock(increasing the length of the weapon to 37 inches), and an improved chamber-selection system for spinning the cylinder quickly to the appropriate position for multi-round loadouts. The barrel allows for greater focus of the propellent gas pressure, leading to greater muzzle veolcity and better range, while barrel rifling and the addition of the buttstock allow for better accuracy and more comfortable operation, especially in the triple-shot mode.
The new Tricer carbine is now available for sale, mainly in the New West through Paladin Steel West and its affiliates. Sales of the new carbine are actually exceeding the figures for the original Trigga considerably.

Weight: 5.48 lbs
MDC: 22
Range:(.357) 700 ft effective range, 1,000 ft maximum range(HALF damage )
Damage:(.357)(Standard)5d6 SD
(Express Round) 5d6+3 SD(increase effective range to 900 ft, and maximum range to 1,800 ft)
(Ramjet) 1 MD per rd
(Wellington Exploders) 15d6 SD per rd
(PSX-2) 1d8 MD per rd
(Wood) 1d6 SDC/2d6 Hit Points to vampires per single round
(Silver) 4d6 SDC per single round
Can also use specialized rounds such as TW projectiles. Monster-hunters are fond of loading the three-chamber ‘shot groups’ with combination attacks of specialized rounds.
Bonus: +1 on attempts to successfully stake vampires with wood or silver bullets, using a simultaneous three-shot blast.
Rate of Fire: Single, double, or triple shot burst.
Payload: 18 rds(6 triple-round blasts). Use of pre-loaded speedloaders(‘moon clips’) is advised for quick-reloading(especially if you’re in monster territory).
Special Features:
*Top Rail---For mounting sights and laser designators(a special triple-red spot designator is particularly popular).
*Buttstock Compartment---The buttstock can be modified to hold a compartment for a cleaning kit or loose extra rounds(up to 10)
Cost: 4,500 credits

Variants:
-Rumors exist of PS subsidiary Ghanam Arms Limited working on a TW ‘Regenerator’ energy rifle based on the ‘Tricer’s’ eighteen-cylinder format to provide monster-hunters with a truly MASSIVE selection of useful TW spells ready at hand. Given the high cost of even the existing 12-chamber GALarms, and the ready availability of the cheaper and more flexible PS-made multiplexor weapons, the ‘MegaTricer’ is likely to remain an opulent curiousity and exercise in excess if ever produced.
-------------
"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 ‘Jayhawk’ Aerodyne
(aka ‘Mockingjay)
http://i408.photobucket.com/albums/pp164/taalismn/img548_zpsc0e073d9.jpg

“How DARE they copy our equipment! How DARE they improve on it! How DARE they use it against us! How DARE-oh, damn you ####ing geener bastards!!!”
---Last words of Kittani Centurion Tal-luke, going down in flames off New Brunswick.

“So the Kittani consider this to be a sportscar, huh? Well, my sport is hunting Minions, and I like how this bird allows me to do just that.”
---Sowvac Melenitz, D-Bee guerilla attached to the Sidhe Liberation Army

“How can you look at something like that, and NOT want to tinker with it? The Jayhawk’s just WAITING for somebody to work their magic and bring out its full potential!”
----GearMaster Maver, Technowizard

The ‘Jayhawk’(not to be confused with the ‘Bluejay’, an experimental VTOL fighter design that caused a diplomatic incident when it was discovered that Triax had acquired confidential design and test data via corporate espionage) is another product of the ‘Great Escape’ that unleashed over a million ex-Splugorth slaves on Rifts Earth. In their bid for freedom, many brought with them material, magic objects, technology, knowledge, and expertise they were willing to trade for sanctuary or assistance in reaching safety from ever being enslaved again. As one of the nations bordering the Atlantic Ocean, Greater New England benefitted immensely from the Great Escape, gaining insight and technological secrets of their traditional enemy the Splugorth, and their minion species. Subsequent years would see Paladin Steel turn out a variety of products based on reverse-engineered Splugorth, especially Kittani, vehicles, just as the Splugorth had been robbing the peoples of Rifts Earth of any interesting technology.
The Jayhawk is immediately recognizable as a reverse-engineered Kittani K-ATV-RV Hover Jet. PS has reworked the design to incorporate better protection(albeit at a slight increase in weight), a changed appearance, and more modularity(including wing hardpoints and nose weapons slots). The wing lift fans have been replaced with more durable modified GyreFalcon ducted fans, and the outer wings plumbed for weapons hardpoints. The forearms have a more angular appearance, and can accommodate heavier weapons modules(this has also necessitated upgrading the actuators to be stronger). Generous help of ex-slaves and defectors from Atlantis has helped calibrate the control system and refine training in the vehicle, so that it can match its Kittani ancestors in response time and agility.
The Jayhawk’s multi-mode performance, modular versatility and ability to carry a substantial number of passengers have made the vehicle increasingly popular as a scout, exploration, and skirmisher machine. Despite some misgivings about possible ‘friendly fire’ incidents, the GNEAS has embraced the design, and it is seen throughout the GNEAS in various postings. It has also been made available to the Irregulars and approved affiliates.
The Kittani, despite being publicly dismissive of the ‘hopped up monkey copy of a sport-vehicle’, are reportedly rushing to modify their own K-ATV-RV line along similar lines, after seeing the ‘monkey copy’ perform in the field(often against them--hence the ‘mockingjay’ nickname).

Type: PS-KVAR-02 Jayhawk
Class: Multi-Role Robot Vehicle Jet
Crew: 2(Pilot, Co-Pilot) +1-4 passengers
MDC/Armor by Location:
Main Body 270
Reinforced Crew Compartment 100
Arms(2) 90 each
Legs(2) 160 each
Wings(2) 100 each
Hover Turbines(2) 100 each
Tail Fins(2) 70 each
Main Thrusters(2) 150 each
Height: 16 ft standing up, 8 ft in jet mode
Width: 26 ft wingspan, 14 ft w/ wings folded
Length: 17 ft
Weight: 11 tons
Physical Strength: Robotic P.S. of 35
Cargo: 4 ft x 4 ft area in cockpit
Powerplant: Nuclear Fusion w/ 12 year energy life
Speed:(Running) 60 MPH
(Leaping) 10 ft up/across
(Flying) Hover to 650 MPH. Maximum altitude of 25,000 ft
(Space) Not possible
(Underwater) Limited to wading along the bottom at about 10 MPH. Maximum depth of 300 ft.
Market Cost: 2.8 million credits
Systems of Note:
Standard Robot Systems, plus:

*ECCM system: A semi-automatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.

*Cyberlink(optional): A late retrofit is this advanced cybernetic control system that allows the pilot 'jack in', if so equipped, to the plane, linking him with the plane as if by telemechanics. The pilot is so in tune with the plane and their environment that he instantly knows everything involving their plane and its operations.

*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF.

Weapons Systems:
1) Forearm Weapons Hardpoints(2, one each forearm)---The original light laser cluster on each forearm has been replaced with a modular hardpoint, allowing a variety of different weapons to be mounted.
a) Pulse Laser
Range: 4,000 feet
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 50,000 credits

b) Ion Blaster
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
Cost: 32,000 credits

c) Ion ‘Storm’ Blaster
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 non-metallic 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

d) Plasma Ejector
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) Variable Plasma Blaster
Range:(Plasma Stream) 2,000 ft
(Plasma Bolt) 1,500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Cost: 80,000 credits.

f) Variable Plasma Arc
Range:(Heavy Bolt) 1,000 ft
(Light Bolt) 2,000 ft
(Plasma Saber) 3 ft
(Plasma Lance) 18 ft
Damage:(Heavy Bolt) 5d6 MD
(Light Bolt) 2d6 MD
(Plasma Saber) 2d4 MD
(Plasma Lance) 6d6 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 20,000 credits

g) Particle Beam Blaster
Range: 2,600 ft
Damage: Two fire modes; 6d6 MD low power and 1d4x10 MD high power mode
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 32,000 credits

h) 7.62mm Machine Gun
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 600 rpm
Payload: 400-rd belt
Cost: 8,000 credits

i) .50 caliber Machine Gun
Range: 6,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 300 rd box magazine
Cost: 8,000 credits

j) Light Rail Gun---A copy of the Coalition’s own C-200 ‘Dead Man’ rail gun.
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload:400 rd drum(20 bursts)
Cost: 70,000 credits

k) 20mm Cannon
Range:(20mm)3,000 ft (1,500 ft for wood rounds)
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PS-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
(Wood Rounds) 6d6 SDC per round (1d6x10 HP to vampires)
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airbursts are not possible with wooden rounds

(20mm PSX-2)(after 110 PA)
4d6 MD single rd
2d6x10 MD per 5 rd burst
Airburst does 4d6 MD to 6 ft blast radius

Rate of Fire: (20mm) Standard.
Payload: 200 rds
Cost: 50,000 credits

l) 40mm Grenade Launcher
Range:7,000 ft
Damage: Identical to the WI-GL20;
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: 50 round belt
Cost: 50,000 credits

2) Nose Weapons Slots(2)----Fixed-forward-firing weapons in line with the nose.
a) Pulse Lasers
Range:4,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD per triple shot pulse, 2d4x10 MD per double simultaneous blast(counts as one attack)
Payload: Effectively Unlimited
Cost: 40,000 credits each gun.

b) Ion Blasters
Range: 3,000 ft
Damage: 4d6 MD per blast, 1d4x10 MD per triple pulse burst
Rate of Fire:EGCHH
Payload: Effectively Unlimited
Cost: 30,000 credits each gun.

c) 7.62mm Machine Gun
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 600 rpm
Payload: 250-rd belt
Cost: 8,000 credits

d)20 mm Machine Cannon
Range: 7,500 ft
Damage: 1d4x10 MD per 10 rd burst.
2d4x10 MD per simultaneous burst from both cannon
Rate of Fire: EGCHH, can only fire bursts
Payload: 200 rds per cannon
Cost: 57,000 credits

e)Light Rail Gun---A copy of the Coalition’s own C-200 ‘Dead Man’ rail gun.
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload:400 rd drum(20 bursts)
Cost: 70,000 credits

3) Wing Hardpoints(4, 2 each wing)---1,000 lb capacity each
a) Freefall Bombs---’Iron’ or ‘Smart’ varieties
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius

b) Flare/Chaff Dispenser
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fy into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 10 per launcher

c) Micro-Missile Launcher(25 shot micro-missile launcher using Paladin Steel micro-missiles)

d) Mini-Missile Launcher(19-shot missile pod)

e) Short Range Missile---Two per hardpoint

f) Heavy Hitter 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: 4 shot pod per hardpoint
Bonus: +5 to strike ground targets(Aircraft are only +2 to strike)

g) PS/FC ‘Black Talon’ Light SAMs---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: 4
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)

h) Medium Range Missile---One per hardpoint

i) Albatross IV/Shrike III---A ‘brilliant’ anti-aircraft missile, jointly developed with the New Roman Republic.
Range: 75 miles
Damage: 2d6x10 MD
Rate of Fire: Volley of 1
Payload: 1 per hardpoint
Bonus: +4 to strike
Cost: 60,000 credits. 10,000 credits per missile.

j)’SkyFlash’ Advanced Short Range Air to Air Multiple Missiles(ASRAAMM). This is simply the PS copy/adaptation of the Coalition’s own AIM-180 missile(see Coalition Navy, pg. 88). The ‘Skyflash’ is an MRM that splits in flight to unleash a pack of four smaller SRMs....a surprise that at relatively short dogfighting ranges(10-30 miles) can be devastating, filling airspace with a swarm of corkscrewing projectiles.
Range: 15 miles
Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley)
Payload: 1 per hardpoint
Bonuses:+3 to strike

k) Light Autocannon---The 20mm Taskin Rifle, long-barrel-model, mounted in a vehicle pod
Range: 7,000 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: 70,000 credits

l) PSAGL-40B Automatic Grenade Launcher
Range:7,000 ft
Damage: Identical to the WI-GL20;
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: 250 round belt
Cost: 50,000 credits

m) Mini-Gun Pod
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

n) Jamming Pod-----A mini-radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 20 mile radius. Additional pods DO NOT add cumulative bonuses, but do provide system redundancy.

o)ECM Module---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 cumultaive bonuses, but do provide system redundancy.

p)Laser Designator Pod---Pointable laser target designator for ‘painting’ targets for laser-guided weaponry. Range: 5 miles.

q)Sensor Pod---Mission-specific sensors can be carried in pod form. Exact sensors vary, but can include wide-angle cameras, nightvision optics, terrain-mapping radar, molecular analyzers, magnetometers, laser scanners/illuminators(5 mile range), and the like. Generally one type of sensor per pod.

r)‘Tactful Roamer’ Drones(1 per wingtip pod)----These are MRM-sized mini-cruise missiles, developed from the larger ‘Tacit Rainbow’ drones, configured as ‘smart’ decoys that can be deployed from the craft, then fly off on their own power, emitting false sensor signatures, and their own ECM. Adding to the confusion, the drones can be programmed to behave in appropriately evasive ‘stealthy’ fashion, to give the impression that they are in reality a real target attempting to evade detection...only to pop up again later to confuse enemy observers.
When their fuel/power is exhausted, the drones then activate a self-destruct device that destroys them completely( destroys drone and does 3d6x10 MD to everything in a 10 ft radius)
One decoy can be carried per hardpoint.
MDC of Drone: 30
Size: 8 ft long, 2 ft wide, w/ 13 ft wingspan w/ wings deployed
Speed: Mach 1.4
Range: 500 miles
Damage: None, aside from self-destruct
ECM: Jams enemy sensors and radio transmissions with 50% effectiveness (range: 25 mile radius). Can also be programmed to pump out misleading radar signatures conforming to other craft, including larger aircraft. In an emergency, the drone can pump out so much signature that enemy missiles and sensor guided weapons targeted on the mothership(must be within 10 miles of each other to be effective) will be +4 to strike the drone, and will lose target lock on the aircraft.
Bonuses: Drones are +4 to dodge attacks
Cost: 290,000 credits each


4) Flare/Chaff Dispensers(2, mounted in the tail fins)
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher

5) (Optional) Handheld Weaponry---An additional weaponry module can be clamped in a fixed forward-firing position under the nose or undercarriage, where it can also be grabbed by the manipulator hands.
a)PS PTT-M20B Missile Rifle/Pod--- An extremely popular knockoff of a CS weapons system, 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. Otherwise it is the same, right down to the laser and the pistol handgrips.
Range: (Mini-Missiles) Varies by Missile Type,
(Laser)2,000 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

b)15mm Missile Guns(2)---A combination gun/missile launcher that rapid-fires micromissiles to
range, after which the missiles’ own propulsion and guidance systems cut in.
The micromissile ammunition for the PS-McMPG110 system are modified versions of the standard PS
Pattern McMs; aside from the propulsive cartridge, the missiles have also been strengthened
systems-wise for the more severe acceleration they get, over the relatively low-velocity launch
speeds of the infantry models.
Range: Gun launcher fires the micromissile out to about 4,000 ft, whereafter the rocket propulsion
takes over.
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 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
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike. 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. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires
the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to
remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser
illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to
‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor
Microchip, Radar Trigger Chip, Image Sensing Chip.

