Paladin Steel Storefront

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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Again, you anticipate me!
Actually, I do have a giant flying manta ray submarine in the works...designed visually by my brother many, many years ago, but I've updated it...just have to finish stating it out and updating the artwork... :D 8)

Did you do a Russian Flying sub a while back? Or based on a Russian design.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by taalismn »

abtex wrote:
taalismn wrote:Again, you anticipate me!
Actually, I do have a giant flying manta ray submarine in the works...designed visually by my brother many, many years ago, but I've updated it...just have to finish stating it out and updating the artwork... :D 8)

Did you do a Russian Flying sub a while back? Or based on a Russian design.



:D Yep...based on this design: http://upload.wikimedia.org/wikipedia/commons/a/ae/Flying_submarine_Russia.svg
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by abtex »

taalismn wrote:
abtex wrote:
taalismn wrote:Again, you anticipate me!
Actually, I do have a giant flying manta ray submarine in the works...designed visually by my brother many, many years ago, but I've updated it...just have to finish stating it out and updating the artwork... :D 8)

Did you do a Russian Flying sub a while back? Or based on a Russian design.


:D Yep...based on this design: http://upload.wikimedia.org/wikipedia/commons/a/ae/Flying_submarine_Russia.svg

Custom Aviation ‘Greeb’ Flying Submarine

But still waiting for your new and improved brother's old "giant flying manta ray submarine".
Last edited by abtex on Sat Jun 02, 2012 12:36 pm, edited 1 time in total.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by taalismn »

All in good time, all in good time. I have things to do before then, and some technologies need to mature(like wine, I should hope). :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by 89er »

Could this be possible:

Due to the inevitability of the Minion War coming to Rifts Earth, Northern Gun's newest line of hardware coming to stores, and an effort to forge lasting bonds between Paladin Steel/GNE and the Shemar Nations, both nations have created a joint agency responsible for developing technology for "unique situations". A Post-Rifts version of DARPA, the staff is a mix of scientists, engineers, techno-wizards, Genetic engineers, angry scientists, and several Vatfathers form the Shemar Nations. All come far and wide from the Megaverse, all want to work hard, and all enjoy being able to have fewer qualms with moral policies.

A new Hoyt file:

"That is one strange pistol, partner."
"You should have seen the prototype."

Project Clock Punch

The idea: Time travel is a bad idea no matter how you put it, but using temporal energy as an alternate means of fighting supernatural creatures could work. By projecting bolts or beams of accelerated time, the weapon can age almost any organic or inorganic to dust. Handy when lasers cannot get through reflective vaults or annoying immortals.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Could this be possible:

Due to the inevitability of the Minion War coming to Rifts Earth, Northern Gun's newest line of hardware coming to stores, and an effort to forge lasting bonds between Paladin Steel/GNE and the Shemar Nations, both nations have created a joint agency responsible for developing technology for "unique situations". A Post-Rifts version of DARPA, the staff is a mix of scientists, engineers, techno-wizards, Genetic engineers, angry scientists, and several Vatfathers form the Shemar Nations. All come far and wide from the Megaverse, all want to work hard, and all enjoy being able to have fewer qualms with moral policies. .



Hell yes, it's entirely possible....Against the Infernals, PS and the GNE might even join forces with their perceived long-time rival and competitor Northern Gun...on a temporary basis, mind you, and long enough to scare NG with the TRUE extent of PS's commercial network. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by ZINO »

just showing this this art man!!!http://proxygreen.deviantart.com/art/Techno-Barbarians-307251303

or

http://fc01.deviantart.net/fs70/f/2012/ ... 52xgmf.jpg
or
http://proxygreen.deviantart.com/
let your YES be YES and your NO be NO but plz no maybe
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

Looks like a baby Ecto-Man without the drink cup. [DBees on NA, p 66.]


This one is cute.
http://proxygreen.deviantart.com/gallery/33686689#/d4ft9vb
:?: Modern warfare + Madness combat = Madness Warfare???
What even.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by taalismn »

Art coming shortly:

Paladin Steel ‘Lilan’ Light Patrol Submarine
http://i408.photobucket.com/albums/pp164/taalismn/img244.jpg

“Why is it always, ALWAYS, giant squid?! I HATE giant squid!”
“Less talking, and more shooting! Maybe if you blow all its arms off, it will go away!”

The ‘Lilan’ is a small submarine based on pre-Rifts luxury subs, but adapted for coastal patrol, harbor security, and convoy escort. In many ways it is PS’s version of the T-23 ‘Bottom Feeder’ mini-sub.
Because of the changed nature of submarine combat on Rifts Earth, the Lilan has deviated away from the simplistic weapons configurations of the pre-Rifts submarine fleets, which only had to contend with surface ships and other submarines, typically one on one. The Lilan has adopted more of a ‘submarine gunship’ configuration. The gallery that once hosted sightseers looking through megacrylic viewports on the sides of the ship, now have been refitted with multiple energy weapons blisters. With each turret independently manned, the submarine can lay down a blistering close-range barrage against multiple attackers, such as a school of mutant sharks, marauding Horune or Nautyll marine infantry, dragonfish, or multiple reaching tentacles.
Because of its side blisters interfering with the streamlining, the Lilan is hardly a stealthy or fast boat. This makes it a more appropriate choice as a coastal defense boat or escort craft, guarding a bay or inlet, often in complement with other mobile underwater defense units and fixed fortifications(minefields, nets, bottom torpedo launchers, etc.).
Type: PS-LSSN-05 Lilan
Class: Light Patrol Submarine
Crew: 6-18
The GNE typically operates its vessels with a six man crew, including two nautical full conversion cyborgs(the mini-sub launch being a four-man escape craft), and the rest of the 18-man contingent being naval-model robots.
MDC/Armor by Location:
Main Body 750
Pressure Hull 100
Lateral Turrets(2-8) 70 each
Height: 26 ft
Width: 22 ft
Length: 213 ft
Weight: 1,500 tons
Cargo: 25 tons
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed: 20 knots/23 MPH surfaced, 25 knots/ 28 MPH underwater. Maximum depth 3,000 ft
Market Cost: 8 million credits
Systems of Note:
Standard Ship Systems, plus;
*Long-Range Sonar----(Passive) 10 miles, (Active) 80 miles.
*Communications---Long Range Radio: 100 miles.
*Periscope System w/ full optics, including pasive nightvision, telescopic, and laser range finding. Also includes a mast-mounted radar system(50 mile range) and radar detectors.
*Full Environmental System---Can sustain a breathable atmosphere for up to 75 days.

Weapons Systems:
1) Short Range Torpedo Tubes(4)---Bow-mounted SRT launchers.
Range: 5 miles
Damage: 2d4x10 MD(HE) or 1d6x10 MD(Plasma)
Rate of Fire: Volleys of 1,2, 3, 4, or 6
Payload:6 short-range torpedos per tube, 24 total

2) Gun Blisters(2-8)---Up to eight (four each side) dome-turrets can be fitted to the Lilan, each turret holding ONE of the following:

Note: Cost: Small Turret: 50,0000 credits

a) Blue-Green Pulse Laser
Range: 4,000 ft underwater
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 150 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:600,000 credits

b) Ion Cannon
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 200,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*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. Cost: 12,000 credits

c) MagBolt Gun---Fires an invisible vortex of electromagnetic force that can wreak havoc with EM detectors and magnetic compasses in its path.
Range: 6,000 ft
Damage: 1d4x10 MD at point of impact
Within a 60 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters.
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 20% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 120,000 credits

d) Sonic Cannon(PS-UHFSC-02)
Range: 2,000 ft
Damage: 1d6x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage and range underwater)
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 95,000 credits

e)Light Rail Gun---Also capable of firing supercavitating ammunition.
Range: 4,000 ft (1,000 ft underwater with supercavitating ammunition, at great depth and pressure, range begins to suffer with the greater resistance offered by the water; at depths of 5,000 ft, range is reduced by 1/4....at 2 miles by HALF.)
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst.
Rate of Fire: ECHH
Payload: 2,000 rd drum per cannon
Cost: 70,000 credits

f) Light Rail Gun(b)---Also capable of firing supercavitating ammunition.
Range: 2,600 ft (850 ft underwater with supercavitating ammunition, at great depth and pressure, range begins to suffer with the greater resistance offered by the water; at depths of 5,000 ft, range is reduced by 1/4....at 2 miles by HALF.)
Damage:(SDC) 3d6+1 per single shot
(MD)4d6 MD per single shot, 1d6x10+4 MD per 5 rd burst
Note: Can chamber specialized rail gun ammunition, such as silver and wood rounds.
Rate of Fire: Single shot, ECHH
Payload: 200 rds in a box magazine
Cost: 29,000 credits

g) Micro-Torpedo Launcher
Range:(Pattern-MT1A)2,500 ft underwater, 500 ft in air
(Pattern-MT1B)2,500 ft underwater, 500 ft in air
(Pattern-MT1C)3,200 ft underwater, 700 ft in air
(Pattern-MT1D) 4,000 ft underwater, 900 ft in air
Damage:(Pattern-MT1A)6d6 MD to 3 ft radius
(Pattern-MT1B) Screamer Round;Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub/diver to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike .
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Effective radius of effect of the 18mm screamers is aproximately 1,000 ft
(Pattern-MT1C) Sonic Warhead---2d4 MD per blast to an 8 ft blast radius, 1d6x10 SDC to another 10 ft beyond that, Does only 1d4 MD to a 4 ft radius in air
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor(such as wetsuits).
(Pattern-MT1D) 1d4x10 MD to 3 ft blast radius
Bonuses:(Pattern-MT1A) None; unguided
(Pattern-MT1B) None; unguided
(Pattern-MT1C) (+1 to strike in water. Micro-Homing Sonar Chip) Can also home in on a tracer beacon, and can track moving targets.
(Pattern-MT1D) (+3 to strike in water. Micro-Homing Sonar Chip)Can also home in on a tracer beacon, and can track moving targets.
Rate of Fire: Single shot or bursts of up to six micro-torps
Payload: 200 micro-torpedoes per gun
Cost: 50,000 credits
(Pattern-MT1A)250 credits
(Pattern-MT1B) 220 credits
(Pattern-MT1C) 360 credits
(Pattern-MT1D) 400 credits

h) Mini-Torpedo Rifle---Basically a remounted PS-CM22 Missile Cannon, modified to fire mini-torpedoes instead. Meant to be carried by amphibious cyborgs and power armors, the PS-CT24 looks and operates almost exactly like the mini-missile version, even down to the backup co-axial light laser mounted on top. The main differences are that the CT24 is slightly more streamlined in design, fires mini-torpedoes, and the laser is a blue-green model for maximum underwater penetration.
Weight: 120 lbs(90 lbs unloaded)
Range:(Mini-Torpedoes) 1 mile
(Laser) 2,000 ft in air/Underwater
Damage:(Mini-Torpedoes) (HE or Plasma)1d6x10 MD to a 6 ft blast radius
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Torpedoes) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Torpedoes)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.
Special Features:
*Mini-Sonar---Mounted alongside the laser sight is a mini-sonar array that is direction rather than omni-directional(meaning that to acquire a contact, the gunner has to ‘wave’ the beam around to pick up contacts). Effective range of 3,000 ft and generates a 30 degree arc of effect. 60% accuracy in gauging distance, depth, and shape. Relays its information via a hardwire link or to an optional video display on the back of the sight(the latter is not recommended for murky conditions or covert ‘blackout’ operations).
Cost: 48,000 credits

3) Sail Weapons Housing(2)---Housed in two watertight powered compartments, these weapons are typically elevated near the surface and used for defense. Each one can hold ONE of the following:
a) Blue-Green Pulse Laser
Range: 6,000 ft in air, 4,000 ft underwater
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 150 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:600,000 credits

b) Ion Cannon
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 200,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*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. Cost: 12,000 credits

c) MagBolt Gun
Range: 6,000 ft
Damage: 1d4x10 MD at point of impact
Within a 60 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters.
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 20% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 120,000 credits

d) Sonic Cannon
Range:(Sonic Blast) 3,000 ft underwater, 1,000 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 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:(Sonic Blast) ECHH
Payload: Effectively unlimited
Cost: 100,000 credits

e) Rail Gun
Range:11,000 ft
Damage:3d4x10 MD per 40 rd burst; can only fire bursts.
Rate of Fire:ECHH
Payload: 8000 rd drum(200 bursts)
Cost:250,000 credits

f) Micro-Missile Launcher(McML-08 ‘BoomBox’)----125 shot box launcher

g) Mini-Missile Launcher---20 shots

h) Short Range Missile Launcher---12 shot launcher; is compatible with PS ‘Black Talon’ L-SAMs.

Auxiiliary Craft:
*Mini-Submarine---Housed in a faring in the fantail. Typically has capacity for 2-6 passengers. The standard model mini-sub available from PS has 180 MDC, a five-person capacity, can travel at 21 knts/25 MPH surfaced, 43 knts/50 MPH submerged, maximum depth 3,000 ft, and costs 1.1 million credits.
*2 Power Boats---Housed in special compartments on the forward deck

Options:
*Hull-Shock System---Wanna do the ‘hotfoot’ trick from ‘20,000 Leagues Under the Sea’ when your ship is boarded by unruly customs officials or pirates(or wrapped in tentacles)? Now you can!
Range: Contact+ 1-10 ft from the hull in the water.
Damage: 1d4 MD per contact with the hull
Rate of Fire: Once per melee
Cost: 3.2 million credits

*’Fizz’ Sonar Defense----This is a modified chemical sprayer system that allows the ballast system to used to flush foaming chemical compounds out into the water surrounding the submarine. This has a multifold purpose; though it clearly shows up on sonar due to the alka-seltzer-like noise, the persistant cloud of bubbles makes it much more difficult for sonar to get an exact lock on the submarine behind the bubbles. Furthermore, many sea creatures are hesitant to cross the cloud of bubbles.
In game terms, the ‘fizz’ lasts 1d6 melees, is roughly 100 ft wide by 300 ft long(the ‘cloud’ foaming as the sub moves along) and during that, sonar-guided weapons(and attackers) are -2 to lock onto the submarine. Creatures caught in the bubbles are -5 to strike, dodge, and parry due to the distraction.
Cost: 1.2 million credits. Onboard reservoirs typically have capacity for 12 applications of the foaming agent.
Note: Some operators use the chemical flush system to introduce other chemical agents into the water, such as toxins. The GNE generally frowns on this practice, using it only in areas and situations where collateral environmental damage can be minimized, such as dealing with an outbreak of carnivorous seaweed near one of its coastal trading ports.
Last edited by taalismn on Tue Jun 12, 2012 6:44 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
abtex
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Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

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."
"Never 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:

How soon?
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
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Re: Paladin Steel Storefront

Unread post by taalismn »

Image will be posted later today:

Paladin Steel ‘Devil Ray’ Attack Submarine
http://i408.photobucket.com/albums/pp164/taalismn/img245.jpg

“Where the hell do you want to park that thing? In the bay or at the airfield?”
---Harbormaster, New Seattle Bay, on seeing the VFSS Drasis coming into port

The Devil Ray is one of several exotic designs that came about as part of PS’s covert guerilla campaigns against the Splugorth. The vessel was originally designed to appear as exotic and unconventional as possible, to obscure its origins, and much of its technology is from sources outside PS/GNE(or at least the Atlantic region participants), and even from PS study of Kittani technology(most notably the ‘ October Project’ studies of a captured Kittani Great Shark submarine).
The Devil Ray resembles a large, flattened out manta ray, with out-swept ‘wings’, jaw-like appendages at the front, and a fully articulated tail. However, the wings sport engine thruster pods, and a sleek t-finned conning tower rises from the back. The hull is sheathed in low-contrast sensor-absorbent materials, and special insulation and other systemry reduce its acoustic and magnetic signature, making for a sneakier, stealthier vessel.
The Devil Ray can actually be thought of as a giant robot vehicle, with a semi-flexible hull, ‘smart skin’ that responds to streamlining configuration, low acoustic signature ‘stealth’ drive, and an array of powerful new weapons and sensors.
The Devil Ray is equipped with a GMR drive, so, like its South American namesake, it can actually take to the air for brief periods of time, the better to cross land, negotiate obstacles, escape enemies, and surprise opponents from above.
Of course, all this makes for an expensive vessel, and given PS’s currently stretched budgets, it’s amazing that even a dozen of these craft have been constructed(eight serving in the Atlantic, and four operating out of New Seattle’s New Bremerton yards). The Devil Ray actually first drew blood in the Pacific War, when Devil Rays operating as part of New Seattle’s Northwest picket fleet engaged Horune pirates attempting to sweep southward from the far northern flank in support of the Splugorth offensive against the Alliance’s West Coast enclaves.
Note: Devil Rays are typically named for Elven sea-demons of legend. Examples: VFSS Drasis, VFSS Amat Sea-Fang, VSS Fosam Hull-Gouger, VFSS Stang, VFSS Harhone
Type: PS-SSN-0X2 Devil Ray
Class: Multi-environment Attack Submarine
Crew: 100( 12 officers, 60 crew, and 20 troops/passengers). An additional 10-20 passengers can be accommodated, but conditions will be cramped and uncomfortable.
MDC/Armor by Location:
Main Body 3,400
Engine Pods(2) 400 each
Main Engines(2) 400 each
Tail 1,250
Forward Laser Appendages(2) 100 each
Conning Tower 800
Height: 35 ft
Width/Beam: 220 ft ‘wingspan’
Length: 360 ft; whip-tail adds an additional 90 ft.
Weight: 4,300 tons
Cargo: 150 tons
Powerplant: Nuclear Fusion w/ 25 year energy life.
Speed:
(Surface) 50 knts (57.5 MPH)
(Underwater)40 knts (46 MPH)
(Flying) 400 MPH, max altitude 1,000 ft
The GMR coil can only hold for 3 hours, before needing to shut down and cool down for 6 hours
Market Cost: NOT FOR SALE!!!! Estimated cost in the 150+ million credit range
Systems of Note:
*Long-range Sonar----(Passive) 10 miles, (Active) 90 miles
*Magnetic Anomaly Detector----Mounted in the tail is a passive magnetic anomaly detector(MAD) for locating other submarines and ships. ----60 mile range
*Communications---Long Range Radio: 500 miles
*Periscope System w/ full optics, including passive nightvision, telescopic, and laser range finding. Also includes a mast-mounted radar system(100 mile range) and radar detectors.
*Full Environmental System---Can sustain a breathable atmosphere for up to 75 days.
*Escape Pods---The Devil Rays have escape pods sufficient for the crew and the listed number of passengers. Each pod carries a solar-powered desalination kit and concentrated foodstuffs for two weeks(pill rations primarily).

*Transmitter Buoys---The sub crew can encrypt and record messages into these disposable floater pods, which then float to the surface, extend an antennae, ‘burp’-transmit their scrambled message, then self-destruct. This allows the submarine to transmit information without giving away their exact position, but they can’t receive messages either.

*Desalination System---The ship can make its own fresh water from salt water,

*Hull Degausser---A necessary part of the ship’s anti-mine and anti-torpedo defenses is its ability to bleed off electromagnetic charge, reducing its magnetic signature, and reducing its trigger-threshold to magnetically-armed mines and torpedoes.

*Stealth Systems---Acquired through some serious industrial espionage, PS has managed to develop its own stealthing measures for submarine use...and the Devil Ray incorporates the latest in stealth technology...including an outer ‘skin’ on the ship’s hull that can change to more effectively absorb and deflect sonar waves. (-25% to enemy detection rolls)

*Magnetic Impeller” Caterpillar” Drive--Rather than drive a conventional screw, the engine can power a special hydro-magnetic impellor jet. Speed is 20% slower than a regular screw/hydrojet, but the system has the advantage of being far quieter.
Bonuses: -15% to Detection rolls using sonar/acoustic scanners

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

*Sensor Jamming---An active, manned system that gives a 30%+operator’s ECM bonus chance of jamming enemy radar, including radar guided munitions and missiles. Used when the Devil Ray is surfaced or flying. Effective range of 50 miles.

