Paladin Steel Storefront

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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Well, if you're looking for just the empty castings, we can probably drop that to 2.5 credits a round. But any less than that and we'd have to shift to SDC alloys.
-------------
"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
------------
Prole
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Posts: 89
Joined: Mon Feb 04, 2019 10:55 pm

Re: Paladin Steel Storefront

Unread post by Prole »

I just want the bullets! The Ramjet .308/7.62 bullets..... Huff.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Prole wrote:I just want the bullets! The Ramjet .308/7.62 bullets..... Huff.

3.8 credits a fully propellant-loaded ramjet rd, but you have to order(and pay for....half up front through an agreed-upon third-party Merctown bank, the rest on delivery) a minimum of a million rounds. Any lower, and it's not a national emergency, and we'd be cutting our own throats on the deal.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Paladin Steel/Aegis Stellar Industries ‘Voulge’-class Cruiser
(aka ‘Surprise’, ‘Tiger’)

“We need to win our battles and our wars well away from our worlds. We cannot fly paper tigers and glass cannons in defense of our civilian populations because there are powers out there that will see right through our charade and shoulder right through our arsenal ships and merchant cruisers to attack our lifeworlds directly. We need harder-hitting ships to decisively drive our defiance into our enemies.”

“The Voulge is arguably the most powerful of the LaFayette hull lineage, and it comes at a time when we really need the firepower. it’s also the wolf in sheep’s clothing of the lot. Its secondary batteries got the power and better range than the Laffy’s MAIN armament. Pirate cruiser comes in thinking to scatter the escort frigates and instead finds itself impaled on a heavy battler beam, while its skin is getting chewed off by the equivalent of an element of frigates. ”

The ‘Voulge’-class Battlecruisers are sometimes called the ‘Surprise Fourth’(or simply ‘Surprise’) -class because of their rapid development from the LaFayette LCG design. While, during the development of the LaFayettes, plans were already being drawn up for two major variants, the Mazule- and the Tabar-classes, no further variants were planned beyond that in the foreseeable schedule. However, during a regular office overview, a sharp-eyed auditing accountant with an interest in military hardware noticed discrepancies in the cost per unit between the LaFayette and the smaller, but arguably more powerful Assegai-class CGG. The accountant was astonished to see the larger, but less powerful, LaFayette apparently costing MORE per unit than the smaller Assegai. Investigation revealed that the construction yards, in different star systems and dimensions, building the respective vessels, used different accounting means and production flow systems. Before attempting to standardize accounting procedures between the two shipyards(and avoid possible labor problems) PS/ASI decided to put unused shipyard capacity at the facility producing Assegais to producing a LaFayette variant on the same budget. An experimental configuration, mapped out on computer, but not sent to the hardware stage, was chosen as the basis of the experiment. The program was given further impetus when Frontier Defense Force Command requested a ‘cruiser killer’, a light cruiser able to match the TGE’s Smasher and Republik Bindas cruisers for firepower.
The Voulge, in keeping with its name, focuses around heavy thrusting power, specifically in the form of an axial energy weapon array. While overall armor has been improved slightly on the new cruiser, the emphasis has been on speed and long range direct firepower. To free up space and power for the axial heavy guns, the Voulge has had to sacrifice the versatility of the ventral secondary hull pod; instead a fixed configuration lower hull has been instituted. The integral fighter complement has also been removed, and the Voulge retains only a small shuttle bay. To compensate for the removal of the fighters’ cover, the Voulge has been fitted with beefed-up point defenses, including four double-barreled heavy rail guns capable of throwing out explosive flak shells.
PS/ASI engineers decided that the choice of an out-dimension shipyard facility would allow the corporation to make use of plans provided to them by the CCW for the main power system to the Naruni Enterprise’s Conquistador Assault Cruiser. This has allowed PS/ASI to upgrade from the LaFayette’s nuclear fusion powerplants to a more powerful M/AM system and tweak the propulsion for slightly higher speed. The result is a much more agile warship, to the point that some early field-testing crews wanted to change the ships’ name to ‘Rapier’.
As it has emerged, the Voulge is something of a ‘pocket battleship’ able to punch above its weight class. Though not coming in at the same cost per unit as the LaFayette(as the sharp-eyed accountant and his superiors had hoped, though they have since advocated the movement of some LaFayette production outdimension), the outdimension-sourced Voulge has exceeded all other expectations for performance and firepower.
The Voulge shares enough characteristics with the LaFayette that the two can often be mistaken on long range scans. Bold Alliance captains have learned to take advantage of this confusion, and fool opponents long enough to catch them offguard with surprise, and often immediately crippling, fire from the masked main axial cannon and more powerful secondary batteries. That’s kept a substantial number of the relatively few Voulges produced so far attached to the ranks of Merchant Defense Force, where they effectively act as Q-ships, especially in the troubled spacelanes near TGE and Republik border space.

Type: PS/ASI-SCG-21 Voulge
Class: Medium Cruiser
Crew: 210+60 marines
MDC/Armor by Location:
Main Body 37,000
Bridge 6,000
Engines 21,000
Secondary Sensor Arrays(3) 600 each
Main Energy Cannon(2) 1,600 each
Secondary Lasers(12) 500 each
Long Range Missile Launchers(4) 500 each
Heavy Gauss Cannon(4) 500 each
Point Defense Turrets(10) 100 each
Hangar Bay 2,000
*Variable Forcefield 6,000 each side( 36,000 total)

*Shield Refresh Rate is 20% per melee

Height: 160 ft
Width: 130 ft
Length: 980 ft
Weight: 130,000 tons
Cargo: 2,200 tons
Powerplant: Matter-Antimatter w/ 50 years energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 12(!)
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.2% of light speed per melee)
(FTL) 5.5 light years per hour
(Underwater) Not possible
Market Cost: 6.8 billion credits in the Three Galaxies, but costs PS/ASI/GNE 4.7 billion credits
Systems of Note:
Standard Starship Systems, plus:

*Long Range Sensors----Retained from the LaFayettes. The sensors can pick up on vessels moving at FTL up to 25 light years away, and vessels moving through normal space up to 0.9 light years away.

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

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

Weapons Systems:
1) Spinal Mount Heavy Energy Cannons----The Voulge has the choice of several different heavy energy weapons, two of which are mounted side-by-side in a large lower hull bay. While the HPNCs are the weapons of choice with their long range and heavy damage curve, the heavy lasers have a faster rate of fire.

a) Heavy Particle Beam Cannons(2)
Range: 60 miles in space
(Kitsune Values: 60,000 miles in space)
Damage: 1d6x1,000 MD per single blast, 2d6x1,000 MD per double-barreled blast.
Rate of Fire: Once every melee
Payload: Effectively Unlimited
Penalty: Designed for engaging capital ships; -7 to strike fighter-sized targets

b) Axial Heavy Laser Cannons(2)
Range:(Palladium) 16 miles in atmosphere/ 80 miles in space
(Kistune)16 miles in atmosphere/ 16,000 miles in space
Damage: 1d4x1,000 MD per blast
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
Penalty: Designed for engaging capital ships; -7 to strike fighter-sized targets

2) Medium Laser Cannons(12) ----The Voulge carries over the twelve secondary laser cannons of the LaFayette, but upgrades them all to a superior grade, better than the LaFayette’s primary battery.
Range: 10 miles in atmosphere, 20 miles in space
(Kitsune Values: 20 miles in atmosphere, 20,000 miles in space)
Damage: 4d6x100 MD per single blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

3) Long Range Missile Launchers(4)--- These launch bays are carried over from the LaFayettes, and their number doubled. These launchers are also used to deploy recon drones, probes, and special ordnance.
Range: Varies by Missile Type(Long Range Missiles)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type(Long Range Missiles)
Rate of Fire: Volleys of 1-10
Payload: 120 per launcher; additional missiles may be carried as cargo, and reloaded from storage.

4) Heavy Gauss Cannon(8; 4x2)----These are four dual-cannon mounts firing variable warhead shells based on Paladin Steel’s earlier kinetic kill cannon ammunition. The decision was made to use rail cannon over more sophisticated g-cannons to allow for maintenance using a lower tech-base, as might be found with many of the outlier worlds of the United Systems Alliance.
Original plans called for plasma torpedo launchers, but PS/ASI analysts decided that, given the proliferation of anti-energy defenses, more substantial kinetic energy weaponry would better help the Voulge survive combat against a greater range of opponents.
Range: 40 miles in atmosphere, 80 miles in space
(Kitsune Values: 40 miles in atmosphere, 40,000 miles in space)
Damage:(Exploding/Fragmenting Fletchette): 5d6x10 MD to anything caught in a 120 ft wide cone/’cloud’----Targets are -2 to dodge the ’shotgun spread’
(Penetrator): 2d6x100 MD per cannon, 4d6x100 MD for a dual burst
Rate of Fire: Four times per melee
Payload: 100 rds per cannon, reloading from the cargo hold takes 1d6 minutes( 500 tons ammunition storage, 1 ton of cargo per 12 rounds)

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

Auxiliary Craft
*20 Power Armors
*3 Shuttlecraft
-------------
"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 PS-USPH-07 TRIDENT Hydrofoil Drone
(aka ‘Usph’)

“It was a damn good idea to send the drones in first to check out that SOS. The Horune went to a lot of trouble tricking out that freighter and coming up with jammers and they might well have bagged our response group if they hadn’t been tripped up by the TRIDENTs arriving on the scene first. We lost one of them, but HQ isn’t going to begrudge the loss of a three hundred ton drone against the possibility of losing a fully-manned cutter and escorts...which is what would have happened if we’d sailed into range of those lurking strike ships.”.

“It’s become something of a tradition of the midshipmen at the dock gates to direct incoming newbies to their new ‘assignments’ aboard one of the drones in harbor, then time how long it takes the minnows to figure out they’re on a robot. Used to be regarded as a hazing prank, but actually it’s a pretty good test of ‘environmental awareness’; the smart ones quickly figure it out and ask somebdy for clarification of orders and proper directions to their REAL assignments, but we’ve had a few really discipline-indoctrinated ones who got stuck aboard, waiting for somebody to show up and let them in. We mark those ones for extra basic orientation and training.”

The TRIDENT(Tactical Robot Intelligence DronE, Naval Taskforce) is a marine drone based on the hull of the PS-PHM-07 Ashlar high speed attack boat. Though many GNE old-timers had reservations about putting Artificial Intelligences in control of major weapons systems and mobile platforms, Greater New England simply needed more combat multipliers to match the adversary numbers that could be fielded by the nation’s many enemies, especially Splugorth Atlantis. The deterioration of the Grand Banks Accords showed that, barring another miracle like the Shriving of Atlantis, future conflict between the Atlantic Rim nations and the Minions of Splynncryth was much more likely, with densely-populated and wealthy Greater New England being a prime target. Greater New England could not win the numbers game if the Splugorth got SERIOUS about invasion, so every branch of the military services would have to find means of magnifying the effectiveness of their available forces. TRIDENT was just one of many programs, and had a welcome price advantage of using a hull type already in production.
TRIDENTs are limited in their weapons to fairly short ranged weapons, so they lack the long range missile attack capabilities of the manned craft, in order to avoid compromised drones from becoming standoff weapons platforms for the enemy. What they ARE good at, are high speed interceptions on the high seas. They are also used as picket craft, providing an outer layer of air defense(and diversionary decoy) for naval battle groups.

Type: PS-USPH-07 TRIDENT
Class: High Speed Hydrofoil Attack/Patrol DroneDate of Introduction:
Crew: None; Robot A.I.
MDC/Armor by Location:
Main Body 1,600
Sensor Tower 120
*Hydrofoil Wings(2) 280 each
Short Range Missile Launchers(2) 200 each
Laser Arms(2) 100 each
PS-L-CIWS Vulcan Chain Guns(2) 90 each
*If the Hydrofoils are destroyed, the craft is limited to motoring as a conventionally-hulled craft.
Height: 36 ft
Width/Beam: (hull) 36 ft (hydrofoil wings) 50 ft
Length: 80 ft
Weight: 300 tons
Cargo: 20 tons
Powerplant: Nuclear Fusion, w/ 10 year energy life
Speed: (Hullborne) 30 MPH
(Hydrofoil) 200 MPH
Market Cost: Currently not available for sale, but a fully equipped and operational TRIDENT would cost 34 million credits or more.
Systems of Note:
All Basic Robot Systems, plus:
*Long Range Radar---100 miles
*Sonar-----100 mile range
When traveling at 60+ MPH, the sonar is effectively useless(-30% to Read Sensory Instruments skill to read the sonar display), because the hydrofoil wake provide too much interference.

*Jamming Systems------20 mile range. Jams radars and radar targeting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, pre-arranged, non-jammed frequencies(that it may be possible for the enemy to discover).

*EW Suite/ECCM system: A system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 35% chance of negating radar or communications jamming (non-magical) on its own, while 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.
EW Cloaking: -15% to enemy Read Sensory Instruments rolls using surface search radars(NOT optical and thermographic systems)

Weapons Systems:
1) Short Range Missile Launchers(2)---In place of the long range missile launchers of the Ashlars, TRIDENTs mount arrays of short range missiles instead.
Range: Varies by Missile Type( Short Range)
Damage: Varies by Missile Type( Short Range)
Rate of Fire: Volleys of 1,2, 5, or 10
Payload: 40 per launcher(80 total)

*’SeaFlash’ ---Naval SAM version if the ’SkyFlash’ Advanced Short Range Air to Air Multiple Missiles(ASRAAMM). .
Range: 15 miles+15 miles for the SRMs
Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley)
Bonuses:+3 to strike

2) Extended Range Pulse Lasers(4) Laser Cannons(PSMBL-5000C)
Range: 8,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 290,000 credits


In the alternative, the mounts can be fitted instead with M-Ion Cannon----A PS copy of the Triax TX-8841 Ion Cannon(sans MRM launchers, though some buyers have them fitted for installation in large gun mounts). PS has also managed to adapt its ion-weapons modification technology to further augment the M-Ion weapon.
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited
Cost: 800,000 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

3) PS-L-CIWS Vulcan Chain Guns(2)---Point defense rapid-fire radar-directed guns, especially effective against sea-skimming missiles and aircraft.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: As an automated defense system linked to a radar/sensor system, the “Button Gun” has a +3 to strike, and four attacks per melee.
Payload:8,000 rd drum(200 bursts)

4) Mini-Torpedo Launchers(2)---The underside of the main hull conceals a pair of mini-torpedo launchers for ASW work. The patrol boat will make a high speed pass over the suspected location of a submarine or submerged target, unleash a barrage of mini-torps, then dash away, hopefully before the target can take action against the patrolcraft.
Range: 1 mile
Damage:1d6x10 MD
Rate of Fire: Volleys of 1-6
Payload: 18 per launcher(32 total).

In the alternative, some drones are been refitted to carry short range torpedoes(9 per launcher) or medium torpedoes(4 per launcher).

Programming:
Pilot Hydrofoil: 95%
Navigation: Water 85%
Radio: Basic 90%
Read Sensory Instruments 85%
Naval Tactics 75%
Can recognize over 2,000 various national symbols, equipment, vessel types, weapons, and monsters
Actions/Attacks Per Melee: 6+ autofire from each individual weapons battery.
Initiative +1
Strike w/ Ranged Weapons +3
Dodge +1 on hydrofoils


Options:
*Decoy Generators---Rather than try to minimize detectable emissions, the robot can be fitted with devices meant to INCREASE its sensor signature, and in particular to imitate vessels that it isn’t(such as a frigate, destroyer, or cruiser). These systems can increase the chances of being detected by 5%-20%(signal strength is adjustable), but decrease the chances of successful identification by -20%.

*Self-Destruct(?)---It’s known that USPH-07s are, or can be, fitted with large demolition munition packages meant to scuttle the vessels rather then let them fall into enemy hands. These scuttling charges, it is rumored, can be enhanced(including using TW munitions such as Whirlpool) such that they can be used to generate a larger area of mass destruction able to sink, or at least seriously damage, nearby ships or sea monsters, based in claims of witnesses who have reported seeing TRIDENTs kamikaze-ramming enemy vessels and literally going out with a bang.

Variants:
* PS-USPH-07ASW---AntiSumarine Warfare variant, designed to act in concert with sonar platforms(the hydrofoil’s high speed skimming and noisy operation preclude accurate sonar operation). The short range missile launchers have been replaced with depth charge launchers that fire patterns to the sides. The USPH-07ASW is directed to the site of a possible submerged contact and skims quickly over it, laying depth charges or dropping torpedos and hopefully scoring a hit.
Choice of ASW Launchers:
a) Depth Charge Rack---Conventional ‘K-Gun’ launchers(4)---two each side. They load from magazines inside the hull.
Range: Pneumatic catapult tosses them 300 ft away from the ship. Can be set for down to 2 miles deep
Damage: 2d4x10 MD to 100 ft radius, and 4d6 MD to an additional 30 ft radius
Rate of Fire: Drops one a time(one per melee per launcher)
Payload: 18 depth charges per rack, 64 total.
Cost: 32,000 credits. PS sells depth charges for about 4,200 credits each

b)*Rocket Propelled Depth Charge Systems/Light Anti-Submarine Rocket Weapons(LASRW)----The standard light ASW system(LASRW) is a 45mm rocket launcher mount based on a pre-Rifts Russian design. The rocket-charges are based on the PS 45mm MultiLauncher shell, scaled up, fitted with a variable setting depth trigger-fuse, and rocket booster that lobs the rocket in a low arc(can’t be used effectively as a direct fire weapon). The rocket-charges can be fired up to 4,000 ft away, and are effective to depths of 1,000 ft, making them rather ineffective against deep-diving targets, but a good defense against swimmers and small monsters. The USPH-07ASW mounts four batteries of LASRW-16s, two each side, for a total of 64 projectiles. Fired in volley, LASRWs are extremely effective at laying down depth charge patterns, increasing the probability of a hit.
Range: 4,000 ft, 1,000 ft maximum depth
Damage: 7d6x5 MD to 50 ft radius
Rate of Fire: Volleys of 1,2,4, 5, 8, or 16
Payload: LASRW-16: 16 rounds each bank, 64 total.
Cost: 80,000 credits for the launcher(81,000 credits for the LASRW-8 , 84,000 credits for the LASRW-16; price covers installation) 3,000 credits per shell
-------------
"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 »

PS LOHSW-03 Special Operations Motor Vessel
(aka ‘Wavestalker’)

“Some people claim special operations soldiers are just hopped-up regular grunts with more expensive pimped-out gear. I say our specops commandos are the bravest of the brave and more effective than anybody will ever know.”

“The Wavestalker happens to be JUST right for a small adventuring group, if you can pass the vetting process the GNErs ask you go through before you’re allowed to purchase one.”

“Don’t ever engage in line of sight fire with a CS Baracuda. They have the edge of armor on you and can torpedo you, especially if you’re hull down and awash. Ideally you want to engage them from range. ”

“Don’t be fooled by the two gun turrets. If you ever have to pop those up to fight, odds are you done ####ed up if the enemy can eyeball you.”

The LOHSW-03 is a PS copy of the pre-Rifts US Navy’s SeaLion III, a ‘stealth’ motorcraft intended for special operations, coastal reconnaisance, and commando transport.
Though the original SeaLion was unarmed, the post-Rifts environment requires virtually any sizable craft to carry armaments, so PS has modified the design to accommodate a suite of light weaponry, including a pair of mini-turrets that can retract into the hull to minimize drag and sensor signature. However, the LOHSW’s best defense is not being detected in the first place, so crews are trained to evade confrontations if at all possible.
The GNEAS’s LOHSWs are typcally deployed against lower-priority targets that small teams can handle with a minimum of heavy backup support needed(though, for long range missions, they must be towed or carried by larger vessels). Pirate bases, enemy coastal watchposts, anchorages, shipyards, and smuggling camps have fallen victim to LOHSW-delivered specops teams.
The LOHSW-03 is in many ways of the GNEN’s version of the Coalition States Navy’s Barracuda and Hurricane patrol boats, and Wavestalker crews consider those vessels their opposite numbers in North American waters(a sentiment shared by the CSN crews). Though no major conflicts have broken out between the two torces, there have been a number of smaller skirmishes between small craft units that have pitted Wavestalkers against the CSN’s small boat crews .

Type: PS-LOHSW-03 Wavestalker’
Class: Low Observibility High Speed Watercraft
Crew: 19 (7 crew+12 passengers/troops)
MDC/Armor by Location:
Main Body 200
Reinforced Crew Compartment 200
Mini-Turrets(2) 60 each
Height: 9.5 ft w/ 3 ft draft(6 ft draft awash)
Width: 12 ft
Length: 64 ft
Weight: 65,000 lbs/29 tons
Cargo: 15,000 lbs
Powerplant: Liquid Fuel(w/ 300 mile range), Electric Power Cell(w/ 400 mile range), Nuclear(w/ 5 year energy life), or TW.
Speed:(Water) 50 MPH, 25 MPH semi-submerged/awash
Market Cost: 850,000 credits for Liquid Fuel, 950,000 credits for Electric Power Cell, 3.8 million credits for Nuclear, 4 million credits for TW
Systems of Note:
*Long Range Radar---60 miles
*Long Range Radio--- 100 mile range
*Sonar-------30 miles
*Limited Life Support---The main crew compartments can be sealed airtight and supplied with air conditioned tanked air for up to 48 hours, or filtered external air for 4 days.
*Internal Fire Control----Inert gas/foam fire extinguishing system protects engineering spaces.
*Semi-Submersible----The Wavestalker can take on ballast to sit lower in the water, with the deck awash, to present a lower radar signature(can reduce it as much as 50%).
*Stealth Design---The PS-LOHSW-03 is constructed with composite materials, radar-deflecting angles, and both thermal and acoustic insulation around the engine spaces and life support so as to minimize its sensor signature. -15% to enemy Read Sensory Instrument rolls to detect the boat, -30% when the craft is semi-submerged.

Weapons Systems:
1) Foredeck Mini-Turret---This weapon can be manned or operated by remote control from the cabin.
a) 40mm Grenade Launcher
Range:7,000 ft
Damage: (Fragmentation) 4d6 MD to blast area of 12 ft
2d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
3d6x10 MD to blast area of 8 ft w/ 10-rd burst
Rate of Fire: Standard
Payload: 250 rds
Cost: 50,000 credits

b)Rail Gun(PS-RFRG30)---PS copy of the C-30R Rail Gun
Range: 2 miles
Damage: 1d4 MD single rd, 6d6 MD per 30 rd burst.
Rate of Fire: ECHH
Payload: 2,400 rd drum per cannon
Cost: 90,000 credits

c) Heavy Pulse Laser:
Range: 4,000 feet
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: ECHH, Standard
Bonuses +1 to strike
Payload:100 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 50,000 cr.

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

e) Pulse Laser Lances---Adapted from the Kittani Energy Lance; modest damage, but good range, and excellent accuracy(due to its light weight and integral laser sighting). These weapons are heavier than the original, due to different production methods(70 lbs), and are just now becoming available; PS is testing out the market and applications.
Range: 6,000 ft in hi-mode, 3,000 ft in lo-mode
Damage: 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
Rate of Fire: EGCHH
Payload: 100 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Bonus: +2 to strike
Cost: 75,000 credits

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

g) .50 caliber Heavy Machine Guns(x2)
Range: 10,000 ft
Damage:(SDC) 7d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1d4 MD single shot, 5d6 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d6 MD per rd, 1d6x10 MD per 10 rd burst, 2d6x10 MD per 20 rd burst, 4d6x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 2,000-rd belt per gun
Cost: 8,000 credits per gun

h) 20mm Automatic Cannon
Range:(20mm)4,000 ft, 7,200 ft for the Model 2N
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1000 rd drum
Cost: 40,000 credits. 50,000 credits for the Model 2N

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

j) KTH-65 32mm Assault Rail Gun (Raven)----Designed with the needs of a heavy infantry squad in mind, Kera-Tech Industries developed the KTH-65 for long range combat in both atmosphere and in space. Firing on full auto mode, the KTH-65 can penetrate virtually any known armour with ease. With the enhanced capability of variable rounds, numerous different combat roles can be filled by the KTH-65. The weapon is manufactured under license by Paladin Steel on the East Coast.
Range: 1600m (1 mile) in atmosphere
Damage: Varies by shell type
Shell Types:
APFS-DU (Armour Piercing Fin Stabilized, Depleted Uranium) - 5D6x10, no
blast radius
HESH (High Explosive Squash Head) - 5D6 MD plus 5D6 SDC to the person(s)
inside the object.
HE (High Explosive) 1D6x10 to a 5 (16ft) radius
HEG (High Explosive, Guided) - 2D6x10 to a 2m (7ft) radius
Rate of Fire: single shots
Payload: 40 rds per drum, 80 rds total
Cost: 200,000 credits

k) Pulse Laser(PSMBL-5000B)
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: 100 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 270,000 credits

2) Rear Deck Mini-Turret--Identical to the foredeck turret.

3) Rear Bay---The rear section of the LOHSW-03 is modular and be fitted to a variety of configurations:
a) Boat Bay---Holds room for two inflatable rifts or 4 jet skis, and has provision for the mini-turret on top.

b) Mine Rack---Holds room for naval mines, and has provision for the mini-turret on top.
(Standard Naval Mine) Damage: 2d4x10 MD to 100 ft radius, and 4d6 MD to an additional 30 ft radius, 6,000 credits each---5
Light Captor(1-6 mini-torpedoes): 36,000 credits--- 4
Medium Captor(2 medium torpedoes): 59,000 credits--- 2
Heavy Captor(2 heavy torpedoes): 70,000 credits ---1

c) Torpedoes---Holds room for 2 heavy torpedoes or 4 light/medium torpedoes, and has provision for the mini-turret on top.

d)) Mortar---This option does away with the rear dorsal turret, as the mortar fires through an opening in the roof. Can use either a PS-M-64 60mm ‘Snapdragon’ Gun-Mortar System or PS-M-82D ‘Townshend’ 81mm Mortar Cannon, both breech-loading semi-automatic types.
-M-64:
Weight: (Basic weapon) 165 lbs.
Bombs/shells weigh from 5 lbs.
MDC: 100
Range:(Direct Fire Mode): 6,000 ft
(Artillery Mode) 12,700 ft
Damage:
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 20 ft blast radius.....lose initiative and 1 APM for that melee(cost: 160 credits)
(Fragmentation-SDC) 2d4x10 SDC to 40 ft blast radius(cost: 200 credits)
(Fragmentation-MD) 3d6 MD to 50 ft blast radius(cost: 560 credits)
(High Explosive) 6d6 MD to 20 ft blast radius(cost: 720 credits)
(Anti-Armor HEAT) Very heavy projectile( Does 3d6x10 MD to a 2 ft diameter area(shaped charge)(cost: 900 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 24 ft blast radius, plus does 1d4 MD per melee for 2d6 melees(cost: 710 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)(cost: credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost: 15 credits)
Note: Additional grenade types, including TW munitions, are constantly in development.

Rate of Fire: Sigle shot, EGCHH. Hand-loading and firing rounds takes 2 actions each shot. It takes 3 APMs to load a new clip.
Payload: Clip magazine with 5 shots. Module stowage for 18 clips(90 rds)
Cost: 250,000 credits

-M-82D
Weight: 400 lbs.
Bombs/shells weigh from 7-14 lbs.
MDC: 100
Range:(Direct-fire) 6,000 ft
(Indirect Fire) 2.2 miles
Damage:(High Explosive) 1d6x10 MD to a 20 ft blast radius
(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
Rate of Fire: Single shot, EGCHH. Hand-loading and firing rounds takes 2 actions each shot. It takes 3 APMs to load a new clip.
Payload: 6 round clip. Module stowage for 12 clips(72 rds)
Cost: 220,000 credits

-Merlin ‘Smart’ Mortar Munitions---Both mortar types can fire PS/FA-MS20 ‘smart’ mortar shells that incorporate mini-target seekers that allow them to adjust their ballistic path and terminal approach on a target. A favorite of commando teams.
Bonuses: (60mm mortars)+2 to strike
(80mm mortars)+3 to strike
Cost: Merlin bombs generally cost twice as much as the base bomb cost.

e) EWC Module----The rear compartment is converted itno a mini-Electtronic Warfare Center, wiith signal gathering and jamming capabilities, and Is operated by three dedicated TW officers.
Decryption Bonuses: +10% to Cryptography Skill
+15% to Radio skill rolls to defeat jamming
Jamming Range: 20 miles
EW Cloaking: -20% to enemy Read Sensory Instruments rolls using ground search radars(NOT optical and thermographic systems)
Cost: 500,000 credits

f) Drone Garage---Can hold and deploy up to 2 Talisman aquatic surface drones, 8 Wrasse aquaitic submarine drones, 4 PS-RPV-02 Aquila aerial drones or 6 Cypher aerial drones.

g) Missile Launcher---Can hold 50 mini-missiles OR 12 short range missiles, OR 6 missiles. This option does away with the rear dorsal turret, as the vertical launch cell launcher fires through an opening in the roof.

h) Towed Sonar Array---Reels out a hydrophone at the end of a 200 ft cable. Passive sonar array that can pick up on underwater sounds.
-------------
"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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PS-HULR-02 ‘Busbee’ Cargo Handler Utility Robo Drone
(aka ‘Busibod’)

“We’re moving a mountain of relief supplies from here to fifty klicks downroad THERE. Sounds impossible at first, but we got enough cargo drones that the job wlll be done by sundown, mark my words!”

The ‘Busbee is simply a robotic drone version of the PS-made PS-LRB-UV-2
‘Volkschlepper’ Light Bipedal Utility Vehicle, fitted with the forklift option and a drone AI. First models were little more than modified Volkschleppers, but later models added more armor protection to legs and frame, in anticipation of the hard use the ‘bots would see in alien, potentially hostile, environments.
Busbees, along with PS-HLUR-03 ‘Atlases’, are common sights around Paladin Steel and Aegis Stellar Industries facilities and shipping ports, and outposts. They are also a common part of Greater New England colonial development efforts.

Type: PS-HULR-02b Busbee
Class: Light Bipedal Utility Rbot Drone
Crew: None; Robot Drone A.I.
MDC/Armor by Location:
Main Body 100
Legs(2) 100 each
Forklift Assembly 80

Height: 9 ft
Width: 4 ft
Length: 8 ft
Weight:1,600 lbs
Cargo: Can lift up to 5 tons and carry up to 4 tons.
Powerplant:(Liquid Fuel) 200 mile range
(Electric) 250 mile range
(Nuclear)---5 year energy life
Speed: (Running) 35 MPH
(Leaping) Not possible
(Water) Can ford shallow bodies of water
Market Cost:(Liquid Fuel) 71,000 credits
(Electric) 75,000 credits
(Nuclear) 505,000 credits
Systems of Note:
*Basic and Low-Lite Robot Optics
*Basic Robot Audio
*Motion Detector
*Radio---50 mile range
*Headlights---300 ft
*Winch---Hook and cable(200 ft) that can haul up to 3 tons
*Trailer Hitch---The Busbee can haul up to 10 tons of trailer(though reduce speed to 20 MPH).
*Locking Leg Joints----Lock the ‘walker’s legs in position for those tough pulling jobs.
*Forklift----This adds a forklift and counterbalance assembly capable of lifting 5 tons and reaching up 18 ft.

Weapons Systems: None Standard
Hand to Hand Combat: Minimal---The Busbee can kick/stomp(the latter limited to targets under 4 ft tall) for 1d4 MD and Body block/Ram for 1d4 MD, but that’s about it.

Programming:
Land Navigation 80%
Excavation 80%
Language: Understands English,Euro, Spanish, French, Gobblely and Dragonese at 80%

Option Systems: It wouldn’t be a PS design without some options, now, would it?
*Excavator Arms---Replaces the forklift arms with arm-and-bucket articulated diggers. Cost: 50,000 credits

*Muckers---Muckers are large snowshoe like pads that effectively increase the surface-area of the feet, allowing the ‘bot to move across soft surfaces like snow or mud without becoming mired down. Reduces speed by 15%. Cost: 10,000 credits

*Extra Range---Doubles the range with additional fuel tanks or battery packs, and adds 100 lbs to overall weight. Cost: 5,000 credits for liquid fuel, 7,000 credits for electric.

*Refractory Armor---Adds a skinning of hear-resistant ceramic sheathing; good for working in foundaries and on hot worlds. Heat-based attacks do HALF damage. Cost: 150,000 credits

*Chemically-Resistant Armor---Corrosives do NO damage to the skinning of the ‘bot. Ideal for working in hazmat situations. Cost” 250,000 credits

Variants:
An even more basic manned variant of the Busbee, replacing the AI casing with operator controls, has also appeared as the LUtRL01’Luftor’, and sells for 30% less than the Busbee. It is going up against inhouse sales of the original Volkschlepper and stiff competition form the likes of the more expensive but verymuch more versatile NG-DX202, so sales have not been terribly good(much to Northern Gun’s delight).



Paladin Steel PS-SASR-11SynW ‘Wrektor’ Fire Support Infantry Robot
(aka ‘Gnicka’, ‘Sorm-Sander’, ‘Bug-zapper’)

“Paladin Steel regrets that it cannot at the present time offer its full catalogue selection of defense systems in this region, due to unpreventable transportation problems. However, we have not abandoned our faithful customer base and we wish to offer a range of NEW systems created just for this sector that we think you’ll find perform just as well. Bring out the Wrektors and let’s show the folks what we have for them, shall we?”
----Welan Kasis, Chief Managing Officer, Paladin Steel Synthar Works, Telgor System.

“See that line of fire over on that mountainside? That’s not a brushfire, at least not most of it; that’s our robot armored defending our flank against the Sorm! We’re out of time, men! Load all the civies NOW and we MOVE!”
--Lieutenant Veso Gaminstin, Kedahan Colony Militia, Thundercloud Galaxy.

“Caught my first glimpse of what the Synthar lads cooked up while they were in access blackout from us and I must say I was mighty impressed with their kludgery. Makes me wonder why we didn’t whip up something like that ourselves; we had all the parts on hand!”
---Jedro Winkins, Paladin Steel Engineer, New Burligton, Vermont Free State, Greater New England

The Wrektor is another byproduct of the disruption caused by the Minion War to the normally efficient Paladin Steel/Greater New England interdimensional rift transport network.
The big industrial complex at Synthar and its dimensional Gate were one of a number of PS/GNE locations that were temporarily cut out of contact with the rest of the GNE/PS trade web, due to Minion outbreaks threatening to spill across multiple worlds. Unfortunately, the lockdown came at an inconvenient time for the PS branch at Synthar because it cut off shipments of military equipment, including contracted orders, at a time when Weldes Sector customers beyond the Synthar Gate were desperately arming in anticipation of trouble from several threat species. Force multiplier units such as A.I. combat drones, were much sought after to counter a rumored imminent invasion by the rapacious neobarb Sorm. Spartoi combat drones were especially high on the list as effective force-multiplier weapons against the merciless and cannibalistic Sorm.
With no foreseeable time when the Gate might be reopenned and shipments resumed, and the main concentration of United Systems Alliance worlds(and other PS/ASI factories able to make up the lost orders) on the other side of the Thundercloud, Synthar and the Weldes Sector were on their own for the time being.
Fortunately, Synthar Works was not without a number of factors in their favor. The Synthar Works were already producing industrial and utility robots, much in demand to exploit the resources in the newly openned Weldes Sector. The complex was also producing a variety of small arms and weapons systems for outfitting vehicles for the frontier. The factory constellation had also been expanded by the addition of an entire new factory bought from defunct Dreshlan Arms(which had sold off its assets to Aegis Stellar Industries to avoid being forcibly assimilated by Naruni Enterprises in the aftermath of a corporate war) and transplanted to the Thundercloud, escorted by an R&D team that was to upgrade the Dreshlan designs. Finally, before Gate lockdown, the Paladin Steel home offices sent through what they had on a new design in development, the PS-SASR-9 Gunmar Heavy Weapons Drone, in hopes that Synthar might be able to use some of the data in creating a stopgap substitute for the Spartois.
Synthar Works own small inhouse R&D team was able to use the information, combining components already being produced by the Works to produce several new mobile semi-autonomous weapons systems. The Wrektor was the largest, and made use of the legs and chassis of a HULR-02b Busbee heavy utility ‘bot, topped by the armored carapace from the PS-MS-SARDSUV-01’Sea Mantis’ SemiAutonomous Underwater Defense Robot. Two weapons armatures mount rapid-fire guns, belt-fed through armored chutes from large drums in the main body. Backing the arm weapons are four energy weapons in the main torso, giving the Wrektor a fallback to continue fighting once it has burned through its ammunition supply, or to conserve ammunition.
The Wrektor’s shortcomings are that it is relatively slow, simple-minded, and lacks much in the way of melee combat capabilities, but it is relatively inexpensive to produce, well-armored, and very reliable, using a variety of well-tested sub-systems. In anticipation of a heavy turnover of the drones in the foreseeable future, and to keep costs down, the robots(at least the first production runs) use a short-life(five year) nuclear power cell. Though not the equal on an individual basis to the ordered Spartoi, the Wrektor was produced locally and could be manufactured in greater numbers, providing a force multiplier bulwark against the anticipated Sorm swarms. Sector militaries and colonial militias snapped up the Wrektor as soon as it cleared trials.
Indeed, the Wrektor arrived just in time when the feared Sorm invasion began.
The Wrektor is typically used as a front-line fire support unit, lending its heavy firepower to defensive positions or pocket forces The ‘bot is considered an expendable asset, with little attention given to its AI beyond basic combat proficiency, and a lack of expensive options, as PS/ASI expects the ‘bot to be lost in drove lots in heavy fighting. Indeed, many militias deploy the ‘bot in independent formations that are expected to activate behind enemy lines, drawing their attention, and attriting enemy forces before being destroyed themselves, but buying living defenders valuable space and time. The Wrektor soon distinguished itself in a number of such actions in Weldes Sector, and the normally contemptous Sorm soon came to hate the robots, naming them ‘indigestible death’ and ‘gnickas’(parasitic blood-drinking arthropods) for their pain-drawing distractions while the Sorm were attempting to hunt down live prey. The Wrektor quickly gained a reputation for being a ‘bug zapper’, wracking up impressive kill-counts fighting the Sorm.
It was the surprise arrival and activation of several companies’ worth of Wrektors on beleagured Besinis that distracted the Sorm long enough for several EShemar Valkyri to sneak in and harvest the brains of several hundred colonists killed, flash-frozen, and impaled by the Sorm for later consumption. The scavenged brains would provide the persona engram-sparks for a crop of new neshemar raised from the Weldes Sector.
When the Synthar Gate was reopenned and contact re-established with the Home Offices, the Wrektor was among those designs created by Synthar that was formally recognized and given a proper company product designation code as the PS-SASR-11SynW. The design has since begun to filter to other sectors of the GNE trade network.

Type: PS-SASR-11SynW Wrektor
Class: Infantry Robot Drone, Heavy Weapons
Crew: None; Robot Drone AI
MDC/Armor by Location:
Main Body 200
Energy Weapons Bay 90
Arms(2) 85 each
Utility Arm 5
Legs(2) 100 each
Height: 7 ft
Width: 5 ft
Length: 5 ft
Weight: 600 lbs
Cargo: None
Powerplant: Nuclear Power Cell w/ 5 year energy life
Physical Strength: Robotic P.S. of 36
Speed:(Running) 35 MPH
(Leaping) Not possible
(Underwater) Can run along the bottom at 15 MPH. Maximum depth tolerance of 300 ft.
Market Cost: 2.3 million credits
Systems of Note:
Radio 50 mile range
External Cyberjack
External Spotlights
External Loudspeaker/Siren
*Advanced Robot Optic Suite
Basic/IR/UV/Passive Nightvision optics
Thermo-imaging 2000 ft
*Laser targeting System +1 to strike w/ranged weapons
*Basic Robot Audio
*Motion Detector System 100 ft range
*External Audio/Visual Surveillance System w/ Recording System
*360-degree Waist Rotation
*Locking Joints
*Micro-Radar---3 mile range
*Utility Arm---This is a small utility arm, normally ticked up out of sight in the underside of the main body. It is used for clearing jams on the arm weapons and other light maintenance tasks. The armature has 5 MDC and a Robotic P.S. of 10. It CANNOT be used in melee combat.

Weapons Systems:
1) Arm Rapid-Fire Guns(2)----The Wrektor’s arms mount rapid-fire projectile weapons fed from drum magazines in the main body-hull. Though many of the weapons do individually light damage per single shot, the high rate of fire makes up for it, though the weapons tend to run through the large ammunition supply fairly quickly. The standard weapon fitted is a fairly low-tech electric gatling gun, but the Mini-Gun can use a variety of ammunition types that be manufactured with fairly low technologies. Likewise the even simpler fifty-caliber machine guns.
More sophisticated weapons, such as infantry G-cannon, have been suggested, but PS/ASI recommends lower-tech weaponry for the Wrektor, given its stopgap and expendable nature in its fire support role.