Rate of Fire: Bursts of 3-10 rds

Payload: Each cannon has 150 rds/McMs (300 rds total per pod)
Cost: 100,000 credits for 2x gun pod
Pattern-1A 65 credits per RG-enabled McM
Pattern-1B 72 credits per RG-enabled McM
Pattern-1C 100 credits per RG-enabled McM
Pattern-1D 135 credits per RG-enabled McM

c)30mm Cannon
Range: 9,500 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst
Rate of Fire: Single shot or two-round burst
Payload: 100 rds per gun
Cost: 160,000 credits

d)PS-XMG 5.56 Gatling Pod----A six-barreled gatling cannon, firing a modified 5.56mm Explosive cartridge. The PS Gatlings trade damage potential per individual round for burst capability and better range using the better cartridge propellants and longer barrels. Mechanical design modeled after the pre-Rifts XM-214 ‘Six-Pak’ Mini-Gun. Excellent range, but low damage, and a tendency to empty the ammo drum, and wear out the barrels, too quickly in heated combat.
Range: 13,000 ft
Damage:(5.56mm Explosive) 2d4x10 SDC SDC per single shot, 1d6 MD per 10-shot burst, 2d6 MD per
20-shot burst, and 1d6x10 MD per 100-shot burst(counts as TWO attacks)
Rate of Fire: EGCHH
Payload: 40,000 rd(400 bursts) drum standard
Cost: 90,000 credits

e)PS-M136 7.62mm Minigun Pod----A six-barreled gatling cannon, firing a modified 7.62mm rounds.
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

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. the KTH-65 can penetrate most any known armour with ease with a high-velocity burst. With the enhanced capability of variable rounds, numerous different combat roles can be filled by the KTH-65. The weapon is also manufactured under license by Paladin Steel on the East Coast.
Range: 5,500 ft
Damage: Varies by shell type
Shell Types:
APFS-DU (Armour 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 (16ft) radius
HEG (High Explosive, Guided) - 2D6x10 to a 2m (7ft) radius
Rate of Fire: single shots, ECHH
Payload: 60 rds

g) Laser Pod
Range: 4,000 ft
Damage: 6d6 MD single blast, 1d6x10 MD double-pulse burst
Rate of Fire: EGCHH
Payload: 300 shot battery
Cost: 100,000 credits

h)Ion Pod
Range: 4,000 ft
Damage: 1d6x10+10 MD per shot
Rate of Fire: ECHH
Payload: 100 shot battery
Cost: 80,000 credits per cannon

i)PS-AWD-DBPBC-2------Based on the Mechanoid Exterminator Double-Barreled Particle Beam Cannon
Range: 4,000 ft
Damage: 1d4x 10 MD single blast
2d4x10 MD double blast
Rate of Fire: ECHH
Payload: 100 shot battery . Unlimited linked to nuclear power source
Cost: 3.8 million credits

j)Pulse Laser Lances(PS-AWL-17)---Adapted from the Kittani Energy Lance; modest damage, but good range, and excellent accuracy(due to its light weight and integral laser sighting). These weapons are heavier than the original, due to different production methods(70 lbs), and are just now becoming available; PS is testing out the market and applications. A single lance model can be mounted, or two in an ‘over-and-under’ configuration. Can also be used as a stabbing weapon.
Range: 6,000 ft in hi-mode, 3,000 ft in lo-mode
Damage: 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
(DOUBLE if two lances are firing in synchronized fire mode)
2d4 MD per blade if used as a stabbing weapon.
Rate of Fire: ECHH
Payload: 100 shot battery
Bonus: +2 to strike
Cost: 75,000 credits for the single lance model, 150,000 credits for the double-barrel model

K) PSPPR-20 ‘Supernova’ Heavy Plasma Rifle
Range: (Plasma Shot)2,500 ft
(Plasma Scattershot) 900 ft
(Plasma Mini-Torpedo) 3,200 ft
Damage:(Plasma Shot) 1d6x10 MD
(Plasma Scattershot) 6d6 MD to 20 ft wide area
(Plasma Mini-Torpedo) 1d4x10 MD to 18 ft blast radius
Rate of Fire:(Plasma Shot) ECHH
(Plasma Scattershot) ECHH
(Plasma Mini-Torpedo) Twice per melee
Payload:(Plasma Shot) 5 shots per standard e-clip, 10 shots per long e-clip, 21 shots per e-canister, 36 shots per backpack battery-pack, and can also be hooked directly to a cyborg , robot, or vehicular powerplant.
(Plasma Scattershot) Same as for regular plasma bolts
(Plasma Mini-Torpedo) Takes 2 shots each
Bonuses:----
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 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).
Cost: A recharged cylinder of refined d-gas costs 800 credits(300 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 20 shots.

Cost: 92,000 credits
Options:
*Self-Destruct---Does damage equivalent to remaining payload, to a 10 ft blast radius.
Cost: 3,000 credits


l) Recon Pod---A sensor pallet for recon work. Carries an illumination flare launcher(12 flares, each burns for 2d4 melees, and can illuminate several square miles as bright as a full moon(if not
brighter). High resolution sensors include high definition , panoramic, stereo cameras, thermo-
graphic optics, telescopic optics, radiation detectors, and ELINT sensors.
Cost: 14,000 credits

6) Melee Combat
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch(2 attacks) 2d6 MD
Kick 1d6 MD
Leap Kick(2 attacks) 3d6 MD
Body Block/Ram(2 attacks) 3d6 MD, plus 50% chance of knock-down(victim loses initiative and 2 APMs)

Options:
*Leg Blades----Sometimes referred to as ‘cock-spurs’ or ‘hedge-trimmers’, these are large vibroblades that fold down from the lower legs. Though some have claimed that the blades have been used flying at head level to literally ‘mow’ infantry, the blades are more often used for clearing landing areas.
Range: Melee
Damage: 4d4 MD per blade
Cost: 14,000 credits per blade

*Laser-Reflective Chromeskin---The PS-KVAR-02 can be coated in a high-gloss, mirror-finish, laser-reflective chrome-enamel that cuts laser damage by HALF.
Cost: 1 million credits

*Stealth Coating----This covers the aircraft in a matte-black coating of radar-stealthing composite. However, if the aircraft takes more than 30% damage to a respective part, the benefit of this coating is lost. Aircraft is -20% to be detected by radar and laser rangefinding systems
Cost: 5 million credits


*(TW)Illusion Field Generator------Used primarily for psychological warfare, this feature generates an illusion around the aircraft. Pilots are particularly fond of disguising their aircraft as angelic or draconic beings. Uses the Horrific Illusion spell so the disguise has a Shock/Awe/Horror Factor of 14. Duration 80 melees(20 minutes). Activation PPE/ISP: 5 PPE/10 ISP.
Cost: 75,000 credits

Variants:
*PS-KVAR-02(TW)-A----Technowizardry-powered variant, using powerstone PPE generators
---200 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
*Armor of Ithan---------100 MDC, duration 40 melees(10 minutes). Activation PPE/ISP: 15PPE/25 ISP

*Impervious to Energy( 5 minutes per 20 PPE)

*Leyline Booster(Accelerates the aircraft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)

*Wing De-Icer----Ideal for flying in harsh weather. Lasts 2 hours per 5 PPE.

*Windblast---5,000 ft(DOUBLE on leylines), 2d4x10+30 MD(DOUBLE on leylines) per blast, once per melee. This attack is fired from the forward air-intakes, and appears briefly as a smoke- or mist-ring blown out from the intakes, before becoming effectively invisible.

*PS-KVAR-02(TW)-B----Technowizardry-powered variant, using a Fire ‘Enimal’
---150 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
*Armor of Ithan---------100 MDC, duration 40 melees(10 minutes). Activation PPE/ISP: 15PPE/25 ISP

*Impervious to Energy( 5 minutes per 20 PPE)

*Leyline Booster(Accelerates the aircraft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)

*Wing De-Icer----Ideal for flying in harsh weather. Lasts 2 hours per 5 PPE.

*Smoke Cloud---This attack lays out a thick ashy cloud of black smoke roughly 400 ft long and expanding to 200 ft wide behind the fighter, and can settle to the ground. The cloud persists for 8 minutes(twice as long on a leyline) and does 2d6 SDC to anything flying through it, or caught in it on the ground. While in the cloud, victims are -10 to strike, parry, and dodge, and night vision/thermal optics are cut in effectiveness by HALF. Passive nightvision is ineffective. The aircraft can engage this capability 4 times per 24 hours.

*Burning Cloud---This attack lays out from the tail exhaust a burning cloud roughly 200 ft long and expanding to 100 ft wide behind the fighter. The cloud persists for 2 minutes(twice as long on a leyline) and does 4d6 MD to anything flying through it. It also has a 75% chance of drawing the attention of heat-seeking weapons like missiles, causing them to lose target lock. It can also be used to illuminate the night sky for several miles(3d6). The aircraft can engage this capability 4 times per 24 hours.

*PS-KVAR-02(TW)-C----Technowizardry-powered variant, using an Air ‘Enimal’
---150 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
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.
*Armor of Ithan---------100 MDC, duration 40 melees(10 minutes). Activation PPE/ISP: 15PPE/25 ISP

*Impervious to Energy( 5 minutes per 20 PPE)

*Leyline Booster(Accelerates the aircraft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)

*Wing De-Icer----Ideal for flying in harsh weather. Lasts 2 hours per 5 PPE

*Lightning Bolts----The Air Eleminal can be directed to cast lightning bolts out of the air intakes
Range: 4,000 ft(DOUBLE on a leyline)
Damage: 6d6 MD per bolt
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
Bonus: The Air Eleminal, being a fairly aggressive example of the sort, gets a +1 attack that it can use to fire off a lightning bolt if the aircraft bears on a target.


*PS-KVAR-02S---Space-capable variant, with heat shielding for re-entries, an integral forcefield, reinforced life support, and a contra-gravity propulsion system.
MDC/Armor by Location:
Reinforced Crew Compartment 150
Speed: (Atmosphere)Hover to 750 MPH. Maximum altitude of 50,000 ft
(Space) Can hit speeds of Mach 9.5
Systems of Note:
*Thermal Resistant Armor Plating---Along its underside. Heat and plasma-based attacks do 1/4 damage. Note that this applies only to the underside and leading edges of the airframe.
*Forcefield 800
Last edited by taalismn on Tue Dec 09, 2014 8:07 pm, edited 3 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
------------
User avatar
abtex
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Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Paladin Steel PS-RR10 ‘Tricer’ Triple-Barrel Revolver Carbine

"I Don't mean too."
But thanks.

taalismn wrote:Variants:
-Rumors exist of PS subsidiary Ghanam Arms Limited working on a TW ‘Regenerator’ energy rifle based on the ‘Tricer’s’ eighteen-cylinder format to provide monster-hunters with a truly MASSIVE selection of useful TW spells ready at hand. Given the high cost of even the existing 12-chamber GALarms, and the ready availability of the cheaper and more flexible PS-made multiplexor weapons, the ‘MegaTricer’ is likely to remain an opulent curiousity and exercise in excess if ever produced.

They could use the inner chambers and lower barrel for "Spell Card" shells. Depending on the spell's level or need for effect, single 'shells' or small 'Half Moon' speed loaders with 2 - 4 ''shells' could be loaded. While having the outter chambers and upper barrels for normal discharges. Deluxe models could be reversed or not at all.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Well, that is indeed a thought for an alternate form of Gunloc hybrid...inner slots spells, outer slots, bullets. Thanks! :D
-------------
"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: 48017
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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
Priest
Posts: 48017
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel ‘Tizon’ Robo-Hovercycle
(aka ‘Snipe’)
http://i408.photobucket.com/albums/pp164/taalismn/img541_zpsa4a2a2ab.jpg

“I really don’t see what all the fuss is about these things now that I’ve had the opportunity to see one of them up close. The cattle are just foolishly building on a recreational vehicle of ours, without any regard to what makes a REAL combat vehicle. There’s nothing on this thing that isn’t, wasn’t, or couldn’t be available from over a dozen KGTRV retailers on Atlantis, or which haven’t been discarded as bad ideas. It’s not as if the cattle acquired a RoboFighter and started making copies of it to use against us; they’re trying to make a fighter out of a sport-speeder and thinking themselves terribly clever.
Still, I think I’ll keep the one I captured out of pure interest. It will make an interesting trophy alongside my other pri---what? What do you mean it’s GONE? How? Did anybody see who took it? WHO took it?! That’s milord’s best stable gladiator! He and his bedslave stole it?! Where are they now?! YOU DON’T KNOW, YOU LOST THEM ON SENSORS?! YOU MEAN TO TELL ME TWO SLAVE THRALLS IN A SECOND-RATE COPY OF A SPORTSVEHICLE HAVE EVADED YOU?! GET AFTER THEM, YOU IMBECILES!!!!”
---Centurion D’Chakren, Kittani, discovering the escape of two slaves from Atlantis in a captured ‘Snipe’.

Just as the ‘Jayhawk’ is Paladin Steel’s reverse-engineered version of the Kittani K-ATV Hover Jet, the ‘Tizon’ is Paladin Steel’s ‘monkey-copy’ of the K-GTRV Hover Land Skimmer, in yet another one-upper to prove that free industry beats the Splugorth minion slave-economy when it comes to producing quality technology. The ex-slave who brought a complete set of design plans to PS’s attention just wanted to stick it to his former captors and make enough money to get away to another universe away from the Splugorth. While the K-GTRV is considered a ‘sports machine’ in Atlantis, PS has worked on the design to produce a more robust vehicle capable of holding its own in heavy combat(arguing that with all the dangers on Rifts Earth, even ‘sport’ vehicles have to have a combat capability under the GNE’s ‘total mobilization’ protocols). Paladin Steel has gone to town experimenting with the RHv-03, producing an arguably sleeker, more efficient, more powerful, and just plain sexier machine. A more robust powerplant, more options, more features, and a lower (relative)price tag for being produced locally promise to make the RHv-03 one of PS’s better-selling reverse-engineer works.
About half the Kittani who encounter the Tizon(and survive) are infuriated by the deliberate mimicry. The other half are busy trying to copy the improvements on the original design, although the official Kittani line is to dismiss the Tizon as an inconsequential knockoff of a second-rate combat unit being passed off as an elite battle armor.
The GNEAS has been reluctant to accept the RHv-03 into their service, for fear of ‘friendly fire’ accidents due to the vehicle’s Minionesque-profile, so relatively few have entered official military service(the GNEAS has instead decided to throw its support behind the XPA-15 Drakon and XHPA017 Raptorex programs as its next-generation ‘heavy power armors’). On the other hand, the vehicle has caught on like gangbusters with mercenaries, adventurers, and Irregulars who don’t have to pay black market prices for rebuilt battlefield salvage or examples smuggled from Atlantis.
The Coalition States, of course, point to the RHv-03 as further evidence that the eastern seaboard GNE is, at best, a plagiaristic nation of tech-pirates who acquire their advanced technology by stealing from other cultures, or, at worst, has been thoroughly corrupted by alien influences and is now currently working hand in hand with the monsters of Atlantis.