Weapons Systems:
1)Heavy MagTorp Launcher---This is the most powerful magnetic vortice launcher developed by Paladin Steel to date. The main generator/projector is an extendable pod mounted just behind the Manta’s ‘head’.
Range: 10 miles in air or underwater
Damage: 6d6x10 MD to 20 ft blast radius per bolt!
Does 50% more damage to metal hulls. Crews inside affected hulls also must dodge or take 1d6 MD from loose metal objects being thrown around by the electromagnetic vortice.
Also roll on the following for additional electromagnetic effects:
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: Once per melee
Payload: Effectively Unlimited

2) Heavy Missile/Torpedo Tubes(4)---Just behind the bow ‘mouth parts’ are four torpedo tubes for firing heavy, long range torpedoes. These tubes are also capable of launching tube-launched medium-range Harpoon III anti-shipping missiles, SUBROC projectiles, and long-range cruise missiles, as well as Warlock TW torpedoes. The standard warload, however, is PS’s Kittani-knockoff rocket-powered missile-torpedoes.

*Heavy Torpedoes:
Range: 20 miles
Damage: 5d6x10 MD (HE or Plasma) or Warlock Elemental Warheads
Rate of Fire: Volleys of 1, 2, 3, or 4---can fire up to four volleys per melee thanks to automated reloading gear
Payload: 36 torpedoes are typically carried

*Harpoon III Missiles
Paladin Steel has also (re)perfected the torpedo-tube launch capsule method to bring back the submarine-launched Harpoon medium-range anti-ship missile. Thanks to PSW’s salvage efforts in Puget Sound, PS can now fit submarines with missile-launch capability, without the need of hideously expensive special launch tubes. Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close with an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Payload: 36 Harpoons are typically carried

*SeaFire Missile/Torpedoes
Dual-mode air and sea projectiles, based on reverse-engineered Kittani weaponry. Given the dual air-sea operations modes of the Devil Ray, these are the most popular weapons carried.
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Payload: 72 rocket-torpedoes are typically carried
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike

3) Short-Range Torpedo Tubes(8)---Buried just behind the leading edge of each ‘wing’ is a torpedo tube array, capable also of firing ASROC weapons and short-range missiles. These tubes are designated primarily for close-in defense against other underwater enemies, and light surface targets.
Range: 5 miles
Damage: 2d4x10(HE) or 1d6x10 MD(Plasma) , or varies by missile type
Rate of Fire: Volleys of 1, 2, 4, 6, or 8
Payload: 8 per launcher, 64 total

4) Heavy Ion Cannon(2)---Mounted in the nose, in two mandible-like mountings, are two heavy heavy cannon.
Range: 2 miles in air and underwater
Damage: 4d6x10 MD per single blast
Rate of Fire: Twice per melee
Payload: Effectively Unlimited

5)Blue-Green Pulse Lasers(6)----The Devil Ray mounts eight turreted blue-green lasers, two in the nose, two in the tail, and one on the end of each wing.
Range: 4,000 ft in air and underwater
Damage: 1d6x10 MD per single cannon blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

6)Tail---The Devil Ray can slash and slap with its articulated tail to good effect
Range: Melee
Damage: 5d6x10 MD per slam
Rate of Fire: Once per melee

7)Electrified Hull----In order to repel clinging sea-life and boarders, the Devil Ray can electrify its hull, sending a lethal charge through its skin, frying anyone standing on , or hovering near it in the water. Note: SOP calls for degaussing the hull immediately afterwards to bleed off any residual electromagnetic charge.
Range: Contact+ 1-10 ft from the hull in the water.
Damage: 5d6 MD if in contact with the hull, 3d6 MD if in the water around the hull.
Rate of Fire: Once per melee

8 ) Auxiliary Craft
24 Skua/Dogfish Power Armors
12 One-man Mini-subs(“OPAL”-class)
2 Leda-class mini-subs
Last edited by taalismn on Tue Jun 12, 2012 6:55 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
------------
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ZINO
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Re: Paladin Steel Storefront

Unread post by ZINO »

sick awesome man!!!
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: Paladin Steel Storefront

Unread post by ZINO »

taalismn wrote:Art coming shortly:

Paladin Steel ‘Lilan’ Light Patrol Submarine
http://i408.photobucket.com/albums/pp164/taalismn/img244.jpg

another work of art man!!!
let your YES be YES and your NO be NO but plz no maybe
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Actually, I do have a giant flying manta ray submarine in the works...designed visually by my brother many, many years ago, but I've updated it...just have to finish stating it out and updating the artwork... :D 8)

Thank you taalismn's brother for planting the seed.
What else is in the garden?
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by taalismn »

abtex wrote:
taalismn wrote:Actually, I do have a giant flying manta ray submarine in the works...designed visually by my brother many, many years ago, but I've updated it...just have to finish stating it out and updating the artwork... :D 8)

Thank you taalismn's brother for planting the seed.
What else is in the garden?



Plenty of stuff...if I can find the time between yard/housework and jury duty. Already piling up art(both my own and off the internet, for future posts.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Paladin Steel “Super Clipper” GMR Aerodyne
http://i408.photobucket.com/albums/pp164/taalismn/BoeingSuperClipper.jpg

“Yeah, we think of it as a destroyer...a freaking FAST destroyer...that FLIES.”

“We’ll be using our missile-carriers to launch both sea-skimming and high-ballistic cruise missile strikes at these three coastal sites---all of them have substantial air defenses and radar stations, so they’ll be kept occupied by the bombardment. Similarly their naval flotillas are going to be under missile, torpedo, and jammer attack out at sea. Meanwhile, though, we’re going to slip in our Marine raider force by Clipper HERE, at this little port. Defensive coverage isn’t all that good, and we can isolate their communications easily enough. PLus they’re just a hop and a skip...or maybe a power-assisted fast crawl...away from the facilities HERE. We play this right, they’ll be looking for a direct airborne assault, not a ground force kicking in their back door.”

Before the Coming of the Rifts the Boeing company was one of the world giants in aviation, both commercial and military. Despite some economic setbacks, Boeing had come roaring back to the forefront during the Golden Age, quickly making use of the many advancements of the period. Many of its design would continue to have an impact on post-Rifts technology.
PS’s establishment of Paladin Steel West near the ruins of Old Seattle was no coincidence. PS technology recover teams immediately began digging around the remains of the massive Boeing aircraft company’s facilities there. Though hardened with megadamage materials(as a vital defense contractor), the Boeing facilities didn’t fare as well as other hardened sites around the continent(including Paladin Steel’s own reinforced compound), being lashed by earthquakes, Pacific tidal waves, and truly massive ash falls from the newly erupting Cascades. Rather than serve as the nucleus of a post-apocalyptic civilization, the Boeing facilities were abandoned by survivors of the initial days of the Rifts, and subsequently buried, until unearthed over a century later by the new residents of the region. While most of the assembly halls and waiting stocks of aircraft had been crushed by the overburden of debris and infiltration of water, a surprising number of facilities in the sprawling Boeing complex survived intact, including research and administration blocs. Here explorers found Boeing’s extensive archives and design database, complete with tooling specs, for a vast variety of products and projects, both military and commercial. Paladin Steel would quickly begin using the recovered data to launch many aviation projects, including the massive sea planes it uses to conduct trade across the vast Pacific. Among these designs that PS would use as a basis for their own hardware was a design study for a ‘Boeing Super Clipper’, a giant-scale sea plane/flying boat.
Boeing had engaged in a variety of design studies for radical wing designs, superheavy payload lifters, and supersonic transports, but the lagging economies, concerns about fuel efficiency, environmental impact effects, the pall cast over international travel by terrorism, and conservatism in design led to many of these studies getting nixed, advancing no farther than computer simulation.
The Golden Age and its rapid advance of technology changed all that. The newer, lighter, tougher materials of the ‘megadamage revolution’ allowed for more compact, hotter-burning, longer-lived engines that could use fuel more efficiently and burn it more cleanly. A few years later, clean nuclear fusion powerplants that could fit aboard an aircraft came along and opened even broader vistas for air transport. Airframes could be made tougher and lighter. A new sense of globalism, coupled with advances in medical and security technologies(NEMA being in the forefront of the latter) led to a surge in international travel, while a new optimism led to an embracing of radical new design and technology. Companies like Boeing accordingly took out the old formerly ‘far-fetched’ design studies, updated them, and put them on the road to production again.
The Boeing ‘Super Clipper’ was one such design study for a dual land/sea plane that combined aspects of the past with the radical ideas of the future. Looking like a mammoth cross between one of Boeing’s new spanloader flying wings, with two of its older iconic 747 ‘Dumbos’, the design echoed back to the glory days of the golden age of flying boats and transPacific travel. A central fuselage, fully a third longer than a 747, emerged from a blended wing housing accommodations for up to six hundred passengers in the central hull. Almost as an afterthought, two 747-like secondary hulls flanked the main thickness of wing, acting as nacelles and additional cargo space. Three paired groups of engine nacelles ran along the upper surface of the blended wing at the rear.
The SuperClipper was still in its prototype testing stages when the Rifts brought an end to its development. The plans and samples of associated hardware, however, survived to be studied by Paladin Steel.
PS has resurrected this old design, and revamped it a third time. Advances in megadamage technology have made the design tougher, while the inclusion of an antigravity GMR drive system have removed the need to rely purely on aerodynamics to remain aloft. Jet engines have been replaced with plasma-electric thrusters. And, of course, abundant self-defense armament has been added.
Paladin Steel has incorporated much that has learned from constructing the PB-2005ST ‘Wayfarer’ and PS-PBY-18 ‘Great Fulmar’ flying boats into the design. Entire subsystems as well as variant schemes have been imported over from the Skymaster III line. While PS has flown bigger flying boats, the ‘Super Clipper’ is faster and more agile than most of those vehicles.
Basic cargo carrier SuperClippers are available commercially from Paladin Steel. Military conversions are available only by special request and PS/GNE approval.
The GNE uses its militarized versions as ‘destroyers’ to the smaller GMR corvettes and larger Foss-Flier ‘transports’, the faster aircraft providing flanking cover or fast missile battery support fire.

Type: PS-C300 Super Clipper
Class: Long Range Aerodyne Heavy Air Transport/Heavy Maritime Aerodyne
Crew: 12-40, plus up to 1,250 passengers(depending on configuration)
MDC/Armor by Location:
Main Body 1,200
Cockpit 250
Point Defense Lasers(5) 100 each
Gatling Turrets(2) 100 each
Short Range Missile Launchers(4) 120 each
Mini-Missile Launchers(2) 120 each
*Engine Nacelles(6) 360 each
**Wings(2) 500 each
*Destroying the engines will rob the aircraft of its forward propulsion, though the GMR drive will keep it aloft
**Destroying the wings will result in a loss of forward speed, though the GMR drive will keep the aircraft aloft, and of fine control for the aircraft. Subsequent control rolls will be made at -15%
Height: 70 ft
Width:(wingspan) 370 ft
Length: 250 ft
Weight: 250 tons
Cargo: *1,250 passengers and 30 tons of freight, or 350 tons of cargo
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed: Hover to 640 MPH, maximum altitude of 27,000 ft, Can operate from water and beach onto land. Using VTOL thrusters it CAN operate from dry land, but typically it operates from open bodies of water.
Market Cost: 65 million credits
Systems of Note:
*Long Range Radio---1,000 miles
*Long Range Radar---200 miles
*Short-Range ‘Look Down’ Radar---Range: 6 miles. This system scans the ocean surface and can look just below the surface for submerged vessels , islands(a good navigational aide) and lurking supernatural beings(like Reachers, about to burst up through the water).
*Inertial and Astronomical Navigation---The Interface and the destruction(?) of the old GPS networks has meant that globe hopping is much more difficult...but not impossible. Fortunately, the Interface doesn’t prevent accurate navigation by the stars and other(stable) astronomical objects(unless one happens to be within a leyline storm or area of dimensional instability), and the long-range aircraft have been fitted with automated star-trackers. PS is planning on extending its network of stealthed LeyNet ‘Dark Star’ Semi-Sats that could be used to accurately guide vessels about the Pacific(some say they already have), but to date, there has been no issuance of TW-GPS terminals for the fleet...
*Life Support---Pressurized Cabin and air filtration systems
*Internal Fire Suppression System

Weapons Systems:
1) Point Defense Lasers(5)---Mounted along each wing, one in the nose, and one in each lateral fuselage tail, are point defense laser systems
Range: 6,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

2) Point Defense 12.7mm Rapid Fire GatlingTail Cannon in twin-mountings (4x2, one dorsal, one in each lateral fuselage nose, and one tail mounted, firing between the tail booms from the center fuselage)
Range: 4,000 ft
Damage: 1d6x10 MD per 40 rd burst
2d6x10 MD for a simultaneous double burst from both guns.
Rate of Fire: EPCHH. Can only fire bursts.
Payload: 120,000 rds per gun(2,000 bursts)

3)Short Range Missile Launchers(4)---These are air defense launchers for AAMs. Two are mounted forward, just behind and outboard of the forward gun turrets, and the other two are lateral mounts firing to the sides and rear of the aircraft. PS ‘Black Talon’ LSAMs are the preferred missile for these launchers, but they will accept any standardized SRM.
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-10
Payload: 30 missiles each launcher, 120 total

4) Mini-Missile Launchers(2)---Two mini-missile launchers are mounted in the wings
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-12 per launcher
Payload: 72 per launcher, 144 total

5)Chaff/Flare Countermeasures Launchers(4)
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fy into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 20 per launcher, 40 total.

Variants:

*-C300-C Cargo Variant---SuperClipper optimized as an air freighter. Features included the rebuilding of the passenger decks into a large cargo deck, installation of rear-opening tail hatches, and floor roller-path. 360 ton cargo capacity(95,500 cubic feet space).

*-C300-MCT Marine Combat Transport Variant----Commissioned by the GNE Marine Corps, these aircraft have been optimized for rapid troop transport and deployment in hostile waters. The MCT carries two companies of Marines, up to six patrol boats( these can be open-topped troop boats or stealth ‘Bailey Boats’) slung in special bays under the main BWB(blended wing body), and comes equipped with extra armor(30% more armor to all locations), armaments, and countermeasure gear.
1) Lateral Rapid-Fire Rail Guns(4)---Gunship weapons in lateral bays: Paladin Steel 20mm six-barrelled chainguns.
Range: 19,000 ft
Damage: 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst(5 ft bast radius)
2d6x10 MD per 10 rd burst (10 ft spray radius)
6d6x10 MD for a 40 rd burst(is -4 to strike targets smaller than 60 ft)
Rate of Fire: EGCHH
Payload: Each weapon is served by a 2,000 rd ammunition drum

-ECM Jamming---*ECCM system: A semiautomatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) when operating on automatic.
Having an Electronic Warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.

-Sensor Jamming---An active, manned system that gives a 30%+operator’s ECM bonus chance of jamming enemy radar, including radar guided munitions and missiles. Effective range of 50 miles.

**-C300-CDD---’Flying Destroyer’ variant based on the MCT variant, but instead of carrying troops, the CDD is optimized for air- and surface-attack, carrying a battery of medium range missile launchers in the lateral fuselages, and two large quad-mount 30mm turrets atop them.
MDC/Armor By Location:
Medium Range Missile Launchers(4) 120 each
Heavy Turrets(2) 120 each

Same features as the C300-MCT, except replace the troops and small craft with:
1) Medium Range Missile Launchers(4)
Range: Varies by Missile Type(Medium Range)
Damage: Varies by Missile Type(Medium Range)
Rate of Fire: Volleys of 1-8
Payload: 24 missiles per launcher, 96 total

2) Eight 30mm Autocannons(2x4)---This is a mounting of four 30mm cannons in twin powered turrets, previously seen and proven on the FA/PS/H18B-B139 Covenant Medium TW Bomber. The turrets are surprisingly fast to respond to their rotation controls, able to snap-track and traverse with ease, and have proven quite reliable, despite the rigors of high performance aerial maneuvers, high-altitude freezing temperatures, and battle shock that would jam and lock less robust systems. Advanced(and lightweight) recoil control also cut the recoil imbalance from four to eight weapons going off at once in burst fire mode.
In combat, the quad-turrets have proven devastating effective, with a single two-shot burst from all four cannons in a turret able to virtually vaporize a flying gargoyle in midair, or chew a Horune raider to pieces in a single pass.
Range: 10,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per single cannon...so a full burst of six rounds each from all four cannons firing simultaneously....12d6x10!
Rate of Fire: EPCHH
Payload: 800 rds, 400 rds per cannon
Bonuses: Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner



*C300-HLC Heavy Laser Carrier--- The C300 HLC was built with the experience of the C-271 Skymaster III Flying Laser conversion.
The HLC sports a nose-mounted heavy laser turret and extra sensory turrets atop each of the outboard secondary hulls, with fire control being mounted in the central fuselage. Most of the interior cabin space has been refitted to hold a separate powerplant dedicated to powering the weapons, large battery capacity, sensors, and fire control. At the time, the laser systems aboard the HLC were some of the most advanced and powerful on Rifts Earth, possessing range in excess of anything not space-based.
The SuperClipper (aka ‘Laser Clipper’) HLCs, operate much as the Skymaster III HLCs do, patrolling sectors and acting as airborne laser batteries, shooting down incoming enemy aircraft and missiles. C300-HLCs are typically part of an airborne taskforce, including several C-271 ‘strategic escort’ platforms or airborne carriers, and fighters.
Changes/Modifications:
MDC/Armor by Location:
Nose Laser Turrets(2) 120 each
Sensor Fairings(4, roof and tail) 100 each
Systems of Note:
*Long Range Sensors---Long range acquisition and tracking radar with a 200 mile range, laser range finding, thermal, and optical telescopes with a 100 mile effective range. These systems give the mega-laser a +6 to strike at ranges under 5 miles, +4 at ranges out to 80 miles.
Weapons Systems:
1)Mega-Lasers(2)---Though some rifles and infantry heavy weapons did more damage, few mobile weapons systems had the range of the HLC’s laser. This weapon is designed to start burning through a missile’s or aircraft’s shielding well out beyond the range of standard laser systems. Even so, the range is piddling compared to what some pre-Rifts Golden Age systems were supposedly capable of; hitting ICBMs and IRBMs in their terminal boost phase from hundreds of miles away....
Range: 80 miles
Damage: 3d6x10 MD at ranges under 5 miles, 2d4x10 MD out to 20 miles, 6d6 MD out to 40 miles, and 4d6 MD out to 80 miles.
Rate of Fire: Once per melee
Payload: Effectively Unlimited

*C300-LR/CMCA Missile Carrier---Developed at the same time as the Heavy Laser Carrier, the Missile Carrier (LR/CMCA) was to counter the Coalition States’ long range and cruise missile attacks on GNE territory by returning the favor. Orbiting squadrons of LR/CMCAs would launch counter-missile attacks on incoming CS ordnance, while other squadrons, flying outside CS airspace, would unload ‘swarm’ attacks of mixed decoy and attack missiles, seeking to overwhelm air defenses...or at least give the CS headaches dealing with the distraction. On several occasions, LR/CMCA squadrons threatened the CS Navy, keeping their ships at bay and on the defensive against possible anti-ship missile strikes.
The C-300 LR/CMCA features four rotary launchers; two in the blended wing central hull, and the other two in the outboard secondary hulls. Typically used in a surface attack mode, LR/CMCAs have also been used in conjunction with AWACS craft for long range aerial interception and presumably have been tested in an ASAT role as well(for deployment on worlds not hampered by a dimensional interface/Orbital Debris Ring).
Changes/Modifications:
MDC/Armor by Location:
Missile Bays(4) 80 each
Systems of Note:
*Long Range Sensors---Long range radar with all-weather capability, 200 mile range
Weapons Systems:
1) Long Range Missile Launchers(4)
Range: Varies by Missile Type(long range)
Damage: Varies by Missile Type(long range)
Rate of Fire: Volleys of 1-10 each bay, per melee
Payload: 50 missiles per bay, 200 long range missiles total

Notable Munition Types:
* ‘Tacit Rainbow’ Drones----These are LRM-sized mini-cruise missiles/reentry vehicles configured as ‘smart’ decoys that can be deployed from the craft, then fly off on their own power, emitting false sensor signatures, and their own ECM. Adding to the confusion, the drones can be programmed to behave in appropriately evasive ‘stealthy’ fashion, to give the impression that they are in reality a real target attempting to evade detection...only to pop up again later to confuse enemy observers.
When their fuel/power is exhausted, the drones then activate a self-destruct device that destroys them completely( destroys drone and does 3d6x10 MD to everything in a 10 ft radius)
MDC of Drone: 50
Size: 15 ft long, 3 ft wide, w/ 13 ft wingspan w/ wings deployed
Speed: Mach 1.4
Range: 1,000 miles
Damage: None, aside from self-destruct
ECM: Jams enemy sensors and radio transmissions with 50% effectiveness (range: 25 mile radius). Can also be programmed to pump out misleading radar signatures conforming to other craft, including larger aircraft. In an emergency, the drone can pump out so much signature that enemy missiles and sensor guided weapons targeted on the mothership(must be within 10 miles of each other to be effective) will be +4 to strike the drone, and will lose target lock on the SR-100.
Bonuses: Drones are +4 to dodge attacks