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

b) .50 Caliber Heavy Machine Gun(Browning M2HB-pattern)
Range: 10,000 ft
Damage:(SDC) 7d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1d4 MD single shot, 5d6 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d6 MD per rd, 1d6x10 MD per 10 rd burst, 2d6x10 MD per 20 rd burst, 4d6x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 2,000-rd belt/drum per gun
Cost: 8,000 credits per gun

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

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

Rate of Fire: (20mm)Standard.
Payload: 200 rd drum
Cost: 20,000 credits
A box of 100 20 mm ‘smart’ rds costs 800 credits
A box of 100 20 mm ‘smart’ PSX-1 rds costs 3000 credits(after 110 PA, this drops to 2,000 credits)
A box of 100 20 mm ‘smart’ PSX-2 rds costs 3200 credits

d) PS-RG140 Rail Gun---PS copy of the C-40R Rail Gun
Weight: 85 lbs
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d4x10 MD 40 rd burst
Rate of Fire: EPCHH
Payload: 6,000 rd drum(100 bursts)
Cost: 90,000 credits

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

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

g) Light 20mm Autocannon
Range: 4,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
Rate of Fire: Standard
Payload: 200 rds
Cost: 30,000 credits

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

i) Flame Thrower---This sacrifices range for literal firepower.
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire: ECHH
Payload: 2 tanks, one each flamethrower arm.
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Note: In an emergency, the fuel tanks can be jettisoned from the ‘bot’s back.
Cost: 20,000 credits.

j) Plasma MachineGun---Sometimes mistaken for a Naruni weapon; but a mumber of buyers of the Wrektor have outfitted their ‘bots with Hartigal Combine-produced copies of the NE-200 Plasma Cartridge MachineGun.

k) Other Weapons---Wrektors have appeared sporting a variety of locally-produced heavy machineguns, autocannon, or grenade launchers.

2) Energy Projectors(4)---Mounted in fixed-forward-firing positions in the main shell are four light energy cannon, adapted versions of infantry weapons. These allow the Wrektor to conserve ammunition for its main guns, or to continue fighting once the main arm weapons have gone empty.
a) Pulse Lasers---The preferred weapons configuration uses the workings of the PSLR-5 ‘Partisan’ Laser Rifle
Range: 2,000 ft
Damage: (SDC Mode) 6d6 SDC per shot
(MDC Mode) 2d6 MD per bolt, 6d6 MD per triple burst., 2d6x10+14 MD for all four weapons firing simultaneously(counts as one attack)
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 15,000 credits each

b) Pulse Laser---The quad laser array can also use smaller PSLR-7 ‘Rattler’ Rapid-Fire Light Laser Rifles, trading range for a heavier rate of firepower.
Range: 900 ft
Damage: 2d6 MD single shot, or 1d6x10 MD per 5 shot burst, , 4d6x10 MD for all four weapons firing simultaneously(counts as one attack)
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 11,000 credits each

c) Ion Blasters---In the alternative, ion weapons can be substituted for the lasers. The weapons are short-ranged, but reliable, based on the workings of PS’s PSIP-2 ‘ Smasher’ Rapid Fire Ion Submachine Pistol.
Range: 800 ft
Damage: 4d6 MD single shot, 1d4x10 MD per three-shot burst, , 4d4x10 MD for all four weapons firing simultaneously(counts as one attack)
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 12,000 credits

d) Plasma Blasters----Uses the cutdown economy ‘gas pipe’ PPR06 ‘Genta’
Range: 1,300 ft
Damage: 5d6 MD per shot, , 2d6x10 MD for all four weapons firing simultaneously(counts as one attack)
Rate of Fire: ECHH
Payload: Cost: 18,000 Credits


Actions/Attacks per Melee: 6
Initiative +1
+2 strike w/ all ranged attacks
+3 to strike w/ main cannon/direct fire weapon(s)
+2 Dodge
+2 Parry
Punch/Swat 1d4 MD
Kick/Stomp(targets under 4 ft tall) 1d4 MD
Body Block/Ram 1d4 MD


Programming:
Land Navigation 90%
Radio Basic 90%
Detect Ambush 50%
General Repair & Maintenance(Weapons Systems) 80%
W.P. Heavy Military Weapons(+3 strike)
W.P. Military Flamethrowers(+3 strike)

Options:.

*Refractory Armor---Adds a skinning of hear-resistant ceramic sheathing; good for working in foundaries and on hot worlds. Heat-based attacks do HALF damage. Cost: 150,000 credits

Variants:
The Wrektor has been rushed into combat so recently that no official Synthar-made variants were made available before contact was re-established with the rest of the PS/GNE network.
Several have, however, been modified with cutting arms instead of guns, with polearm vibroblades doing 3d6 MD, or chainsaws doing 5d6 MD, and chemical sprayers in place of the ammunition drums. These modified versions were field-improvised to clear brush on colonial planets.

*PS-SASR-11AD---This official variant was released shortly after PS-Synthar passed the Wrektor specs back to the Home Offices. There, engineers quickly worked up an air-defense variant with an extra sky-search sensor in the middle of the dorsal plating, and reverse-position shoulders(so the arms now protrude above the main body), and carry PS-RFRG30 Rail Guns, the PS copy of the C-30R Rail Gun with a two mile range. SASR-11ADs are intended to provide tactical point defense against flying targets, such as aircraft, flying power armors, gargoyles, and missiles/drones.
Changes/Modifications:
Market Cost: 2.9 million credits
Systems of Note:
*Sky-Scan Radar & Laser Targeting---Range: 10 miles
Weapons Systems:
1) Rail Gun(PS-RFRG30)(2)---PS copy of the C-30R Rail Gun
Range: 2 miles
Damage: 1d4 MD single rd, 6d6 MD per 30 rd burst.
Rate of Fire: ECHH
Payload: 2,400 rd drum per cannon
Payload: ECHH
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)
Cost: 90,000 credits

In the alternative, the rail guns can be replaced with Pulse Lasers, seconded from the BAMSP(Battlefield Asset Management System Package) Light Point Defense System turret, and a set of 30mm ‘Fire Rose’ micro-missile launchers mounted in place of the ammunition drums.
(Laser)
Range: 6,000 ft
Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonuses: +3 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)

(30mm Micro-Missiles)
Weight: 16 lbs. A speedloader of 6 rds weighs 3 lbs
Range: 11,000 ft
Damage: (Pattern-3a) 4d6 MD single rd to 5 ft blast radius
(Pattern-3b) 1d4x10 MD to a 5 ft blast radius, or 3d6 MDC out to a 20 ft blast radius in fragmentation mode
(Pattern-3c)(Incendiary)2d6 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1-6
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Special Features:
*Sensor Package---The sensor package includes an IR/Thermal sight, laser rangefinder(2 mile range) and directional mini-radar(2 mile range) with audio-alarm to notify the gunner of target-lock.
Payload: 6 rds per tube assembly; the SASR-11AD can carry 4 tubes, for a total of 24 micro-missiles.
Cost: 29,000 credits (4,000 for the launcher assembly, 25,000 for the sighting package)
(Pattern-3a) 90 credits each
(Pattern-3b)150 credits each
(Pattern-3c) 180 credits each


* PS-SASR-11MC-A and -B---(aka ‘Stonkers’) The MC-A and MC-B Mortar Carrier variants are even more radical in the positioning of the Wrektor’s main armament and ammunition supply, with back-mounted mortars and arm-mounted ammunition magazines.Though having limited ammunition supplies for the breech-loading weapons, the ‘bots can very easily swap empty magazines for available fresh preloaded magazines and keep up a respectable rate of firre. Wrektor Mortar Carriers rarely travel unattended, but are expected to be supervised by accompanying infantry. Described as being ‘self-mobile mortar tripods’, the ‘Stonkers’, as soon as they were finalized at the PS Home Offices, were shipped back to the Synthar Works in time for the first production runs there to reach Weldes Sector forces fighting the Sorm. Much as the Sorm already hated the gnickas, they came to LOATH the ‘gorsukas’(‘unseen blood-drnkers’---a reference to annoying night-flying parasites), especially after PS/ASI managed to program Sorm target profiles into the Merlin smart-shells they were providing the Weldes defense forces with.
The MC-A carries two PSM811 Gunther 52mm Mortars on the back, in place of the ammunition drums, and moves the ammunition panniers and feed to the shoulders for better balance. The mortars are fed through armored duct-chutes, Each arm pannier can hold 16 rds.
The MC-B carries a single back-mounted PS-M-64 60mm ‘Snapdragon’ or PS-M-82D ‘Townshend’ 81mm Mortar Cannon, again with the ammunition carried in side panniers and fed through armored duct-chutes, Each arm-pannier can hold 12 rds.

Changes/Modifications:
Market Cost: 2.9 million credits
Systems of Note:
Weapons Systems:
1) Mortars(1-2)
a) 2x PSM811 Gunther 52mm Mortars (MC-A)
Range: 6,500 ft (over a mile!)
Damage: (PSX-II High Explosive) 2d4x10 MD to 20 ft blast radius. Cost per shell: 800 credits
(Fragmentation) 6d6 MD to 50 ft blast radius. Cost per shell: 600 credits
(Incendiary) 4d6 MD to 30 ft blast radius, does an additional 1d4 MD for 1d6 melees, plus 80% chance of setting combustible materials aflame. Cost per shell: 700 credits
(Armor-Piercing Self-Forging)----This is a new experimental special shell that contains a micro-sensor and dual-charge system. The disc-shaped warhead is ‘frisbeed’ to high altitude(800 ft), then scans for target-profiles with its micro-sensor. When it spots a likely target profile(thermal or optical outline)(the limited size and complexity of the micro-sensor severely limits its targeting ability to a total of 6 targets...fortunately, the profile-database can be changed easily enough by inserting a new chip into the fusing assembly before loading), the warhead fires downwards, the material of the ‘discus’ deforming into a narrow, pointed, high-penetration needle well-suited for penetrating armor. Does 3d6x10 MD; no blast radius.
Note: This munition does NOT suffer from the indirect fire penalty; roll to strike as normal, but without bonuses. PS is working on a micro-guidance system that would allow these munnitions to home in on laser-’painted’ targets, as via a forward observer....as well as better target discrimination(the current model has a tendancy to be distracted by flaming wrecks in the vicinity of the ‘live’ target. Cost per shell: 4,000 credits
(Plasma) 2d6x10 MD to 10 ft blast radius. Cost per shell: 3,000 credits
(Smoke/Chemical) Varies by chemical type. Typically covers a 20 ft area. Basic smoke shells cost 100 credits apiece
(Illumination) Fires a high altitude illumination flare that burns blightly for. The flare also has a 40% chance of decoying/confusing heat-seeking sensors/weapons systems. Cost per shell: 500 credits
(Sensor Decoys) The mortar can also fire special lightweight thermal-emission decoys for confusing sensors into thinking there are ground troops where there are none....To further the confusion, the spheroid decoy will randomly extend springloaded ‘legs’ that move the decoy about in 5-10 ft leaps, giving the impression of moving troops. Internal mini-batteries last for 30 minutes. A small acid-capsule or self-destruct anti-tampering charge may also be attached to prevent the decoy from falling into enemy hands. Cost per shell: 700 credits
Noisemaker decoys are similar, but they emitt random amplified ‘soldier noises’...footfalls, clinking of weapons, gunshots, muffled voices, etc., but are otherwise similar to the thermal-decoys. Cost per shell: 400 credits

Note: Can also use TW munitions and ‘smart’ shells.


Rate of Fire: 2 shells per melee.
Payload: 16 rds per arm pannier
Bonuses/Penalties:(Optional)(Rifts South America 2 has no rules for the Arkhon’s Mortar Packs’ inaccuracy, but for diehard artillery buffs, figure on 50% chance of hitting moving targets, 75% chance of hitting stationary targets withing 2,200 ft range, or 50% chance out beyond that. 50% of shells will fall within a ‘footprint’ or ‘box’ 131 ft long by 70 ft wide.
The ‘bot’s onboard battle computer gives a +10% to hit probability, and having a forward observer with direct line of sight on the target will give another +10%
Cost: 50,000 credits

b) PS-M-64 60mm ‘Snapdragon’ Mortar Cannon (MC-B)
Range:(Direct Fire Mode): 6,000 ft
(Artillery Mode) 2 .5 miles
Damage:(Direct Fire Mode) 3d6x10 MD, no blast radius
(Artillery Mode) Everything within the 30 ft blast radius takes 2D6x10 M.D. and has a 75% chance of being knocked flat.
Rate of Fire:(Direct Fire Mode) EPCHH
(Artillery Mode) Three times per melee
Payload: 12 rds per arm, 24 total
Bonuses/Penalties: +1 strike in direct fire mode. -2 to strike in Artillery mode.
Cost: 250,000 credits

c) PS-M-82D ‘Townshend’ 81mm Mortar Cannon(MC-B)
Range:(Direct-fire) 6,000 ft
(Indirect Fire) 2.2 miles
Damage:(High Explosive) 1d6x10 MD to a 20 ft blast radius
(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
Rate of Fire: Single shot, EGCHH.
Payload: 6 rounds,in the cannon, +12 rds per arm, 30 total
Cost: 220,000 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
taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

PS-FCMcCFCR-03 ‘Duelist’ Smallkin Cyborg Frame Combat Robot
(aka ‘TwoGun”)
“Be careful using the jump nodes; you come down bad on a landing, you ain’t got any hands to help stabilize you. You land on your gun arms, be sure you don’t have any soil caught in the barrels, especially the machine cannon, otherwise you could be in big trouble next time you try firing them.”
----Sergeant Piko Radler, Nutkin Twelfth ‘Laughing Targets’ Smallkin Armored Company.

“The Duelist ‘bot may not be a war-winner on its own, but it represents the effective openning of a new front to Greater New England’s wars, by allowing apreviously powerless segment of their population to step forward and contribute more substantially to the war effort. Also, the savings per unit the manufacturers make by not having to install AIs or carry out cyborgization surgery and rehab, while slightly offset by the need to install small life support systems, still can add up when you consider the large numbers of units being produced. That savings dividend is definitely welcome to the GNE.”

“On the plus side these new cyborg-frame ‘bots allow us to fight in the big leagues. On the minus side, once an enemy realizes they’re not fighting robots, but PILOTED machines, and who the pilots are, they’ll start targeting the smallfolk populations that they previously ignored.”

The PS-FCMcCFCR-03 ‘Duelist’ builds on the success of the previous Farlane smallkin-bot. It too trades the heavy armor, modularity, and price tag of the Rhobar for a simpler, cheaper, and more agile ‘bot based on a ‘Light Machine’ cyborg body frame.
The Duelist trades missiles for more direct firepower; a powerful pulse laser cannon sits on one arm, and a 25mm Heavy Machine Gun sits on the other. Aside from the crude claw fingers on the laser arm, the Duelist lacks manipulators, so its versatility is limited to its fire support role. Despite this, the Duelist is proving popular with Smallkin members of community militias able to afford or assigned the machines. The type especially appeals to pilots who lack the skills and/or attitude for melee combat, but not for ranged attack. A growing number of faerie communities, such as the Tlem Amaru, in Splugorth-threatened regions are acquiring the ‘bots for self-defense.

Type: PS-FCMcCFCR-03 Duelist
Class: Cyborg Frame Combat Robot(Light Machine)
Crew: One, mutant animal or small-statured sentient of Size Level 1 or 2
MDC/Armor by Location:
Main Body 180
Head 80
Arms(2) 60 each
Legs(2) 85 each
Feet(2) 25 each
Height: 6 ft
Width: 2.7 ft
Length: 2 ft
Weight: 350 lbs
Physical Strength: Equivalent P.S. of 30
Cargo:Whatever can be carried. The pilot’s compartment has room for a small survival pack and sidearms(typically a derringer-styled weapon) appropriately scaled to the crew.
Possible hidden compartments in the legs.
Powerplant: Nuclear Powercell w/ 15 year energy life
Speed:(Running) 120 MPH
(Leaping) 12 ft up/22 ft across; increase by 50% with running start
Cyberjet-boost allows for leaps of 25ft up/ 50 ft across.
(Flying) Not possible
(Underwater) Can run along the bottom at about 7 MPH, maximum depth of 800 ft

Market Cost: 890,000 credits
Systems of Note:
Standard Power Armor Systems, plus:
* Built-in language translator
* Built-in radio receiver & transmitter
* Clock calendar
* Gyro-compass
*Multi-optic eyes
*Nightvision/Thermal Imaging Optics
* Built-in loudspeaker
*Headmounted Spotlights
*Laser Targeting and Combat Computer

*360-degree Waist Rotation

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

Note that Size Level 1 and 2 crewmembers are commonly issued a miniaturized version of the PS Skinsuit, a light padded body suit of megadamage plastic fibers(4-6 MDC), with soft ‘tanker’s cap’(w/ chip radio with 2 mile range), plastic gloves, and boots, clear plastic faceplate with an air filter mask(an 02 cylinder can also be attached for 1 hour of air) .

Weapons Systems:
1) Forearm Laser/Pulsar Claw---One arm carries a powerful pulse laser with a crude claw-finger manipulator built into the end. This is the same weapon offered as a forearm option with PS’s PSA-11 Power Armor, though some Smallkin mechanics have also been known to fit X-10-453A Pulse Cannon(4,000 ft range, but the damage curve drops to 2d4 MD per shot and 1d4x10 MD per pulse shot) scavenged from Triax X-10 Predators(especially in Ireland where they can acquire the lasers directly from the source).
Range: 3,000 ft
Damage: 3D6 MD single shot, 1D6x10 MD per triple pulse burst
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) 25mm Heavy Machine Gun---A copy of PS’s OCSW-2 ‘Arden’ 25mm Heavy Machine Gun takes up the other forearm. The excellent range, hard punch, and versatility of this weapon make it very popular and well-suited to a multi-role platform such as the Duelist.
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters
Damage:(SDC)* (Fragmentation) 2d6x10 SDC to 10 ft radius**
4d6x10 SDC per 5 rd burst, 8 ft blast radius
1d4 MD per 10 rd burst, 14 ft blast radius
4d6 MD per 60 rd burst! 25 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 6d6x10 SDC to 4 ft radius
1d4 MD per 5 rd burst, 8 ft blast radius
2d4 MD per 10 rd burst, 12 ft blast radius
6d6 MD per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing) 1d4x100 SDC, no blast radius
1d6 MD per 5 rd burst, 1 ft blast radius
2d6 MD per 10 rd burst, 2 ft blast radius
1d6x10 MD per 60 rd burst! 4 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%

*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
**(Note that SDC weapons enjoy a slightly larger blast radius than that of MDC weapons, owing to the lower damage potential)

(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius
2d4 x10 per 10 rd burst, 14 ft blast radius
4d6x10 per 60 rd burst! 22 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius
2d4 x10 per 10 rd burst, 12 ft blast radius
5d6x10 per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius
3d4 x10 per 10 rd burst, 2 ft blast radius
6d6x10 per 60 rd burst!, 3 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%

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


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

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

Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-60 rounds per melee(rarely goes max in order to conserve ammunition)
Payload: The Duelist-mounted OCSW typically comes with two 37 round box-magazines(total of 74 rounds) and a belt-fed drum with 90 rds, allowing for three different types of ammunition to be carried on missions.

3) Head Laser(1)---Mounted in the head is a small variable-mode laser meant for utility and anti-personnel use. The laser is based on the Smallkin (Mc)LR-9 ‘SunSting’ laser rifle, and even still has the provision of being dismounted from the head and used as a personal long arm in an emergency.
Range: 1,500 ft
Damage: Varies; 2d6 SD or 2d6 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited mounted on theDuelist ‘bot.
Detached, it has a regular 10(MD) shot rechargeable/replaceable power cell(1 MD shot counts as 100 SD shots)
Options:
*Scatter-fire---Beam-splitter muzzle modification that generates several less powerful beams, doing 1d6 MD to a 30-degree wide wide arc. Reduce range to 800 ft. Cost: 4,000 credits

Hand to Hand Combat
Use Robot Combat Training bonuses(on account of the control set-up)
+1 Dodge
Restrained Punch 1d4 SDC
Full Strength Punch 1d6+15 SDC
Power Punch(2 attacks) 1d4 MD
Kick 1d6+15 SDC
Flying Kick (2 attacks) 1d4 MD
Body Block 1d6+10 SDC

Options:
* Underbarrel Bayonet Clip---Some users have been known to attach a vibro-saber or vibro-axe under the weapons barrels, giving some melee capability.

*Fiber Optic Pre-Programmed Camouflage Scheme Surfacing----Can switch the overall color scheme of the armor to any one of 16 different pre-programmed designs(held in microchip memory). Changeover takes 30 seconds(2 melees) to take place.
Cost: 5,000 credits

*Applique Armor----The ‘bot can be up-armored with additional armor plating equivalent to Light Cyborg Armor
-------------
"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: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

EAGER LIGHTNING----Agile Damage-Soaker Bio-Mod

“I don’t care if you’ve now got more durability than a Chromium Guardsman under your skin! I also don’t care if you are working off the bias that elves are skinny fragile reeds good only for sniper work or magic casting! You bio-aug is NOT an excuse to go dancing around the battlefield dressed only in battle webbing harness...okay, a gold g-string and battle webbing...but STILL! You can still be burned, frozen, gassed, drugged, punched out, or gods forbid, you pop one of those out of harness, and somebody grabs you and gives you a nurple-twist!”

“I don’t care if you have the blood of wolves, eagles, or dragons in your veins, or that you have three thousand years’ worth of fancy kung-fu tradition behind you. You’re a lousy, slaving, raping, piece of barbarian #### that’s getting ripped to pulp, and it’s this disrespectful gene-modded Yankee that’s going to do it to you.”

“I don’t care what they’re doing with Class Four bio-augs these days! They still need to train these people how to be proper SOLDIERS first! Since they started deploying the new EAGER LIGHTNINGs to my units, I’ve seen more shades of crazy in the ranks than open house at Mindwerks!”

EAGER LIGHTNING is the intended Class IV upgrade to TUNGSTEN CREED, after Paladin Steel biotech analysts saw the supersoldier aug’s cutting edge enhancements being increasingly outstripped by advances in the state of the art. Newer technologies and methodologies, many acquired from offworld/outdimension sources, as well the increased responsibilities and threats facing the expanding GNE alliance, put increasingly pressure to produce a more powerful special operative upgrade program.
EAGER LIGHTNING augs push the limit again of interlinked enhancements to produce operatives that are stronger, faster, and just more freakin’ durable, and arguably able to wrestle power armors on an equal footing. They lose many of the environmental and sensory enhancements of the earlier TUNGSTEN CREED, but are considered worth the trade for their sheer durability and greater performance.
It is unknown how many EAGER LIGHTNING augs the GNEAS deploys or how expensive the augmentation procedure is, but the supersoldiers are appearing in various spec-ops units.

Powers/Abilities:
-Invulnerability(Major)----This builds on the by-now standard Extraordinary Physical Endurance Class IV (megadamage being) intermesh and pumps it up to the max(contrary to popular rumor, it does NOT include dragon DNA infusions). It is suspected that PS uses its phased space technology to create micro-pockets in subspace to act as energy sinks, absorbing combat damage and shunting the destructive energy into subspace, to be slowly and safely radiated into the ylem, with a small quantity recycled back to the bi-mod to power their other enhancements...at least that’s one theory. Others claim the bio-mod generates skin-level forcefields that defect damage. Whatever the true explanation, EAGER LIGHTNING augs are TOUGH.
* 700 MDC baseline
*+1d6 P.E.
* +1d4 to P.S. and considered Superhuman
*Gases, chemicals, radiation, poisons, toxins, and disease do HALF damage, duration, effect. CANNOT be killed by toxins or radiation.
*+20% to Save versus coma/death
*Hold Breath for 12 minutes
*Go without food for 80 days

-Energy Resistance(Minor)Energy Resistance---Even under normal circumstances, the EAGER LIGHTNING bio-mod is resistant to energy damage, able to shrug off 30 points of energy damage per melee, then taking HALF damage from the rest that melee from lasers , fire, heat, radiation, and electricity(magic still does FULL damage). Again, micro-phase energy-sinks are suspected.

-Enhanced Leaping (Minor)---It’s rumored that PS found or developed a biological equivalent of its bionic antigravity ‘leap rods’, possibly using the rumored ‘micro-pockets’ that allow the aug to soak up so much damage, by storing and releasing energy, and made them part of the EAGER LIGHTNING augmentation. The character can no leap their P.S. x25 ft across(HALF that in vertical distance). Can also survive without damage falls of TWICE the horizontal leaping distance, provided the character can land on their feet.
*+1d6 to kick damage

-(Minor) Heightened Sense of Balance---Enhanced body awareness and sense of balance; can make aimed, called, or burst shots without penalty while on the move, +5 to maintain balance/orientation, +10% to Acrobatics/Gymnastics/Climbing skills, and +2 to roll.

-Extraordinary Physical Endurance(Minor)---This is a special synthetic muscle intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor. The network also bolsters endurance, reducing fatigue.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.

-Hypnotic Brain Conditioning----Because of the sheer DANGER of a supersoldier being suborned and turned against their own people, EAGER LIGHTNINGs receive special deep resistance indoctrination and mental shielding; +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save vs all other psionic attacks. Impervious to Possession.

-Physical Transformation---The recipient of an EAGER LIGHTNING aug is physically optimized, becoming pictures of prime health. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

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

-Internal Robotic Medical System---Integrated nanites meshed with the EAGER LIGHTNING’s other interface abilities heal 1d4 HP/SDC/MDC per minute(2d4x10 HP/SDC/MDC per hour). However, if the person takes more than 2/3 of their total MDC in damage(or all SDC and/or half their Hit Points), this system will be effectively taken off-line until normal healing/regeneration or medical procedures can heal the damage and effectively reboot the system.

-Physical Boost: PE and PS +8, +24 SDC, +10 SPD. The character is not affected by physical exhaustion/fatigue for the first two hours of strenuous activity, after which the character fatigues at only 1/10th the normal rate.

Total bonuses:
*Effectively becomes a megadamage being with 700 MDC+ 4d4x10 MD +2d4 per level of experience, + combined Hit Points and SDC.
+2d6 Hit Points
+4d6 +15+24 SDC
+1 APM
+2 on initiative
Automatic dodge
+3 roll
+1d6 to kick damage
+1d6+8 to P.S., plus it is considered to be Superhuman
+1d4 +1d6+13 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6+16 SPD
+4 save versus Horror Factor
+1 save versus poison and disease(in addition to P.E. bonuses)
+5 save vs mind control
+4 save vs illusions
+2 save vs all other psionic attacks.
Impervious to Possession
+5 maintain balance
W.P. Paired Weapons
+5% to physical skills requiring physical dexterity.
+10% to Acrobatics/Gymnastics/Climbing skills,
-------------
"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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PSA-14 Fury Airborne Power Armor
(aka ‘Firefly’)

“If you haven’t noticed already, let me reemphasize it; this is OUR airspace, and we will not tolerate your presence in it.”
---Anonymous Fury Pilot, during an interception of Free Quebec QPA-102 Violator SAMAS south of the St. Lawrence SeaWay border.

“Betcha thought you were clever, a-hole, tying some poor kid across the front of your cockpit? Worked like a charm, didn’t it, keeping the big boys and girls from taking you out with the big anti-armor cannons? Too bad we’re a combined arms op around these parts. Never encountered flying power armor before, I take it? Big bad robot jock you are, never saw us sneak up on you. I’d ask you what your reaction was when we pried open your hideyhole from up close and personal, only I’m afraid you’re now a smear on the inside of your gutted mech, courtesy of the grenades we popped inside. But just in case you can hear me from where you are in hell; I REALLY hate people who abuse children.”
---Sergeant Whizlo Durner, GNEAS Fury Pilot

“Duner’s standards may be somewhat off; his species regards anybody under fifty T-years to be a child, but his sentiment is shared by all of us in the brigade; you don’t use meatshields around us because we WILL find a workaround and get you.”
---Captain Pazlo Zukowski, GNEAS

The Fury is Paladin Steel’s long-overdue answer to the CS SAMAS; a relatively light, highly maneuverable airborne combat power armor designed for fast strikes and interdiction work. Though Paladin Steel had already designed dozens of robots and power armors, it was fairly late in producing a dedicated SAMAS equivalent, a shortcoming which it was felt hampered the Greater New England Armed Services substantially. To rectify the problem, PS returned to its strengths in multi-option, adaptive engineering to give their nation’s military a robust, versatile, and highly mobile flying exoarmor.
The Fury uses a lightened PSA-11 frame as its base, with attached semi-folding wings and propulsion pack. Paladin Steel’s love of modularity gives the design multiple hardpoints for mounting various configurations of weaponry; here PS’s work on lightweight weapons systems, especially micro-missiles, help give the PSA-14 serious bite for its weight. Another area where miniaturization comes to the fore is the Fury’s compact electronic warfare suite, giving it serious electronic stealth capabilities. The propulsion system is also modular, allowing for a choice of conventional ‘hot turbine’ thruster systems or more advanced(and expensive) contra-gravity systems becoming available from offworld. A wide array of countermeasure equipment has been integrated into the design, making it even harder to hit with technological means. The Fury also has, instead of a separately articulated head/helmet, an angular opaque ‘aircraft-canopy’-style head covering attached directly to the torso(some operators thus claim the Fury lacks ‘charisma’ or ‘character’ compared to the CS and FQ SAMAS units).
However, more critical analysts have pointed out that while the Fury mounts more weaponry than the SAMAS it is intended to counter, the use of ‘hands free’ powered shoulder mounts slaved to HUD sights is technologically more complicated than the standard CS SAMAS’s handheld rail gun. The shoulder mounts, along with the integral EW systems, make the Fury more expensive and complicated to maintain than their CS counterparts. In a war of pure economics, these critics contend, the CS would be able to field more standard SAMAS suits than Greater New England could Fury suits, overwhelming the PSA-14s’ quality with sheer quantity. Some of the same analysts have even proposed that Paladin Steel produce their own copy of the standard SAMAS, since the existing PSA-10 is already based on the CS PA-06. Though Paladin Steel has dismissed this proposal, a number of variants of the Fury have been introduced with different configurations of armament and/or removing the advanced electronics.
The Fury is mainly used as an airborne scout unit and raider, relying on its speed and agility to get in and out of trouble fast, then escape before an opponent can mount an effective counterattack. The new power armor has been greeted with considerable enthusiasm by the GNEAS.

Model Type: PS-AAAS-PSA-14 ‘Fury’
Vehicle Type: Armored Airborne Assault Suit, Light
Crew: One. The pilot is limited to wearing light(30 MDC) EBA
M.D.C. by Location:
Main Body - 200
Head - 86
Arms (2) - 90 each
Hands (2) - 50 each
Legs (2) - 80 each
Shoulder EW Pods - 50 each
Thruster Pack - 100
Speed:
Running: 60 MPH; Note that the pilot tires at only 10% of normal rate
Leaping: 10 ft up/across, 100 ft w/ jet assist
---200 ft w/ contragravity assist
Flying:(Hoverjets) 350 mph, max altitude: 5,000 ft
(Contragravity) 450 MPH, max altitude 18,000 ft
Space: (Hoverjets) Not possible
(Contragravity) Mach 2(1,300 MPH)
Underwater: Can 'swim' using its thrusters at 5 mph, or run along the bottom at 10 mph. Max. Depth: 1,000 ft

Statistical Data:
Height: 7.2 ft
Width: 3.5 ft
Length: 3.2 ft
Weight: 2,000 lbs
Cargo: None
Physical Strength: Equivalent to PS 25(for damage purposes).
Lift: 1.37 tons/Carry: 690 lbs
Power Plant: Nuclear-Fusion with an average energy life of 15 years
Market Cost: Exclusive to GNE, and none have been made available to the Black Market...If they were, one could expect offers of 4.9 million credits or more. The CG-drive version starts at 5.9 million credits.

Construction Features:
Life Support: Standard 8 hour independent air supply
Emergency Ejection System (blows pilot free in an emergency)
External parachute pack: Allows for deployment from aircraft/altitude. Specialized jumps will require the Parachuting skill. Reeling in the parachute and auto-repackaging it takes 1d4 melees.
Spotlight: 800 ft
Radio w/ signal scrambler: 500 mile long range, 5 mile short range. Includes signal decryption for incoming communications.
Directional Laser communicator---7,000 mile range
External Loudspeaker: 80 decibels

*Laser Designator---This is an illumination laser, used to ‘paint’ targets for assault with precision-guidance laser-riding munitions. This system has an effective range of 7 miles, and gives a +1 to strike to guided weapons(in addition to any other sensor bonuses they may have).

*Enhanced Electromagnetic Radiation Shielding---Both passive insulation and an active Magtech field protect the ‘armor from radiation. Incidentally, particle and ion beam weapons do HALF damage when this system is up. However, due to the EM field this system sets up, electronic cloaking and stealthing CANNOT be used simultaneously.

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

*EW Jamming System---A more sophisticated version of the ‘black box’ system used on the Bandito Arms ‘Wild Weasel’ SAMAS. This system has a 01-80% chance of jamming all civilian band communications, and a 01-70% chance of jamming military bands within its 3 mile radius of effect
The target jamming aspect of this system means that in automatic mode missiles and sensor-guided weapons systems are normally -2 to strike the power armor. If the pilot chooses to devote an APM to defense per attack, he or she, using their Electronic Countermeasures skill, can raise that to -6 for a volley, or -9 if they elect to focus their efforts on one missile/weapon for that action.


*Electronic Cloak:
In the alternative, the system can be used as an electronic cloak, to mask the armor from detection, by creating enough backscatter and sensor ‘fuzz’ to mask the exact location and nature of the intruder. A sharp enemy EW officer will know that something is out there, but he just won’t be able to tell the WHAT and the WHERE. This system is essentially a scaled-up version of the Juicer ‘Scrambler’ electronic cloakers, powered up and improved to shield the larger and more complicated(in terms of sensor signature) power armor.
Under the protection of the Cloak, the power armor has only a 20% chance of being detected by standard thermal optics, motion detectors, and radar. Laser targeting systems have NO bonuses(lose lock-on), and missiles are -2 to strike(Conventional jamming CANNOT be activated simultaneously with this...the increased EM ‘noise’ will blow the cloak).

Sensors:
Mini-Radar: 30 miles
Thermo-Imaging: 2,000 ft
IR/UV Optics: 2,000 ft
Telescopic/Image Enhancement Optics: 4,000 ft
Low-light/Nightvision System: 4000 ft
Laser Targeting: 12,000 ft, adds a +1 to strike with ranged weapons
Laser Target Designator---A ‘painting’ laser for illuminating targets for strikes with laser-guided weaponry. Range: 8,000 ft.
External Audio Pickup: 300 ft

Weapons Systems:
1) Forearm Hardpoints(2, one each forearm)--These are generally adapted from the vast array of existing cyborg forearm weapons already available, or from PS’s diverse weapons lines.
a) Pulse Laser
Range: 3,000 ft
(Shotgun)600 ft
Damage: 3d6 MD per shot
(Shotgun)2d4 MD to a 12 ft area
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 38,000 credits

b) Ion Pulse Gun(Series-2098)
Range: 2,000 ft
Damage: 4d6 MD per shot. On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 45,000 credits

c) Particle Beam Gun
Range: 1,400 ft
Damage: 6d6 MD per shot
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 45,000 credits

d) Plasma Gun----PSPSR-1 ‘Saber Rifle’ Multi-Mode Plasma Carbine, a favorite for its multiple modes.
Range:(Heavy Bolt) 1,000 ft
(Light Bolt) 2,000 ft
(Plasma Saber) 3 ft
(Plasma Lance) 18 ft
Damage:(Heavy Bolt) 5d6 MD
(Light Bolt) 2d6 MD
(Plasma Saber) 2d4 MD
(Plasma Lance) 6d6 MD
(Blunt Instrument) 1d8 SDC
Rate of Fire: ECHH
Payload:(Heavy Bolt): 10 shots per standard E-clip. Each shot takes 10 minutes off the saber mode duration,
(Light Bolt) 20 shots per E-clip(1 Heavy Bolt =2 Light Bolts)Each shot takes 5 minutes off the saber mode duration
(Plasma Saber) E-clip can power the saber mode for 2 hours.
(Plasma Lance) E-clip can power the lance mode for 1 hour
- Effectively unlimited linked to the PA’s power plant
Cost: 20,000 credits

e) Micro-Missile Launcher---12-shot cassette 15-20mm McMs, or 6 30mm McMs.

f) Mini-Missile Launcher---2 per forearm

g) 7.62mm Light Machine Gun(Cyborg-style)
Range: 2,000 ft
Damage: (Conventional) 1d6x10 SDC/HP per 10 rd burst
(Exploding) 1 MD single round, 2d4 MD ten-shot burst
Rate of Fire: Standard
Payload: 400 rd box magazine
Cost: 20,000 credits

h) Light Grenade Launcher---Prized for its versatility
Range: Typically 1,800 ft
Damage:
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 10 ft blast radius.....lose initiative and 1 APM for that melee(cost: 80 credits)
(Fragmentation-SDC) 2d4x10 SDC to 20 ft blast radius(cost: 100 credits)
(Fragmentation-MD) 3d6 MD to 25 ft blast radius(cost: 280 credits)
(High Explosive) 6d6 MD to 10 ft blast radius(cost: 360 credits)
(Anti-Armor HEAT) Very heavy projectile(range drops to 120 ft) Does 2d4x10 MD to a 1 ft diameter area(shaped charge)(cost: 800 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 12 ft blast radius, plus does 1d4 MD per melee for 2d4 melees(cost: 350 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)(cost: credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost: 15 credits)
Note: Additional grenade types, including TW munitions, are constantly in development.
Rate of Fire: Standard
Payload: 20 shot drum
Cost: 9,500 credits

i) Retractable Vibroblade---One, or both, arms can have a retractable vibroblade for use as a tool or a weapon. Pronged Vibro-Jittes or Sais are preferred because of their better ability to block and entangle other vibroblades. Does 2d4 MD for a regular blade, 1d6 MD for a Jitte or Sai(but +1 to parry/entangle).


2) (Optional) Hardpoints on shoulders/wing gloves (2; 1 each)---These tend to be heavier weapons than those mounted on the arms, with better range, damage, and payload. The shoulder weapons are mounted on powered mounts that give them variable arc of fire 45 degrees side to side, and 75 degree elevation, are slaved to an HUD sighting system, and can be fired individually, or, in the case of similar weapons dual-mounted, synched to fire in concert.
a) Pulse Laser---Light variable frequency pulse laser cannon, roughly equivalent to a high quality pulse rifle.
Range: 4,000 ft
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 48,000 credits

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

c) Ion Cannon
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 32,000 credits

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

e) 7.62mm Light Machine Gun(long barrel) ‘Mag’ General Purpose Machine Gun
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrack and locate the machine gunner.
Rate of Fire: Standard; rated at 600 rpm
Payload: 250-rd belt or 75-rd saddle drum, or a 500 rd backpack drum
Cost: 8,000 credits

f) 20mm Cannon---Cut-down version of the PS Taskin Infantry Cannon
Range: 3,000 ft (1,500 ft for wood rounds)
Damage:(20 mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1)4d4 MD per shell
1d6x10 MD per 5 rd burst
2d6x10+4 MD per 10 rd burst
Airburst does 4d4 MD to 2 ft blast radius(single shot)
(Wood rds) 6d6 SDC per shell(1d6x10 HP to vampires)
2d4x10 SDC per 5 rd burst(2d4x10 HP to vampires)
2d4 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds) humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174)
Rate of Fire: ECHH
Payload: 200 rds
Cost: 20,000 credits

g)Micro-Missile Launcher---25 15-20mm micromissiles per cassette launcher, or 12 30mm McMs.

h) Mini-Missile Launcher---3 per launcher

i) 25mm Cannon----Belt-fed version of the HAR-25 ‘Esben’Heavy Rifle
Range: 3,300 ft
Damage: (SDC)* (Fragmentation) 2d6x10 SDC to 10 ft radius**
4d6x10 SDC per 5 rd burst, 8 ft blast radius
(High Explosive) 6d6x10 SDC to 4 ft radius
1d4 MD per 5 rd burst, 8 ft blast radius
(Armor Piercing) 1d4x100 SDC, no blast radius
1d6 MD per 5 rd burst, 1 ft blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
**(Note that SDC weapons enjoy a slightly larger blast radius than that of MDC weapons, owing to the lower damage potential)

(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius

(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius

(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius

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


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

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

Other ammunition types, including incendiary and plasma rounds, are also being developed.

Rate of Fire: Single shot or 5-shot burst
Payload: 150 rd drum
Cost: 16,000 credits

3) (Optional) Handheld Weaponry---Any infantry hand weapon or PA-scale weapons pod can be picked up and used. An assault module, light rail gun, energy weapon pod, or AT missile launcher is standard issue for the Fury.