Type: PS-RHv-03 ‘Tizon’
Class: Transformable Frame Robot Hover Vehicle
Crew: 1+1 one passenger
MDC/Armor by Location:
Main Body 290
Reinforced Crew Compartment 90
Arms(2) 90 each
Legs(2) 140 each
Weapons Mounts(1-2) 25 each
Main Jet Thrusters(2) 120 each
Directional Thrusters(4) 30 each
Tail Section(Protects the back in Robot Mode)100

Height:(Robot Mode) 16 ft
(Vehicle Mode) 8 ft at tail
Width:(Robot Mode) 7 ft at shoulders
(Vehicle Mode) 7 ft
Length:(Robot Mode) 5 ft
(Vehicle Mode) 17 ft
Weight: 8 tons
Cargo: Small 3ft x 3ft cubic space.
Physical Strength: Robotic P.S. of 25.
Powerplant: Nuclear Fusion with 15 year energy life
Speed:(Running) 50 MPH
(Leaping) 10 ft up/across. In vehicle mode can ramp-jump up to 200 ft long and 40 ft high.
(Flying) Hover to 570 MPH, maximum altitude of 100 ft
(Space) Not possible(see Variants)
(Water) Can skim across the surface of the water at 400 MPH. Can handle up to Sea State 9 ( gale force winds of 47-54 MPH).
(Underwater) Limited to running on the bottom at 7 MPH. Maximum depth tolerance of 800 ft.
Market Cost: 2.7 million credits. Available through Paladin Steel distributors.
Systems of Note:
Standard Robot Systems, plus:

*Advanced Neuro-Control System---This advanced fly-by-mind system was reverse-engineered with great precision from the original Kittani system. It gives the pilot a +1 APM, and +2 to dodge, in addition to their combat skills and attribute bonuses.

Weapons Systems:
1) Torso Hardpoints(1-2)---Mounted in place of the original light clip-powered pulse laser are one or two light power-linked hardpoints that can each be fitted with ONE of the following:
a) Pulse Laser----Modified JA-12 Juicer Assassin's Rifle
Range: 4,000 feet
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: ECHH
Bonuses +1 to strike
Payload: Effectively Unlimited
Cost: 50,000 credits

b) Ion Gun---Series-2098-enhanced ion pulse weapon.
Range: 2,000 ft
Damage: 3d6 MD per single shot, 1d6x10 MD per triple shot burst.
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 42,000 credits
Options:
*Barrel Modules:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 8 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 20 minutes, and someone following the printed instructions about 40-50 to install/swap modules.

*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIR-14 into a short range shotgun with an area of effect blast. Reduce range to 500 ft, but does 4d6 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 3d6 MD, but boost range to 1,800 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 700 ft, but up damage to 5d6 MD per shot. 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 ‘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. 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) 900 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

c) Plasma Cannon
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

d) Particle Beam Blaster
Range: 1,500 ft
Damage: 5d6 MD single shot, 1d6x10+20 MD per triple shot burst
Rate of Fire: Single shot of three-shot burst, ECHH
Payload: Effectively unlimited
Cost: 21,000 credits

e) EM Projector---Fires an electromagnetic ‘vortex’ that hits with serious kinetic force.
Range: 1,500 ft
Damage: 3d10 MD, and, being unseen, and very fast, the force bullet imposes dodge penalties. A target is at -8 to dodge the magnetic ‘bullet’, which appears only as a heat-shimmer-like ripple in the air.
Rate of Fire: EPCHH
Payload: Effectively unlimited w/ Nuclear Powerplant
Cost: 22,000 credits

f) Heavy EM Projector---Improved model of the above.
Range: (EM Bolt) 3,000 ft
(Vortex) 2,000 ft
Damage: (EM Bolt) (Variable) 4d6 SD, 1d4x10 SD, or 3d6 MD per shot
(Vortex) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knockdown(lose 1 APM and Initiative) for beings of 250 lbs or less, 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Rate of Fire: Standard
Payload: Effectively unlimited w/ Nuclear Powerplant
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 29,000 credits


2) Forearm Slots(1-2)---Each forearm can be fitted with ONE of the following:
a) Vibroblade---Straightforward melee weapon.
Damage: 3d6 MD
Cost: 18,000 credits
Options: *TW Spinning Blades Enhancement---Powered by a TW powerplant, PPE battery, or the pilot’s own PPE.
Range:(Spinning Blades)Melee when just the vibroblades are in use. When activated, the Spinning Blades spell can reach 300 ft away, used offensively. If ejected as projectiles, the blades can reach 700 ft.
Damage:(Spinning Blades)When activated, the Spinning Blades spell produces 7 blades that each do 1d6 MD each(regardless of what the blade was/does originally) in defensive mode(+6 to parry, +2 to parry energy attacks) or 2d6x7 MD in offensive ‘buzzsaw’ mode(enemy CANNOT parry).
Can also fire the magical blades like projectiles, 1-2 at a time, each doing 1d6 MD on impact, and +3 to strike. The blades disappear on impact.
Rate of Fire: ECHH
Payload: 10 PPE for 7 melee rounds
Cost: 103,500 credits

b) Rip-Cutter----Powered chainsaw.
Damage: 5d6 MD per slash, 1d6x10 MD for a full melee of sustained cutting
Bonus:(Optional) Horror Factor of 12
Cost: 30,000 credits

c) Laser Cutter---’Energy Sword’, good for slashing and cutting.
Range: 12 ft
Damage: 4d6 MD
Cost: 21,000 credits

d) Plasma Lance---Adapted PSR-1. Dual-mode long range plasma projector and melee plasma blade weapon.
Range:(Heavy Bolt) 1,000 ft( DOUBLE in space)
(Light Bolt) 2,000 ft( DOUBLE in space)
(Plasma Saber) 3 ft ( DOUBLE in space)
(Plasma Lance) 18 ft( DOUBLE in space)
Damage:(Heavy Bolt) 5d6 MD
(Light Bolt) 2d6 MD
(Plasma Saber) 2d4 MD
(Plasma Lance) 6d6 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited

e) Pulse Laser----Modified JA-12 Juicer Assassin's Rifle
Range: 4,000 feet
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: ECHH
Bonuses +1 to strike
Payload: Effectively Unlimited
Cost: 50,000 credits.

f) Ion Blaster
Range: 2,500 ft
Damage: 3d6 MD per shot; cannot fire bursts
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited for nuclear
Cost: 20,000 credits
Options:
*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 600 ft, but does 4d6 MD to a 12 ft wide area. Cost: 7,000 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. 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: Effectively Unlimited
Cost: 4,000 credits

g) Ion Gattler
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

h) Ion Rip-Zapper
Range:(Ion Beam Mode) 1,700 ft
(SDC Beam) 2,000 ft
(Ion Bolt Mode) 3,000 ft
(Lightning Zapper Mode) 500 ft
(Shock-Zap Mode) 1-3 ft
Damage:(Ion Beam Mode) 4d6+2 MD per single shot
(SDC Beam)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, and a 75% chance of permanently frying nanotech devices(like Armor-dissolving nanites or RMK/IRMSS systems).
(Ion Bolt Mode) 2d4 MD to 5 ft radius, 55% chance of knocking out unshielded cybernetics for 1d4 melees.
(Lightning Zapper Mode) Does stun damage similar to SDC beam through metal armor and light power armor.
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon does 1d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
(Shock-Zap Mode) Similar to a Shock Rod; 5d6 SDC, plus 55% chance of stunning humans, d-bees, and small animals for 1d4 melees, 15% against large or inhumanly powerful beings. Cumulative effects same as for Electro-Stunner(see pg 50 of Coalition: Lone Star).
Rate of Fire:(Ion Beam Mode)Standard
(SDC Beam) Standard
(Ion Bolt Mode) Four times per melee
(Lightning Zapper Mode) Can fire only one Zap every melee(takes fifteen seconds to power up)
(Shock-Zap Mode) ECHH
Payload: Effectively Unlimited
Cost: 36,000 Credits

i) Plasma Blaster
Range: 1,500 ft
Damage: 1d4x10 MD per blast
Rate of Fire: Standard
Payload: Effectively Unlimited for nuclear
Cost: 25,000 credits
Options:
*SprayFire Barrel Modification Kit---PS weapons engineers seem to have discovered a fetish for area of effect shotgun-style weaponry. This mod mounts a ‘watering can’ of multiple short projection coils on the barrel, splitting the plasma discharge into a dozen smaller plasma mini-bolts. Range drops to 500 ft, but the bolts do 3d6 MD to a 20 ft wide area.
Cost: 9,000 credits

j) Particle Beam Blaster
Range: 3,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: Twice per melee
Payload: Effectively Unlimited w/ Nuclear Powerplant
Cost: 40,000 credits

k) Light Machine Gun(7.62mm)
Range: 2,000 ft( DOUBLE in space)
Damage:(SDC) 5d6 SDC per rd, 1d6x10 SDC per 10 shot burst
(MD)2d4 MD per 10 rd burst per single gun
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
*Can be loaded with specialized ammunition types, such as silver or wood rounds.
Rate of Fire: Standard
Payload: 400 rds per gun

l) Heavy Machine Gun(.50 caliber)---The old reliable ‘Fifty’. An oldie, but still a goody.
Range: 6,000 ft( DOUBLE in space)
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 300 rd box magazine

m) Light Rail Gun---Actually modified versions of PS’s ‘BAR2’ light rail gun.
Range: 2,600 ft( DOUBLE in space)
Damage:(SDC) 3d6+1 per single shot
(MD)4d6 MD per single shot, 1d6x10+4 MD per 5 rd burst
Note: Can chamber specialized rail gun ammunition, such as silver and wood rounds.
Rate of Fire: Single shot, ECHH
Payload: 500 rds

n) 30mm Grenade Launcher
Range: 1,200 ft( DOUBLE in space)
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: 400 rd drum each AGL

o) 40mm Grenade Launcher
Range: 7,000 ft( DOUBLE in space)
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 an 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

p) Micromissile Launcher---25 shot cassette(any type)

q) Mini-Missile Launcher---2 per hardpoint

r) Stun Blaster----Copied from the Japanese AT-23 Stun Rifle:
Range: 800 ft
Damage:(Setting One) ‘Soft’ setting; used against children, weak, elderly, sickly. 1d6 SDC.
(Setting Two) Moderate: 2d6 SDC. Teens, adult in poor to average condition, small to medium-sized animals.
(Setting Three) Heavy; 3d6 SDC. Adults in good condition
(Setting Four) Extreme; 6d6 SDC, recommended against Juicers, Crazies, large animals.
(Setting Five) Maximum power, anti-Juicer: 1d6 MD, crazies, partial/full-con cyborgs, and non-humans
Each setting , the target must save versus non-lethal poison(16 or better; children and small animals need an 18 or better). On a successful save, the target is
-1 APM from the jolt, plus takes damage. On an UNsuccesful save, they are -9 to initiative,
-7 strike/parry/dodge, and reduce Speed, APMs, and skill performance by HALF. Duration of stun is 2d4 melee rounds, and duration is cumulative with successive hits. There is also a 15% cumulative chance per additional strike of being rendered unconscious for 1d4 minutes.
Being struck by a too low setting for one’s body type means the character suffers little or no effect(+4 to save per level below the appropriate setting). Being struck with a HIGHER setting runs the risk of a +15% chance per level above one’s recommended tolerance setting of being rendered unconscious, provided the target isn’t fatally electrocuted already.
Rate of Fire: Single shot, ECHH
Payload: 20 shots standard E-clip. Effectively Unlimited linked to the robot’s power supply
Cost: 25,000 credits

s)Neural Disrupter Blaster---A knockoff of a Northern Gun weapon(industrial espionage being alive and well), but tweaked for greater efficiency and range. Nicknamed the ‘nerve blaster’ and the ‘brain sandblaster’ for its brute force approach to taking people down. NOT recommended for gentle persuasion or use on children, elders, or other innocent bystanders.
Weight: 30 lbs
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: 18 shots standard E-clip, 24 shots long e-clip, 50 shots canister-clip. Effectively unlimited hitched up to a nuclear power plant.
Cost: 55,000 credits


3) (Optional) Upper Shoulder Hardpoints(2)---A hardpoint is mounted under each ‘fluke’ of the upper shoulder section(the ‘tail’ in vehicle mode).
a) Micromissiles---25 shot cassette(any type)

b) Mini-Missiles---3 per hardpoint

c)L-SAM ‘Black Talon’ Launcher
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 3 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 200 ,000 credits per launcher, 10,000 credits per missile

d)PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Does an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: Volleys of 1-10
Payload: 200 rd magazine
Cost: 100,000 credits

e) ECM/Radar Jammer Pod---5 mile range. Jams radars and radar targeting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). Carrying extra jammer pods does NOT increase the range or effective bonuses of the system, but may provide redundancy and multi-wavelength coverage.
Cost:80,000 credits

f) Booster Jets----Short-sprint rocket boosters that can send the Tizon up to a maximum speed of Mach 2 for 2d4 minutes at a time. Need to cool down for 15 minutes before engaging again. Takes up BOTH upper hardpoints. Cost: 180,000 credits

g) Forcefield----Adds 150 MDC. Regenerates at 5% per minute. Takes up BOTH upper hardpoints. Cost: 85,000 credits

h) Multiplexor Array---A compact TW projector system with a three-Spellcard array, and attached PPE source(typically a PPE battery or Greenstar regenerating PPE power matrix).

i) Sensor Pallet---Specialized sensors can be added in mountable pods.

j) Flare/Chaff Launcher
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: 6 per launcher

k) Bombs---Can carry a 100-lb Bomb per hardpoint----1d6x10 MD to 40 ft blast radius, or two mini--bombs, each equivalent to a mini-missile, only DOUBLE the blast radius. These are typically fitted with retarder gear to carry them well behind the aircraft before dropping.

l) 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


4) (Optional) Use of handheld weaponry. A gunpod or melee weapon can be slung under(or on top of) the elongated nose section. Favorites include various energy rifles, machine gun pods(such as the M-50B Reaper Heavy Machine Rifle), 23mm Arden Machine-Cannon, and PSTT-M20 Missile Rifle.

5) Hand to Hand Combat
Restrained Punch 6d6 SDC
Full Strength Punch 1d4 MD
Power Punch(2 attacks) 2d4 MD
Kick 1d6 MD
Leap Kick(2 attacks) 2d6 MD
Body Block/Ram(2 attacks) 3d6 MD, plus 60% chance of knockdown(victim loses initiative and 2 APMs)


Options:
*Anti-Gravity Propulsion(GMR or Contra-Gravity)---This is more common in the Three Galaxies and gives, for extra cost, superior flight capabilities. PS’s Gravitic-Magnetic Repulsion(GMR) technology is a cruder form of Contra-Gravity, and as such is both less capable but less expensive. Both types are available to consumers.
Speed Modifier: (GMR) +25 MPH
(Contra-Gravity)+40 MPH
Maximum Altitude:(GMR) 8,000 ft
(Contra-Gravity) 40,000 ft
Cost: (GMR) 200,000 credits
(Contra-Gravity) 700,000 credits

*Cyberlink Drive System--Allows a driver with a headjack to ‘jack in’ to the vehicle for more responsive control. This allows the driver to drive without their hands on the wheel(“Look, Mom, no hands!”), and/or to respond with greater speed to road situations. Similar to the system presented in Rifts: Russia, but GNE makes them less expensive(the real expense is in the implant end)
Bonuses: For anyone with the CyberVehicle Link, the following bonuses apply: +1 to initiative, +1 to strike using the vehicle or vehicle-mount weapons, +1 to Dodge, +1 Action/Attack per Melee, Base Driving skill of 45%, or +10% to existing driving skill. Driver can also ‘tweak’ the vehicle’s maximum speed by 1% per I.Q. point. Note that the operator can only be controlling the vehicle while doing this....no other relevant actions(can carry on light conversation, or take a quick bite/drink, but can’t disassemble their weapons or whittle a wooden toy.
To anyone lacking the CVL, there are no bonuses to vehicle operation(aside from the Tizon’s existing neural-balancing system), but they CAN make minor adjustments to vehicle peripherals’ without using their hands(turning on/off headlights, booting up the stereo, rolling down the electric windows, adjusting the AC, etc...).
Cost: Vehicle installation is 10,000 credits, the cybervehicle link(implant) costs 120,000 credits

*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF. PS actually offers a 10% discount on other options if this option is taken(hey, auto insurance is sorta ridiculous in monster infested Rifts Earth, but there should be some economic incentives for safety devices...).
Cost: 10,000 credits

*Auto-Doc---An onboard medical system that can be quickly hooked up to a passenger/crewmember to monitor and diagnose life signs, and administer common medications and broad-spectrum drugs. +10% to medical rolls when used by a competent medical technician, or can be considered to have a First Aid skill of 40%.
Cost: 40,000 credits. Drug refills cost extra

*Ejection Seats---Great for last minute bailouts, or, if one decides to take the ‘master control’ option built into a secret control, ejecting unwelcome passengers from the vehicle. Includes auto-deploy restraints and head protector. Typically fires the seat up to 250 ft away; comes standard with zero-altitude capability, so if you leave the kids in the car, folks, while you pick up some groceries, disable the seats first....
Cost: 6,000 credits per chair
(Master Control): 1,000 credits

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

*PPE Detector---Detects the presence of PPE concentrations(including magically-concealed beings) in and around the vehicle(25 ft radius)
Cost: 9,000 credits

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

*Attitude Fins(2)---These extra control surfaces on the arms add extra agility(+1 to dodge, roll, and +5% to piloting rolls) and can act as buckler-style arm shields(each has 80 MDC), but the extra drag reduces top speed by 10%. Cost: 120,000 credits.