*SAW---Stand-off Attack Weapon , for ground attack. Basically, this is a large LRM-sized pod with maneuvering thrusters, rudimentary guidance system, and fold-out glide wings, that is designed to overfly a target zone and launch cluster munitions over it, in a bombing pattern. These submunitions can range from golf-ball-sized antipersonnel grenades, runway crater shells, area denial mines, chemical shells, or even carbon-fiber ‘angel hair’ electrical disruption spools. PS is also working on using SAWs to deploy Kera-Tech style EMP weapons and other specialized munitions.
One SAW can be carried per LRM hardpoint.
Range: SAW has an effective range of 20 miles in atmosphere Submunitions 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)
400 AP/Chemical grenades
OR
100 HE/anti-vehicle grenades
OR
100 Fragmentation Mines
OR
50 Incendiary Bombs
OR
500 spools of wire, each spool holding up to 4,000 ft of aluminum-coated filament

*HSOW--Hypersonic Stand-Off Weapon----A new concept in ‘brilliant’ ground attack weapons, designed to penetrate enemy air defense nets, the HSOW is a large Hypersonic Missile(essentially a multi-warhead LRM) that penetrates enemy defenses at a hypersonic sprint, then splits open to deploy four smaller ‘crulets’, miniature cruise stealth missiles that cruise about the battlefield looking for targets. After deploying its crulets, the main carrier missile can continue on to the target with its own small warhead. The main advantage of the HSOW is that it can be ‘blind-fired’ towards known or suspected concentrations of enemy troops or facilities, before deploying the submunitions to cruise about, ID individual targets, such as tanks, robots, or bunkers, and then attack. PS is also working on intermissile-communications programming, that would allow a ‘brilliant’ missile to quickly assess a target, and if necessary, ‘birddog’ the other submunitions in its flight to ‘pack attack’ a chosen target. Other improvements down the road include HARM(Homing Anti-Radiation Missile) capability, allowing the carrier missile to draw enemy air defense fire while the crulets attack the enemy radar sites by homing in on their emission beams(the LRM air defense sites around Chi-Tow and Lone Star would be natural targets for this system).
Range:(Main Missile)500 miles
(Crulets) 60 miles, w/ ‘loiter’ capability
Damage:(Main Missile) 2d6x10 MD to 20 ft blast radius
(Crulets) Varies by Missile Type, but typically Plasma(4d6x10 MD to 40 ft blast radius), or Armor Piercing(3d6x10 MD to 20 ft blast radius)
Payload: Main Missile carries 4 ‘crulets’
Bonuses:(Main Missile)+5 to strike
(Crulets)+5 to strike

*TW ‘Breaker’ Missile---The ‘Breaker’ is a new, and extremely expensive, cruise missile-style munition that came about after observations of the various weapons used in the Tolkeen struggle. Engineers were particularly intrigued by several of the anti-armor Technowizardry weapons systems deployed by Tolkeen, especially the Energy Disrupter Mechanism(EDM----See Siege on Tolkeen, pg 69 for details), which allowed small vehicles to infiltrate magically- and technologically-generated forcefields/energy barriers . Anticipating that the Coalition might at some future time acquire large battle-screen capabilities, as well as the knowledge that Atlantis already possessed both technological and magical forcefields, PS mated the EDM to a cruise missile. This addition allows the weapon to penetrate enemy forcefields to deliver its warhead to the target within. The PPE cost is actually less for the missiles than for the original EDM system, owing to the much smaller size of the projectile.
Currently, however, this technology is still rather expensive and bulky...despite hopes of being able to install a Sphere of Annihilation device inside the warhead, the ‘Breaker’ is limited to conventional warheads. The missiles are also prohibitively expensive and complex to manufacture, limiting their numbers and distribution. ‘Breaker’ Technology can be fitted to MRMs and LRMs---it is not considered to be cost effective to employ it on SRMs and mini-missiles.
Range: Varies by Missile Type--MRM or LRM
Damage: Varies by Missile Type--MRM or LRM, but typically the heaviest warhead available.
Special: Can punch through forcefields and magical barriers, but only those larger than 12 ft or more(will not work on personal forcefields)
PPE Cost to Create: 300 PPE to enchant the crystal ‘initiator’ crystal.



*C300-ACV Fighter Carrier---Following the conversion of several C-271s to airborne aircraft carriers, PS decided to take advantage of the larger and wider airframe of the C300 to do a similar conversion, reasoning that the wider blended wing body and more spacious airframe would make for more capacity and safer operations.
PS adapted several C300s to the purpose, outfitting them to carry Tercel or Vixen light fighters, deploying them from a rear tail hatch or mid-hull belly hatch. Automated systems provide servicing and limited rearmament from ventral cargo bays, and an enlarged crew area immediately aft of the cockpit provides limited facilities for fighter pilot relaxation between sorties. The air defensive armament has been beefed up as well, as the ACV tends to attract more than its share of hostile attention.
The major shortcoming of the C300-ACV is its limited facilities and capacity...Recovery of deployed aircraft can be a problem in a hot conflict zone, and attending to damaged aircraft with compromised systems can be a real problem, especially if an overstressed component gives way AFTER the fighter has been brought aboard(and, worst case scenario, after additional aircraft have been recovered after it, preventing the damaged aircraft from being easily ejected from the carrier).
The design has, however, also proven viable with flying power armors.
Changes/Modifications:
MDC/Armor by Location:
All Locations: +10% extra armor
Launch/Retrieval Bays(5) 120 each
Systems of Note:
*Air Grapples---These are combination robotic arms and flexible tether-nets used for snagging aircraft and guiding them into the bays...or easing them out away from the mothership.
*Drone Hooks(4)---The rear wing assembly mounts four hookup mounts for towing airborne UAVs like the PS-RPV-05 Firebird, PS-RPV-06 Blackbird, PS-QF-4 Phantom, or PS-XF-UCV-45 SkyDagger. The linkage allows the mothership to recharge any onboard electrical systems in the drone aircraft, and update their programming in flight. The downside is that towing the parasite aircraft reduces overall speed by 10% with two UAVs, and 20% with four attached.
Weapons Systems: Standard
Embarked Vehicles:
*12 Tercel Light Aerospace Fighters OR
*16 Vixen Light Aerodyne Fighters OR
*28 Taon Fighter Pods OR
*160 Flying power armors(or Heavy Air Combat Cyborgs may be substituted)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

namar13766 wrote:Is it wrong that I wish the Russians/Soviets had a version of this based on the AN-225 Mriya?


No; it means you have a serious love of big planes. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48026
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Temporary suspension of activity due to citizen obligation: jury duty. Worse yet, the state in its wisdom has me trekking halfway across the state at seven in the morning, with parking three blocks away from the courthouse. :x :frust: :frust: :frust:
-------------
"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
Veritas476
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Location: Oswego, NY, USA
Contact:

Re: Paladin Steel Storefront

Unread post by Veritas476 »

I got tapped for duty once but wasn't selected so I can only partially sympathize.
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taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
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Re: Paladin Steel Storefront

Unread post by taalismn »

Veritas476 wrote:I got tapped for duty once but wasn't selected so I can only partially sympathize.


Here's the kicker, and I should have spotted it in the letter instead of trekking down on schedule...Their records had me living in a city I hadn't lived in for over 10 years, and then only only for two semesters as a student...That's right, somehow they still seemed to think I was still living in an undergraduate dorm on campus, paying no taxes to the town.
It was rather a relief when I figured it out... apparently there IS only one person with my exact name in all the state...but it makes me wonder what record bleed-over between my old college(whose pathetic record-keeping continues to haunt me) led to the state court system thinking I was resident in a town? And one not even in my court district?

I was in and out in less than fifteen minutes, after blundering around the town and then the courthouse like Inspector Clouseau looking for the precious china case. Wasn't an entire loss, though; I spent a wonderful morning just exploring the coastline(an osprey almost dropped a fish on me) which I wouldn't have been able to otherwise.


Well...back to business:

NEKO PINK Augmentation Package:
(PU2 budget of 3.69 million per operative)

“I thought our ethical guidelines were no disfiguring modifications! No biotech monsters!”
“It’s not disfiguring! It’s elective cosmetic enhancement! Everybody loves cats!”
“Say that to the mice! And such massive ‘cosmetic enhancement’ just because we have the capability is the start of a dangerous slippery slope!”
“Or the acquiring of thousands of happy fans, and millions of credits in the coffers! Thousands and thousands of catgirls!”
“...you’ve spent entirely too much time in Japan....”

“So, what do you think?”
”I LOVE it! It looks good, it feels good, it IS good!”
“Now remember, before we release you from orientation and rehab, you have ANY problems, you let us know soonest! We stand behind our biomods and if you have any problems, we want to know about it. Any other questions?”
“This place has a Paladin Steel retail shop attached to it, right? Full service?”
“Yes.”
“I need to ACCESSORIZE. I need something fashionable and functional to wear, and I need some big guns. I still got credits to burn and an image to light up!”
“Should I be advising caution at this point?”
“I’m thinking, and you should be thinking: cat-mod, plus black leather armored leotard, plus big guns equals SENSATIONAL, am I right?


NEKO PINK is a biomod package intended to appeal to cat-lovers by allowing them to become felinoids. Obvious physical changes include a reshaped face, ears, leg musculature, and the addition of a catlike tail. Optional add-ons include short fur and other features all aimed towards creating the appearance in the customer of a cat-hybrid.
NEKO PINK is generally regarded as a frivolous and ethically-suspect product for Paladin Steel; too blatantly obvious to be an effective espionage biomod, and too commercially-pitched to appeal to fad-cultists than the more practical mindset of Paladin Steel’s philosophy and majority of more serious-minded customers. As such, the program to develop it did NOT receive a ‘cool codename’ or special designation, nor does it appear in the list of ‘sanctioned’ military upgrades available to GNE soldiers. It IS, however, available, at cost, through PS bio-clinics, provided prospective clients pass the psych evaluation required for anybody looking to undergo a biomod.
NEKO PINK is not very popular on Rifts Earth, where most people(especially humans) do NOT want to radically change their appearance(even in areas where CS-style intolerance is not practiced, there’s a certain pride in being readily identifiable for what species one is, as well as a desire not to be mistaken as an alien being by the more trigger-happy members of one’s own community). However, in the Three Galaxies and other dimensions where PS has business, NEKO PINK is much more popular, especially owing to the ‘catgirl’ craze in some human cultures.
Despite its rather frivolous appearance and nature, NEKO PINK offers a potent package of enhancements, especially to sensory abilities and reflexes. While it offers few, if any, gross improvements to the recipient’s endurance, speed, strength, or durability, it does offer improved senses and agility, with a flexible, whipcord body and ability to hand falls and land on one’s feet. Some of the options further improve the capabilities of the biomod to commando-levels of proficiency. Subsequently, a number of free operatives in the GNE have taken the whole package as a combat enhancement, and the GNEAS has no restrictions on NEKO PINK biomods joining the service.

Powers/Abilities:
-Cosmetic Enhancement----+1d4 to P.B.(350,000)

-Whiskers(Face)--+2 initiative, parry, and dodge.(20,000)

-Night Vision---Range equal to normal vision.(50,000)

-Heightened Sense of Hearing--360 ft range, +6 to initiative, +1 parry, +2 dodge(where applicable). Estimate sound distance(60%+5% per level of experience), estimate speed and direction(50%+5% per level of experience), recognize voice/sound(40%+5% per level of experience), and can hear very soft sounds(under one decibel) under 75 ft away, under 10 decibels up to 150 ft away.(50,000)

-Parabolic Hearing---Can focus on a single noise or voice to the exception of all others. 50%+4% per level of experience. Also good for hearing those safe tumblers moving. n the case of NEKO PINK, the ears are large, triangular, and very obvious. (150,000)

-Heightened Sense of Smell---100 ft range, Recognize specific odors: 70%+4% per level of experience, recognize poisons/chemicals by smell: 50%+4% per level of experience, recognize specific person: 50%+3% per level of experience, track by scent: 40%+3% per level of experience every 200 yards. In circumstances where smell can come into play: +1 dodge, +1 initiative. (70,000)

-Spinal Column---+3 roll, and takes only 1/3 normal damage on a successful roll. (500,000)

-Ambidextrous---+1 APM, +1 parry, +5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair. (300,000)

-Double-Jointed---+10% to Escape Artist, +1 roll with punch, fall, or impact. (100,000)

-Heightened Sense of Balance--- The vagris nerve is modified to control the urge to vomit under disorientation, and such cues as inner ear signals can be consciously ‘overriden’ with less difficulty. +2 roll, +5 to maintain balance, +10% to Acrobatics, Gymnastics, Climbing, and Movement: Zero Gravity, and the recipient can fire an aimed, Called Shot or burst without penalty while moving, tumbling, or spinning in zero gravity. (50,000)

-Heightened Sense of Awareness---+2 initiative, +1 roll, +2 save vs Horror Factor. (200,000)

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

-Prehensile Tail---True, a cat’s tail is hardly properly prehensile, but if you’re going to add a tail, make it DO something. There have been no complaints about this aspect of the biomod package. Length is 1d4 feet longer than the person’s height, adds +1 APM, is +5 to dodge and +1 to strike/parry. Can carry 1/3 the character’s P.S. weight amount, and haul HALF it. (500,000)

-Retractable Claws(Hands and Feet)---Small claws retract from sheaths in the fingers and toes. The claws add 2d4 damage to a punch or kick, and add +20% to the climbing skill(or give a base climbing skill of 30% to those without the skill) (200,000)

-Enhanced Leaping---P.S. x25 ft across, can fall twice horizontal leaping distance without harm, +15 SDC, +6 Spd., +1 roll, +1d6 to kick attacks. (600,000)

Total bonuses:
+15 SDC
+1d4 to P.B.
+2d4 P.P.
+3d4+6 Spd.
+2 APM(+1 APM (Tail))
+4 initiative
+3 parry
+2 dodge.
+3 Automatic Dodge
(+5 to dodge (Tail))
(+1 to strike/parry(Tail))
+8 roll
+5 to maintain balance
+1d6 damage to kick attacks.
+2 save vs Horror Factor
+45% to the climbing skill(or give a base climbing skill of 30%+25% to those without the skill)
+20% to Acrobatics/Gymnastics
+10% to Prowl and Movement: Zero Gravity
+15% to Pick Locks, Palming, Concealment, and Mechanical/Electrical repair.
+10% to Escape Artist
Leap P.S. x25 ft across, can fall twice horizontal leaping distance without harm.

Options:
-Mental Affinity: ---A combination of minor cosmetic surgery and body language training to improve the trust/intimidate factor; +1 to M.A. (200,000)

-Fur---Short, lustrous fur all over the body, but thickest on the head and back. Not as thick or protective as thicker fur pelts, but the short hairs do offer some extra protection from the elements; Temperatures below freezing do HALF damage. Magic cold and super-cold attacks do 25% less damage. (60,000)

-Vocal Cords Enhancement---This is normally done to modify the person’s voice and add a cat-like purr or rumble, but it can also be used to give an 80 decibel roar, change/disguise their voice(70%+2% per level of experience), and perform acts of Imitate/Impersonate Voices and Ventriloqism(+10% to these skills). (50,000)

-Enlarged Teeth---Tiger teeth and a more powerful jaw, meant for biting. A smile with these choppers can be VERY intimidating up close. 1d6 damage for small teeth that can be concealed easily, 2d6 damage for large tiger/sabertooth teeth not so easily concealed. (50,000 for both types)

-Enhanced Strength---Power Up the Beast with Extraordinary Strength for 200,000 credits, or Superhuman Strength for 500,000 credits.

-Pheromone Package
a) Attract Opposite Sex---Twice per day the recipient can affect an area of 100 ft per point of the person’s M.A., raising their M.A. and P.B. by +10 when dealing with the opposite gender, and adding +10% to Seduction rolls.
b) Scent Marker(marks presence for 2-4 hours). Let ‘em know this is YOURS or else that you’ve been here recently.
c) Territorial/Warning---Members of the same gender as the recipient will either challenge or back down from this phermonal cue, but even if they attack, they’ll be -1 on Initiative due to the subconscious feeling that they don’t have the home ground advantage.
(1,000,000)

-Paranormal Vision---Can see magically disguised supernatuarl beings, invisible beings, ghosts, and astral beings. 100 ft per level of experience.(250,000)

-Adrenaline Surge---Once every 24 hours, the NEKO PINK can boost their performance for 1d4 minutes; +1 APM, +1 dodge, +3 save versus poison/drugs, +10 to PS and is jacked up into the Extraordinary range, +20 to Speed, and +20 to SDC. The letdown is that immediately afterwards, the NEKO is -2 to strike, parry, and dodge, reduce Speed by 20%, and the bio-mod feels tired and loggy and for 5d6 minutes. Naturally this is a source of a lot of jokes about NEKO PINKs constantly snoozing.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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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 ‘FunGun’ TW Energy Pistol
(aka ‘Pie Pistol’, ‘Raging Looney’, ‘Plunger Popper’, ‘Jokeroo’)
(note: Seltzer, Plunger Gun, Silly String, Joy Buzzer, and Quiver of Rubber Chickens are all from Nate Bingham’s article ‘Ludicrous Magic II’ in the Rifter Number 0)


http://i408.photobucket.com/albums/pp164/taalismn/PSTaurusRagingLooneyFunGun.jpg

#POK!#Sppprrrooooiiiinnngggggg
(staring at rubber plunger stuck between eyes) “I really hate comedians like you. You don’t take me SERIOUSLY!”
#BLAM!!!!#
*koff-koff!” “Better.” -THUD-

The ‘FunGun’ is another of Ghanam Arms Ltd.’s multimode self-powering TW pistols, this one meant to appeal to Ludicrous Mages and their sidekicks, giving them extra firepower and special effects projection capability. Based appearance- and configuration-wise on the pre-Rifts Taurus ‘Raging Judge’ seven-shot revolver, only in bright Day-Glo colors and a faux plastic finish that makes it look toy-like, the ‘FunGun’ is solid Paladin Steel construction and innovative GALtd. mystech wrapped around deviously absurd magic spells.
Each ‘chamber’ in the crystalline cylinder of the weapon is imprinted with a single spell, a small symbol on the outside of the cylinder allowing for selecting of the desired spell to be fired. The standard level of power is 8th level, making for some serious damage for a hand weapon. Because three of the spells, Water Balloons, Seltzer and Pies, have multiple damage modes as cast spells, PS/GALtd decided, rather than simplify the spells and select one aspect to incorporate into the weapon, to instead enfold the multiple modes. Using a new technique of spell-compression, or, as the Ludicrous Mages prefer to refer to it as, ‘clown car metaphysics’, selecting either of the three aforementioned spells on the cylinder brings up a second (glowing) menu-set of markings on the cylinder that allows the user to further select a firing mode. This takes a little longer than usual(takes two APMs to select the final Balloon, Seltzer or Pie mode), but gives the FunGun even more versatility. Note that the Pie setting, however, is limited to only seven selections, due to the number of spell slots on the cylinder. Part of the shock value of this weapon is seeing large projectiles, such as foot-wide pies or rubber chickens suddenly shoot from the small pistol bore.
Furthermore, the FunGun has been enhanced with a number of special features, including the ability to suddenly magically morph into what looks like a much larger and more fearsome weapon. The mystic glow of the PPE generator cylinder also makes the weapon a handy flashlight or stage light.
The only real complaints about the FunGun’s construction is the relatively short range of many of the spells, and the problem of ‘selection shock’; until they become familiar with the various settings and learn how to quickly choose the setting desired for the circumstances, many users initially have problems deciding which setting to use, especially in the heat and confusion of combat. But being mentally flexible and quick-witted, most Ludicrous Mages quickly adapt to the many useful settings offered by the FunGun.
Though expensive for cheap yucks, the FunGun is, in skilled hands, able to deliver a potent punch line. Because it looks innocuous(like a toy gun), many opponents underestimate the power of the weapon until they are well and seriously hosed by it. Once they’re familiar with it, however, many more honor- and image-obsessed opponents would rather retreat than face the ignominy of being taken down in humiliating fashion by this weapon. The downside of the growing knowledge of this weapon is that a lot of paranoid beings are taking no chances and opening fire on ANYTHING that looks like a toy gun. As a result, PS refuses to allow users to disguise their FunGuns with the universal(or at least, dating to pre-Rifts) warning red cap signifying toy weapons.
The cost of the FunGun makes it something of a collectors’ item and status symbol among the more affluent entertainers and Ludicrous Mages. Supposedly, though, Paladin Steel just got a big order for several hundred FunGuns from a corporate account opened in the name of “B. Smack” and paid for in what looked at first like gold-painted bricks and personal checks printed on sheet rubber, but which turned out to be real ingots and monies drawn from a legitimate Phase World-banked account.