4)Flare/Chaff Launchers(2)--Shoulder mounted countermeasure launchers.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 4 per launcher, 8 total

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

Gives a +4 to Perception rolls (if you're using them),
+4 to Initiative
+1 to Strike
+2 to Dodge
+3 to Dodge in Flight
+1 Roll

Options: Options for the PSA-14 are rather limited, owing to the amount of space the PA has available.

*Wing Blades---Inspired by observations of Free Quebec’s SAMAS designs, this feature adds large sharp strakes that do 2d4 MD on a sideswipe attack.
Cost: 18,000 credits

*Enhanced EW Cloaking---This comes in the form of two extendable ‘wings’ that are attached to the upper back of the armor, have 40 MDC each, and can extend upwards about three feet. These emitters allow the Fury to extend its electronic cloak to encompass an area of about 50 ft in radius, extending its bonuses to everyone in that area. This requires an APM and a successful Electronic Countermeasures skill roll to maintain, even with automation.
Cost: 1 million credits

*Light Forcefield---A light battlescreen generator mounted on the upper back(no other systems can be mounted with this in place)
Megadamage:(Light) 150
Duration/Payload: Depleting the MDC of the forcefield means that the generator must cycle for 1d4 melees before reactivating.
Cost: 160,000 credits

*Shoulder Drone Racks---The shoulders can be fitted with two racks for carrying advanced ‘Gnat’ mini-drones(each has 3 MDC, a 45-minute battery charge, and fly at 40 MPH) fitted with the equivalent of a cyber multi-optic. Each shoulder rack has three drone stations with recharge sockets.
Cost: 7,000 credits, 3,000 credits per drone


Variants:
*PSA-14C---’Vexer’---In response to concerns that the ‘Fury’ had too many bells and whistles to be economically sustainable in times of war, Paladin Steel has produced this stripped-down model without the advanced electronics and CG-propulsion system option, but retaining the high agility and laser designator, for faster less expensive production and distribution to the rank and file troops.
Cost: 3.2 million credits

*PSA-14D---’Drummer’----Variant that does away with the shoulder-mount hardpoints in favor of a more conventional handheld drum-fed rail gun or g-cannon. Some operators feel that the handheld main armament is much more flexible, intuitively aimed and easily maintained than the powered shoulder mounts.
Changes/Modifications:
Weapons Systems:
2) Handheld Rail Gun---Replaces the shoulder mounts. Either a belt-fed rail gun, machine-cannon, or g-cannon.
A) Rail Gun----PS-RG140 Rail Gun, PS copy of the C-40R Rail Gun; Paladin Steel has been slow to ape others’ rail gun designs, instead preferring their own longer-ranged heavy-caliber projectile weapons and variable warload massdriver-style cannons. The Fury was the first deployment of a more rugged and more streamlined PS copy of the CS’s infamous and already well-copied C-40R. The PS-RG140 isn’t the most popular weapon, however, because of the existing more powerful alternatives available.
Weight: 60 lbs
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d4x10 MD 40 rd burst
Rate of Fire: EPCHH
Payload: 6,000 rd drum(100 bursts)
Cost: 90,000 credits

b) GrHW-01 ‘Flamma’ Heavy Gravitonic Rail Gun---The preferred weapon is this gravitonic weapon based on a South American alien weapon. Though regarded by some as a more expensive technological fix to the rail gun , the Flamma is highly regarded by Fury pilots.
Weight: 45 lbs
MDC: 50
Range: 4,000 ft
Damage: 1d4x10 MD single shot, 2d6x10+10 MD for a 10 shot burst.
Rate of Fire: Standard
Payload: 200 rd belt
Special Features:
-Gravitonic Counter-Buffer---The standard GrHW-01 has recoil as standard, so standard burst rules apply, However. PS engineers have learned how to fit the weapon with a gravitonic ‘counterwave’ similar to Three Galaxies weapons, that damps recoil and steadies the weapon during rapid fire---Negate the HALF bonus penalty for firing bursts due to the weapon generating a counter-gravitonic pulse to damp out recoil.
Cost: 95,000 credits

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

d) M-50B Reaper Heavy Machine Rifle---Belt-fed(rather than drum-fed) version of the M-50 20mm cannon.
Weight: 60 lbs
Range: 4,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
Rate of Fire: Standard
Payload: 400-rd belt
Bonuses: +1 strike(w/ laser targeting)
Special Features: *Laser Targeting--+1 to strike
Cost: 28,000 credits
A box of 100 20mm ‘smart’ rds costs 800 credits. A box of 100 20mm ‘smart’ PS rds costs 3000 credits

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


*PSA-14E---’Echo’---An even more stripped-down economy model meant for sale to affiliated Irregulars, paramilitaries, militias, and mercenaries. It uses the basic jet thrusters and loses the advanced EW systems, but actually gains an additional +1 to dodge in flight due to being 20% lighter. The forearm weapons mounts are limited to cyborg-style forearm weapons as well, and the power armor doesn’t have the environmental sealing for underwater operation either. Despite this, the PSA-14E is selling VERY well among forces wanting a basic, fast, and agile light flying power armor.
Cost: 930,0000 credits.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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‘GravHawk’ Gravitic Resist Utility Aerodyne(aka ‘SkyMinnow’, ‘SkyTrout’, ‘GrayHawk’, ‘Battlehawk’)

“You’d have to go back to the ancient Bell Huey to find a heli as versatile as the Blackhawk. Those birds could be modded with just about anything. The GravHawk is just the latest chapter in a long and storied history of a great design.”

“If you can’t get me Mohawk gunships, I’ll happily take GravHawks; with the right accessories I can do nearly as much damage.”

“It may be a while before we can get out an official TW version; every airframe we’ve produced so far has been snapped up by regular users. I’m sure there’s some t-wizards doing aftermarket mods out there, but they’re not waiting for us to roll out our own.”

The PS-CGS-70 GravHawk is another one of Paladin Steel’s retrofits of classic pre-Rifts airframe designs with modern technologies. In this case, the design is that of the long-lived Sikorsky Blackhawk helicopter, refitted with GMR/CG technology. The basic airframe, with its distinctive wide tailplanes, remains, but the rotor assembly has been done away with entirely, replaced with an anti-gravity coil and several mauevering vanes.
Since its introduction, the GravHawk has become very popular with both civilian and paramilitary users, and outfits a number of GNE/USA National Guard units in their territories . The GravHawk has also spawned several variants; heavily-armed gunships(known variously as ‘BattleHawks’, or ‘Arpia’(‘Harpies’)), naval ASW models, SAR and medevac versions, and a dedicated firefighting variant.

Type: PS-GMRUAV-CGS-70 GravHawk
Class: Gravitic Resist Utility Aerodyne
Crew: 1+1 copilot+18 passengers
MDC/Armor by Location:
Main Body 240
Cabin Windshields(4) 45 each
Tail 120
Maneuvering Winglets(2) 60 each
Landing Gear(2) 30 each
Height: 16 ft
Width: 9 ft
Length: 65 ft
Weight: 10,900 lbs
Cargo: 6,000 lbs
Can also lift up to 9,000 lbs under the main fuselage.
Powerplant:Nuclear Fusion w/ 18 year energy life
Speed: Hover to 220 MPH. maximum altitude of 13,000 ft
Market Cost: 1.8 million credits
Systems of Note:
Standard Aircraft Systems, plus:

*Radar----25 mile range

Weapons Systems: None standard, but Paladin Steel has made a few upgrade options available;(see Options and Variants below)

Options:
*Door Guns(1-2)----Pintle-mounted guns can be fitted on either side of the aerodyne. The favorite weapons are 0.50 caliber heavy machine guns, Mini-guns, light rail guns, or infantry heavy energy projectors.

*Nose Turret---Though not originally designed for a nose turret, the BlackHawk would later see several users outfit it with nose-mount armaments. The GravHawk continues this, with the option of adding a nose turret for additional weaponry. However, this cuts into the available cabin space for sensors and cargo; ammunition feeds from magazines in the cabin decrease the number of passengers that can be carried.
a) 40mm Grenade Launcher
Range:5,000 ft
Damage: (Fragmentation) 4d6 MD to blast area of 12 ft
2d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
3d6x10 MD to blast area of 8 ft w/ 10-rd burst
Rate of Fire: Standard
Payload: 300 rds
Cost: 50,000 credits

b) 20mm Cannon----Reduces passenger/troop capacity to 8
Range: 6,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
(Super-HEX) 4d4 MD single shot
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds)humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174)
Rate of Fire: EGCHH
Payload:500 rd magazine
Cost: 80,000 credits

c) 30mm Cannon----Reduces passenger/troop capacity to 8
Range: 9,500 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 5d6x10 MD for a 5-rd burst!
Rate of Fire: Single shot ,two-round, or five-round burst
Payload: 150 rds
Cost: 100,000 credits

d) Pulse Laser
Range: 4,000 feet
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: Standard
Payload: Unlimited
Cost: 60,000 credits

e) PPR-3 Plasma Cannon
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Cost: 80,000 credits. The PPR-3C is NOT currently for sale, but would likely cost 90,000 credits or more if made available.
(Post-110 P.A. Update: The Serap continues to see yeomen service as a heavy weapon with the GNE, but is being increasingly relegated to rear echelon units as more powerful, and longer-ranged, weapons are becoming available. The exception is the PPR-3C variant model, which is vehicle-mounted and uses improved plasma direction technology to extend the range of the bolts to 1,800 ft, as well as to produce a plasma ‘shotgun burst’ of 4-6 smaller bolts, each doing 4d6 MD each, over a 20 ft wide area, at the old 1,500 ft range.

Options:
“Hot Shotting”---This systen augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the Serap, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike). HotShot modding costs 8,000 credits, and a recharged cylinder of refined d-gas costs 700 credits(500 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 30 shots.

f) PPR-4 Multi-Mode Plasma Gun
Range: (Plasma)3,500 ft
(Plasma Bolt) 2,000 ft
(Magnetic Vortices) 2,000 ft
Damage: (Plasma)1d4x10 MD per plasma blast, 3d4x10 MD for a 3-shot rapid-fire burst(takes two attacks)
(Plasma Bolt) 1d4x10 MD to 15 ft blast radius
(Magnetic Vortice-SDC) 2d8 SDC per vortice, plus 60% chance of knocking down human-sized targets, and affects a 10 ft radius
(MDC) 2d8 MD per vortice, 3 ft radius
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonuses: +1 to strike from laser targeting
Note: Magnetic force vortices, being invisible, are -8 to dodge
Special Features:
*Sensor Package---To make this weapon more valuable to space forces, PS installed a ‘smart’ sensor package, taken directly off the ‘Maximus’ Laser Rifle.
Telecopic Optics
Pasive Nightvision
Thermo-Imaging
Laser Tageting---+1 to strike
PPE-Sensor----200 ft range(out to 400 ft w/ 50% error in aura determination), 60-degree arc, and can detect invisible enemies(See Rifts: Japan, pg 116 for details on the SNARLS system on which this weapon is ultimately based)
IR/Normal Light Spotlight---300 ft range
Cost: 90,000 credits

Options:
“Hot Shotting”---This systen augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the Serap, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike). HotShot modding on the Comet costs 10,000 credits, and a recharged cylinder of refined d-gas costs 700 credits(500 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 30 shots.

g) PSPPR05 Plasma Machine Gun
Range: 3,300 ft
Damage: 5d6 MD per shot, 2d4x10 MD for a four-shot burst
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 33,000 credits


h) PSIC-02 Infantry Ion Cannon
Range: 2,000 ft
Damage: 1d6x10 MD per bolt to primary target.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning disipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(4d6 MD).
Does only 1/4 of the original damage if the secondary targets are non-metallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Bonuses: +2 to strike metallic targets
Cost: 30,000 credits

i) Ion Cannon
Range: 2,700 ft
Damage: 3d6 MD per shot; 6d6 MD per double-shot burst
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Cost: 25,000 credits

j) Particle Beam Cannon
Range: 4,000 ft
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Cost: 180,000 credits

k)TK Heavy Machine Gun
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst.
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be re-cast every six months. 200 shot ‘back-up’ PPE clip
Cost: 600,000 credits

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

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

Rate of Fire: Standard, ECHH
Payload: Gallon-sized EE-Drum, providing it with 300 shots.
Bonuses: +1 to strike from laser/scanner targeting system
Cost: Currently available only to GNE military units; but could be expected to fetch 90,000+ credits if a fully charged example were made available to the Black Market

Variants:
*GMRUAV-CGS-70B----(aka “BattleHawk’ or ‘Arpia’/’Harpy’)----Gunship version with stub wings added to carry weapons hardpoints:
Changes/Modifications:
Weapons Systems:
1) Weapons Pylons---Two stub wing structures can be added that are fitted with hardpoints for mounting additional equipment and armaments. Each wing has 60 MDC.
Each wing can carry a single large hardpoint, or two smaller hardpoints, that can be configured as follows:

-Single Hardpoint(1)---Can carry the following:
a) Short Range Missile Rack---12-shot rack

b)PS-AWD-MML-2 Mini-Missile Launcher-----Based on the Mechanoid Brute Mini-Missile Launcher Box
This was the only weapon PS was able to duplicate exactly, because they were able to use advanced composites to reduce the weight
Weight: 900 lbs
Range: Varies, generally one mile
Damage: Varies
Rate of Fire: Volleys of 1,2, 4, 6, or 8
Payload: 40
Cost: 120,000 credits

c) Slammer Concussion Missile---Knockoff Triax Weapon, acquired through industrial espionage.
Range:(Missiles) 6,000 ft
Damage: (Missiles) 2d4x10 MD to 90 ft radius..
88% chance of knock-down(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)
Payload: 1
Cost: 120,000 credits

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



-Twin Hardpoints(2)---Can carry the following:
a) Micro-Missile Launcher(25 shot micro-missile launcher using Paladin Steel micro-missiles/rocket-propelled grenades)
Range: 3,000 ft
Damage:(Pattern-1a----[101 PA]) 2d4 MD per missile, 8 ft blast radius
(Pattern-1b---[105 PA]) 4d6 MD per missile, 15 ft blast radius
( Pattern-1c---Plasma[ 108 PA])1d6x10 MD per missile, 10 ft blast radius
Cost: 10,000 credits(missiles cost 150 credits per one)

b)20mm ‘Fire-Orchid’ Anti-Aircraft L-SAM Micro-Missiles
Range: 8,000 ft for all types
Damage: (Pattern-2a) 4d4 MD to 2 ft blast radius
(Pattern-2b)6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
(Pattern-2c)(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1, 3, or 9
Payload: 9-shot clip
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Special Features:
*Sensor Package---The sensor package includes an IR/Thermal sight, laser rangefinder(2 mile range) and directional mini-radar(2 mile range) with audio-alarm to notify the gunner of target-lock.
Cost: 28,000 credits (3,000 for the launcher assembly, 25,000 for the sighting package)
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each

c) Mini-Missile Launcher(19-shot missile pod)----The main advantage this weapon has over the larger-payload PT-M20(described later) is its cost and higher rate of selective volley fire.
Rate of Fire: Volleys of 1-19(all)
Cost: 20,000 Credits(Missiles cost extra)

d) L-SAM ‘Black Talon’ Launcher
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 8 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 200 ,000 credits per launcher, 10,000 credits per missile

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

f) Heavy ATGMs---a medium-range armor-piercing missile warhead on a foreshortened rocket booster, with command guidance, for making precise anti-armor kills.
Range: 1 mile
Damage: 3d6x10 MD to 20 ft blast radius
Payload: 6 SRMs in 2x3 launch boxes
Bonuses: +5 to strike
Cost: 100,000 credits for the launcher, 20,000 credits per missile

g) Short Range Missile Launcher(4 per hardpoint)
Cost: 20,000 Credits(Missiles cost extra)

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

f) Flare/Chaff Launcher----
Range: 6,000 ft, creates a 30 ft cloud, +10 ft per each additional chaff/flare launched in the volley. Cloud lasts 2 meless before dissipating(or less in a very strong wind).
Damage: None
(Triax Style)
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
(Northern Gun Style)
10% chance per chaff cloud deployed of decoying missiles, up to maximum of 60%
Aircraft, power armor, and beings flying through the chaff will be -6 on perception, -3 on initiative, -5 to strike, -2 to parry, -2 dodge, and lose 1 melee attack that round(or the next). Sensory and Piloting rolls are at -20% for as long as the characters are caught in the cloud, and the next as they recover.
Payload: 12 per launcher
Cost: 2,000 credits per launcher. Chaff/flare bundles 600 credits each

g) Missile/Gun Pod.50 caliber Gunpod---Combines a fifty-caliber heavy machine gun and ramjet amunnition with a four-shot mini-missile launcher
Range:(Machine Gun) 19,000 ft
(Mini-Missiles) Varies by Missile Type
Damage:(Machine Gun)(SDC rd) 7d6 SDC per single rd, 2d6x10+20 SDC per 40 rd burst
(Ramjet rd) 1d4 MD per single rd, 5d6 MD per 40 rd burst
(Mini-Missiles)Varies by Missile Type
Rate of Fire:(Machine Gun) ECHH
(Mini-Missiles) Volleys of 1,2,3, or 4(all)
Payload:(Machine Gun)2,000 rds(50 bursts)
(Mini-Missiles) 4
Cost: 60,000 credits

h) Mini-Missile/Laser Pod----Modified PS PTT-M20 Missile Rifle
MDC: 100
Missile Type: Any Mini-Missile
Mega Damage: Depends on missile type. The Laser does 2d6 MDC
Range: Usually about a mile for the missiles, 2000 feet for the laser
ROF: Volleys of 1, 2, or 4 for the missiles, Single shots with laser.
Payload: 20 missiles total (10 per tube), laser has 20 blasts on a short clip, 30 on a long.
Bonuses: +1 to strike from laser targeting
Cost: 70,000 Cr

i) Sprayer Pod---This liquid storage pod deploys two diffusers from the back to spray chemicals from the back. This is typically used to control agricultural pests(if the infestation is too great, the ‘copter crew typically fires the affected field), crowd control, firefighting, or other vermin management roles.
Range: Depending on wind and altitude, the helicopter can spray a 100 foot wide swath at maximum dispersal.
Damage: Varies by chemical type. If using water, typically does 4d6 HP to vampires(‘Bless the tank, Holy Father!”).
Rate of Fire: ECHH
Payload: 230-450 gallons
Cost: 20,000-50,000 credits

j) PS GL-20 Automatic Grenade Launcher, a.k.a. the 'Tammy Gun': This is the popular knockoff of the WI-GL20.
Primary Purpose: Assault
Weight: 130 lbs empty, 150 lbs fully loaded. MDC: 100
Mega Damage: Frag rounds do 4d6 MD to a 12-foot radius. AP rounds do 1d4x10 to a 3-foot blast radius, and Plasma rounds do 1d4x10+10 to a 5-foot radius. A 3-round burst of frag shells does 1d4x10 to a 15-foot radius, a burst of 3 AP shells does 2d4x10 to a 5-foot radius, and a burst of 3 plasma shells does 3d4x10 to an 8-foot blast radius A 5-round burst of frag shells does 1d6x10 to a 20-foot radius, a burst of 5 AP shells does 2d6x10 to a 6-foot area, and a burst of 5-plasma shells does 3d6x10 to a 10-foot radius. A 10-round burst of frag shells does 2d6x10 to a 40-foot radius. A 10-round AP burst does 3d6x10 to an 8-foot area, and a 10-round plasma burst does 4d6x10+10 to a 15-foot radius!!
ROF: Standard
Range: 3,000 ft
Payload: 150 round drum clip. An additional 200 round ammo bin can be installed on the thigh hardpoint that's on the same side as the weapon, or a 1,500 round ammo bin can be installed in place of the backpack. The small bin has 50 MDC, the huge bin has 200. But most commonly a pair of 50 MD cargo boxes are added, one to each hip, and each containing a new 150 round clip. It takes 2 actions to change a clip. Optional 50 round clips can be used instead of the 150 round drum clip, this has less payload but weights only 5 lbs and eliminates the -1 penalty to strike while using it one handed. 4 clips can be held in each storage box. More ammo total, but it takes longer to use it all.
Cost: 150,000 cr Frag Grenades cost 300 cr each, AP cost 400, and Plasma cost 500. Empty drum clips cost 200, empty short clips cost 100. PS offers special deals on buying fully loaded clips. A fully loaded Frag clip cots 30,500, a fully loaded AP clip costs 40,500, a fully loaded Plasma clip costs 50,500. (Short clips cost 12,500 for frag, 16,500 for AP, and 20,500 for plasma) costs include rounds, clip and a nominal loading fee, but it's still about a 20-25% discount.

k) 20mm Long-Barrelled Gunpod
Range: 4,000 ft(16,000 ft in space)
Damage: 4d4 MD single shot (2 ft blast radius)
1d4x10 MD per 5 rd burst (2.5 feet blast radius)
2d4x10 MD(3 feet blast radius) per 10 rd burst(but -1 to strike)
4d6x10 MD(6 feet blast radius) for a 40 rd burst ( -2 to strike)
Rate of Fire: EPCHH
Payload: 460 rd drum
Cost: 60,000 credits

l) Light Rail Cannon--Intended for use against targets that are resistant to energy weapons.
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload: 5,000 rd drum
Cost: 80,000 credits

m) Heavy Rail Gun Pod---A five-barreled weapon copied from downed Coalition Black Lightnings
Range: 4,000 ft
Damage: 1d6x10 MD per 40 rd burst; can only fire bursts
Rate of Fire: ECHH
Payload: 2,000 rd drum
Cost: 90,000 credits

n) ECM/Radar Jammer Pod---5 mile range. Jams radars and radar targetting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). Carrying extra jammer pods does NOT increase the range or effective bonuses of the system, but may provide redundancy and multi-wavelength coverage.
Cost:50,000 credits

o) Cargo Pod---Holds up to 500 lbs of cargo
Cost: 1,000 credits


*GMRUAV-CGS-70F ---Firefighting variant, copied almost directly from the pre-Rifts S-70 FireHawk. Features a 1,000-gal belly tank, sprayer system, nose optics sensor turret, and environmentally-sealed cabin.

*GMRUAV-CGS-70ASW ---Shipboard ASW version, based on the pre-Rifts SeaHawk. Lacks the Battlehawk’s stub-wings and troop capacity in favor of flotation gear, sensors, and a weapons suite that includes torpedoes and anti-ship missiles.
Systems of Note:
*Enhanced Radar---80 mile range
Radar has special ocean-surface search capabilities, including the ability to screen out surface clutter and distracting returns from wave tops.

*Magnetic Anomaly Detector ‘Bird’---Looking like an oversized batmitten ‘bird’ and flown at the end of an 80 ft tether just above the surface of the water, the MAD probe registers the disturbance in the earth’s magnetic field caused by large metal objects(like subs and ships) passing through it. Not so effective at detecting organic creatures or constructs.
Range: 5 miles, and has a 70% chance of detecting submerged vessels(-20%) for non-metallic objects, and no chance of detecting organics).
Weapons Systems:
1) Fuselage Hardpoints(2)---- The G-SeaHawk has two mounting points for expendable ordnance:
a) Torpedoes(light to medium range)---One per hardpoint

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

c) Mines---One per hardpoint--2d4x10 MD to 50 ft blast radius

d) Harpoon III Missiles---One per hardpoint
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Cost:(Surface/air launched): 18,000 credits

e) PS-ABA-1 Wrasse Drone---Four per hardpoint.

f) PS-ABA-2 Cudda Drone---One per hardpoint.

2) Sonobuoys---125
Sonubuoys are small, expendable sensors deployed by air vehicles to set up temporary sensor nets.The typical sonubuoy resembles a cylinder 2-5 ft long, made of light plastics, that when deployed, floats upright while deploying an acoustic sensor and line from its lower end. The sonubouy can either use passive detection, or can use an active sonar pinger, to detect submerged targets. Sonubuoys are battery powered, and typically have an active life of an hour or so, but typically drift out of position in 10-20 minutes, depending on currents, conditions, and drop pattern.
They report their information via a radio uplink(standard range 5-10 miles), and can report a sonar/acoustic contact, its strength, estimated range and heading(using a built-in compass to determine direction), and estimated speed. Consider the sonubuoy to have a sonar range of 5 miles.
Once their batteries have given out, sonubuoys self-destruct---a plug in the floatation chamber dissolves, and the whole apparatus sinks to the bottom, its electronics ruined.
PS’ DiFAR SSQ-400 series Sonubuoys cost 100 credits apiece

3) (Optional) Door Guns(1-2)----Though not part of the original SeaHawk design, in a concession to the dangers of Tifts Earth, pintle-mounted guns can be fitted on either side of the aerodyne for self-defense against lesser threats such as dragonfish.

TW Option:
The GMRUAV-CGS-70ASW can be fitted with a Penetrating Gaze mystic sight system, tired in to a nose optical turret or a headset. Penetrating Vision Optics use a new spell;, to peer through cloud and even into the water as if these barriers to clear observation didn’t exist! When engaged, the optics have a range of roughly 7,000 ft, so flying at an altitude of 5,000 ft, the observer can actually see down 2,000 ft through the water! The downside, of course, is that the optical field is fairly limited(think Nordon Bombsight or old-style nigtvision goggles), and the more powerful TW optics burn PPE at a higher rate; 10 minutes per 10 PPE.
-------------
"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 »

*PS-SMADA-01 Small Mobile Air Defense Array
(aka ‘Smak-Traks’, ‘Bug-Zappa’)
“Them macro-virus swarms can be hell to face, but we got a shipment of smak-traks arrive in time to set up a containment line. Those ultraviolet eh-dee lasers do a right nice job of degradin’ their protein coats and burning their innards out before they can infect anybody. Once we got several lines of those little ‘bots going firing in-depth, we had enough time to evacuate the outer buildings in town and set up a some nice fuel-air burn traps to deal with what escaped the zappa-line.”

“We double and triple up on the crawling bug-zappers when we’re anywhere near Xit territory. A single shot from one of these things doesn’t do much more than annoy a fully grown Xit, but a sustained barrage as it flies in? Bug’s gonna HURT. Get enough zappers firing in coordination, they can blunt a small swarm’s aerial charge, maybe persuade the bugs to go look for easier pickings. At the very least, it gives us enough time to bring the heavier swatter weapons to bear.”

When first observed in the field, this small device was assumed to be a Smallkin ground vehicle modified for air defense, but it is now known to be a semiautonomous drone mini-tank, part of Greater New England Armed Services BAMSP: Battlefield Asset Management System Package, a flexible network of coordinated point- and air defense systems. The SMADA is the common automated air defense turret first introduced on the PSA-11 power armor, mated to the chassis of the PS-McLBT-05 ‘Sica’. An extra sensor package is added to the weapons system, and the whole powered by a two-year modular nuclear power cell for effectively unlimited shots from the laser projectors.
SMADAs’ main deficiency is a lack of early warning sensors with sufficent range to allow them to orderly sort out threats in their area of reponsibility with enough time to anticipate and lead targets in advance. Though several sensor modules can be fitted, the best results come with the SMADA(s) linked to other vehicles with better long range sensors.
SMADAs are typically deployed to the edges of a GNEAS military convoy, formation, or encampment, providing low altitude air defense against missiles and even artillery shells. They also serve as sentry pickets warning of approaching intruders. If available in large enough numbers, they can provide low-altitude defense in depth against enemy fliers and projectiles. They are considered expendable assets akin to ‘smart’ mines.

Type: PS-SMADA-01
Class: Small Mobile Air Defense Array
Crew: None; robot drone
MDC/Armor by Location:
Main Body 250
Main Turret 60
Sensor Array 50
Treads(2) 120 each
Height: 55 inches, 5 ft
Width: 35 inches 4 ft
Length: 74 inches, 6.3 ft
Weight: 1,600 lbs
Cargo: None
Powerplant: Micro-Nuclear(2 year energy life)
Speed: 70 MPH
Can clamber over 9-inch obstacles and get up a 60-degree grade; can withstand falls of up to 25 ft without damage.
Market Cost: 560,000 credits
Systems of Note:
*Self-Righting---Extendable pylons from the sights push the ‘bot back upright if it’s knocked on its side.
*Basic & Low Lite Robot Optics
*Thermal Optics
*Laser Targeting---11,000 ft range
*Radar(Early Warning) 6 mile range
(Close-In Target Lock) 11,000 ft
*Radio Communications and Fire Link--- Can link the ‘bot into a networked fire conntrol system. 6 mile wireless range
*Manned Direction Link--This takes the form of a link to a HUD -equiped helmet and hand unit, allowing a gunner to direct the weapon remotely using a sensor-feed from the weapon.
*Fire Control Link---Can be hardlinked via fiber-optic cable to a fire control network(this is done to avoid signal scrambling and targetable EM emissions).
*Loudspeaker/Warning Siren----Can be set to blare out a warning when detecting and engaging approaching targets(can also flash warning lights). Most field operators, however, set this feature to shut off after a set number of seconds after initial contact to avoid undue distraction in combat.

Weapons Systems:
1) Pulse Laser Turret---The SMADA-01’s sole weapon is this twin-laser array taken directly from the PSA-11. The laser has excellent range for its size, fair damage, and very quick response and lock-on-target speed.
Range: 6,000 ft
Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: Equal to the gunner's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: Effectively Unlimited
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)

Programming:
*Basic
Radio: Basic 98%
Math: Basic 98%
Read Sensory Instruments 98%
Land Navigation 94%
Language:(all at 94%)
American-English
Spanish
Dragonese
Euro
Techno-Can
Can identify common North American factions, equipment, insignia, and protocols(including Coalition and Triax), common Western Hemisphere monsters, demons, aliens, and d-bees.


Options:
*EM Detector---Detects hostile enemy EM emissions, such as targeting radars. Unlike the general market version, this system CAN determine source direction with 80% reliability. Cost: 16,000 credits.

*Flare/Chaff Launcher---A grenade-mortar set to throw out countermeasure decoys for diverting missiles and confusing sensors. Eight-shot mortar cluster can throw chaff/flare bundles up to 5,000 ft away. Cost: 20,000 credits for the launcher. 250 credits per flare/chaff canister.

*PPE Sensors---This allows the ‘bot to detect and target active magical sources such as flying mages, TW flyboards, and creatures flying by the power of magic.. 11,000 ft range.
Cost: 260,000 credits

*Advanced Gunnery---An upgrade package, reprogramming the fire control for faster responses and more attacks per melee, allowing the lasers to engage a target longer or deal with multiple targets.
Bonuses: 8 APMs
Cost: 4 million credits


Variants:
The main variants of the SMADA usually involve replacing the Pulse Laser Turret with another type of weapon, such as a 20mm(7,000 ft range) autocannon, twin-15mm(4x25 shot cassettes), 20mm(4x16 shot cassettes), or 30mm(2x6 shot cassettes) micromissile launchers, or a four-shot FIM100A Black Talon launch system. However, laser-armed units far outnumber the projectile versions, as most operators prefer the near-limitless ammunition supply and speed-of-light response/time-on-target of the laser systems.
-------------
"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 »

PS-MAAC07 AntiAircraft System
“Mind the traverse; the macer may look boxy and clumsy, but in air defense mode, that turret can turn FAST. I’ve known newbies who have gotten whiplash concussions because they weren’t secured.”

The MAAC07 is an air defense system turret designed to be dropped into the turret mounting bearings of a variety of PS AFVs(the PS-MBT-07 Black Bear, PS-AFV-25 ‘Sand Demon’, PS-MBT-25 Von Stueben, PS-GEV-MBT-15 ‘Firedrake’ HoverTank. and PS-GMR-HAFV07 ‘Bruno’ Heavy Armored Fighting Vehicle). The turret can also be dropped into the convenient chassises of any remaiing/new construction IHA Iron Hammer, Iron Fist, or Iron Bolt AFVs, replacing their turrets. The turret holds a pair of 40mm rapid-fire autocannon, drum magazines for both, a pair of missile launchers, and air search and targeting sensors.
Market Cost: 1.4 million credits(ammunition costs extra)
MDC/Armor by Location:
Turret 200
Missile Launchers(2) 90 each(When clear for action)
Radar Aerials(2) 50 each
Systems of Note:
*360-degree traverse
*Radar Fire Control----Range of 50 miles.
*Targeting Computer---Provides a +3 to strike flying targets
*Radar Detection---Detects radar missions, especially target lock types.
Weapons Systems:
1) 2x40mm Autocannon---A proven and reliable weapons system; paired rapid-fire guns firing a variety of munition types.
Range: 2.6 miles
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to 15 ft blast radius
(Armor Piercing Tracer) 5d6 MD single shot
(High Explosive Tracer) 4d6 MD to 10 ft blast radius
Rate of Fire: EPCHH
Payload: 444 round drum

2) Missile Launchers(2)----Concealed in fold-out/lift-upbox launchers on either side of the MAAC turret are two anti-aircraft missile launchers. Each can accommodate ONE of the following configurations:
a) *L-SAM ‘Black Talon’ Launcher---A light weapon mount RAM(rolling airframe missile) launcher adapted for shipboard use.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-6(all)
Payload: 6 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)

b) ’SkyFlash’ Advanced Short Range Air to Air Multiple Missiles(ASRAAMM). This is simply the PS copy/adaptation of the Coalition’s own AIM-180 missile(see Coalition Navy, pg. 88). The ‘Skyflash’ is an MRM that splits in flight to unleash a pack of four smaller SRMs....a surprise that at relatively short dogfighting ranges(10-30 miles) can be devastating, filling airspace with a swarm of corkscrewing projectiles.
Range: 15 miles
Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley)
Rate of Fire: Volleys of 1-4(all)
Payload: 4 per launcher
Bonuses:+3 to strike
-------------
"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 »

Sign of the times that I’d write up something like this....
But hey, inspiration comes from unexpected sources and mind-work keeps the doldrums away, no?

PS-TMED06 ‘Wype-Lite’ TW Medical Applicator
(aka ‘Booster-lights’, ‘Death Ray’)
“Remember; these are just ONE of several measures we put into place when responding to a biohazard situation. They’re not meant as the ONLY safety measure we put into place. Don’t get overconfident just because we have booster-lights set up. Follow full suit-up and hygiene protocols. Wash your appendages going in and going out of the treatment area. Establish as many layers of defense as possible to stop our unseen enemies in their tracks, as it were. Our job is war, and we’re as much soldiers as the grunts and air-jockies in the forces.”
----GNE PubMed Safety Officer briefing EMTs

“’Are these our boomboxes?’ Ma’am...yes, yes they are. They’re our Symphony of Life ‘players. Let us set these things up and turn them on, and they wipe away fear with their magnificent light.”

“You know the big bright decon lights on the medical Cavorite floaters? The ones that can bolster the immune systems of refugees in the field and give them a better chance of surviving until they can reach better personal medical care? These things are smaller versions of those. Handier and equally effective.”

The TMED06 ‘Wype-Lite’ is a TW medical device designed with large scale health emergency situations in mind. Resembling a small boombox-sized fluorescent tube light with top-mounted carrying handle, it is powered by a swappable TW Powerstone crystal and a battery unit. The Wype-Lite incorporates a more powerful disinfecting version of the Cleanse spell, coupled with Fortify Against Disease spell, amped with several duration-sustaining magicks(such as Energize Spell), and a powerful UV lamp. The Wype-Lyte is meant to be used to perform area of effect disinfection of treatment areas(such as field hospitals, accident sites, and residences), as well as providing decontamination of personnel moving in and out of infection zones. The TMED06 is hand-carried, but can be set up on a tripod to cover building/structure access ‘chokepoints’. TMED06s have become standard equipment with GNE medical first responder units, allowing them to decontaminate quickly, as well as afford on-site bystanders some added degree of protection against pathogens.
The TMED06 proved less effective at dealing with soem of the magical plagues unleashed during the Minion War, but more effective at containing others, validating the concept. Later modifications have been added to allow the device to illuminate the presence of active and malign magic in those passing through its area of illumination(one GNE security team notably used a modified Wype-Lite to reveal the infiltration of necrowraiths into a hospital) .

Weight: 5 lbs
MDC: 15
Range: Affects a 12 ft wide area.
Damage/Effect:
(Cleanse+Globe of Daylight)(5) 60 minutes’ duration, during which anybody entering the area of the light will be cleansed and disinfected. Also adversely affects vampires and other creatures susceptible to sunlight.
(Fortify Against Disease)(8)+4 save vs disease, +1 to save vs toxins & poisons for 12 hours.
(Energize Spell)(8)---Extends the duration of the bundled spells.

Activating all the spells for a period of 60 minutes costs 21 PPE.
Special Features:
* MDC Construction
*Tripod-Mountable
*Power Source---The technological elemnts use a regular battery good for 48 hours of continuous operation(or an e-clip for a WEEK of operation), while the magical components can use a PPE clip, or can be fitted with a ‘Regenerator’ Power Stone.
PPE Capacity:(Light)----75 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, cost: 9,000 credits(more powerful PPE power sources can be swapped in/connected; the Light PPE Powerstone battery is considered ‘standard’ issue.

Note: The user can pump his or her own PPE or ISP into the device 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)

Cost: 46,000 credits, but PSMED often slashes the cost down to 32,000 credits or more(thanks to mass production and the humanitarian nature of the device)

Options:
*Sense Evil---The PPE crystal can flash red if supernatural evil entities approach within a 90 ft radius. Cost: 10,000 credits

*Sense Magic---The PPE crystal can flash yellow if active magic occurs within 120 ft of the weapon. Cost: 10,000 credits

*Cure Illness---Added to take it a step farther and CURE illness in whoever steps into the WypeLite’s cleansing light. Costs 8 additional PPE to treat one person at a time. Cost: 15,000 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
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 »

PS/Wul-TWLCF-01 FireFall TW Cannon
(Fire Marbles spell created by 13eowulf)

“It’s not a terribly ACCURATE weapon, even at maximum choke, but it is arguably a very EFFECTIVE weapon in that it shotguns blazing hell into an enemy!”

“I’d have thought that the Black Ships had better fire suppression aboard them. Look at that thing -burn-!”

This is a light cannonade-like weapon that generates and fires a burst of several contained firebolts that explode and burn on impact. It was originally designed to rain fire on vulnerable ships at sea, but has also proven effective at ‘shotgunning’ infantry formations, fortifications, and structures such as factories, supply depots, and transportation hubs.
The weapon uses a combination of the Fire Marbles and Throwing Stone spells, projected through a modified stabilized ectoplasm-lined spell-booster barrel for increased range. A variable choke feature allows the gunner to choose to concentrate the projectiles in a tight group or spread the shot for area of effect. It can be powered by a PPE PowerStone, but in a pinch can be powered by other PPE clip types, or by direct PPE infusion by the gunner.
The FireFall’s main strength is that it is a ‘continuous attack’ weapon in that it leaves a persistent effect(the violent prolonged burning of its munitions) that continues to damage and distract an enemy. The downside of the FireFall is a high PPE consumption rate per shot, that can tax a mage/PPE donor or attached PPE source. Nevertheless, the FireFall has proven popular with users, and Paladin Steel applied what it learned developing the FireFaller to other weapons, such as the -TWR13 ‘Agnitor’ rifle and its derivatives.
The FireFall cannon can qualify as an infantry-portable heavy weapon, if carried by a suitably strong enough team or individual, though it is typically mounted on a vehicle. Some water vessels carry them on rail or pedestal mounts as light antipersonnel/antimaterial weapons similar to old-style ‘falcon’ cannons. A variant of Paladin Steel’s PS-LT-47/48 carries fire-resistant armor, a Wizard-class Powerstone PPE Generator, and no less than SIX FireFall cannons.

Weight: 115 lbs
MDC: 80
Range: 4,000 ft
Damage: Generates a dozen FireMarbles that fall on a target and burst into flame; 5D4 SDC at the moment of impact, 5D4 additional SDC per melee round, for 1d4 minutes (Damage becomes MD in MDC realms). Can concentrate the fire in a 5 ft area(4d6x10 to the struck target), or spread it to cover a 12 ft wide area(Roll 2d6 to see how many marbles fall on any one target in the area)
Rate of Fire: ECHH
Payload: 43 PPE for 1 shot
Up to 48 FireMarbles(4 shots) can be stored in an attachable ‘hot box’ magazine.
Marble ammo can be for one week, but burns out within 1D4 minutes after it is activated.

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 43 PPE battery shot takes 46 PPE/92 ISP to manually recharge)

Special Features:
*PPE Clip Adapter----Developed to address the shortcoming of the Regenerator-series in that once the PPE reservoir is exhausted, the weapon is essentially useless until the crystal recharges or a mage or psychic pumps in their own PPE/ISP. This handy device clips to the cylinder, saddle-stye, and allows the weapon to draw from an attached PS- or allied-manufacture PPE clip. Note that the Regenerator cannot RECHARGE an attached empty PPE clip; the power draw is strictly one-way.