*Laser Reflective Armor----Lasers do HALF damage. Cost: 400,000 credits

*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. Cost: 1 million credits

*Acoustic Reduction----Using technology reverse-engineered from the Coalition’s own special forces jetpacks, this system muffles the sound of the Tizon’s jets to a soft hiss. Under the right conditions, this gives the Tizon a 60% chance of Prowling in flight under the right conditions(such as behind cover). Cost: 200,000 credits.

*Stealth Refit----An expensive conversion that modifies the main body to be more angular and radar-deflecting, adds radar-absorbant paint, and adds special insulation and an exhaust/heatsink system to reduce the thermal signature. Sound baffles are added to reduce engine noise as well.
Bonuses: Radar and thermal detection systems are -15% to detect the hovervehicle. The vehicle also has a basic acoustic Prowl equivalent of 50% on its hoverjets.
Cost: 550,000 credits

*ECCM system---First introduced on the PSA-11 power armors. 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. Cost: 90,000 credits

Variants:
*PS-RHv-03C---Modified version meant to fit around Light and Heavy Machine Full Conversion Cyborgs(cannot have heavy shoulder-mount weapons or jetpacks already). To do this, the ability to carry a passenger is sacrificed.
Cost: 3 million credits

*PS-RHv-03N---- Navalized version, modified and sealed for aquatic operations and combat. The crew compartment is slightly more reinforced for pressure-resistance.
MDC/Armor by Location:
Reinforced Crew Compartment 100
Speed: (Water) On the surface can skim at 125 MPH, underwater can hit speeds of 40 MPH, maximum depth of 1.5 miles.
Systems of Note:
*Sonar---5 mile range
Weapons Systems:
Lasers are swapped for blue-green models, missile systems for the appropriate torpedo types.
Cost: 3.6 million credits

*PS-RHv-03TW----TechnoWizardry version
Powerplant:
*PPE Battery and Generator---150 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
-Impervious to Energy( 5 minutes per 20 PPE)

-Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)

-Leyline Booster(Accelerates the jet up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
Cost: 4 million credits

*PS-RHv-03S----Space combat model, with a contragravity drive system and maneuvering verniers, more durable life compartment, and integral forcefield system.
MDC/Armor by Location:
Reinforced Crew Compartment 100
Forcefield 250
Speed: (Flying) Hover to 625 MPH, maximum altitude of 100,000 ft
(Space) Mach 9
Cost: 6.5 million credits



*E-She-GTRV---Rumored EShemarrian copy of the Kittani GTRV/PS--RHv-03. Details on this variant are scant; the design is either made from captured/battle-salvaged Kittani hardware, or built from pirated Paladin Steel copies, remodeled to Shemarrian aesthetics(and compatibility with their hardware) and is either given to NeShemar auxiliaries or is converted into a proper AI(intelligence ranging from ‘Falca’-like drones to fully sentient Oreseme). Some reports have squads of E-She-GTRVs outfitted with the same ‘pack programming’ as the Wolf’s Path employs to increase the effectiveness of mutually-supporting units. The E-She-GTRV has supposedly been seen in action with the DarkWaters and Ghost Riders.
Last edited by taalismn on Tue Dec 16, 2014 6:26 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
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel ‘Iruka’ Transformable Frame Submersible Robot
(aka ‘SeaFury’)

“I think the highest compliment paid our new submarines was from the Golgan ‘enforcer’ party that tried to scare us off our stakehold on Percheyllus Nine. They thought they could come in from the water and catch us by surprise, take the colony outpost, and extort us into leaving, and scede our claim to them, but they didn’t count in us having a squadron of SeaFurys for exploring the local ocean and defend the colony from the sealife. Caught the Golgies by surprise and it was THEM who were forced to leave at gunpoint. No real harm done to either side, but we got decrypted recordings of what the commando team leaders had to say to their mothership and superiors, and they had some rather acid remarks about our damned machines, and at length. They just about blamed the whole boondoggle on our infernal hardware nobody told them about. Engineering back in the GNE got a real kick out of the translations.”

“Watch it when you’re on deep patrol in an Iruka; Shadow-Sharks seem to take particular exception to the design and they’ll pack-jump you. Maybe they don’t like the ‘dolphin’ name, or maybe they see you as competition, but they’ll try to take you down hard.”
---Captain Ben-Allen Omar, Greater New England Navy, Pacific Fleet.

“Okay, here come the locals. Nice interception formation; they’re leery of us, don’t know quite what to make of us yet. Let them come on over, make no sudden moves, let’s just let them check us out and we’ll do the same, see what sort of hardware they have. Don’t provoke them, but if they attack us, you have the go to defend yourselves.”
---Flight Lieutenant Gorsar Ten’nel, Outstep Air-Sea Recon.

The Iruka is a Paladin Steel project that is listed as an ‘understudy’ to the reverse-engineering of the Kittani K-GTRV Hover Land Skimmer, being formatted for local mass-production as the ‘Tizon’ hovercycle. In reality, the Iruka is the result of thirdhand loot acquired from Atlantis during the ZOT-triggered Great Escape. Apparently, the Splugorth had somehow acquired a Triax-made X-6000 Transformable Submarine, and were in the process of studying it when the ZOT struck. The vehicle had been repaired enough for trials that several slaves employed in the laboratory were able to steal the sub in the chaos and use it to join the mass exodus to freedom, eventually turning it over to Paladin Steel in return for a hefty payment and safe passage out-dimension. Aware of the exceptional nature of their acquisition, PS kept their new toy secret while they performed their own testing and reverse-engineering program.
PS has been quick to develop their variant of the X-6000, creating the VFURV02 ‘Iruka’(‘Dolphin’). The ‘Iruka’ is heavier than its predecessor, but features slightly better armor at various locations, and trades powerplant longevity for energy delivery, delivering more power to the ship’s systems. It also has a few stylistic differences, but is still clearly a derivative of the X-6000.
Paladin Steel has been careful to keep their Iruka fleet away from Triax’s prying eyes, deploying them on the American West Coast, or offworld. Despite the secrecy restrictions on its deployment on Rifts Earth, the VFURV02 Iruka is becoming quite popular with naval ‘subfighter’ crews and with offworld/outdimension planetary scouts exploring aquatic environs.
Interestingly enough, unlike other amphibious designs developed by PS, the VFURV02 has NOT been offered to the New Navy in an effort to gain trade with the elusive service. This may be in part due to growing intelligence of possible links between the New Navy and the NGR. The GNE hopes not to alienate the New Navy with an obvious knockoff of their ally’s hardware, and thus has forgone the opportunity to make a profit selling the design(PS is only partially correct; while the New Navy would be unlikely to buy Irukas, their relationship with the NGR isn’t as close as GNE intelligence thinks. Still, Captain Nemo-2 MIGHT arrange to report the existence of the PS version to German authorities).

Type: PS-VFURV02 Iruka
Class: Transformable Frame Underwater Robot Vehicle
Crew: One, plus 1-2 passengers
MDC/Armor by Location:
Main Body 425
Head 90
Fins/Pectoral Plates(2) 150 each
Pectoral Gun Mounts(2) 40 each
Arms(2) 130 each
Forearm Thrusters(2) 50 each
Legs(2) 180 each
Leg Thrusters(2) 180 each
Lower Leg Thrusters(2) 50 each
Height: (Submarine) 12 ft
(Robot) 22 ft
Width: (Submarine) 8/20 ft
(Robot) 16 ft
Length: (Submarine) 20 ft
(Robot) 8 ft
Weight: 3 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) 70 MPH
(Leaping) 20 ft up/across, 60 ft with a jet assist.
(Flying) Not possible
(Underwater)(Submarine) 40 MPH
(Robot) 24 MPH
Maximum depth tolerance of 2 miles in robot mode and 2.7 miles in submarine configuration.
Market Cost: Currently roughly about 62 million credits, but PS hopes offworld production of the design will lower the cost 10-25%.
Systems of Note:
Standard Robot Systems, plus:
*Sonar---30 mile range

*Periscopes---Standard, low-light, and nightvision optics

Weapons Systems:
1) Nose Cannons(2)----These systems now have the choice of being lasers or ion cannon, and PS has taken the liberty of using the more powerful powerplant in the Iruka to install more powerful energy weaponry than the original configuration.
a) Blue-Green Lasers(PS-RFL2-33N navalized Blazer )
Range: 4,000 ft in air, 3,000 ft underwater
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 2 attacks), 2d6x10 MD long burst( 2 attacks), 4d6x10 MD full magazine burst( no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: ECHH
Payload: Effectively unlimited

b) Ion Blasters
Range: 4,000 ft in air or underwater
Damage: 1d6x10+10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Wing Cannon(2)---PS has been quick to make the fuselage-mounted rail gun mounts modular, allowing for a variety of other systems to be mounted instead.
a) Rail Guns---Based on the original configuration. Paladin Steel was quite pleased to get hold of working examples of Triax’s X-600 rail gun with several dozen rounds of supercavitating ammunition still in the drums.
Range: 4,000 ft in air, 1,200 ft underwater
Damage: 1d4 MD single round, 5d6 MD per 30 round burst.
Rate of Fire: ECHH
Payload: 5,000 rounds(166 bursts)

b) Heavy Machine Guns---.50 caliber MGs firing supercavitating ammunition
Range: 9,000 ft in air, 1,800 ft underwater with supercavitating ammunition
Penalties: Can only be used with solid slug and high explosive ammunition types.
Also, at great depth and pressure, range begins to suffer with the greater resistance offered by the water; at depths of 5,000 ft, range is reduced by 1/4....at 2 miles by HALF.
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 300 rd box magazine
Cost: 9,000 credits

c) Blue-Green Lasers(PS-RFL2-33N navalized Blazer )
Range: 4,000 ft in air, 3,000 ft underwater
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 2 attacks), 2d6x10 MD long burst( 2 attacks), 4d6x10 MD full magazine burst(no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 78,000 credits

d) Ion Cannon
Range: 4,000 ft in air or underwater
Damage: 1d6x10+10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 230,000 credits

e) EM Bolt Cannon
Range: (EM Bolt) 3,000 ft
(Vortex) 2,000 ft
Damage: (EM Bolt) (Variable) 4d6 SD, 1d4x10 SD, or 3d6 MD per shot
(Vortex) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knockdown(lose 1 APM and Initiative) for beings of 250 lbs or less, 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Rate of Fire: ECHH
Payload: Effectively unlimited
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 29,000 credits

f) Micro-Torpedo Launchers
Range:(Pattern-MT1A)2,500 ft underwater, 500 ft in air
(Pattern-MT1B)2,500 ft underwater, 500 ft in air
(Pattern-MT1C)3,200 ft underwater, 700 ft in air
(Pattern-MT1D) 4,000 ft underwater, 900 ft in air
Damage:(Pattern-MT1A)6d6 MD to 3 ft radius
(Pattern-MT1B) Screamer Round;Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub/diver to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike .
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Effective radius of effect of the 18mm screamers is approximately 1,000 ft
(Pattern-MT1C) Sonic Warhead---2d4 MD per blast to an 8 ft blast radius, 1d6x10 SDC to another 10 ft beyond that, Does only 1d4 MD to a 4 ft radius in air
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor(such as wetsuits).
(Pattern-MT1D) 1d4x10 MD to 3 ft blast radius
Rate of Fire: Volleys of 1-10, ECHH
Payload: 60 micro-torps ready to fire
Bonuses:(Pattern-MT1A) None; unguided
(Pattern-MT1B) None; unguided
(Pattern-MT1C) (+1 to strike in water. Micro-Homing Sonar Chip) Can also home in on a tracer beacon, and can track moving targets.
(Pattern-MT1D) (+3 to strike in water. Micro-Homing Sonar Chip)Can also home in on a tracer beacon, and can track moving targets.
Cost: 78,000 credits for the launcher
(Pattern-MT1A)250 credits
(Pattern-MT1B) 220 credits
(Pattern-MT1C) 360 credits
(Pattern-MT1D) 400 credits


3) Shoulder Torpedo Racks(2)----The shoulder torpedo racks can each hold a 12-shot micro-torpedo pod OR 3 mini-torpedoes OR 1 short range/medium range torpedo.

4) Arm-Mounted Vibroblades(2)---Each forearm sports a retractable large vibroblade.
Range: Melee
Damage: 3d6 MD to a punch/slash

5)(Optional) Backpack Torpedo Racks(2)---These impose a fair amount of drag underwater(reduce top speed by 20%), until expended/jettisoned. These hardpoints are typically used to carry torpedoes and other underwater weaponry, but are occasionally used to carry surface-attack missile weaponry.
a) Micro-Torpedoes--- 40 shot pod
b) Mini-Torpedos---19 shot pod
c) Short-Range Torpedoes---4 shot pod
d) Medium-Range Torpedoes---3 shot pod
e) Long-Range Torpedoes---1 per hardpoint
f) Micro-Missiles---50 shot pod
g) Mini-Missiles---19 shot pod
h) Short-Range Missiles---4 shot pod
i) Medium-Range Missiles---1 per hardpoint
*Harpoon III Missiles
Paladin Steel has also (re)perfected the torpedo-tube launch capsule method to bring back the submarine-launched Harpoon medium-range anti-ship missile. Thanks to PSW’s salvage efforts in Pudget Sound, PS can now fit submarines with missile-launch capability, without the need of hideously expensive special launch tubes. Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close wi th an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Cost:(Sub-launched) 20,000 credits

j) Long-Range Missiles(Cruise Missile) ---1 per hardpoint

k) SeaFire Missile/Torpedoes ---1 per hardpoint
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike

l) Mines(including limpet charges) ---Can carry 2,000 lbs of ordnance per hardpoint:
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius

m) Decoy Pod ---A modified long range torpedo programmed to emulate a submarine, putting out enough noise and moving evasively just as a larger manned vessel would. Has enough battery life for an hour of maneuvering, before a self-destruct system scuttles the decoy.

n) URPV---Can carry 4 ABA-1 Wrasse drones or 1 ABA-2 Cudda drone per hardpoint.