Weight: 2.7 lbs
MDC: 30
Range:
(Fireworks) 150 ft
(Silly String) 80 ft
(Plungers) 800 ft
(Seltzer Spray) 40 ft
(Water Balloons) 80 ft
(Pies) 180 ft
(Rubber Chickens) 300 ft

Damage:
(Fireworks) Not a single spell per say, but a bundled combination of Blinding Flash, Thunderclap, and Globe of Daylight. It does no damage, but fills a 10-ft area with constant flashing lights and thundering-shrieking-whistling concussive booms like a miniature fireworks display that lasts up to 3 minutes. The constant barrage effectively blinds and deafens anybody caught in the area of effect, rendering them, if they do not make a saving throw versus magic, -10 to strike, parry, and dodge, with a 50% chance of stumbling and falling for every 10 ft they travel. Those in 30 ft radius of the aiming point must also make a saving throw versus Horror Factor of 8(9 for those with acute hearing) or be startled by the thundering blasts and shrill whistles. This can be particularly frightening in close quarters and underground in dark surroundings. As it is based on a Globe of Daylight spell, beings sensitive to sunlight will be warded off in a 96 ft radius. Great for parties and distractions.

(Silly String) Entangles similar to a Carpet of Adhesion for 16 melees(4 minutes)

(Plungers)(.45) 2d6 SDC. The plungers also stick, forcing the victim to remove them or suffer half attacks and combat bonuses due to the distraction, and the plungers constantly getting in the way, catching on things, etc. until removed(takes 1 APM to remove each one) or the spell lapses(10 minutes).

(Seltzer Spray)(Mode 1) 1d4 SDC/MD
(Mode 2)1d6 SDC/ MD(10% chance of knocking down human-sized targets)
(Mode 3)2d4 SDC/ MD(30% chance of knock down)
(Mode 4) 3d4 SDC/ MD(50% chance of knock down)
(Mode 5) 3d6 SDC/ MD(70% chance of knock down)
(Mode 6) 4d6 SDC/ MD(90% chance of knock down)
Sprayed in the face and into unprotected eyes, the victim is blinded(similar to Blinding Flash) and reduced to one APM that melee.
The seltzer can also be used to lay down a slick(covering an 80 ft area), forcing those trying to cross it to roll under their P.P. or fall down every yard of distance (attempted to) traversed. Lasts 4 minutes.

(Water Balloons)Note; each balloon bursts to cover a 6x6 ft area.
(Black)---None, but spreads a film of slick oil that lasts 16 melee rounds(4 minutes). Those caught in the area of effect have a 15% chance of losing their grip on handheld items, 40% chance of falling down(lose initiative and 1 APM), and are -3 to strike, parry, and dodge if they try to make sudden moves.
(Blue)---Ordinary water; causes distraction(lose initiative and 1 APM) on a successful called shot to the head. However, vampires take 4d6 HP damage.
(Red)---Plasma! Flaming hot plasma! Or is it napalm? Does 5d6 SDC/MD!
(Yellow)---None, but victims are covered in bright day-glo yellow for 8 minutes. A successful save vs magic means the paint drips off in one melee round. Victims are +10% to track in daylight, +25% at night(the stuff really glows!).
(White)--- 3d6 SDC/MDC, plus targets must save versus magic or lose initiative and 1 APM.

(Pies)(Cream)---No damage, but targeted at face or sensors, blinds for 1 melee round(-4 to strike, parry, and dodge)
(Banana Cream)---None, but coats the target in slippery slimey banana cream, with a 20% chance of losingtheir grip on a handheld weapon, and 30% chance of losing their footing(fall down, lose initiative and 2 APMs, and take 1d6 SDC from the fall). Lasts 1d4+2 melee rounds.
(Blueberry) 1d4 SDC or 1 MD, and paints the target bright blue for 8d6 minutes.
(Cement)---Effectively a slug round that does 2d6 SDC or 1d6 MD upon impact
(Cherry)---1d6 SDC or 1d4 MD, and paints the target bright red for all to see(+20% to Track by the sweet smell alone), for 32+1d6 minutes.
(Lemon Meringue)---Acidic meringue that does 4d6+16 SDC/ MD per melee for 2 melees.
(Gas) Explodes into a cloud of dense smoke roughly 30 ft in all dimensions, and persisting for 8 minutes. Those caught in the cloud will be -4 to all combat maneuvers.

(Rubber Chickens) 3d6 SDC/MD per shot

Rate of Fire: Single shot ECHH

Payload:
(Fireworks) 3 PPE per shot

(Silly String) 8 PPE per shot

(Plungers) 7 shots per 11 PPE (note, in order to get the full payload of these darts, the user MUST use them all up before using another spell selection. Otherwise, if they fire only one or two, then switch to another selection, the remaining shots are lost and the PPE expenditure remains)

(Seltzer Spray)8 PPE per spray-shot

(Water Balloons) Three per activation. Same rules apply as for the Plungers.
(Black) 4 PPE
(Blue) 3 PPE
(Red) 8 PPE
(Yellow) 4 PPE
(White) 6 PPE

(Pies) One per activation
(Cream) 1 PPE
(Banana Cream)2 PPE
(Blueberry)2 PPE
(Cement)3 PPE
(Cherry)3 PPE
(Lemon Meringue)10 PPE
(Gas)4 PPE

(Rubber Chickens) 40 shots for 10 PPE. Same rules apply as for the Plungers.

PPE Capacity:(Light)----100 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)

Special Features:
*Toy Sign---This is an underbarrel attachment that conceals a memory-plastic cylinder that, when activated, instantly reconfigures to form a springloaded rod and flag-banner that declares ‘BANG!’.

*Bigger Guns Enhancement---This makes the gun suddenly look like a cannon, or a handheld gatling gun, Horror Factor 18, to anybody seeing it within 130 ft. Duration is 4 minutes at a cost of 8 PPE.

*Starglow---The PPE cylinder normally emits a low-level glow, but it can be increased to glow with a Globe of Daylight spell, illuminating an 84 ft area around it, for 21 minutes per single PPE.

*Lattern Light(1 PPE and lasts 4 hours)---Fills a ten foot area with soft illumination, but CANNOT drive off vampires or other sunlight-sensitive beings.

*LED PPE Counter(keeps track of available power)
*Mounting rails along the top and under the barrel for fitting with a scope, laser sight, or PPE illuminator.
*Butt-socket; can be fitted with a shoulder stock
*Lanyard Ring---The pistol butt has a small mounting ring for an attachment cord, so the weapon isn’t dropped or lost in zero gravity.
*Comes with cleaning/servicing kit
*Optional ‘Smiley Face’ embossment on the gun butt.


Cost: 650,000 credits(would/should go for about 1.02 million credits, but PS has shaved the cost so they don’t get hit with jokes about hundred thousand credit toilet seats and other absurdities)

Options:
The FunGun can be modified with the full range of Ghanam Arms’ enhancements, and some exclusive to the FunGun:

*JoyBuzzer Security Lock---Unauthorized users who try to use the pistol without properly entering the combo on the weapon must make a saving throw versus magic or be struck with convulsive twitching for 1 full melee, during which they will be -1 APM and -4 for to all combat rolls Even after letting go of the weapon, they will be -2 to strike, parry, and roll, and -10% to skill rolls for up to 8 minutes afterwards as a result of the electrical shock. Cost: 50,000 credits.

*Pie Perfect Targeting---Enhances the Pie mode with extra range and accuracy. For 5 PPE, pies gain 200 ft in range and virtually cannot miss (targets are -6 to dodge). Pies doing less than 1d4 damage ALWAYS hit the face. Cost: 50,000 credits.
Last edited by taalismn on Thu Jun 21, 2012 1:19 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
89er
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Posts: 569
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Re: Paladin Steel Storefront

Unread post by 89er »

Now I like this gun. Very efficient use of mixing magic with modern arms.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Now I like this gun. Very efficient use of mixing magic with modern arms.



Plus it epitomizes 'Clown Car Metaphysics'...a 9-shot revolver shooting 40 rubber chickens? ARMOR-PIERCING rubber chickens?
When Ludicrous Magery and TechnoWizardry collide...wooohhhboooyyy!!! :fool:

Illu for the 'Raging Looney' will come tomorrow. :clown:
-------------
"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
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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 »

Paladin Steel ‘FunGun’ TW Energy Pistol
I am impress with this VERY well done man!!!! even if you don't reply to me
keep up the good work man!!!
let your YES be YES and your NO be NO but plz no maybe
User avatar
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel SSN-11(Mc) ‘Minnow’ Miniature Submarine
(aka ‘ratboats’, ‘spit pipes’, ‘death-kazoos’)

“You know, rats are supposed to ABANDON sinking ships, not sitting out in miniature submarines and deliberately sinking other ships.”
“They volunteered for naval duty, and since we have the capability to build the equipment, why shouldn’t we make use of the manpower?Already we’ve gotten reports from our coastal affiliates that piracy has gone down over fifty percent in some locations since we started deploying submarine ‘rat packs’ in those areas. And the SEAL teams have been writing grudgingly respectable reports on the Nomanser Marine commandos. I’d say that’s endorsement enough for the program.”

The ‘Minnow’ shares overall size and configuration with the WW2-era Japanese ‘Ko-Hyoteki’-class mini-submarines; mainly a long cylindrical body, small conning tower, and twin-torpedo armament. Paladin Steel, however, has configured the interior for Smallkin crews. With the accommodations scaled to the much smaller crewbeings, the submarine is much more comfortable on extended missions.
While the original ‘Ko-Hyotekis’ were meant as stealthy special operations submarines, PS envisioned a more versatile range of duties for the Minnows. Advances in materials, powerplants, and propulsion have made for faster, longer ranges, allowing the submarines to operate at longer durations away from the support of a mothership, and to keep up with larger vessels. Secondary armament is also possible, consisting of a variety of remote-operated gun systems.
‘Minnows’ serve most effectively as special operations subs, spy craft, recon subs, escort craft, and defensive patrol vessels(in the latter roles often operating in ‘packs’ of 4-10 submarines). Paladin Steel has also worked on ways of air-transporting the midget submarines, slinging them under large aerial cargo carriers such as the Aethon heavy air transport, and airdropping the subs for rapid deployment.

Type: PS-SSN(Mc)-11 Minnow
Class: Midget Submarine
Crew: 10 Size Level 1-2 sentients, plus 1-10 passengers/troops of similar size
MDC/Armor by Location:
Main Body 700
Reinforced Crew Compartment 100
Sail Mast 100
Stern Propulsion Cluster 110
Forward Torpedo Tubes(2) 100 each
Height: 9 ft
Width: 5.11 ft
Length: 78 ft
Weight: 47 tons
Cargo: Can carry about 500 lbs of additional gear
Powerplant: Electric (w/ 300 mile range) or nuclear(w/ 15 year energy life)
Speed:(Surface) 42 knts/48 MPH
(Underwater) 40 knts/46 MPH, maximum depth 600 ft
Market Cost: 4 million credits for electric, 6.5 million for nuclear
Systems of Note:
Standard Submarine/Robot Systems, plus:

*Sonar---10 mile range

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

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

Weapons Systems:
1) Heavy Torpedoes(2)---The bow mounts two ‘over-and-under’ single-shot torpedo tubes for heavy torpedoes.
Range: Varies by Torpedo Type(Heavy, generally 20 miles)
Damage:Varies by Torpedo Type(Heavy, generally 4d6x10 MD)
Rate of Fire: Volleys of 1-2(all)
Payload: 2 heavy torpedoes

In the alternative, the following alternate weapons configurations have been developed, each one filling the space of a single torpedo tube.
a) Mini-Torpedoes---20 per tube

b) Short Range Torpedoes---5 per tube

c) Medium Range Torpedoes---2 per tube

d) Harpoon II Missiles
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-2 (all)
Payload: One each tube
Bonuses: +5 to strike
Cost:(Sub-launched) 20,000 credits

e) SeaFire Missile/Torpedoes
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-2 (all)
Payload: One each tube
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike

f) Sonic Cannon(PS-UHFSC-03)
Range: 3,000 ft
Damage: 1d6x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage and range underwater)
Characters in EBA will take HALF that damage in SDC even through their armor, while vehicle crew will take 1/4 damage in SDC through their vehicle’s armor due to shock and excessive vibration. Vehicles with more than 300 MDC in their main body, or forcefield protection, will NOT be affected.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 98,000 credits

g) Blue-Green Laser Cannon(PSMBL-5000B)
Range: 6,000 ft in air or underwater
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 270,000 credits

h) Ion Cannon(H-Ion)
Range: 6,000 ft in air or underwater
Damage: 3d4x10 MD per shot
Rate of Fire: 4 times per melee
Payload:100 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:800,000 credits

2) Bow Vibroblade Cutter---A nod to the original serrated bow rig on many old-era submarines, for cutting the underwater wire booms of harbor defenses. This mechanically articulated rig slides out of a housing in the bow and is used mainly for cutting obstacles. However, its discordant buzzing can be easily picked up by passive sonar systems, so the system is used sparingly when trying to penetrate sophisticated underwater defenses.
Range: Melee
Damage: 3d6 MD

Options:
*Escape Systems---These are individual life capsules(roughly the size of a bowling ball) that each hold one crewmember and launch like SLBMs from the back of the sub. Each pod has 50 MDC, is positively buoyant, can handle depths down to 2,000 ft, and carries a mini radio homing beacon, solar cell array, osmotic water filter system, and pill rations for 2 weeks . In the alternative, these can be power armors such as the ASEVAM(Mc)-11(Mc)DSV(Aquatic version of the ASEVAM(Mc)-11 ‘Lange’ ExtraVehicular Activity Module/ Hazardous Environment Work Pod, reminiscent of the WASP diving suit). Cost: 7,000 credits per pod.

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

*Deep Flares---Deep Flares are fast-burning underwater illumination sources used as distractions in deep sea operations. Though fairly useless as weapons, Deep Flares are effective at night and against deep-sea creatures sensitive to bright light.
Deep Flares will blind surprised targets for 1d4 melees(half all combat bonuses and skill rolls while trying to overcome temporary blindness). Useless against targets using sonar, or without eyes.
Range: 1000 ft
Damage: 1d4 MD if it scores a direct hit on a target; Otherwise, no damage, aside from possible flash disorientation. : Area of effect: 100 ft area in diameter(suspended silt/debris in the water may limit this).
Rate of Fire: Volleys of 1 or 2
Payload: Each pod can hold up to 6 Deep Flares
Cost: 9,000 credits for the launch system. Individual decoys cost 200 credits each.

*Deck Gun(s)(1-2)---Mounted in retractable housings, these are either energy weapons or projectile weapons firing supercavitating projectiles. They are meant for close-in defense and can be operated manually by gun crews, or remotely from inside the sub.
a) Machine Gun(.50 caliber)
Range: 6,000 ft in air, 1,200 ft underwater with supercavitating ammunition
(Heavy Barrel) 9,000 ft in air, 1,800 ft underwater with supercavitating ammunition
Damage: (.50 Standard) 1d6x10 SDC per rd
(WI Exploders) 2d6 MD per 20 rd burst
(PSX-1) 1d6 MD single rd, 2d6x10 MD per 20 rd burst
Rate of Fire: Standard
Payload: 400 rd box magazine
Cost: 7,000 credits, 9,000 credits for the Heavy Barrel version.

b) Rail Gun(PS-100)
Range: 4,000 ft in air, 1,000 ft range underwater
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
Cost: 100,000 credits

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

d) Mini-Torpedo Launcher(w/ mini-laser)
Range:(Mini-Torpedoes) 1 mile
(Laser) 2,000 ft in air/Underwater
Damage:(Mini-Torpedoes) (HE or Plasma)1d6x10 MD to a 6 ft blast radius
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Torpedoes) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Torpedoes)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator
Cost: 48,000 credits

e)Blue-Green Laser(PS-RFL2-33N navalized Blazer )
Range: 4,000 ft in air, 3,000 ft underwater
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 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: 400 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 78,000 credits

f) Ion Blaster
Range: 4,000 ft in air or underwater
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits

g) Sonic Cannon
Range:(Sonic Blast) 1,800 ft underwater, 600 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 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:(Sonic Blast) ECHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 90,000 credits

Variants:
*SSN(M)-11(m)--’Midget’ version, with a normal-sized two-man crew. In the alternative, crewing the submarines with combat-programmed humanoid robot drones has also been proposed.

*SSN(UUV)-11---Robot or remotely-operated variant.
Programming:
Pilot Submersibles: 95%
Navigation: Water/Underwater 85%
Radio: Basic 90%
Read Sensory Instruments 85%
Can recognize over 2,000 various national symbols, equipment, vessel types, weapons, and monsters
Actions/Attacks Per Melee: 6
Initiative +1
Strike w/ Ranged Weapons +3
Dodge +1
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

-------------
"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 »


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

Re: Paladin Steel Storefront

Unread post by abtex »


Bubble gum is cute. But are clown colors available?
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
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:

Bubble gum is cute. But are clown colors available?


Yep, it can be customized... different colors, stickers, glow-in-the-dark patterns...maybe even made to look like it's made of chocolate.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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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 BSS-VcR01 ‘SteemKleen’ Vac-Rifle

“You’re a stain on history, a stain on society, and a stain on your species. But today, you’re getting cleaned up and disposed of!”

“Sure, it’s heavy for a hand weapon, but pound for pound there’s none more versatile!”

“I HAVE A GUN! I’M IN CHARGE HER-”
*SCCCHHUPPPP#THUBP#TT!*
“You no longer have a gun. You are no longer in charge.”