Cost: 300,000 credits for the cannon(TW Clips/generators cost extra)
Options:

*Munitions Enhancement(TW): Fuel Flame--- This add-on ‘supercharges’ the fire marbles to burn longer and spread out more; pumping an additional 3 PPE into each marble(+36 PPE per shot ) giving it a 2 ft burn diameter, and +1 to damage per melee round. Cost: 27,000 credits

*Munitions Enhancement(TW): Flare Light--- The Fire Marble burns like a flare with the application of 1 PPE per rd, illuminating a 15 ft radius for up to an hour(well after the fire has guttered out of damaging energy). Cost: 6,000 credits

*Munitions Enhancement(TW): Smoke/Ash Pot---The application of a little extra PPE causes the Fire Marble fire to sputter and gutter, generating a thick hot smoke that blinds and burns similar to the spell Cloud of Ash. 90 ft range, covers a 30 ft diameter, persists for 4 melee rounds/1 minute. PPE Cost: 3 PPE per blast. Cost: 30,000 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
89er
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Posts: 569
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

Some humor:

"I am beyond thankful for your donation of supplies to our organization but if I may ask out of curiosty? Why did you have a dwarf planet storehouse filled with species inclusive toilet paper?"

"Short summary AI uprising has not panned out at all, not my only planetoid of TP, wanted to help out with minion war. You want this donation or not?!"
User avatar
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Some humor:

"I am beyond thankful for your donation of supplies to our organization but if I may ask out of curiosty? Why did you have a dwarf planet storehouse filled with species inclusive toilet paper?"

"Short summary AI uprising has not panned out at all, not my only planetoid of TP, wanted to help out with minion war. You want this donation or not?!"


Honestly....I imagine people hiding inside their homes behind massive walls of TP cases...Maybe it has other properties besides being flushable?
-------------
"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: 47908
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/Aegis Stellar Industries PS/ASI-SCG-23‘Pillara’-class Cruiser
(aka ‘Buxomite’, ‘Udder’, ‘Double-Belly’, ‘Muthership’)

“The geners love their ship lineages, and the Pil’s just another modular monster to look out for in a long line of ‘em. Looks like a transport Laffy in long range scans, but if you go in closer, you might find youself facing double the firepower or fighter cover of a regular light cruiser. Your best bet is that the Udder wallows a bit with the extra mass and is slightly slower than the Lafs in straight accel, and if you can get out ahead of it you can try outracing it. The ussahs might have come up with this double-breasted stabber on a whim and in a hurry, but that doesn’t translate into clunker. Respect the guns, if nothing else. ”

The United Systems Alliance’s need to beef up its coordinated defense forces with heavier, and ideally locally-produced, starship units meant that demand to meet that need fell on the recognized Alliance military-industrial giants, WZTechyards and Paladin Steel/Aegis Stellar Industries(though the two were often confused as being one corporate entity). The Pillara-class cruisers were one offering from the latter corporation to bolster Alliance starfleet capabilities.
The Pillara emerged as part of PS/ASI’s ongoing efforts to more efficiently produce less expensive modular warshps that could be tailored to the operators’ needs and technologies, and more easily upgraded with newer technologies as they became available. Though this strategy proved problematic with PS/ASI’s efforts to develop a battleship from existing merchant ship designs, aspects of it showed in the long line of Javelin- and Barong-derivatives that have served GNE and the subsequent USA well. The Pillara was developed as a derivative of the successful LaFayette design, which had already spawned the Mazule, Tabar, and Voulge cruisers.
The Pillara attempts to increase the capacity of the LaFayette class by mounting not one, but TWO, modular lower hulls. Though several configurations of lateral pod and over-and-under hulls were explored, the side-by-side layout was chosen as needing less reconstruction and deck-orientation in the pods to allow for faster adaptation to the ship. The ship itself has required some modification; the forward main hull has been widened, with enlarged structural attachment points fore and aft, and an added section to the middle, lengthening the hull slightly.
Two LaFayette-style lower hull pods can be mounted side-by-side. The mountings do require some revision of the systems attachment trunks and access ways, as well as reconstruction to meet ‘right-’ and ‘left-’ hull side orientations, but these are far easier to accomplish in a shipyard than the other configurations considered.
To compensate for the added mass, the main engines have been modified as well, with an added booster section of thrusters, adding 30% more power. Though the Pillara is actually slightly slower than the baseline LaFayette, it also has stronger shield-strength than the light cruiser. The commonality of spare parts and frames with the existing LaFayette fleet has also made maintaining the new Pillaras an easier matter. Using components already produced in-house has saved the Greater New England worlds, and the United Systems Alliance, the need to subcontract anything for the new design.
The Pillara has thus far been produced in only limited numbers, larger scale production pending evaluation of those already deployed. The cruiser is seeing deployment as a support vessel for taskforces. Already the prominent twin ventral hulls have drawn some derogatory nicknames, though most crews assigned to the ships give them high marks for their versatility and ease of maintenance. Though not a paradigm-breaker of a design, the Pillara adds extra firepower and transport capability to the forces deploying it.

Type: PS/ASI-SCG-23 Pillara
Class: Medium Cruiser
Crew: 250+60 marines
MDC/Armor by Location:
Main Body 18,000
Bridge 4,000
Secondary Modular Hulls(2) 11,000 each
Main Sensor Array 900
Secondary Sensor Arrays(3) 600 each
Heavy Lasers(2) 600 each
Secondary Lasers(14) 300 each
Long Range Missile Launchers(2) 300 each
Point Defense Turrets(10) 100 each
Hangar Bay 3,000
Engines 10,000
Variable Shields( 2,000 each side, 12,000 total)
Height: 160 ft
Width: 200 ft
Length: 1,010 ft
Weight: 160,000 tons
Cargo: 3,000 tons
Powerplant: Advanced Nuclear Fusion w/ 50 years energy life
Speed:
(Atmosphere) Hover to Mach 9(transatmospheric); rarely lands
(Sublight) Mach 9.7
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.97% of light speed per melee)
(FTL) 5 light years per hour
Market Cost: Est. at 3.9 billion credits
Systems of Note:
Standard Starship Systems, plus:

*Long Range Sensors----Pillaras mount large multimedia sensor arrays identical to the LaFayettes. The sensors can pick up on vessels moving at FTL up to 25 light years away, and vessels moving through normal space up to 0.9 light years away.

*Docking Collars(3)----Three external docking collars with extending tubeways for servicing additional starships docked to the Pillara. One is mounted on each side, the third on the underside rear. If not carrying hull pods, an additional pair of ships can be docked to the underside life support core superstructure.

*Tractor Beams(4)--------Effectively each rated for 1,500 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass.
Range: 10 miles in space(NOT usable in atmosphere)(Kitsune Values: 10,000 miles in space).

Weapons Systems:
1)Heavy Lasers(2)---The main bite of the LaFayette-class is the pair of heavy lasers mounted in the forward hull. These have been retained on the Pillara.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d6x100 per blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

2) Secondary Lasers(14)---Another holdover from the LaFayette is its secondary batteries; backing the main laser cannon is a larger array of lower-powered weapons for saturation attacks. Up to six cannons can be brought to bear simultaneously on the same target in a broadside, or all 12 can engage targets in the dorsal and ventral arcs. The expanded lower hull has necessitated widening the hull ‘skirt’ to allow the lower tier of laser cannons to engage targets in the ventral arcs. It has also allowed for the addition of an extra pair of turrets.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 2d4x100 MD per single blast, 8d6x100 for six cannons firing simultaneously
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

3) Long Range Missile Launchers(2)---These launchers are also used to deploy recon drones, probes, and special ordnance.
Range: Varies by Missile Type(Long Range Missiles)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type(Long Range Missiles)
Rate of Fire: Volleys of 1-10
Payload: 120 per launcher; additional missiles may be carried as cargo, and reloaded from storage.

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

Auxiliary Craft
*18 fighters
*20 Power Armors
*3 Shuttlecraft

Options:
The big options on the Pillara are the double Secondary Hull Pods, which can be attached to the lower hull attachment points and core access galleries and outfitted for a variety of different purposes. Rather than formal variants, the SHP allows for a confusing(to enemy sensors) abundance of different configurations, though most ships will stick with one for their entire operational lives. Typically two similar pods will be mounted, but configurations of different pods are possible.
The following are the more common configurations(but not ALL of the possible pod types):

*’B’-Barracks Pod---Adds passenger capacity, housing up to 120 passengers in diplomatic comfort, or 320 troops in more spartan accommodations.

*’C’-Cargo Pod----Dedicated cargo module, adding 10,000 tons cargo capacity.

*’D’-Drive Pod----Removes hangar capacity in favor of an additional engine section, boosting the ship’s sublight speed to Mach 12, or 18 if two D-pods are mounted.

*’E’-Escort Pod---Outfitted with a complement of point defense weapons systems for use in picket and interception duties
-Point Defense Turrets(6)---Adds six more PDS turrets identical to 4) above.
-Tachyon Scatter Guns(4)
Range: (Palladium)6 miles (10,000 m) in space w/ 3 mile wide arc(cannot operate in atmosphere)
(Kitsune Values: 600 miles in space)
Damage: 2d4x10 MD per shot
Rate of Fire: EGCHH
Payload: Effectively Unlimited

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


*’G’-Gravity Gun Pod---Mounts two heavy gravity guns in place of embarked fighters(still retains the shuttles).
Range: 25 miles in atmosphere, 70 miles in space
(Kitsune Values: 70 miles in atmosphere, 70,000 miles in space)
Damage:(Kinetic Penetrator) 3d6x100 MD to 15 ft radius
(Multi-Munition Fragmentor) 3d6x10 MD to 300 ft radius
(Heavy Plasma) 2d6x100 MD to 150 ft blast radius
Rate of Fire: Three times per melee
Payload: 100 shells per cannon. Additional shells may be stored in the cargo holds and reloaded within 30 minutes(3 shells per ton of cargo)

* ‘H’-Hangar Pod----DOUBLES fighter capacity to 32 fighters.

*’I’-Ion Pod---Adds capacity for four heavy ion cannons and a dedicated powerplant in place of embarked fighters(still retains the shuttles).
Ion Cannon--(ionization rules courtesy of Henning Rogge)
Range: (Palladium) 4 miles in atmosphere, 12 miles in space
(Kitsune Values) 12 miles in atmosphere, 12,000 miles in space
Damage: 1d4x100 MD per blast,
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: Five times per melee
Payload: Effectively unlimited

*’L’-Laser Pod---Adds capacity for three more Heavy Lasers and a dedicated powerplant in place of embarked fighters(still retains the shuttles).
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d6x100 per blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

*’M’-Missile Pod--- Mounts an additional battery of long range missile launchers(identical to those mounted in the main hull) in place of embarked fighters(still retains the shuttles).
Range: Varies by Missile Type(Long Range Missiles)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type(Long Range Missiles)
Rate of Fire: Volleys of 1-10
Payload: 200 per launcher; additional missiles may be carried as cargo, and reloaded from storage.

*’N’-’Net’ Pod---A module fitted with heavy area-of-effect weaponry in place of fighters. Typically used as an anti-fighter/missile picket.
a) Heavy Tachyon ScatterGuns(4, 400 MDC each)
Range: 5 miles (2,500 m) in atmosphere, 10 miles (10,000 m) in space w/ 6 mile wide arc*
(Kitsune Values: 5 miles in atmosphere, 5,000 miles in space)
*Width are reduced to 1/4th in atmosphere
Damage: 1d6x100 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
b)Heavy Rail Guns(2, 500 MDC each)
Range: 40 miles in atmosphere, 80 miles in space
(Kitsune Values: 40 miles in atmosphere, 40,000 miles in space)
Damage:(Exploding/Fragmenting Fletchette): 5d6x10 MD to anything caught in a 120 ft wide cone/’cloud’----Targets are -2 to dodge the ’shotgun spread’
(Penetrator): 2d6x100 MD
Rate of Fire: Four times per melee
Payload: 100 rds per cannon, reloading from the cargo hold takes 1d6 minutes( 200 tons ammunition storage, 1 ton of cargo per 12 rounds)


*’O’- Medical Pod(aka ‘OR’)---Flying field hospital with a capacity of caring for up to 200 patients at a time. Includes 6 fully equipped operating rooms, recovery wards, laboratories, and hangar capacity for 6 shuttles(no fighters).

*’P’-Planetary Assault Pod---This pod carries the launch systems for freefall kinetic and explosive weapons meant to be deployed against surface targets(the ‘superbomber’ concept). Can typically carry up to 8,000 tons of deployable ordnance, such as the following:
a) Kinetic Bomb---Fairly typical 2 ton ‘rod from god’ high density kinetic penetrator
Range: Orbit to Surface
Damage: 2d6x100 MD; effective blast radius of 120 ft. Can penetrate up to 400 ft into solid rock, dropped from orbit.

b) Light Kinetic Penetrator Module ---Works similar to a WWII ‘Earthquake Bomb’. Kinetic weapons have the advantage of leaving little or no radiation to contaminate a battlefield or potential postwar acquisition. The LKP module actually carries three separate RVs on a maneuverable ‘bus’ stage, allowing three separate targets to be hit, or a single target to be bracketed. Each RV does 1d6x100 MD to a 100 ft radius and can penetrate up to 250 ft of loose soil(100 ft of rock or concrete)
Weight: 4 tons

c) Heavy Kinetic ‘Smasher’--- A single-shot warhead(no multiple warheads) weighing 12 tons. Hits with considerably greater velocity and kinetic energy. Does 1d6x100 MD to a 90 ft radius, and does DOUBLE damage to any fixed-foundation structures in a 200 ft radius, due to ground shock.

d) Heavy ‘MaxSlap’ KEW-----Designed to be ‘lobbed’ for maximum kinetic impact, the super-heavy bomb does 1d8x1,000 MD to 250 ft blast radius, and can penetrate up to 500 ft of earth(300 ft of rock or concrete), for attacking bunkers or undercutting larger structures.
Weight: 21 tons

e) Fuel Air Explosive Munition---A single warhead(no multiple warheads) non-nuclear area of effect weapon that disperses a cloud of volatile fuel droplets in a mist over the target area, then ignites it in a rapidly propagating explosion. Besides thermal damage, the real damage from this weapon comes in the massive overpressure shockwave that it creates, capable of forcing its way into open ducts and vents, and imploding vehicles and bunkers. Also known as a ‘Daisy Cutter’, it is often used to simultaneously secure and clear landing zones of obstacles(both sentient and material). The heavy FAEM can do 4d6x10 MD to a 500 ft radius, plus 3d6x10 MD to everything else in a 3,000 ft ft radius. Those caught within the blast radius are also likely (01-88%) likely to be bowled over by the blast and stunned, if not worse....
Weight: 15 tons

f) ElectroMagnetic Pulse Weapon---Designed to knockout unprotected electronics and power distribution networks, exploding at high altitude for maximum effect. Up to four of these weapons can be carried on a common ‘bus’.
Damage: 5d6x10 MD to 100 ft blast radius
EM effects: Used against unshielded power grids(such as cities and towns), the particle blast has a 99% chance of knocking down electrical systems, including vehicles, in an 100-mile radius of the point of detonation. Unprotected computers and other hardware not protected by surge protectors, and hooked into the common power grid, may still be affected up to a hundred miles or more away by power surges through the power lines.
The EMP is less effective against shielded systems such as those on space structures(25%) and military systems(10% for surface military vehicles), which are hardened against radiation.
Weight: 1 ton ‘bus’

g) Heavy Nuclear ‘SunBombs’---These are the heavy PS/ASI-made weapons used exclusively by their forces. They are rarely used against inhabited/habitable worlds(used against exclusively military targets).
Weight: 10 tons
Range: 1,000 miles(4,000 miles in space)
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius

h) X-Ray Laser Bombs
Weight: 10 tons
Range: 1,000 miles(4,000 miles in space)+laser range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+laser range
Damage: 1d4x1,000 MD laser blast; range 70 miles(Kitsune Value: 70,000 miles). Laser-reflective armors do NOT halve X-ray laser damage.---One-shot weapon that destroys itself in the process of firing.
Advanced models can target as many as 10 separate targets within range simultaneously.

i) Plasma Jet Bombs(aka ‘Casaba Howitzer’, or ‘Sunspot Bomb’)---A cousin of the X-Ray Laser Bomb and predecessor to the Plasma Torpedo, the Plasma Jet Bomb is essentially a shaped nuclear charge, generating a conical wave of super-excited plasma and radiation. The Plasma Jet Bomb lacks the range and multiple target engagement capability of the laser mine, but because it doesn’t expend all its force in all directions, it can produce higher damage than a regular omnidirectional plasma warhead.
Weight: 10 tons
Range: 1,000 miles(4,000 miles in space)+plasma range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+plasma range
Damage: 1d6x1,000 MD plasma blast; range 30 miles(Kitsune Value: 30,000 miles), in a cone 30 degrees wide. The radiation also has a 60% chance of blanking out the target’s sensors for 1d6 melees---One-shot weapon that destroys itself in the process of firing.

j) TW Weapons---Based on the work done between Paladin Steel and its allies, strategic TechnoWizardry weapons are a safer, more ‘morally acceptable’ alternative to vaporizing enemy cities with nuclear weapons. TW warheads also have certain advantages against magic-vulnerable opponents. They are also lightweight, allowing more of them to be carried and deployed.
The downside is that strategic TW weapons are hellishly expensive in both the crystal matrices needed to hold the weapons-grade spells, and the high-level mage talent needed to produce and empower them.
Still, PS produces and deploys a wide variety of these weapons, just in case.
Weight: Each RV ‘bus’ weighs 1 ton.

j1)TW Disharmonize---Actually more of an airburst weapon that deploys thousands of small individual grenade-sized TW ‘skeet’ warheads over a wide area, that fall to an appropriate altitude for maximum effect, then explode, causing no initial physical damage, but sowing massive chaos throughout both military forces and civilian populations. Tremendously expansive in terms of magic energy investment, and relatively short-term in its effects, it nevertheless can be an effective weapon in disrupting an enemy’s defenses in advance of a raid or troop landing.
Each MIRV can carry up to 200 ‘skeets’ each
The carrier shell is designed as an airburst weapon(300-1,000 ft up), with the dispersal charge firing the skeets out on wide arc frisbeeing trajectories to cover a maximum area of effect. Each submunition skeet affects a 500 ft radius(some overlap is unavoidable), and effects last 50 minutes. Everyone caught in the area of effect must save versus magic or else lose HALF their attacks per melee, lose initiative, and be -20% to perform all skills. Furthermore
The beauty of this weapon is that the mage-munition officer or loader, if one is available, can , simply by touching the shell before loading and launching, and uttering a safing incantation(Magic telepathy or psionic telepathy will also do the trick), fuze the weapon to affect ONLY enemy soldiers...KNOWN allies are UNAFFECTED by the magic! Of course, if no such trained combat mage or psychic is available , then the ‘generic’ shell will affect EVERYONE in the area of effect.
Needless to say, however, at 150 PPE per submunition, these weapons are awfully expensive.

j2) TW Magma Weapon(RV)---Modified River of Lava spell, that creates a pool 450 ft in diameter instead, that lasts 15 minutes. If deployed in shallow water it lasts only 7 minutes and does HALF damage, but creates huge bubbles, kills local sea life, and produces a massive cloud of superheated steam that blinds anyone on the surface, fouls up thermographic imaging systems, and creates a belching sonar static that can screw up passive sonar systems in the area.

j3) TW Tsunami Weapon(RV)---Designed for attacking coastal targets,this weapon deploys up to 5 independently targeting RVs that each generate a tidal wave.
Each warhead creates a tidal wave roughly 150 ft high, 3,000 ft long, lasts 15 melees, reach as far as 450 ft inland, and does 4d6x10 MD per melee. Also has a 75% chance of capsizing any ships it catches.
Note: This weapon is INEFFECTIVE unless aimed at a sizable body of water, such as an ocean, large lake, or deep river.

j4) TW Hurricane Weapon(RV)----Ocean-attack weapon, but can also be used against large lakes. Each MIRV creates a massive sea storm that covers a 120 ft area, 100-150 mph winds, and 30 ft high waves. Does 3d6x10 MD per melee to large structures, and 1d6 MD to anyone caught out in the open. Effects last 15 minutes.

j5) TW Maelstrom Weapon(RV)---Another ocean-attack weapon, for attacking shipping and submarine warships/installations. Like the Tsunami Weapon, the ‘bus’ can deploy up to 5 independently targeting RVs that each generate a sizable whirlpool in any large body of water they are aimed at.
Whirlpools are 120 ft wide, lasts 15 minutes, and does 1d4x10 MD to anything caught in its center, 2d6x10 MD per melee to large ships, and 1d6x100 MD to hem if they get submerged or if the whirlpool ‘breaks the ship’s back’.

j6) TW Earthquake Weapon(RV)---Each warhead acts as a 15th level Elemental Earthquake spell; 3500 ft area of effect, doing 2d6x100 MD per melee, for fifteen melees. Generates a fissure 900 ft long, doing damage to everything within 600 ft on either side of it. A full spread of Earthquakers can destroy a county.

j7) TW Stormfront Weapon(RV)---Airburst warheads that unleash multiple Tornadoes(one per warhead), and an accompanying Summon Storm, all equivalent to the 15th level Elemental Warlock Spells.
Tornadoes are 100 ft in diameter, last 15 minutes, and do 3d6x10 MD per melee to anything caught by them, and an additional 2d6x10 MD to anything hurled out. Wood, clay, and stone structures take 4d6x10 points of damage(SDC or MDC), and trees are uprooted in one melee round. The tornadoes will also randomly wander about in a half-mile area before dispersing.
The storm element creates a drenching, obscuring downpour that drops 4 inches of rain per hour, does 1-6 points of structural S.D.C. per half hour, immobilizing floods, and reduces visibility to near zilch; storm covers a 14 mile area, and lasts 7 hours

Rate of Fire: Volleys of 1-20
Payload: 80 free-fall RVs. Additional RVs may be carried as cargo(


*’S’-Sentry Pod---Holds an advanced long range sensor system. The ship can now pick up on vessels moving at FTL up to 30 light years away, and vessels moving through normal space up to 1 light year away. Mounting two S-pods does not increase sensor range, but does provide redundancy, though most operators will pair the S-pod with another type of pod, typically a hangar module.

*’T’---Tender Pod---Designed to work with the module-equipped Sunchaser- and Windfola-class corvettes. This pod is an open-framework holding additional modules(up to 30) to swap out with the smaller ships, and the apparatus needed to do it in the field.

*’U’---’Universal’ or ‘Unknown’ Pod----A dedicated science pod with dedicated laboratory facilities. Can be variously outfitted for astronomical or planetary sciences studies, including quarantine facilities for medical research. Has onboard living facilities for up to 30 research staff, although in the more extensive/secured research configurations, the scientists may live entirely in the main hull of the ship, and direct automated systems in the science pod. Some variants on this pod can be detached and deploy station-keeping thrusters and external solar panels and antennae to act as free-flying mini-space stations.

“Y”-Pod---Special designation given to a ventral hangar or drop-pod holding a large submersible vehicle that can be deployed from the LaFayette. Reports that several examples have been used to deploy combat submarines on worlds of the TGE contested by the FWC, or Golgan worlds (especially those contested by nationalist movements) remain unsubstantiated.


Variants:
The Pillara is so new(and modular) that no variants have yet emerged. The only variant under discussion is an up-engined model that would double the size of the engines and potentially boost normal space speed to Mach 10, but some fleet architects in the USA are contesting the economics of such a variant, arguing that for the price of a double-engined Pillar variant, two regular LaFayettes could be produced.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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PS-LPB-09 ‘Lifeguard’ Light Patrol Boat
(aka ‘tumblekeg’, ‘driftover’)

“You don’t have to drive out to the deep water to find excitement; plenty to be found close to shore. That’s the problem; you need shallow-draft craft to handle situations like that. TOUGH shallow-drafters, because between possible teeth and claws from the deep, and the teeth and claws of a rugged shore, you’re going to want as much protection as you can get.”

PS-LPB-09 ‘Lifeguards’ are small rugged patrol boats used for harbor, in-shore, and inland waterway security and utility work. Some larger vessels even use them as lifeboats(and given their design is drawn from the best of long and esteemed lines fo Coast Guard lifeboats, this is entirely appropriate). Though not meant as long range seaboats, they are built rugged enough to be able to handle rough surf and waves, and survive multiple capsizings, earning them the nickname ‘tumblekegs’.
The stubby little craft are built using PS’s ‘one piece’ molding system, out of tough waterproof megadamage composite materials. The design features sealed floatation chambers, and redundant watersealing around the mechanicals and electronics. The design is self-righting, and uses proven and reliable systems.
LB-09s are not designed for combat, though a few (surprisingly) heavily-armed variants have been produced(making extensive use of technowizardry to compensate for the design shortcomings). Paladin Steel has produced hundreds of these small motor vessels to stock coastal life stations and the design has begin appearing offworld in Greater New England’s colonies. The LPB-09 is also for sale on the open market, with a variety of powerplants and electronic suites.

Type: PS-LPB-09 ‘Lifeguard’
Class: Light Patrol/Rescue Boat.
Crew: 2-6, up to 14-20 under cramped conditions.
MDC/Armor by Location:
Main Body 200
Height: 9 ft
Width: 9 ft
Length: 36 ft
Weight: 9 tons
Cargo: Can carry a maximum of 2,000 lbs of gear
Powerplant: Liquid Fuel, Electric, Nuclear, or TW
Battery/Fuel Cell-Electric(w/ 900 mile range), Nuclear(5 year energy life), or TechnoWizardry
Speed: (Water) 35 MPH
Market Cost: 400,000 credits for LF, 600,000 credits for Electric, 2.8 million credits for Nuclear with a 5 year energy life, and 1.8 million credits for TW

Systems of Note:
*Radio--- 100 mile range
*Sonar---5 mile range
*Depth-finder
*Heated Cabin
*Emergency Air Filter/Recycler(good for 6 hours)
Bonus: The shape and construction of the ‘tumblekeg’ actually gives it a +1 to Roll with Fall, Punch, or Impact.
Weapons Systems: None standard, but 1-2 pintle-mounted heavy rifles/light rail guns/grenade launchers can be fitted(see Variants)

Options:
*Water Pump/Spray Cannon
Range: 200 ft
Damage: Varies. Filled with water, and used against vampires, it does 1d6x10 HP per burst/blast. The water blast also has enough pressure to knock human-sized targets off their feet; 1d6 SDC, and 80% chance of knocking humanoids off their legs and back 1d4x10 ft(lose initiative and 1 APM getting back up)
Rate of Fire: EGCHH
Payload: Can draw directly from bodies of water. An onboard tank can also be fitted, with 200 gallons’ capacity.
Cost: 20,000 credits

*Life Sensor---Available to Rifts Earth courtesy of tech-trade with the Three Galaxies. Detects and identifies lifesigns. Some consider it the ultimate fish-finder. 500 ft range. Cost: 120,000 credits

*Chemical Sprayer---Typically used to dump animal repellents into the water. Sample chemicals:
-*Ink Cloud---Dumps a water-absorbent powder that quickly gels into a thick suspension that blocks light, clogs gills, and fouls sonar. Though not as potent as the Kittani gill-clog material, it’s still fairly effective at choking off gill-breathing pursuit.
-*’Fizz’ Cloud---In the alternative the system can be used to dispense a ’Fizz’ Sonar Defense. This flushes foaming chemical compounds out into the water surrounding the boat. This has a multifold purpose; though it clearly shows up on sonar due to the alka-seltzer-like noise, the persistent cloud of bubbles makes it much more difficult for sonar to get an exact lock on the ‘bot behind the bubbles. Furthermore, many sea creatures are hesitant to cross the cloud of bubbles.
Range: (Ink) Covers a 40 ft area. Depending on water conditions, the cloud can persist for 1d4 minutes.
(Fizz) Roughly 60 ft in diameter. Depending on water conditions, the cloud can persist for 1d6 melees.
Damage: (Ink) Those caught in the cloud are effectively BLINDED; -5 to strike, parry, dodge, and entangle The particulate nature of the material makes sonar systems less effective as well; -60% to attempts to use sonar reading through the cloud. Gill-breathers must roll a 16 or better or be -6 on initiative, -6 to strike, parry, and dodge, and reduce Speed, melee attacks, and skill performance by -50%. Upon exiting the cloud, penalties are reduced by HALF, but persist for 1d6 minutes.
(Fizz) 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.
Rate of Fire: Once per melee
Payload: An onboard tank can be fitted, with 200 gallons’ capacity.
Cost: 9,000 credits. 190 credits a shot of ink chemical, 200 credits for the fizz chemical.

*Deep Flare/Acoustic Countermeasure Launchers-------Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike, plus acoustic-homing weapons will break target lock to attack the decoy.
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate 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 or 2
Payload: 10 per launcher.
Cost: 9,000 credits for the launch system. Individual decoys cost 200 credits each.

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


Variants:
*PS-LPBROV-09---Semi-autonomous robot-piloted version. LPBROV-09s feature extra sensor systems(in the form of a 360-degree optical-video ‘crown’ reminiscent of that carried by Triax DV-15 Sentry-Bots, as well as several below the waterline) and a modified SAILOR(Subsidiary Artificial InteLligence Oceanic Robotics) AI linked to the helm. LPBROV-09s are sometimes used as fireboats, acting in concert with manned command boats, to combat fires and HAZMAT situations in sensitive ports, and they are also dispatched to search wreck/crash areas, especially if it is suspected that there are dangers in the water. Occasionally, they may be even ‘crewed’ by additional robots like the PS-R-DWB-01 ‘Dweeb’ or PS-R-10 ‘Danbot’ Domestic Work Robots, or even the tougher PS-Rb-02 Magnus.
Changes/Modifcations:
Systems of Note:
*Basic Robot Optical
*Basic Robot Audio
*Motion Detector-----500 ft range. Also tracks current flow.
*Sonar-----5 mile range
*Inertial Compass
*Wind Sensor
*Voice Synthesizer---The SAILOR’s voice can be selected by the buyer. A variety of preselected speech-pattern packages are available, the most popular being ‘Obedient Robot’, ‘Sexy Mermaid’, ‘Salty Old Sailor’, and ‘Eager Midshipman’.
*SAILOR(Subsidiary Artificial InteLligence Oceanic Robotics) AI---Programming:
*Pilot Water Vehicles Motor 86%.

*Pilot Related----Read Sensory Instruments, Navigation(Water), both at 94%.

*Communications---Radio:B asic 94%

*W.P. Spray Cannon---- +2 strike

Actions/Attacks Per Melee: 4
Initiative +1

*PS-LPB-09(TW)---Technowizardry-reworked variant meant as a point defense and patrol boat. LPB-09(TW)s use various TW enhancements and magic weapons systems to make the normally stodgy watercraft a miniature warship in its own right. LPB-09(TW)s have appeared as defense launches around mystic islands and water-surrounded residences.
Changes/Modifcations:
Powerplant:
Supplemental PPE Powerstone Generator(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus-----2 million credits
Systems of Note:
*PPE Sensors---Scaled down ORACLE system; The ship has sensors which the give the ability to detect active magic. Requires no P.P.E. to activate. Range: 3 miles.
Weapons Systems:
1) TW Heavy Weapons Mounts(3)---The LPB-09(TW) mounts three points for heavy TW weapons; one in the prow, one on the foredeck, and one on the aft deck behind the wheelhouse.
a) TK-80 Heavy Machine Gun
Range: 4,000 ft
Damage: 2d4 MD single shot, 3d6 MD 5-shot burst, 5d6 MD 10-shot long burst, and 2d6x10 MD 50-shot full-melee burst.
Rate of Fire: ECHH
Payload: PS-made TK-80s can use PPE clips similar to the Stormspire weapons(260 shots total) or can be linked to another PPE source/generator(1 PPE point for 1 TK shot).

b) TK Grenade Launcher---Looks like a classic Civil War bombard or mortar(though sometimes can appear as a maganol catapult or ballista), but is actually more akin to a grenade launcher that can fire TW Grenades. Drop in the grenade with a special fusing mechanism attached, then fire the cannon to loft the grenade to the target.
Range: 4,000 ft
Damage:(Varies) Use the TW grenades from Rifts: Book of Magic
Rate of Fire: Twice per melee
Payload: 3 PPE for 1 shot

c) TW Water Arc Firfighting Cannon--- Uses a modified Water Spout spell to create a sustained stream of water flowing from the water the boat is floating in to deluge a target.
Range: 300 ft
Damage: Does 3d6x10 HP per melee to vamoires. The water stream is powerful enough to have a 80% chance of knocking humanoid-sized targets off their feet.
Rate of Fire: Can be kept up for 20 minutes per activation.
Payload: 6 PPE for 20 minutes’ duration

d) TW Lobber---Similar in appearance to the TK Grenade Launcher, but more akin to a scaled-up PS/Wul- TWR13 ‘Agniter’ Fireball rifle in that it creates its own ammunition via magic energy-to-mass conversion. Can fire one of several different kinds of magic ammunition:
Range:(IceBall)5,000 ft
(Fireball) 4,000 ft
(Barrage) 4,000 ft
(Meteor)5,000 ft
Damage:(IceBall)2d6 MD on impact, then explodes, 60 ft blast radius, shedding hundreds of icy shards. Human-sized objects caught in its way will get hit with 1d6 shards, each doing 2d6 MD. Fighter- and Robot-sized targets (16 ft or larger) will get hit by 1d4x10 shards. Ships and targets 50 ft and larger will get hit by 2d4x10 shards. Victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative. The Ice Ball has 70 MDC.
(Fireball) 5d6 MD at impact, plus does 5d6 MD per melee for 1d4 minutes.
(Barrage) 1d6x10 MD, plus all other effects as described for the Barrage spell.
(Meteor) 1d6x10+20 MD to a 40 ft radius
Rate of Fire: Three times per melee
Payload: Effectively Unlimited; limited only by the available PPE to generate new ammunition;
(IceBall)25 PPE per shot
(Fireball) 20 PPE per shot
(Barrage)13 PPE per shot
(Meteor) 38 PPE for 1 shot

e)PS/Wul-TWLCF-01 FireFall TW Cannon(Fire Marbles spells created by 13eowulf)----Scaled-up version of the PS/Wul- TWR13 ‘Agniter’ Fireball.
Range: 4,000 ft
Damage: Generates a dozen FireMarbles that fall on a target and burst into flame; 5D4 SDC at the moment of impact, 5D4 additional SDC per melee round, for 1d4 minutes (Damage becomes MD in MDC realms). Can concentrate the fire in a 5 ft area(4d6x10 to the struck target), or spread it to cover a 12 ft wide area(Roll 2d6 to see how many marbles fall on any one target in the area)
Rate of Fire: ECHH
Payload: 43 PPE for 1 shot
Up to 48 FireMarbles(4 shots) can be stored in an attachable ‘hot box’ magazine.
Marble ammo can be for one week, but burns out within 1D4 minutes after it is activated.
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 43 PPE battery shot takes 46 PPE/92 ISP to manually recharge)


2) TW Rocket Launcher---Mounted atop the wheelhouse is a rack for firing TW rockets; 9 TW mini-missiles or 6 heavier rockets. These can be manually reloaded from stores in the hull.

3) Lateral Pivot Mounts(2)---Mounted on either side of the rear deck are two pivot mounts for light weaponry, typically energy rifles, grenade launchers, or light rail guns, but they can be fitted with TW weaponry(light TK machine gun, TK energy rifles, etc.) as well.

4)Optional) Side Racks----Can carry over-the-side deployable racks for 3 mini-torpedoes per side, or 10 microtorpedoes. Or can carry an ABA Type-1 Wrasse or ABA Type-2 Cudda drone.

TW Features:
*TW Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.

*TW Muffler---PS engineers originally experimented with the Sound Sponge spell, but foud it defeated even the ship’s own passive sonar. Instead, they got the best results from the existing TW Sound Cloaking System, allowing the boat to go completely quiet; 10 PPE for 5 minutes’ duration.

* Invisibility: Superior---Many a pirate has complained about not seeing the Greater New England Coast Guard ‘until they were virtually on top of us’, thanks to this gimmick. However, an alert lookout may still be able to see the wake generated by the invisible boat. 20 PPE per 3 minutes’ duration.
-------------
"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: 47908
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/Aegis Stellar Industries PS/ASI-SFG27 Spencer-class Interstellar Frigate
(aka ‘Chisholm’, ‘Comstock’)
“The United Systems Alliance isn’t just signing up new worlds to make headcount. They mean to defend every one of their member systems, or so their PR is proclaiming. That sounds rather ambitious...maybe too ambitious, and smacking of bravado. Some of the more cynical analysts in CAF intelligence figure the ussa will fold and start triaging systems if they ever faced invasion by a REAL threat like the Splugorth or the Kreeghor, rather than lose everything trying to defend everything. According to other sources we’re developing, though, their shipbuilding programs suggest they’ll make a damn good go at protecting their space and making any invader pay for every astronomical unit. They’re building lots of light combatant units and missile platforms and posting them all over their frontiers. Hopefully they won’t have to ever put them to the test against massed capital units, but in the meantime they’re doing yeomen service against the pirates in their sectors.”

“Looks like a hauler, kicks like a cruiser. You’d think word would spread about picking on ussa systems and ussa shipping and the hidden guns waiting in them, but there seems no end to oppportunists willing to come take their chances pirating on the Rim. And the Alliance is willing to oblige them by making their learning curves high and their life spans short.”

“The Spence is a good ship, but of course it has a few shortcomings. Sensors are little better than a regular frigate’s, so long range warning, especially out on the frontier, can be problematic. It’s a good idea to carry a few scoutships in the hangar bays, pair up with another vessel with long-listeners, or link to a satellite sky-search net.”

The Spencer-class FFG is a derivative of Paladin Steel/Aegis Stellar Industries’ Ranger-class ‘task ship’ light cruiser. Though the GNE/Five Star aerospace forces have made the Assegai- and the LaFayette-class light cruisrs their workhorses, the nearly explosive growth in membership numbers of the United Systems Alliance has led to a proportionate growth in the demands on the shared military services. As many of the worlds of the USA are at risk, or lack the resources or infrastructure to develop their own aerospace military forces, PS/ASI has had to create a variety of easily produced and easily maintained ship designs that can provide USA member worlds with at least basic protection. The wide regions of space that need to be covered, especially with regards to trade and supply lanes also impose a burden on available forces, so new vessels had to be built to patrol the traffic routes and fend off pirates.
Q-ships and mercantile cruisers are a common USA tactic to defending against pirates, and the Spencer-class follows that practice. The Ranger-class cruisers earned their stripes as ‘stealth’ vessels posing as regular freighters to get around unnoticed or overlooked, and that worked out very well for their operations. Though not as heavily-stealthed in that regard as the Rangers, the Spencer-class does try to emulate similar medium transports in its appearance and sensor profile, but without the high price tag associated with the Rangers.
The Spencer is slightly shorter than the Ranger, and resembles a standard spine-and-engine-bloc freighter design with attached modular cargo bays running its length. Two flanking secondary engine nacelles suggest extra maneuvering capability to manhandling oversized external loads.
In reality, the forward protruding length of ‘spine’ conceals a sensor array, and over-and-under heavy axial laser cannon and massdriver cannon. The bridge is actually buried farther aft, in the ‘cargo sections’, of which the first third hold small craft bays(three times the size of the BlackJack’s), and the rest crew housing and support systems. Though not considered to be a ‘stealth’ vessel, the Spencer commonly operates such that it is often mistaken on long range scans for a civilian transport.
Spencers lose most of the Rangers’ surface-attack weaponry in favor of antispacecraft capabilities, though their large hangar bays mean that they can be used to carry fighter-bombers or assault shuttles. Some operators use them as dedicated fighter carriers, but most use the extra hangar capacity to accommodate rescue shuttles and lifepods for deep space rescue operations.
Another criticism of the Spencer design is a lack of missile weaponry; many Rim crews like to keep opponents at ballistic missile range and feel that the Spencer is suicidally armed for knifefighting(the massdriver missile launcher system being a potential write-off if the axial weapons are damaged and disabled). For this reason, many operators of the Spencer carry missile-armed fighters/cutters, or convert one of the hangar bays into a missile launcher. PS/ASI has responded by to these concerns by producing a missile-frigate variant of the Spencer, but some users still dislike the approach of ‘either-or’ with regards to balancing small craft capacity and missile strike capability.
Spencer-class frigates are becoming a common sight in star systems affiliated with the United Systems Alliance.

Type: PS/ASI-SFG27 Spencer
Class: Interstellar Frigate
Crew: 100+25 man marine contingent+50 man aerospace complement
MDC/Armor by Location:
Main Body 12,000
Bridge 3,000
Hangar Bay 2,000
Auxiliary Engines(2) 3,500 each
Variable Forcefield 1,800 per side, 10,800 total

Height: 200 ft
Width: 300 ft
Length: 650 ft
Weight: 165,000 tons
Cargo: 3,000 tons
Powerplant: Nuclear Fusion, w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 9
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) 5 light years per hour
Market Cost: 420 million credits
Systems of Note:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars
*Laser Targeting-------250,000 miles
*Communications Suite:---Long Range Radio and Video
* Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 50,000 miles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.