6)(Optional) Use of Handheld Weaponry---Favorite choices include the USC-02 Screecher Sonic Cannon, PS-CT24 Torpedo Rifle, and the PS-AWL-17BG Pulse Laser Lance(reverse-engineered blue-green frequency version of the Kittani Laser Lance). A single such weapon can be clamped to the underside of the main fuselage or to one of the arms.

7) (Optional) Body Blades----These are molecularly-sharp blades mounted on the pectoral plates(adding +1d6 MD to a Body Block/Ram) or to the leg fins(adding +1d6 MD to a Kick), 1d6 MD+1 MD per every 5 MPH of speed in a sideswipe attack in submarine configuration.

8 ) Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch/Kick 2d4 MD
Power Punch/Kick(2 attacks) 2d6+4 MD
Body Block/Ram(2 attacks) 3d6 MD
Combat bonuses are the same as for the respective Basic and Elite Power Armor Combat Training skills.

Options:

*Stealth---Sonar-absorbent coatings on the hull, ducted propellers, and acoustic baffling combine to make the Iruka extraordinarily quiet and stealthy. The sub has only a 20% chance of being spotted by radar and active sonar and a 10% chance of being detected by passive sonar. The benefits of this system are negated if the submarine is moving at greater than 7 knts. Cost: 1.9 million credits

*Laser-Reflective Armor---Mirrorchrome protection; lasers do HALF damage. CANNOT be combined with sonar-absorbent stealth. Cost: 1 million credits

*Deep Flare/Acoustic Countermeasure Launchers-------Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike, plus acoustic-homing weapons will break target lock to attack the decoy.
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
Damage: None
Rate of Fire: Can fire off Screamers in salvos of 1 or 2
Payload: 10 per launcher.
Cost: 9,000 credits for the launch system. Individual decoys cost 200 credits each.

*Deep Flares---Deep Flares are fast-burning underwater illumination sources used as distractions in deep sea operations. Though fairly useless as weapons, Deep Flares are effective at night and against deep-sea creatures sensitive to bright light.
Deep Flares will blind surprised targets for 1d4 melees(half all combat bonuses and skill rolls while trying to overcome temporary blindness). Useless against targets using sonar, or without eyes.
Range: 1,000 ft
Damage: 1d4 MD if it scores a direct hit on a target; Otherwise, no damage, aside from possible flash disorientation. : Area of effect: 100 ft area in diameter(suspended silt/debris in the water may limit this).
Rate of Fire: Volleys of 1 or 2
Payload: Each pod can hold up to 6 Deep Flares
Cost: 9,000 credits for the launch system. Individual decoys cost 200 credits each.

*ORACLE---Omni-diRectional Aura Classification and Locator Electronics---A TW development of the SNARLS PPE Scanner, this system consists of a series of advanced Technowizardry scanner systems(TW optic mounts, static crystal PPE meters, and whatnot) stationed around the ship, feeding into a central computer system with special TW-derived interface program algorithms. The system is designed to detect incoming magical/paranormal attacks and alert the crew to them(hopefully in time to allow them to take defensive measures). PS hopes to upgrade the system to allow for over-the-horizon and remote-viewing advanced early warning capabilities. The ORACLE Mrk II is currently being retrofitted to most ships-of-the-line of the GNEN.
Effective Range: 4,000 ft radius of detection.
Cost: 150,000 credits

*Hydrofoil Kit---This adds a pair of supplemental jet thrusters(100 MDC each) and enlarges the size of the various fins(and adds several more), allowing the sub to skim along the water’s surface as a hydrofoil at 120 MPH.
Cost: 1 million credits

*Cyberlink Drive System--Allows a driver with a headjack to ‘jack in’ to the vehicle for more responsive control. This allows the driver to drive without their hands on the wheel(“Look, Mom, no hands!”), and/or to respond with greater speed to road situations. Similar to the system presented in Rifts: Russia, but GNE makes them less expensive(the real expense is in the implant end)
Bonuses: For anyone with the CyberVehicle Link, the following bonuses apply: +1 to initiative, +1 to strike using the vehicle or vehicle-mount weapons, +1 to Dodge, +1 Action/Attack per Melee, Base Driving skill of 45%, or +10% to existing driving skill. Driver can also ‘tweak’ the vehicle’s maximum speed by 1% per I.Q. point. Note that the operator can only be controlling the vehicle while doing this....no other relevant actions(can carry on light conversation, or take a quick bite/drink, but can’t disassemble their weapons or whittle a wooden toy .
To anyone lacking the CVL, there are no bonuses to vehicle operation(aside from the ‘bot’s existing neural-balancing system), but they CAN make minor adjustments to vehicle peripherals’ without using their hands(turning on/off headlights, booting up the stereo, rolling down the electric windows, adjusting the AC, etc...).
Cost: Vehicle installation is 10,000 credits, the cybervehicle link(implant) costs 120,000 credits


Variants:
*PS-VFURV02H---Model fitted with dual air/water turbines in an effort to give the Iruka true flight capabilities. The torpedo racks have been modified for dual torpedo/missile compatibility. The VFURV02H has proven less spectacular in performance than expected, with a flying speed little better than that of a heavy helicopter, due to the mediocre thrust output of the dual-medium propulsion, but it is still considered an effective mobile unit.
Changes/Modifications:
Speed: (Flying) Hover to 195 MPH, maximum altitude of 25,000 ft.

*PS-VFURV02I(X)---(aka ‘Fat Leg Freddy’, ‘Sea-Shriek’) An attempt to improve on the PS-VFURV02H by fitting the ‘bot with heavier turbines from the PS/H18B/G-F9F-8 Sea Cougar (TW), necessitating expansion of the legs to hold the larger and more powerful propulsion system. The results have been much more satisfactory, but the ‘Fat Leg Freddy’is noisier and more demanding to operate, especially in airborne mode. A number have been deployed to field units for advanced testing.
Changes/Modifications:
Speed: (Underwater) 70 MPH, typically cruises at 45 MPH.
(Flying) Hover to 720 MPH, maximum altitude of 50,000 ft.

*PS-VFURV02HI(X)---Experimental model equipped for supercavitation with a redesigned hull and fusion thrusters in place of the water turbines. Experiments have shown the design capable of underwater speeds of up to 85 MPH, but some engineers have been quoted as saying that they could hit higher speeds if not for the restrictions placed on the design by the stress tolerances of the relatively fragile transformable frame(this has been taken as advocating a pure submarine derivative of the Iruka). The VFURV02HI(X) is also extremely noisy with its supercavitation drives engaged, and can be detected by passive sonar systems at much greater ranges.
Changes/Modifications:
Speed: (Underwater) 85 MPH

*PS-VFURV02(TW)---Technowizardry-enhanced version
Changes/Modifications:
Speed: (Underwater) Can hit speeds of up to 60 MPH underwater on a leyline, 80 MPH on the surface on a leyline.
Powerplant:
*PPE Battery and Generator
Note: All PS-manufactured TW Generators are shielded by special Ley Line Protection devices, analogous to Faraday Cages, in order to prevent being disabled during ley line storms. During such events, all magical systems are turned off and secured, until the storm passes. Invariably, though, some damage is inflicted to peripheral systems that could not be shut down or drained in time, but at least the main generators will not be damaged.
PPE Capacity:(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus

*TW Enhancements: The following are the more common TW enhancements added to submarines:
-Impervious to Ocean Depths( 2 hours per 40 PPE pumped into the system)

-Sound Sponge(Affects a 240 ft wide area centered on the sub; 1 hour per 20 PPE.)

-Multiple Image(Creates up to 3 mirror-images of the ship up to 600 ft away. Lasts 12 minutes and costs 10 PPE)

-Waterseal(Magically and temporarily seals hull breaches/leaks for 10 hours and hole cannot be bigger than 20 cubic feet. 10 PPE)

-Communicate With Sea Creature(added to a sonar system)(Range 100 ft, 1 hour’s worth of conversation, 5 PPE)

-Waterwall(50 ft tall/100 ft long, range of 200 ft, and has the same properties as described in Rifts Underseas pg. 69, or the Book of Magic, pg. 205. Duration 10 minutes on surface, 5 minutes underwater. Costs 5 PPE for an SDC wall, 17 for an MDC wall. )

Weapons Systems:
*TW Water Blast--- The arm-mounted hydrothrusters can work in conjunction with a Water Rush spell, to fire a high-velocity blast of water
Range: 300 ft, and can affect a 30 ft wide swath.
Damage:(Water)None but human-sized beings struck with the stream but roll versus the ‘cannon’s To Strike roll, or be bowled off their feet. Does 2d6x10 HP to vampires per blast
Payload: 8 PPE per application

*PS-VFURV02E(TW/E)---Technowizardry- and Water Elemental-enhanced version. This variant supposedly holds the equivalent of a Water Elemental Plane animal(or ‘eleminal’) inside it, giving the robot Elemental abilities similar to Paladin Steel’s PS/PP--FC-27 ‘StormSurge’ Water Elemental Emulation Assault Cyborg. Pilots have complained, though, of the machine being heavier, feeling waterlogged in its movements, and dripping all the time.
Changes/Modifications
Weight: +1.5 tons
Speed:
(Underwater) Can hit speeds of up to 75 MPH underwater
Bonuses: The use of the Water Eleminal powerplant means that the subcraft has NO penalties for operating in storm conditions.
Powerplant:
+Ensorceled animal-level Water Elemental ---The containment spells need to be renewed every six months or the critter may escape.
*TW Enhancements:
Same as for the PS-VFURV02(TW).
Weapons Systems:
*TW Water Blaster---The VFURV02E(TW/E) can fire the same Water Rush blast as the VFURV02(TW), but it costs NO PPE. Furthermore, it can project the following:
-Hail
Range: 2,000 ft
Damage: 8d4 MD per melee, for 32 melees(8 minutes) to a 40 ft target radius.
Rate of Fire: ECHH
Payload: 4 times per 24 hours, or 10 PPE can be pumped in for additional shots.
-Shards of Ice
Range: 1,200 ft
Damage: 1d4 MD per shard
Rate of Fire: Each activation lasts 10 melee rounds, during which the shooter can fire as many shard-bursts ECHH.
Payload: 4 times per 24 hours, or 8 PPE can be pumped in for additional shots.
-Orb of Cold
Range: 1,000 ft
Damage: Fires balls of superhard ice; +1 to strike, 3d6 MD, plus 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.
Rate of Fire: ECHH
Payload: 4 times per 24 hours, or 3 PPE can be pumped in for additional shots.
-Ten Foot Ball of Ice
Range: 1,000 ft
Damage: 2d6 MD if dropped on an object, 1d6 MD rolling over somebody, has 70 MDC, and is +2 to strike specific targets.
Rate of Fire: ECHH, lasts 8 minutes.
Payload: 4 times per 24 hours, or 15 PPE can be pumped in for additional shots.



*PS-VFASRV02D---(Aka ‘StarShard’) Spacefighter version, developed out-dimension. Details are scant, but supposedly the ‘Starshard’ is contra-gravity propelled, and features an integral variable forcefield. Already, though, the design is facing criticism of having a lack of throw-weight and durability compared to other contemporary Three Galaxies’ fighter designs, including the Kittani K-TRF-M.
Changes/Modifications:
MDC/Armor By Location
Variable Forcefield 160 per side
Speed: (Flying-Atmosphere) Mach 3, no altitude limit
(Space) Mach 11
(Underwater) 30 MPH

*’KV-6000’---Despite the best efforts of the escaping slaves to utterly trash the laboratory studying the original X-6000, it’s rumored that sufficient data survived in Minion hands that the Kittani have begun producing their own knockoff design of the X-6000, modified to a Kittani aesthetic and featuring Minion-made weaponry.

*EShemar Iruka(?)---Rumors have emerged(but not wholly surfaced) of the Darkwaters Tribe of the Shemarrian Nation seen in the company of vehicles matching the description of the X-6000. Whether these are the result of misidentification, the Shemarrians somehow acquiring their own data on the Triax X-6000 comprehensive enough to produce some form of derivative, or if they got the information fourth-hand from contacts in Greater New England, remains a mystery.
-------------
"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 »

‘Reeker’ Grenades
(aka ‘superstinkers’)

“PPPPPLLLLAAAAAAAAAAAUUUUGGGGGHHHHHHHHHHHHHHHHHH!!!”
“-there, now you have something to REALLY complain about, you stupid git.”

Reeker grenades are chemical ordnance designed to distract(and disgust) opponents with stench, using a potent chemical concoction developed by Paladin Steel chemists to be ‘pure olfactory vileness’. While otherwise harmless, reekers are designed to lay down a persistent, lingering, deep-soaking aromatic agent of the ‘don’t-bother-trying-to-clean-it-just-burn-it-even-if-it’s-still-alive’ strength variety. Reekers are typically used for riot control, nuisance, and area denial attacks.
Weight: 0.5 lbs
Range: Available as either hand-thrown, barrel-launched, or GL rounds.
25 ft spray radius.
Damage:Victims are to save at 15 or better, or be incapacitated(NO initiative, -80% to skill rolls, limited to defensive actions only----parry, roll---and bonuses are at HALF) for as long as they are subjected to the stench, and for fifteen minutes afterwards. The stench is persistent, lingering for 3d6+12 days, and can be smelt from as far off as 2,000 ft(three times that distance for anybody with advanced smell). Anybody with an enhanced sense of smell, such as Dog Boys or predators, who has been directly exposed to the superstench, will find their sense of smell knocked completely off-line for 1d6 days while their olfactory organs are cleansed of the taint.
Chemical filter masks are not 100% effective at blocking the chemical; save at 12 or better, or the effects will be only HALF even through simple filter masks. Completely sealed respiratory systems and air supplies are unaffected by the chemical.
Reekers also are nearly impossible to clean out of natural fibers and fabrics, and will stain and discolor most synthetic fibers like nylon and polyester.
Cost: 230 credits per grenade
-------------
"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: 48017
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

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
Priest
Posts: 48017
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Ser-Chai----ChaiChuk Homeworld

“Great, there’s a whole planet of the little buggers.”
“Yes, and aren’t you glad of it?”