Developed to meet a contract for a multi-role portable vacuum-cleaner with combat capabilities, PS’s SteemKleen is a potent multi-option weapon in the war on grime.
The SteemKleen gets targets coming and going. A potent high-pressure sprayer system can project a variety of chemicals, detergents, and solvents at a surface, preparing it for cleaning. At closer ranges, the SteemKleen can fire a jet of hot steam and boiling water. Once the target area has been thoroughly saturated and the dirt breaking up, the vac-rifle’s powerful cyclonic action pulls apart the stain and sucks it in for disposal. Fully wet-vac rated, the SteemKleen can even act as a water pump if need be, but it works best with moist and dry surfaces. With a flip of a switch, the device can reverse its cyclonic action to punch out a ‘bullet’ vortice of compressed air that can hit like a punch, shatter objects, and knock down people.
The SteemKleen hasn’t caught on as well as its companion ‘kleeners’, such as the VibroPlunger and VibroMop, in part due to its heavier weight and much lower damage potentials, but among professional cleaners, the Vac-Rifle has a strong following.
Weight: 17 lbs
Range:(Chem-Spray)200 ft
(Steam Jet) 80 ft
(Vacuum Pull) 100 ft
(Reverse Air Blast Mode) 180 ft
Damage:(Chem-Spray) Varies by chemical used; typically detergents and mild corrosives are used. Sprayed in the face or other sensitive body tissues, the irritant factor causes the victim to be -6 to all combat rolls and -25% to all skills for 1d6 minutes.
(Steam Jet) 3d6 SDC, covers a 6 ft wide area
(Vacuum Pull) None; but the vac-pull pulls with a P.S. equivalent of 40 out to 15 ft. Roll versus P.S., or small handheld items wil be sucked out of one’s grip.
(Reverse Air Blast Mode) 4d6 SDC at ranges of less than 50 ft, 2d6 SDC out to 100 ft. Roll versus P.S. of be knocked down(lose initiative and one APM getting back up) or lose whatever is in a targeted hand, for anybody caught in the full 180 ft range.
Depending on whether the dustbag is full, and its contents, the ejecta can be added to the airblast, doing an additional 1-1d6 SDC(GM’s discretion if the bag contents are coarse/sharp enough to do additional damage) and can act as a smokescreen for 1 melee.
Rate of Fire:(Chem-Spray) ECHH
(Steam Jet) ECHH
(Vacuum Pull) ECHH
(Reverse Air Blast Mode) ECHH
Payload:(Chem-Spray) 30 shot reservoir; a belt tank with an additional 20 shots, or a backpack tank with 100 shots can be connected
(Steam Jet)30 shot reservoir; a belt tank with an additional 20 shots, or a backpack tank with 100 shots can be connected
(Vacuum Pull) E-clip provides 1 hour of operation for a standard e-clip, 2.5 hours for a long e-clip, 6 hours for an e-canister
(Reverse Air Blast Mode) 300 shots per e-clip, 600 shots per long e-clip
Special Features:
*10 Horsepower draw power
*Fore and aft folding pistol grips
*Hose Attachment
*NonAllergenic HEPA Bag Filter
*1.5 gallon bag capacity
*Can be hooked up to a backpack for extra battery/water/chemical supplies
*18 ft power cord for attachment to external power supplies
*Molecular Analyzer---Analyzes bag contents and delivers a readout on a small LCD screen.
*Headlight---Switchable normal light/infrared/ultraviolet light source(range: 25 ft)
Cost: 10,000 credits
Options:
*Omni-Pack----The Omni-Pack is a three-in-one service/supply module that provides 150 extra shots/ 12 hours of extra battery power, enough water for 50 extra steam shots, and 50 chemical doses. Also comes with an extra external vacuum bag able to hold an additional 10 lbs of waste. Backpack has 18 MDC. Cost: 9,000 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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:Paladin Steel BSS-VcR01 ‘SteemKleen’ Vac-Rifle
you done another work of art man!!!U ROCK!!!
Last edited by ZINO on Tue Jun 26, 2012 7:10 am, edited 1 time in total.
let your YES be YES and your NO be NO but plz no maybe
User avatar
abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Paladin Steel BSS-VcR01 ‘SteemKleen’ Vac-Rifle

So something to clean after a Fun Gun :clown: battle, right.

To cut down on the weight of the rifle, they do make back pack Vacuums now days. Maybe a single hand grip SMG style with hose. Please no twin hose designs for two fist-ed cleaning.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by taalismn »

abtex wrote:
taalismn wrote:Paladin Steel BSS-VcR01 ‘SteemKleen’ Vac-Rifle

So something to clean after a Fun Gun :clown: battle, right.

To cut down on the weight of the rifle, they do make back pack Vacuums now days. Maybe a single hand grip SMG style with hose. Please no twin hose designs for two fist-ed cleaning.


Just be careful using it around small animals and Smallkin... :eek: :shock: :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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Paladin Steel UT-11LMRLS Light Multiple Rocket Launch System
(aka ‘Scud-Dumper’)
“What the He---?! WHERE’S THAT ARTILLERY COMING FROM?! These guys aren’t supposed to have heavy weapons!!! WHAT’S WITH THE ####ING ROC-”

Sometimes Paladin Steel wants to hide the extent of its operations without sacrificing operational security. Sometimes Contract Engineering needs more than a fence and a few riflemen on watch. Sometimes a resource development contract has to contend with local warlords. To mask the true extent of their involvement in a given area, as well as to conceal the movements of its military forces, Paladin Steel has developed a number of deceptions. The UT-11LMRLS is a perfect example of this.
The UT-11LMRLS resembles a standard 4x4 dumptruck in widespread use across the GNE and sold inexpensively and extensively elsewhere. In reality, PS took a page from pre-Rifts history and accounts of the South African Valkyr rocket system, which was mounted Katyusha-style on a standard commercial utility truck base, and disguised under a false canvas-and-frame top. Simlarly, the UT-11LMRLS’s dump bed is really a modular rocket/missile launch system, disguised under a false top of surface-deep glued-on ‘rubble’ and a fabric dust-cover. When called into action, the truck locks down extendable jacks, raises the dump-bed, opens the covers at the front, and can swivel the raised launcher to firing position, ready to open up on distant targets.
Compared to other combat vehicles, the UT-11LMRLS is only lightly armored, and is not expected to engage in close combat, instead standing off and barraging the enemy with missile fire. If the enemy attempts to close range, the launcher trucks are expected to retreat, ideally to a new position to reload and continue their bombardment.
A number of variants of the UT-11LMRLS exist, almost all of them cosmetic variants, with applique body paneling altering the lines and color schemes of the launcher trucks in order to disguise their true nature.
Paladin Steel maintains a number of UT-11LMRLS vehicles around its work sites and with Contract Engineering units. The GNE maintains multiple batteries of these vehicles with Militia and garrison units around GNE and Affiliated territories, typically camouflaged in ‘civilian’ vehicle pools or work sites.
Type: PS- UT-11LMRLS
Class: Utility Truck, Medium, Light Multiple Rocket Launch System
Crew: 2
MDC/Armor by Location:
Main Body 90
Reinforced Cab 50
Wheels(4) 25 each
Launcher 100
Height: 9.3 ft
Width: 8.2 ft
Length: 25.9 ft
Weight: 28,000 lbs w/o the missile launcher, 13.5 tons with loaded missile launcher.
Cargo: Small amount of space in the cab for personal sidearms, survival packs, and a few personal possessions.
Powerplant: Liquid Fuel(w/280 mile range), Electric(w/300 mile range), or Nuclear(5 year energy life)
Speed: 45 MPH
Market Cost: 100,000 credits for Liquid Fuel, 120,000 credits for Electric, 800,000 credits for Nuclear
Systems of Note:
Standard Truck/Autombile Systems, plus:

-NBC Shielded Cab---The cab has its own closed cycle life support system, positive overpressure, air conditioning, and air filters. It also has radiation shielding. In a pinch the cab can be sealed up against poison gas, pathogens, and fallout for up to 48 hours, though the system’s most regular use is against smoke/efflux intake from the launching rockets.

Weapons Systems:
1) Missile Launcher System---The back of the UT-11LMRLS is a trainable modular launcher, that can be quickly reloaded by simply swapping launch tubes/casings for fresh ones when available.
Note that the UT-11LMRLS does NOT carry target acquisition or active targeting gear. Unless the missiles are pre-programmed ‘fire and forget’ or are equipped to seek their own targets(based on programmed sensor profiles), the missiles are ‘dumb’ or ballistic artillery and the launchers are simply that; launch platforms. For more sophisticated targeting, the UT-11LMRLS must rely on other specially-equipped vehicles or a fire control network.
a) Mini-Missiles----60
b) Mrk 3 Mini-Missile ‘Calliope’ Launcher---A larger version of the Mrk 1, with sixty tubes as the the Mrk 2, but with ‘metalstorm-stacked’ mini-missiles similar to the PS Missile Rifle.
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1,2, 4, 6, 12, 20, 30, or 60
Payload: 60 tubes, 4 missiles each tube, 240 mini-missiles total
c)Short Range Missiles----40
d) Medium Range Missiles---16
e)Shrike III ‘Brilliant’ anti-aircraft missile.
Range: 75 miles
Damage: 3d4x10 MD
Rate of Fire: Volley of 1-8
Payload: 16 missiles ready to fire
Bonus: +7 to strike
f) Long Range Missiles or RPVs----4
g) ‘Katyusha’ Artillery Rockets----Basic, much-copied, free-flying solid-rocket artillery projectiles:
Range:(Short) 7 miles
(Long) 13 miles
Damage: Both missile types use a 122mm warhead, typically the following warhead types(damage may vary as much as 50% by the quality of warhead manufacture):
(Fragmentation) 1d6x10 MD to a 60 ft blast radius
(Incendiary) 1d4x10 MD to a 50 ft blast radius, plus 01-75% chance of setting combustible materials aflame
(High Explosive) 2d6x10 MD to a 20 ft blast radius
(Plasma) 3d4x10 MD to a 40 ft blast radius
(Smoke) Covers a 100 ft area in thick obscuring smoke. Typically disperses within 1d6 melees, depending on local wind and humidity conditions.
(Chemical) Varies, but typically used to dispense CS or nerve agents(currently only the Sovietskii uses chemical munitions, though it is rumored that Warlord Sokolov has been seeking to acquire such weapons). Typically covers a 100 ft area. Like the smoke, local weather conditions determine the dispersal rate.
(Submunition)---Detonates airburst style over the target and scatters a small cloud of grenade-like sub-mines, that can be used to infilade an area with contact explosives or delayed-fuze mines. Carries over 18 submunitions, scattering over a 100 ft area, and doing 5d6 MD to a 10 ft blast radius each.
Rate of Fire: Volleys of 1-30
Payload: 40-tube array
Penalties: Katyushas use the standard rules for unguided artillery with regard to deviation from target. Best fired in salvoes of 4 or more rockets.
Cost: Basic Katyusha launcher costs 400,000 credits, missiles cost 5,000 credits for short range, 10,000 credits for long, plus the cost per warhead; Fragmentation costs 45,000 credits, Incendiary 60,000 credits, High Explosive 70,000 credits, plasma 100,000 credits, smoke 800 credits, sub-munitions 120,000 credits.

h)Harpoon III Missiles---Common with coastal defense batteries, Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close with an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Rate of Fire: Volleys of 1-4
Payload: 16

i)ASROC---(Anti-submarine Rocket)---Another weapon common with coastal defense batteries. The Paladin Steel Asroc is the post-Rifts adaptation of the rocket-propelled torpedo commonly used by old U.S. Empire warships. It consists of a short-range torpedo mounted atop a short-range missile booster, and is compatible with most short- and medium-range missile launchers. The chief advantages of the Asroc over conventional depth charge and torpedo launch systems, are response time, stand-off range, and the fact that the sudden arrival of the torpedo from above gives the enemy little advance warning.
Range:(Booster) 5 miles(Torpedo) 5 miles
Damage:2d4x10 MD (HE) or 1d6x10 MD(Plasma)
Bonuses:+3 to strike within 1,000 ft
Rate of Fire: Volleys of 1-4
Payload: 16
Cost:10,000 credits per rocket


2)(Optional) Cab-mounted Weapon---A pintle-mounted gun position for an energy rifle, machine gun, or light rail gun can be installed on the cab for self-defense.

Variants:
* UT-11----This is the standard 4x4 vehicle without the missile launcher, NBC system, and hull armor(only 30 MDC main body). Market Cost: 30,000 credits for Liquid Fuel, 40,000 credits for Electric

* UT-11MRLSCC----Meant as a battery command vehicle, with the dump bin concealing a fire control command-and -control center staffed by up to 4 people with map tables and fire control computers. Typically linked by short range directional cellphone systems or fiber optic hardline links to the other vehicles in its battery.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by abtex »

taalismn wrote:Paladin Steel UT-11LMRLS Light Multiple Rocket Launch System
(aka ‘Scud-Dumper’)

Good as long as it not a Very Light MRL system.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by taalismn »

Hah! Could probably disguise them as garbage trucks, too!
That would be another good place to hide defensive assets.
Who the heck takes the time out to hit the local landfill as a military target?
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by abtex »

So any more birds trying to see if they can cook fish on your car?
So news says the East coast is hot to really warm.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by taalismn »

Fulfilled a personal dream of mine today; flew out of, and over, my hometown. Now, I'm an acute acrophobiac(fear of heights) but I love flying, which makes me uniquely neurotic, I guess, but when your house is under the orbit path of the local small airfield, watching planes go overhead for 45 years makes you wonder what it must be like to look down from there.
Well, for about ten minutes I did just that. Sorta....when you're in a Piper Cub with the doors down on one side, puttering across the sky, you feel every little sway and jolt. It's like flying in half a plane, or going airborne in a canoe. To my credit though, I didn't freak out, although a few times I found myself clutching the back of the pilot's seat with a grip that must have embossed my fingerprints permanently into the leather, and I had to focus on the distant horizon rather than look down(and when you're flying over cliffs, DOWN suddenly becomes a whole lot more...down....you really get a feel for the topography you're cruising over with nothing but some thin metal plates, hollow tubing, and a thinly -padded seat between you and a LOT of empty space. And a steep banking turn? I had to reassure the pilot that, yes, I was still behind him.
It was terrifying, it was exhilarating, it seemed to last hours, it seemed to be over in seconds. I can hardly wait to go up again....one day....maybe once every five or so years...or maybe next time I'll chose something a bit more enclosed....

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

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

Unread post by ZINO »

taalismn wrote:Fulfilled a personal dream of mine today; flew out of, and over, my hometown. Now, I'm an acute acrophobiac(fear of heights) but I love flying, which makes me uniquely neurotic, I guess, but when your house is under the orbit path of the local small airfield, watching planes go overhead for 45 years makes you wonder what it must be like to look down from there.
Well, for about ten minutes I did just that. Sorta....when you're in a Piper Cub with the doors down on one side, puttering across the sky, you feel every little sway and jolt. It's like flying in half a plane, or going airborne in a canoe. To my credit though, I didn't freak out, although a few times I found myself clutching the back of the pilot's seat with a grip that must have embossed my fingerprints permanently into the leather, and I had to focus on the distant horizon rather than look down(and when you're flying over cliffs, DOWN suddenly becomes a whole lot more...down....you really get a feel for the topography you're cruising over with nothing but some thin metal plates, hollow tubing, and a thinly -padded seat between you and a LOT of empty space. And a steep banking turn? I had to reassure the pilot that, yes, I was still behind him.
It was terrifying, it was exhilarating, it seemed to last hours, it seemed to be over in seconds. I can hardly wait to go up again....one day....maybe once every five or so years...or maybe next time I'll chose something a bit more enclosed....

And yes, I COULD see my house from the air. :D

that awesome wish you the best man!!!!
let your YES be YES and your NO be NO but plz no maybe
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:It was terrifying, it was exhilarating, it seemed to last hours, it seemed to be over in seconds. I can hardly wait to go up again....one day....maybe once every five or so years...or maybe next time I'll chose something a bit more enclosed....

And yes, I COULD see my house from the air. :D

Maybe something like this. [from here, that is a nice read in the comments about it use.]
Yes, I know no way. I also can go up tall buildings and places, look around without a problem. LOOK down no way. Climb up a 30' ladder replace a light bulb, QUICK-ly. It's the low places straight down from heights that I can not stand.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by taalismn »

Full 180 today. My great day yesterday was, I was unaware, a truly dark day for a close family member. I may be much slower in updating on these threads for the foreseeable future, and may even go on hiatus, while we deal with the fallout and the ripples, but things could have been MUCH worse. But I am truly ####ed at the callousness of modern American business culture.


For now:

Paladin Steel Merchants
“We’re not simply in the business of selling goods, we’re in the business of selling the future!”

“Measure not your success or failure by what has passed. the achievements you have made or the opportunities you have lost. Your achievement should be measured by what lies before you, what opportunities have yet to be seized, what vistas lie open to you!”

The economic machine that is Paladin Steel develops and churns out products and services with impressive speed and scale, but it may as well be dumping all that effort into the ocean if not for the constant efforts of its salespeople and venture capitalists pushing into new markets and keeping the faith in old ones. The most prominent figures in the Paladin Steel Sales Division are the Merchants, who are the defacto managers and organizers. They are also the senior officers, the field generals, of the economic juggernaut that is Paladin Steel. Chief Executive Officers may direct policy and issue directions from boardrooms in Burlington, but it is the Merchants who execute those policies, rally the troops, and run the enterprise out where it matters. They are the day-to-day stock orderers, streetwise listeners, and deal-cutters. It is they who open up new markets, consolidate and secure old markets, listen to established customers and keep an ear out for what new ones want. And like the Yankee traders of old, Greater New England again sends out its men and women to open up the arteries of trade.
There is no distinctive Merchant OCC; PS draws its merchants from the Scholarly, Men at Arms, and even Magic and Psionic classes. While many hail from the Smuggler profession, many others come to trading from service in military logistics, or magic dimension-shifting. Sailing captains, starship pilots, diplomats, engineers, freemen and ex-slaves, all have risen to become Merchants, plying their craft and experience into business-savvy. Sometimes it’s a working knowledge of how a particular technology works, sometimes it’s leveraged good luck, sometimes it’s just knowing how to listen to potential customers, those with the edge or the knack can become Merchants.

Nor do Merchants constitute the entirety of the sales force; for every Merchant, or even Undermerchant, there are dozens, if not hundreds, of payrolled actuarials, clerks, stockworkers, stevedores, supercargoes, and contract workers. However, Merchants are the recognized officers in charge of a given mercantile endeavor.

Paladin Steel’s Sales Division has a rank system that would be recognized from the ancient Dutch East India Company:

-Assistant(Levels 1-2)
Assistants are novice traders, usually young apprentices learning the details of the craft of trading. As such, they work mostly as ‘gofers’ for higher-rank merchants, doing such things as setting up displays, manning sales booths, and hawking products, in addition to the normal scut-work of gofers. Assistants are rarely allowed to conduct business on their own or handle anything beyond petty cash. Assistants may receive compensation in shares in an expedition or venture, usually one or two, rarely more than a dozen shares.

-Undermerchant(Levels 3-7)---Assistant Merchants are still regarded as ‘understudies’ to the higher-ranking merchants, but they carry a greater weight of responsibility in handling sundry details of trade. Undermerchants may be assigned such tasks as managing warehousing, running a small store or sub-department outlet, and overseeing sales presentations and demos. They may also be given charge of a small convoy or minor trade expedition, typically through familiar(well-patrolled) territory.
These duties are rewarded by an increased number of shares, usually around a dozen or so, depending on the number of staffers on an expedition/venture.

-Merchant(Levels 8-12)
Domestic trade expeditions and major franchises are typically run by Merchants, who may have staffs of 1-6 Undermerchants and dozens of Assistants under them. In general terms, outlets of supermarket size and small freighters/starships can be considered to be under the command of a Merchant.
A foreign trade mission may have up to several dozen merchants, depending on the size of the mission and the size of the territory being traded with, each merchant being assigned a particular territory within the greater whole.
Merchants can expect to be well-compensated for their efforts, receiving correspondingly more shares in the venture’s success.

-Chief Merchant(Levels 13-15)
Chief Merchants are senior officials with experience and the contacts, social and political, that comes with that experience. They lead the larger, overseas and outworld, expeditions and commercial ventures. These are the people in charge of department stores and mall-sized trade complexes, large freighters and heavy starships. When they speak, it is with the authority of the Company. There is typically only ONE Chief Merchant in a given expedition or trade mission; any others defer to the authority of the appointed Chief.


Useful Skills:
In addition to their original OCC skills, Merchants are most likely to have one or more of the following useful skills:
(OPTION) Trained/Apprenticed Merchants may have 1d4 of the following:
-Appraise Goods
-Barter
-Performance
-Public Speaking
-Wardrobe and Grooming
-Language/Literacy(Foreign Languages)
-Appraise Goods
-Anthropology
-Research

(OPTION) GMs may allow CAREER Merchants a +5 or +10% skill bonus for the aforementioned skills; this represents constant experience. apprenticeship, or an indoctrinated family tradition of trade.

Equipment: Presentation is as much part of a sales pitch as the quality of the products being sold, so proper Merchants will select their personal gear with as much an eye towards good appearances as rugged functionality; in addition to their usual gear, a Merchant will have at least two suits of formal clothing, a small concealable commlink and/or audio recorder, and a suit of plainclothes armor(ideally MDC). A set of easily portable sample cases or a high quality video/holo display system, loaded with the latest released Company Catalogue, is also a handy accessory.
The standard ‘uniform’ of PS Merchants is typically green in color, but much more lively than the military khaki drabs and solemn greens of the Diplomatic Corps. However, Merchants tend to be rather more flamboyant in their dress styles, with a greater freedom of personal expression, and they often alter their dress standard to meet the attention and approval of potential customers.
Merchants may also have access to a common ‘pool’ or a provided allotment of Company equipment, and may request special equipment(approval based on the nature of the requested gear, its intended purpose, and the requesting individual’s past record). They may also be able to dip into discretionary funds(see below: Money) to acquire extra equipment for personal use, or to dip into Company inventory(i.e. such as a cargo load of weapons) if the circumstances force the issue. Under such circumstances, the Merchant is expected to submit a report to Accounting on such dipping.

