Paladin Steel Storefront

Ley Line walkers, Juicers, Coalition Troops, Samas, Tolkeen, & The Federation Of Magic. Come together here to discuss all things Rifts®.

Moderators: Immortals, Supreme Beings, Old Ones

User avatar
taalismn
Priest
Posts: 48025
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:
abtex wrote:
taalismn wrote:PSMcAR-03 Venter Pepperbox Personal Defense Weapon(.22LR)

Nice! Great!! Wonderful!!! Why???? :D

Stocking stuffer.
You know, Peace on Rifts Earth (through superior firepower), and all that jazz? :clown:

Was it used for hollow(them)day shopping and gift returns? :D


Spreading good cheer and noisemaking.
Really, some of those grown-up kids who try ambushing Santa aren't stopped by holiday magic or mace.You gotta get serious with them.

And I'd consider the Wiesel a personal vehicle, rather than power armor. Although on Rifts Earth, there might be a few people who use them as powered wheelchairs.
-------------
"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
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Although on Rifts Earth, there might be a few people who use them as powered wheelchairs.

"Thank you. Captain Peak."
"How know that fish DBees, could be so helpful in a fire fight. But why is his land-tank painted silver?"
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
User avatar
taalismn
Priest
Posts: 48025
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:Although on Rifts Earth, there might be a few people who use them as powered wheelchairs.

"Thank you. Captain Peak."
"How know that fish DBees, could be so helpful in a fire fight. But why is his land-tank painted silver?"


:lol: Of course, now I GOTTA do it....
With all the variants that entails...
Though..could I get around it by using the Zerkat chassis? That's the POINT of having a multipurpose light chassis...and it's only 2 ft longer than the Wiesel. :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
------------
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

Look at the Zerkat and Wiesel pictures they lookalike in the early days. Ones US and the other German.
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
User avatar
taalismn
Priest
Posts: 48025
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:Look at the Zerkat and Wiesel pictures they lookalike in the early days. Ones US and the other German.


Exactly...small treaded vehicles meant for carrying a single weapons system around. And both were designed to be air-portable for the support of airborne forces.
-------------
"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
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

abtex wrote:Look at the Zerkat and Wiesel pictures they lookalike in the early days. Ones US and the other German.

Did not get to finish message.

Ones US and the other German. but have the same chassis.
Go for it. I did not mean to do that again. :thwak: :thwak:
And here I was going to just edit his name "Was that Captain Peak or Pike?"
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
User avatar
taalismn
Priest
Posts: 48025
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
abtex wrote:Look at the Zerkat and Wiesel pictures they lookalike in the early days. Ones US and the other German.

Did not get to finish message.

Ones US and the other German. but have the same chassis.
Go for it. I did not mean to do that again. :thwak: :thwak:
And here I was going to just edit his name "Was that Captain Peak or Pike?"



(As the phaser-armed mini-tank goes rumbling out of the turbo-lift)
"Either Captain Pike's protesting his medical-forced retirement...or we've been boarded by Daleks!"
-------------
"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: 48025
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 ‘Linden’ Tracked Armored Personnel Carrier/Utility Vehicle
(aka ‘Lindie’)

“We had a dragon haunting the mountain pass around here who used to call transport trucks and APCs ‘lunch boxes’ on account of its habit of prying them open to get at the meat inside. That is, until it ran into a convoy of Lindies and got a mouthful of missile. Now the only thing it’s calling is worms and vultures.”

“Get this straight; NO! We are NOT calling this thing a ‘Gavin’, a ‘Super-Gavin’, an ‘Ultra-Gavin’, or an anything-’Gavin’! It is NOT a ‘Gavin’, never was, and never will be! It is a LINDEN, superior and secure in its own heritage! I don’t know where you got this damn ‘Gavin’ business into your head, but I strongly suggest you find a way to chase it back out, because I will BURN the heretic who tries to call my beloved Lindens that!”
---Sergeant Roa Grex, Fort Ticonderoga Motorpool.

“Yeah, mounting the six launchers off an Ontos on the Linden SOUNDS like a great idea until you realize that that just makes the Lindie a slab-sided high-profile high-priority slow-moving TARGET. Tankers LOVE can-jockeys who load up on weaponry and think they’re MBTs; love to teach them they’re WRONG, that is. Not to say an APCrawler mounting rapid-fire cannons and heavy missile launchers can’t be a truly deadly asset on the battlefield if used right, but the emphasis is on used RIGHT. A smart battle-taxi driver knows he can’t swagger like a tank when he lacks the armor to shrug off life’s little indignities, like say a thirty millimeter plasma bolt, and expect to be able to return the favor with interest.”

The APC(T)018 Linden is a simple, relatively inexpensive, tracked APC that is reminiscent of the ancient M113 once used by the U.S. Empire. However, the Linden is based more on the Iron Heart Armaments Iron Maiden IFV, albeit with substantial modifications. The Linden is a straight armored box on treads with a sloped glacis plate, and single mounting point for a small turret.
The Linden is a ‘stock’ vehicle, in that it is basic, simple, and can modified to a near infinite degree. The vehicle can be powered by a variety of powerplants, can be fitted with a wide range of weapons, ranging from simple pintle mounts to light tank turrets, and can be upgraded with various applique armor types.
The most common accessory for the Linden is its ‘caterpillar mode’ that allows an unpowered treaded and enclosed extra segment to be hitched up to the rear of the APC via accordian-jointing, the drive trains connected(the Linden has a rear power takeoff for powering external power tools and trailers) and the whole driven off as a single vehicle. The rear trailer module can be outfitted as just about anything; a personnel transport, mobile home, cargo module, mobile workshop, mini-laboratory, missile launcher, mortar platform, sensor rig, etc.
Though slow by modern vehicle standards, the Linden is inexpensive, easy to operate, easy to maintain, and fits the slot for a simple utilitarian ground crawler vehicle in PS’s vehicle line up just fine. PS builds a LOT of Lindens and both the company and GNE employ a lot of them as utility vehicles, militia security APCs, and construction equipment. Since their introduction, Lindens are a common sight in GNE motorpools in various liveries(military, corporate, utilities, police, mercantile, commercial, etc.).

Type: PS-APC(T)118 Linden
Class: Armored Personnel Carrier, Tracked
Crew: 2+1-10 passengers/troops
Trailer Module adds capacity for another 10 passengers
MDC/Armor by Location:
Main Body 180
Tracks(2) 60 each

Rear Trailer Module Main Body 140
Tracks(2) 60 each

Height: 9 ft
Width: 10 ft
Length: 20 ft (42 ft w/ Rear Trailer Module attached)
Weight: 8 tons (14 tons w/ Rear Trailer Module attached)
Cargo: Space inside the crew compartment for several survival packs, side arms, and a few personal possessions
If not carrying passengers, the rear troop compartment can hold an additional 1 ton of gear.
If not carrying passengers, the Rear Trailer Module can hold an additional 1.2 tons of gear
Powerplant: Liquid Fuel(350 mile range), Hydrogen-Electric Fuel Cell(450 mile range), Electric Battery(480 mile range), or Nuclear Mini-Pack(w/ 10 year lifespan)
Speed:(Road) 50 MPH (43 MPH w/ Rear Trailer Module attached)
Can climb a 60 percent grade, surmount 2 ft vertical obstacles, and cross 6.6 ft trenches.
(Water) Fully amphibious; 4 MPH
Market Cost: 88,000 credits standard, 92,000 credits for fuel cell, 120,000 electric, 2 million credits for nuclear.
The Rear Trailer Module costs 44,000 credits
Systems of Note:
*Standard Vehicle/Power Armor Systems, plus:

*Vision Periscopes w/ Low-lite/IR optics

Weapons Systems: None standard, but most users will opt for at least a pintle-mounted light rail gun or energy rifle, and 1-2 smoke launchers(see Options/Variants)

Options:
The following are a few of the more common/popular options available:

*Turret-Mounting---Both the main vehicle and the rear trailer can be fitted with a light weapons turret: can be fitted with a variety of light infantry weapons systems, the most common and popular configurations presented here. The Linden has also been seen mounting the turrets off the Damnthing Robo-Tank and Zerkat-series AFVs.
The standard turret typically bought/mounted has a 40mm grenade launcher and light rail gun in side-by-side mountings:
Range:(Rail Gun) 4,000 ft
(40mm Grenade Launcher) 7,000 ft
Damage:(Rail Gun)4d6 MD per 20 rd burst
(40mm Grenade Launcher) (Fragmentation) 4d6 MD to blast area of 12 ft
2d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
3d6x10 MD to blast area of 8 ft w/ 10-rd burst
Rate of Fire:(Rail Gun) ECHH
(40mm Grenade Launcher) ECHH
Payload:(Rail Gun)5,000 rd drum
(40mm Grenade Launcher) 250 rds
Cost: 140,000 credits.

Other popular optional fitouts include the following:
*IH-34L Laser Turret (PS-34L)
Range:4,000 ft
Damage: 6d6 MD per dual blast
Rate of Fire: Six times per melee
Payload:1,000 blasts battery, unlimited nuclear
Cost: 80,000 credits.

*IH-100 Rail Gun (PS-100)
Weight: 300 lbs
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
Cost: 90,000 credits.

*PS PTT-M20 Missile Rifle---Combination mini-missile and light laser weapon.
Range: Usually about a mile for the missiles, 2,000 feet for the laser
Damage: Depends on missile type. The Laser does 2d6 MDC
Rate of Fire: Volleys of 1, 2, or 4 for the missiles, Single shots with laser.
Payload: 20 missiles total (10 per tube), laser has 20 blasts on a short clip, 30 on a long, 200 shot battey for liquid fuel/electric versions, effectively unlimited hooked to an external nuclear power source.
Bonuses: +1 to strike from laser targeting
Cost: 120,000 credits.

*20mm Cannon
Range: 4,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
Rate of Fire: Standard
Payload: 1,000 rds per gun
Cost: 28,000 credits

*Heavy Flamethrower
Range: 800 ft
Damage:(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire: ECHH
Payload: 100 bursts
Cost: 9,000 credits

*Air Defense Cannon Mount 1---PS-862 AC 30mm Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the TriaxTX-862FC), Can be mounted singly or in two-gun mounts.
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst
Rate of Fire:EPCHH
Payload:800 rds, 400 rds per cannon. Additional ammunition can be carried in the APC if troops are not being carried.
Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack(5 Attacks Per Melee), +2 strike fired by gunner
Cost: 500,000 credits per gun

*Air Defense Cannon Mount 2---PS-HSGC-AAM-11 20mm Six-Barrel Super Vulcan Cannon---A proven system with good range and damage, but a tendency to seize up under protracted firing.
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)
6d6x10 MD for a 40 rd burst(takes THREE attacks and is -3 to strike targets smaller than 20 ft long)
Rate of Fire: EPCHH
` Payload: 4,000 rd drum. Additional ammunition can be carried in the APC if troops are not being carried.
Penalty: If more than 4 full 40-rd bursts are fired consecutively, there is a +10% cumulative chance per additional burst of the weapon overheating and seizing up....Takes 1d6 melees to purge the coolant system and unjam the mechanism. Firing multiple lower-volume bursts incurs NO penalty.
Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack(5 Attacks Per Melee), +2 strike fired by gunner
Cost: 420,000 credits


*Heavy Tracks---These are heavier, more durable tracks that can take more damage; 100 MDC each. Cost: 80,000 credits

*SpeedTracs---This is an expensive and elaborate conversion that upgrades the engine, and replaces the track system with a faster, smoother-running ‘float’-suspension system. This permits the normally slow APC to hit speeds of up to 65 MPH(50 MPH w/ trailer module) on level, paved, surfaces. Cost: 200,000 credits

*Extendable Grousers---Extendable/retractable extensions to the outside edge of the tracks, expanding the surface contact area, and improving traction over soft earth and snow(no movement penalties for travelling over either surface). A flip of a dashboard switch deploys/deactivates them. Compatible with Heavy Tracks and Speedtracs. Cost: 80,000 credits

*Splinter Shielding---This is a set of heavy mesh applique panels mounted on a vehicle and offset by 3-6 inches, ideally to trigger armor piercing warheads prematurely and keeping them from making a more lethal contact angle with the vehicle’s hull.
A Splintershield offers only modest protection against conventional attacks; a typical screen has only 30-45 MDC. However, it still has some effectiveness as defeating missile attacks; on a ‘To Strike’ roll of 6-7, Armor-Piercing missiles bash themselves on the cage bars, doing only 1d4 MD, and on a 8-10, do only HALF damage due to premature detonation or re-direct of their kinetic force. And, for additional cost, it can be ensorcelled with an Armor of Ithan(50 MDC, HALF damage from magic fire/lightning/cold, 5 PPE per 5 minutes, +28,000 credits). Energy Field(60 MDC, 5 PPE per 5 minutes, +12,000 credits), or Magic Shield(60 MDC, 3 PPE for 10 minutes, +25,000 credits) spell.
SplinterShielding is ONLY applicable to ground vehicles and watercraft, and ONLY to the Main Body and wheels/treads (turrets and other features can still be specifically targeted). It CANNOT be fitted to aircraft, robots, or power armor.
Cost: 10,000 credits per 10 ft x4 ft screen