Ser-Chai is the homeworld of the ChaiChuk species. It is also an increasingly important ally and trade partner with Greater New England.
Ser-Chai saw the evolution of a sentient species, the ChaiChuk, from rodentoid ancestors. The ChaiChuk evolved in a fashion similar to Earth’s primates and later humans, with a slow, but steady, technological and social progression, occasioned by the rise and fall of nations, internicine wars, and social reform. A growing level of interdimensional permability, however, has led to an increasing number of extraterrestrial incursions on the planet, which has encouraged the various ChaiChuk nations to set aside their differences and promote more peaceful means of resolving their differences, the better to deal with common threats.
Ser-Chai is no stranger to dimensional activity; the planet has been invaded several times in the past, and has been visited several times in the past by various alien peoples, including humans. Ser-Chaian history records several cases of humans from Earth being dimensionally stranded on the planet, most notably a ship of Revolutionary War-era Americans, and later on soldiers from both the Civil War and World War Two. Their influence has been profound, especially to the ChaiChuk militaries, and English (or as best the ChaiChuk physiology can approximate it) is a commonly taught language on Ser-Chai. Sadly, these visitors either succumbed to Ser-Chai’s heavy gravity or attempted to return home through another rift(and were subsequently never heard from again), so no resident human population exists on Ser-Chai.
Unfortunately, not all such visitations have been peaceful; Ser-Chai has also been subjected to a number of alien raids and invasions, Fortunately, these violent attacks have been small-scale events, restricted in the areas they affected, and the aliens either smashing and grabbing what they could before leaving, or were small enough to be overwhelmed by the local militaries(often with the assistance of other d-bees), but they have kept the ChaiChuks on edge.
By the same token, at various times in Ser-Chai’s history, random rifts have either swallowed communities or colonists have deliberately entered them, seeking new lands. Again, return trips and sustained communications with these transported communities has been inconsistant, and most have been lost to the vagaries of the megaverse.
Consistant access to Ser-Chai was finally established by the GNE, who were able to build several dimensional pyramids to stabilize local Rift activity.
Upon hearing of the exemplary treatment of the ChaiChuk minority in Greater New England, and in gratitude for assistance in removing a Bamboozlite invasion from his lands, King Gulangash of the Umberiish Empire offered a Treaty of Chumship with Greater New England, and has contracted with Paladin Steel to modernize his country’s military. The Oglong Council, a federation of lesser kingdoms, has also been quick to follow suit, as has Emperor Chu’holt of the Paritine Sovereignty.
The increasing frequency and violence of alien invasions and incursions(blamed on a slowly rising level of ambient PPE, possinly as the star system drifts into a more dimensionally-turbulent region of space) has the various governments of Ser-Chai concerned, and the trade and technologies exchange treaties are part of a desire to build up the ChaiCuks’ defenses and decrease both their political and species vulnerability to attack. Even those kingdoms not directly trading with offworld organizations are upgrading their militaries using second- and third-hand technologies purchased through the other kingdoms. This has led, for example, to older armored vehicle designs getting a makeover with MDC armor plating, or ramjet ammunition beginning to appear in ChaiChuk arsenals. The space program, too, has gotten a makeover, the chemical combustion propulsion rockets giving way to a number of more advanced contra-gravity spacecraft purchased or leased from Paladin Steel/Aegis Stellar Industries and WTZ Techyards.
Today, the ChaiChuks are a major trade partner with Greater New England, Paladin Steel, and Aegis Stellar Industries. They also have recruited up their equivalent of a ‘French Foreign Legion’, with adventuresome ChaiChuks joining the GNE military in search of megaversal adventure. In fact, during the Minion War, King Gulangash and Emperor Chu’holt were ready to send over eight divisions’ worth of mustered soldiery to assist their allies on Rifts Earth, had the GNE not cut the Rift Gate from their side. Instead, the combined divisions are sent to other offworld GNE territories to assist in maintaining operations and security there, freeing up PS/GNE forces to go after Infernals.

Solar System(Sol’chai)
Number of Stars: 1
Types of Stars: Blue Dwarf
Number of Planets: 11
- Terrestrial(Agi-Toz)----(12,000 km diameter, 4 moons)---Agi-Toz is the innermost rocky world, and is a Venus-like planet with a very high atmospheric temperature. However, it is regarded as a good future prospect for terraforming, if the solar influx can be shielded and the atmosphere can be re-engineered. Already, ChaiChuk astronauts have established outposts on its moons for observing both the planet and the sun.
-Terrestrial(Ser-Chai)---(21,000 km diameter)----* Life World *
- Gas Giant(Seg-Geni)---(80,000 km diameter, 7 moons)---Seg-Geni is being developed as an obvious target for the ChaiChuk space program, with an eye towards establishing lunar outposts.
-Terrestrial(Aig-Neg)---(7,000 km diameter, 3 moons)---A cold, Mars-like planet in an eccentric orbit, Aig-Neg has, it has been discovered, a history of being traded as a moon between Seg-Geni and Dru-Chak. In the process, it may have stripped its three moons from one or the other of the two gas giants. The ChaiChuks have landed several unmanned probes on Aig-Neg, and it is slated for manned missions using the faster CG drive vessels acquired from PS.
- Gas Giant(Dru-Chak)---(320,000 km diameter, 2 moons)---Larger outer gas giant. Dru-Chak has seen several unmanned probes visit it, and it is also slated for manned missions using faster CG-drive spacecraft.
- Exotic(Ketter’Areen)----The object known as Ketter’Areen has baffled Ser-Chaian astronomers for well over a century. This planet-sized object appears to be a massive fractal shape, though whether of artificial or natural(possibly extradimensional) origin is unknown. It is highly reflective, with a high albedo, but currently utterly nonreactive. Ketter’Areen has priority as a target for investigation by ChaiChuk and allied astronauts.
-Terrestrial(Merna’ree)---(6,000 km diameter)---Icy planet at the edges of naked-eye perception from Ser-Chai.
-Asteroid/Planetesimal(Shubunn)---Pluto-sized planetoid, Shubunn acts like a large comet, occasionally looping inside Dru-Chak’s orbit and spectacularly blowing off veils of frozen gas. Shubunn is considered by Ser-Chaian astronomers to be the ‘attractor’ responsible for drawing in clouds of cometary nuclei that have bombarded the inner system in the past.
-Terrestrial(Du’Kaida)---(60,000 km diameter, 2 moons)---Existence of Du’Kaida was speculated mathematically several decades before Ser-Chaian telescopes finally spotted it. The planet is an icy cold planet that has only been visited by fly-by space probes.
-Terrestrial(Ay’Veron)---(24,000 km diameter, 3 moons)---Another distant ice-planet that was predicted before it was actually sighted, Ay’Veron has only been investigated by deep space telescopes.
-Asteroid/Planetesimal(Massein)---Slightly larger than Pluto/Shubunn, Massein is regarded as ‘the last stop before Sol’Chai’s Ort Cloud’. It has only been investigated by long range remote means.

Planet(Ser-Chai)
Type: Terrestrial
Diameter: 21,000 km
Gravity: High; 2 gs. Humans find Ser-Chai fatiguing without assistance(such as exoframes or extensive augmentation). Previous human visitors(or strandees) to Ser-Chai suffered from muscle fatigue and cardiac problems as a result of the high gravity.
Temperature: Temperate
Unusual/Special Features:
-Craters---Ser-Chai is pockmarked with craters, telling of a massive bombardment sometime in its past. Some of these craters are large enough to encompass entire native kingdoms.
Atmosphere: Breathable terrestrial; Terrans have no problems breathing Ser-Chai’s air, though pressure is slightly higher than Earth’s.
Terrain:
Full range of terrestrial terrains, with the addition of large craters and crater-ridge hills.
*Hostile---The lack of a moon means that Ser-Chai’s tides are solar and unmoderated by a moon’s influence. Ser-Chai’s shallow seas thus tend to have large flood regions around them that are subjected to Fundy-like extreme tides. While at certain times these regions are safe to cross on land, and even profitable to harvest sea life and minerals from, tarrying is not advised, as the tidal tsunamis of the returning water can prove quite dangerous.

Notable Mineral Concentrations:
-Aluminum
-Amethyst
-Iron
-Colombite
-Quartz
-Titanium
-Calcite
-Ruby

Hydrosphere: Balanced; roughly 40% of Ser-Chai’s surface is covered in open water.
Biosphere: Dense, with a diverse number of species. Some extinction can be attributed to ChaiChuk expansion and industrial development, but the ecosystem remains robust.
Civilization:
Thriving. The resident ChaiChuks are a species of bipedal sentient rodentoids.
Population: Crowded. Nearly 8.9 billion ChaiChuk teem on their home planet
Technology:
Roughly equivalent to Early Golden Age Earth. They have begun serious manned exploration and exploitation of their solar system. Their technology has been given a shot in the arm from confiscated alien technology and trade with extradimensional allies, such as Greater New England.
Economy: Agricultural, with increasing industrialization
With ChaiChuk permission(and local investment) Paladin Steel has established several factories on Ser-Chai, helping to fulfill several corporate contracts with the Ser-Chaian governments, and producing surplus goods for export.
Wealth: Prosperous; thanks to growing offworld/extradimensional trade, Ser-Chai’s global economy is booming.
Government:
Despite the influence of d-stranded Americans, Ser-Chai continues to see monarchies as the primary government, albeit constitutional monarchies. The most notable political organizations on Ser-Chai are as follows:
-Umberiish Empire---The largest contigious empire on Ser-Chai, the Umberiish Empire forcibly absorbed several rival empires over a period of several hundred local years, changed capitals five times, and dynasties at least seventeen times.
-Oglong Council---A federation of lesser kingdoms that united in the face of one of the extradimensional invasions. Though sometimes derided as a extension of the Umberiish Empire(three of the twelve prime aristocracts on the Council are related to King Gulangash), the Oglong Council is more a formal ally.
-Paritine Sovereignty---The second largest monolithic monarchy on Ser-Chai, the Paritine Sovereignty traditionally opposed the early Umberiish Empire, until the last century or so, when they began seeing more eye to eye on important issues. King Gulangash actually approached Emperor Chu’holt before formalizing the treaty that invited Paladin Steel to establish factories on Ser-Chai.
-Desuui Commonwealth---An island mercantile power that adopted democracy after one of the alien invasions devastated the mainland kingdoms, Desuui benefitted from both the military training passed on by stranded humans(circa 1890) and captured alien technology, and was poised in the aftermath to become the reigning world power(the Desuui being uncharacteristically miserly with their acquired know-how)...if not for a subsequent alien invasion that was intent on wiping out what they perceived to be the most technologically advanced nations on the planet first. Desuui’s main cities were firebombed and the island-state’s industrial infrastructure was broken before the aliens were destroyed(or driven off), but enough Desuuians fled to the mainland with their knowledge to bolster the mainland nations. Currently, the Commonwealth is struggling to rebuild its economic fortunes, but was initially reluctant to trust yet another group of aliens. Seeing the booming trade enjoyed by theUmberiish and Paritine Kingdoms, however, has forced a revision of thinking by the Cmmonwealth, who are now building a large spaceport on their island in order to re-position themselves as a major player in the offworld boom.
Law Level: Lawful
Popularity: Beloved. The ChaiChuks may have their differences with the government, but they love them nevertheless.
Stability: Stable. There is increasing agitation to establish more offworld colonies, acquire more advanced technology, and push the standard of living up. The various monarchies are trying to balance the need to maintain traditional ways and develop native technologies against the easy accessibility of more advanced technologies through trade.

Note: Enlistment in the ‘Foreign Legion’ has only increased since Paladin Steel revealed that they’d perfected ChaiChuk-compatible versions of their COPPER SLANT(ALT-Juicer), MERCURY LANGUR(ALT-Crazy) NEON GLACIER, and LATE OMEGA bio-mod packages.
-------------
"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
abtex
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Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

You have been working hard.

One wonder is much better would 'Ser-Chai----ChaiChuk' normal vehicles or PA type suits, perform in normal G world, ie. Rifts' Earth. Higher speed, better jumping, load carrying and such. Do they have any vehicles that us Low grav folk might like.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Hangar-18B/ Paladin Steel OV-10S ‘SuperBronco’

“Well, crud. Hello, Gemesda? Eagle-One here. We’re over the north fields fifteen miles out and we’re spotting trouble heading your way! We got at least six Spiny Ravagers heading towards town...Repeat, SIX Spiny Ravagers beelining for town. ETA thirty minutes at the rate they’re going, and they look hungry! Over!”
#”Copy, Crow. Not good news. Will evacuate and button up but there’s going to be casualties with the festival on main street. Can you do anything to buy us some time, over?”
“Thought you’d never ask, Gemesda. We’ll see what we can do with what we got. Over! Come on, Chestie, we got full guns and two pods of meemies under the wings. Let’s do some monster-herding!”

Even with its official contracting with Paladin Steel, Hangar-18B has to make a living, which means producing products people will buy. Despite its successes with the Starfire, Fire Scorpion, and Flame Cougar TW aircraft, those high-profile designs remained beyond the budgets of most small communities. What H-18B needed was an inexpensive low/non-TW design that could be afforded by small-budget buyers, and could be produced and maintained without a lot of invested resources. With Paladin Steel assistance, Hangar-18B set about developing such a design that would appeal to a wider customer base than its wealthier TW-inclined clientele.
Hangar-18B chose to resurrect a pre-Rifts prop-aircraft design, the Rockwell International OV-10 Bronco, a twin-engined, high-tailed, light attack and counter-insurgency aircraft that had seen service in in the Vietnam Conflict.
Though slow compared to power armors and hovercraft, the SuperBronco can carry a variety of weapons, and serve a variety of functions, from attack to light paratrooper transport. Its ability to operate from rough, semi-improved flying fields is another plus in areas where infrastructure is lacking. Most small communities that acquire them use them as light transports, observation/surveillance platforms, and even cropdusters.
Since its introduction to the market, the SuperBronco has done relatively well for its niche market, its low cost and low maintenance endearing itself to cash-strapped town militias and small mercenary concerns.
Type: H-18B/PS-OV-10S SuperBronco
Class: Air Control/Counter-Insurgency Aircraft
Crew: 2 +1-6 passengers in the rear fuselage
MDC/Armor by Location:
Main Body 220
Reinforced Crew Compartment 100
Engines(2) 90 each
Wings(2) 100 each
Tail 100
Height: 15 ft
Width: 40 ft
Length: 42 ft
Weight: 7,000 lbs unloaded, 14,500 lbs fully loaded
Cargo: Small space in cabin for survival packs and sidearms
Powerplant: Liquid Fuel (1,450 mile range), Electric(1,600 mile range), or TW(6 year energy life between recharging)
Speed: (Flying) 280 MPH, maximum altitude of 24,000 ft
Market Cost: 1.1 million credits for liquid fuel, 1.3 million credits for electric, 2 million credits for TW
Systems of Note:
Standard Aircraft Systems, plus:
*Ejection Seats
*Radio--100 mile range
*Life Support System(48 hour oxygen supply/filtration)
*Photo-sensitive Cockpit Bubble(polarized glare-blocking)

*Autopilot---This simply allows the pilot to set speed, altitude, and heading, and the plane will automatically fly itself along the set course. Great for long flights, allowing the pilot to rest.

Weapons Systems:
1) Sponson-mounted 7.62mm Machine Guns(2x2)
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 800 rpm
Payload: 250 rds per gun

Alternately, can be replaced with four TW TK cannon;
Range: 4,000 ft(double on ley lines)
Damage: 6d6 MD burst per gun.
Rate of Fire: EGCHH
Payload: Effectively Unlimited; the arming spells must be re-primed and recharged every four weeks.