Money:
Varies; depending on how intimate their affiliation with PS, most Paladin Steel Merchants will recieve a basic living stipend(covered by their room and board if assigned aboard a ship or station) and a salary, adjusted upwards for their experience and station. However, unlike functionaries and company bureaucrats, Merchants can make additional money through commissions(a percentage of sales they are personally responsible for) or shares(percentage-shares in the profit-figure) in an overall venture. The more successful trade missions are, the more the Merchant stands to make. While this may seem haphazard pay security, many Merchant-path employees relish the potential of striking it big, rather than be reliant on (to them) even more uncertain job promotion and pay adjustments that a regular salaried employee gets.
Merchants are also likely to have company discretionary funds available to them for an assignment; depending on the assignment and its importance, the amounts available for a given task can be quite substantial. However, these funds are effectively LOANS, and the Merchant responsible for them must account for them in his or her reports and expense logs to the Company. Depending, again, on circumstances, the presiding Merchant may be rewarded a bonus for not using up all the money loaned out on a mission, though if the officer tries to cut corners and the mission fails in its objectives, he may be held responsible for the lost loan amount, so excessive cheese-paring is not recommended. Similarly, equipment bought with the funds must also be accounted for; a successful Merchant(and her associates) may be permitted to keep for their own personal use equipment they have acquired with company funds, or it may be expected to be turned in at the end of a mission/expedition for use by other Company personnel.

Example Merchants:

Maccas VanRu---Merchant
Maccas VanRu started live as a slave on Atlantis, the property of a Minor Demon who tried to make a champion gladiator out of the human boy by sinking a goodly sum into having the slave made over into a BioBorg. Thing was, Maccas, for all his new bio-engineered power, wasn’t a natural-born killer and didn’t do so well in his early, luckily not-to-the-death, big fights, though he did well in many smaller out-of-arena dirt lot fights. Desperate to make SOME profit from the dud, Maccas’ owner put him to work between bouts as a stevedore at Splynn’s docks, loading and unloading cargo pallets and ships from across the megaverse come to trade at Splynncryth’s little dimensional hub.
Maccas found he actually enjoyed working in the port, although most everybody else there regarded him as big dumb muscle, an organic robot humping heavy loads around. However, Maccas enjoyed the flow of trade, the sense of adventure...and the implied freedom enjoyed by the travellers from all over. He loved listening to people making deals, assessing goods, and trading in exotic goods. To him, it all bespoke of freedom and choice, and of vistas beyond Atlantis and the slave pits.
It wasn’t too long, however, before Maccas learned that his master was planning on moving the BioBorg to more serious fights with a greater potential for fatality, and that Maccas was likely to be fed as an ‘appetizer’ to the favored gladiators in return for a healthy kickback to his owner. Maccas immediately began planning his escape, although he knew he was doomed; his massive size made stowing away on a ship or sneaking through a dimensional gate unlikely in success. Still, he was determined not to go quietly to his death.
However, when the ZOT made its smackdown attack on Atlantis and triggered the Great Exodus, Maccas saw his opportunity. In the midst of the confusion, Maccas managed to squash his owner under a pile of heavy crates(Maccas believes he killed the minor demon), then joined the wave of other escaping slaves (though not before grabbing a crate or two of high value goods for himself as ‘severance pay’ from his late employer).
When he arrived on the shores of North America, he plied his ‘retirement bonus’ into opportunity, cutting his first deals with GNE Military Intelligence selling some of the military items to them, and to a merchant in exchange for a job as a bodyguard on a caravan heading west. He would make several trips to and fro across North America, gaining in experience, acquiring contacts, and gaining the confidence of his fellows. In time he was increasingly entrusted with dealing with customers at trade stops, and eventually was trusted with making sales directly. Maccas’ heart soared when he was formally inducted as an Undermerchant with PS Sales, sponsored by the Merchant he’d first signed on with. He has since been slowly advancing in experience and assigned more responsibilities in the PS organization.

As a Merchant with Paladin Steel, Maccas is happier than he’s ever been, travelling, wheeling, and dealing. Though some people are put off by his monstrous appearance and his Atlantean origins, those who aren’t immediately scared off find the massive merchant a congenial and gentle giant who will cheerfully share news from the road and travels with his hosts.

Maccas has been given charge of a trade caravan that runs a regular circuit among communities on the Eastern Seaboard, mainly up into Appalachia, just beyond the borders of the GNE. Of late, he’s been given an assignment to challenge him; make contact and establish a trade treaty with the town of Finton(See Rifts Sourcebook One) and its monstrous champion, Lord Frommalaine. Ideally, Paladin Steel would like to construct a solar-powered electrical recharge station for its caravans traveling through the area, but it will take what it can get in way of safe harbor assurances in Finton(i.e. safe passage through its territory, and the oportunity to stop and resupply). VanRu has made several visits to Finton and has met with the man in question several times; Frommalaine has treated the upbeat and cheerful Maccas tersely, gruffly, and seemingly as an annoyance every time, but hasn’t attacked or thrown out the trade caravan, and seems to tolerate the Merchant’s presence for longer times each visit, so Maccas figures he’s making progress. Nothing has been signed yet, but Maccas is confident he’ll have something more substantial before long. A quick study of a potential customer, upon learning of Frommalaine’s interests in art, Maccas has been studying up on art, and acquiring interesting pieces he comes across in his travels, or getting reproductions from GNE’s libraries and museums, in part to lubricate future dealings with Frommalaine.

Level of Experience: 8th Level BioBorg
Rank: Merchant
Race: Human Bio-Borg
Alignment: Scrupulous
Land of Origin: Atlantis
Age: 45
Sex: Male
Height: 10 ft
Weight: 450 lbs
Physical Description/Appearance:
A hulking humanoid mountain of hairless muscle and bone that looks like it’s been coated in dull dark gray cracking asphalt, with massively wide shoulders, long ape-like arms, and a ridiculously misproportioned small head. His eyes are small and dark, with heavy eyelids, his ears small and shell-like. When he smiles, his normally smooth hard skin seems to crack and wrinkle in an effect like a chainmail mask. He favors long trenchcoat-style merchant robes.
Disposition:
For all his past bad experiences, VanRu is actually a very jovial, happy, carefree guy who enjoys his freedom and his simple pleasures. He LOVES haggling with people, making deals, and closing agreements. He is a good listener and keeps his own side of conversation simple and to the point, but he is also developing his talents as a traveling gossip and story-teller. He can be somewhat harsh and a hard boss who doesn’t tolerate negligence on the job, but he’s also quick to forgive, and goes out of his way to treat his underlings for a job well done and a profitable trip. He appreciates the freedom he now has.
He will also defend that freedom and happiness with a ferocity he hardly exhibited in the gladitorial arena.
Physical Attributes/Superlatives:
IQ: 14
ME: 19
MA: 14
PS: 43(Supernatural)
PP: 22
PE: 18
PB: 5
SPD: 25

(ISP): ---
(PPE): 12

Hit Points:---
SDC:---
MDC: 209
Horror Factor:---
Special Abilities/Characteristics/Powers:
-Healing Factor---Regenerates at 1d6+10 MD per day.
-Supernatural Strength
-Enhanced PP
-Retractable Forearm Blades---VanRu can extend a long and wicked bone blade from forearm sheathes. Each does 3d6 MD
-Retractable Elbow and Knee Spikes---1d6 MD
Magic: None
Psionics: None
Cybernetics/Bionics: None
Skills:
Barter 67%
Appraise Goods 90%(plus knowledge of the category of magic items)
Wardrobe & Grooming 66%
Performance 75%
Language/Literacy:
American 90%
Dragonese 90%
Gobbley 90%
Lore: Art 40%(Macca is trying his hand at sketching and watercolors)

First Aid 90%

Pilot: Truck 64%
Land Navigation: 75%
Radio: Basic 85%
Mechanics: Basic 70%

Running
Physical Labor
Kick Boxing
Swimming(+5%) 95%
Boxing
Climbing(+10%) 90%/80%
Body Building

Concealment 57%
Rope Works 70%

Hand to Hand: Expert
W.P. Blunt(+3 strike/parry)
W.P. Axe(+3 strike, +3 parry, +2 throw)
W.P. Paired Weapons
W.P. Pole Arm(+2 strike, +3 parry, +2 throw)
W.P. Heavy MD(+2 strike)

Actions/Attacks per Melee: 6
Strike:+7
Parry: +10
Dodge: +10
Roll: +4
Pull Punch: +6
Damage:
Restrained Punch 1d6x10 SDC
Punch 6d6 MD
Power Punch(2 attacks) 2d4x10 MD
Roundhouse Kick 3d6 MD
Axe Kick 2d8 MD
Knee Strike 1d8 MD
Leap Kick(2 attacks) 3d8 MD
Critical Strike on Unmodified 18-20
Judo-Style Body Flip/Throw
Saves:
Vs Coma/Death+6%
Vs Magic +2
Vs Psionics/Insanity +2
Vs Possession +2
Vs Horror Factor +3
Notable Possessions/Equipment:
Armored Overcoat/Robes(Arms 25 each, Legs(partial covering) 25 each,
Main Body 50), Portable Language Translator, sketch pad and pencils, 1d4 road flares,
Favorite weapons are a Neural Mace, Kittani Plasma Axe, and two smaller vibro-hatchets (2d6 MD)Maccas keeps in holsters under his jacket, ready for paired combat or throwing. His favorite ranged weapon is a Paladin Steel PPR-3 ‘Serap’ Heavy Plasma Projector, though he also has a fondness for the big and loud PS-MMLR-14 Mini-Missile Launcher .
Vehicle:
Because of his large size, VanRu’s vehicle of choice is a large modified-cab PS Katir variable-wheelbase truck

Shanza Arcobi---Merchant
Shanza Arcobi is the ‘station master’ at the trading post on Tscheka, a world accessed via regular Rift activity, and part of the extradimensional trading network being established by Paladin Steel. Unfortunately, this ‘bleeding edge’ campaign has foundered somewhat on Tscheka, a terrestrial world roughly equal to the Palladium Fantasy World with regards to ambient magic and universal conditions. Whether a property of the particular planet or of the universe as a whole, advanced technology does not work on Tscheka, limiting available technology to nothing more sophisticated than internal combustion engines and basic electrical systems, and weapons to projectile weapons. Nevertheless, reports of rich deposits of various minerals have compelled Paladin Steel to establish several trading posts on the planet, and to seek to make deals with the local human population. Shanza Arcobi is in charge of the largest of the trading posts and has been tasked with making nice with the natives and keeping trade flowing through her assigned area, with the long term goal of securing long-term trading for ore or acquiring wholesale mineral rights.
Shanza’s fifty-man fortified trading post straddles an important pass in the mountains between the dimensional gate ‘base camp’ and prosperous lowlands that have been eagerly buying finished goods from Paladin Steel’s traders. While the lowlanders have been happy to sell what minerals they can scrape up from river deposits, PS geologists are convinced the motherlodes are in the surrounding mountains and high valleys, and want access to find the deposit-sources. Shanza’s diplomatic duty, therefore, is to play to the highlanders and secure their good will in facilitating these explorations into the mountain regions, as well as to secure safe trade routes to the lowlands.
Frankly, Shanza is at her wits’ end dealing with the locals, who are stodgily uncooperative and unreliable to the point that she regards the difference between the local lords and the bandits to be a moot point. No sooner is a deal brokered with one of the local factions than it is broken and new terms demanded, amounting to little more than leveraged bribery, or extortion. In some cases, turnover of leadership in the upland clans has meant that a regular trade negotiation party might be ambushed by the new clan head, seeking hostages or trying to make a point of negotiating from a position of strength. Worse, the lowlanders have been getting into the act too, alternately jacking up their prices or refusing to meet the trade contingents halfway, claiming the bandit activity has threatened their own merchants and prevented them from traveling into the highlands. While the GNE/PS parties have the edge in technology with their advanced firearms and megadamage body armor, they are still at the mercy of ambushes in the close terrain, as their more advanced sensors don’t work, and are still vulnerable to triggered avalanches and rockfalls. The constant bandit activity stretches the available manpower resources in protecting the local caravans, and keeping the trade routes clear of bandit ambushes and obstacles to the PS vehicles.
Shanza would LOVE to have a full military contingent backing her up to escort caravans and traders in the region, but the cost of mounting around the clock escort and garrison would be greater than the currently projected profit in the region. However, Shanza feels that if something isn’t done and soon, the bribery and raiding will overtake the existing profit ratio, and force PS to cut its losses by abandoning the region, and Shanza is NOT about to concede defeat to the locals. She’s currently been looking into requesting a Smallkin Special Operations Group to do some ‘regime change’ among the more obnoxious and obstructionist local factions. She’s been on the recieving end of enough attempted ambushes and kidnappings by the local warlord elements that she wouldn’t shed a tear to see some of them met permanent and fatal ends.
She currently rides herd over a small team of multi-discipline traders/scouts/scientists who want to move up into the hills and explore, but are stymied by various local customs, warlord decrees, and bandit activity.

Level of Experience: 7th Level Wilderness Scout
Rank: Merchant
Race: Elf
Alignment: Unprincipled
Land of Origin: Vermont Free State, Rifts Earth
Age: 55
Sex: Female
Height: 6 ft
Weight:110 lbs
Physical Description/Appearance:
A tall, slender-build elven female with dark skin, ash-blonde hair, pointed ears, and purple eyes. Attractive(being an elf, she looks a lot younger than she really is), but her good looks are offset by her rugged clothing and put-upon demeanor. Typically has a pinched expression on her face, like she’s fending off a headache. Typically dresses in practical workaday clothing appropriate to the colder highlands.
Disposition:
May have once been optimistic and ambitious, but currently is annoyed and ill-tempered. Shanza joined the Exploration Corps to blaze trails and expand the GNE’s presence across the Megaverse, but she’s finding herself rather gulched by the current state of being stymied by the same sort of foolishness that she tried to escape back home. She knows that her field skills have slipped somewhat since taking a management position, and she can be quite gruff with newcomers who promise to make her job more difficult with the need to babysit them. However she regards her people with concern and a strong sense of responsibility. She shares the sense of frustration many of her subordinates feel at not being able to do their jobs because of the local idiots. She’s also developed a love-hate taste for the local mountain booze, a disgusting fermented goats’ milk drink she claims keeps her in an appropriately nasty and alert mood when dealing with the local bigwigs.
Physical Attributes/Superlatives:
IQ: 16
ME: 13
MA: 12
PS: 12
PP: 15
PE: 24
PB: 15
SPD: 25

(ISP):----
(PPE): 13

Hit Points: 72
SDC: 41
MDC: By armor and magic
Horror Factor:---
Special Abilities/Characteristics/Powers:
Magic: By item/artifact only
Psionics: None
Cybernetics/Bionics: None
Skills of Note:
Trail Blazing 55%
Cross-Country Pacing 70%
Cartography 75%

Radio: Basic 90%
Radio: Scramblers 60%
Basic Electronics 65%

Math: Basic 98%
Computer Operation 50%
Language/Literacy
Dragonese/Elven 98%
American-English 98%
-Gobbley 98%
-Faerie 98%
-Tschekan 55%

Pilot: Motorcycle 92%
Automotive Mechanics 60%
Horsemanship:General 88%/68%
Horsemanship:Exotic Animals 70%/60%

First Aid 90%
Barter 58%
Track Animals 80%
Wilderness Survival 90%
Cooking 85%
Fishing 90%
Fasting 81%
Identify Plants and Fruits 80%
Hunting
Land Navigation 84%
Rope Works 80%
Carpentry 80%
Sewing 75%
Detect Ambush 70%

Athletics(General)
Climbing 85%
Running
Forced March
Prowl 75%

Hand to Hand: Expert
W.P. Knife
W.P. Archery
W.P. Paired Weapons
W.P. Handguns
W.P. Rifle
W.P. Energy Rifle
W.P. Shotgun

Actions/Attacks per Melee: 4+1
Initiative:+1
Perception: +3
Strike: +2
Parry:+4
Dodge: +4
Roll: +6
Pull Punch: +2
Disarm: +2
Damage:
Critical Strike on Unmodified 18-20
Karate Kick
Backhand Strike
Saves:
Vs Coma/Death +30%
Vs Magic +5
Vs Horror Factor +3
Vs Poison and Disease +7
Notable Possessions/Equipment:
Bushman-pattern EBA, VibroKnife, Wilderness Scout survival kit/gear. Portable language translator, rangefinding binoculars, optics headband. On Tscheka, Shanza favors using a 7.62mm Dragunov SVD Sniper Rifle (*PS ‘Dragontooth Sniper’) as her weapon of choice, but has also been known to carry a repeating crossbow.
Vehicle:
Though Shanza owns a PS-made trail bike similar to the Wastelander, she prefers a live mount (a chestnut mare with MDC barding) to get around on Tscheka.
Shanza is looking forward to PS getting several LTA airships on Tscheka.

Tscheka
What little of Tscheka that has been explored show it to be an Earth-like world with two small moons, and a predominately Human population, although some of the local tales hint at possible populations of elves, ogres, orcs, and possibly goblins and changlings in distant lands.
Tscheka has the curious property of a tech-limit; beyond basic electricity, high technology becomes useless; radio degenerates into static, radar systems go snowy, and nuclear power systems go inert. While megadamage materials retain their resilience, megadamage weaponry, including explosives, appear to lose their tremendous damage potential. Nuclear weapons will not work at all.
Local technology is iron age and early gunpowder age. The lowlands are the most advanced, having developed muskets and cannon, but the secrets of gunsmithing and gun powder have made their way to the highlands. Magic is confined primarily to mysticism among the locals.
The most advanced technologies on Tscheka are those imported by the Paladin Steel merchants; internal combustion systems seem to work fine, but associated electrical systems are problematic(simple battery and spark systems work just fine, but more sophisticated onboard computer circuitry is effectively useless, and even crude radio systems are only good for 1d4x10 miles in range before sputtering into static.
Paladin Steel has about 500 people on Tscheka, most of them grouped around the rift-gate or at the midpoint trading post, with the others scattered in small groups along the trade route to the lowlands, or scouting alternate routes out of the mountains. The scientific group at the rift-base is working on seeing if more advanced equipment can’t be made to work, which would greatly facilitate exploration and trade efforts. Currently the most advanced equipment are a number of ground vehicles, but for negotiating the narrow and unimproved trade trails, the trade expeditions have to use animal transport much of the time. Ideally, PS wants to build a rail line from the Gate-head to the lowlands, but the uncertain state of affairs with the highland clans makes such an undertaking a no-go at the current time. Engineers have been looking at adapting several Lighter Than Air vehicles(blimps or rigid airships) powered by either solar-electric or internal combustion engines in an effort to get airborne transport available.
Before their more advanced sensors conked out, the Exploration Corps’ scientists were able to get indications of large deposits of various exotic minerals in the highlands and mountain ranges, but not exactly where. This makes getting eyes into the mountains to do direct survey all the more important and imperative.

Lady Fadejah Armana---Corporate Executive
Lady Fadejah Armana is a minor executive, more of a private contractor, in the service of Paladin Steel, managing part of the shipping and transport operations on the West Coast at Paladin Steel West. Not everybody particularly likes the beautiful, but cold and arguably amoral, young woman, but they all agree she is an excellent negotiator and businesswoman, acquiring and using leverage in her negotiations, wringing the most out of a deal, and operating her corner of the company efficiently and effectively. She’s made enough off her earnings, commissions, and a load of Splugorth hardware she sold off to afford a comfortable living in a small private estate for herself, her twin sister Ajidae, and a small staff of hired help.
Lady Armana speaks little of her past, but what IS publically known is that she is an expatriate from Atlantis, one of the privileged few humans to be able to live relatively unmolested on the dark continent among its many monstrous races, although she is not a powerful magic user or metabeing. While that in itself may make her suspect, those liberated slaves who know of her have had nothing but good things to say about her.