*Applique Armor
Light: +80 MDC main body. Cost: 160,000 credits
Medium:+150 MDC main body. Cost: 280,000 credits
Heavy: +200 MDC main body. Cost: 360,000 credits

*Laser Ablative Armor(Option)---PS laser-ablative ceramic, based on alien materials. Lasers do HALF damage. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----Cost:+800,000 credits(Rarely available to outsiders)
*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage
----Cost: +1 million credits
*Chemical Resistant Armor(Option)----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage.
----Cost: +1.1 million credits

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


*Stabilization Jacks---Tired of being knocked over by concussion blasts, or being rolled over by a giant’s kick? This interesting little system uses Glitterboy-style pylon technology to las and hydraulically drive six stabilizer jacks up to 5 ft into the ground, even through concrete and metal gratings, within 5 seconds, affixing you like a barnacle, and able to stay upright in even hurricane-force winds. System can disengage in 2 seconds, for that speedy getaway.
Cost: 80,000 credits

*Sealed Gunports----The sides of the Linden can be fitted with up to ten(four each side, two in the back) NBC-sealed/locked gunports, allowing passengers using speically modified sidearms to fire at targets(-1 to strike due to the awkward angle)
Cost: 4,000 credits each


*Flechette Packs----Located around the hull are special ‘reactive armor’ panels that can be also be triggered as anti-personnel grenades.This is one of several similar systems currently in service/under development by PS.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the APC(sides, front, back) can be fitted with 10 flechette packs each(40 total)
Cost: 200 credits per flechette pack


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

*Chaff/Flare Launchers---For those of you afraid of eating a missile from your friendly Coalition Highway Patrol....
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is 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: 12 per launcher
Cost: 3,500 credits for the launchers


*Smoke Screen Generator---Generates a thick, obscuring cloud of dense smoke. Each blast covers a 60 ft area and anyone caught in the cloud of thick, obscuring smoke is. Has enough smoke-matrix for 12 clouds.
Cost: 10,000 credits

*Magnetometer---Detects disturbances in the local magnetic fields, signalling the presence of metal, active electronic hardware, or other EM-phenomenon.
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Active fusion powerplant containment fields, energetic magnetic anomalies, and powered-up railguns can be detected at TWICE normal range.
Cost: 30,000 credits

*Advanced Molecular Analyzer---A more advanced chemical sampler and sniffer that includes a chemo-spectrograph...Useful for testing for the presence of trace radioactives(and what type), petrochemicals, explosives, and toxics. Includes a deployable ground probe for testing soil. It is typically hooked up to the security system to sound environmental alerts and auto-seal the vehicle in event that it detects an environmental hazard situation.
Cost: 30,000 credits

*Ground Radar---Useful for locating underground pipes, cables, hidden bunkers, basements, and for testing the stability of the ground(can determine if the underlying soil is sandy and soft, or hardpacked and firm). The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordinance.
Cost: 10,000 credits

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

*Sensory Cluster----MDC 80---Has the following sensors:
*Motion Detector--200 ft range
*Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munnitions/weapons
*Laser targeting System(+1 to strike)
*Lance Scanner---Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic mines, but takes twice as long). Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordinance.
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered accoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics.
* Optical Cluster--- Telescopic,IR/UV, Thermo-Imaging, Audio-Video-Survellance System
Cost: 80,000 credits

*NBC Sensor System Cluster---Small compact mini-lab pod that has the following:
---Geiger Counter---Detects radiation, type, and levels.
---Molecular Analyzer---A flow-through air sampler that tests for various common airborne contaminants and toxins, and determines air quality.
---Pathogen Screener---Another air sampler that looks for dust particles and spores, and the enyzme/molecular interactions of organic pathogens
Cost: 80,000 credits


*Bulldozer Blade---A bulldozer blade can be mounted on the front, with enough hydraulics to raise and lower the blade. Dozer blade has 80 MDC.
Cost: 15,000 credits

*Mine Rollers/Plows---Mine rollers and plows are simply heavily reinforced(100-200 MDC) modifications of road and farm equipment designed to be pushed ahead of the vehicle into a suspected minefield. Rollers detonate pressure-contact mines by their greater ground pressure, ideally before the vehicle itself passes over them. Plows work to unearth explosives and push them to the side where they explode with less effectiveness, or else can be more easily detonated by other means. A Mine Roller or Plow assembly typically costs 10,000-30,000 credits, and reduces the vehicle’s speed by 25%

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

*Hedgerow Cutters---A classic and simple device inspired by accounts of the Second World War, this device simply consists of sharpened blades of megadamage armor mounted to the front of the AFV, and used for assisting in getting the vehicle through dense underbrush, though it can also aide in ramming doors and vehicles. Adds +1d4 MD to a ram attack. Cost: 1,000 credits
A vibroblade version is also available; it does 3d6 MD and costs 15,000 credits.

*Flamer Defense System--- Based on an experiment in efforts to deter the tankerman’s worst nightmare, demolition-charge-armed infantry swarming up close, the system consists of six short-range flame projectors set up to surround the tank with a six-fan ring of flame.
Range:(Direct-Stream Mode) 100 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 27,000 credits.



*Robotic Conversion---This incorporates an adapted form of the software from the AT-LABT-07 ‘Damnthing’ AutoTank. The drone IFV is typically used to patrol high-risk areas, work as a ‘moving roadblock’, draw fire from invaders and bandits, and bolster urban defenses in seige situations.
Systems of Note:
Basic Robot Optical and Audio
Short Range Radar---10 mile range
External Audio/Video Surveillance System
Passive Nightvision
Thermo-Imager
Motion Detector---200 ft
Actions/Attacks per Melee: 4
+2 strike to w/ all ranged attacks
+3 to strike w/ main cannon/direct fire weapon
Cost: 200,000 credits

Variants:
*APC-118SAMC01---This variant is fitted with launchers for either 30mm McL-SAMs or the larger FIM100A Black Talon L-SAM.
a) McMAALR-30 30mm McL-SAMs
Range: 11,000 ft
Damage: (Pattern-3a) 4d6 MD single rd to 5 ft blast radius
(Pattern-3b) 1d4x10 MD to a 5 ft blast radius, or 3d6 MDC out to a 20 ft blast radius in fragmentation mode
(Pattern-3c)(Incendiary)2d6 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1-12
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Special Features:
*Sensor Package---The sensor package includes an IR/Thermal sight, laser rangefinder(2 mile range) and directional mini-radar(2 mile range) with audio-alarm to notify the gunner of target-lock.
Payload: 12 rds ready to fire. 96 more are carried internally and can be reloaded in 30 secinds(2 melees).
b) Black Talon L-SAM
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 8 per launcher, ready to fire. 32 more are carried internally and can be reloaded in 30 secinds(2 melees).
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)


*APC-118SSMC01---This variant is fitted with a missile launcher turret for direct-fire anti-armor missiles:
a)Copperhead Anti-Tank Missile Pod---Uses PS ‘smart’ armor killers for more accurate fire.
Range: 1 mile
Damage: Armor-piercing: 2d4x10 MD, no blast radius
Rate of Fire:Volleys of 1-4
Payload: 4 ready to fire. 12 more are carried internally and can be reloaded in 30 secinds(2 melees).
Bonuses: +5 to strike
Cost: 400,000 credits

Alternately, the APC-118SSMC01 can fire

a)Heavy ATGMs---a medium-range armor-piercing missile warhead on a foreshortened rocket booster, with command guidance, for making precise anti-armor kills.
Range: 1 mile
Damage: 3d6x10 MD to 20 ft blast radius
Bonuses: +5 to strike
Cost: 400,000 credits ‘

b) Slammer’ Concussion Missiles---Knockoff Triax Weapon, acquired through industrial espionage.
Range:(Missiles) 6,000 ft
Damage: (Missiles) 2d4x10 MD to 90 ft radius.
(Bombs) 1d4x10 MD to 90 ft blast radius.
88% chance of knock-down(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)


*APC-118SSMC02---This variant is fitted with a vertical launch missile launch system in the rear trailer, the launcher based on the old IHA Iron Bolt missile tank. The VLS system can be ONE of the following:
a) Short Range Missiles---48
b) Medium Range Missiles---24
c) Long Range Missiles---12

*APC-118MC120--This version is fitted to carry a 120mm mortar in the rear trailer. The PS-120-109 mortar can fire a 15-lb standard shell-bomb or a heavier 27-lb shell.
Range:(Standard Shell) 8,900 yards
(Heavy Shell)7,100 yards
Damage:(Standard Shell) Fragmentation: 3d6 MD to a 30 ft blast radius
High Explosive: 6d6 MD to a 12 ft blast radius
Plasma: 1d6x10 MD to an 18 ft blast radius
(Heavy Shell)Fragmentation: 4d6 MD to a 35 ft blast radius
High Explosive: 1d6x10 MD to a 20 ft blast radius
Plasma: 2d6x10 MD to 35 ft radius
Rate of Fire: 1-2 shots per melee
Payload: Stowage space for 50 rds

*APC-118MC40---This version is fitted to carry the PSMS40-MLS 40mm ‘Chewer’ Mortar System
Range: 6 miles
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) 1d4x10+3 MD to 1.5 ft blast radius
Rate of Fire: Volleys of 1-18
Payload: Each barrel holds 5 40-mm projectiles for a total of 180 rds

*APC-118AAC-30----Twin Rapid Fire Flak Cannon Carrier------Adds an advanced fire control system and targeting radar to convert the tank into an anti-aircraft AAA vehicle. Copied from the Triax TX-862FC system, modified with a Paladin Steel ‘Skywatcher’ radar system, and sporting a larger ammunition payload.
Range: 10,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD per six-shot rapid fire burst
Rate of Fire: EGCHH
Payload: Two(2) 600-rd drums, total of 1,200 rds
Sensor Bonuses: +2 to strike on automatic(5 attacks per melee)
+3 to strike if operated manually
Target Acquisition/Fire Control Radar: 50 mile range
Cost: 5 million credits(expect to pay for all that automation and fire control!)

*LBT-118B----An experiment in producing a light assault vehicle. The LBT-118 mounts maximum armor cladding, a reinforced turret placed well forward with a 35mm cannon, and two rear-deck autofiring breech-loading mortars.
Crew: 7(driver, radio operator, turret gunner, 4 mortar operators/gunners)+2 passengers
MDC:
Main Body 400
35mm Cannon Turret 120
1)35mm cannon(1)---Small M3-pattern turret with 360-degree rotation.
Range: 10,000 ft
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to a 10 ft blast radius, 2d6x10 MD to a 30 ft blast radius per 10 rd burst.
(Armor Piercing Tracer) 4d6 MD single shot, 3d6x10+10 MD per 10 rd burst
Rate of Fire: EGCHH
Payload: 178 rds

2) 52mm Mortars(2)---These are modified versions of the PSM811 ‘Gunther’ 52mm Infantry Mortar, modified for auto-loading clip-fed operation. They come standard with gyrostabilization, and typically set to fire on a forward arc of the APC.
Range: 6,500 ft (over a mile!)
Damage: (PSX-II High Explosive) 2d4x10 MD to 20 ft blast radius. Cost per shell: 800 credits
(Fragmentation) 6d6 MD to 50 ft blast radius. Cost per shell: 600 credits
(Incendiary) 4d6 MD to 30 ft blast radius, does an additional 1d4 MD for 1d6 melees, plus 80% chance of setting combustible materials aflame. Cost per shell: 700 credits
(Armor-Piercing Self-Forging)----This is a new experimental special shell that contains a micro-sensor and dual-charge system. The disc-shaped warhead is ‘frisbeed’ to high altitude(800 ft), then scans for target-profiles with its micro-sensor. When it spots a likely target profile(thermal or optical outline)(the limited size and complexity of the micro-sensor severely limits its targeting ability to a total of 6 targets...fortunately, the profile-database can be changed easily enough by inserting a new chip into the fusing assembly before loading), the warhead fires downwards, the material of the ‘discus’ deforming into a narrow, pointed, high-penetration needle well-suited for penetrating armor. Does 3d6x10 MD; no blast radius.
Note: This munition does NOT suffer from the indirect fire penalty; roll to strike as normal, but without bonuses. PS is working on a micro-guidance system that would allow these munnitions to home in on laser-’painted’ targets, as via a forward observer....as well as better target discrimination(the current model has a tendancy to be distracted by flaming wrecks in the vicinity of the ‘live’ target. Cost per shell: 4,000 credits
(Plasma) 2d6x10 MD to 10 ft blast radius. Cost per shell: 3,000 credits
(Smoke/Chemical) Varies by chemical type. Typically covers a 20 ft area. Basic smoke shells cost 100 credits apiece
(Illumination) Fires a high altitude illumination flare that burns blightly for. The flare also has a 40% chance of decoying/confusing heat-seeking sensors/weapons systems. Cost per shell: 500 credits
(Sensor Decoys) The mortar can also fire special lightweight thermal-emission decoys for confusing sensors into thinking there are ground troops where there are none....To further the confusion, the spheroid decoy will randomly extend springloaded ‘legs’ that move the decoy about in 5-10 ft leaps, giving the impression of moving troops. Internal mini-batteries last for 30 minutes. A small acid-capsule or self-destruct anti-tampering charge may also be attached to prevent the decoy from falling into enemy hands. Cost per shell: 700 credits
Noisemaker decoys are similar, but they emitt random amplified ‘soldier noises’...footfalls, clinking of weapons, gunshots, muffled voices, etc., but are otherwise similar to the thermal-decoys. Cost per shell: 400 credits

TW Warheads
One of Paladin Steel West’s refinements to TW armaments was the use of specially-treated cracked crystal quartz and quartzite in expendable TW munitions. The ability of to use lower-quality flawed crystalline materials meant that self-destructing ‘one-shot’ TW weapons could be produced much more cheaply, and thus in bulk, while reserving higher-quality materials for superior TW creations.