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

*Passive Stealth Systems----The Spencer uses passive stealth systems to reduce its sensor signature by as much as 40%, but in order to achieve this, the ship cannot be under acceleration, and its engines must be running ‘cold’.
*Tractor Beams(2)----Effectively each rated for 2,000 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. One emitter is mounted at the hangar bay, the other in the prow.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).
Weapons Systems:
1)Heavy Laser(1)--- The Spencer uses a heavy laser cannon of the same type produced for the LaFayette-class light cruisers.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d6x100 per blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

2) Heavy Massdriver Cannon(1)---Mounted under the main laser cannon is a co-axial massdriver. Besides firing slug-style KEWs, the MC can fire fragmentation rounds, nuclear shells, and even missile-bundles, adding great versatility to the vessel.
Range: 30 miles in atmosphere, 90 miles in space
(Kitsune Values: 90 miles in atmosphere, 90,000 miles in space)
Damage:(Kinetic Penetrator) 3d6x100 MD to 30 ft radius
(Multi-Munition Fragmentor) 3d6x10 MD to 300 ft radius
(Heavy Plasma) 2d6x100 MD to 150 ft blast radius
(Missile Cluster)---This fires, albeit at a slower rate of acceleration, a ‘bus’ carrying a volley of missiles. Once clear of the ship, or after a suitable interval, the missiles light off and continue under their own guidance and propulsion. The Spencer can fire volleys of 12 mini-missiles, 6 short range missiles, 3 medium range missiles, or one long range/cruise missile in this manner.
Rate of Fire: Three times per melee
Payload: 100 shells per cannon. Additional shells may be stored in the cargo holds and reloaded within 30 minutes(3 shells per ton of cargo)

3) Secondary Laser Battery(4)---Four medium-rated laser cannons give the Spencer’s main weaponry a backup.
Range: 10 miles in atmosphere, 40 miles in space
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage:2d4x100 MD per single blast,
Rate of Fire:Twice per melee
Payload: Effectively unlimited

4) Rail Guns(4)---KEW cannon. PS/ASI has modified the rail guns to also be able to fire fragmentation rds.
Range: 10 miles in atmosphere,40 miles in space
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage:1d4x100 MD per 80 rd burst
(Exploding/Fragmenting Fletchette): 2d4x10 MD to anything caught in a 120 ft wide cone/’cloud’----Targets are -2 to dodge the ’shotgun spread’
Rate of Fire:ECHH
Payload: 32,000 rds(400 bursts) per cannon

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

Auxiliary Craft:
4 Shuttles
12 Aerospace Fighters


Variants:
*PS/ASI-SFGM27---Missile frigate conversion, that converts most of the hangar space to accommodate several large missile bays.
Changes/Modifications:
Weapons Systems:
6) Missile Bay---- Can hold 8 cells, each of which can hold and fire 160 mini-missiles, 80 short range missiles, 40 medium range missiles, 20 long range missiles, or 12 cruise missiles each
*Remove Aerospace Fighter complement.

*PS/ASI-SFGM27B---(aka ‘Black Pepper’)Missile frigate conversion, going further than the SFGM27, that converts ALL of the hangar space to missile bays armed with ordnance off the PS/ASI Orion II System Monitors. Fleet action analysis showed that the nuclear pulse cruisers showed up too easily on military grade sensors, and thus well-equipped raiders tended to avoid the monitors and their ‘nuclear spam’. By outfitting a ‘low-end’ system patrol frigate with an unexpected nuke-spam capability, especially if it was mistaken on long range sensors as a transport, the United Systems Alliance is experimenting with ‘bloody nose’ tactics(making it costly for larger polities to invade USA space). As the few ‘Black Pepper’(so named in reference to ‘pepperbox’ personal defense weapons) conversions are still in the experimental deployment phases and have yet to see any action, it remains to be seen how effective the concept works.
Changes/Modifications:
Weapons Systems:
6) Heavy Missile Batteries(2)----Originally designed for the Orion II , these heavy missile banks can fire heavy long range or cruise missiles in adition to 20-megaton ‘blaster’ warheads.
Range: Varies by Missile Type(see below)
Damage: Varies by Missile Type(see below)
Rate of Fire: Volleys of 1-50
Payload: 250 missiles per launcher array, 500 total

a) Long Range Missiles
Range: Varies by Missile Type(x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type

b) Cruise Missiles
Range:Varies by Missile Type(x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type

c) Heavy Nuclear ‘SunBombs’---These are the heavy PS/ASI-made weapons used exclusively by their forces
Range: 1,000 miles(4,000 miles in space)
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius

d) X-Ray Laser Bombs
Range: 1,000 miles(4,000 miles in space)+laser range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+laser range
Damage: 1d4x1,000 MD laser blast; range 70 miles(Kitsune Value: 70,000 miles). Laser-reflective armors do NOT halve X-ray laser damage.---One-shot weapon that destroys itself in the process of firing.
Advanced models can target as many as 10 separate targets within range simultaneously.

e) Plasma Jet Bombs(aka ‘Casaba Howitzer’, or ‘Sunspot Bomb’)---A cousin of the X-Ray Laser Bomb and predecessor to the Plasma Torpedo, the Plasma Jet Bomb is essentially a shaped nuclear charge, generating a conical wave of super-excited plasma and radiation. The Plasma Jet Bomb lacks the range and multiple target engagement capability of the laser mine, but because it doesn’t expend all its force in all directions, it can produce higher damage than a regular omni-directional plasma warhead.
Range: 1,000 miles(4,000 miles in space)+plasma range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+plasma range
Damage: 1d6x1,000 MD plasma blast; range 30 miles(Kitsune Value: 30,000 miles), in a cone 30 degrees wide. The radiation also has a 60% chance of blanking out the target’s sensors for 1d6 melees---One-shot weapon that destroys itself in the process of firing.

f) PS Long Lance IV---The Long Lance IV is the next generation heavy anti-spacecraft missile from PS, and was developed after the abysmal failure of most of the launched Long Lance IIs to reach the target during the Dreadnought Crisis . This SLBM-sized weapon is smarter, heavier, and carries its own ECM and countermeasures decoy launchers to give it a better chance of penetrating a target’s defenses.
Range: 1,500 miles(6,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Bonuses/Special:
*ECM----The missile has its own expert system and EW transmitters for jamming enemy radar, as well as evading their sensors. The missile is -6 for guided weapons to strike. 60% chance of evading radar detection to begin with.
*Flare/Chaff Launchers(1, 6 bundles)
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 150 missiles per launcher array

g) Decoys---Decoy or ‘noisemaker’ warheads are also often used to increase the difficulty of successful missile interceptions, by confusing sensor returns and jamming radar and lidar accuracy. Although this does mean few ‘live’ warheads can be carried to make room for the decoy rounds, against technological opponents the ‘fakers’ can increase the changes of successful volley penetration.

*Remove Aerospace Fighter/Small Craft complement. Still retains lifeboats.

*PS/ASI-SFG27DM----(aka ‘Mailbox’) Dedicated non-FTL variant, meant for planetary/system defense. The FTL drive is removed, exchanged for additional thrusters(Mach 10), and beefed-up shields(4,000 per side, 24,000 MDC total). Popular with local planetary governments because the pricetag is slightly less, but unpopular with crews, who feel the lack of FTL and microjump capability sharply reduces their maneuverability. The PS/ASI-SFG27DM gets its nickname from its boxy appearance and its constant appearance hanging near the worlds it is protecting. For smaller USA star systems, the frigate is often the primary sensor and traffic control platform for challenging and managing interstellar traffic coming into the system.
-------------
"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: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

PS-SAADR-12 Sharktooth Air Defense Robot
(aka ‘Thornback’, ‘Sawder’)
“Oh hell yes, being in a ‘tactical diversionary countermeasure squad’ is fun. We baby-sit a few dozen walking ack-acks while making no move to muffle our sensor signature. We then hope that our passive sensors can pick up incoming soon enough to gives us time to hustle out of the way before the HARMs actually start raining down on the beamer-bots. If we’re especially lucky, the ‘teeth will be shooting down or flare-fooling most of the incoming before it becomes lethal, but there’s the occasional leaker, or if the barrage gets zeked, the enemy just sends in a BIGGER strike. If you like being ringside to a fireworks depot explosion, you’ll LOVE doing duty with a TDCS.”

“They’re like shark teeth alright; we can throw away a few dozen in action and we’ll just grow more.”

“Heh, guess the ‘licks figured their TACMs were big high-tech and would blitz us bloody as we advanced. They didn’t figure on our ‘teeth being able to chew up their bombardment.”

“We’ve got three platoons of ‘bots making noise like they were full-strength brigades maneuvering out between the objective and where the enemy KNOWS we landed. They’re already beginning to draw enemy artillery and air fire; hopefully they’ll keep attacking up there, especially after the ‘bots start shooting back, and not bother checking around down here. We can’t go undetected for long before somebody checks their flanks, but we should manage to get thirty or so miles closer to our target before anybody notices. Let our ‘bots not have sacrificed in vain.”

The growth of the Greater New England nation-state has led to an expansion of its armed forces in response to the greater territory it controls and, by various treaties, protects. This in turn has led to the acknowledgment that the GNE will draw the attention of larger and better-organized opposition(such as the Coalition States and the Splugorth) able to bring large mechanized armed forces to the field. This has further fueled the need to bring larger and more diversely equipped units to the field, in a vicious circle of military upmanship. The establishment of the larger United Systems Alliance with similar force expansion problems(though the Coalition States remains unaware of the GNE’s larger megaversal holdings) has only made this situation worse. To protect its larger military formations in the field, the GNE Armed Services has placed high priority on force multipliers and air defense, with a variety of systems reaching the field.
The Sharktooth is a semiautonomous mobile air defense weapons system building on the success and configuration of the PS-SASR-11SynW Wrektor, but used the chassis of the civilian PS-LRB-UV-2 ‘Volkschlepper’ vehicle, up-armored for military use. The Sharktooth is a bipedal robot walker mounting a multi-weapon turret with a long range pulse laser, twin heavy machine guns, searchlight and a missile pod.
The distinctive ‘fin’ atop the ‘bot is a combined sensor array and EM antennae. The Sharktooth can project radar jamming to foil radar sensors and targeting.
The robot A.I. directing the Sharktooth is just bright enough to move itself from point A to point B without tumbling down cliffs, maintain formation and optimal overlapping fields of fire, and not shoot (programmed-in) allied units, but it cannot formulate its own tactics. The A.I. lacks any form of simulated personality, and its speech capabilities are limited to providing warning to anybody in its vicinity of imminent action and providing updates of its operational status. It is effectively a walking automated antiaircraft gun.
Sharkteeth are typically deployed in pocket positions around other formations, acting as early warning and layered tactical air defense, where they can encounter incoming enemy missiles and air attackers and engage them before the enemy reaches more vulnerable units. They are often networked to share target information with other units, allowing for tightly coordinated fire control. Besides air defense, Sharkteeth have use against ground targets as well, though their fire isn’t quite as accurate due to backscatter from ground features causing target discrimination problems for the robots’ targeting sensor arrays.
It is a sign of the prospering GNE economy and growing GNEAS military budget that, despite its high price tag per unit, the Sharktooth is considered expendable. Besides providing active defense through direct fire and sensor jamming, the Sharktooth can also emit signals to make itself a BIGGER target. The Sharktooth’s EW systems can put EM radiation signals suggesting far larger and important units such as command vehicles.
For this reason, many Sharkteeth are deployed in ‘decoy batteries’; traveling at a distance from other formations. Such units consist of a dozen or so ‘bots, escorted by command and service personnel in fast vehicles such as ‘Grenser’ or ‘Megabago’ HAPCs. By painting themselves as larger targets to enemy sensors, the decoy brigades hope to draw enemy fire and make the enemy waste their offensive HARM and ECM weaponry.
Besides protecting the Greater New England Regular Army, Sharktooth units have also been deployed by the United Systems Alliance’s Joint Command System Army.

Type: PS-SAADR-12 Sharktooth
Class: Infantry Robot Drone, Heavy Weapons, Air Defense
Crew: None; Robot Drone AI
MDC/Armor by Location:
Main Body 200
Searchlight 10
Laser Cannon(1) 60
Heavy Machine Guns(2) 50 each
Missile Pod(1) 50
Legs(2) 100 each
Height: 13 ft
Width: 6 ft
Length: 5 ft
Weight: 1,950 lbs
Cargo: None
Powerplant: Nuclear Power Cell w/ 5 year energy life
Physical Strength: Robotic P.S. of 36
Speed:(Running) 35 MPH
(Leaping) Not possible
(Underwater) Can run along the bottom at 15 MPH. Maximum depth tolerance of 300 ft.
Market Cost: 2.9 million credits
Systems of Note:
Radio 50 mile range
External Cyberjack
External Spotlights---300 ft range
Large Searchlight----2,000 ft range
External Loudspeaker/Siren
*Advanced Robot Optic Suite
Basic/IR/UV/Passive Nightvision optics
Thermo-imaging 2,000 ft
*Laser targeting System +1 to strike w/ranged weapons
*Basic Robot Audio
*Motion Detector System 100 ft range
*External Audio/Visual Surveillance System w/ Recording System
*360-degree Waist Rotation
*Locking Joints
*Micro-Radar---10 mile range
*Jamming Systems----ECM----A broad band area jamming suite that gives the craft a -5 to be struck by radar-guided weaponry. Can also be programmed to pump out misleading radar/radio signatures conforming to other craft,such as manned AAA or command communications vehicles. In an emergency, the drone can pump out so much signature that enemy missiles and sensor guided weapons targeted on another nearby EM source(must be within 5 miles of each other to be effective) will be +4 to strike the drone instead. A common tactic is to ‘go loud’, then draw in enemy fire and counter it with weapons fire or flare/chaff decoys.
The Sharktooth can also broadcast preprogrammed fake communication chatter, misidentifying it as a different unit.

*Network Connection----Sharkteeth robots can be linked into a tactical net by wireless(or, if mobility isn’t an issue, by lightweight fiber optic cable) for sharing targeting data. This allows units in the network to track common targets and optimize engagement fire.

Weapons Systems:
1) Laser Cannon(1)---The main and preferred weapon of the Sharktooth is this long range pulse laser, copied from a Japanese weapon, but eschewing the hardened(and expensive) megachrome armor sheathing for a less durable casing. Highly accurate and damaging, the pulse laser provides excellent target tracking and reliable fire. However, other weapons types may be substituted.
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: +3 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)(This is in addition to the regular ranged fire bonuses, making the laser +6 to strike)
Cost: 270,000 credits

In the alternative, a high-powered ion cannon can be mounted instead. Longer ranged, but less accurate.
Range: 7,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 212,000 credits

OR, a Rail Gun can be mounted; Rail Gun(PS-RFRG30)(2)---PS copy of the C-30R Rail Gun
Range: 2 miles
Damage: 1d4 MD single rd, 6d6 MD per 30 rd burst.
Rate of Fire: ECHH
Payload: 2,400 rd drum
Payload: ECHH
Bonuses: +1 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)(This is in addition to the regular ranged fire bonuses, making the rail gun +4 to strike)
Cost: 90,000 credits

2) Heavy Machine Guns(2)---Twin .50 Caliber Heavy Barrel
Range: 6,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrack and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 2,000-rd belt per gun

3) Missile Pod(1)---A modular missile pod provides longer-ranged firepower. ONE of the following can be mounted:
a) MicroMissiles(30mm)
Range: 11,000 ft
Damage: (Pattern-3a) 4d6 MD single rd to 5 ft blast radius
(Pattern-3b) 1d4x10 MD to a 5 ft blast radius, or 3d6 MDC out to a 20 ft blast radius in fragmentation mode
(Pattern-3c)(Incendiary)2d6 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1-8
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Payload: 6 rds per tube assembly; the SAADR-12 can carry 8 tubes, for a total of 48 micro-missiles.
Cost: 60,000 credits
(Pattern-3a) 90 credits each
(Pattern-3b)150 credits each
(Pattern-3c) 180 credits each

b) Mini-Missiles---10-shot pod

c)L-SAM ‘Black Talon’
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 6 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)

d) Short Range Missiles----4

e)’SkyFlash’ Advanced Short Range Air to Air Multiple Missiles(ASRAAMM)(4 per launcher). This is simply the PS copy/adaptation of the Coalition’s own AIM-180 missile(see Coalition Navy, pg. 88). The ‘Skyflash’ is an MRM that splits in flight to unleash a pack of four smaller SRMs....a surprise that at relatively short dogfighting ranges(10-30 miles) can be devastating, filling airspace with a swarm of corkscrewing projectiles.
Range: 15 miles
Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley)
Bonuses:+3 to strike

f) Flare/Chaff Launcher
Range: Close Defense; 500 ft ‘throw’ range.
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 6,000 credits for the launcher, 60 credits per chaff bundle

Actions/Attacks per Melee: 6
Initiative +1
+3 strike w/ all ranged direct-fire attacks
+2 Dodge
+2 Roll
Kick/Stomp(targets under 4 ft tall) 1d4 MD
Body Block/Ram 1d4 MD


Programming:
Land Navigation 90%
Radio Basic 90%
Electronic Countermeasures 90%
Detect Ambush 50%
W.P. Heavy Military Weapons(+3 to strike)
-------------
"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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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel HEBA-10 Heavy Kinetic Armor
(aka ‘Stay-Puff’, ‘Pad-Suit’)
PSHEBA-10 Heavy Kinetic Body Armor is a more heavily armored version of the LVEBA-09 ‘Copslick’ body armor, with similar protective properties but much more armor factor to shield the wearer from damage. Resembling a ‘puffier’ or heavily-padded suit of full EBA. the suit has the same protective properties as the earlier suit, albeut wit some impedment of free movement.
HEBA-10 is typically worn by security forces and institutional guards(especially in prisons and mental hospitals).
Weight: 25 lbs
M.D.C. by Location:
Head/Helmet 35
Arms 22 each
Legs/Boots 35 each
Main Body 70
Skinsuit 30

Mobility: Fair; -10% to climb, and -18 % to prowl, swim, and perform acrobatics.
Special Features:
Standard EBA features, plus:

*Kinetic Protection---Reduces damage from punches, kicks, falls, impact damage, and concussive explosions by 1/2. Reduce damage from crashes by HALF.
*Chemical Protection----Reduces damage from acids and corrosives by 1/4
*Thermal Protection---Reduces damage from fire and heat by 1/4
*Helmet Features---Twin visor design(an inner clear faceplate with a heavier one-way transparency outer visor---this allows the police officer to maximize protection and appear ‘faceless’ for intimidation value, or flip up the outer visor to show his face without losing environmental integrity). Comes with low-light optics and a helmet-mount micro-camcorder(2x6 hour disc storage). Also compatible with ‘clip-on’ visor attachments, for advanced optics, such as full nightvision, thermal imaging, PPE Aura readers, and binoculars.

*’Grasshopper Boots’----Quickly becoming a standard in PS armors, this arch-support/augmentation footware uses an internal spring of memory-plastic, and calf-support, to absorb foot impacts and release the stored energy back, reducing fatigue by 10%, and allowing the wearer to leap down from one story without twisting an ankle or breaking a leg. They won’t allow a person to leap small buildings in a single bound, but these boots will make the wearer a little less tired on those long foot patrols.

Cost: 48,000 credits

Options:
*Light Exoframe Augmentation---Adds the following bonuses: +8 P.S., +10 Spd, +10 ft to leaping, reduce fatigue rate by 50%. Cost: +25,000 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
taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Note: The following uses the formats and selection options from the Beyond Heroes 2 website, plus powers copied from the Black Vault, accredited to their original authors, and adjusted where necessary/storyline-necessitated by yours truly...so there is some potential munchkiny power leveling here. You have been warned)

LOUD STINGER---The Tech-Jammer Bio-Aug

“Well....that was ‘neat and tidy’. Guess we all know how many cybertech implants that punk had in him now that you’ve blasted them all out....”

“-And so the mighty war machine grinds to a halt. All that armor, all that power, all that vulnerable COMPLEXITY-”

“You want to be absolutely certain that you’ve turned off your bone-jammers when extracting from a hot battlefield. Nothing sucks more than evading enemy mech-fire and diving aboard the dust-off wagon only to have your own monkeywrenching kill the systems on your rescue boat. It sucks extra hard if you end up putting others at risk in the process. Getting yourself killed is stupid; getting OTHERS killed with you is criminal negligence.”

“That cyber hive-mind’s pretty scary with the hold it has over all its parts, but take away their communications links? Drone’s pretty damn useless as a threat when she’s trying to figure out what to think.”

LOUD STINGER is a Class IV biotech package meant as part of PS’s anti-tech warrior perogatives, building capabilities meant to counter advanced technology, in much the same way as the CyberKnights supposedly evolved. The program was given great support from the Cambridge Jungle biotech tribes who felt somewhat estranged by the cyborg- and AI-heavy GNE culture growing up around them and wanted something to balance the equation in the event the GNE’s hard-tech should somehow be compromised and corrupted. Long advocating a ‘combined arms and the kitchen sink’ approach to tactics and strategy, the GNEAS agreed to support the R&D efforts, in part to have a hole card ready in case their own technology -was- subverted against them(such as the Mechanoids had tried to do over a decade before).
LOUD STINGER builds in organic circuitry into the recipient that is meant to jam and disrupt the communications and sensory signals associated with advanced machinery. The emissions are so powerful that they can, under the right conditions, even interfere with electrical power and control systems, effectively ‘monkeywrenching’ advanced technology. A organitech EM bolt projector is built into one limb and provides a powerful ranged attack. Powering these systems is a electroganic organ system derived from PS’s BLUE RIOT Power Generation Bio-Mod. Backing up all of this is the now fairly standard bio-modification spruce-up giving the recipient greater strength, reflexes, mental strength, and general overall health.
The down sides are that LOUD STINGERs, even with their subdermal armor, are vulnerable to close quarters attacks, which ironically is the range at which their anti-tech capabilities are the most effective. Thus, LOUD STINGERs are advised to work with a team that can protect them; the STINGER jamming/jinxing an enemy ‘mech, while the rest of the ream exploits the disruption and takes the heat off them.

(Note: the following adapated superpowers will have fixed ranges. Being an implanted ability, the augment lacks the incremental experential range increase of the superpower)

Powers/Abilities:
- Tech-Jamming(Major) ---This ability was born from efforts to duplicate the sensor-jamming abilities of CyberKnights. Micro-electronics implants dispersed through the aug’s body act as jammers, producing an EM field that disrupts electronic flows around the person. The field can jam radio transmissions, radar beams, and electronic sensor and control systems. The LOUD STINGER also, unfortunately, jams radios and other electronic devices the person may have on them, and has a detrimental effect on the electronics of vehicles they may be in. Fortunately, the jamming systems can be turned off and on at will.

*Frequency Absorption (Major) by Stone Gargoyle
This is the ability to absorb and negate/cancel/block television signals, cell phone transmissions, radio waves, microwaves and similar transmissions. Unlike the minor version of this power, the character can affect "hard-lines" (i.e., wired telephone and TV cables) by touching them.
Range: 5,000 foot radius around the superbeing, or a distance of 1,000 feet when touching "hard-lines". The character may knowingly reduce the range of effect or target one specific receiver/transmitter device within range (does NOT have to be line of sight).
Damage: None per se; blocks communications. The microwave absorption can, however, be used as an attack for damage (See Absorb and Redirect Microwaves below).
Duration: Ten minutes .
Capabilities:
1. Jam All Transmissions: The character can stop all radio, television, satellite, and microwave transmissions in a radius around himself by concentrating to do so. Includes jamming surveillance and listening devices, GPS transmissions, etc. Uses two melee attacks/actions per melee round. No receiver/transformer within the radius of effect can get or send a signal until the character stops jamming.
2. Radio Communications: The character can think and send his thoughts out on radio frequencies and hear transmissions received in his head as if he were a living shortwave radio. 300 mile range (480 km). This is a two-way communication, able to send and receive. Can also intercept and eavesdrop on radio and cell phone transmissions even if scrambled or laser transmissions. Can also see and listen to television transmissions.
3. Absorb and Redirect Microwaves: The character can absorb microwaves without harm to himself and either cancel the transmissions or absorb enough energy to use it as a microwave blast. Said blast can be shot for 100 feet pet level of experience and does 1d6 damage per level of experience, with the range and damage completely under the control of the character should he wish to shoot a reduced blast. Blast uses one melee attack/action.
4. GPS: The character can also intercept and use GPS satellite information to find his way around the world.
5. Sense Communication Systems: Can sense the source of any transmission within range and pinpoint its exact location with 98% accuracy. This ability allows the character to sense television signals, radio and microwave transmissions. Adds +10% to all Communications, Computer or Sensor (use/operation) skills.

-(Major)Destabilise. [Major] by Iczer
The character can affect machines in an untoward and detrimental manner. The character can affect any machine within a 10 ft range. For the purposes of this power, a machine is any artificial device with both moving parts and a power source (even if that power source is merely muscle power) A lever and a knife are not machines for example.
1) Mere presence: By simply willing it to happen, machines react badly to the character. All attempts to target the character with a machine, be it a camera or a rifle, suffer a -2 or -10% chance
2) Destabilise: By willing it, a character can make machines start to shake apart and break. If the machine has power running though it at the time, it must save (see below) or take 1d6 damage per level. If it has no power running though it at the moment, it takes the damage the next time it does.
Saves for machines:
Simple: muscle powered few moving parts (bicycle) 8+
Basic: few moving parts, simple power (Gun, electric can opener): 10+
Complex: Many moving parts, and types of power (automobile) 14+
Advanced: Mostly electrical (radio's computers) 16+
Insane: Ultra high tech (many hardware devices, superpowered tech) 18+
In addition, any time such a device takes damage, there is a 15% chance of some minor function breaking down. damage inflicted bypasses forcefields and armour ratings. Destabilise can be used up to 200 feet away. If the machine is held or worn, the target may dodge (+3 to strike)
3) Explosive: any object that is reduced to half it's SDC from damage done by this power, explodes in fiery arcs as it tears itself apart. The resulting explosion affects all within 15 feet of the device, and inflicts 4d6 damage plus it's save difficulty (so +10 for a toaster) a character may choose not to affect an object in this way.
4) Wear and tear: instead of shaking the machine apart in this fashion, the character may choose to simply reduce it's effectiveness. this creates friction in the machine, corrosion and innefficiency. The character targets the machine within 200 feet (+3 to strike). If successful, the machine loses 1d4x10% efficiency. A machine reduced to 0% efficiency stops working.

-(Minor)Magnetic Bolt [Minor] by Iczer
Paladin Steel put its previous work on electromagnetic vortex generation and projection weaponry to good use in applying it to bio-augmentation implants. LOUD STINGERs can generate powerful bolts of EM force that strike like kinetic projectiles ad are especially effective in striking metal targets.
Note: Because this is effectively an implant, it does NOT increase with experience(the biotechs have already fixed the performance levels high) unlike the HU power.
Range: 220 feet
Duration: Instantaneous
Attacks: ECHH
Damage: Special. 1d6x10 MD per shot
Bonus to strike +1 with a wild shot, +3 with an aimed shot.
Special effects: Magnetic pulse blasts are far more harmful when directed against metal objects and machinery than against people. The damage increases by 3d6 against these targets. furthermore, the character has a further +6 to strike them. in addition penalties for making called shots against metal or metalic objects are halved (such as shooting a gun out of someone's hand).
Sensitive electronics struck by this blast have a 30% chance of becoming scrambled .
If a target has a handy source of ferrous material nearby, at least massing half his body weight, the beam is likely to veer off course. such targets are -10 to strike and only suffer half damage.

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

-Physical Transformation---The recipient of a LOUD STINGER aug is physically optimized; maximimum performance against machines. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

-Wired Nervous System---The bio-mod’s nervous system has been finetuned for faster responses and sensitivity.+6 P.P. and is ambidextrous. +2 on initiative, automatic dodge, paired weapons, and add +5% to skills requiring manual dexterity and or agility such as acrobatics, climb, swim, pick locks, etc.

-Enhanced Speed---The bio-mod has enhanced Juicer-like speed, allowing them to get into range of their jamming abilities...or get back out in a hurry. This aspect of teh mod also benefits from improved reflexes, the better to react to obstacles in their path. SPD x4 and enables the character to leap 5.5 metres straight up and 7 metres across; +1 on initiative, +1 to dodge, and +1 to roll with impact, punch or fall.

-Hypnotic Brain Conditioning----Because of the sheer DANGER of a Class IV bio-mod being suborned and turned against their own people, LOUD STINGER s receive special deep resistance indoctrination and mental shielding; +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save vs all other psionic attacks. Impervious to Possession.

Total bonuses:
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience. Also convert HP and SDC to MDC.
+2d6 Hit Points
+4d6 SDC
+1d6 to P.S., plus is considered to be Extraordinary
+1d6+1d4 +5 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
+6 P.P.
+1d6 SPD (x4)
+3 Initiative
+1 Dodge
Automatic Dodge
+1 Roll with impact, punch or fall
+5 vs mind control
+4 vs illusions
+4 vs Horror Factor
+2 vs Psionics.
Impervious to Possession.
Ambidextrous
+5% to skills requiring manual dexterity
W.P. Paired Weapons
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

SINISTER DIODE---The CyBIO-Knight Aug.
“Bear in mind that this power-up doesn’t come with enchanced senses. Just because the machines can’t see you doesn’t mean you can automatically see them, so pay attention to your own Mark Ones and your other head hole sensors.”

“...Ah, Kowalski?.....where’d you get the light saber?”
“Got it the last time I visited my doctor.”
“…I don’t even get a lollipop when I visit mine…”

“Having your own built-in plasma torch is handy for all sorts of things! Cutting through armor, pruning bushes, slicing up thunderbeetle steaks, chopping up scrap metal, toasting bread, ...oh, and reducing the headcount of the local ‘borg gangs.”

<<“Oh $#!+, there’s some nut hacking at my hatch with a blazing sword! Where did that maniac come from?! He’s-(scraaaakkkk)>>

“DIODE won’t allow you to go hand to hand with a Skullsmasher, but it will allow you a better chance of crippling one.”

SINISTER DIODE is a Class IV bio-mod developed to address some of the deficiencies of the earlier Class III LEAD MONGOOSE. While LEAD MONGOOSE was strong enough to lug around heavy anti-armor weapons, the development of megadamage endurance meant that the Class III was overtaken in toughness. PS/Cambridge Jungle biotechs were also interested in attempting to duplicate some of the abilities of CyberKnights, especially with regards to generating personal energy weaponry and cloaking from sensors.
SINISTER DIODE augs are often teamed with their fellow anti-tech bio-mod LOUD STINGERs, the two types making up a very effective ‘monkeywrenching’ combo. The STINGERs will typically work to jam and bollux enemy technology, while the DIODE operative closes to cut the enemy apart at melee range. Because of their close combat orientation, many, if not most, SINISTER DIODE augments are recruited from experienced Mech-Hunter OCCs.
Compared to proper CyberKnights, it has been pointed out that SINISTER DIODEs lack the added psychic abilities, their powers do NOT affect the supernatural, nor do they increase in experience. As anti-mech troopers, however, there are few that can match them.

(Note: the following adapted superpowers will have fixed ranges. Being an implanted ability, the augment lacks the incremental experiential range increase of the superpower)

Powers/Abilities:
- Techno-Cloaking(Major)---The operative is effectively invisible to digital sensory technology. At best, the augment appears as a barely registering faint blur on digital video and still cameras, motion detectors, and radar systems, Ground pressure detectors will still be able to detect the person, but lasers and other ranged sensor systems are unable to get a lock on the person.
Unlike the canon HU power, SINISTER DIODEs CAN be photographed using chemical film processes.

-(Minor)Radar invisible: [Minor] by Iczer
The character is invisible to high end radar waves, scattering the energy and giving no reading. Apart from being unable to be detected on radar (conventional and superpowered). He is also invisible to Electromagnetic sensors (such as MRI machines). His scattering of high energy waves makes him resistant to electrical attacks (half damage) as well as microwave and raw heat rays (half damage. Normal damage from fire and plasma though---see below for further modifications).

-(Major) Energy Weapon Extension----SINISTER DIODEs can biologically generate sustained short-range plasma blasts that look like psi-swords to observers. The bones of the forearms and hands are laced with non-metallic pseudo-ceramic superconductors, generating containment fields for safely manipulating plasma generated from organs in the forearms. The downside of the biological EWEs is that sensory nerves may be affected; the sense of hot and cold may be reduced 25-30%.
Range: Melee; the plasma plume typically extends 3 ft out from the limb.
Damage: 6d6 MD per strike

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

- Energy Resistance---The same subdermal mesh that generates the interference fields also creates a low-power ‘shimmerfield’ that, while not entirely successful at blocking all energy attacks, causes them(laser, plasma, ion, particle beam, electrical) to all do HALF damage.

-Physical Transformation---The recipient of a SINISTER DIODE aug is physically optimized; they are icons of (literally) glowing good health. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

-Wired Nervous System---The bio-mod’s nervous system has been fine-tuned for faster responses and sensitivity. +6 PP and is ambidextrous. +2 on initiative, automatic dodge, paired weapons, and add +5% to skills requiring manual dexterity and or agility such as acrobatics, climb, swim, pick locks, etc.

-Hypnotic Brain Conditioning----Because of the sheer DANGER of a Class IV bio-aug being suborned and turned against their own people, SINISTER DIODEs receive special deep resistance indoctrination and mental shielding; +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save vs all other psionic attacks. Impervious to Possession.

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

Total bonuses:
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience. Also convert HP and SDC to MDC.
+2d6 Hit Points
+4d6 SDC
+1d6 to P.S., plus is considered to be Extraordinary
+1d6+1d4 +5 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
+6 P.P.
+1d6 SPD
+1 APM
+4 Initiative
+1 Parry
+1 Dodge
Automatic Dodge
+5 vs mind control
+4 vs illusions
+8 vs Horror Factor
+2 vs Psionics.
+1 save versus poison
+1 save vs disease
Impervious to Possession
Ambidextrous
+5% to skills requiring manual dexterity
W.P. Paired Weapons
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

(PPE sensors courtesy of Kitsune, Hauberk destroyer courtesy of omegagundam)

*PSS-DDES-13 Godendag Rapid Deployment Space Destroyer( PSS-DDES-12 Brandestoc Variant)

“The Godie’s a Brandie with a Brunel fart-pipe stuck to its rear. Looks uglier than the usual Brandie, but damn but does that thing go!”

The DDES-13 Godendag-class Fast Destroyer(sometimes referred to as the Brandestoc Bloc V) is an attempt to extend the operational life span of the DDES-12 Brandestoc Rapid Deployment Space Destroyer design by tacking on an extended propulsion section with improved engines. The new section adds an extra 85 ft(bringing overall length to 605 ft), and adding 800 tons of additional mass, but the extra powerplant size boosts normal space speed to Mach 18, FTL speed to 5.8 light-years/hour, adds +1,000 MDC to the main hull, and increases variable forcefield strength to 1,200 per side, (7,200 total), with an improved shield refresh rate of 10% per melee. The improvements also increase the price per unit by 30%. The Godendag is meant as a faster interception warship for interdicting enemy units well before they can threaten larger targets, such as convoys and colony worlds.
The new destroyers have already come under criticism for losing some of the smaller Brandestoc’s agility, and for adding mass and speed, but not additional armaments. Another complaint is that the added mass strains the limits of the new CELESTE DYNE bio-interface drive augmentation, as the metapsychics have a harder time moving the greater mass. Those naval units that have already received the new warship, however, have been enthusiastic about the faster performance, especially in the interception/interdiction role.


*PSS-DDES-14 Larna-Pe class Heavy Destroyer
(aka ‘Two-Face’)
“Let me hear you say that again? EIGHTEEN ####ing PDS turrets? On a frame that size? Hell, even if you avoided the big guns and tried boarding a ship like that, you couldn’t land on the hull without putting your gun down a PDS barrel!”

“Funny looking as hell, but take a clue from nature: the funny-looking ones usually have some trick up their sleeves that makes them effective survivors.”

“Designed with minimal effort to extend the life of an old design, enabled by a freak situation of geopolitics, financed by economic desperation and assembled by make-work projects...yet it works. By coincidence that seems to be the story of half of Paladin’s and Wiztech’s designs, and half the worlds in the Alliance, so no wonder they thought it could work.”

“It looks like an unfortunate shipyard collision resulting in one Brandie with its head up the ass of another . I was going to ask if there were any survivors willing to admit they were at the helm when it happened.”

“This thing reminds me of pictures of those old bombers like the Flying Fortress; festooned with gun turrets pointing every which way. Anybody attempting an attack run from the side, expecting to face only half a Brandie’s maximum salvo’s going to be rudely surprised. This thing has a veritable GROVE of turrets that can point front and back and to the sides.“

The Larna-Pe class Heavy Destroyer is another effort to extend the working life of the Brandestoc design and production lines. The Larna-Pe takes advantage of advances in production technology and reduced operating costs to essentially double up on major components of the Brandestoc design, similar to the philosophy used on the Pillara. The Larna-Pe grafts an extra stretch of hull aft of the turret ring on the Brandestoc, adds a second turret-ring like the first, and mounts a larger engine module featuring upgraded propulsion units to the rear. The added turret arrangement don’t increase the maximum salvo strength, but do allow the maximum gun-laying to take place at any angle the ship takes. The added firepower also allows for engagement of multiple targets at the same time.
The Larna-Pe benefitted from the so-called Cynoceran Spring, the political and economic collapse of the Cynoceran Republic-cum-militant-police-state that left the sector with a surplus of un-utilized military shipyards and mountains of equipment. The Cynocerans’ original colonial sponsor and once-time rival, the Odina Federation, asked WZyechyards to take charge of securing and repurposing the defunct Cynoceran military-industrial infrastructure. When WZT was looking for new designs to promote and jump-start the reopened-under-new-management Cynoceran military shipyards, ASI suggested the Larna-Pe as a project, and rented a yard to build the initial class ships. With the techbase disparity between the old Cynoceran military standard and the Brandestoc not that great, conversion was not a difficult matter, the onsite availability of adaptable materials pushed costs down and an eager workforce expedited the ship construction. An example: to push the added mass of the expanded hull, the Larna-Pe uses several modified main propulsion units from uncompleted Cynoceran Kenno-class cruisers, with the added pleasant surprise that the Cynocerans were designing stealth emission control into their military thrusters. The continued reliance on older type fusion drives instead of newer lucerin-fueled powerplants is not seen as a liability, given the ship's designed deployment areas in the Fringe and its overall construction from 'off the shelf' components. Though not all parts could be produced locally, the first Larna-Pes still came in under initial budget estimates.
Though the Larna-Pe’s designers were accused of ‘lazy engineering’ and derided as producing ‘one destroyer for the price of two’ , the resulting ship has proven surprising durable and maneuverable. The expanded hull allows for more comfortable quarters, an expanded marine contingent. The larger engines produce enough extra power to provide a small improvement in speed over the original Brandestoc, power the extra firepower, and increase shield strength. The initially scorned armament configuration gives ample protection and projection on all angles , especially against missile spam attacks and swarmers, though the sheer number of weapons (one interdimensional weapons specialist enigmatically compared it to a ‘Soviet warship; more weapons than crew to man them’) surely taxes the fire control systems.
Touted as an improved escort ship, the Larna-Pe earned its battle stars during the Enders’ Gates rearguards against the Chor’ii and at Synthar against the Sorm, where the destroyers’ multiple turrets could reap multiple attackers.
The Larna-Pe has begun limited production(while the new Hauberk general-purpose destroyer undergoes trials to see how it will shake out in the AJC TOE) in at least two yards across USA space, including the Cynoceran yards where it was first assembled. Ironically one of the non-Alliance buyers of new Larna-Pes is the Odina Federation, purchasing warships assembled in shipyards that once built military craft meant to oppress them.

Type: PSS-DDES-12 Larna-Pe
Class: Heavy Space Destroyer
Crew: 64, plus 50 marines +15 passengers
MDC/Armor by Location:
Main Body 11,500
Bridge 2,000
Main Engines(2) 4,000 each
Armatures(8) 1,500 each
Heavy Rail Cannons(4) 200 each
Heavy Laser Cannon(16) 200 each
Missile Launchers(2) 200 each
Point Defense Turrets(14) 80 each
Hangar Bays/Slips(5) 900 each
Variable Forcefield 1,500 per side, (9,000 total)

*Shield Refresh Rate is 20% per melee
Height: 140 ft
Width: 200 ft
Length: 820 ft
Weight: 23,900 tons
Cargo: 500 tons
Powerplant: Nuclear Fusion, w/ 50 year energy life
Speed:(Atmosphere) Hover to Mach 3; transatmospheric.
(Note: The vessel CANNOT make planetary landings without seriously damaging its lower hull; 2d6x100 MD to the lower wings, and main hull. The ship is limited to powered re-entries, hovers, and escapes)
(Sublight) Mach 15
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.5% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Not possible
Market Cost: 870 million credits
Systems of Note:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars---Maximum Resolution Range of 3.5 million miles
*Laser Targeting-------100,000 miles
*Communications Suite:---Long Range Radio and Video
*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 50,000 miles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.