Armana’s dark secret is that she was once of a world at the far edge of the TGE in the Three Galaxies. Armana grew up as part of the limited human aristocracy allowed under the bootheels of the Krreeghor. She grew up in a cutthroat environment of appeasement, petty scheming, collaboration, vicious entitlement, and advancement at all cost(to others).
Then a rebellion started up, led by a man who Armana now only refers to as the General. Rallying the people, the General dared defy the Kreeghor colonial governor and his troops. Though most of the pet aristocracy maintained by the Kreeghor opposed the rebellion as a disruption to their stable (i.e. comfortably stagnant) status quo, Armana hedged her bets by quietly backing the rebellion. When the liberation succeeded and sent the Kreeghor packing, she was able to preserve herself and many of her peers by appealing to the General, by promising to use her influence to keep the infrastructure going and the money from leaving the planet in the hands of fleeing aristocrats. Eager to maintain the planet’s economy and curry favor, the General agreed, making Armana a quiet accomplice in his new government.
When the General himself began to betray the principles of the revolution that had swept him to power, repressing the people with an iron heel, Armana saw the winds change again...and saw a rare opportunity. When the General’s own fiancee(and former revolutionary cell leader) tried to lead a new revolution against her former lover and was quietly captured, sentenced to be executed, in a moment of inspired cruelty Armana had a particularly cold-blooded idea. Dying herself of old age and congenital illness, with the General’s permission, she arranged to have her brain surgically transplanted into the younger woman’s skull, the idea being that Armana would become the General’s partner in giving the people the impression that no second rebellion had taken place at all. Armana expected to be an equal in running the planet and shaping its future, as well as claim the love and support of the charismatic General.
It didn’t take long for the honeymoon to be over. Armana quickly realized that the General was more interested in power for himself, and that he was dabbling with dark forces, increasingly fraternizing with a Dark Coven that had established itself on the planet after the Kreeghor had been driven out. He began to rave of true immortality, the cleansing of the planet of all abomination, and the rise of a great darkness that he would be a privileged servent(and ultimately master) of. Mass executions and other atrocities began to mount across the planet, more horrible than anything carried out under the Kreeghor. Armana might have been a cold-blooded opportunist not above shedding some blood to achieve her goals, but wholesale genocide made even her pause, and the realist in her could predict that the General’s insanity was not containable. Seeing that the evil she’d helped rise to power was turning out of normal avenues of control, she sought a better deal from somebody else, somebody more powerful, powerful enough to knock off the General. She found it in the Splugorth,who’d begun sniffing around the system after the ouster of their enemies, the TGE.
Armana sold out her world to the Splugorth, providing them with information on the General, his associates, the planet’s defenses, and a list of those peers of hers that could and could not be trusted. The Splugorth, Splynncryth, apparently liked Armana’s self-serving nature more than he liked the General’s megalomania; the Splugorth promptly invaded the planet and slew the General before he could summon a demonic army to his assistance. Armana would then see her much-abused planet enslaved by Kydian and Kittani legions. Seeing yet another wave of enslavement and slaughter, Armana figured that it might be safer for her to leave the planet, before somebody realized that she and a circle of others seemed to weather the constant troubles without any problems, and came after her.
The Splugorth, bemused by Armana’s treachery, were generous to her. They allowed her to keep her ill-gotten earnings and a small staff, and allocated her a modest, if hardly pretentious, dwelling in the city of Splynn. They even granted her unusual request; to clone her current body and transfer the by now insane brain of her former rival for the General’s affections, trapped inside her old body, still living but on life support in a prison dungeon, into it. They even went so far as to augment both women with limited biowizardry improvements, the better to fit into the scene in Splynncryth’s capitol of Splynn.
In Splynn, Armana lived a live of quiet exile with her ‘body double’(now going by the name of ‘Ajidae’), eating the bitter bread of her acts, occasionally earning a commission fronting for the Splugorth in dealings with other cultures(especially human-dominated ones) in other universes. Increasingly she found the city of monsters no great improvement on the General’s charnal house of her homeworld. And she discovered that Splynncryth’s lukewarm favor would not grant her total immunity from the attentions of the monsters of Splynn. Once again she began to look for a way out.
When The ZOT and members of the New Pantheon attacked Atlantis and forced Splynncryth to release several million slaves, Armana saw her chance. She loaded herself, Ajidae, what valuables she could lay hands on, and as many slaves as she could grab, aboard her private float-yacht, and set out as part of the Exodus for North America. There she banked her new reputation as a ‘liberator of slaves’, her boatload of alien loot, and an offer of her services as a knowledgeable galactic wheeler-dealer to the Greater New England authorities into a promise of sanctuary and a later job. She’s parlayed that all into her position as a shipping exec under the new name of ‘Fadejah Armana’ and set herself up nicely with a small estate for herself and her ‘sister’ in the Paladin Steel West enclave.

Armana is a survivor, through and through. A product of a grasping paranoid aristocratic culture, she uses whatever means available to get what she wants, or just to survive against those who want what she has. Experience has taught her how to ferret out weaknesses and opportunities, and turn them to her advantage. Growing up she knew that today’s friends could be tomorrow’s useful allies, or bitter enemies, dangerous liabilities, or victims of a political purge, so she never got close to anybody, and there are few people she would consider genuine friends.
However, deep down inside Armana has a niggling conscience that remembers what it was like to want friends, and want something other than pragmatic relations and cold alliances. To be treated as an equal, a partner, and more, rather than the useful dupe of the moment. Having weathered so many betrayals, so many atrocities, and so many disasters has worked to change Armana’s mind and affect her deeply. Part of her growing change of mind is her treatment of her ex-enemy, and the apparent sense of guilt that Armana feels about her.
Armana isn’t sure exactly what her relationship with Ajidae is; on one hand the younger woman is a painful reminder of Armana’s criminal misdeeds and cruelty on her ex-homeworld. On the other hand, she’s the one person Armana has PERSONALLY harmed in a truly horrifying and intimate fashion, and the only one of Armana’s victims that she might stand any chance of making restitution to. While the cold-blooded pragmatist in Armana insists that she’s keeping Ajidae around as a convenient body double against assassins, she’s come to feel a strong bond of sympathy for the woman who lost everything to ultimate betrayal, and she’s also grateful to the amnesiac woman who helped defend her during several incidents in Splynn. Armana has quietly vowed to herself to take care of Ajidae and help her back to a semblance of a normal life, but at the same time she’s terrified of what might happen if the former rebel firebrand ever remembered ALL the details of what happened and decided to take it out on Armana. No idiot, Armana had several control and tracking chips implanted in Ajidae’s clone body when it was grown on Atlantis, and had her conditioned to fall unconscious or lose voluntary control of herself when exposed to certain stimuli(such as a spoken codeword). That makes Armana’s newfound conscience feel even MORE guilty for boobytrapping the person she is coming to regard as the only real family she has. It’s perhaps a sign of Armana’s turnaround in attitude that should she ever flee again, she’d place at LEAST as much priority on making sure Ajidae got out safely as well(proving that she no longer regards the girl as a ‘decoy’).

Of Armana’s original homeworld, Armana has heard little since leaving it. She doesn’t even know where it lies in the Three Galaxies. It’s possible that the planet is still a Splugorth slave world, or that the Kreeghor have come back to reclaim the planet from their traditional enemies, turning the planet once more into a battlezone. Frankly though, she could care less, and has no desire to know, or to ever go back, on account of all the bad memories.

(Note: Paladin Steel Coporate Security knows of Lady Armana’s shady past as far back as Atlantis, but nothing earlier. They have no evidence of her being anything other than a suck-up or privileged pet of Splynncryth’s court, who did little of much that could be considered grounds for arrest, especially in comparison to others from Atlantis who have been hired/employed by PS. For now they monitor her actions and movements, obstensively as part of her corporate security detail, against any chance of a double-cross, or for evidence that the Company could use as additional leverage against her if Armana steps over the line.
For the most part, however, the Paladins are quite pleased with the work Armana has done for them, and a few of her closer working associates are actually warming to her, especially as she grows more sociable and open.)

Level of Experience: 11th Level Noblewoman
Rank: (Minor)Executive in Paladin Steel
Race: Human
Alignment: Anarchist(with leanings toward Unprincipled), was Miscreant.
Land of Origin: Outdimension
Age: Appears to be in her mid 20’s, but her mind is over one hundred years old
Sex: Female
Height: 5’ 6”
Weight: 100 lbs
Physical Description/Appearance:
A slender, attractive, buxom human female with a light muscular build, light skin, long black hair with a blue-green tint, and green eyes. She is typically well-dressed in the best of fashion, and she keeps in shape through diet and exercise(she’s become something of a health fanatic in her second life).
Disposition:
Lady Armana is a cool, collected, level-headed businesswoman who mercilessly grinds people down in negotiations using every wile, pressure-point, and scheme she can get away with. She is one to be wary of in business dealings, being manipulative and ever on the watch for advantage. She can be downright charming, or scarily intimidating, and she uses her good looks to her advantage. She rewards well those who help her, but doesn’t let anybody get too close to her. About the only person she really seems to care about is her sister, Ajidae.
She is not a combatant, and prefers to have others do the physical dirty work, while she stands back or escapes. However, she is a mean shot with a pistol, and a sharp knife, and not above using either in a desperate situation...or at least use them, in combination with her considerable personal charisma, to bluff or intimidate other people.
Inside, Lady Armana is a conflicted person; having done great evil in the past, she now seeks to do good, or at least less evil. She tries NOT to use every piece of dirt she digs up on people against them, and is trying to actually get to know the people around her, rather than distance herself from them against some future time when she might exploit and discard/betray them. For once she’d like to use her fresh start to have the sort of life of trust and friendship that she envied, and to build something positive.

Insanity:
-Depression: Armana is given to periods of dark introspection and brooding guilt. She’s too health-conscious to drink or drug herself into a stupor, so she toughs out these bouts of conscience.

Physical Attributes/Superlatives:
IQ: 17
ME: 14
MA: 21
PS: 14
PP: 17
PE: 13
PB: 20
SPD: 26

(ISP):----
(PPE): 12

Hit Points:---
SDC:---
MDC: 80
Horror Factor:----
Special Abilities/Characteristics/Powers:
(BioWizardry Modification)
-Megadamage Transformation: 80 MDC and regenerates 1d4+10 MDC per day.
Magic: None
Psionics: None
Cybernetics/Bionics: None
Skills of Note:
Math: Basic and Advanced 98%
Computer Operation 98%
Radio: Basic 98%
Cryptography80%
Languages/Literacy
-Atlantean 98%
-Dragonese/Elf 98%
-American/English 62%
-Trade Six 95%
Lore: Galactic/Alien 95%
Law: Space 95%
Lore: Demons and Monsters 55%
Wardrobe & Grooming 98%
Breed Dogs 98%/90%
Falconry 95%
History(Galactic) 98%
Research 98%
Seduction 75%
Forgery 82%
Gambling 90%
Gambling(Dirty Tricks)69%
Intelligence 81%
Interrogation 75%

Dancing 95%
Performance 90%
Play Musical Instrument(Keyboard) 90%

First Aid 98%

Pilot Hovercraft 98%
Read Sensory Instuments 85%
Horsemanship 44%/34%

Swimming 98%
Yoga
Athletics
Aerobic Athletics
Dieting
Running

Hand to Hand: Basic
W.P. Knife(+4 strike/parry, +4 throw)
W.P. Energy Pistol(+6 strike)

Actions/Attacks per Melee: 6
Strike:+1
Parry:+4
Dodge:+4
Roll:+5
Pull Punch:+5
Damage: +2
Kick +2
Disarm +1
Critical Strike on Unmodified 19-20
Judo-style Body Flip/Throw
Sense of Balance 55%
Maintain Balance +1
Saves:
Vs Coma/Death +5%
Vs Magic +1
Vs Poison +2
Charm/Impress 50%
Trust/Intimidate 65%

Notable Possessions/Equipment:
Plainclothes body armor, PS Skinsuit, and a Splugorth Talisman of Armor. Maintains a full wardrobe of expensive designer clothing. She typically carries a concealed energy derringer or PSLP-3 ‘Asp’ Light Laser Pistol on her person when leaving the house. She also likes to carry at least one concealed, non-metallic throwing knife(and has ben known to have them coated with narcotic poison). Her jewelry frequently hides high-tech gear, such as comm units, surveillance feeds, and micro-recorders. She frequently carries a small lap-top computer with wireless connection, scrambled feed, and an encoded, self-destructing, memory cache.
Has a comfortable estate, with about a dozen servents, in the Washington Free State.
Lady Armana also has about 4 million credits in the bank, and another 3.5 million in barterable goods.
Vehicle:
As a relatively well-heeled corporate executive, she has access to several vehicles. She still holds title to a small grav-yacht(currently docked in the New Seattle docks), but engages the use of a chauffered Silken Swift limo to get around.

Allies:
Lady Armana has lots of contacts, but not many people she would genuinely call friends. She currently enjoys the support of Paladin Steel, and she could likely call on a few favors from the ex-slaves she rescued. She has a small, but loyal, household staff, and she retains the services of Jaggernath’s BodyGuards service, some of whose employees she helped flee from Atlantis during the Great Escape. .
Her rather reclusive lifestyle in Splynn has also served her well; few witnesses associate her with Splynncryth’s court, and there are many ex-slaves who only know her as the woman who helped them escape. These grateful freemen would consider helping out Lady Armana as returning a favor(or life-debt).

Enemies:
Lady Armana still has a few enemies left back on her homeworld; former associates and peers who know she betrayed them, surviving rebels who blame her for the disappearance of their leader, and agents of the Dark Coven the General was part of. Any of these people may have been slaves transported to Splynn and may have also been liberated during the Exodus, and have been simply bidding their time since then, trying to find her and exact revenge. There’s also the rumor that the General survived the Splugorth invasion and is now a Greater Demonic Mortal, leading demon hordes in war across the Three Galaxies. If this is true, the General may harbor a grudge against his old ‘partner’ that may lead him to Rifts Earth in search of payback.

Lady Ajidae Se-Armana---Civilian Dependent
Ajidae is known as Lady Fadejah Armana’s twin sister, though she is rarely seen in public, spending most of her time wandering the grounds of their shared residence, or exercising there, always escorted by a burly nursemaid. The few occasions she has appeared in public, she has seemed subdued, disoriented, distracted, submissive and deferential to her twin sister. The Armana’s neighbors sometimes wonder what the true relationship of the two women is; master and servent, keeper and pet, or what? Most people, knowing that Lady Armana is an expatriate Splynn resident, just assume that Ajidae was traumatized during their stay in Atlantis, and has yet to recover fully. Likewise, they see Fadejah’s behavior as that of a sometimes over-protective sister.
Once a proud and courageous revolutionary seeking to liberate her people from tyranny, she instead saw all that she knew and trusted betrayed, in the most part by the very man she loved and trusted. Her betrayal, psychological torture, and condemnation to a living death trapped in a decaying body, several clinical deaths, rebirth at the hands of inhuman monsters, and several types of conditioning and brainwashing have shattered Ajidae’s once firm sense of self and resolve. She frequently cannot remember who she is, and reacts badly to certain stimuli. Though highly trained and proficient in a number of skills, she spends most of her time apparently unaware of them, and comes across to many outsiders as mentally childlike and oblivious.
Ajidae isn’t sure of her relationship to her supposed sister, either. At times she finds herself irrationally hating and fearing the woman, other times she clings to and adores her. She’s protected the woman in the past, but other times she feels strangely uneasy around her. She recognizes that Fadejah cares for her, and sees to her care, but just can’t figure out why at times she’s decidedly uncomfortable around her. It confuses Ajidae painfully, so she tries to avoid thinking of it.
Though she may be disoriented, Ajidae’s combat reflexes and training lie just below the surface and she can still access them; during their stay in Splynn Ajidae instinctively found herself able to use weapons to defend Fadejah against monster-miscreants who broke into their Splynn residence in search of human meat.

Level of Experience:7th Level Freedom Fighter
Rank: Civilian(Dependent)
Race: Human
Alignment: Scrupulous
Land of Origin: Outdimension
Age: Appears to be in her mid 20’s
Sex: Female
Height: 5’ 6”
Weight: 100 lbs
Physical Description/Appearance:
A slender, attractive, buxom human female with a light muscular build, light skin, long black hair with a blue-green tint, and green eyes. She’s a bit more tan and muscular than her sister due to her constant exercise and exposure to the outdoors. She’s typically as well dressed as her sister, although more frequently in more practical or leisurely outfits, and isn’t quite as well groomed.
Disposition:
Quiet, meek, always seems on the verge of zoning out or fidgeting when in conversations with people. She is hesitant to discuss her past, and even then, when doing so, can become almost incoherent. She is easily frightened by various things and can go outright catatonic if she cannot escape(but isn’t threatened life-or-death). When she’s exercising, be it swimming or marksmanship, she’s all focus, though. She has an almost instinctive combat sense, though if questioned afterwards about what happened, she’ll more frequently than not draw a blank on what she did and why or how she did it. Some might say she’s a borderline schizoprenic, her competent and lethal warrior-self surfacing in times of danger from under her dithering and wandering everyday personality. Her pleasures are simple; dancing, exercising, looking at art, wandering through the household gardens, and listening to music, though she has expressed no artistic talent herself , gardening ability, or desire to play an instrument.
Insanities:
-Phobia: Hospitals and Surgical Procedures, both stemming from her incarceration in Armana’s discarded paralyzed body and from her Bio-Wizardry modification. Any trip to the health center for anything more than a quick remote scan requires sedation.

-Amnesiac---What little Ajidae remembers of her past is scattered, incoherent images and impressions, and horrible nightmares. Sometimes it’s her own sister tormenting her in those night terrors, other times it’s a handsome man who seems to embody all evil. Ajidae probably wouldn’t even recognize her own (old) name if it was spoken to her, so scattered is her recollection of her past.

Physical Attributes/Superlatives:
IQ: 14
ME: 13
MA: 10
PS: 20
PP: 22
PE: 18
PB: 21
SPD: 27

(ISP):----
(PPE): 18

Hit Points:---
SDC:---
MDC: 96
Horror Factor:----
Special Abilities/Characteristics/Powers:
(BioWizardry Modification)
-Megadamage Transformation: 96 MDC and regenerates 1d4+10 MDC per day.

Magic: None
Psionics: None
Cybernetics/Bionics: None, unless one counts the special ID and tracking bio-chips in her spine.
Skills of Note:
Pilot: Hovercraft 95%
Navigation 75%
Weapons Systems 85%
Read Sensory Instruments 75%
Horsemanship 61%/41%
Horsemanship: Exotic 35%/25%
Radio: Basic 90%
Computer Operation 80%
Cooking 70%
First Aid 80%
Math: Basic 80%
Languages/Literacy
-Atlantean 98%
-Dragonese/Elf 98%
-American/English 62%
Concealment 53%
I.D. Undercover Agents 63%
Detect Ambush 70%
Intelligence 65%
Recognize Weapon Quality 70%
Camouflage 65%
Prowl 75%
Running
Gymnastics
Sense of Balance 85%
Climb Rope 84%
Work Parallel Bars & Rings 81%
Back Flip 98%
Dancing 35%
Climbing 82%/72%
Swimming 85%
Aerobic Athletics
Kick Boxing
Hand to Hand: Martial Arts(Jujitsu equivalent)
W.P. Energy Pistol(+4 strike)
W.P. Energy Rifle(+3 strike)
W.P. Knife (+3 strike/parry, +3 throw)

Actions/Attacks per Melee: 5
Initiative:+1
Strike:+7
Parry:+8
Dodge:+7
Roll:+5
Pull Punch:+3
Disarm +2
Damage:+7
Kick +2
Knee/Elbow Strikes
Palm Strike(2d4)
Drop Kick
Tripping/leg hook
Backward Sweep Kick
Critical Strike on Unmodified 18-20
Critical Strike from Behind
Judo-style Body Flip/Throw +1
Axe Kick 2d8
Roundhouse Kick 3d6
Knee Strike 1d8
Leap Attack(2 attacks) 3d8
Sense of Balance 85%
Saves:
Vs Coma/Death +6%
Vs Magic +2
Vs Poison +7
Charm/Impress 55%
Notable Possessions/Equipment:
Ajidae doesn’t have much in the way of personal possessions, but her sister has provided her with a wardrobe of fashionable clothing, comfortable living quarters, an assortment of jewelry and other small personal possessions, and for protection a set of Plainclothes body armor, PS Skinsuit, and a Splugorth Talisman of Armor. While not usually trusted with weapons, she finds she has a proficiency with and preference for heavy energy pistols, like the NG-45LP Long Pistol, or the PSLP-1B ‘Adder’ Heavy Laser Pistol.
Vehicle:
Ajidae is not trusted with motorized vehicles, though if pressed, she’d find she has the ability to drive hovercraft with a fair amount of skill. She’s also learned to ride horses(and horse-like animals) in the private stable on the ‘family’ estate.