(TW Sandstorm)-----Creates a sudden sandstorm that lasts 5 minutes, covering a 100 ft area. People trapped inside it will find visibility cut down to 3 ft, hearing is reduced by HALF, speed by 75%, lose initiative, 2 APM, and -5 strike, parry, and dodge. The scouring sand does 1d4 SDC per melee. Even robot vehicles will find their sensors, including radar, bolluxed by the flying grit. Cost per shell: 4,000 credits
(TW Chasm)---Opens up a chasm 160 ft long, by 80 ft wide, by 80 ft deep, that remains open for up to 40 minutes. Objects falling in take 2d6 SDC per every 20 ft of depth. At the end of the spell, the chasm belches everything up to the surface as if they’d never fallen(in other words, they don’t get crushed by the closing fissure). CANNOT be used against buildings. Cost per shell: 7,000 credits
(TW Lava Pool)----Creates a pool or lane of lava 60 ft long. 10 ft wide, 10 ft deep. Objects caught in this pool take 2d6x10 MD per melee. Cost per shell: 9,000 credits
(TW Air Burst)---Sets loose a Whirlwind that does 2d6+2 MD to everything caught up in its 20 ft wide funnel. The Whirlwind tracks randomly about a 300 ft area for 2d4 melees before disipating. Cost per shell: 8,000 credits
(TW Storm Shell)---Essentially a longer-ranged version of the TW anti-vampireStormflare. Effects are the same.Cost per shell: 3,000 credits
(TW SunBomb)---A more powerful version of the Globe of Daylight Flare, only this version is powerful enough to inflict flashburns on vampires! Does 6d6 HP per melee for 3d6 melees to a 50 ft radius. Cost per shell: 2,000 credits

Rate of Fire: Clip-fed; can fire up to 5 rds per melee; replacing a clip takes 2 APMs
Payload: 5-shot clip.Typically 70 rounds are carried ready to go.
Bonuses/Penalties:(Optional)(Rifts South America 2 has no rules for the Arkhon’s Mortar Packs’ inaccuracy, but for diehard artillery buffs, figure on 50% chance of hitting moving targets, 75% chance of hitting stationary targets withing 2,200 ft range, or 50% chance out beyond that. 50% of shells will fall within a ‘footprint’ or ‘box’ 131 ft long by 70 ft wide.
Using a PS ‘Battleman’ battle remote computer and fire control linkage will give a +10% to hit probability, and having a forward observer with direct line of sight on the target will give another +10%

3) Gunports(4)---The LBT-118B has four gun ports for the rear compartment guncrew to fire out the sides using long arms. Due to the limited arc of fire through the ports, there is a -1 to strike. However, the gunners can typically link energy rifles to a larger semi-portable power supply next to the gunports, for greater payload/shot capacity, or, if the vehicle is nuclear-powered, plug directly into the main power supply.

*APC-118MEV---Engineering Vehicle---Adds a winch and crane w/ 4.6 ton lifting capacity, fusion welder rig, air compressor, and portable generator. If equipped with a trailer, the trailer typically carries a second crane and reinforced top deck for lashing down spare engines/transmission assemblies and other gear.


*APC-118HAZMAT---HAZMAT disposal vehicle fitted with extra radiation shielding, chemical resistant armor, environmental sensors, and a chemical sprayer system for spraying decontaminant agents. A turret with a pair of robotic arms(Robotic Arm(1)--- can extend out to 35 ft, and has an effective Robotic P.S. of 30. The end of the arm can be fitted with a variety of manipulators, remote sensors, and bomb disposal tools, such as cutters, imploders, acid sprayers, and even TW devices(such as a PPE-clip-powered Multiplexor with the spell Implosion Neutralizer). A lifting lug on the underside allows it to be used as a crane.) is frequently fitted. If fitted with a trailer, the trailer is either an airlock-equipped cabin for HAZMAT workers, or a jet-powered heavy duty chemical sprayer with a 500 ft range(can soak an area 20 feet wide at once) and enough force to knock down human-sized targets at 250 ft or less(80% chance). Does 2d6x10 HP to vampires if dispensing water, and is fed by onboard tanks with enough tankage for 60 such shots.
Last edited by taalismn on Thu Jan 05, 2012 5:10 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
------------
User avatar
ZINO
Knight
Posts: 4070
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Paladin Steel Storefront

Unread post by ZINO »

nice1
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4070
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Paladin Steel Storefront

Unread post by ZINO »

only 28 page to go to hit 100 pages!!! go for it man
You got my support
since September 02, 2003 that almost 10 years !!!nice keep up the awesome work man
let your YES be YES and your NO be NO but plz no maybe
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

Cute. What does it look like, two tracked boxes with weapons and other gear. Picture or real name of vehicle, please.
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
User avatar
taalismn
Priest
Posts: 48025
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:Cute. What does it look like, two tracked boxes with weapons and other gear. Picture or real name of vehicle, please.



The real vehicle doesn't exist, but it's a mix of various 'box-on-tracks' vehicles from the old M113 to various Swedish two-hull 'tractors'. I WAS going to wait until I had a picture whipped up, but figured I've got enough art-in-progress that I didn't want to put THOSE even more behind schedule.
-------------
"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
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:
abtex wrote:Cute. What does it look like, two tracked boxes with weapons and other gear. Picture or real name of vehicle, please.

The real vehicle doesn't exist, but it's a mix of various 'box-on-tracks' vehicles from the old M113 to various Swedish two-hull 'tractors'. I WAS going to wait until I had a picture whipped up, but figured I've got enough art-in-progress that I didn't want to put THOSE even more behind schedule.

I was thinking about Swedish two-hull 'tractors' with my Wiesel brain farts notes. Did not think I had came across a real vehicle like it. There were some pictures from Gulf War 2 of APCs [us] towing one or more trailers but never a clear view of the trailers.
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
User avatar
taalismn
Priest
Posts: 48025
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:
abtex wrote:Cute. What does it look like, two tracked boxes with weapons and other gear. Picture or real name of vehicle, please.

The real vehicle doesn't exist, but it's a mix of various 'box-on-tracks' vehicles from the old M113 to various Swedish two-hull 'tractors'. I WAS going to wait until I had a picture whipped up, but figured I've got enough art-in-progress that I didn't want to put THOSE even more behind schedule.

I was thinking about Swedish two-hull 'tractors' with my Wiesel brain farts notes. Did not think I had came across a real vehicle like it. There were some pictures from Gulf War 2 of APCs [us] towing one or more trailers but never a clear view of the trailers.


Ah, you must be thinking of the Bv202 and 206! Funky-looking machines that did indeed have an influence on the Linden. :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
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

Bv206 was the vehicle in mind.
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
User avatar
taalismn
Priest
Posts: 48025
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:Bv206 was the vehicle in mind.



Replace the forward tractor with an M113 with a bit more forward glacis plate slope, and connect the two by more solid accordian bellows jointing, and you got a fair idea of what the Linden looks like. Add applique armor and light weapons mounts to your taste.
Buy in bulk. Rig for remote control. Run down your enemies. :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
------------
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:
abtex wrote:
taalismn wrote:Although on Rifts Earth, there might be a few people who use them as powered wheelchairs.

"Thank you. Captain Peak."
"How know that fish DBees, could be so helpful in a fire fight. But why is his land-tank painted silver?"


:lol: Of course, now I GOTTA do it....
With all the variants that entails...
Though..could I get around it by using the Zerkat chassis? That's the POINT of having a multipurpose light chassis...and it's only 2 ft longer than the Wiesel. :wink:

Here is some thoughts on using the Swedish STRV-103 tank or at least it's chassis like the Wiesel.
http://ru-papertanks.livejournal.com/81857.html

An APC(hair) [Armored Powered wheelChair], not Armored Personal Carrier. :D
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
User avatar
taalismn
Priest
Posts: 48025
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:
abtex wrote:
taalismn wrote:Although on Rifts Earth, there might be a few people who use them as powered wheelchairs.

"Thank you. Captain Peak."
"How know that fish DBees, could be so helpful in a fire fight. But why is his land-tank painted silver?"


:lol: Of course, now I GOTTA do it....
With all the variants that entails...
Though..could I get around it by using the Zerkat chassis? That's the POINT of having a multipurpose light chassis...and it's only 2 ft longer than the Wiesel. :wink:

Here is some thoughts on using the Swedish STRV-103 tank or at least it's chassis like the Wiesel.
http://ru-papertanks.livejournal.com/81857.html

An APC(hair) [Armored Powered wheelChair], not Armored Personal Carrier. :D



Could always put wheels and an armored cover on a BarcoBot and get something similar(and arguably more comfortable). :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
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:
abtex wrote:An APC(hair) [Armored Powered wheelChair], not Armored Personal Carrier. :D


Could always put wheels and an armored cover on a BarcoBot and get something similar(and arguably more comfortable). :D

Is this better? Armored plated tracked cycle
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
User avatar
glitterboy2098
Rifts® Trivia Master
Posts: 13345
Joined: Wed Aug 06, 2003 3:37 pm
Location: Missouri
Contact:

Re: Paladin Steel Storefront

Unread post by glitterboy2098 »

funny, when i think of "armored powered wheelchair", the thing that pops into my head is the wheelchair-that-converts-to-powered-armor from Dirty Pair Flash, during the ambush in the starport terminal..
Author of Rifts: Deep Frontier (Rifter 70)
Author of Rifts:Scandinavia (current project)
Image
* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.

-Max Beerbohm
Visit my Website
User avatar
taalismn
Priest
Posts: 48025
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

glitterboy2098 wrote:funny, when i think of "armored powered wheelchair", the thing that pops into my head is the wheelchair-that-converts-to-powered-armor from Dirty Pair Flash, during the ambush in the starport terminal..



I'm going to have to check that one out.
Many years ago, though, my brother and I talked about a Mad Max parody idea: "Mad Max Beyond Eighty" with a geriatric Mad Max storming around a retirement home in a diesel-powered wheelchair. :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
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Spellchecked and corrected the Fletcher for those who you who collect.

Is the 'Paladin Steel ‘Linden’ Tracked Armored Personnel Carrier/Utility Vehicle' next?
near the top -- Is it a (T)018 Linden or (T)118 Linden? In the last paragraph -- one arm or two of them? there maybe some more in between.
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
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: what you expect to see in Rifts Northern Gun One

Unread post by abtex »

taalismn wrote:I shall have to ramp up my industrial espionage campaign against them, I see.

So get started!! Already!!
How is R&R doing on the Wiesel?
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
User avatar
taalismn
Priest
Posts: 48025
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: what you expect to see in Rifts Northern Gun One

Unread post by taalismn »

abtex wrote:
taalismn wrote:I shall have to ramp up my industrial espionage campaign against them, I see.

So get started!! Already!!
How is R&R doing on the Wiesel?



Older brother was visiting this last week, plus I was doing extra shifts at work, so not much was done(well, did see two adult bald eagles on a nearby river, plus two possible yearling juveniles, first I've ever seen at confirmed ID distance---maybe 40-50 ft overhead)....have a few things almost ready, but original artwork takes time to get it to my satisfaction(right now I'm aiming for 'just good enough').
-------------
"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
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

OK, as long as you were not bored. And enjoyed yourself.
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
User avatar
taalismn
Priest
Posts: 48025
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Just to fill up space on the shelf in the accessories section... :D

Paladin Steel VBA-07 ‘Super-Skin’ Lightweight Body Armor
“It can be a real hassle getting into a melee furball with the Altarans. They got BWW on their side, WE got BWW on our side, and worse yet, we got gene-juiced amazons, everybody’s wearing visors, and they’re all wearing skimpy armor and going at each other...You best be keeping those sneers about ‘catfights’ to yourselves , if you know what’s best for you, boys! And to make matters worse, the Minions got TW magic amulets, OUR side has TW amulets, or TK-shields, or other magic protection, they’re using stolen examples of our gear, or knock-offs, we’re using theirs...Nothing as nerve-rattling as getting in a close-combat situation under those circumstances wanting to protect yourself and your partner against getting killed on the spot, but not wanting to accidentally kill one of your own because she looks so much like the enemy in the dark!”
“You better figure it out quick, then, or you’re sleeping on the couch.”
“Yes, dear.”