2) Hardpoint-mounted Ordnance(5)---Five hardpoints can be each fitted with the following:
a)Mini-Missiles---19 shot pod

b) Short Range Missiles---1 per hard point

c) Bombs---up to 500 lbs per hardpoint:
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius

d) Gunpod---7.62mm Machine Gun
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 800 rpm
Payload: 250 rds per gun

3) Wing Hardpoint-mounted Ordnance(2)
a)Mini-Missiles---19 shot pod

b) Short Range Missiles---1 per hard point

c) Bombs---up to 500 lbs per hardpoint:
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius

e) Black Talon L-SSM
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 3 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 200 ,000 credits per launcher, 10,000 credits per missile

4) Main Body-mounted Modular Systems---The rear compartment can be fitted to carry one of the following configurations:
a) Paratrooper Compartment---Up to six troops/passengers can be carried, exiting out the back. Or up to 1,200 lbs of cargo can be carried

b) Tail Gun w/tail gunner---This option is typically armed with 1-2 light machine guns(equal to the 7.62s mounted in the main body sponsons), or laser pulse rifles.

c) Recon Pod---Contains a modular pallete of sensors, varying on what’s available, but most will carry wide angle and low-light optics and camera equipment.

d) 20mm Chain Gun Turret
Range:7,200 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Rate of Fire: EPCHH
Payload: 350 rds per gun
Cost: 20,000 credits

e) Jet Booster Pod---Developed for target-tug Broncos, this is a pylon-mounted supplemental jet engine mounted above the fuselage. It can be used to boost the aircraft’s maximum speed by as much as 100 MPH for up to 20 minutes at a time(before needing another 30 mnutes to cool down). Cost: 90,000 credits

f) 105mm Recoilless Gun Pod---A breech-loading automatic RCL gun.
Range: 4,200 ft
Damage:(Conventional SD) 1d6x10 SD to a 24 ft area
(MD Explosive) 3d6 MD to a 45 ft area
Rate of Fire: Twice per melee
Payload: 16 rounds
Cost: 50,000 credits for the gun

g)Missile Guns---Premiered on the Fire Scorpion, these cannon-style launchers are used to fire micro-missiles that then light off their own propulsion stages(like larger ramjet bullets), and in many cases can use their own guidance systems to home on target. The Bronco can be fitted with one of the following gun-types:
Weight: (T-210) 400 lbs
(T-310) 500 lbs
(T-410) 675 lbs
Range:
(T-210)Gun launcher fires the micromissile out to about 4,000 ft, whereafter the rocket propulsion takes over.
(T-310)Gun launcher fires the micromissile out to about 8,000 ft, whereafter the rocket propulsion takes over.
(T-210/310)
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft

(T-410)Gun launcher fires the micromissile out to about 8,200 ft, whereafter the rocket propulsion takes over.
(Micromissiles)8,000 ft for all types

Damage/Bonuses:
(T-210/310)
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

(T-410)
Pattern-2a---4d4 MD to 2 ft blast radius
Pattern-2b----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-2c----(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees

Bonuses:
(T-210/310)
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.

(T-410)
(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.

Rate of Fire: Bursts of 3-40 rds per melee
PS is rumored to be experimenting witb versions that can fire as many as 100 missiles in a melee round(or 400 mimis in a minute!) or more!
Payload:
(T-210/310) 200 shot bin
(T-410) 150 shot bin

Cost: 50,000 credits for basic T-210 Gun System
120,000 credits for the T-310 Gun System
150,000 credits for the T-410 Gun System

(T-210/310)
Pattern-1A 65 credits per RG-enabled McM
Pattern-1B 72 credits per RG-enabled McM
Pattern-1C 100 credits per RG-enabled McM
Pattern-1D 135 credits per RG-enabled McM
(T-410)
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each

h)Sprayer Conversion---Uses two body hardpoints and the rear module. A reservoir behind the pilot feeds into two sprayer bars slung under the wings.
Range: Depending on wind and altitude, the aircraft can spray a 100 foot wide swath at maximum dispersal.
Damage: Varies by chemical type. If using water, typically does 4d6 HP to vampires(‘Bless the tank, Holy Father!”).
Rate of Fire: ECHH
Payload: 100 gallons
Cost: 10,000 credits


Options:
*Nose-mounted FLIR/ Laser Designator Turret. Cost: 50,000 credits

*IR-Signature Suppression---Installs hardware to reduce the thermal signature of the engines by as much as 60%. Cost: 100,000 credits

Variants:
*OV-10-F1---A floatplane variant, with two braced pontoon-floats(100 MDC each). Reduce maximum speed by 15% due to the increased drag.
Cost: +10% to cost

*OV-10-TW---TechnoWizardry-powered model, with the ability to effectively fly forever on leylines.

*OV-10VTOL---VTOL version of the Bronco, with twin tilt-rotor engines and a ducted vertical fan in the horizontal tailplane. The aircraft can now hover and take off/land vertically.
Cost: +20% to cost
-------------
"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 »

abtex wrote:You have been working hard. .


Nah. Just trying to get back up to speed. Had a series of family health scares that have me sitting close at home as the shuttle driver. This keeps me sane and occupied with things other than being the family worrywart. :wink:
-------------
"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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abe
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Re: Paladin Steel Storefront

Unread post by abe »

ever think of doing a tw manora for chanacka (I think that s how you spell it)in any case it's the jewish holiday of lights for the gentiles of the group.
howdey folks!!!!!!!!
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Re: Paladin Steel Storefront

Unread post by abtex »

here taalisman, Maybe a The Old school would help.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Paladin Steel Storefront

Unread post by taalismn »

abe wrote:ever think of doing a tw manora for chanacka (I think that s how you spell it)in any case it's the jewish holiday of lights for the gentiles of the group.


Your idea, you develop it. I don't touch the religious symbols or paraphernalia of groups who have their own nationalist armaments industries.
-------------
"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 »

abtex wrote:here taalisman, Maybe a The Old school would help.



Thanks. And very true. :D
-------------
"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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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote: groups who have their own nationalist armaments industries.

Need to remember that phase.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Paladin Steel Storefront

Unread post by glitterboy2098 »

abtex wrote:
taalismn wrote: groups who have their own nationalist armaments industries.

Need to remember that phase.

yep. sounds better than 'military industrial complex'
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Re: Paladin Steel Storefront

Unread post by taalismn »

Uzis, Galils, Tavors, Iron Dome missiles, Kafir fighters, Merkava tanks...Even leaving out the stuff they buy from the United States, I do NOT want to mess with the Israelis.
-------------
"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 A-120 Avenger III/Alkonost Naval Attack Aircraft
Pay tribute to the so-called ‘guardians of the sovereign waters of Amazonia’ ? That bunch of arrogant pirates? We’ll pay them their tribute, with interest, in weapons! Launched right to their doorstep, repeatedly!”

At first glance, this aircraft would seem to be a Paladin Steel-manufactured continuation of one of the biggest boondoggles of the pre-Rifts North American Empire
military-industrial complex; the Navy’s infatuation with the A-12 Next Generation Strike Fighter project. The A-12 was intended to replace the aging A-6 Intruder in the naval land strike role, and would incorporate the latest in stealth technologies to insure mission delivery. However, the A-12 programme would become a moneypit, with a price tag approaching 10 billion U.S. dollars for the whole effort. In the end, after innumerable delays and rising cost overruns the only things the program produced were artists’ concepts and a mockupof an extremely clean triangular flying wing aircraft whose simplistic lines were only broken by the cockpit canopy, and which quickly earned the nickname among wags as the ‘Flying Dorito’. After 3 billion dollars were spent to little result, the A-12 was given the ax, and the Navy forced to plug the hole in its attack capabilities by purchasing the arguably less capable, but far less expensive and much more reliable F/A-18 Super Hornet.
Now, centuries later, the A-12 has apparently re-surfaced as the PS A-120, a carrier-based stealth attack aircraft with some air-to-air capability, to challenge the Coalition Navy’s own stealth bomber capabilities.
The fact that PS has apparently turned out a flying replica of this piece of aviation pitfall history has struck the more knowledgeable among PS’s rivals as extremely funny. To others, it suggests that perhaps PS has had contact with an alternate dimension where the U.S. Navy actually managed to make the A-12 WORK, and have simply copied that aircraft.
In reality, the A-120 is only superficially similar to the ‘Flying Dorito’ of legend. Internally, the Avenger III owes more to studies of D-bee aircraft and espionage files on the Coalition States’ own flying wing bombers. Paladin Steel has improved the design across the board, incorporating a more powerful powerplant for supersonic capability, micro-hover jets and a GMR coil for VTOL, and modern megadamage materials.
Though arguably less capable than the Coalition’s Dagger Bomber, the Avenger III is more agile and less expensive to produce. This allows the GNEN to deploy more of them in more operational theatres.
The A-120 is still relatively new, and as such distribution is limited, with the GNEN getting the first production runs. The aircraft is just starting to be deployed aboard more modern aircraft carrier platforms as PS launches them.
Because of confusion with another Golden Age era aircraft, also named the Avenger, and also in naval service with PS and the GNEN, the A-120 is also commonly known as the ‘Alkonost’ after a legendary(well, at least not yet encountered on Rifts Earth) creature with the body of a bird and the head of a woman .
Type: PS-A-120 Avenger III/Alkonost
Class: Naval Attack Aircraft
Crew: 2
MDC/Armor by Location:
Main Body 320
Reinforced Crew Compartment 100
Height: 11 ft (12.6 ft with wings folded)
Width: 70 ft(36 ft with wings folded)
Length: 37 ft
Weight: 40,000 lbs unloaded
Cargo: Small space in ejection seats for survival packs and sidearms
Powerplant: Nuclear Fusion w/ 15 year energy life
Speed: (Flying) Hover to Mach 1.2 , maximum altitude 42,000 ft
Market Cost: 68 million credits
Systems of Note:
Standard Aircraft Systems, plus;

*Folding Wings---For easier stowage aboard ship or in bunkers.

*Stealth Design---The A-120 is -80% to be detected by modern sensory systems.

*Advanced Flying Systems---Advanced flight computers give the A-120 a +1 to Dodge.

Weapons Systems:
1) Long Range Pulse Lasers(2)---This is the PS-RFL-25, the so-called “Prosek’s Gift’ thanks to its being derived from a reverse-engineered Coalition weapon! The Avenger III mounts two of these weapons, buried in its wing roots and synchronized to fire in concert.
Range: 6,000 ft
Damage: 2d4x10 MD per blast, 4d4x10 MD per double synchronized blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Ordnance Bays(2)----The A-120 sports two ventral weapons bays. The requirements of stealth dictate the size of the ordnance can be carried inside the enclosed bays, limiting what can be carried, but the A-120 can still carry up to 15,000 lbs of ordnance (7,500 lbs per bay).
a) Mini-Missiles----19 shot pod per bay
b)Short Range Missiles---8 missiles per bay
c) Medium Range Missiles--- 4 missiles per bay
*Harpoon III Missiles----Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close with an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Cost:(Surface/air launched): 18,000 credits
d)Bombs---Equivalent to missiles, but DOUBLE the blast radius, or use the following;
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius(up to 2 can be carried)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius
- ‘Smart’ bombs from Rifts: Mercenaries(pg. 115)
Bonuses for ‘Smart’ munitions: Hitting a large stationary target like a buiilding, bridge, or large immobile vessel/vehicle is automatic! To hit a moving target, roll to strike(with a +6 to strike), A volley can target one target, or seperate to attack several targets.


f) Light Weapons Dispenser(L-SAW)--Nicknamed ‘Snap, Crackle, Pop’ by air crews, this is essentially an oversized bomblet dispenser that can be used to bomb targets directly, ‘seed’ areas with minelets, or can launched to act as a stand-off ‘glide bomb’.
Range: SAW has an effective range of 10 miles in atmosphere Submunnitions can be launched up to 300 ft out to either side of the SAW’s flight path.
Damage: (AP Grenade) 4d6 MD to 20 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
(Plasma Grenade) 1d6x10 MD to 10 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 SAW can volley its submunitions in any combination
Payload:(Typical loadouts)
200 AP/Chemical grenades
OR
50 HE/anti-vehicle grenades
OR
50 Plasma grenades
OR
25 Incendiary Bombs
OR
250 spools of wire, each spool holding up to 4,000 ft of aluminum-coated wire
4 L-SAWs can be carried per weapons bay.


3)Chaff/Flare Countermeasures Launchers(2)---Mounted in the tailing edge of the wings.
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fy into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 10 per launcher


Variants:
*PS-A-120C---Two-seater version with the cockpit arrangement side-by-side.

*PS-A-120D---Marine Corp variant, modified for operations from field bases. Its major modification is the incorporation of a chameleon-cloak hull, allowing aircraft hunkered down at forward airbases to better go unnoticed by enemy aerial reconnaisance.

*PS-A-120E---A stripped-down version that replaces the nuclear powerplant with a liquid-fuel or electric plasma-drive (950 mile range). Comes with an in-air refueling/recharging boom for extended operations supported by aerial tankers. Expected to cost about 60 million credits.

*PS-A-120M---Magic-enhanced version augmented by Technowizardry:
-PPE Battery and Generator---Stores and recovers PPE from the environment
PPE Capacity:(Medium)----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
---- TW Defense System----A combination of proven TW systems(see Rifts Book of Magic, pg. 334-336)
----Impervious to Energy---5 minutes per 20 PPE expended
----Protective Energy Field----50 MDC per 10 PPE, and lasts 10 melees per 10 PPE expended
-----Mystical Stealth System----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive manuever, the stealth drops and the aircraft can be readily detected. Costs 20 PPE per 3 minutes of activation.
----Ley Line Booster---Allows the aircraft to fly 50% faster on a ley line, duration of magical effects of ither TW systems is increased by 50%, maximum altitude is increased by 50%, and aircraft is +1 to strike(w/ direct fire weapons) and dodge, but overall, pilot is -10% to piloting rolls when trying stunt and evasive maneuvers.
---Multiplexor Spell Projection System w/ 6 spellcard capacity.
Cost: 71 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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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

glitterboy2098 wrote:
abtex wrote:
taalismn wrote: groups who have their own nationalist armaments industries.

Need to remember that phase.

yep. sounds better than 'military industrial complex'

but I like MICkey. It spells MIC forward and backward.

Reversed 'YEKcim' -- the Y and 'pole' of the E makes a M, the 'pole' of the K makes an I, while the loop of the K is a 'C'.

MIC and YEK. What did Walt known and not telling out?
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Paladin Steel A-120 Avenger III/Alkonost Naval Attack Aircraft


Petty Birdy!
Variants:[/quote]
Are the Marines using their versions to drop off 'Drop Pods'?

is there a Space Plane concept? Are do we really need to know about that? :D

Is PS trying to sale the Brits the A-120 or was it the other way around?
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:[Are the Marines using their versions to drop off 'Drop Pods'?

is there a Space Plane concept? Are do we really need to know about that? :D

Is PS trying to sale the Brits the A-120 or was it the other way around?



In order:
a) Probably not. Folks really don't like being strapped into flying coffins, worrying about the pilot dropping them like excess weight or jettisoning them in an emergency. Original Flavor MOM Crazies might handle it, but even Marines have some self-preservation sense

b) Different design, but there will be more flying wing starships.

c) Hmmm...fun picture for Farnborough Aviation facilities. Thank you!
-------------
"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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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

Have a good Holiday!!!
Hope things are doing better in Real Life.

Thanks for your postings.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Paladin Steel Storefront

Unread post by taalismn »

Best of wishes to all of you, my loyal friends and readers.
Peace on Earth(keep the violence in the RPGs and out of RL).
-------------
"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 »

Was hoping to post something more substantial before year’s end, but the last few weeks have been rather hectic for me, so here’s something stylish and techno-trendy for the New Years’ parties.


‘Arachne’ ‘Smart’ Spider-Dress
“It took about four hours to get the neural control synched to my thoughts, on top of what it took to fit me for the dress, but it was well worth it. It’s great having an extra set of hands for all that goes into one of these fetes, especially all the last minute details. And, of course, there’s the personal security features...”