Allies:
Many of Armana’s current associates can be considered Ajidae’s allies as well, if only because of their dealings with Armana, and could be countered on to do the girl a favor or two. Most people who associate with the Armana clan are sympathetic towards the more introverted woman. Ajidae’s closest friends are the two bodyguards/nursemaids Armana has hired to keep an eye on her(and who have come to be quite attached to their charge), and the domestic staff of the manison(about 6-12 people total).

Enemies:
Ajidae can be considered to have the same enemies as Lady Armana. Even some of her ex-associates in the original revolution don’t know about the body-switch Armana pulled, and might remain convinced that she’s a traitor. There’s also possible bad blood lingering in the minds of several Minion hooligans she beat up back in Splynn. And, if the General DID survive and ever came after Lady Armana, he likely wouldn’t hesitate to harm/kill Ajidae in the bargain.
Last edited by taalismn on Tue Jul 03, 2012 8:52 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 48026
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Situation still evolving but stable. Angst levels lowering, but anxiety still pegging into above normal levels. Standing down from DefCon 2. Reactor scramble not required.
-------------
"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:Full 180 today. My great day yesterday was, I was unaware, a truly dark day for a close family member. I may be much slower in updating on these threads for the foreseeable future, and may even go on hiatus, while we deal with the fallout and the ripples, but things could have been MUCH worse. But I am truly ####ed at the callousness of modern American business culture.

taalismn wrote:Situation still evolving but stable. Angst levels lowering, but anxiety still pegging into above normal levels. Standing down from DefCon 2. Reactor scramble not required.

Take your time, post as needed.
Give warning shots first, small caliber please.
Do you have a copy of updated 'Friend and Foe' codes handy?
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
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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 »

Take your time come family first
let your YES be YES and your NO be NO but plz no maybe
User avatar
taalismn
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Posts: 48026
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Comaugh----Paladin Steel Outpost World
The visiting merchant closed the last seal on his armor, feeling the oppressively hot and humid atmosphere of the outpost world begin to evaporate off his skin as his EBA’s internal environmental adjustment systems went to work. Checking his sidearm, he jogged up to the enclave security chief at the battlements.
“Damned hot on this planet. So where’s the fire?”
“Look over there, at the foot of that hill. Can’t miss them, what with all that red leather that’s the standard uniform.”
”...holy ####....sure are a lot of them...”
“We’re counting maybe six thousand troops. The Helsers must be feeling really unhappy we slapped down their last two expeditionary forces to take this valley. Now they’re out to teach us a lesson.”
“And what lesson would that be?”
“That they’re grasping greedy venal little bastards. At least their leadership is.”
“I say, they’re not wearing a whole lot, are they?”
“Early Iron Age, and as you noted this planet’s tropical hot. Armor’s not a big priority, especially not the way they fight.”
“I see the spears and swords, lots of clubs over there. They stab and slash types?”
“War of Flowers, Aztec-style. poke and bash and wrestle. They want prisoners, to either dragoon into their ranks so they can go beat up some other bunch of saps, or they make you into a slave, hard labor style. Or, worse yet, they serve you up to their gods to curry favor so they can beat up and enslave other poor saps. Same goes for their troops if they don’t deliver victory; the yoke or the sacrificial altar. So there’s a whole lot of people over there wanting to overrun us. ”
“I take it we take them seriously?” the merchant nodded his head meaningfully towards where the outpost’s three heavy tanks were laagered, and the bevy of lighter armored vehicles lurking around the defense line.
“Get enough of them, they can pin us down and stick us through our armor with those things. But we’re not going to gun’em down with the heavy artillery...see those troops in front? The ones with the wobbley knees and shaking spears? Conscripts, sent ahead to soak up damage while the hardcore believers come up behind to grab glory. We plasma them, we kill a lot of innocent folk whose only mistake was being on a losing side. No, we’re using other options.”
The hum of charging capacitors on the formation of Genser APCs behind the Company troopers accentuated that remark. Squared-off weapons barrels swiveled down and began tracking on the distant skirmish line of advancing locals.
“Target between the first columns. Minimum radius, maximum shock. Stun weapons to take out anybody who gets missed by the EMVs. Sing out if you spot any of their sorcerors...after their last two defeats they may decide to bring up their big guns. I want snipers ready to zap if you see any mages! ”
“Aye-aye!”
“Fire when ready!”
#VRING#
#VRING#
#VRING#
The air between skirmishers in the front ranks suddenly seemed to distort and PUCKER inwards, before suddenly reversing, snapping out in explosions of sod and steam. Expanding shockwaves shot out, smacking the red-clad warriors hard. The lucky ones were sent tumbling head-over-ass along the ground, the less lucky hurdled airborne into the ranks of their fellows. As the shockwaves cleared holes in the ranks, the invisible weapons fire walked into the newly vacated space, another explosion taking place soon after, pushing the still rolling warriors further back in a reverse tidal wave of flailing bodies.
Even as red-clad warriors were still falling and rolling across the field to the humming of the cannon, there came the softer viff!-viff!-viff! as the riflemen picked off those who were still moving with tranq rounds or tazer bullets.
But there were a lot of spear-carriers. By the time the ranked enemy formations finally broke and began a retreat out of the valley, the merchant had heard over a dozen calls for fresh clips from the riflemen, and the bodies had been piled high and groaning on the pasture.
“ADVANCE!”
With that, the soldiers and robots of the line began climbing out from behind the fortifications, pulling out neural maces or fixing tazer prods to their bayonet clips. They marched in good order to the fallen enemy, and were quickly at work untangling the worst of the piles of people, and putting those still with fight left in them down for the count. It wasn’t long before an ‘All clear!’ was sounded, the garrison commander satisfied that the rettrateing enemy army had fled far enough beyond the valley, and under the guns of the airborne patrols, not to pose a further threat. With a rumble, several forklifts and utility vehicles now rolled onto the field and were soon scooping up unconscious enemy wartiors while paramedics ran scanners over them, pulling the worst injured out for individual treatment. The rest were bound with plastic ties and bundled off to what the merchant had heard referred to as the ‘human cannery’; large scale stasis facility.
It looked, to the merchant, like a very strange harvest going on.
The officer in charge must have caught the expression on the merchant’s face and guessed his thoughts.
“If they’d gotten in, they’d be harvesting our heads. I ‘d have no compunctions about just blasting them, but knowing that some of them are conscripts, I’m glad we don’t have to. But we’re buying time, putting them in the tanks until the eggheads can come up with a better solution. Still, we just broke another big army, kept them out of the colony, and didn’t suffer a single casualty on our side. All and all, not a bad day’s work.”
The merchant couldn’t disagree with that. Not at all.


Comaugh is a terrestrial planetary colony out-dimension from the GNE, that is home to a Company colony and corporate outpost. The name ‘Comaugh’ actually specificallyrefers to the name of the valley where the colony is established, based on what the local villagers call it(the various languages of the planet’s other larger factions call their world by other names, with no consensus, so the PS/GNE explorers stuck with the name ‘Comaugh’ to refer to the place as a whole).
The primary Company presence on Comaugh is based on mining; the heavily automated facility is busy extracting titanium and small amounts of kisenite-family metals from the mountains. Comaugh is an enlightened-policy ‘green’ operation; great care has been taken to minimize impact on the local resources, such as clean water. Tailings from the local mines are chemically treated against leachates, then plasma-fused into regolith-like slag, that is typically cut into bricks and used to construct roads, buildings, and the growing fortifications protecting the enclave.
Comaugh’s biggest problem is the locals; the colony occupies a small fertile valley between several of the local kingdoms, composed of primitive-technology elves and humans who have been warring with each other for generations. These primitives have been practicing highly ritualized warfare that bears a strong similarity to the Aztec ‘Wars of Flowers’, with the aim being to take prisoners from the defeated side to use as slaves or sacrifices to their gods/goddesses. When the offworlders showed up, the local kingdoms thought the outsiders should play by the same rules, and trooped up to the mountain valley to get some prisoners. The Rifts Earthers saw things differently; modern weapons spoke, and the locals learned the hard way nobody enslaves or cuts up the newcomers. Faced with ignonimous defeat and severe punishment if they returned home empty-handed, three successive armies of local warriors surrendered, stripping down on the battlefield and meekly turning themselves over to the mercies of their new overlords.
Normal policy for Rifts Earthers when encountering hostilities from others is simple: shoot until the problem goes away. On Comaugh, Paladin Steel has tried a more enlightened approach, figuring that they don’t want to have a reputation for bloodsoaked relations with the locals, so they’re trying diplomacy, and failing that, reduced lethality approaches to problems. If it STILL goes south, then full-on carpet-bombing-scale violence can be held as a last resort. So the colony accepted the surrender of the native armies.
This has given the Company a headache; the colony doesn’t have the resources to house and re-educate the large numbers of Comaughan prisoners, but they dare not send them offworld or set them loose to return to their leaders. Sending them back home only invites them being sent back in another army, or simply murdered by their own respective kingdoms for their failure.
Currently, the colony has interned the majority of their prisoners in colonial stasis tanks, while efforts are made to re-educate a smaller test-group of the natives. With this policy, the colonists are biding their time until the Company anthropologists can come up with some diplomatic solution to the problem or the Company’s dirty-tricks department can come up with some way of destabilizing the local kingdoms or getting them to bother somebody else.
The immediate effect has been outrage on the part of the local kingdoms, who were anticipating a return on the expeditionary armies they launched. Too, also, the armies have failed to return loot, slaves, and sacrificial victims for the regular religious festivals and dynastic celebrations held by the kingdoms.
The problem is, the sacrifices had a very real effect; in return for blood sacrifices, the local (minor) god-entities were granting their followers health, fertility, prosperity, and small measures of power. With the flow of blood-manna disrupted by the outsiders, the local gods are becoming antsy and are starting to put the pressure on their people to do more against the interlopers. This may include gifting the true believers with weapons or REAL magic to smite the outsiders with.
In the meantime, the pride-hurt local kingdoms keep throwing skirmishing parties, raiding groups, and occasionally full armies at the colony, each attack being beaten back, but increasing the tensions(and the number of prisoners) the Company has to deal with.

Colony:
Sponsoring Organization: Corporate(Paladin Steel)
Colony Size: Outpost; roughly 6,000 workers/colonists
The colony has also absorbed a small local hamlet, made up mostly of refugees from the wars in the lowland countries. The roughly 100 local residents have been assimilated into the colony and given access to modern medicine, education, and quality of life improvements.

General Alignment: Scrupulous and Unprincipled

Trade Policy: None per say; any trade with the locals has dried up with the invasions. Everything else comes in from the home dimension.

Environment Around Colony:
Comaugh Colony is located in a modest mountain valley, perhaps some 6-10 miles wide. The climate is temperate; cooler than in the lowlands, but still on the warm side.

Notable/Special Natural Resources:
-Mining: Titanium and heavy metals
-Fertile soil: The valley is well irrigated and fertilized with seasonal melt-wash from the mountains.

Initial Buildings/Facilities:
-Construction---Colonial housing is of standard modular locktite light MDC(10-25 MDC per wall) pre-fab construction.

-Command Center---The problems with the locals have necessitated a fully-equipped command center that monitors activities inside the colony and the situation outside the security perimeter.

-Biodomes---These are used to fast-grow specific crops, to complement the regular fields being worked(with modern techniques) by the local labor pool and colonists.

-Recycling Center---In keeping with the ‘waste not, want not’ philosophy dictated by the GNE, the colony is equipped with mechanical and chemical recycling systems to reduce the need for imports and pollutant output. This includes a heavy duty water treatment plant for scrubbing heavy metal contaminants and mine tailings out of the local water supply.

-Construction Vehicles(Heavy/Mining)---The mine complex is equipped with several dozen excavation and transport vehicles, including several dozen Demolisher drones.

-Brig---Actually a converted warehouse, bunkerized with armored walls and guarded by an automated security system. It’s where the Company is currently holding nearly seven thousand native prisoners of war in stasis tanks(earning the facility the nickname of ‘the human cannery’). An adjacent medical facility serves to monitor the sleeping POWs, treat and induct new ones, and study the local physiology. It’s arguably the single largest facility in the colony and one of great concern to the Company; if the current trend continues, the Company may have to consider transporting and storing any additional prisoners offworld, if some other solution isn’t found.

-Fortifications---The colony is protected by walls of vitrified slag at key locations, and high-tech fencing in others. Approaches to the valley are monitored by manned bunkers and remote operation robotic sensors.

Medical Facility: Small Hospital. The colony medical center is fully equipped for dealing with mine accidents(crushing, explosive/concussive, asphyxiation), as well as treating the local humanoids(including poisoned weapons).

Primary Energy Source: Nuclear-Fusion with solar and wind turbine back-up.

Primary Source of Transportation: Motorvehicles. The colony is well equipped with a full lineup of PS-made vehicles.

Security/Fighting Force:
The Security Force is a fairly large and well-equipped one, equal to a GNE homeland town security force. The unit currently includes three Shaw hovertanks, six Grenser hover APCs, six Boone scout cars, and six Roebling engineering vehicles. Air support is provided by a dozen light aerodynes, and six Skimmers. In addition, automated security systems, including semi-autonomous robots, are used to secure and patrol the settlement perimeter and other important locations. The Company has of late equipped the force with an increasing variety of non-lethal/reduced lethality weaponry, reserving their megadamage weaponry for more serious incursions.
In addition, most of the workers are trained in militia operations, and effectively constitute armed auxiliaries.

Outside Threats: The biggest problem currently are the locals, who have brought their local rivalries up into the mountains and are alternatively hammering on each other in the vicinity of the enclave and trying to take on the offworlders. Currently colonists and workers are not allowed to travel outside the security perimeter without fairly heavy armed escort, for fear the natives will capture a hostage or two.


The Outpost itself is as follows:
Size: Modest; 400 employees, plus 550 dependents(workers’ families). There is also a labor force of 80 robot labor drones.
Type: Agricultural and Mining
Security: Heavy; in addition to a standing force of roughly two hundred troopers, most of the able-bodied adults in the colony/outpost have militia training and are expected to rally to the outpost’s defense. The standard issue weaponry is GNE-pattern Bushman EBA, PSAKM-80 ‘Mega-Deuce’ Combo Heavy Rifle, PSLR-5 ‘Partisan’ Laser Rifle, PSMG-14 5/56 ‘Fhizer’ Security Guns, and Pummeler melee weapons.

A small ‘Native Auxiliary’ has been formed of the locals(from the able-bodied valley villagers and (psionically vetted) defectors from the various armies that have tried invading) they CAN absolutely trust(and afford to feed and house), equipped with light armor and projectile weaponry. The NA is about 100 strong, and consists mainly of grunts(PFRPG Soldiers) with a sprinkling of longbowmen. The armor of choice is partial suits of Huntsman armor, and Liquid Armor. The weapons of choice include modern compound bows(with training in the use of specialized arrows), shock-sticks, and stun-clubs, while the modern ranged weapons of standard issue are revolvers and the PS-MR-14 7.62mm ‘Simarand’ Automatic Rifle because of its simple operation, integral bayonet, and use of both regular and megadamage ammunition. As yet, the NA has NOT been issued heavy weapons, explosives, megadamage vibroblades or MD ammunition(no need, but once the Auxiliaries’ trustworthiness has been established, and in the event that such should become necessary, such weaponry can easily be issued). The locals are being drilled in modern tactics; given that the local kingdoms practice ‘horde’ attacks with overwhelming numbers of troops(many conscripts) closing to melee range, the Auxiliary is being trained in ranged combat. The Auxiliary is available to explorers and researchers who want to enlist native guides when traveling outside the valley.

Contact: Weekly. The reliability of the Cromaugh Dimensional Gate means also that the home offices can be regularly updated on the situation, and reinforcements can be quickly routed through to the settlement.

Products:
-Titanium ore, and minerals associated with Kisenite(though no actual kisenite has been found)
-Agricultural---Mostly vegetable and cereal crops to feed the workforce, but several small test plots have produced promising results in growing several strains of commercially valuable pharmaceutical shrubs.

Indigenous Peoples: Comaugh is inhabited by elves and humans. The population ratios slightly favor the humans, but the elves have proven slightly more skilled in combat, evening things up.

Size of Population: Medium; the locals outnumber the colonists 50 to 1.

Hostility Index: Agitated and Discontented; the local Comaughans probably wouldn’t have noticed the offworlder colony if it hadn’t been right between two warring factions, on territory they each coveted and wanted to keep away from the other. An unsubdued large population with apparent wealth was a good excuse to send armies marching up to seize slaves and take territory away from their rivals. Having lost three whole armies apiece to the aliens, however, has given the Comaughans pause, and they are currently milling around indecisive, aside from a few probing attacks and efforts to pick off lone colonists. Their gods are getting demonstratable more upset, however, so it’s only a matter of time before a MAJOR incursion is gathered and launched.

Tech Level: Bronze Age/Early Iron Age.

Origin of People: Dimensional immigrants; there’s evidence in the lore of both the elves and humans that they originally came here via ‘glowing tunnels’ or ‘holes in the air’, though whether or not the natives’ ancestors were the ones who openned the dimensional rifts or they were brought here by some other power is as yet unknown.

Sacred Technology(if any):
The lore of the natives have hinted at powerful weapons of legend; blades that can cut through anything. These could be actual kisenite weapons or vibroblades.

Currently the PS/GNE colony has the most advanced technology and the only (known) megadamage materials on the planet, which means that the Rifts Earthers have been pulling their punches with regards to smacking down the locals. Should the local ‘gods’ provide their followers with powerful (megadamage) magics and weapons, however, the gloves will come off in a hurry.

Comaugh itself is a terrestrial world with slightly more open water and a tropical environment. Ambient magic levels are roughly equivalent to the Palladium Fantasy World(allowing for the uncommon PFRPG monster or beast to be wandering around). Beyond their immediate area, the Company has managed to send a few aerial scouting parties and research drones to survey the rest of the planet, but their picture of the planet is far from complete.
The ‘Gods’ of Comaugh are a fairly capricious lot, and have been toying with the locals for generations for their own amusement. The Comaughan gods have tweaked the health of the natives, and have even dabbled in social-biological engineering of sorts. One of the ‘fads’ the Comaughan deities had for awhile was creating heavily gender-weighted societies for a time, altering the fertility rates to produce more men or more women in a given society, then setting them against each other. The result has been a number of ‘amazon’ and ‘spartan’ kingdoms cheerfully bashing away at each other to prove who’s right.
The Comaugh gods are fairly weak as god-entities go, and would be roughly equal to a Godling, Jinn, Sowki, or Goqua in overall power, but they still wield considerable power over the locals, working through the priesthood. The fact that the Company is as yet unaware of them makes them potentially even more dangerous to the colony if the ‘gods’ went all-out, but such would mean tipping their hand, and revealing their presence and real power.
-------------
"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
89er
Adventurer
Posts: 569
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

"Mister Sparks, while I agreed with the rest of the board that this joint agency was necessary, I do not see how I can grant you rights to making an outpost on a pollution planet without good reason."

"Try to think of it this way, this lab would have an excellent cover, plenty of self sustaining resources, conditions that allow for testing our latest in hazardous environmental exploration tech, and if you want to get rid of say, a stone giantess or two that nearly killed your niece, they could work as labor and with permission, test subjects."

"...You already built this facility didn't you?"

"Just sigh on the dotted line, miss."
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taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

They hid the initial construction costs in the office pizza fund, didn't they? :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Veritas476
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Location: Oswego, NY, USA
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Re: Paladin Steel Storefront

Unread post by Veritas476 »

Was it delivery or was it DiGiorno?
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taalismn
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Posts: 48026
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Veritas476 wrote:Was it delivery or was it DiGiorno?


Pompeii Brothers' Pizza and Concrete Construction Company: "Deep Dish and Deep Foundations are Our Specialties."
-------------
"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
89er
Adventurer
Posts: 569
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

Veritas476 wrote:Was it delivery or was it DiGiorno?

Handmade with fresh toppings and ingredients.

Under the cover of pizza delivery to several tyrants, all of whom died horribly and their assets liquidated to pay for construction.

But it is dang good pizza.
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