VBA-07 Super-Skin is a further development of the VBA-01 Skinsuit, and is regarded as a massive improvement on existing designs, or else is a breakthrough knockoff on the Splugorth Blind Warrior Woman skintight body armor. Certainly enough examples(as well as defectors from both the ranks of the Altarans and the Splugorths’ industrial slave ranks ) fell into PS’s hands during the massive Slave Exodus, following the Great Smiting. Paladin Steel engineers have apparently managed to reverse-engineer the materials used in the suits’ weaving, possibly using their offworld facilities to replicate whatever exotic proccesses the Splugorth use to synthesize the fabrics.
VBA-07 is available in a variety of styles, but typically it is sold as a full-body catsuit or a leotard with a fishnet mesh patterning covering apparently exposed areas. Paladin Steel has also arguably improved on the original design, adapting many of the options available to its own Skinsuits to be applicable to the SuperSkin.
VBA-07 Super-Skin is more expensive than the standard Skinsuit, but the added protection value without sacrficing mobility, is considered worth it by many buyers. The ability to layer armor by wearing the Super-Skin is considered another plus. Though offering scant protection against heavy weaponry, and having little or no environmental protections, Super-Skin is selling quite well to adventurers, rogues, businessmen/women, and special operatives needing lightweight and (fairly) inconspicuous physical protection. Like the VBA-01 before it, VBA-07 has become something of ‘combat-chic’ for the fashion-conscious in the paramilitary circles.
Weight: 5 lbs
Damage: 30 MDC
Movement Penalties: None, plus it can be worn under suffciently loose clothing(and body armor)
Cost: 60,000 credits
Options:
Besides the TW modifications available to armor, here are a few additional perks available to Skinsuits:

*Pull-Up Filter Mask---This appears as a loose collar, but is a flap of multi-layered material that can be pulled up over the nose and mouth like a scarf, and provides limited air filtration equivalent to a good gas mask, and can be air-sealed to a helmet or other head protection, but is not effective against nerve gases or radiation. Popular for the 'ninja mask' or 'bandito' look. Cost: 60 credits.

*Customized designs, logos, etc...Impregnated into the plastic at the time of creation, or later through a partial re-mend, this can add anything from simple logos, to full-body paintings.
Cost: Depending on the extent of the pattern, such art can cost 5-500 credits. Having the patterns changed or added to an already made suit will add 50% to the cost of the addition.

*Light Pads----Fits the Skinsuit 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 hand pad, to 400 credits for a full body light show.

*Hologram Imprint---Adds a video-’window’ or ‘moving picture’ to the Skinsuit. Giving a logo false animation through changing perspective adds 50% to the cost of the original logo. Adding an actual video flatscreen(running off a swappable micro-chip) costs 400 credits, to 1,000 credits for full body, 500-1,500 credits for true ‘TV body’.
A variation on this, is the integral ‘touchscreen’ for built-in microcomputers....an added layer of conformal ‘soft-touch’ material allows the wearer to manifest an interactive flatscreen on a limb or chest(Note: this CANNOT be added to pilot-interface suits, which are already heavily modified with interface gear). This option has become quite popular with computer geeks and musicians(who ‘play their bodies’) especially in the cyberfad-obsessed Republic of Japan.
Cost: A ‘body comp’ or ‘body synth’ can cost anywhere from 1,000-12,000 credits , depending on the complexity and features of the systems.

*Variable Camou Print----This is a simple system using ‘smart fabric’ inserts in the weave to change its color and pattern between any of ten preprogrammed camouflage patterns, from basic khaki to blue/gray/white/black tundra patterning.
Cost: 1,000 credits

*Transparency----For those who really want to show themselves off for whatever reason, this special option is expensive, but renders the megadamage fabric transparent or translucent. Other additional options to this allow the wearer to ‘dial’ the opacity of the fabric, from concealing opacity, to total transparency. Selective Transparency takes this further, allowing the wearer to select which portions of the suit to blank or transparent, with a swipe of the hand, or a predetermined pattern. Most serious users regard this option as ridiculous, comparing it to’ going into battle naked, wearing a plastic Ziploc baggie’, but some wearers love the shock/flaunt-value.
Cost: Adds 30% to cost for basic transparency, 50% for selective transparency, and 70% for segmental transparency .

*Shock Resistance---Available ONLY to military and police registered Skinsuits, this incorporates special strips of superconductor that dissipate shock weapons and energy-stun weaponry, negating the HALF-damage penalty noted above.
Cost: 10,000 credits

*Laser Resistance---Special reflective foil coating and superconductive fibers mean that lasers do HALF damage to this suit....And it looks really cool too, a skintight metallic lamé. CANNOT be combined with Transparency, Variable Camou, fully body Holo-Screen, Blur Camou, or Thermal Stealth, though Illumin Pads may be added on top of it.
Cost: 30,000 credits

*Thermal-Stealth---Breaks up the Infrared/Thermographic signature of the wearer. Available ONLY to military and police registered Skinsuits. Infrared and Thermographic sensors are -20% to detect the ‘suit.
Cost: 10,000 credits

*Grease-Sheen---This feature bonds a low-friction outer laminate to the outside of the suit that has a (near)permanent oily sheen and extremely slippery feel to it, like graphite. This allows the wearer to easily slip through tight opennings(+5% to Spelunking and Escape Artist if trying to escape bonds tied over the suit) and opponents will have a hard time holding onto the suit(+1 to Dodge and +2 Break Holds). Because the coating does erode(typically only lasts through about 5 days of hard use) it must be periodically sprayed with a refinishing treatment. The light bodysuits used by spelunking teams often have this feature to better slip through tight caverns.
Cost: 7,000 credits+800 credits per ‘refinishing’ treatment

*Blur Camouflage
Bonuses: The faster the wearer moves, the greater the distortion; at speeds of 3 or less, no bonus, 4-10; -1 to strike the wearer, 10-16; -2 to strike, 16-22; -3 to strike, 23 or greater, -4 to strike
Cost: Blur Mesh can be added an additional 10,000 credits

*Kinetic Gel Padding---An attempt to correct the weakness of Skinsuits against blunt force trauma, this feature adds a layer of ‘smart’ kinetic-sensitive gel to the suit, plus artificial myomer strands. When being hit by something, such a club or wall, the gel goes from a fluid state to a thick state, cushioning the impact, dissipating impact energy, and swelling up to protect critical portions of the anatomy, such as the neck, elbows, knees, and pelvis. Kinetic Gel Padding gives a +2 to Roll with Punch, Fall, or Impact. Very popular with motocross racers and combat athletes. Can be combined with other mod-types.
Cost: 9,000 credits


Note: Other improvements/accessories can be added/are being developed BY PS for the product line, as well. Stay tuned.
Last edited by taalismn on Tue Jan 24, 2012 11:25 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
ZINO
Knight
Posts: 4070
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Paladin Steel Storefront

Unread post by ZINO »

THIS IS AWESOME MAN!!!
let your YES be YES and your NO be NO but plz no maybe
User avatar
taalismn
Priest
Posts: 48025
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/CTRL SMRG017 ‘Simurg’ Space Combat Robot
(aka ‘Scarecrow’)
http://i408.photobucket.com/albums/pp164/taalismn/img205.jpg

“Look alive, Crows! Word has it the Arkies and the CANs are equally interested in the whatever it is and sent their own teams. Maybe a few others! And out here, all of them are more likely to open fire on seeing us than wave hello! So keep your topside lasers ready and in ay-dee mode! Horizon line’s only about five miles away on this rock, so anybody coming up is going to come up FAST! Any stupid questions?”
“Sarge, stupid question one: if that thing’s so important, why didn’t they just drop us off there directly? Why land a squad of us fifty klicks away and make us march the long way to the site?”
“Very good, Coe! On account of the unmanned probes spouting static when they come close to the whatever before going dark! But one of our scouts got close enough to suggest that creeping up on the site from below whatever sensor threshold or radiation radiant is making direct approach iffy! We get to sneak up and get up close and personal for the assessment before guiding in the sci-teams and heavy landers! And they’re sending us first because we’re combat rated and ready for anything! Not to mention the only presence for our side in about a six hundred thousand mile radius, so we’re the first ones who could get to this iceball in the middle of Ort space! So we might well be the First Contact handshake or the sharp end of the stick! Doesn’t that make you feel special?”
“I’ll feel better about it once we’re back aboard the cruiser and my mech’s hull hasn’t been eaten through by some alien lifeform, my computers not possessed by some energy entity, my team not mutating into something worse than they already are, and my mind not bent by things mortals weren’t meant to see.”
“That’s the spirit, Krenshaw! So let’s get to it! Wedge formation, narrow arrow! Coe, you’re point! Semseh, you have missile launchers; you’re center. Kokens, flank left! Regald, flank right! Tims, watch our rear! Remember, if you gotta jet, try not to foul the other guys’ line of fire! Let’s move! I want to see that whatever it is and get an initial report up by oh-six!”


Originally initiated under the project name ‘Silmiral’, this medium combat robot was eventually called the ‘Simurg’ when it finally entered service with the Corianus-Typhen alliance(prior to Rosette joining). Designed primarily for micro-gravity combat, the Simurg originally saw service protecting the moons and larger planetoids of Corianus System, but it saw its true baptism of fire in combat on the many moons of Rosette, during the intervention there. There it acquitted itself well repelling the Golgan-backed invaders, both in space and on the many planetoids in the system.
The Simurg is a decidedly unattractive-looking machine; tall, lanky, angular, and narrow-framed, with reverse-articulated legs, wide thin shoulders supporting large paddle-like forearms with claws, and a small head supporting a long protruding beak-like heavy gun give the Simurg a decided avian appearance. Multiple thrusters on the legs, hips, shoulders, and in a protruding hunchback give the machine great maneuverability in deep space/microgravity combat, and some limited flight capability under terrestrial conditions(it has even proven capable in some circumstances of being able to achieve orbit on its own after launching from the surface of the Rosette moons). The Simurg is well armored against space debris and enemy weapons fire, and the robot can take a fair amount of punishment before losing functionality . Weaponry is based around several types of energy weapons, in order to save on both space and recoil control under microgravity conditions.
The Simurg, for all of its effectiveness, has proven generally unpopular with both crews and technicians. The narrow blocky frame, of necessity crammed with systems, has meant tight quarters for its pilots, and the placement of the crew compartment access hatch requires the entire head turret to be moved in order for the pilot to enter/exit his machine, making rapid escapes problematic in emergencies if the actuators are frozen or otherwise jammed. The Simurg is also a maintenance-hog, and technicians have come to detest the complicated and damage-attracting shoulder assemblies. Capability-wise, the main complaints have been the lack of projectile weaponry, especially when facing opponents with energy-shielding. Despite these complaints, the Simurg has soldiered on for several decades in CTRL service, especially in the Lucria system, where the Simurg is still a common sight on the various garrisoned moons of Rosette.
Because it is an older machine, the Simurg was approved for sale/transfer to the GNE under the trade alliance with the CTRL. It is estimated that over a hundred machines of the type were transferred to GNE service, with most of them deployed to protect the Amberjin facilities in the Three Galaxies, and a dozen or so in the Rifts Earth system. The Simurg is somewhat better liked by PS and GNE pilots, and PS is debating seeking a license to manufacture the mecha, or the upgraded SMRG017D model . Paladin Steel engineers have been experimenting with several, tinkering with various systems to see if they can improve performance and capabilities.
Type: PS/CTRL-SMRG017 Simurg
Class: Medium Combat Robot
Crew: One
MDC/Armor by Location:
Main Body 550
Crew Compartment 100
Rear Thruster Assembly 95
Head 120
Arms/Shoulders(2) 100 each
Forearms(2) 200 each
Hip Thrusters(2) 70 each
Legs(2) 200 each
Height: 21 ft
Width: 18 at shoulders
Length: 11 ft
Weight: 29 tons
Cargo: Small space in crew compartment for a survival pack, sidearm(s), and a few small personal possessions.
Physical Strength: Robotic P.S. of 35
Powerplant: Nuclear Fusion with 30 year energy life
Speed:
(Running) 50 MPH
(Leaping) 10 ft up/across; 15 ft w/ a running start, 100 ft with jet assist. Depending on local microgravity conditions, the Simurg can make jumps of x5 to x200 times that on moons and asteroids.
(Flying) Hover to 200 MPH, maximum altitude of 13,000 ft. (terrestrial conditions)
(Space) Mach 4
(Underwater) Can survive depths of 1,000 ft, but is limited to running along the bottom at 5 MPH.
Bonuses: +3 to dodge, flying in space
Market Cost: A fully functional Simurg costs about 37 million credits in the Three Galaxies.
Systems of Note:
Standard Robot Systems, plus:
*Laser Communications System---The head mounts a directional communications laser and deployable ‘sunflower’ receiver dish for point-to-point laser-comm messaging(which has the advantage of being nearly impossible to tap/intercept).