*EW Suite---Active stealthing features, improved from the original Brandestoc suites, such as an electronic ‘blanket’ to reduce telltale EM emissions from the drive systems by as much as 70%(it’s been discovered that the repurposed Kenno engines were designed with emissions stealth already in mind). Engaging the ‘stealth mode’, however, reduces drive efficiency, by as much as 25%.
The Larna-Pe also mounts a more conventional, but again improved, EW suite for jamming enemy communications and targeting systems. Communications Jamming has a 9,000 mile range, is 95% effective against civilian systems, and is 75% effective against more sophisticated channel-jumping military communications suites. Missiles and guided weapons are -5 to strike.

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


Weapons Systems:
1)Heavy Rail Cannons(8, 4x2)--- The Larna-Pe doubles up the rail gun turrets of the Brandestoc. Mounted on the ends of the four armored vertical armatures, these weapons can pivot for maximum arc of fire.
Range: 10 miles in atmosphere, 40 miles in space
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage: 1d4x100 MD per 80 rd burst. 2d4x100 MD for a full blast from two cannons firing at once.
Rate of Fire: ECHH
Payload: 32,000 rds(400 bursts) per cannon

2)Heavy Laser Cannon(8)---The Larna-Pe doubles up the number of laser cannon turrets of the Brandestoc....two on each of the eight ‘wing’ armatures, four coupled in the same armatures as the heavy rail cannons.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d6x100 MD per cannon; a full salvo from eight on one target does 8d6x100 MD!
Rate of Fire: Twice per melee
Payload: Effectively unlimited

3) Ion “TKO” Cannon(2)-----The Larna-Pe retains the Ion TKO cannon of the Brandestoc, hidden behind armored housings and exposed only in combat, are a pair of high-powered ion cannons, used to incapacitate enemy vessels by knocking out their electrical systems, making them vulnerable to boarding and capture.
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 5 miles in atmosphere/ 5,000 miles in space)
Damage:(Special) 3d6x100 MD per blast, 6d6x100 MD Dual blast
Shields take 1/4 damage from ion blasts
Does NO PHYSICAL damage to hull, but attacks the electrical systems:
For every 10% of total main body MDC damage inflicted on a target by Ion Cannon fire, the target will be -1 to strike, parry(if applicable), and Dodge. Acceleration will be reduced by 15%.
At 60% or more main body damage from ion blasts, the ship is disabled completely.
Rate of Fire: Once per melee
Payload: Effectively unlimited

4)MRM/LRM Missile Launchers(4)---Mounted in the main hull, just under the KKC turret-pylons fore and aft, are four multi-configuration LRM/MRM launchers.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: MRMs: 160 miles in atmosphere, 80,000 miles in space
LRMs: 3,400 miles atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1-10
Payload: 60 missiles per launcher, 240 MRMs total
OR 120 LRMs total, 30 missiles per launcher, or any combination thereof.

5)Point Defense Lasers(18; one on each weapons armature, two flanking the main engines, 8 on the forward main hull)---- Standard energy-based PDS.
a) Laser PDS
Range: 1 mile(4 miles in space)
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited

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

Auxiliary Craft:
1 Shuttle, 4 Armed Pinnaces
Typically 32 Powered Armors

Variants:
*PSS-DDES-14Ex1----“You know, if we simply offset the aft turret ring off by forty-five degrees in relation to the forward ring, we COULD double the maximum fore- and aft-volleys without them fouling each other’s arcs of fire. Broadsides could still be accomplished with the guns at maximum elevation, but it could still be done. Symmetry would be thrown off, but that’s a small sin for maximum firepower, and we’re already criticized for the Larnie’s odd looks.”
“We still got any spare parts left in the yard?”
“I reserved a spare slip on the delta station and set aside enough in the donut budget to give the dock workers time and a half if they’re willing to stay after their regular shifts.”
“Let’s do this.”
-------------
"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
------------
Omegasgundam
Adventurer
Posts: 440
Joined: Thu May 08, 2008 11:04 pm

Re: Paladin Steel Storefront

Unread post by Omegasgundam »

And that's my cue to start posting.

Paladin Steel/Aegis Stellar Industries Hauberk Destroyer
    ('berk, Wiz'berk, Hyper Hunter, Lego Ships)

"The fire arcs for the big guns aren't quite as good as they were on the Sangu, but you can always get at least 3 guns to bear at almost any angle, and they are a hell of a lot less likely to break the old Arkon War armatures were. The big missile bays being moved to a external add-on has the bonus feature of not being anywhere near as vulnerable golden BBs taking out the entire nose section, which has happen more often here in the Three Galaxies than PS is willing to admit. The lack of speed is a bit of a downer, but its simply so much less of a general headache that most captain's I've talked to that have made the transition are fine with it. A lot less likely to snap in half if something goes wrong too, which really puts veteran crewmen's minds at ease. The Hauberk is simply designed to have actual operational endurance, and that makes it far different than the pure 'attack boat' that defined old coat hanger."
----Commodore Tsien Hmung, VFS


"The Hauberk can be considered to embody the dawning realization among the CAF leadership and Consortium Assembly of just how long in the tooth most of the fleet is. The fact that no Hunter upgrade or replacement project has gotten anywhere in the past two centuries is making the rounds on the holochannels, and there blood in water as the newer shipyards circle around the traditional giants. My contacts on Koga have passed on word that there are a lot of new aerospace and light combatant projects getting the green light, and just about every design archive worth mentioning has been cracked open inspiration. The biggest sign I can point to is that Shaw of all people is openly getting praised, and isn't that a sign of the times."
----Captain Captain Vicen Trancluw, CAF

"Mounting the Heavy Tach-Shotties means the interference is too big put any in the PD mounts, but it can cover huge amount of space. Its also comically effective against the really low end Juicer-esc light interceptors without a shield, and I know for a fact that Golgan Jesstras have standing orders to avoid ships armed with them like they were Demon Stars."

Created as the replacement for the fragile and overburdened Sangu, the Hauberk is intended to become the USA’s lower end destroyer to fill in for the more expensive Aurora-A. Lacking the Aurora’s complicated TW systems, the Hauberk can be built in much larger numbers, leading to it composing the bulk of the AJC’s desired post-Minion War fleet. While technically a descendant of the Sangu, many would argue that it shares little beyond the exterior hull layout, and is thus an entirely new design. Paladin Steel engineers point to their chain of design alterations as their justification, but it is at best a ‘Ship of Theseus' situation.

The most notable change is the engines, with the large and problematic Aegis-Mercury 220s replaced with smaller and easier to maintain Aegis-Gemeni 400s, powered by a more powerful yet smaller Lucerin-fusion reactor. While this does result in a somewhat lower thrust profile, it is still well above average for galactic destroyers, and allows for far more to be done with the freed up volume. The second most significant change was the elimination of the self contained life section/escape pod, which was found to be of limited use in the wider galactic environment. Any engagement that would result in the loss of the larger hull would almost inevitably also result in the destruction of the pod, making it worthless. It’s removal allowed for a major expansion of available crew space, making it far less painful to operate and maintain, most notably in the side blisters becoming much more prominent bulges. This also allowed for a substantial increase in hull armor, helped by the removal of the obsolete external comms array.

Improvements in weapon design allowed for the primary turrets to be made modular, increasing versatility and simplifying logistics. This was then expanded by replacing the forward missile batteries with a pair of large side mounted hardpoints, eliminating the need for essentially all of the Sangu’s FTL capable variants. The Hauberk has a tremendous firepower advantage over the near-half millennium old Hunter, and combines it with a much faster and more durable hull. Additionally, the price tag is only half again that of a stock Hunter, making it very cost effective. The forward hardpoints only improve its capabilities, making it a natural choice as the primary light warship of the USA. It is thus highly ironic that the largest user of the class is the United Worlds Warlock.

In a strange turn of fate, the UWW would come to a foreign company for a military design, but the aftermath of the Minion War left the Warlock Marine direly short on hulls and with nowhere near enough time to replace them with their traditional designs. As an expedient solution, overtures were made to acquire the design of the Aurora from ASI, which had rapidly caught the attention and admiration of the UWW’s observers. ASI would disclose that the Aurora would require a significant redesign to use UWW’s existing industry, but a developmental side project had given a solution in the form of a Technowizard variant of the Hauberk. Done as an engineering exercise to familiarize several dozen Techno-Smithies that ASI had managed to hire with their design methods, it used UWW standard components and materials, and Rhilith was readily able to supply the remaining technological systems. While having a similar price tag as the Arcane patrol ship, the Hauberk-TW was far more capable in all respects, and was primarily constructed with industries that were unconnected with normal UWW warship building, allowing it to be produced in massive numbers. The Rhilith yards more than a hundred hulls every year, and there is no sign of slowing down.

Type: PSS/ASI-DDS-15 Hauberk
Class: General Purpose Destroyer
Crew: 30 crew, up to 10 marines

MDC/Armor by Location:
    Main Body---------------7,500
    Bridge:--------------------2,000
    Main Engines (2)-----------3,500 each
    Medium Turrets (4)--------800 each
    Forward Hardpoints (2)----1,000 each
    MRM Launchers (4)--------450 each
    Point Defense Turrets (6)--150 each
    Variable Forcefield---------1,000 per side (6,000 total)

Statistics
    Height: 72 ft
    Width: 105 ft
    Length: 350 ft
    Weight: 8,000 tons

Cargo: 500 tons

Powerplant: Advanced Lucerin-Fuelled Nuclear Fusion w/ 25 year energy life

Speed:
    (Atmosphere) Hover to Mach 3; transatmospheric.
    (Sublight) Mach 12 (typically cruises at Mach 8 )
      (Kitsune Values: 60% of light speed; Accel/decel at 1.2% of light speed per melee)
    (FTL) 5 light years per hour
    (Underwater) Can land and take off from water, but cannot operate underwater.

Market Cost: Estimated at around 480 million each.

Systems of Note:
    Standard (PW) Starship Systems, plus:

    *Long Range Sensors: Maximum Resolution Range of 4 million miles

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

Weapons Systems:
1) Forward Medium Turrets (2): Mounted dorsal and ventral on the forward hull. Each can house one of the following;
    a)Dual Laser Cannon
      Range: (Palladium) 6 miles in atmosphere, 12 miles in space
        (Kitsune Values) 12 miles in atmosphere, 1200 miles in space
      Damage: 1d4x100 MD per shot
      Rate of Fire: Four shots per melee
      Payload: Effectively unlimited

    b)Dual Particle Beam Cannon
      Range:(Palladium) 4 miles in atmosphere/ 8 miles in space
        (Kitsune) 8 miles in atmosphere/ 8,000 miles in space
      Damage: 2d4x100 MD per blast
      Rate of Fire: Three times per melee
      Payload: Effectively Unlimited

    c) Single Plasma Torpedo Launcher
      Range: (Palladium) 6 miles in atmosphere, 12 miles in space
        (Kitsune Values) 12 miles in atmosphere, 1200 miles in space
      Damage: 1d4x100 MD per shot to a 15 ft blast radius
      Rate of Fire: Four shots per melee
      Payload:Effectively unlimited

    d) Dual KK Rail Cannon: Though based on an early model PS KEWC, these can also throw proximity-fused fragmentation rounds, allowing them to ‘sandblast’ missiles and fighter swarms.
      Range: 10 miles in atmosphere, 30 miles in space
        (Kitsune Values: 20 miles in atmosphere, 20,000 miles in space)
      Damage: 1d4x100 MD per 80 rd burst, 2d4x100 MD for both barrels
        (Frag) 4d6 x10 MD to a 100 ft area, 6d6 x10 MD to a 150 ft area for both barrels
      Rate of Fire:ECHH
      Payload: 32,000 rds (400 bursts) per cannon, ~30 minute reload from stores

    e) Single Heavy Tachyon ScatterGun: Rarely available, and generally thought as being better use on other ships.
      Range: 5 miles in atmosphere, 10 miles in space w/ 6 mile wide arc*
        (Kitsune Values: 5 miles in atmosphere, 5,000 miles in space)
        *Width are reduced to 1/4th in atmosphere
      Damage: 1d6x100 MD per blast
      Rate of Fire: EPCHH
      Payload:Effectively Unlimited

2) Aft Medium Turrets (2): Mounted is the middle of the side bulges. Each can house one of the following;
    a) Dual Laser Cannon: See 1)

    b) Dual Particle Beam Cannon: See 1)

    c) Single Plasma Torpedo Launcher: See 1)

    d) Dual KK Rail Cannon: See 1)

    e) Single Heavy Tachyon ScatterGun: See 1)

3) Forward Hardpoints (2): Port and Starboard of the forward hull. Pods may be different.
    a) Dual Medium Laser Cannons: See 1)

    b) Dual Medium Particle Beam Cannons: See 1)

    c) Single Medium Plasma Torpedo Launcher: See 1)

    d) Dual Medium KKRG Cannons: See 1)

    e) Long Range Missile Launchers
      Rate of Fire: Volleys of 1-8
      Payload: 80 LRMs per launcher-pod, 160 total

    f) Cruise Missile Launchers
      Rate of Fire: Volleys of 1-4
      Payload: 40 CMs per launcher-pod, 80 total

    g) Hangar Module: May host 2 light or medium fighters, but servicing capabilities are limited to rearmament and maintenance. It also adds accommodations for 5 additional personal, composing of the pilots and technicians.

    h) Troop Transport: This assault barracks can host up to 20 soldiers, with a technical bay able to hold up to 10 Power Armor. A larger airlock is at the front for rapid assaults.

    i) Passenger/EVAC Module: Use to provide 'Coast Guard' capabilities, this module includes provision for 5 rescue technicians and up to 25 evacuees, with a trauma center and medium sized airlock to help facilitate operations.

    j) EWAR Array:

    k) Sensor Cluster:

4) Medium Range Missile Launchers (4): Mounted at the intersection of the main hull and the side bulges, dorsal and ventral.
    Rate of Fire: Volleys of 1, 2, 4, 5, 8, or 10
    Payload: 320 total, 80 missiles per launcher

5) Point Defense Hardpoints (8): Each Hardpoint can hold one of the following;
    a)CCW-pattern Dual Laser/MM Launcher: May use Space Stinger Missiles
      Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
          (Kitsune Values: 2 miles in atmosphere /200 miles in space)
        (Mini-Missiles) 1 mile in atmosphere/2 miles in space
          (Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
      Damage:(Lasers) 1d6x10 MD per blast
        (Mini-Missiles) Varies by Missile Type
      Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
        (Mini-Missiles) Volleys of 1-8
      Payload: (Lasers) Effectively Unlimited
        (Mini-Missiles) 32 mini-missiles per turret

    b)Pulse Laser PDS
      Range: 6,000 ft in atmosphere, 2 miles in space
        (Kitsune Values: 2 miles in atmosphere/ 200 miles in space)
      Damage: 2d4x10 MD per blast
      Rate of Fire: EGCHH
      Payload: Effectively unlimited

    c)Particle Beam PDS
      Range: (Palladium)1 mile in atmosphere, 2 miles in space
        (Kitsune Values: 2 miles in atmosphere, 200 miles in space)
      Damage: 2d6x10 MD per blast
      Rate of Fire: ECHH (auto-fire is six times per melee)
      Payload: Effectively unlimited

    d)Ion Cannon PDS
      Range: 6,000 ft in atmosphere, 2 miles in space
        (Kitsune Values: 2 miles in atmosphere/ 200 miles in space)
      Damage: 3d4x10 MD per shot
      Rate of Fire: 4 times per melee
      Payload: Effectively unlimited

    e)Rail Gun PDS
      Range: 6,000 ft in atmosphere, 2 miles in space
        (Kitsune Values: 2 miles in atmosphere/ 200 miles in space)
      Damage: 2d4x10 MD per 60 rd burst
      Rate of Fire: 6 attacks per melee
      Payload: 12,000 rds per gun (200 bursts each)
      Radar Targeting Bonus: +3 to strike

Auxiliary Craft:
    1 Shuttle
    Up to 10 Light Power Armor (Marine or Rescue Tech use)

Variants:
*PSS/ASI-DDS-15E: 'Export' version. While nominally for export, this non-Lucerin using version is almost always sold to USA members that are more 'logistically challenged'. The maximum thrust is reduced to Mach 10 and the Rate of Fire for the Medium Turrets are reduced by half. With the ORACLE system it costs around $430 million credits, and $400 million without it. Even in this reduced state, it its still all around superior to the Hunter, which is both a compliment to the fusion powered Hauberk and an insult to the antimatter powered Wolven Empire relic. Should logistics change, the ship can be upgraded to Lucerin use for around $80 million.

*PSS/ASI-DDS-15TW: UWW version. Lacking the Lucerin enhancements of the 'standard' version, the Hauberk-TW has half the Rate of Fire on the Medium Turrets. However, the thrust profile remains the same and sensors systems are replaced by a UWW equivalent. The FTL Drive is removed for a Rift Jump Drive and associated PPE Generation and Storage equipment, identical to those on the Arcane Patrol Ship Mk II. Unusual for a UWW ship, the Hauberk-TW retains the conventional variable forcefield of the base model, with the Warlock Marine having suffered many ship losses due to the 'Breach Magical Barrier' spell and wishing to test alternatives. The estimated production cost is in a dead heat with the Arcane Patrol Ship Mk II, and is expected to go for around $550 million credits at minimum should it ever be available on the market.
    TW Enchantments: Commonly include but are not limited to the following;
      *Expel Demons: 35 PPR per activation, Instant Duration, affects the interior of the ship. As spell.

      *Impervious to Energy: 80 PPR per activation, 5 minute Duration. As spell.

      *Star Light: 24 PPR per activation, 20 minute Duration.
        Projects a 2,000 ft sphere that block optical details of the ship, affecting most sensors as well. Sunlight vulnerable monsters take 2d6x10 points of damage if exposed directly to the light and face a Horror Factor of 19 even if not.

      Non-combat ‘internal’ backup-systems are powered by the main systems and emergency PPE-Batteries, and include the following: Sheltering Force (ideal for emergency vac-shelters), Air Bubble, Globe of Daylight, Breath Without Air, Extinguish Fire, Ice (great for temporarily sealing hull breeches), and Mend the Broken.
Last edited by Omegasgundam on Mon Jun 29, 2020 11:15 pm, edited 17 times in total.
Omegasgundam
Adventurer
Posts: 440
Joined: Thu May 08, 2008 11:04 pm

Re: Paladin Steel Storefront

Unread post by Omegasgundam »

While I'm here to post, here part of the background that Taalismn touched on. And while we're at it, meet the GSA Frontier Overwatch USA Desk! After that, I have a good 51 pages of CAF ringside commentary on the PS catalogue.

Brief Summary of the USA’s Strategic Posture and Actions During the Current Crisis
    --Jennene Selcris, USA Room Head, dated 6 months into the Minion War reaching the Three Galaxies.

Cutting to the chase, they got stupidly lucky. The ‘big tent’ approach has resulted in them being spread very thin, but has also caused them to have a tremendous number of trained ground forces to throw at problems, such as the thousands of opportunistic Infernal raids on no-name planets that bypass the orbital phase entirely. Additionally, the overwhelming majority of the riff raff that they have had to go up against are barely interstellar, which makes their lack of heavy metal far less of a problem than it would be if they had gone up against somebody with a battleship worthy of the name. Their primary naval problems, the Sorm and the Chor'ii, are both swarm races where the trick is having enough guns to shoot them with, and the USA’s focus on massed light elements plays wonderfully with the lack of speed of both of them. The AJC is planning on going on the offensive against the former, intending on smashing their industry before they can reverse engineer semi-modern technology.

To be honest, what data we have on the Sorm give no reason to believe they can be negotiated with. Several Noro xenosociologists have tried to come up with a way to rehabilitate them, but have come to the conclusion that it is impossible. Those that have actually interacted with prisoners have been so revolted by what they found that they have outright stated that they are worse than Star Bugs. Several of the TVIA boys we have talked to have explicitly mentioned that Star Hive protocols might be invoked, which coming from them is tantamount to an endorsement of genocide. The Chor’ii are already under them, and their breaking the blockade means it's inevitable that the CAF is going to get called in to glass their worlds. Exactly what we need after the Georgia ******.

Back to the USA, while war the Sorm was inevitable, even they would admit that the conflict with the Chor’ii is a problem mostly of their own making. Their expansion into the Ender Cluster is said to be due to a significant dimensional fault just outside the interdiction line which was A) connected to one of their outdimensional holdings, and B) big enough to bring a fleet through. Naturally, those maniacs felt obliged to set up shop on several planets to exploit several exotic material deposits, which I'm still not entirely certain what consist of. When the majority of the interdiction fleet was recalled (because of course its was), the USA were only ones in position to enforce it, and the Chor’ii chose that moment to send their next wave of expansion fleets to claim more clay. Considering that the systems chosen include several Tannhauser Gates, the AJC didn’t have a choice but to engage and stamp them out. Strategically, it's honestly for the best that they were there, because the bear-bugs would have started spreading like the plague they are throughout the Cluster otherwise. Unfortunately several lesser scout ships were quick enough on the throttle to escape the initial attacks and are on their way back home, so the Chor’ii will know that the lack of contact is due to enemy action, and I don’t even want to think about what they’ll do.

The tactical level against the Chor’ii plays out just like you would expect, with formations of AJC light warships firing off massed LRM barrages against the near helpless Black Claw escorts, while Angel and Archangel fighters hunt down those that break off from the main body. Once all the armed vessels are gone, they roll up the transports and start the butchery, and the 2-3 times the **** managed to land the AJC accepted the environmental damage and dropped anti-city nukes on them. The long range Tachyon sensor arrays that the USA have set up indicate that the Chor’ii are sending out follow up fleets like clockwork, which means the war won’t stop for at least a year and a half. While the AJC is readily able to keep up with the ammunition expenditures and what minor attrition they are experiencing, it's tying up several task forces that they could use elsewhere. They have made it abundantly clear that they have absolutely no intention of creating the Tachyon Drive ships needed to wage an offensive, so we’re going to have to come up with a way to deal with the ******* once the home front is dealt with. Give the UWW a ring?

Other than these two theaters, the primary operations of the AJC are bushfire suppression and counter-piracy ops. Dozens of minor powers have taken advantage of the situation to make aggressive moves of their own, threatening hundreds of systems. Most of them amount to Colony Theft, subjugating or exterminating the population already present and laying claim to it. This has extended to blatant SAAPA-equivalent violations, with the perpetrators counting on the normal enforcers such as the Botwhin being stretched too thin to act. The USA has taken upon itself to address as many of these as they can, and have been doing a surprisingly good job, and have somehow managed to coordinate with the SSN. And before anybody asks, I'm no closer to figuring out just why they work together so often than anyone else it. Counter-piracy is comparatively straightforward, and is arguably the core premise of the AJC, but the sheer demand for it is taxing their resources and hulls. That being said, the visibility of AJC flagged vessels protecting the fringe in this time of need is doing wonders for their credibility, which will have substantial implications in the future.

While a rise in piracy is to be expected in times of unrest, the sheer scale of it over the past year raises some unfortunate questions about the fundamental health of modern society. That there were apparently so many would be outlaws waiting for the opportunity says ill of the veneer between barbarism and civilization. Perhaps worst of all, none of the CCW members or organizations had the slightest inkling that it was this bad, which indicated that we are fundamentally out of touch with the people on the ground. If there is any silver lining to the Georgia fiasco, it is that it has become painfully obvious to even the most detached citizen that the CCW is in dire need of institutional reform, and there are enough bright spots to serve as a nucleus for those efforts.

Their efforts against Infernals are quite similar to their conventional bushfire-ops, dispatching several battalions of mechanized forces to liberate or avenge invaded population centers and doing what they can to deny the demons whatever resources they hoped to claim. In terms of actual effectiveness, they are behind only the UWW and the SSN, with their outdimension forces having no shortage of experience against the supernatural. The GNE formations that are available have proven invaluable distributing experience and expertise against every conceivable opponent, from bandits to Alien Intelligences. However, the AJC lacks the forces to go after major Demon fleets, and has no hope of meaningfully affecting the Demon Planets, so it’ll be up to us and the UWW and SSN to deal with the heavy metal. Fortunately for the USA, and unfortunately for the Consortium, the demons appear to have little interest in using their fleet in the frontier, concentrating on far more lucrative targets in civilized space instead.

The final point of interest is the potential conflict with the Golgans. Apparently some of the USA’s mystic assets have given a reasonably coherent series of prophecies that clearly finger the Golgans as future general belligerents, although they have not opted to share the exact prophecies with us. My UWW contact is more aware of the situation, and is in complete agreement with them on it. My limited understanding of the Republik tells me that the most plausible scenario is that they’re going to make a play to become a respected and/or relevant galactic power, but they are well outside of my area of expertise. You’ll need to ask ---- at the Golgan Room if you want actual informed speculation.



CAF/GSI ‘USA Room’
Neither the CAF or the GSA are actually all that interested in the frontier, but problems have arisen from it often enough that not having somebody keeping an eye out is political suicide should it come time to testify before the Consortium Assembly. Thus, the two organizations decided to join their relevant personnel pools of people they were willing to exile to the fringe in order to fully staff the needed commitments, which has proven to consist of a great many politically inconvenient but not incompetent personnel. Additionally, there is a small core of people that are actually interested in the fringe, which is used to provide the nucleus for new Intel Desks. While there are still issues with authorities not paying attention to the reports generated, it is still far better than flying completely blind, and there is little impetus to do anything more.

As is common with things regarding the USA, the handling of intelligence work relating to them is unusual. Rather than be assembled from the pool, the USA Room is an outgrowth of the GSA’s work to undermine Naruni Industries, building from the contacts established with ASI and (by extension) the GNE. As the GNE is generally thought of as the core of the USA, this pushed the cell into a position of relative prominence, becoming the de facto basis for the team in charge of the wider polity. The USA’s expansion has led to it absorbing several minor Desks, leading to it being recognized as a full Room level department. The resulting personnel shuffling has left it with a reasonably competent staff, but they often run headlong into the issue that relatively few people in the Consortium actually care about the fringe, particularly with the Forge War and later Minion War taking up attention.

Room Head: Jennene Selcris, GSA Frontier Overwatch, Human
A competent administrator, Selcris seems like something of an odd choice to head the intelligence department covering a minor power, considering she has spent the majority of her career investigating and perpetrating espionage in corporate environments. The true reason she is here is that she was one one of the leading voices suggesting that the GSA reach out to ASI as part of their anti-Naruni efforts, arguing that their outdimensional assets and relative detachment from wider galactic politics would make them an ideal asset in the endeavor. As the USA began its rampant growth, she was tapped to take responsibility for covering them, and has overseen the department’s rise from a mere Desk into a full Room. While proud of her accomplishments, she is bitterly disappointed over how few people actually care about her work, but considers it more prestigious than being a mere internal operative.

Personal Equipment Analysis: Colonel Vlar Reltish, CAF Ground Forces, Catyr.
Long part of the CAF’s commando teams, Reltish has been at the point end of the stick too often to write off the minor races. He was posted to a frontier Intel Fesk to keep him out of the way while the heat for a politically toxic op died down, but the ‘Teldrig Affair’ has proven to be a rolling mess of a TVIA investigation, and has no end in sight. He is the one most frequently tapped to serve as a liaison with the AJC, and is often in the thick of things be it against pirates or more exotic enemies. His most notable character trait is his habit of wearing Heavy Battle Armor at all times, having a valid excuse in it serving as a radiation blocker, but is primarily due to him having far too many bad experiences not having its environmental sealing. He is also a vocal critic of all Consortium infantry weapons other than the HI-80 and Revolving Missile Launcher.

Planetary Vehicle Analysis: Major Philip Fredette, CAF Ground Forces, Human.
Fredette was pushed out to the fringe due to being vocal over how ineffective and wasteful the ex-Wolven vehicles are, but became a martyr to the movement that had been building up steam for the past 4 centuries. He is also bitterly disappointed by the inconsistent and slipshod nature of most of the CAF’s ground level logistical support. While initially distrustful of ASI’s vehicle offerings, he came around after he did the math regarding relative protective values given the differences in armor composition. He has spent several months as an observer in the AJC’s efforts against the Sorn, and his opinion of the neo-barbs is unprintable. He has escaped reprimand due to his feelings being shared by the handful of Noro that have tried to engage in dialogue with prisoners, which was taken as an extremely bad sign for the possibility of diplomacy.

Naval Analysis: Captain Vicen Trancluw, CAF Fleet Officer, Wolfen.
Trancluw has long been part of the CAF’s frontier patrol forces, and has seen nearly every ship configuration imaginable. Running into would-be empire after would-be empire has left him jaded as to how Consortium ideology interacts with political and military realities. An engagement with a TGE task force left his victorious Warshield a near wreck, and the Sector Admiral decided to have him assigned to intelligence while he waits for a new command to become available, which has been consistently pushed off due to the needs of the Minion War. He has a pronounced hatred of the Battleram and is a fervent supporter of pylon missile mounts, both of which have become increasingly shared over the last few years. Similarly, he wishes the Packmaster had some actual focus to it, instead of being a half-and-half carrier and assault ship that doesn’t do either particularly well.

Bioscience Analysis: Senior Analysis Awidat, CAF Field Scientist, Noro
Awidat has spent the last few years bouncing between GSA offices as a consultant, providing expertise regarding biological sciences. The USA has proven to be the most fascinating subject he has yet come across, with the GNE’s augmentation efforts exceeding every moderately successful non-Elder Race project he knows of. He would like to talk shop with the ‘Cambridge Jungle Tribes’ he has heard about, but acknowledges that this is politically impossible, and likely logistically as well.
Last edited by Omegasgundam on Sun Jun 28, 2020 2:25 pm, edited 6 times in total.
Omegasgundam
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Posts: 440
Joined: Thu May 08, 2008 11:04 pm

Re: Paladin Steel Storefront

Unread post by Omegasgundam »

Heavy use of spoilers so that it doesn't hog up too much screen space. I'm going to split it into 4 parts, because character limits.
This is 51 pages of stuff. Bring a drink, you're going to be here a while.

GSA Analysis of AJC Vehicles and Equipment Deployed in the Minion War
“Alright, we have a directive from higher up, and we are to prepare summaries and analysis of the various pieces of AJC kit that they’ve deployed for far. Reltish, you cover their infantry and cyborgs. Fredette has their planetary vehicles. Trancluw will cover their naval assets. We’ve been loaned Awidat from BioSci to cover the various augmentation programs and other living tech items. It will be distributed as needed to CAF Officers to give them an appreciation of their capabilities.

Ya, ya. Laugh it up. We all know nobody is actually going to look at it while it's still relevant, but we do need to do something like it if only to cover our asses things go even more sideways. And for the love of the Forge, can you make it a professional document before we push it up the chain, or at least remove the office specific humor? Anybody that’s had to deal with hobo-parties will understand why they’re called that, but it's still not an officially recognized term. There wasn’t a specific time frame attached to the directive, which means we likely have a few months before anybody remembers it was sent out, so I’d expect that you all can come up with something presentable. I want your first drafts by the end of the week.”
    ---Station Chief Jennene Selcris, GSA ‘USA Room’, 8 months into the Minion War


ASI/Paladin Steel Personal Equipment
    -- Colonel Vlar Reltish, CAF.
Here’s an experiment. Get a physical copy of the PS/ASI catalogue (I know you have one somewhere in the office, I work here too), and pick out the pages that cover personal weapons. Try to fit your fingers around it. Notice that you can’t.

What. The. ****.

The GNE comes from a special sort of hellworld if this is what is considered rational. For the sake of brevity, we’ll just cover the combat items that see regular use by the AJC. Items marked with a * are not sold or advertised externally, being considered military grade, somehow sensitive, and/or needed by their own forces. Weapons are listed by type and weight.

Looking over these weapons makes it clear that the 3G’s weapons industry is asleep at the switch regarding small arms, as a single company more than a century behind the CCW in technology should not be able to rival what the megacorps make. I honestly can’t say I’m particularly surprised though, as the last time we got a major new or upgraded weapon system was 4 generations ago. The HI-80 I use is effectively identical to the one my great grandfather was issued, right down the furniture. And let's not even go into the crap that Wolfpack calls ‘modern gravanic weaponry’. Another point to the growing ‘Shaw Was Right’ crowd.

(BTW, I measured your fingers for an abortive prank years ago, so don’t get paranoid about it.)

Light Energy Weapons
This includes the intermediary ‘SMG/Carbine’ category weapons for convenience sake, because the long arm section would be way too big otherwise.
Spoiler:
Asp: This laser lacks the range of the HI-30, but that isn’t a concern in most of the situations it's going to be used in. On the plus side, it's cheaper, slightly more accurate, and easier to conceal. And let's be honest, only the first part matters to most buyers.

*Adder: While its heavier and a bit shorter ranged than the HI-10, it’s power efficiency is substantially higher, and it can deliver it much quicker. In most situations I would take it over the -10, particularly if any of the options are relevant.

Bushmaster: Trades a bit of weight and a bit of energy efficiency to vastly increase the range, making it very popular among urban garrisons. Essentially competing with the HI-50, but much handier in close quarters.

Rattler: If you're willing to gut the range, you can do really up the damage, and this cheap beam hose can empty the clip real fast. The HI-50 has all the advantages other than size and cost, but the deployment factors make all the difference.

Zazzer: We don’t see many Ion weapons among galactic powers. This one’s range is astonishing for the type, closer to that of a low end laser rifle than an ion pistol, and the options bring its power up to (or above) the HI-10. It can take bigger E-clips, which makes it very competitive. Considering its going for less than the HI-30 even with its add-ons factored in, we have a winner.

*Keeper: Other than crummy range, this thing is really impressive, as you would expect from a reverse engineered Kittani prototype. Damage per shot is incredible, it almost doesn’t lose any of it when bursting, and the damage per clip is still good despite the power draw. I would readily take it over the HI-10 if I knew I didn’t need range or stealth.

Smasher: Heavier still, but has appreciable range and the damage is still quite appreciable. Energy efficiency is good as well. I’d readily take it over the HI-50 in close quarters.

Cheven: A bit heavier but more energy efficiency and more compact, which can really matter in close range firefights.

*Kurang: I can count the number of worthwhile Particle Beam Pistols I’ve ever seen on one hand, and this near carbine joins that list. Every tech I’ve talked to about it says that it has to be expensive as hell, but in the right hands that doesn’t matter. They keep this one close to the chest with no exports, but I know a few Marine officers that are starting to mutter about it.

Incendii: Said to be derived from an experimental Kittani design, this plasma hand cannon can do an impressive amount of damage on a single clip when you add in the hot shot mix. While not as efficient as the Keeper, it has a slightly better range and makes less noise. Heat it a bad choice against Infernals though, so it sees less use than normal.

Saber Rifle: This oddball design really makes me scratch my head, as it's a short range plasma gun and a plasma sword in one. It's light enough to not be a hassle, and I can see the utility in Spec-Ops, but it’s biggest advantage is its novelty. Nowhere near the strangest thing they’ve done though.

*Hotspur: This is notable for 2 things, being a non-Naruni plasma cartridge weapon, and being better than the Naruni equivalent, the NE-350. Sales of it and the other cartridge weapons are effectively non-existent right now in order to not **** the squid heads off, but with Naruni on the backfoot that might change in as little as a decade. The non-cartridge version is the Salamander, which does less damage. There’s supposed to be a lighter revolver pistol as well, but it hasn’t been spotted.

Light Kinetic Weapons
Exploding rounds make chemical slug throwers relevant, and Cov- and Spec-Ops have no end of uses for concealable MD weapons without a power spike.
Spoiler:
Astra-Omega: It sits between the GR-10P and the GR-45HP, but is closer to the former than the later. Better overall performance than the -10, and has a reasonably effective burst mode. The only thing it lacks over the -45 is per shot damage, and it comes reasonably close. Considering it uses the same clips as the -10, that would be impressive if Wolfpack’s engineering wasn’t archaic. Sales are slow due to its lack of reputation, but once it gets one I expect it to sell like hot cakes.

M-120: Lets face it, nobody really expects chemical pistols to accomplish much, but this comes pretty close to the GR-10P. Which says more about the former than the later. If you have to use a weapon without any sort of energy signature, this is as good as a one handed weapon can reasonably get without getting into really silly and expensive gimmicks.

Nu Calico: Perhaps the cheapest usable weapon they offer, this is the weapon of choice for low end rentacops. Using exploding rounds, it's at least on par with the Jackhammer in an office building, and is much lighter.

Jasta: While the damage is mediocre, its ability to use anti-supernatural rounds and trivial cost make it attractive to the bottom end market. Most AJC armories have a crate or two of these ready to go should something come up, which is why they’re listed here.

Fhizer: This police weapon is well above average to the type, and the full mil-spec construction and features makes it useful for cov- and spec-ops. A few dozen are handed out in colonization kits to deal with civil disturbances.

Sandman: Of all the disabling pistols I’ve come across, this is the most practical and convenient. Even with the electrical discharge, it is far less noticeable than every energy based method, and it's far less of a pain in the ass to use than chemical darts. It doesn’t work through armor or on MDC beings, but most alternatives don’t either.

Light Ordinance Weapons
Yes. These are things that exist. They’ve made some really huh??? caliber pistols for Cyborgs and Augments, each of them sillier than the last. There’s also some micro missile weapons, but those are mostly niche without an external guidance system. And then there’s the ******* Thunderbunny, which must be seen to be believed.

Medium Energy Weapons
The actual production list is even longer, but this is just what is military appropriate. While the HI-80 remains the top dog in my eyes, it actually faces legitimate competition from some of these, which is something I thought I would never say. Some of them are even outright better in certain semi-common niche cases, which will keep the guys at HI-Industries awake at night.
Spoiler:
Partisan: While heavier than the HI-50 and gets clobbered by it in damage, it costs far less and has even lighter maintenance requirements. Compared to the usual trash that gets handed out to frontier militias, it's well above average.

Priene: Truly exceptional range for a man portable energy weapon, making it the definitive frontier sniper rifle. Always going to be more of a specialist weapon, but I can see it’s niche cropping up regularly.

*Maximus: The GNE’s primary long arm, it trades some of the HI-80’s damage for range and a bunch of extra features that are at least marginally useful. I can’t really agree with the idea, as it takes an awfully skilled or talented soldier to actually hit something at that range even with a laser. And that’s assuming you have line of sight that far out.

*Chintis: A mechanical clone of the HI-80 in a Maximus shell. A better gun in urban and forested environments. I expect the GNE to at least partially swap over as problems with their range focused doctrine seep in. While the weight is something of a downer, it comes with one of the most fantastic battlefield scopes I’ve ever seen, so I’d take it without reservation.

*Widower: Replaces some of the Maximus’ less useful features for a grenade launcher and a target designator. I can see the range being useful here, as it's usually in the hands of the designated marksman. The GL and TD are likely going to be ported to its siblings.

Viper: Basically an EPR-8, but useful underwater and with a recharging gimmick.

*Vandegrift: While the damage is a bit disappointing for an Ion weapon, it manages to reach laser rifle ranges with good energy efficiency. They don’t openly sell it in order to have an edge in underwater engagements, but if you're at least somewhat trusted it's easy to get a hold of. For its niche, there isn’t anything competitive that’s remotely wide spread, so it's the king of the heap by default.

*Nova: While having **** for range and mediocre energy efficiency, this Particle Beam Rifle is stupidly light and packs a wallop. Don’t expect to see it outside of the hands of the elite any time soon though.

FlareHammer: Sacrificing some of the Nova’s lightweight for a bearable price tag, this sledgehammer of a gun is one of the most common anti-armor weapons of the more well off militia units.

*Bluebolt: Cripes. If you’re willing to spend a **** ton of cash, you can make something really impressive. Put it in the hands of one of their aug soldiers and you can actually use the range consistently, and on a good hit it does an impressive amount of damage.

Super-BAR: While objectively decent for a Particle Beam Rifle, this older weapon just can’t compete with the (BS) newer models above. Better than average energy efficiency though.

Nimro: Plasma weapons, unless you’re Naruni or stepping on their tentacles, generally struggle in the 3G. This one isn’t helped by being as much an engineering tool as it is a weapon, which substantially removes its combat effectiveness. More practical though.

*Flarestarter: Once again, they managed to improve on Naruni’s staple and eclipse the NE-11. It has a burst mode for ****** sake. Holding off so the squids don’t go after them, and they DEFINITELY WOULD for this one.

*Comet: I almost overlooked it at first glance, but then I noticed it had a burst feature. Range and energy efficiency is impressive for a plasma weapon, and dear Forge can it make a mess when bursting hotshots.

Medium Kinetic Weapons
Despite having Grav weapons for a while, they’ve stuck with EM or chemical weapons for the most part. I believe this is mostly due to the GR-15AR being greatly subpar by their standards, thanks to it being a PoS in general. As a result, they’ve managed to really push what old school kinetics can do, which translates to making Wolfpack look as bad as they should.
Spoiler:
Thumper: They somehow managed to boost the damage and drop the weight of the short barrel GR-15AR, pulling it up to a level they consider usable, and then gave it alternative ammo types. I know for a fact that Wolfpack Armaments has completely lost its **** over it, and is rushing an equivalent into production.