*(”Warning, Miss Carlysle! Approaching subject from five o’clock identified as Renny Duffman, rated Number Three on your ‘scumbag’ list! Deploy in defensive posture? Yes/No?”)*

“She’s normally quite friendly, but the last few days have taken a toll on her patience. She felt obliged to show up here, but she’s made it clear she wants her personal space respected. Her dress will let you know when you’re coming too close, so pay attention.”

“Should have obeyed the restraining order, Doug, and left me well enough alone. Now you have only yourself to blame for this.”
(sound of painful wailing in the background)

Inspired by pre-Rifts novelty clothing design, and produced by a subcontracting ‘boutique’ of Paladin Steel, the ‘Arachne’ smart-dress is gathering attention in the trendier portions of Greater New England society and beyond. Some have compared it to a pared-down Northern Gun HG-JK1 Anti-Juicer Power Armor, with its multiple extendable armatures and computer-controled action-multipliers. Others simply call it a ‘ritzified LAH’, after the Light Armature Harness sold as utility-wear by Paladin Steel.
Arachne dresses vary in exact cut and style, but they typically incorporate an articulated stiff corset, bustier, or bodice-piece of megadamage composite, that covers the torso and shoulders, and worn over a skinsuit/bodysuit or skirt of megadamage fabric.
The dress-style incorporates an elaborate ‘necklace’ or shoulder piece that unfolds using special microrobotics and ‘memory’ materials to present a set of articulated robotic armatures and cyber-tendrils. A micro-A.I. system scans the wearer’s surroundings to identify threats and responds accordingly with the armatures, or the armature unit can be controlled directly by the wearer through a hardlink headjack or neural-induction contact against the skin(typically at the back of the neck or spine). When activated, the armatures go into action, moving in various defensive patterns to keep would-be molesters and attackers away. The unit can be set on its own rapid-response A.I. direction, prioritizing targets according to proximity and perceived threat potential, or the unit can be directed by the wearer. The Arachne is essentially a wearable security robot that can defend its wearer against attackers in close combat. Often, though, the mere sight of the multiple armatures deploying in a warning pattern is enough to keep unwelcome attention away.
Since the ‘spyder’ is often ornamented with silver, the dress has proven fairly effective at fending off supernatural attackers like vampires and werewolves, or at least surprise them long enough to allow the wearer to escape, or take other measures.
Arachne dresses are dismissed by the more practical and frugally-minded GNE citizens as ‘frivolous gaud’, with the criticism that a properly paranoid or quick-witted bandit or attacker will simply step out of reach of the dresses’ defenses and either incapacitate or kill the wearers from a distance. For the cost of upgrading the capabilities to contend with such problems, the critics calculate, one could hire a more effective bodyguard or wear a forcefield belt. Still, enough executives in Paladin Steel feel the ‘Arachne’ has enough ‘snob appeal’ to attract high-rollers and well-heeled potential investors to the PS line to justify putting the Paladin stamp of approval to the boutiques selling the design.

Weight: The armored bodice/torso piece typically weighs around 4-7 lbs.
MDC:(Bodice/vest) 30
Armor Rating:(Bodice/vest) 12
Mobility:
Special Features:
*Robot Limbs---These are small folding robot appendages, six in all, that can be all one of the following, or a mix of the two types:
*CyberTentacle---A thicker and more ‘muscular’ version of the cybernetic tendril, but still thinner and weaker than the bionic tentacle. Each tendril has 5 MDC and a P.S. of 6.
Range: 7 ft
Damage: 1d4 SDC on a lash
Bonus: +1 entangle
Cost: 18,000 credits each
*Cyber-Armatures---Similar to those used in the Light Armature Harness, but lighter. Each armature has 6 MDC and a P.S. of 8.
Range: 6 ft
Damage: 1d6 SDC on a stab
Cost: 18,000 credits each
*A.I.---A wearable personal defense robot, programmed to defend the wearer. It has the following programs:
-Identification/Intelligence---can be programmed to identify general threats or specific individuals specified as threats, with 85% proficiency. Can deliver an auditory warning or silent signal(via vibration, headjack link, or ear mike) of imminent danger.
*Personal Sensor Suite---
-Motion Detector---20 ft range
-Thermal Sensor---30 ft range
-Radiation Detector
-LIDAR Scanner---30 ft range. Uses fast-scan surface topography to quickly scan and ID faces and features.
-Bio-Monitor---Reads the wearer’s vitals to determine their mood and appropriate personal space response.
*Neural Link---Can use a headjack or contact induction plate at the base of the neck to allow direct mental control of the robotics.
Bonuses:
*(A.I. Control) 5 APMs, +1 initiative, +2 strike, +4 parry, +2 disarm
*(Cyber-Induction System) +1 APM, +1 parry
Cost: 48,00 credits for the base hardware+extra for the dress(depending on make and materials). Cut and decoration can increase the price of the dress.
Options:
*Cellular Radio Communicator---5 mile range. Can also be activated as an emergency call button or locator beacon. 900 credits.
*Molecular Analyzer---Can be set to sample the air around the wearer, or can be equipped with a probe on one of the armatures/tendrils for dipping into a drink, and alerts the wearer to the presence of nuclear, biological, or chemical toxins. 35,000 credits.
*Auto-Deploy Filter-Mask---Deploys up from the collar/bodice line to cover the head. Provides limited air filtration and protection against airborne agents(including irritants such as tear gas) equivalent to a good gas mask/air filter(note: provides no protection against skin-absorption agents unless the entirety of the body is covered). 120 credits.
*Drug Injector Needle---Identical to the cybernetic finger system. Can be fitted to either the cybertendril or the armature. 5,000 credits.
*Neural Stinger---Identical to the cybernetic finger system. Can be fitted to either the cybertendril or the armature. 35,000 credits.
*Vibro-Stilleto---Does 1d4 MD. Can be fitted to either the cybertendril or the armature. 5,000 credits.
*Finger-Gun---Identical to the cybernetic finger system. Available only for the armature. 4,500 credits for projectile, 20,000 credits for the energy blaster.
*Improved Strength---The robotic actuators can be improved up to a maximum of Robotic P.S. 15. This means that conceivably the dress could be used to help lift the wearer up if the armatures can get a solid grip on points above the wearer. Each point of added strength costs 3,000 credits each.
*Light Pads----Fits the bodice-vest with special fluorescent panels, bright enough to read by, for either utility or presentation purposes.
Cost: Depending on the extent of the pattern, this can cost 10 credits for a simple illumination pad, to 400 credits for a full body light show.

*(Magic)TW Enhancements---These can be powered by the wearer’s own PPE/ISP, attached PPE battery, or a ‘Greenstar’ regenerating PPE powerstone amulet.
*(Magic) Armor of Ithan ---10 MD per level, 1 minute duration per level. 5 PPE/10 ISP per activation, 50,000 credits+500 credits per level/duration per activation.
*(Magic)Spinning Blades(10 PPE)---Applicable only to bladed armatures. Lasts 1 melee round(15 seconds) per level of bought duration, produces 1 additional blade per level of bought power. Immediate range if used defensively(automatically gets a +6 to parry hand to hand attacks, but only +2 to parry energy blasts and projectiles), 60 ft range(per level of bought power) and 2d6 MD per blade if used in a ‘buzzsaw attack’, 100 ft range(per level of bought power) and 1d6 MD per blade if launched offensively at a target. Cost: 100,000 credits+500 credits per level.
*(Magic)Hydra’s Circle(10 PPE)---Applicable only to cybertendrils. Produces an additional cord/chain per level of experience bought. Each whip/tendril does 1d4 SDC damage. Each level of experience bought increases the tendril length/range by the level number. Has a bonus of +1 to entangle per additional level of experience/chain/cord added. Cost: 100,000 credits+500 credits per level.
*TW Modifications---Technowizardry modifications are also available from PS; the most common are Armor of Ithan, Sheltering Force, Breath Without Air, Magic Shield, Deflect, Reflect, and Ricochet Shot.
Also remember that the Arachne can be combined with othere TW-enhanced clothing types.
-------------
"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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MANILA ADJUTANT Augmentation Package:
(aka ‘Packmule Paraspacer’, ‘Swag-Master’)
(Estimated PU2 budget of 9 million per operative)

“Wanna know what Paladin Steel does with the profits from all its low end goods? It goes towards equipping high-end gear and bio-mods for the troops. And the savings pay for filling my dimensional pockets with gear so I can give the guys in my platoon what they need, when they need it. “

“Don’t think you can compete with the inherent pocket-meisters, hammer space artists, or rift runners; the d-pockets still require anchor implants in you and those show up nicely on med- and cyber-scanners. So don’t be trying to be smuggling LRM warheads through Chi-Town security.”

“Okay, where the hell did you get that grenade launcher?”
“Oh, this? Just something I had up my sleeve.”

“The thing is, I quickly noticed that the MANILA ADJUTANT bio-mods in my unit tended to the sort of packrats and thieves one sees in the better Black Market operations and in logistics units. These guys got CREATIVE about using their mods; I knew one who ran across a battlefield where we were fighting against a bunch of bronze-age savage-types...with really nasty martial arts amplifying their melee weapons and archery...pretty much painting a target on himself for their spear-chuckers and bowmen. It was only after the battle when he turned around and offered, or rather sold, the bronze-age savage-types on OUR side a dozen bushels of arrows and javelins, and even a few catapult stones, that I realized he’d been running around with his d-pockets opened , catching enemy ordnance as it came at him. Ballsy as hell.”

MANILA ADJUTANT is a bio-mod inspired by Paladin Steel’s successes with PHASE(Paraspace High-energy Armor Storage Equipment) armor and cyborgs and the HOT EMERALD bio-mod to create implants that would allow a regular soldier to have extradimensional hyperspace pockets(sometimes called ‘hammerspace’) for carrying equipment.
The focus of the MANILA ADJUTANT bio-mod is the establishment of an ‘anchor’ in the recipient for a series of steady-state hyperdimensonal ‘pockets’ existing in ‘otherspace’ around the person, and accessible by them. Unlike those used by PHASE armor pilots and cyborgs, the space is not used to hold conformal power armor or bionic frames, but is instead used to hold variable cargo. Also, unlike HOT EMERALD, the MANILA ADJUTANT recipient isn’t limited to what can fit through a pants-pocket-sized opening, but can, with a wave of their arms, pull quite large items out of their ‘stuffspace’, such as heavy weapons and supply crates.
Other benefits of MANILA ADJUTANT include an ability to manipulate kinetic energy, absorb limited amounts of energy attacks, and a general overall improvement in agility, strength, health, and toughness.
The MANILA ADJUTANT hyperpockets are much larger than those possible with the Dimensional Pockets Minor superpower, but are technologically generated. The system still requires cybernetic ‘anchor’ implants in the spine and upper back, something not all soldiers are willing to accept, even for the benefit of carrying up to two tons of gear. To make the technology more acceptable, the hyperpocket gear is offered as part of a supersoldier bio-mod package, with PS hoping that as the cost and size of the required implant gear goes down, more soldiers and operatives can be equipped with it.
Currently MANILA ADJUTANT finds the most use with support specialists in special operations units, such as Rangers and raiders. These soldiers are able to carry heavy or special equipment for their comrades, readily resupplying them on the spot with heavy weapons, ammunition, food, and medical supplies from their dimensional ‘closets’. The bio-mod is also useful for smash-and-grab raids, where MANILA ADJUTANTs with empty d-pockets can load up on enemy equipment and documents before escaping. Medical corpsmen are also beginning to seek MANILA ADJUTANT bio-mods, as it allows them to carry large amounts of medical gear without encumbrance. MANILA ADJUTANT is also seeing increasing employment with Paladin Steel merchants and smugglers(especially in regions and cultures where the anchor implants cannot be detected, or can be passed off as medical implants).


Powers/Abilities:
-Hyperspace Pockets(aka ‘Stuffspace’)---Up to 2 tons(!) of equipment can be carried in these pocket-realms. LIVING materials, such as plants, animals, and people, CANNOT be stored in stuff-space.
Accessing the Pocket takes HALF of the character’s available APMs that melee. If more than 12 items are held in the pocket, it will take a full melee to find and retrieve a specific item. This is even WITH the bio-mod’s headjack implant providing an internal inventory.
Note that those who can sense/see dimensional anomalies will be able to detect the stuffspace pockets, if not interact with them.

-Detect Dimensional Anomalies---As an unexpected, but welcome, side effect of being the focus of a personal hyperdimensional fold-pocket, the MANILA ADJUTANT recipient is sensitized to similar dimensional anomalies, and can detect the presence of other d-pockets and localized fold-spaces in a 25 ft radius.

-Manipulate Kinetic Energy---Another unexpected side effect of the hyperdimensional fold-pocket field, and one that puts the humble MANILA ADJUTANT concept into superhero territory is the ability to manipulate kinetic energy, apparently using the personal fold-space as an ‘energy sink’ to store up and release kinetic energy at will.
*Protective Kinetic Energy Field---Reduces the damage by projectile strikes by HALF. Can maintain this protection for 5 minutes per level of experience.
*Increase Kinetic Force---This applies to objects the bio-mod has held, charged, and thrown, and allows the bio-mod to a) increase velocity for greater damage(DOUBLE damage), or b) greater range(DOUBLE range, but -2 to strike).
*Redirection---This applies to objects the bio-mod has held, charged, and thrown, with 1 APM used up per subsequent alterations to its motion: return to thrower after strike, curve right or left, drop of jump 1 ft per level of experience, suddenly stop in front of the target then drop dead.
*Deflect Kinetic Objects---Rather than a physical parry, this is a mental parry at +4(no other bonuses possible).

-Energy Resistance---The same ‘energy sink’ effect as with the kinetic energy manipulation ability allows the bio-mod to soak up a total of 30 MDC per melee round, the excess energy being dispersed into subspace. The bio-mod is also immune to stun-style energy blasts, but NOT to radiation, kinetic energy, concussive/explosive force, magic, or psionics(pyrokinesis and electrokinesis being the exceptions).

-Increased Physical Agility and Dexterity---Some blame the rewiring of the nervous system, or the skill needed to tease stored items out of stuffspace, but the current MANILA ADJUTANT package amps physical reflexes . Increase P.P. to 22, +1 APM, +2 on initiative, automatic dodge, paired weapons, and +5% to physical skills requiring physical dexterity. The character is also ambidextrous.

- Mind/Body Attunement---The need to organize stuffspace and coordinate it with physical action makes the recipient 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.

-Increased Durability--A subcutaneous webwork of fibers that helps support the stuffspace anchor implants also acts as an extra layer of contractile muscle tissue and invisible body armor, but also adds about 80 lbs of weight. Natural A.R. of 14, +2d6 Hit Points, and 4d6x10 SDC. +1 to P.S. and P.E..

-Physical Transformation---The so-called ‘bio-mod makeover’, the recipient is physically optimized; one of the more obvious benefits of the augment. +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:
+2 APM
+4 on initiative
Automatic Dodge
+4d6 Hit Points
+4d6x10+4d6 SDC
Natural A.R. of 14
+1d6+1 P.S.
Minimum P.P. of 22, plus it is considered to be Extraordinary
+1d4+1 P.E.
+1d6 P.B.
+1d6 SPD
+4 save versus Horror Factor
+1 save versus poison and disease
+2 save versus possession
+5% to physical skills requiring physical dexterity. The character is also ambidextrous
W.P. Paired Weapons
-------------
"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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