*Laser Illuminator---The head also mounts a ‘painting’ laser for tagging illuminating targets for laser-guided ordnance. Range: 7 miles.

*Ladar---Rather than use radio waves, Ladar uses low power, long-range lasers to determine distances and detect intruders, This is particularly useful when the enemy is using conventional jamming of radio bands to foil radar systems. Ladar, however, can be affected by smoke and foul weather, so it’s generally used only in special circumstances. Range: 3 miles in atmosphere, 3,000 miles in space.

*Molecular Gripper Foot Pads---Useful for clinging to ship hulls and asteroids

*Maneuvering Verniers---Strategically mounted jet thrusters in the legs, hips, shoulders, and back give the the mech good maneuverability in zero-gravity.

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

Weapons Systems:
1) Head-Mount Heavy Laser(1)---Almost the entire head is taken up by this long beak-like long range energy cannon, the placement of which gives the weapon an excellent field of fire. Two armored housings for sighting optics further the illusion of an avian head, giving the cannon a set of beady ‘eyes’ back along its length.
Range: 9,000 ft in atmosphere, 18,000 in space
(Kitsune Values: 9,000 ft in atmosphere, miles in space)
Damage: 4d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Forearm Particle Beam Cannon(2)---Each large forearm carries a powerful particle beam cannon, its muzzle located at the base of the articulated claws.
Range: 4,500 ft in atmosphere, 9,000 ft in space
(Kitsune Values: 4,500 ft in atmosphere, 85 miles in space)
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: ECHH
Payload: Effectively Unlimited

In the Alternative, Paladin Steel engineers have experimented with making the forearm weapons modular(the CTRL tried something similar, but with only mixed success), to accommodate a variety of different weapons, including projectile weapons(though the payload for these weapons is severely limited by what can be crammed into the paddle-like forearm assemblies):
a) Micro-Missiles---30mm
Range: 11,000 ft in atmosphere, 22,000 ft in space
(Kitsune Values: 11,000 ft in atmosphere, 150 miles in space)
Damage: (Pattern-3a) 4d6 MD single rd to 5 ft blast radius
(Pattern-3b) 1d4x10 MD to a 5 ft blast radius, or 3d6 MDC out to a 20 ft blast radius in fragmentation mode
(Pattern-3c)(Incendiary)2d6 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1-10
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infrared Sensing Chip.
Payload: 100 micro-missiles per arm, in 10 ten-shot tubes

b) Mini-Missiles---30 mini-missiles per arm, in 3 ten-shot tubes

c) Short Range Missiles---12 SRMs per arm

d) Rail Gun
Range: 5,000 ft in atmosphere, 10,000 ft in space
(Kitsune Values: 5,000 ft in atmosphere, 90 miles in space)
Damage: 1d6x10 per 20 rd burst
Rate of Fire: EGCHH
Payload: 3,000 rd drum

e) Twin Gatling Rail Guns
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d6x10 MD per 60 rd burst, 2d6x10 MD for both cannons firing simultaneously(counts as one attack)
Rate of Fire: EPCHH
Payload: 12,000 rd drum(200 bursts)
Cost: 90,000 credits.

f) Twin Pulse Lasers
Range: 6,000 ft in atmosphere, 12,000 ft in space
(Kitsune Values: 6,000 ft in atmosphere, 100 miles in space)
Damage: 2d6 MD single blast, 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast, 2d6x10 MD for both cannons firing simultaneously(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

g) Ion Blasters
Range: 4,000 ft in atmosphere, 8,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 90 miles in space)
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
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 2,000 ft, but does 5d6 MD to a 30 ft wide area.
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft.


h)Plasma Cannon
Range:(Plasma Stream) 2,000 ft in atmosphere, 4,000 ft in space
(Kitsune Values: 2,000 ft in atmosphere, 40 miles in space)
(Plasma Bolt) 1,500 ft in atmosphere, 3,000 ft in space
(Kitsune Values: 1,500 ft in atmosphere, 40 miles in space)
Damage: (Plasma Stream) 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Deuterium Gas Reservoir has enough gas under pressure for 100 shots.

i) 20mm Autocannon(2)
Range: 4,000 ft in atmosphere, 8,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 90 miles in space)
Damage: (20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
2d4x10+8 MD for both cannons firing simultaneously(counts as one attack)
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
4d8x10 MD for both cannons firing simultaneously(counts as one attack)
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
Rate of Fire: Standard
Payload: 500 rds per gun

3) Chest Pulse Lasers(2)---Mounted in the chest area, on either side, are two pulse lasers for close combat.
Range: 4,000 ft in atmosphere, 8,000 in space
(Kitsune Values: 4,000 ft in atmosphere, 75 miles in space)
Damage: 4d6 MD single shot, 2d4x10 MD per triple burst, 4d4x10 MD for both cannons firing simultaneously(counts as one attack)
Rate of Fire: EPCHH
Payload: Effectively Unlimited

4)(Optional) Missile Launchers(2)-----Paladin Steel engineers have managed to develop an augmentation pack that consists of two box missile launchers mounted on the rear sides of the protruding thruster assembly on the Simurg’s back.
a) Mini-Missiles--- 24 MMs per launcher

b) Short Range Missiles--- 12 SRMs per launcher

c) ‘Black Talon’ L-SAMs
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-4
Payload: 12 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)

d)’S-Sting’ Deep Space Mini-Missiles---The S-Sting is heavier and more powerful than its atmosphere-based cousin, the ‘Black Talon’ L-SAM.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: miles in atmosphere, miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Rate of Fire: Volleys of 1-4
Payload: 12 per launcher
Bonuses: +7 to strike

e) Medium Range Missiles---4 per launcher

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

Options:
*Laser Resistant Armor---The Simurg can be plated in laser-reflective armor(lasers do HALF damage).

*Forcefield---A forcefield generator can be mounted, providing 400 MDC of virtual protection.

*EW Suite---Electronic warfare jamming units can be added, run by automated systems, providing some limited stealth and protection against sensor-guided weaponry on the battlefield. Basic frequency jumping and radar/IR jamming. Radar-guided weapons are -3 to strike the craft

Variants:
*PS/CTRL-SMRG017D ‘Ziz’ (http://i408.photobucket.com/albums/pp164/taalismn/img206.jpg ) ---A major variant developed with the help of PS engineers and being tested in the Rosette moon system, the ‘D’ variant features a redesigned main hull with a more streamline- angled and protruding chest area that affords considerably more room in the cockpit, easier access, and a forward and up ejection mechanism. The head is also slightly smaller and more streamlined thanks to improved laser systems. The back of the ‘bot features a ‘rooster tail’ with additional thrusters and reaction mass tankage, while the upper back features a set of folding wings. The legs have also received some modification to be more streamlined. Overall the ‘D’ variant enjoys greater flight agility and speed in atmosphere, albeit at slightly higher cost(increase cost per unit by 25%). Developed as much to address the crew comfort and maintenance issues of the early model Simurgs as to improve mobility with newly acquired contra-grav technology, the SMRG017D is predicted by some to be slated to replace the older Simurgs in service, and at least a limited production run(if not outright manufacturing license) will go to the CTRL’s PS/GNE partners.
Sometimes called the ‘Huitzi’(Nahuatl for ‘Hummingbird’) by GNE engineers.
Changes/Modifications:
Wings(2) 100 each
Lower Thruster Assembly 110
Weight: 31 tons
Width: 22 ft(w/ wings fully deployed)
Speed:
(Flying) Hover to 280 MPH, maximum altitude of 18,000 ft. (terrestrial conditions)
(Space) Mach 6
Bonuses:+4 to dodge flying in the atmosphere(no bonuses if the wings are destroyed) +4 to dodge, flying in space.
Improved head laser targeting:+1 to strike(in addition to any other bonuses)
Note: The wings CAN be used to mount accessory missile launch systems as described above.
-------------
"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
ZINO
Knight
Posts: 4070
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Paladin Steel Storefront

Unread post by ZINO »

awesome!!!!!!!!!!!!!!
let your YES be YES and your NO be NO but plz no maybe
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Just to fill up space on the shelf in the accessories section... :D

Paladin Steel VBA-07 ‘Super-Skin’ Lightweight Body Armor

Are Daisy Duke utility belts with and without weapon holsters available for Skin suits and Body Armor?
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
User avatar
taalismn
Priest
Posts: 48025
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:Just to fill up space on the shelf in the accessories section... :D

Paladin Steel VBA-07 ‘Super-Skin’ Lightweight Body Armor

Are Daisy Duke utility belts with and without weapon holsters available for Skin suits and Body Armor?


We got belt buckles you can practically hide behind, gringleaper-leather accessories, and enough bling to satisfy the biggest jackdaws.
-------------
"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
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

Ok. Happy page 73.
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
User avatar
taalismn
Priest
Posts: 48025
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:Ok. Happy page 73.


Grinding ever closer to the big 100... :D :D :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
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:
abtex wrote:Ok. Happy page 73.

Grinding ever closer to the big 100... :D :D :D

Your fans are always ready to help, in any way possible.
But I am sure to others are there as well.

On a side note: Wiesel Power!!!
Last edited by abtex on Fri Jan 20, 2012 2:02 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
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:
abtex wrote:An APC(hair) [Armored Powered wheelChair], not Armored Personal Carrier. :D

Could always put wheels and an armored cover on a BarcoBot and get something similar(and arguably more comfortable). :D

I like this one better. Has a nice bumper on it. :D
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
User avatar
taalismn
Priest
Posts: 48025
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:
abtex wrote:Ok. Happy page 73.

Grinding ever closer to the big 100... :D :D :D

Your fans are always ready to help, in any way possible.
But I am sure to others are there as well.

On a side note: Wiesel Power!!!


Well, thank you! Nothing like a pitchfork and torch mob coming up the drive to get the adrenaline pumping! :P
-------------
"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
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Well, thank you! Nothing like a pitchfork and torch mob coming up the drive to get the adrenaline pumping! :P

No, they are just lighting the way. Would you please run faster.
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
User avatar
taalismn
Priest
Posts: 48025
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Well, in that case, I'll rush ahead and post this before it's completely ready(will add the image file tomorrow; my home computer is abyssmally slow on loading images to Photobucket).

Paladin Steel PS-S-(Mc)HC-07 Piranha Hover-Attacker
http://i408.photobucket.com/albums/pp164/taalismn/img210.jpg
<“Move it, you worthless -trulls-! Market’s a-waiting!”>
Durquin’s lash struck out, drawing a scream of pain from one of the naked slaves tumbling and scurrying out of the transport, their fear of him and his clan-warriors palpable in their fear-stink.
Durquin relished it; he loved his work as he waded into the mass of animals, whipping and kicking and enjoying the terror he spread, taking the time to deliver some personal attention to those who didn’t move fast enough. Frankly, he wouldn’t mind if one or two of the beasts died; slave-meat was one of the perks of the job, and culling the weak and slow was part of his genetic makeup. Hungrily he eyed several he wouldn’t mind biting into, and hoped they would trip up and give him an excuse not to see them to the auction block. Surely one or three wouldn’t be missed, and there were always more to be had, thanks to the access this nexus-world gave his people to countless other worlds of prey.
He was still herding this latest batch of meat-on-feet to the corrals when he heard the buzzing from the woods, then the alarms started sounding. Durquin suddenly looked up, his ears going fully erect; who would dare---?
Then Durquin’s teeth-brother suddenly came apart in an explosion of gore. And something, several somethings, struck Durquin hard, knocking off his feet-claws and rolling on the ground, his whip and sword-gun sent flying and lost.
Durquin caught only a glimpse of several low sleek shapes blur by, flying only a few feet off the ground, one of them slewing around on its side, and flashing with eye-blinding brilliance. Durquin felt sudden heat wash over him, and searing pain; the acrid smell of charred fur choked his nostrils. A roaring sound assaulted his burning ears, punctuated by the sounds of weapons fire, and the squalling scream of the slave-animals. But all that was drowned out by a rising howling scream of all-consuming agony.
Durquin realized that scream was his own.

“Recognize the species?”
“Nope, but they’re slavers. New Splugorth minions?”
“Maybe. Doubt it. Doesn’t matter, though, we treat ‘em the same! Skin’em!!!”
“Hey, look, crew hatch on that spaceship’s still open! Wanna see what happens if we put a few missiles through it?”
“Already on it! Okay! Swing us around the left! I thought I saw some more of ‘em over that way!”
“Okay, follow my lead and watch out, they’re wising up and some of them are packing really big rifles!”
“Hey, neat! Something inside blew up NICE!”
“Faster, faster! I wanna hit more of them!”
“Man, but I’m glad I washed out of Flight School and got passed down to hovertanks!”