BAR2: A big part of the reason they don’t care for the GR-15A, this electromagnetic bad boy clobbers it in everything but weight.

Stoner: This chemically propelled oddball can play 4 different rolls if a weapons tech looks at it right, and it's stupidly cheap. Lack of any sort of electronics makes it useful for special situations.

Sniper Weapons: They also have a range of chemically propelled long range rifles for assassination purposes, along with some much larger pieces for Cyborgs for anti-material work. Even we use similar weapons when we’re trying to be subtle.

Medium Ordinance Weapons
The traditional home of single man portable grenade launchers and mortars, PS adds in micro missiles, which have use against drones and other light fliers.
Spoiler:
Sneezer: The cheapest way to give infantry an effective anti-PA weapon, it's light enough for half a squad or so to have them as secondary armaments. Damage method has problems against most forms of force field though. This is something that we really need to look at, because there is no end of uses for this sort of close range demolition capability.

China Lake: Ok, it's not actually militarily significant, but I swear, it seems like every species in the 3G has developed this exact model of pump action grenade launcher at some point. This just happens to be a higher than average quality version.

Laggie: The revolver version of the above, which gives it a fast reload option. Common among low and mid-tier formations as a squad support weapon.

Esben: A more sophisticated long range burst capable light grenade launcher. A lot cheaper and lighter than most of its alternatives, although the recoil is a hassle to the unprepared.

Gunther: Single man mortars will always be relevant, and this one has access to TW warheads. Considering it’s niche, they’re likely not going to bother with an EM or CG version.

Fire Orchid: MANPAD for anti-drone and -missile use. The issue is having reflexes fast enough to use it as the later.

Fire Rose: The best way to think of it that I’ve seen is as a really long range guided grenade launcher, but even that misses some important details.

Unzipper: 25 micro-missiles on a man-usable weapon. Often has a light pulse laser attached to if for defensive purposes. It has enough boom to threaten most non-heavy vehicles, and can **** up a heavy if it hits the right spots.

Heavy Energy Weapons
In addition to this list, they have a bunch of older stuff that they sell the unaffiliated militias. This is just what the AJC bothers to acquire, and even some of that is on the way out.
Spoiler:
Blazer: Ye olde laser machinegun. Its damage and energy efficiency is honestly crap, but it's good at keeping heads down. Honestly see’s far more use as a vehicle pintle mount, which generally solves the efficiency problem.

*Exel: Following the basic formula of dumping a lot of an E-clip into a single shot, the damage isn’t all that impressive honestly. On the other hand the range is really nice, so it gets used as an anti-material rifle.

*Scheffer: The range on this Ion Cannon approaches what they consider desirable and it has a blast mode. There’s also some older models that they’re phasing out of frontline service.

*Partistorm: While it's heavy and expensive as hell, sweet Forge does it hurt. It's basically a vehicle weapon in a Cyborg portable housing, which explains the energy requirements.

Lewiston: While it doesn’t do a tremendous amount of damage by plasma standards, the range is absurd for the type, and the energy efficiency is decent. I’m personally ambivalent on it, but it has a following.

Serap: The real draw here is the blast mode, which can really **** up exposed systems in a hurry. Sees more use as a mounted weapon than as an infantry held one though, and even the militia’s are phasing it out.

Supernova: More of the above, but the weight takes it out of reach of non-augmented humans.

*Heatwave: An alternative to the NE-200 and -700. The weight limits it to PA and Cyborgs, but it has a far better range and price tag than what Naruni’s pushing. Not advertised, or even talked about really, for obvious reasons.

*Sunstorm: Unfortunately PS hasn’t mastered the big cartridges yet, with this monster being all out worse than the comparable NE-75. Give them a decade and they’ll fix it.

Heavy Kinetic Weapons
Interestingly enough, they don’t have a domestically designed man portable heavy EM machinegun. They’ve appropriated a variety of rapid fire grenade launchers to fill the niche, and it seems to work out well for them.
Spoiler:
Flamma: Once again, their contempt of conventional CG weapons makes a persuasive argument. This thing clobbers the GR-25ER in its damage output and price tag, at the relatively minor cost of being almost twice the mass. Augmented or exoskeleton soldiers can use it easily.

Taskin: This rapid fire grenade launcher is one of their most common heavy weapons, and it's easy to see why. Its only real drawback is the weight of ammunition.

Fritz: The simplest alternative to a heavy EM machinegun, the Fritz is broken out for anti-supernatural purposes thanks to its alternate ammunition. It is apparently a really old design, but as usual nobody I could talk to knew details.

Arden: Assuming you can tolerate the short range and combined weight, this thing can shred a squad of armored troops like nothing else.

Heavy Ordnance Weapons
It seems that PS never developed their own human portable mini-missile launcher, and are currently just making do with copied CAF Repeating models for the most part. They must not have been able to come up with any additional features to shoehorn into it. Fredette is covering the towed and vehicle mounted pieces, so I won’t go over them here. These are listed by unloaded weight, as it can get silly otherwise.
Spoiler:
Boombox: 125 micro-missiles shoehorned into something man portable with exo-skeletons.

‘Missile Rifle’: Apparently an improvement of something reverse engineered, this is a more conventional stacked mini-missile launcher with a small laser rifle attached to it for use by PA and Cyborgs. Something of an older design, which explains why the laser is basically useless for anything that can hold it. It's more accurate than the cheaper Slammer, much less of a headache to swing around due to its shape, and can fire the quad shots that are generally preferred. Other than improving the laser bit, there really isn’t anything more you can do for this sort of weapon, as the working bits are the missiles.

Slammer: A cheaper cluster tube launcher that can dump 19 mini-missiles in a hurry when need be. Considered semi-disposable due to its cheap construction.

Sooperzoka: An LRM warhead on an SRM body. Most of the guidance package is sacrificed, but the blast area is usually more than enough to compensate, particularly when using mini-nukes (which they keep a leash on). It is just barely small enough to be used by heavy PA and Cyborgs, and even they have trouble at times.

Snapdragon: Bog standard old school crew serviced mortar. Likely going to be replaced with a CG model soonish, considering they’ve made a larger howitzer version. Barring good infantry level PD, these will always have a role to play on the battlefield, particularly urban ones.

Additional Munitions
If you have a decently sized projectile, you have the volume to get creative with.
Spoiler:
*Dum-Dum Rounds: A form of TW munition, it causes a temporary lobotomy in its target. I shouldn't need to say just how useful it is in kidnapping missions.

*Fear Shots: More TW bullets, these ones inflict psychological trauma and ****** up unit cohesion. We all know how panicking soldiers are easily killed, and this makes it happen.

*Silent Death Rounds: Again, TW bullets. These completely kill the sound of the bullet and the target, which makes it a great Cov-Ops tool.

Gravity Munitions: They’re the ones that realized the obvious, and by far the most prolific user. The calls to get it banned are disappointing in that they show just how damn coddled the CCW is, because trying to make ‘humane’ weaponry in an MD environment is like screwing for virginity. It's nothing more than a grav-clip built wrong people, we honestly should have had them before we had grav-guns for the Forge's sake!

Reduced Gravity Munitions: Far less of a future legal war crime, this just flings people around. Which can be a death sentence all the same, but it's less messy.

Banger: A novel form of demolition warhead, it is spectacularly effective against structures.

*Biothan Shell: A bio-weapon that’s going to give the TVIA fits, this thing can make a forest grow in less than 5 minutes.

Switchblade: Something relatively normal, this mini bomb drone is perfect for Spec-Ops.

Krackler: Man portable cluster bomb. Absolutely brutal in a building.

Rifleman’s Assault Projectile: A bowling ball of squash-head plastic explosive death.

*Cutter Mine: Monofilament fun for the infantry man, this is going to maim countless people in gruesome ways, and it's too simple and obvious to ban just like the Grav Grenades. It’s just monowire made wrong after all.

*Air Web: Simple monofilament claymore to deal with low altitude fliers. Great against low end supernatural fliers and power armor. In a pinch it can also be used as a last-ditch defense against heavy missiles, and the Sorn have become a bit nuke happy when trying to take AJC positions.

*A-Theron: While they don’t talk about it, they have an anti-PPE weapon, although I don’t know what the exact effects are. We should honestly look into it, because anti-supernatural has proven to be a massive hole in our doctrine.

*Eldrencher Fire: Alchemical napalm. It's only available in very limited quantities, but it's incredibly effective against magic infused materials. One of my UWW contacts says they’ve had their own version for a few millennia, but they’re not particularly happy for others to get their own.

Armor
In addition to what’s listed below, PS also produces some oddball designs that they haven’t bothered to export to the 3G, and some overly generic crap that nobody bothers to keep corp names attached too.
Spoiler:
Skinsuits: Mostly galactic standard fare here, but they also developed a psi-crystal one like the Noro. They’ve also managed to duplicate the Splugoth Blind Warrior Unitard, which isn’t a trivial accomplishment.

Armored Clothing: Again, galactic standard capability wise. The difference is that far more of their people see the need for it.

Space Suits: Galactic standard for the most part, but with a far stronger emphasis on combat use than normal. They also make them for giants and smallkin.

Police/Paramilitary Armors: There’s few different varieties, but the most common is the ‘Bushman’. Also used by not-completely dirt poor militia units.

‘Plastic Man’: Frontier militia armor through and through. Will probably fail after eating the first HI-Laser burst, but it's cheap enough that even dirt farmers can buy it in bulk. ASI gives them away by the thousands as part of their colonisation kits.

*Raptor: GNE’s old standard armor. A bit short of LCA in terms of raw durability out of the box, but the extra features do much to compensate for it. An additional armor kit makes up for the protection at the cost of a massive increase in weight, but there are plenty of situations that warrant it.

*Guardsman: The new standard armor. Catches up with Heavy Battle Armor and the extra features push it well over. Extremely limited distribution in the 3G so far, as nearly all the production lines are on the GNE homeworld which is currently cut off.

*Starman: Stelmarine armor. Laser resistance really helps against most enemies, and it has even more features for survival in space. The weight is compensated by the exo-frame.

Aquatic Armor: They have a few models, and they see use.


Cyborg Chassis
While the Central Alliance is what most people think of when the word cyborg is said, the USA is also a heavy investor. The GNE (what most consider the heart of the USA) has long appreciated the capabilities of full body conversions, and their near-nationalized manufacturer Paladin Steel has developed a great deal of expertise on the subject. In their typical fashion, PS has created more chassis designs than can be rationally explained, with nearly all of them being more refined and sophisticated that the vast majority of what the Central Alliance uses. General Noldek is said to be in negotiation for establishing a corporate branch to supply his forces. PS has also developed a list of honest-to-Forge Technowizard models, which I have no idea how to judge so I’ll leave for your UWW contacts to fill you in on.

Light Cyborgs
Most don’t think of cyborgs as being subtle or sophisticated, but these frames dispute that. Removing biological needs is useful in a wide variety of military tasks, and there’s a whole separate list of civilian designs that contest the premise that you lose something with your body.
Spoiler:
Schweitzer: An unexpected combination to say the least, these guys are incredible at dealing with infectious diseases.

Parahunter: Once you think about it, this is a good idea if you have the tech. Cyborgs are less vulnerable to a lot of supernatural effects, and are more survivable than a normal soldier. Plenty of crippled volunteers nowadays as well.

*Stalker: Spec-Ops the Cyborg. As usual, a good strike team can put out a bushfire before anybody knows it's there.

Angela: The Sexy Flight Borg, this has become absurdly popular in the Central Alliance for women that want to retain some beauty.

*Darkhammer: Another unexpected combo, cyborg reflexes and endurance are a massive help. They work very well with Stalkers.

*EgoMeister: If a Noro was forced to borg up, it would be in this. Still has its flaws, but it works.

Montoya: Looks REALLY questionable to me, but if they can make it work they can make it work.

Neutralizer: Natural combination, and it can be slipped into when needed.

Heavy Cyborgs
What most people consider ‘combat cyborgs’, these are often used as alternatives to Power Armor. Not needing to get out does wonders for operational readiness, which is important against teleporting enemies.
Spoiler:
Scimitar/Radiac/Reaper: 3 different melee borgs that makes me wonder why they aren’t just configuration variants of each other. They make a degree of sense against teleporting demons, but there are limits.

*Midas: One of the GNE’s primary heavy chassis, the laser resistance helps against most opponents. I personally think it lacks the versatility of other standard heavies, but that’s just me.

*Shield Warrior: While mostly a bog standard Heavy chassis, it has one hell of a party trick in the form of a bubble forcefield. The shield strength is still a bit lackluster due to the tech being in an early stage of development, but it has great promise.

*Zhu-Rong: A jumble of light ordinance pieces that were combined into a cyborg. The diversity of munitions is what puzzles me, as it doesn’t make much logistical sense.

*Aries: The GNE’s other standard heavy chassis, the Aries has limited flight and a list of option packs. If you’re not going up against laser using enemies, this is the better choice.

Kageru: Wat. How? Why?! Who?!

Hexer: Just a basic heavy with 3 sets of arms. Primary use is to carry multiple (very) heavy weapons, and be less of a pain in the neck to deal with than the specialist multi-arm designs.

Anarchist: A melee specialist version of the Hexer, most have swapped to non plasma blade arms for the duration.

Super-Heavy Cyborgs
The USA are the only people other than the CA to use multi-ton cyborg designs with any frequency, and even they consider them more niche than not.
Spoiler:
*Chromus: I haven’t heard of any being deployed to the 3G, but it's said to be a cyborg version of the Glitter Boy PA. There’s some cultural stuff attached to it, but that’s not my department.

*Hayate: Oddball flying dragonoid cyborg. See’s a lot of use contesting low airspace from demon fliers, but we haven’t seen that very often in the 3G. Might be rolled out for the Demon Worlds, but I doubt the AJC will be willing to risk their quite finite assets after the hammering they’ve been getting.

Terrapin: This bunker bot has its uses, but everybody considers it something of a dead end.

*Helmunth: Embodying the ‘brick wall with guns’ approach, it's used when relatively slow sledgehammers are considered more appropriate than agility. The only one here that can be considered ‘common’.

*Kishru: Basically a really low end light starfighter in the shape of a cyborg. The CA has already begun on knock offs.


Smallkin
*insert hour long string of profanity here*
If you aren’t horrified by what sapient rodents can do in the realms of Spec-Ops, you’re too stupid to work here. Beyond that, PS has put a non-trivial amount of effort into providing them with effective weapons and armor. You will never look at an air vent the same way again.
I’m going to collaborate with Fredette on this, because their ‘vehicles’ really push just how you define the word.
Spoiler:
SunSting: A working squirrel size laser rifle. By far the longest ranged option beside the missile launchers, and thus the most popular.

Glister: A tiny 10 shot Sandman. Just what every infiltrator wanted. No seriously, it's fantastic, and normal people can use it as well.

Menie: Tiny pistol with just enough damage to pulp a normal human. Not a good thing to run into in a shower.

Derginger: Dual shotgun slugs to the back of the neck.

Ratfang: This tiny assault rifle can turn a sleeping barracks into a bloodbath.

Venter: Tiny hand held Claymore mine to bring to briefing rooms uninvited.

Frenzy: Imagine an MG nest under your bed.

Fenwick: Tiny grenade launcher. It can make a mess out of a room full of fragile things. Like server racks.

Micro-Grenades: That nut is actually a bomb, and they can put it under your pillow.

Micro-Missile Launchers: McMs were arguably developed for them, and they are a constant threat with how hard they are to pin down and how long ranged they are.

Armor: The most popular are miniature skinsuits and muscle augmenting hardshells. Using them sort of blows their cover though, so they’re not used on infiltration ops.


Technowizard Creations
You’re better off getting the UWW’s report than talking to me. I know you have a good relation with their station chief, and it's unlikely he has a reason to not share his own work on the subject with you.
Last edited by Omegasgundam on Mon Jun 29, 2020 11:02 pm, edited 7 times in total.
Omegasgundam
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Joined: Thu May 08, 2008 11:04 pm

Re: Paladin Steel Storefront

Unread post by Omegasgundam »

ASI/Paladin Steel 2nd/3rd Tier Planetary Vehicles
    ---Major Philip Fredette
Paladin Steel’s host nation (the GRE) is surprisingly young, but their hellhole of a homeworld have given them plenty of cause to develop a wide range of combat vehicles. While nearly all of them have an equivalent here in the 3G, it's unusual to say the least for them all to be present in the same force, which results in the USA’s AJC having an extremely wide pool of domestically produced vehicles. While much more primitive than what the CAF uses, one of the simple truths is that ground level ops are often the second fiddle at best in procurement decisions, which makes ‘cost-effective’ low tech systems and platforms very desirable. Add in the actual performance difference between the high and low end not being all that great when you get into the fine details, and you can understand why these vehicles are considered relevant. Even in the 3G, low-tech bare-bones designs (in one form or another) are the sorts of things that are expected to stay in service until the heat death of the universe, because the fundamental demands placed on them don’t change much.

The Minion War has given both the GRE and the USA reason to drag the boneyard relics back into service, bulking up their ground forces for the bushfires and low end warzones that they need to respond to. In addition to combat vehicles, there’s a legion of support platforms in the rear, but those sorts of things are the same the megaverse over. I’ve attached a list of what combat platforms are considered to play a significant role, along with any thoughts I have on them.

Wheeled Ground Vehicles
Here in the frontier there are many occasions where simplicity is a goal in and of itself, and it's hard to get simpler than wheels. PS has established a network of branch factories to supply the dispersed USA holdings, with relatively hearty export sales to the surrounding Thundercloud planets.
Spoiler:
Jeep-Warrior: It's a Jeep. Bored troops find new and exciting ways to use/abuse it, and it ends up in situations that boggle the mind. PS’s infamous options list only expands the ‘fun’, making it quite attractive to the adventurous.

Skywatcher: Classic Flak Truck. Provides reasonable low end anti-air capability, and the gun is surprisingly powerful, but its at its best against missiles and light drones. The latter more or less covers the various primitive rust buckets neo-barbs use, so it see’s a lot of use all over.

Daniel Boone: An odd combination of wheel and hover, this is something of a low profile design. Recon/exploration focused, and reasonably good at it when the sensors are upgraded. I guess there’s a market for it, but damn if I know what it is.

Colter: Everybody has a need for an ugly low-cost box van, and the Colter is the one PS brings to the table. While not intended as a combat vehicle, it gets dragged into firefights often enough for there to be several ‘best of’ compilations.

Dancat: Most often found in urban police forces, this light IFV is almost as maneuverable as a hovercraft on level ground. While not quite replacing the common squad car, it comes close at times.

Arrabian: A light ATV that gets used for and dragged into everything. We all know the type.

Wolfhound: A simple yet effective combat car. Has a light cannon, a decent sensor set, and can carry most of a squad. No end of uses for it, so we find it all over the place.

Rattlesnake: One of their oldest designs still in production, this simple ‘Metal Box’ APC is nearly identical to just about every other bottom end wheeled APC in existence. Parallel evolution in action. Like its peers, its empty boxiness has led to it being the basis for a wide range of support vehicles.

Clysdale: A bigger metal box with all the electronics and environmental systems you’d expect out of a normal combat vehicle, the Clysdale is famous for having a stupidly long list of modifications even for PS. There’s supposed to be a history behind it, but I haven’t been able to talk to any GNE natives that would know what it is.

Lynx: A shockingly mobile wheeled tank, with a lot of firepower and reasonable durability for its size. Despite being one of the more expensive wheeled vehicles, it is popular among the slightly less impoverished militias.

GAAB: Classic ‘Armored Bus’. Has tremendous use as an evacuation transport, and they can’t keep up with demand for them.

Sand Demon: An open plain/desert specialist, this MBT is popular anywhere there’s large amounts of open terrain. While much slower than a hover vehicle, it's also far cheaper and easier to maintain, which is a major plus for most of the USA’s struggling members.

Tracked Ground Vehicles
Most of the USA is under developed, and their cash cow resource extraction facilities are often in hazardous terrain. Thus, all terrain combat vehicles are a priority among nearly all militias, particularly those that lack the technical resources for massed hovercraft. Even the front line AJC formations make heavy use of them, with Thundercloud having no end of exotic environments that hinder blowers and CG craft.
Spoiler:
Winsor: Basic tankett with a heavy infantry weapon and a list of support variants. You’ve seen one of these types of things you’ve seen them all, but they’re still useful.

Lindon: ‘Metal Box’ APC on treads. Used and shot at everywhere.

Mongol: The usual ‘Small Tank, Big Gun’ formula. Has enough armor to be considered somewhat survivable, which leads it seeing massive deployments in the bushfires here in Thundercloud.

Chelydra: ‘Moderate Tank, Big Gun’, and uses the additional mass to increase speed and add low-visibility features. Big enough to use some proper vehicle weapons, which substantially increases its effective range.

Kodiak: Extremely low end light/medium tank. Only used by the dregs of the USA, but it's at least worth what they pay for it.

Gunripper: Traditional medium direct-fire AA track. As usual, it is most effective against swarm enemies, which describes a depressingly large fraction of what the AJC is going up against.

Sherman: Somewhat less low end than the Kodiak, the Sherman is primarily used by the same sorts of people. Its primary gun has a much longer range, but often doesn’t have the targeting systems to make the use of it.

Black Bear: Despite being ugly as hell, the Black Bear is a rather effective low tech MBT. If you can’t operate a hover tank, you get this instead, and the robot leg bits compensate for most of the remaining terrain problems. There’s also a good SAM hauler version, which is always useful.

Kerkat: Traditional Heavy Tank. Lack of mobility sees that it’s only really used in garrison duties or opposed landings, but once it gets into the fray it can clobber an Phalanx. Not that that's a great accomplishment these days.

Von Stueben: Most people never bother developing a tracked tank this big, with the lack of mobility being a deal breaker. Apparently the GNE’s bases get attacked by heavy ground forces often enough for this to make some amount of sense, and I’ve seen a number of reports of it being used to good effect against Metlza.

‘Blower’ Hover Ground Vehicles
Old school blowers are still used on frontline vehicles by the TGE, and nobody (whose opinion matters) seriously calls that a bad decision. PS’s offerings may fall short of the Dark Slayer, but they are more practical and cost effective as well.
Spoiler:
Minismeg: This is a new one apparently. While sticking a mortar onto a hovercycle is an odd combination, it has already proven itself to be a fantastic raiding and skirmishing craft.

Asateague: Bare-bone flying 'hockey puck’ that everybody does sooner or later. The battery powered version is cheaper than most forms of body armor, which results in these things being used as an alternative to light exoskeletons. The USA dumps ship loads of them absolutely everywhere, so it's not uncommon to see them deployed by the hundreds.

Merlin: Hover-jeeps never go out of style, and the Merlin has a PS sized list of options to allow it to match any nominal peer out there.

Grenser: ‘Metal Box’ APC on blowers. Actually rather slow for a hovercraft, but still better than all of its ground bound cousins. Support variants include useful mortar and AA platforms.

Tizon: An obvious upgrade of the Kittani Land Skimmer, this thing is stupidly popular across Thundercloud. It apparently REALLY ticks the Kittanni off, which is a plus as far as most people are concerned.

Megabego: It would be a typical heavy hover truck, but the default ‘RV’ version comes with a stupidly powerful PPC. It is ludicrously popular among the ‘Hobo Adventurer’ crowd, which leads to it being a prominent feature in firefights across the 3G.

Brabant: Typical Hover MLRS, but the AJC has some better than average SAMs to go with it.

Firedrake: A blower version of the Lynx, it likely would have been the GNE’s primary hovertank if the Bandersnatch didn’t come along. It fills out the ranks of the intermediate USA members, being not too expensive to operate in numbers but being more effective than tracked vehicles.

Chandar: A Firedrake with an energy focus and an exotic protection method. While very effective, the armor is a logistical pain in the ass, which greatly limits deployment.

Psudo-CG Hover Ground Vehicles
I had to look up what GraviMagnetic Resist is, but it turns out it's a lower tech offshoot of normal Contra Gravity technology. While it has some fundamental limitations, most notably needing a magnetic field to work off of and needing a source of forward propulsion, they are far simpler to produce and maintain than normal CG engines, which makes them far more practical out here in the frontier.
Spoiler:
Sebb: PS’s answer to the Naruni Combat Pod, this is likely going to clobber the squid heads in sales unless they do a dramatic price cut, and we all know how likely that is. The drone version is only going to help this along.

Vader: This squad level flying disc looks like it's going to replace the Merlin in the long run as the USA’s preferred hover-jeep, with an options list going on for 7 pages for the weapons alone.

Astrobago: A GMR Heavy Hover Truck. Gets into just as many messes as the Megabago, but is slightly better at handling them.

Crosack: Likely the cheapest hover tank around, this is the upper hull of the Kodiak on a commercial GMR cargo platform. It has a distinct lack of any support systems, making it very inflexible, but for a purely defensive role that’s acceptable.

Shaw: The Sherman equivalent to the Crosack, the Shaw is substantially slower but has a much larger list of options, most importantly missile launchers.

Bruno: If it looks like a floating armored train, that’s because it is. It serves as an escort for ground convoys and as a high security personnel transport. It also serves as a mobile command center when the larger Slepnir is too excessive. As is the theme of their heavy vehicles, I would give it good odds against a Phalanx once they put some massdrivers in the turrets.

Oddball Ground Vehicles
Then we get to the head scratchers. Because PS gonna PS.
Spoiler:
Zerkat: Everybody has a light weapons carrier, and this is the USA’s. The differences here is that it has three different movement options because why not. Its most extreme version is a short range nuke lobber, which you don’t see everyday.

Akkorukami: You remember that story right? The one of the poorly surveyed resort planet and the robots? These are the robots made usable by people. They made heavier ordinance and APC/IFV variants as well.

GAAAR: Their only fully CG planetary vehicle, it’s basically an upgraded GAAB produced in conjunction with a 3G native firm, Locke-Snye Industries. The exact details of that arrangement is beyond me, but I do know that LSI is making more money than they ever have thanks to its popularity. While not as simple as GMR, it being relatively conventional by 3G standards removes most of the marketing problems. The biggest question I have is how in the name of the Forge did none of the big firms have their own equivalent out centuries ago, because it’s such a brain dead simple concept that even Wolfpack should have stumbled across it by accident.

Air Breathing Flyers
Even with their GMR technology, Contra Gravity production is out of reach of developing planets, which is a threshold that most of the USA can only dream of. The ‘disruption’ of the normal galactic supply chains have put the normal manufacturers out of reach, and not having an air force is a near death sentence. Fortunately for them, Paladin Steel is an interdimensional oddball, and is still developing and producing less sophisticated atmosphere bound combat aircraft, so they have begun locally producing these far less complicated designs to fill the rosters of the USA’s militias.
Spoiler:
Taon: A Kittani Combat Pod taken seriously. Their augmented warriors often use it as an alternative to flying power armor, with reflexes compensating for the lack of protection.

Kingbird: Low end militia air-to-mud platform. It's dead meat against actually capable fighters or air defenses, but those are in short supply in the frontier. Against the less exotic monsters and barely interstellar neo-barbs that it usually goes up against it’s more than sufficient.

Fang: New design, it's a decent airspace contention craft. Not as capable as the Sky Tiger, but substantially easier to produce, so you see a lot more of them. Actual maintenance is dirt simple, being near pre-spaceflight in most aspects, which results in it being distributed as part of basic colony packages.

Dragonfly II: All purpose squad-level assault dropper the likes of which are popular anywhere flight is possible. We all have our own, and we all use them the same ways. I’m personally surprised it doesn’t use GMR for safety reasons, but it's supposed to pre-date that being practical by a few years. They’ll likely add a GMR hull spar in the next version, along with a fixed force field.

Bateleur: Modern air-to-mud platform, focusing less on maximum throw weight and more on getting it there. It can handle the low end trash that the frontier neo-barbs put up, which results in more sorties over a given timeframe.

Bigger Birds: Their homeworld has a list of problems longer than your arm, and one of them is a dimensional interference boundary that makes orbital firesupport essentially impossible. This makes truely old school atmospheric bombing craft practical, and they have a good stable of designs. None of them have been commercially exported to the 3G due to lack of utility, but some of the really big ones have been used in outdimension expeditions as planetary survey craft.

GMR Aerodynes:
The better off USA members can afford to equip themselves and the AJC’s mobile assets with these basic CG craft, which compare favorably to most paramilitary conversions of CCW civilian designs. While well behind what is considered proper military by the CAF and upper end IDFs, these are middle of the pack for the domestically supplied groups of the latter, which is significantly above what the USA’s general tech level would suggest.
Spoiler:
Yellowjacket: While it's objectively little more than a militarized CG pod, the next step down is a rotor blade or lift fan craft, and that’s just suicidal. It fills the normal scouting and special forces roles these types do.

Gravhawk: A low-medium CG pod craft, this one is most notable for having a nice gunship configuration in addition to the normal transport.

Arakeen: The high-medium CG pod. It's maneuverable enough to be survivable, but any troops it carries will likely wish they didn’t. Most common variant is a missile boat for use against swarm targets, which again are in no short supply.

Tercel: While technically a full aerospace fighter, it’s performance is pathetic against anything but reaction craft. However, it remains fully effective in atmosphere, and needs only a 3 to 1 advantage to take out a modern Flying Fang. It's likely going to be phased out as soon as they can swap to a WZT design.

Moth: Arguably qualifying as a proper shuttle, the Moth is still most at home in a planetary atmosphere. Surprisingly durable as well.

Cavorite: Taking the CG pod idea a bit more literally than normal, it’s more civilian focused than the Moth, but it has plenty of hard points if need be.

Frontline Vehicles
In addition to all the second string clunkers, we now have some hard data on what the USA and the GNE consider to be modern frontline vehicles.
Spoiler:
Tsen: While the Sebb is considered an export design, the internal use craft is quite similar. Other than hull form, the primary differences are that it's faster, more agile, and has additional harpoints for disposable missile pods.

Xaos: The GMR version of the Asateague, it has an even wider list of options. It is a firm competitor with most light power armors, and runs rings around lower tech forces.

Airshark: Compared to other modern 3G stealth scout vehicles, this is perfectly average, which is a minor accomplishment for their tech base.

Zephyr: Said to be their first functional combat GMR craft, they really hit it out of the park. When combined with its variants, the Zephyr fills nearly all of the light combat vehicle roles, and is surprisingly stealthy.

Bandersnatch: An exceptional medium hovertank, the Bandi as a near pear to the Dark Slayer, which is impressive considering its less than a fourth the mass. Said lack of mass makes it difficult to upgrade the primary weapon to something with better range, and most of the heavy kinetic weapons are non-viable due to the recoil.

Shadowfist: The ‘Fist is really two branches of related vehicles, the conventional Cestus and the Stealthy TW-enhanced Shadowfist, the latter of which is the original design. While effectively all Shadowfists are deployed on the GRE’s homeworld, a few companies of the Cestus have seen use in Thundercloud in high-priority missions. It's only true issue is its lack of speed, but it compensates with having vastly more armor and range than the Phalanx, which is impressive considering it only masses 70 tons. The speed on the Cestus will likely be fixed as they optimise the engine for non-stealth operations.

Slepnir: This hover-bunker can be thought of as their equivalent to the Phalanx, only it's actually useful at something other than providing close range brute force. While it's objectively more fragile than the Phalanx in several aspects, it’s far faster and has 4 times the range of its primary weapon. Its systems are still a bit crude, but that only highlights just how far you can push things if you know what you're doing, and has no less than 10 major variants. While its core systems are finalized, it looks like the platform is still considered developmental, as shown by the lack of available options. A full 3G version is likely.

Sky Tiger: Likely the precursor/prototype for the Star Tiger, this air breather is more than capable of seeing off the ex-Golgan cast offs and neo-barb rust buckets that infest so much of the fringes of Anvil and Thundercloud. Pricing data is difficult to get a hold of due to the lack of any local production, but it's cropping up on mediocre planets, so it's likely not too high. Once their economy builds up, they’ll likely develop a more refined version for their mid level members.

Morningstar: Ground attack gunship with a bunch of options that nobody will ever use or not effective against 3G technology. Kills less sophisticated forces in job lots though, being the recurring theme here. We’ve only seen a handful so far, which tells me they’re still developmental.

Power Armor
Every technologically competent military invests heavily into PA, and the AJC is no exception. PS is (as usual) the primary driving force, with none of the other domestic manufacturers currently having a presence in the market.
Spoiler:
Pikeman: Don’t dis the low end near-exoskeletons. They’re small enough to be carried in almost as large numbers as normal marines and just as capable as larger designs at boarding actions, which is the bread and butter of AJC’s normal operations.

Swashbuckler: Said to be a derivative of an aquatic design, this urban specialist is considered quite effective when in its element, and not bad when out of it.

Fury: An oddly new design, the airborne Fury has a few variants based around the propulsion method and level of finish. The most basic model is not as good as the Warlord II, but the better versions have electronics and forcefields to make up for it. All of them are far cheaper than the W2 knock-offs though, so the USA is more than happy to buy them in bulk. Production lines are still being built, but they are not skimping out on them.

Guisarme: The primary PA family of the GRE and thus the AJC, this medium frame is what first comes to mind when you think of ‘Paladin Steel Modularity’. There is a lot of economic grunt behind mass producing it, which results in it showing up everywhere the USA touches. The only real flaw I can see in this one is the dated armor composition they use in the most baseline model, which gives it about half the protection you would expect out of a galactic standard one. I know their frontline models have been upgraded with stuff only 2-3 generations behind us, but I don’t have firm values on hand.

Xebenn: A very new unit, we don’t have much intel on it. It's apparently a recovered throwback design, and isn’t expected to become the primary grunt suit. The overhead weapon mounts are odd, but give it even more versatility than normal. Armor is just shy of the Warlord II, which is around what I’d expect for their current material science.

Caliban: A straightforward application of pure brute force, this gunboat is normally considered somewhat problematic due to its all projectile loadout. However, it has proven to be spectacularly effective in assault drops on Infernal raiding forces, and is able to take advantage of their material weaknesses. It's also quite useful in short duration strongpoint assaults, leading to the EFR using it relatively heavily. Protection is quite strong.

Cameron: Wherever you find asteroid miners, you’ll find people that have been forced to bring them into a fight. Coming from a transdimensional Hellworld, the Cameron is better at it than most, and it can also be used for planetside exploration. I’m firmly in the ‘Any PA is better than no PA’ camp, which makes this militarily relevant.

Raptor Rex: At the lower end of the ‘PA or robot’ intersection, this heavy frame fills the ‘light airborne gunship’ slot for the frontline AJC units. While the CG using version is pricey, it handedly trumps the Warlord II, and the lower end models are still better thanks to their vastly superior firepower. One of their convoluted history designs, but again I can’t get any details.

Robot Vehicles
If you thought the normal vehicles were all over the place, you’ve seen nothing yet. A large chunk of these were acquired from one of PS’s interdimensional contacts, so none of the locals I’ve talked to could help me with details. There’s apparently a large number of limited production/ exotic designs on their homeworld, but it's currently in a lockdown state due to extremely heavy infernal activity. Most of what is listed here are approaching the limits for what their frames can do, so the next gen units are going to be descendants rather than derivatives for the most part.
Spoiler:
Ikaka: Another upgrade of a Kittani design, this transforming water mech has the advantage over its competitors in that it exists, which is a massive leg up in real world fights. There’s also a bunch of rumors of a more advanced 3G spec version, which is obvious enough that I believe it.

Gondol: For an obsolete civil defense bot, it isn’t too bad. Admittedly, this is because the chicken walker is built around a set of hard points that don’t go obsolete, but it's at least something. There’s at least one outdimension source building them that isn’t cut off, so it's available in numbers when desired. This admittedly isn’t all that often.

Scolii: Arguably more of an air-blowing hovercraft than a true robot, this Kittani derivative is listed as the later, and is exceptionally fast for a non-CG vehicle. If it’s unable to make use of its speed, it's dead meat.

Yootan: A rebuild of the Gondol, the mech is now wrapped around a pair of non-Naruni plasma cartridge gatling guns, and the results are considered more than worthwhile. Even considering how fragile it is, it still lacks in combat endurance due to its small magazine, but I think that encourages them to pull back before they **** the enemy off enough to swat them. Only used in ‘no witnesses’ situations due to the potential blow back from Naruni.

Mongrel: A lost and recovered design, it floats in the awkward spot between very heavy power armor and proper robots. The general consensus is that it is substantially closer to the later than the former, but it is still deployed with PA formations. Beyond being a good performer for its tech level, it is also exceptionally good at urban warfare and rescue operations. Recent refits have improved the armor composition.

Jayhawk: What do you know, yet another Kittani upgrade. It's like their deployed kit is **** or something. While it's at the low end of what we consider acceptable for a flying robot, and more than a bit fragile, it still manages to push out most similar tech level ground attack aerodynes.

Skuttler: This utility spider walker is popular due to its non-combat use, but it can fit a tank turret assembly or missile battery if need be. Being near mil-spec to begin with, it does better than most of these sorts of conversions.

Pathfinder: Exploration bots being dragged into war is an old story, but this one is better at recon than most. Actual combat ability is considered borderline, but it can play host to a commando team.

Arcos: A paramilitary labor bot, PS’s modularity makes it a meaningful bottom-tier combataint, although this is naturally considered a sign of desperation.

Grelac: A combat bot that can do labor. The most common ‘true’ combat bot after the super-lightweights due to its utility. Most often sees use as rear line close range anti-air defense, protecting the facility they are working at.

Bardolph: As close to an outright colonial design as true combat robots get, and is ideal for green pilots. Actual firepower is so-so, but more than sufficient against anybody that isn’t an actual military. Also sees use as a frontline labor bot.

Jackalope: A Bardolph that trades armor and ease of use for a bit of speed, a substantial increase in firepower, and a decent stealth system. Reasonably common in forward deployed forces, but is far too specialised form widespread militia deployment.

Carnage: A much larger chicken walker gun mech, it can trash nearly any similarly light combatant in short order. The Bombard being the primary exception of course, as it's honestly sort of ridiculous compared everything else out there.

Mantis: While it apparently has an absolute trainwreck of a design history, the Mantis is a reasonably effective anti-armor specialist. However, the PS options list is combined with decent mobility, which allows it to full many roles if need be.

Ziz: This space bot is an upgrade to an apparently disliked design, and has an impressive amount of gun power. Generally used as a defense craft for orbital installations.

Giliath: While this medium bot is considered vanilla, an array of variants has been developed to solve this un-PS-like situation. As usual for most of these, the book armor composition is long in the tooth, so don’t be surprised if you run into refit models with 20-30% greater effective protection.

Firepike: Straightforward sniper bot, with a secondary role of direct fire AA. It needs sensor support to make the most out of its weapons, but that’s common for these types of units at this tech level. It's also known as a pathetic melee combatant, which is again common for the type.

Nemo: Another specialist water mech, this one is a flat out brawler. It's proven to be a nasty surprise for the local aquatic races, who take their control over the ocean for a given. I don’t think there’s a currently accessible production facility, but the attrition rate is low enough that it won’t matter for some time.

Hekker: A new design, it looks like a decent all-purpose brawler thanks to its modular weapons. From what accounts have filtered down the pipe, its melee ability is considered very useful against Infernals, as the demonic bastards constantly cheat their way into close quarters to avoid being blasted at range. There’s also mining and firefighting versions if you can believe it. Before you ask, yes, comparisons to that Shemarian warmount have been made, and there are rumors flying around.

Mandril: As far as heavy bots go, this is an exceptionally versatile firesupport platform, and is fully capable of brawling with close range designs. It's noted as having a substantial Kittani influence, being primarily designed by escaped slaves that had been trained by them.

Fireshriek: One of the better sub-Naruni-tech heavy combat robots I’ve seen, with enough firepower to give a careless cutter trouble if it blunders into range. There isn’t really a good analog for it in common galactic use, and comparing it to the Battleram would insult it. The Fireshriek that is, not the Battleram. The closest is the Imperator, but it has more than twice the mass and far more firepower. Funnily enough, it's actually smaller in terms of volume.

Landmaster II: I honestly have no idea what they were originally thinking with this landship, but apparently people use them as mobile starport batteries. They can fit a pair of Destroyer guns or a full Cruiser turret, and it's about as durable as most fixed positions, so it's not the worst idea I’ve ever seen. Fit it with a shield off a Runner and it's good to go.

Watercraft
While most people don’t bother with oceans, the GNE apparently shares one with the home of Lord Splynn, the preeminent of the Splugorth, who has apparently not bothered to conquer the planet because of reasons. Combined with the rest of their ****** hellscape of a homeworld, they naturally have a very large interest in aquatic matters. Thus, PS has a large catalogue of kit with which to wage war on the seas, leeding to them being one of the few such manufacturers with a galactic presence in the 3G. Naturally, the things that actually get sold are either tiny surface pipsqueaks that are too small to draw attention, or submersibles that can sink to avoid it.