The ‘Piranha’ is a variant of the HC-01 Barracuda Hovercycle, refitted for operation by Smallkin crews. The driver seat/saddle area has been rebuilt into an actual crew copartment for three small-scale crewbeings and up to four passengers, and a dorsal turret, similar to those carried on the ATV-IFV02(Mc) Darotter and ‘Speedy’ ATV(in fact, it’s the same stock fitting) mounted on the rear. A fighter-style cockpit holds the pilot and forward turret gunner/systems operator, while the gyrostabilized rear turret has its own manned gunnery position. This allows the hovervehicle to make high speed passes of targets, while the rear gun turret continues to track and lay down fire.
The result; a small and fast attack vehicle that’s inexpensive to build and easy to maintain from existing parts stocks. Though regarded as a heavily armed hovercycle by BigFolk standards, the PS-S-(Mc)HC-07 is regarded as a hoverTANK by most Smallkin, and it has proven a very effective scout and fast raider unit. The GNEAS has already had rather astounding results from deployed ‘Fuzzack’ motorized cavalry units striking enemy flanks and rear echelon units.

Type:PS-S-(Mc)HC-07 Piranha
Class: Hovercycle/Micro-Scale Hover Attack Craft
Crew: 3 Size Level 1-2 sentient beings, plus 1-4 similarly sized passengers
Up to four micro-power armors(or particularly brave infantry) can cling to the upper surface of the wings.
MDC/Armor By Location
Main Body 80
Mini-Turret(1) 30
Reinforced Crew Compartment 35
Forward Headlight 5
‘Wing’ Lights(2) 3 each
Plasma Turret 25
Laser Cannon(2) 15 each
Rear Thrusters(4) 25 each
Undercarriage Directional Jets(2) 10 each
Length: 9 ft
Width: 7 ft
Height: 2 ft
Weight: 630 lbs
Cargo: Limited to two storage wells(roughly 1.5 ftx1 ftx1ft) in the aft wings(and whatever can be lashed to the top of the wings).
Powerplant:Liquid Fuel(Range: 700 miles), Electric(Range: 750 miles), or Nuclear-Fusion(w/ 7 year energy life)
Speed: 250 MPH. Maximum altitude of 100 ft, and can handle drops of up to 600 ft
Market Cost: 170,000 credits for liquid fuel, 200,000 credits for electric, and 800,000 credits for nuclear
Systems of Note:
*Motion Detector/Collision Warning System----A micro-radar system, vital for avoiding wrapping yourself around a tree at high speed. The system has a 1,000 ft range and will sound a visual and auditory warning of possible obstacles.
Weapons Systems:
1)Plasma Cannon Turret(1, ventral nose)- Mounted in a swivel turret underneath the nose of the cycle. Most users keep it locked in the forward-firing position, owing to the difficulty of multi-tasking and tracking a passing target while maneuvering the hovercycle at high speed. On the Piranha, the second crewmember, seated behind the pilot, typically handles operating this weapon.
Range: 2,000 ft
Damage: 6d6 MD per blast
Rate of Fire: EPCHH
Payload: 100 shot battery w/ liquid-fuel or electric, Unlimited w/ Nuclear Powerplant

2) Twin Laser Cannon(2x1)- Mounted in-line with the cycle’s body, and firing forward. The pilot operates these weapons.
Range: 3,000 ft
Damage: 3d6 MD per single blast, 6d6 MD for both firing simultaneously
Rate of Fire: EPCHH
Payload: 200 shot battery w/ liquid-fuel or electric, Unlimited w/ Nuclear Powerplant

3)Top Gun Turret(1)---This is a light gyro-stabilzed turret holding a light machine gun, light rail gun, missile launcher, or energy rifle. It has its own dedicated gunner, the third crewmember.
a) 7.62mm Machine Gun---Adapted version of the PS GMG M43, with a 20 inch barrel
Range: 7,500 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-rd belt
Cost: 8,000 credits

b) 12 Gauge AutoShotgun
Range:(12 Gauge)) 300-1,000 ft(varies by ammunition type)
Damage:(12 Gauge)
*Standard Shotgun shell--300 ft range, 5d6 SDC
*Standard Buckshot shell---300 ft range, 4d6 SDC to 5 ft area
*Teargas shell---300 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---300 ft range, 2d6 SDC, plus 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).
*S-9Dex Incapacitation Munition ---300 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 300 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---1,000 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 1,000 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---1,000 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---1,000 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armour & roll versus knockdown (14)
Rate of Fire:(12 Gauge) Standard
Payload:(12 Gauge) 20 rd ‘banana’ clip(up to 4 clips can be carried internally)
Or a 50 shot drum can be added
Cost: 9,000 credits

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

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

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

The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire: ECHH
Payload: 12 shot magazine, 18 shot ‘saddle drum’, or 24 shot drum
Note: The Drum magazines are fully compatible with the PS ‘Drum Mine’ system that allows large-caliber ammunition drums to be converted into boobytraps/mines.
Cost: 19,000 credits; SDC rounds cost 40-60 credits each, Crowd Control rounds cost 20 credits each, standard 30mm HE grenades cost 400 credits each, armor-piercing cost 550 credits each, micro-fusion(rarely available on the open market) cost 1,500 credits each, Incendiary cost 600 credits each.

d) 5.56mm Medium Machine Gun---This is an adapted version of the P-631 Series modular automatic weapon, firing caseless ammunition. 15 inch barrel.
Range:
Effective Range: 3,300 ft, maxmum range 8,000 ft
Damage:(5.56mm) 5d6 +3 SDC single shot or 2d4x10+9 SDC per 3 shot burst at ranges under 3,300 ft, 3d6+1 SDC or 6d6+3 SDC per 3 rd burst beyond 3,300 ft .
(PSX-1) 1d6 MD per single shot or 3d6 MD per 3 shot burst(no damage reduction)
Can use any standard 5.56 mm-format specialized munitions, including explosive rounds and megadamage armor-piercers.
Rate of Fire: Selective fire; bursts of 5, 10, 20, 30, or 50 rds.
Payload: 180-rd Belt
Cost: 3,800 credits

e)Laser Cannon---Adapted model of the PS-RFL2-33 ‘Blazer’ Heavy Infantry Laser
Weight: 27 lbs
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.
Cost: 75,000 credits

f)PS Rip-Zapper Ion Cannon
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:(Ion Beam Mode) 10 shots standard E-clip, 24 shots long e-clip.
(SDC Beam)One MD shot equals 10 SDC shots
(Ion Bolt Mode) Same as for Ion Beam mode
(Lightning Zapper Mode) Same as for Ion Beam mode
(Shock-Zap Mode) 20 zaps equals 1 MD shot
Features:
*Heavy insulation
*Compatible with NG, CS, and PS-produced E-canisters
Options: None
Cost: 36,000 Credits

g) Plasma Cannon---Adapted from the PPR-3 ‘Serap’
Weight:(Projector) 20 lbs
(Backpack) 30 lbs
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: 7 shots standard E-clip, 14 shots long E-clip, or 50 shots with a backpack
Cost: 80,000 credits. The PPR-3C is NOT currently for sale, but would likely cost 90,000 credits or more if made available.
Options:
“Hot Shotting”---This systen 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 Serap, 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). HotShot modding costs 8,000 credits, and a recharged cylinder of refined d-gas costs 700 credits(500 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 30 shots.

h) Heavy Plasma Cannon----Adapted from the PSPPR-20 ‘SuperNova’
Weight: 36 lbs
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
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

i)Particle Beam Cannon---This is simply a PSPBW-11 remounted with a larger energy pack
Weight: 19 lbs
Range: 2,600 ft
Damage: Two fire modes; 6d6 MD low power and 1d4x10 MD high power mode
Rate of Fire: ECHH
Payload: Powerpack---100 low-power/60 high-power shots
(E-clips) 12 low-power/8 high-power shots from a standard e-clip, 20 low power/16 high-power shots from a long-e-clip/FSE
Cost: 36,000 credits

j) Micro-Missile Launcher---25 shot launch box. Cost: 20,000 credits, missiles cost extra

k) Mini-Missile Launcher---4 shot launcher. Cost: 40,000 credits, missiles cost extra

l) Copperhead Anti-Tank Missiles
Range: 1 mile,
Damage: High Explosive 2d4x10 MD,
Rate of Fire: Volleys of 1-4
Payload: 4
Bonuses: +5 to strike
Cost: 60,000 Cr, missiles cost 600 credits each

m)20mm Precision MIni-Cannon---Gyro-stabilized sniper-cannon, for precision shooting.
Weight: 38 lbs
MDC: 80
Range:(Maximum) 7,000 yards(21,000 ft)
(Effective) 2,500 yards(7,500 ft)
Damage:(20 mm) 1d4 MD per shell at 7,500 ft or less, 1 MD per shell up to 21,000 ft
4d6 MD per 5 rd burst(1d6 MD at maximum range)
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1)4d4 MD per shell(1d4 MD per shell up to 21,000 ft)
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 3.5 ft blast radius(single shot)
(Ramjet) 4d6 MD per shell at 4,500 ft or less, 1d4 MD per shell up to 21,000 ft. Bursts not possible
(Wood rds) 6d6 SDC per shell(1d6x10 HP to vampires)
2d4x10 SDC per 5 rd burst(2d4x10 HP to vampires)
Rate of Fire: ECHH
Payload: 12 rd box-clip magazine, or 25 rd drum
Bonus: The XM139 gets a +1 to strike from its balancing and recoil-control.
Cost: 18,000 credits



Options:

*Hardpoints(1-2)---A hardpoint can be added to each wing for mounting additional ordnance
a) Machine Gun Pod---Adapted from the extremely popular cyborg weapon; can also fire rubber, silver, and wooden rds.
Range: 2,000 ft
Damage:(SDC) 1d6x10 SDC per 10 rd burst
(MD) 1 MD single rd, 2d4 MD per 10 rd burst
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
Rate of Fire: EPCHH
Payload:300 rd drum
Cost: 18,000 credits

b) 20mm Cannon Pod
Range:(20mm)3000 ft (1500 ft for wood rounds)
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PS-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
(Wood Rounds) 6d6 SDC per round (1d6x10 HP to vampires)
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airbursts are not possible with wooden rounds
(20mm PSX-2)(after 110 PA)
4d6 MD single rd
2d6x10 MD per 5 rd burst
Airburst does 4d6 MD to 6 ft blast radius
Rate of Fire: (20mm)Standard.
Payload: 200 rds,
Cost: 20,000 credits
A box of 100 20 mm ‘smart’ rds costs 800 credits
A box of 100 20 mm ‘smart’ PSX-1 rds costs 3000 credits(after 110 PA, this drops to 2,000 credits)
A box of 100 20 mm ‘smart’ PSX-2 rds costs 3200 credits

c) Laser Pod
Range: 3,500 ft
Damage: 4d6 MD single shot, 1d6x10 MD triple shot burst
Rate of Fire: Standard
Payload: 60 shots (takes 2 e-clips)
Cost: 45,000 credits

d) Ion Pod
Range: 2,500 ft
Damage: 3d6 MD per shot; cannot fire bursts
Rate of Fire: single shot, ECHH
Payload: 20 with a standard e-clip, 35 with a long e-clip
Cost: 20,000 credits

e) Plasma Gun Pod
Range: 1,500 ft
Damage: 1d4x10 MD per blast
Rate of Fire:Standard
Payload: 12 shots standard e-clip, 20 shots long e-clip
Cost: 25,000 credits

f) Micro-Missile Launcher ----12 shot pod. Cost: 15,000 credits for the launcher

g) Mini-Missile Launcher---3 per launcher. Cost: 12,000 credits for the launcher

h) Short Range Missile Launcher---1 per launcher. Cost: 22,000 credits for the launcher

i) Copperhead ATMissile Launcher---2 per launcher
Range: 1 mile
Damage: High Explosive 2d4x10 MD
Rate of Fire: Volleys of 1, 2, or 4
Payload: 2
Bonuses: +5 to strike
Cost: 25,000 credits for the launcher, 10, 000 credits per missile

j) 40mm Grenade Launcher
Range: 1,250 ft
Damage: Fragmentation: 4d6 MD to 12 ft blast area
Armor Piercing: 1d4x10 MD to 3 ft blast area
Rate of Fire:Standard
Payload: 18
Cost: 6,000 credits

*Turbo-Boosters----Boosts maximum speed by 50%, for up to 16 melees(4 minutes), before needing 10 minutes to recharge/cool down(it’s possible to override the system and boost again, but each time it’s done, there’s a 20% chance of the system overheating and breaking down, requiring repair). Comes standard with a ‘smart lock’ safety harness system that tightens up around the pilot moments before the jets kick in. Cost: 5,000 credits

*Armored Ejection Seats--------This is a modified MDC(50) helmet that closes around the tiny crewmember, providing additional protection. In a bail-out situation, the pilot can eject, the helmet powered clear of the rest of the robot by rocket motors. Internal airbags cushion the pilot on landing(it was decided NOT to include a mini-parachute, in case such might give away to a watchful enemy that something was up). The escape pod can rocket up to 5,000 ft away. Cost: 3,000 credits per crewmember.

*Drogue-Chute---A crossover from the air-deploy power armor line. The ‘chute can assist in a drop from altitude(TRIPLE the safe drop distance), or assist in braking(+10% to Piloting rolls involving high-speed braking maneuvers). Reeling in the parachute and auto-repackaging it takes 1d4 melees. Cost: 3,000 credits

*Scramblers---Developed from Juicer scramblers(also available to the micro-scale ‘Speedball’ Hovercycle) but not as powerful; vehicle has only a 25% chance of being detected by thermal optics, motion detectors, and radar systems, and guided missiles are -2 to strike. Cost: 22,000 credits.

Variants:

*PS-S-(Mc)HC-07B----This version does away with the rear turret and third crewman, in favor of a pair of hardpoints, similar to those on the MicroWarbirds, only dorsal. They are fixed-forward firing, requiring the entire vehicle to be pointed to accurately fire the additional weaponry. Despite the added ordnance, the (Mc)HC-07B isn’t as popular with crews, as it doesn’t have the multi-angle firepower as the original model.
a)Micro-Missiles---12 per hardpoint
b) 30mm Micro-Missiles---6 shot pod per hardpoint
c) Mini-Missiles---3 shot pod per hardpoint
d)Short Heavy Hitter Missile----1 mile range, 2d6x10 MD---1 per hardpoint
e)PS-RL-212 Fragmentation Rocket Launcher( a copy/adaptation of an imported Russian design). Rather than a gun-style weapon, this is a smaller, lighter, pod-style launcher, packed ‘metalstorm’ style, with ten tubes, with three rounds in each barrel. Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 30 rds
f)Mini-Gun Pod---Based on the cyborg forearm option:
Range: 2,000 ft
Damage:(SDC) 1d6x10 SDC per 10 rd burst
(MDC) 1 MD per single rd, 2d4 MD per 10 rd burst
Rate of Fire: EPCHH
Payload: 300 rd magazine

*PS-S-(Mc)HC-07C----Heavy recon model, based on the military version of the Barracude, the HC-01C:
Weight: 655 lbs
MDC: +25 MDC to Main Body
Sensors:
Enhanced Mini-Radar---10 mile range
Laser Range Finder---10,000 ft range
Battlefield Magnetometer--Used for detecting metal-hulled vehicles, the EM signatures of nuclear fusion containment bottles, and the magnetic stator-fields of rail guns powering up/discharging. Range: The magnetometer has a range of 3,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Fusion powerplants and powered-up rail guns can be detected out to 4,500 ft
The ground radar has a range of 1,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordnance.

*PS-S-(Mc)HC-07P----Highway police version, with flashing lights and siren. The plasma turret is typically replaced with a heavy stunner or electronic disruptor cannon, the turret weapon a heavy sonic stunner , autoshotgun firing reduced lethality munitions, shock bead gun, or net launcher, and the accessory launchers either smoke/gas launchers, restraint casters or additional net projectiles. Despite stories, the crews assigned to (Mc)HC-07Ps do NOT carry apprehended suspects hogtied over the wings(they wait for a larger vehicle to come make pickup). Some (Mc)HC-07Ps are fitted to generate a trailing smoke screen behind them, or drop barricade mines to take out pursuing/following vehicles(these features are also being looked at by the military for adoption as well).
Last edited by taalismn on Tue Jan 24, 2012 6:07 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
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

They wanted you to move faster. Not post faster. But it will do.
Now they will have to stop and read what you posted.
Nice so far. Even has a police vehicle in it.

Good now we can play Squirrelly Cops and Nutty Raiders. :D
Last edited by abtex on Tue Jan 24, 2012 2:17 pm, edited 2 times 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
User avatar
ZINO
Knight
Posts: 4070
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Paladin Steel Storefront

Unread post by ZINO »

where have I seen this vehicle ???
still very well done taalismn
let your YES be YES and your NO be NO but plz no maybe
User avatar
taalismn
Priest
Posts: 48025
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Added image to Piranha, to complete it. :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
------------
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Added image to Piranha, to complete it. :bandit:

Now if the link worked. The 'h' needs to be part of 'http' it just missed the url.
This is a link to the picture.

This one is not it. Roller skating dragon? Something to do with Chinese Year of the Dragon?
Hi Tech railcar or roller coaster deluxe.
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
User avatar
taalismn
Priest
Posts: 48025
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:Added image to Piranha, to complete it. :bandit:

Now if the link worked. The 'h' needs to be part of 'http' it just missed the url.
This is a link to the picture.
.



Fixed.
It's that one letter mistake that kills yah. :o

And the next? It's a new munchkiny NPC for megaveral use; Digidrax!
http://palladium-megaverse.com/forums/viewtopic.php?f=8&t=128113

And the last? Something I spotted in Popular Science and noted that the business end of that 'Zero Gravity Rollercoaster' car bears an AMAZING similarity to a Zentraedi Fighter Pod's engines. So I posted it to the 'Franken-mecha' thread as a possible adhoc Improvised Mecha Unit. :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
Priest
Posts: 48025
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

And here's a bugger, a lemon just waiting to be resurrected:
http://www.dieselpunks.org/profiles/blogs/the-fascination-car
Can't you just see it as a nuclear hovercar, or a TW-powered flying coupe? :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
ZINO
Knight
Posts: 4070
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Paladin Steel Storefront

Unread post by ZINO »

taalismn wrote:
abtex wrote:
taalismn wrote:Added image to Piranha, to complete it. :bandit:

Now if the link worked. The 'h' needs to be part of 'http' it just missed the url.
This is a link to the picture.
.



Fixed.
It's that one letter mistake that kills yah. :o

And the next? It's a new munchkiny NPC for megaveral use; Digidrax!
http://palladium-megaverse.com/forums/viewtopic.php?f=8&t=128113

And the last? Something I spotted in Popular Science and noted that the business end of that 'Zero Gravity Rollercoaster' car bears an AMAZING similarity to a Zentraedi Fighter Pod's engines. So I posted it to the 'Franken-mecha' thread as a possible adhoc Improvised Mecha Unit. :D

OMG where was this first time I see this !!! back 2003 !!! wow !!
let your YES be YES and your NO be NO but plz no maybe
User avatar
taalismn
Priest
Posts: 48025
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Corrected some spelling and added a filter-mask feature to the Superskin Armor, for those of you who like your skinsuit armor. :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
Priest
Posts: 48025
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 PS-UAV-RPV-07 Midge UAV
(aka ‘Bumblebee’, ‘Waspinator’, ‘Buzzer’)

“Gentlemen, we’re looking at cracking a heavily fortified enemy territory with coordinated strategic and tactical air defenses...simple bombardment is NOT going to be sufficient, and sending in manned units is asking our people to step into a meat grinder. No, we’ll do neither of those.
So we’re swarming them at high and low level with Midges. We’ll hit them from all directions with decoys and hunter-seeker drones. Hopefully, the enemy will be so busy slapping and swinging at our little stingers that they’ll lower their guard and our follow-up units will be able to hammer them!”

“Here’s what we’re going to do; the mercs expect us to be clever, so we’ll give them clever. They know we have vetos*, so we’ll send a pack of copters far around their flank to land a company of airborne behind them, to cut off their retreat and take them in the arse. They’ll have to reposition to prevent that. Only we’re sending a wing of Midges to their backside, with ghoster gear and noisemakers to give the impression of a full copter armada doing night manuevers, and they’ll be dropping tumble-drummers and thermal decoys to give the impression of a full paratrooper company on the move. Once the mercs take the bait and reposition, we’ll hit them while they’re turning. And just to keep their interest, we’ll have a few Midges with weapons start hitting them backside so they don’t dare ignore the possibility that we REALLY might have troops behind them.”
“What if they refuse to take the bait and figure out we’re hitting them from the front anyways?”
“Then we hit them first with our remaining Midges, just like we did at Wiskom Lake, and let them expend their ammo on drones. THEN we’ll hit them. Either way, they’ll bleed away ammo they can’t replace on unmanned targets!”
(*Veto-slang for VTOL aircraft)

“And Drang the Inescapable makes another live capture of a fleeing perp, snatching her on the run with one of his aerial tracker-drones! Unless she’s got a death wish, there’s no way she’s going to break free of those grippers, especially not while dangling three hundred feet in the air! And not with that tazer zapping her! Nope, that crook ain’t going anywhere except back here to Drang’s bounty-van and then to the Lazlo authorities to face trial! That makes, what, your two hundredth capture, Drang? And we caught it live as it happened!”

The Midge is a high-maneuverability unmanned robot vehicle/aerial drone that is mass-produced and deployed in numbers by Paladin Steel for Greater New England. The Midge resembles an impressionist wasp done in metal; a sensor-studded head fronts the drone, a central thorax sprouts six stub vernier wings with lift/drive thrusters, and a modular cargo/mission pod brings up the rear. The Midge can be piloted remotely, or semi-autonomously by its onboard Artificial Intelligence system. The modularity of the design allows for seemingly infinite configuration options, making the design extremely versatile.
Midges are brute-force directed-thrust fliers(without continual power they glide like rocks), so for long range missions, they require a micro-pack nuclear powerplant to supply the needed energy. Even with the expense of a nukepack, however, PS considers them still to be cheaper for many missions than a larger manned vehicle. As ‘force multipliers’, Midges are invaluable to the Greater New England Armed Services performing tasks too mundane, too dangerous, or just too many for available living aircrews and soldiery.
Midges are a common sight in Greater New England, serving as public security units, firefighters, environmental monitoring vehicles, couriers, and inspection craft. The GNE military uses them in all branches as recon craft, fast attack units, skirmishers, and force multipliers. While many of them differ from each other stylistically(some having longer wing-strakes, or ducted fans in place of the thrusters, or full-body streamlined farings, for a few examples), the basic design remains the same.

Type: PS-UAV-RPV-07 Midge
Class: Unmanned Multi-Purpose Light Semi-Autonomous Drone Aerodyne
Crew: Robotic AI
A single passenger can straddle the drone and ride it like a hovercycle
MDC/Armor by Location:
Main Body 180
Thruster Vanes(6) 20 each
Sensor Head 45
Modular Pod 60
Height: 3.3 ft
Width: 3 ft
Length: 8 ft
Weight: 500 lbs
Cargo: (see Option Pods)
Physical Strength: Equiv. Robotic P.S. 30 for lifting purposes
Powerplant: Electric (w/ 200 mile range) or Mini-Nuclear w/ 5 year energy life
Speed: (Flying) Hover to 200 MPH, maximum altitude of 14,000 ft.
Market Cost: 90,000 credits for electric, 145,000 credits for nuclear
Systems of Note:
Radar----10 mile range
Basic Robot Optics w/ Low-Light
Basic Robot Audio
Radar Detector/EM Warning Sensor
Inertial Guidance
Directional Spotlights(2, normal and IR, with 2,000 ft range)
Laser Targeting/Range Finding--4,000 ft range(+1 to strike w/ ranged weaponry)
Long Range Radio/Video Transmission---500 miles
*Optional Autonomous Control or Remote Piloting
*Parachute Recovery System
Weapons Systems:
1) (Optional) Modular Rear Pod. Can be ONE of the following configurations:
a) Micro-Missile Launcher---2x25 boxes, 50 rds total

b) Mini-Missile Launcher----12

c) Short Range Missile Launcher---6

d) Medium Range Missiles ---3

e) Copperhead ATM Missiles---6
Range: 1 mile
Damage: Armor-piercing:2d4x10 MD, no blast radius
Rate of Fire:Volleys of 1,2,3, 4, or 6
Payload: 6
Bonuses: +5 to strike

f) Black Talon L-SAM---5
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-5(all)
Payload: 5
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)

g) Heavy Machine Gun(PS-M136 Mini-Gun)
Weight: 35 lbs+ 80 lb ammo drum
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: 2,000-rd belt

h) Grenade Launcher
Range: 1,250 ft
Damage: Fragmentation: 4d6 MD to 12 ft blast area
Armor Piercing: 1d4x10 MD to 3 ft blast area
Rate of Fire:Standard
Payload: 50 rds

i) 20mm Autocannon----This is actually an attempt to adapt the 20mm ‘Taskin’ Infantry Cannon and ‘Waybur’ OICW’s twenty-millimeter proximity-fuzed ‘smart’ munition.
Range: 3,000 ft
Damage: 4d4 MD single rd, 1d6x10 MD per 5 shot burst, 2d6x10 MD per 10 rd burst
Fragmentation burst does 4d4 MD to 5 ft blast radius.
Rate of Fire: ECHH
Payload: 200 rds

j) Pulse Laser
Range: 3,500 ft
Damage: 4d6 MD single shot, 1d6x10 MD triple shot burst
Rate of Fire: Standard
Payload:100 shot battery for electric models---Effectively unlimited for nuclear-powered models

k) 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: 100 shot battery for electric models---Effectively unlimited for nuclear-powered models

l) Plasma Cannon
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
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.


m) Particle Beam Cannon
Range: 3,500 ft
Damage: 2d4x10 MD per shot
Rate of Fire: ECHH
Payload: 60 shot battery for electric models---Effectively unlimited for nuclear-powered models

n) Sonic Cannon
Range: 800 ft in air
Damage::Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines or APCs are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per se, it does affect the hearing and inner ears of crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or uninsulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.
Rate of Fire: ECHH
Payload: 100 shot battery for electric models---Effectively unlimited for nuclear-powered models

o) Flamer
Range:(Direct-Stream Mode) 280 ft
Damage:
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire: Standard
Payload:
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 80,000 credits
(Gasoline/Alcohol) Typically 5-30 credits(depending on availability)
(Napalm) 50 credits per tank
(MD Fluid) 800 credits per tank
(Incendi-Gel) 1000 credits per tank
(WI Napalm-P) 2000 credits per tank


p) Bomb---Can carry a 100 lb bomb(equiv. to a Medium Range Missile warhead) or up to a 250 lb bomb(but reduce maximum speed by 1/3, and bonuses by HALF)
*250-lb Bomb----2d4x10 MD to 50 ft blast radius

q) Net Launcher
Range: 200 ft. Net covers a 6 ft area
Damage: Varies;
(Standard Net) Heavy high-tensile strength megadamage steel cable net; takes 2d4 melee actions/attacks to untangle self(half that for creatures with supernatural PS of 30 or higher)...in the meantime, the victim CANNOT strike or parry, is -2 to dodge, and reduce speed by 90%

(Slicer Net) As above, except that every melee the target spends struggling and trying to get out, they take 1d4 MD from the various hooks and razor-lines. In addition to usual penalties, takes an additional -2 to dodge from the pain.

(Shock Net)As above, except that each melee entangled, the target takes electrical shock damage. At mild current levels, this can be annoying and distracting, but can also stun the victim...higher levels of voltage can toast the entrapped target and damage them severely, if not kill them outright....
2d6 SDC per melee/shock pulse, plus beings must roll versus non-lethal poison(16 or better) or be stunned /knocked out for 1d4 melees. Cyborgs have a 40% chance of having their systems overloaded and being immobilized for 1d4 melees, plus a 40% chance of electrical systems/accessories such as sensors or weapons knocked out for 1d4+2 melees. Power Armor fare somewhat better, having only a 10% chance of losing electrical systems or peripherals for 1d4 melees.

(Drug Net)As above, except that the net has microcapsules that break with any struggle, releasing a skin-contact/aerosol drug--Unless the victim has complete environmental protection(sealed off from contamination), they must roll each melee they are entangled against non-lethal toxin, or find themselves succumbing to chemical lethargy; cumulative -20% chance of falling unconscious(for 2d4 minutes), -1 to initiative, -2 Dodge, Strike, Parry, and Roll, -1 APM (in addition to entanglement penalties).

(Thermite Net) A nasty variant, based on designs brought back from South America(See Rifts South America 2). Same as above, but bursts into flame, doing 4d6 MD for 1d6 melees
Rate of Fire: ECHH
Payload: 12 nets

r) Bomblet Dispenser---Light Weapons Dispenser(L-SAW)--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 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
(Angel Hair)---Does NO damage, but against conventional power generators and uncovered power lines and distribution systems, it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up.
Rate of Fire: A SAW can volley its submunitions in any combination
Payload:(Typical loadouts)
200 AP/Chemical grenades
OR
50 HE/anti-vehicle grenades
OR
50 Fragmentation Mines
OR
25 Incendiary Bombs
OR
250 spools of wire, each spool holding up to 4,000 ft of aluminum-coated

s) Chemical Sprayer
Range: Depending on wind and altitude, the helicopter 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: 40 gallons

t) Jet Booster----Speed Booster---Effectively DOUBLES speed for 15 minutes before needing 30 minutes to cool down.

u) Recon Pod---An aircraft-stye palletized sensor module that can be configured to hold a variety of different sensors, from EW samplers, aerial metal detectors, ground radar, radiation and molecular analyzers, PPE detectors, and the like, Typically it carries a wide-angle high-resolution video system for optical recon.

v) Jammer 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.

w) Cargo Pod----Can carry up to 100 lbs of gear. Some versions allow the RPV to drop the pod with a drogue chute and retarding device.

x) Courier Pod---This is a specially protected and shielded pod used to carry small parcels(typically no more than 10 lbs) or sealed data files. The pod is designed to be openned only by specially encrypted key-locks or biometric scans; any attempt to hack or break into the pod will trigger a self-destruct system that erases the data and destroys the hardware, or otherwise obliterates the parcel.

y) Heavy Spotlight---A powerful searchlight that can be used to illuminate at relatively long range, and intense enough to blind at closer ranges. Effective illumination range of 3,000 ft, and can cover a 60 ft wide area. At ranges of 200 ft or less, it can have effects similar to a Blinding Flash spell, if looked at without proper eye protection.

z)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)

z2) Decoy Pod---Instead of jamming or cloaking, this pod produces 1-6 ‘ghost’ signals of the drone, typically offset up to 500 ft away. Short of directly eyeballing the drone, enemy sensors have only a 15% chance of spotting the real drone amongst the electronic shadows.

z3) Tazer-Claw---This is actually a robotic arm(50 MDC) with a special claw-grasper designed to grab, tazer-stun, and lift/carry a person, closing around their upper torso. Also known as the ‘Body-Snatcher’ or the ‘Abductor’. The claw-gripper has a Robotic P.S. of 25, and can lift up to 300 lbs of prisoner, while the tazer function acts on contact:
Victims must save versus non-lethal poison(12 or better) or suffer
-10 to strike, parry, and dodge, reduce speed and APMs by HALF, for 2d4 melees per hit. Cyborgs(full and partial conversion) save at 8 or better. Also has the effect of shorting out vehicle ignition systems(60% chance)



2) (Optional) Nose Weapon(1)---A single small weapon, equivalent to a heavy pistol or light rifle, can be fitted in the nose.
a) Pulse Laser
Range: 850 ft
Damage:(SDC Mode) 4d6 SDC per shot
(MDC Mode) 3d4 MD per shot, and 6d6 MD per 3 shot burst
Rate of Fire: Standard
Payload: 100 MD shot battery for electric models---One MD shot equals 60 SDC shots---Effectively unlimited for nuclear-powered models
Options: *Flash-Blinder---This adds a special power-stepdown chip to the weapon’s power regulation/draw system, and a scattering optic to the barrel. allowing the weapon to produce blinding flashes of light that can temporarily blind those with unprotected optics/eyes. Effects are roughly equal to a Blinding Flash spell. One MD shot equals 200 ‘flash’ shots.

*Fan-Scatter-Laser Kit---This conversion adds what looks like a round-tipped air-cooled muzzle or perforated silencer to the end of the muzzle. In reality, it is a beam-splitter that converts the PSLP into a short ranged ‘fan laser’, doing 1d6 MD to an 10 ft-wide area, at about 300 ft range, with a single shot, and 3d6 MD to a 12 ft area with a burst shot. Sometimes called a ‘paint stripper’.

b) Ion Blaster
Range: 700 ft
Damage: 2d6 MD single shot, 6d6 MD burst
Rate of Fire: Standard
Payload: 7 shots standard e-clip, 14 shots long
Cost: 6,500 credits
Options:
*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIP-18 into a short range shotgun with an area of effect blast. Reduce range to 200 ft, but does 3d6 MD to a 12 ft wide area. Cost: 4,000 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: 2d6 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) Ion Arc Gun
Range: 800 ft
Damage: 6d6 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 disipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(3d6 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: 100 shot battery for electric models--Effectively unlimited for nuclear-powered models
Bonuses: +2 to strike metallic targets
Cost: 19,000 credits

d) Plasma Gun---Based on the Incendii Plasma Pistol.
Range: 500 ft
Damage: 5d6 MD per blast
Rate of Fire: Standard
Payload: 100 shot battery for electric models--Effectively unlimited for nuclear-powered models
Options:
*“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: HotShot modding on the Incendii costs +8,000 credits, and a recharged cylinder of refined d-gas costs 500 credits(300 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 20 shots.

*Scatter-Fire---This modifies the muzzle plasma ejector mechanism to fire a dozen or so smaller plasma bolts at shorter range and with less individual damage, but with a scatter effect like a shotgun---ideal for clearing out rooms and compartments.
Reduce range by 1/3, and mini-plasma bolts do 2d4 MD each, but now covers a 30-degree arc(or rougly 15 ft wide area)
Cost: +4,000 credits

*Plasma Bolt-exploder----Rather than a single plasma bolt, this mod supercharges the outgoing shot into a sort of freeform plasma ‘grenade’ whose cohesion deteriorates faster, resulting in shorter range, but which explodes with greater area of effect and intensity.
Reduce range by HALF, but the bolt now does 1d6x10+4 MD and explodes in a 5 ft blast radius . A single plasma ‘grenade’ costs two shots from the e-clip.
Cost: +5,000 credits


e) Light Particle Beam
Range: 1,400 ft
Damage:6d6 MD per shot
Rate of Fire: ECHH
Payload: 60 shot battery for electric models--Effectively unlimited for nuclear-powered models
Cost: 45,000 credits

f)Light Rail Gun
Range: 2,000 ft
Damage: 1d6 MD per single shot, 5d6 MD on a 5 shot burst
Rate of Fire: Single shot or 5-shot burst
Payload: 500 shot box magazine

g) Machine Gun
Range: 2,000 ft
Damage: (SDC Rounds) 1d6x10 SDC per 10 rd burst
6d6x10 SDC for all six MGs going simultaneously
(MDC Rounds) 1 MD per single shot, 2d4 MD per 10 rd burst
8d6 MD for all six MGs going simultaneously
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
4d6x10 MD for all six MGs going simultaneously
*Can also use wood, silver, rubber, or other specialized rounds
Rate of Fire: Standard
Payload: 600 rds per gun

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

i) Mandible Claw---Works similar to the z3 option Tazer Claw only it consists of two mandible-like actuators that close on a humanoid’s midsection and allow them to be carried aloft by the drone. The claw only has a Robotic P.S. of 18, though, and can only safely carry 150 lbs of weight, limiting it to relatively lightweight humanoids without the strength to break its grip. The Mandible Claw also has the tazer feature, typically able to touch the prisoner’s spine.

j) Laser Illuminator----Paints targets for laser-guided weaponry.
Range: 3 miles

Hand to Hand Combat:
Actions/Attacks per Melee: 5
Initiative:+1
Strike: +3
Parry:----
Dodge:+3
Roll:+3
Pull: ----

Programming:
Navigation: (air) 90%
Read Sensory Instruments 90%

Variants:
*PS-UAV-RPV-07B---This variant simply consolidates the six thruster vanes into two larger ducted fans, instead. No change in performance, and the fans have 60 MDC each.

*PS-UAV-RPV-07D---Slightly heavier version of both the -A and -B models, that weighs 700 lbs, has 20% more overall MDC applied to all locations, but reduces maximum speed by 20%. Its larger head can mount TWO smaller weapons.

*PS-UAV-RPV-07G---GMR version. Extend maximum speed to 280 MPH, and maximum altitude to 18,000 ft, but increase cost by 30%.

*PS-UAV-AH-07Mc(aka ‘McHind’)---Micro-Scale version of the -D variant, configured to be manually piloted by a single being of Size Level 1-3, like a mini-gunship. Has the option of carrying a passenger pod that can hold up to a dozen beings of SL 1-3, or 6 ‘Scamper’ micro-power armors. Two small pylons on the front end of the drone can hold a single extra weapon akin to those possible for the head, a three mini-missile pod, or a five-shot micro-missile pod each. The tail of the passenger pod can be fitted with a single small gunnery station holding the same sort of weapons(1-2 of them) as the head.

*PS-UAV-RPV-07H---’Dive bomber’ variant, specifically modified for dive bomb attacks. Has special dive brakes for performing high speed dive bombing runs. Doing so means that the drone approaches the target in a dive(45-degrees or better), releases its bomb(at 5,000 ft or less distance from the target), and then pulls out. A successful dive-bombing attack requires a Piloting roll at -10%, but the dropped ordnance is +2 to strike, and gets a +2d4 MD for the extra speed assist in penetration.


*PS-UAV-RPV-07M---Contra-gravity version, available in the Three Galaxies. Extend maximum speed to 350 MPH, and maximum altitude to 50,000 ft, but increase cost by 50%.
-------------
"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
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

Big Wasp. Seems to be useful. need to read.
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
User avatar
taalismn
Priest
Posts: 48025
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Busy work weekend ahead, but almost finished on new hovercar...just have to deal with the little details, juggling prices, and any last minute inspirations.
-------------
"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
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

Things found:
Less Lethal Africa
Field pottie
Concealed-carry gear for women or go topless and hide a .50 rifle, in plain-sight. VBA-07 ‘Super-Skin’ Lightweight Body Armor on full or near Transparency might also work.
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
Post Reply

Return to “Rifts®”