Combat Drones/AI Platforms
Beyond ‘normal’ autonomous combat robots, they also field a wide array of purpose built drone vehicles. I can see the argument, with wheels and treads having a lower needed techbase to maintain, and then there's the aerial and aquatic branches. As far as I can tell none of them use any form of CG tech, which increases their relative expendability.

Speaking of robotic drones, they have a handful of ‘normal’ Combat AI platforms as we would understand them. The Magnus is a basic human-replacement, and is more or less exactly what one would expect from a ‘cost-effective’ low end model. The much larger Spartoi is basically an AI-controlled power armor, proven by them having a manned version. This is followed by the just introduced Sharktooth AA platform, which is as much expendable distraction as combat asset. The relative oddball is the locally developed Wrektor, which is little more than a cargo lifter with guns and armor to be thrown at swarms. I’ve seen them get put through ringer against the Sorn, and they are exactly the sort of disposable asset that is most effective against those animals.

Vehicle Ordinance
Having working brains, they use them to create new methods of mayhem and destruction. Most of them are the sorts of brain dead simple ideas that make you scream at the procurement department.
Spoiler:
Mini-Turret: Unlike most, they bothered to standardize on a common mini-turret, which says something about how many they make. It’s armed with a pair of automatic grenade launchers and a choice of light infantry weapons. The system is cheap, the ammo is where they make the money.

Chewer: Taking ‘spray and pray’ to a new level, this area denial weapon is incredible against swarms. The Sorn have apparently given them a variety of insulting names.

Quad-Flak Gun: Classic towed direct fire AA battery. Consists of 4 reasonably powerful and long ranged autocannons on an AA mount, and is predictably good against light fliers and munitions. Usually controlled from a remote station to keep crew losses down. Also available as a tank turret, which also has a reasonable amount of use.

*GraVex Howitzers: We should have thought of this, but I guess we take orbital fire support for granite. Some of my contacts say heads are rolling at Wolfpack’s development office, and it might just go up to the board.

Multi-Caliber Artillery: If your logistics are in the pits, this can make sense, but the AJC doesn’t have to deal with those sorts of logistical CFs often. FWC does though, and I heard that a somewhat suspicious number have turned up in their hands. Cheaper than the GraVex guns, but limited to actual artillery munitions as opposed to whatever the hell you can fit in the barrel.

*Boom Ball: A demolition warhead that doesn’t have the PR issues of a mini-nuke. Still something they keep track of.

*TangleTorp Warhead: TW missile, this thing delivers a variety of disabling spells onto the target from beyond pistol range. The UWW has been using them since its formation, but they don’t get much press.

*MAULER: Big warhead on a small missile. Effectively the vehicle mounted version of the Superzooka.

*JASSM: Similar concept to the MAULER but for flyers. Assuming you don’t need the range, it's more practical against hard ground targets than normal missiles.


Smallkin
I’ll let the Awidat and Reltish fill you in on the exact details, but PS has also put a lot of effort into equipping their microscale forces. While there’s only a few colonies in the 3G so far, that’s almost certain to explode soon, so more info is desperately needed on them. Their combat vehicles are predominantly conversions of normal scale single man designs, and their Robots are derived from drones, Cyborgs, and Power Armor. While most of these are in their open catalogue, a few of them we learned about from the rumor mill, but the ideas are so obvious that they can be considered sound.
Scamper: They make power armor for rodents. Once you realise it isn’t an odd drone, the huh??? factor kicks in and buys them time to shoot you in the nuts. There’s both a true drone and a TW version.

Darter: Then they made one for birds. And if you feed it magic, it can repair itself. The TW version is selling like hotcakes to Fairies.

'Robots'
Spoiler:
SpiderMite: Conversion of a scout drone. With an intelligent pilot, it can do all sorts of antics to infiltrate facilities. Its most truly dangerous weapon is its target designator, and experienced operators can lash a few pounds of micro-explosives on it for sabotage purposes.

Pincher: Conversion of a quadropedil light combat drone. Very effective in forest patrols.

McDee: Derived from the Pikeman. Not considered any more or less effective than the regular version.

Duelist: Light Chassis direct fire support. Not a melee combatant.

Farelane: Light chassis micro-missile boat. Also not a melee combatant

Rohbar: Heavy chassis with no specialty. While more expensive by default, it's faster and has more weapon options.

McBee: Derived from the Guisarme. Having multiple crew helps control mass weapon configs.

*BarcoBot: Because you don’t expect the sofa to join the fight.

*VendorBender: Or the vending machine.

‘Conventional’ Vehicles
So far the combat worthy ones are converted normal scale personal vehicles or ground drones, but we know they’re working on more sophisticated models.
Spoiler:
Tom Thumb: Based on a light utility drone. Considered about as effective as a standard soldier, with tactical implications good and bad by being so damn small. While not as mobile as the Scamper, it's just as easy to hide and can pack a heavy infantry weapon, most often something nasty in close quarters like grenade launchers or ion weapons.

Piranha: Scalewise, it's a multi-crew tank for them, which solves the problem of trying to use turrets on a fast hover vehicle. I’ve seen a few with 3G weapons and Naruni force fields. A version based on their Nor'Easter CG hoverbike has to be in the pipes somewhere.

Flying Vehicles
They started with conversions of RC planes and a guided munition, and have moved on to ground up designs. They’re best compared to high end drones, but the existence of a pilot makes them far smarter. TW versions are almost as common as conventional models do to relative expense factors, and really up the survivability.
Spoiler:
Uchi: A converted helmet as a cockpit and a jetpack for the body, it can carry an impressive amount of firepower and ordinance for its weight. Once their CG production base is more built up they’ll start on a Grav-pack version, which will allow them to really up the effective mass.

Saberkit: Massed infantry machine guns, even extremely small ones, can pose a major threat to anybody caught in the open without a deterrent.

MiniThunder: While not having the close range gunpowder of the above, it outranges most infantry long arms and can carry a substantial amount of ordinance. The most vulnerable to interception, but that’s relative against 3G tech. It's slow enough that a conversion to a grav-pack propulsion method wouldn’t have a downside, and would open substantial maneuvering capabilities.

Vinja: The current high end of their line up, this purpose designed craft is a bit slower than some of the others but not enough to make a difference for any reasonably capable AA system. It has the second largest ordinance throw weight, and the largest guided throw weight. I’d eat my shoes if they weren’t working on a 3G variant.

Blitzer: The guided munition conversion, this manned HSAW is considered disposable and can be easily hidden. Largest throw weight by combined ordinance mass, even if it requires some work to use. It’s arguably the most commonly used here in the 3G, with it being yet another good counter to swarm enemies.


WZT Platforms
The USA’s other industrial concern, WZTYards, also produces a few (predominantly) atmospheric use platforms. They all see use to one degree or another, but only two of them aren’t considered to be overly specialized.
Spoiler:
Manta: ASI has its own aquatic designs for defensive garrisons, but the ERF uses the higher spec Manta when it becomes relevant.

Jammer: The best atmospheric craft currently around, it is also the most expensive and difficult to maintain. On average, every Jammer is one less fighter in the black, so procurement comes down to the operator’s tactical and strategic preferences. ASI is likely going to develop an upgraded SkyTiger to replace it, and there isn’t a lot of enthusiasm among the older WZT members to keep it on top.

Silver Swan: Most of what the USA ends up fighting are still vulnerable to the ‘CM Pop-Up Ambush’, so the Swan sees use in the low and mid range member planets. ASI offers a decent drone control system for those that don’t want to send pilots up as sapient sacrifices, but a surprising number of operators do.

Pteropus: Without the Naruni replacement angle the AJC has little to no need for it, and it's too expensive for them to justify anyway.

Wraith: A guerilla fighter if there ever was one. Other than the Hadazad, none of the AJC see a serious need for it, but tensions with the Golgans might change that.

Death Moth: Not as pricey as the Pteropus, it sees use in high priority landing ops. ASI has a list of additional weapon mounts, including more powerful lasers.

Magus: The ERF has a squadron or two, but nobody else sees the need for this level of concentrated ground support. ASI has managed to fit some PD turrets on the ones they have.

Mecha Ray: Being the original contractor, Hadazad uses them prolifically, and they’ve managed to acquire meaningful tactical proficiency via osmosis from the GRE.
Last edited by Omegasgundam on Sun Jun 28, 2020 1:47 am, edited 1 time in total.
Omegasgundam
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Re: Paladin Steel Storefront

Unread post by Omegasgundam »

AJC Naval Assets
    ---Captain Vicen Trancluw

The AJC is a predominantly ‘colonial’ navy, using designs that can be maintained using the less sophisticated technical base of their predominantly frontier worlds. Its stated purpose is to counter the piracy epidemic in the backwaters of the Three Galaxies, and this is indeed the vast majority of their operations. However, the USA has found itself engaged in many bushfire conflicts with minor powers and neo-barb tribes, resulting in the need for substantially heavier units than what is normally needed for law enforcement. This has also led to a demand for ‘penny-packet’ ground forces deployments, with Battalion and Regimental scale assaults being constantly done to suppress local hotspots, and counter-invasions against Sorn inclusions often escalating to the Division level due to the number of bodies needed. This has led to an eclectic miss-match of purpose built military craft and converted civilian designs serving side by side, providing the hulls needed to meet their force commitments.

The AJC predominantly buys its equipment from ASI (now known as a subsidy of Paladin Steel) and the infamous WZTechYards consortium, which ASI is a member of. They also buy whatever second hand military vessels they can, but the offerings have traditionally been quite slim out here in the frontier, which is why most parties have traditionally used converted civilian ships. Unlike Reltish and Fredette, my responsibility is small enough that I can go over all of the currently produced designs. This includes a good deal of low end/civilian chaff that gets used by hobo parties without a budget, but I wanted to be thorough.

ASI/Paladin Steel Aerospace Craft
With a few notable exceptions, all of these are inferior to their CAF equivalent, but they come far closer to consistently matching the Flying Fang than nearly all non-major power designs. This gives the AJC a major leg up against anybody that’s not willing to pay Naruni, and puts them at a dead heat at worst with those that are. If the AJC considered the situation a truly high priority (or the local government has the money to burn), they spring for the WZT designs, which are some of the best around.
Spoiler:
Star Tiger: While sluggish, the Star Tiger’s hand point flexibility and defensive systems more than compensate if the pilot isn’t an idiot. An upgraded version is inevitable, but we’d be working mostly from speculation as to what it would look like. If they go with a simple and straightforward rebuild, they’ll likely limit it to adding a forcefied and improving the default engine, which will make it a solid primary fighter for some time.

Hesperia: A very conventional fighter, the Hesperia was an early attempt to use Galactic technology. By that standard, it was rather good, but it’s second-tier on today’s battlefield.

Almar: The Almer is a cut down Hesperia that focuses on the void role, and features impressive firepower and agility. Accel is still poor though, so its best as a defensive escort.

Gandiva: ASI’s equivalent to the Scorpion, it is thought to be lacking in combat endurance. However, most pilot’s I’ve talked to consider it to be superior to the Scorp in all rolls, although the increased size makes it harder to house in bulk. The design has potential though, so they’ll likely revise it in a few years.

Star Fox: While still crude in places, the Star Fox promises to be the start of something great, matching or surpassing the Katana in every way but speed and shield strength. If they upgrade to WZT’s exotic crystal reactor they can solve both, and they can take the opportunity to use slightly better armor materials in the process. Add in the fact that their pilots are all bio-modded into NEXT DAGGER super-Turbo Jockeys and you have a nightmare. The first production runs were incredibly expensive due to their cruder technical base, but acquisition of 3G methods has caused this to plummet.

Mammatan: An upper-end Fighter-Bomber, the Mammatan fills a weight class that we don’t really think of normally. The only things the Black Eagle has over it are gunpowder and a smaller profile, and the Gunfighter variant solves the former. It's also big enough for an EWAR variant, which really changes the dynamics of missile engagements.

Chimbane: While near useless as a carrier based platform, this odd dual-craft is a quite capable system defense platform, with an integral FTL drive to give striking capability. It's also extremely cheap for its capabilities, which allows the AJC to muster an incredible amount of anti-ship power at its key bases. Its fatal flaw is that it’s near impotent against interceptors that can reach it, but the AJC has no shortage of their own to counter.

Gannet: While not as heavily protected as the Proctor, the Gannet comes closer to matching it in most aspects than most. The default assault shuttle configuration is too large to fit the majority of their current transports, but their bushfire ops commonly peter out at the battalion level, allowing them to use their near-military light cargo ships. The cutter configuration is actually better than the Proctor in terms of damage potential, but is still more fragile. Its biggest problem is the lack of a good FTL engine, which limits it to near system activities. However, its crude technology gives it a great amount of growth potential, revisions will almost certainly solve this.

WZT Aerospace Craft
Fighters are what really make up the lion’s share of WZT’s military relevance, and they have no shortage of options. Most of the USA can’t afford to operate them, relying on lower tech ASI designs, but the planets with meaningful wealth spring for these more capable fighters. While only a few of them are true rivals for the Black Eagle, they all cost far less than what General Galaxy was extorting pre-war, and are comically cheaper in comparison now. The Proctor equivalents are nice as well, and unlike the Proctor are currently available in numbers.
Spoiler:
Enryu: Being relatively low tech, this drone is by far the most common, often making up most of the MDF’s embarked fighter wings. It doesn't have the ranged firepower to meaningfully threaten a military vessel, but bottom-tier pirates usually can’t afford to take a kamikaze strike or three.

Bolt: Considered not quite worth the price tag, but the AJC is interested in tachyon equipped fighters for missile defense. ASI isn’t thought to have in house production capability for them yet, but it's just a matter of time.

Ecto: Lets face it, everybody uses it in some capacity for deniability. The USA happens to have much closer ties with WZT than most, allowing them to get their hands on them more often.

Atom: Fragility and lack of firepower limit its overall popularity despite the low cost, but CHF forces that expect to face off against non-standard energy weapons pick it rather than the Angel. There’s an upgrade for the fixed weapons which help with gun strength, but the lack of missiles is an unsolvable problem due to how small it is. While it's a new design, I give decent odds on them developing a larger version to provide room for ordinance.

Angel: Always a popular pick, this little bastard is one of the primary reasons star fighters will continue to mount some form of kinetic weapon. Its raw firepower is a bit light and base engine power is lackluster, but its energy antics are well known. Like the Atom, it’s biggest flaw is the lack of ordinance, which makes long range interception problematic. The FRF has a few squadrons of each taskforce composed entirely of them, but they are simply too inflexible to use as the primary fighter craft.

Solace: If you have the money, the Solace is the better alternative to the Hesperia. While requiring different tactics, many operators like not having to wait until the enemy closes into mutual engagement rage. Naturally popular in the MDF, but the FRF preferes the faster Starcross for interception duties.

Skirmisher: While the AJC is big into force multipliers, the ASI designs are usually thought of as being more cost effective drone conversions, and the aquatic capability is rarely needed. I've heard from reliable sources that WZT is going to slash the price and downgrade the engine life though, so the comparison is going to heat up soon.

Gazorg: They’re not THAT desperate for defensive craft, and the Rebliss are keeping more of their production at home for obvious reasons.

Starcross: While fragile and vulnerable to getting missiled off the field, the Bottlerocket is still an exceptional interceptor. The recent mods to the Scorpion have reduced it’s lead significantly though, which has prompted WZT to begin revising it. The most obvious change I can think of is removing the second crewman (who fills no useful purpose as far as I can tell) and filling the spot with something like an ECM suite or improved forcefield. The wings look large enough to mount some light missile pylons, but I would have to look at the internal structure to see if that's actually possible. They also might want to replace the guns with something more efficient. It's all up in the air really.

Tanto: The AJC would prefer to use it as their primary medium fighter, but cost, logistics, and back orders keep pushing it off. WZT will likely put out a more refined/modular version out soonish, which will make it compete against similarly upgraded ASI StarTigers.

Kryzbyn: The USA has little to no interest in it.

Wasp: While technically a Runner, we all know it's a heavy starfighter. GA is still ***** about it, but the war has convinced the TVIA to shut them up for the duration. AJC currently has production priority, as they’re the ones that most often guard WZT facilities, and the other host nations get their own cut. The AJC gives theirs to their high end hobo parties, who use it to work strategic miracles and make Cosmo Knights look bad.

Volley-Master: The missile dumpster as effective against raiders as ever, and it's still a perfectly capable orbital tug. This leads to it being very common across the USA, and has already been used to good effect against the Sorn neo-barbs.

Raiju: Given the numbers fielded, the AJC has to be getting a discount on these beasts, which wouldn’t be a real surprise considering how close WZT and ASI are to its political apparatus. The AJC uses some of their larger transports as long range motherships to get around the crew endurance problems, which also allows for more frequent servicing. I can confirm that ASI has developed a TW variant, and is working hard at switching over their production entirely. They’ve also set up magical facilities to produce and store the antimatter, but it's nowhere near enough to supply full on warships yet.

Archangel: Being far more expendable than either the Raiju or Windfola, and being at least as survivable against most opponents, the AJC uses it as their shipboard Proctor equivalent. Its seen the most use against the Bear-Bugs, on account of them not having any non-laser PD and their missiles being comicially ineffective against fighters.

Slingshot: The AJC isn’t quite desperate enough for CM boats to compete for production runs with larger powers, so any procurement will happen after this mess is over.

Raptor: The UWW is buying all of them to keep up with attrition, and the AJC didn’t have any interest in it beforehand.

Aerospace Speculation
Like the CAF, small craft are one of the AJC’s strengths. Quite often their biggest advantage is that they simply have them, which allows them to crush far slower and less agile opposition without risking their more valuable ships. While ASI’s offerings are currently on the crude side of things, we can expect that to change radically as their production centers become more capable of handling advanced technology. We can also expect that ASI will work more closely with the greater WZT conglomerate to make more capable designs, with the Raiju being merely the first example. The StarTiger and StarFox have plenty of room for developmental growth in them, and the Mammatan and Raiju are already stellar performers. The StarTiger in particular has the potential to become a true Black Eagle equivalent with WZT’s exotic crystal reactor.

WZT is likely going to focus on the more exotic side of things, with craft such as the Angel and Archangel having become thought of as their signature. They also have the lead in interceptors, with the Atom and Starcross being thought of as exemplars of the type. A functional hybrid of the two would be highly desirable, particularly if they can get it to carry an appreciable amount of ordinance. They also have a monopoly of the absurd Wasp, and there are meaningful rumors of them developing a slightly larger version with the Proctor’s full independent patrol capability.


ASI Civilian/Paramilitary Vessels
Say what you will about ASI’s design priorities, they are extremely well suited for frontier operation and intermediate level conflicts. Coming from an interdimensional hellhole, their near paranoia regarding potential conflict serves them in good stead in the current 3G, and the Minion War serves as (pardon the pun) one hell of an exclamation point. Concentrated demonic activity is relatively low out here in the fringes, but there are still countless opportunistic snatch and grab ops along with the local belligerents taking advantage of the chaos. ASI’s propensity for overbuilding and modular designs makes it easy to refit their civilian ships for paramilitary purposes, which has resulted in an absolute explosion of available assault transport hulls. Additionally, the ludicrous increase in galactic piracy has made their overgunned transports a distressingly superior and cost effective option out here in the frontier, with civ-space freighters needing extensive escorts to even try to venture out.
Spoiler:
CANOU: I’ve heard a few stories about a stealth insertion pod, and it generally lines up with what you would expect from an ultra specialized craft. It's the sort of thing that everybody develops an equivalent to if they have any presence in the black-ops scene, and I know we have our own. This one seems to focus on the fundamentals rather than exotic tech, so its capabilities shouldn’t be out of the ordinary. I’ve also heard rumors of an expensive replacement, but details are inconsistent at best. Seems quite plausible though.

Aquarius: A stellacommutta/runabout pushed into service, with its most notable features being that it has a less atrocious navcom and is truly all environmental. It also has some oddball options, but they’re only of interest to low techs or hobo parties.

Parus: We already have a proper analysis of the zippercraft, and its living up to its potential here in the frontier. It does everything you can want a small craft to do, and is reasonably good at all of them. They’re also popular or Technowizard conversions, having both a good base line and being widely available, and I’ve seen some barmy antics pulled with them. I know the original conclusion was that we could really use an equivalent, but the logs I’ve gathered push it up to being mandatory. If the rumors of literal bureaucratic bloodletting I’m hearing are true, it won’t take a decade and a billion credits either.

Roswell: A classic flying saucer design, the Roswell looks like an exemplar of the type. While having nowhere near the Proctor’s weapons or armor, it’s a good all purpose light scout craft, and is selling like hot cakes on the hobo party market. TW mods are available straight from the manufacturer, and I’ve heard stories of a spec-ops version called the Chakram.

Angon: Bigger scout ship that can also serve as a black-ops tender. Typical of the type, and I haven’t heard of any surprises. It's relatively old though, so it's likely being replaced.

Kepler: Bottom-level light transport. Typical ‘flying ball’ design, but overbuilt enough to be considered survivable and is as stupidly modular as you’d expect a stable design to be from these guys. Slow as molasses though.

Cosgrove: Typical mud-to-orbit light cargo hauler. It has a few militarized variants that are equally typical of the type, but coming from ASI its overbuilt enough to survive being used as such. Its too slow to be used offensively, but they make decent picket ships and trans-lunar troop transports

Concord: Their other meaningful light hauler. Full mobility, relatively low cost, easy to operate, and can take a pounding. What more can be asked of a light non-smuggling craft? Primary military variant is a company level assault ship, and is more or less their equivalent to our Assault Shuttle. Gunship version is an effective convoy escort.

Auriga: Typical light scout ship. ASI traits make it very popular among hobo parties, but other than that there’s nothing really outstanding about them.

SunChaser: The original analysis holds, making it near ideal for local governments, paramilitary forces, and hobo parties. While not quite perfect for it’s techbase, it comes quite close, and it's far easier to maintain out here in the fringe than anything we’d make. The USA has managed to wrangle a spectacular array of hobos, and they’ve done some amazing work defusing crisis points, so expect the SunChaser to be a Fringe World icon after this over.

Trireme: Brick hauler. Apparently comes from recycled primitive warships, which explains their durability. I personally find its configuration a bit questionable, but to each their own.

Hikyaku: Stupidly fast courier craft. Recycled warship like the above. Operational costs are too high for civilised space, but par the course for groups that work out here.

Carpathia: First of the near-military transports. They make a lot of sense out here, and the Minion War is only making them more popular. The other primary bushfire assault ship along with the Concord.

Nao: An update to an old Foraker design, and fills the same role of fringe spec medium hauler. Basic hull has been reused for a few military vessals, and like most ASI craft it's easy to bring into paramilitary spec.

Roamer: Another update to a Foraker, this one a long range heavy flex hauler. The rush for the Thundercloud resulted in a massive demand for these sorts of craft, so there’s no small number floating around.

Bering: Yet another Foraker, even bigger than the last. This one is a classic boom and boxcar design, making conversions trivial. Some of the originals are still serving out here in the fringe, so the update is very popular. It being locally produced only helps things.

Monmra: While it looks like a space pile up, the Monmra is an effective merchant cruiser, with more than enough firepower to ward off casual raiders. It currently sees a lot of use as an Evac mothership thanks to its extensive life support systems.

Tsiolkovsky: Bigger basic sphere ship. Has a very impressive cargo fraction, or it can move an impressive number of refugees. Lacks the Kepler’s versatility, but it's also not as slow.

Brunel: You will never run out tasks for a heavy tug, and this one hits all the high notes for the type. It also has a surprisingly capable mini-factory, allowing it to serve as an even better mobile depot. Only issue is that it's only armed up to civilized standards, which is something of a liability right now.

Weibbe Hayes: The rise in piracy has made it sadly justified in the frontier, with required escorts driving normal shipping costs up enough for it to be competitive. Beyond its MDF use, the AJC also uses them against the Sorn as combat evacuation ships. In addition to being able to carry an impressive number of sapient sardines, the Hayes’ tech advantage is enough that it can go one-on-one with the rust buckets the Sorn call capital ships, freeing up actual warships for use against greater threats.

Ramey: We already have an analysis on it, but it's proven to be near perfect for this theater. While it needs escorts, it serves as a wonderful hub for a bushfire taskforce, and it's a fully functional medium carrier. It's always been 'civilian' in parentheses, but its only become clearer just how thin that line is since then.

Tychan: Under normal circumstances, this thing would make absolutely no sense. These are not normal circumstances. The Hayes is more than sufficient against the primitive Sorn, but against powers that are less than two millennia behind the CCW something more is needed, and the Tychan provides.

Bharmar: One of the better mobile factories I’ve seen. Its armaments are perfectly justified considering its value and environment, and have come in extremely handy in the Minion War.

Goethals: The biggest erector set of them all, the Goethals is the largest tug I can find with a meaningful production run. While the Immense can move more goods in one trip, the sheer speed of the Goethal allows for a wide range of uses.

WZT Civilian
Interestingly enough, there isn’t that much overlap between ASI and WZT’s offerings. This is almost certainly due to ASI being an affiliate member, and choosing to not develop directly competing designs. ASI is involved in the manufacture of several of these as well, so its also to avoid stepping on their own toes.
Spoiler:
Fenlock: Being designed by the Tmelains, it's easy to convert into a Q-ship, and the missile boat config is a staple of the MDF.

Quest: The USA’s expansion efforts lead to a constant need for these diplomatic ships, and nobody blinks about it being armed out here.

Behemoth: Everybody needs container haulers, and the USA is no exception.

Dampier: Serves as the step between the Nao and the Roamer. Being a Runner vessel, it sees all sorts of modification to whatever roll you can think of.

Komodo: Reasonably common in the merchant fleets, being at least moderately survivable and not needing a particularly technically adept crew. The escortee rather than the escorter.

Piecemeal: Again, the USA’s expansion into the frontier ensures a constant need for them.

Firestorm: Ditto

Transol: Doesn’t do anything that their other ship’s don’t already do, and they have little need for a passenger liner. ASI might pick up the production later though, considering they have all of the other Forraker castoffs.

Immense: While less than 6 member worlds have enough imports and exports to warrant these monsters visiting them, the ones that do use them as their primary links to the larger intergalactic economy, and are thus vital to the USA.

Frontier: If they need a large non-specific space station as something more than an orbital warehouse, this is what they use. ASI’s GMR platforms are more economical for planetary use.

‘Civilian’ Speculation
While both ASI and WZT have gone in really odd directions at times, we can reasonably expect them to stick to the basics for civilian and paramilitary use. WZT is (for once) the more straightforward, as their utilitarian designs are going to be used whenever they are appropriate. ASI on the other hand has already used several of theirs as sources for mil-spec derivatives, and some of them (the Carpathia, Ramey, and Tychan primarily) arguably already are mil-spec. Of the mostly civilian ships, I expect them to use the Concord and Nao as the basis for more outright military designs.


ASI Warships
One of ASI’s primary issues with their warships is that they lack easy access to good AM plants, which really eats into their effective mass and energy budget. While WZT could provide, that would then run into the issue of keeping them operational in the USA territories. Among other things, this really hurts the range of their cruiser’s energy weapons, which is the reason why they focus on missiles so much. The primary advantage they have in their favor are Technowizard systems, which are commonly installed on their higher end ‘worthwhile’ designs. WZT hulls are also common, providing much of their patrol boats and long range escort ships.

The overwhelming majority of their operations consist of anti-piracy patrols and small scale planet/station assault operations, which falls well short of what we would consider a meaningful combat experience. For proper military engagements, their doctrine focuses on long range missile duels, with Cruise Missiles being the primary weapon. While their current launcher designs have problems generating the salvo density to get past the PD of CAF or TGE fleet units, the overwhelming majority of lesser powers fall well short of that level of protection. Its comforting to see that they don’t fall victim to that absolutely idiotic brain bug that ship mounted CMs are short range weapons, but that bit of stupidity is quickly dying in the face of actual combat experience. If only it didn’t take as many friendly ships and crews with it.

Note: The Lasser descendants are much tougher than originally indicated, with the previous armor values being in error due to a 7-century old database **** up on the Lasser’s entry.
Spoiler:
Barong: The lesser of the two light patrol ships, the Barong and its variants are used for whatever roles the larger Windfola can’t be easily fitted for. Its primary issue is that its FTL drive is too slow for how dispersed their territory is, which limits it to near-system patrols. It's also far too large to be used as a parasite, considering that even the CAF and TGE Assault Shuttles are borderline at best. Speaking of which, there have been attempts to develop an Assault Transport variant, but results are said to be lacking so far and they need the combat hulls more anyway.

Falx: Old Nuke Skow. Popular among the somewhat impoverished USA members, as they’re not too far out of their tech level. Combat endurance is negligible, but its oversized missiles can threaten low end cruisers. Civilians tend to be leery of having weapons that powerful laying around, but the USA is much more pragmatic than most.

Orion II: Newer Nuke Skow. Substantially more expensive, but can dump far more CMs in a hurry. This makes it far more effective against ships that aren’t more than a generation or two behind the CCW, which has become a moderate concern of the USA members closer to the TGE and Golgans.

Windfola: While it does mass almost as much as a Hunter, the ‘Missile-Pony’ is best thought of as the AJC’s primary Proctor equivalent (and in a pinch Berzerker). As usual, long term operations are problematic due to limited crew accommodations, but the low (if inconsistent) price makes it popular as a local patrol vessel. ASI’s modularity obsession allows it to be quickly fitted for nearly any roll you could ask of such a light craft, baring major structural alterations.

Masakari: Old gun-monitor. If you’re willing to deal with the operational problems, it can be thought of as their first Hunter alternative, and I have to say that the greater range gives them the decisive advantage in closing engagements. Very effective against anybody without a decent light cruiser, which is (as usual) nearly everybody out here in the frontier. CHF units worthy of the name have a squadron or two, but the FRF prefers more versatile designs.

Sangu: Their other alternative to the Hunter, it focuses on speed to a perhaps unhealthy degree. Armament and durability more or less line up with what you would expect for a fusion powered Hunter, but trades the parasites and the near useless CML for heavy kinetic guns and a pair of LRMLs. While not as long ranged as the Masakari, it still surpasses the Hunter and is far faster, allowing it to dance around the smaller ship when in the hands of a competent crew. FTL is a bit slow for the FRF’s tastes, but it will use them if nothing faster is available. I’d put money on there being a replacement model in the works to serve as an easier to produce alternative to the Aurora.

Aurora: While we only have the rumor mill as a source for these, the Aurora is said to be the next generation replacement for the older destroyers. Its primary claims are Range, Speed, and Technowizard systems, the last of which is almost certainly going to be the most problematic to deal with. We haven’t heard anything regarding their power source, but it might be antimatter if the larger Vogue is anything to go by. Production is likely to fall well short of what they would want, with TW systems being ‘problematic’ to produce in bulk.

Bullet: The actual wisdom for such an over-specialized ship is generally dubious, but the relative lack of (capable) heavy metal in the frontier theater drags the effective opposition weight down enough to compensate. While the Bullet has problems in killing major raiders, it can easily ward them off, and that’s what’s needed more often than not.

BlackJack: For all of the Scimitar’s flaws, it is a good general-purpose long range patrol craft. The BlackJack just happens to be the first good alternative that isn’t an outright knockoff, and it's arguably more effective. Its fusion plant alone makes it much more practical to operate. While General Galaxy is going to complain about their market share being cut into, the fact is that we’re going to be rebuilding our forces for decades, so they don’t have a leg to stand on. Not that that’ll stop them.

Brandestoc: Old gun destroyer. Quite effective as a system defense craft, and is popular as a heavy customs cutter. It's also fast enough that the FRF will use it without major reservations, but they would prefer more versatile designs. It's plausible ASI will refurbish them to remove niggling design and ergonomics issues, but the overall design is likely considered to have reached the end of its development life.

Lightoller: A Nao built to full mil-spec, the Lightoller serves as a light assault ship and an evacuation transport. Thanks to its heavy defenses, it can force its way past mobile air-defense platforms. It's faster and can carry more vehicles than the Concords, but is not available in anywhere near the same numbers yet.

Javelin: Older missile boat cruiser. All the hulls we know of have been converted into the more useful Sagadag. From what I’ve heard they did reasonably well against that opponents the GNE dared use them against, which if nothing else shows an understanding of the limits of their capabilities.

Sagadag: A true light carrier, the Sagadag is properly laid out for flight deck operations, which puts it well ahead of nearly all merchant conversions. The hull was taken from the Javelin, which explains the guns and armor, and allows it to take care of light raiders by itself. Some of its systems are crude by modern standards, but they are theater appropriate for the most part. Compliment wise, 24 craft may not seem like a lot for its tonnage, but the AJC’s fighters usually outclass their opponents, so it evens out.

Tongia: A proper medium assault ship, the Javelin-derived Tongia is good for a first attempt, but mediocre in comparison to its peers. The USA solves this by buying the Dark Justice from WZT, and having the production lines build more Sagadag. However, the Tongia does have a useful cargo configuration, which has proven itself to be an effective convoy escort.

Mazule: I have no idea what Smithpakinson was talking about, considering this thing is clearly not advertised for its protection. While the whole ‘overgrown Berzerker with a rocket up its rear’ concept is non-functional against formations with modern missile defenses, that excludes nearly everybody with any interest in the fringe, and the ones that are left are the nasties that I wouldn’t want to risk a full Sector Fleet against. The real problem I have with them is that I don’t think the AJC needs a ship so specialized at this point, as the pirates and neo-barbs they predominantly run up against can be handled by generalists, and the AJC needs more patrol capable hulls than anything else.

Assegai: The largest member of the older Javelin family, this is their primary Warshield equivalent. From a strictly combat perspective, it's only way it meaningful falls short is its relatively pittifull missile throw weight. The primary operational failing is that its lack of crew makes it somewhat problematic to maintain for extended periods. Considering it runs on a Fusion plant, that’s impressive. The AJC is pushing it out of its frontline formations in favor of its missile boats, but that leaves it to the patrol duties that are perhaps its greatest strength.

LaFayette: As any expert will tell you, the LaFayette is a stretched Lasser, and solves its predecessor’s versatility issues by adding a modular secondary hull. While still fragile for its size, it solves the Lasser’s layout issues, resulting in a more practical craft. It's also meaningfully faster, simplifying tactical formations. I have some questions regarding how the primary-secondary hull combination works under fire, but I can’t get an answer without a copy of the blueprints. I’ve seen a few layouts that can have them work as a combined unit for combat purposes, and at least two of them are applicable to the LaFayette family.

Voulge: An antimatter powered LaFayette, the Volga looks like the precursor to the next generation of ASI Light Cruisers. Their inexperience with the tech has resulted in them having to sacrifice a bit too much versatility to fit the primary mount, but the tactical benefits of it should heavily influence doctrinal development.

Pillara: While just doubling up on the LaFayette’s modular hulls may look like a silly idea, they put a good deal of actual thought into it, which has resulted in a remarkably practical design. It's still faster than the original Lasser despite the added bulk. Their next gen cruiser will likely be a mix of this and the Voulge, resulting in a faster and more modular Warshield, which would fit their strategic needs.

Tabar: A Lasser pushed up to the low end of the Heavy Cruiser category, lacking the versatility of its smaller cousins but having the armor and firepower to make up for it. It's still critically short ranged, but the turret configuration looks amiable to replacing at least 4 of them with proper heavy mounts.

Spencer: Heavy Q-Ship. Something of a knife-fighter, which is a bit problematic considering its role, but it seems to work well enough so far.

Shoup: The (currently) largest proper assault ship built by ASI, the Shoup is derivative of the Brunel. Its role is that of a mobile strong point, landing and serving as a planetary fortress along with deploying a full mechanized battalion and accompanying air support and logistical assets.

Sheppard: The best way to think of the Sheppard is as a mil-spec heavy tug, which is unsurprisingly useful in the frontier. Still not something you want on the front line, but it works wonders in the fleet train.

Constitution: They’ve apparently been working on a Heavy Cruiser/Battlecruiser platform for a while, but it's been stuck in development hell. We don’t know of any appropriately sized hulls being under construction, so likely not going to be relevant for a few years yet. It's almost certainly going to be a TW platform considering the base resource cost, so it will be far more of a headache than you’d expect out for a ship its size. Its definently going to be used as the basis for a few other configurations.

Joshua Norton II: Considering that they didn’t sink the costs into developing and establishing the, well, EVERYTHING that’s needed to create a modern Battleship, they did surprisingly well with this ‘bitzer. The refined version is still fragile, but it's no longer an outright glass cannon. Its lack of strike craft can be problematic, but the USA is building plenty of light carriers to escort it. Assuming they don’t run into anything nastier than a modern Heavy Cruiser, it should work well enough to not be an embarrassment.

Astroid Cruisers: The rumors are true, ASI has managed to get their hands on the full range of Gorang contra-grav technology. Their ‘nickel-iron blimps’ can mount an incredible amount of firepower and protection, but they’re usually used as mobile bases and factories due to their structural issues.

WZT Warships
While more than a bit odd, WZT’s warships are still reasonably cost effective and available. Their offerings generally don’t share size brackets with ASI’s, barring the low end, so there isn’t any real competition for sales. ASI is a close WZT affiliate, although it's difficult to pin down just how close.
Spoiler:
Snark: If you can keep it maintained, the Snark is a good short range patrol boat. It lacks the speed to catch reasonably modern warships, but the lion’s share of pirates fall short of that. The AJC has subsidized its members getting more mobile and versatile craft though.

Blackbird: The Raiju and the Archangel are considered lesser technical headaches, but a few have been acquired for VIP/Diplomat transport.

Meteor Storm: Other than the originating Tmelains, it is also used by the MDF as their small independent escort of choice.

Mogami: While the Sangu is preferred, the Mogami is normally available in greater numbers, and can use submerged hanger facilities. However, saber rattling with the Golgans has led to the Rebliss holding more of them back, greatly decreasing the number on the market.

Blade: For all its oddities, it is a very respectable escort for the MDF, and its variants have been found to be quite useful. It also sees a great deal of use in the hands of Exploration Command, who take advantage of its long range and ease of maintenance.

Daito: Filling a size bracket that ASI hasn’t really touched yet, the Daito is less common than the LaFayette family due to their cost, and complaints regarding its lack of long range energy firepower are common. Then there’s the endurance problems. As a silver lining, Demonstars have made ramming a far more frequent occurrence, making the pig sticker far less stupid. Still silly in my opinion.

Dark Justice: While the AJC is spread even thinner than usual putting out bushfires, the EFR has kept a reasonable stable of these for when they go up against serious opposition.

Shiva: If you don’t have kinetics or exotics, the Shiva is a right bastard to deal with, but it lacks the firepower to make the most of it once it has expended its CMLs. More and more forces have started resorting to fighter swarm CM launches for their anti-ship needs as well, which is another problem. The AJC considers the Tabar to be generally more effective, but has acquired several Shiva to lead their Mazule formations.

Gemiyor: If WZT develops a new-production version it might see use, but as it’s far too expensive to use as a system defense platform. USA’s dispersed nature makes it an even worse choice, so they didn’t buy any when they were available.

Perdition: The AJC uses the few that they have managed to acquire as fleet flagships, but is hoping that their shipyards can develop a proper Battleship or Fleet Carrier sometime soon. The latter is far more likely in my opinion.

Cachalot: The TVIA’s ‘favorite’ non-Kreegor/Splug flying war crime machine. I’ll leave covering their recent operational use to Captain-General Shaw’s reports, as he’s been the one calling the shots in that region. I will note however that the heavy mass drivers have been swapped with planetary defense weapons the Altess had laying around, and the troops replaced with whatever expedient fighters were on hand, so they are functioning as very effective battleships.

Warship Speculation
If ASI can get over their capital ship fixation, they can develop some really impressive light combatants. Their patrol ships are almost certain to be perfectly capable as is for a few decades, so they won’t need to put too much focus there. The Aurora looks like it's going to have deployment problems due to its high-spec nature, so they will likely develop a more traditional/conservative design to flush out the numbers. Their focus on the LaFayette family should allow them to go reasonably far, but the economics of providing sufficient antimatter makes it debatable if they will move on to the more effective power source. WZT would be wise to focus on their missile boats, hopefully removing the silly ramming obsession originating Kai’Shem and making better use of the mass and volume. If the AJC doesn’t move away from their missile focused doctrine, I see them transitioning to revised versions of the Blade and Daito rather than continue with the Lasser derivatives.
Last edited by Omegasgundam on Mon Jun 29, 2020 10:46 pm, edited 2 times in total.
Omegasgundam
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Re: Paladin Steel Storefront

Unread post by Omegasgundam »

GNE Biological Points of Interest
    --- Senior Analysis Awidat

While we already have formal write ups of the various known USA members, there is substantially less on what I consider to be the most concerning source of biological science, Greater New England. Of all the non-elder race policies that we are on speaking terms with, they have proven themselves to be the most adept and experienced at modifying and enhancing mortal biology. Considering their role in the overall functioning of the USA, it is important to understand why this is so and what it means going forward.

Splugorth Legacy
As a result of the actions of The ZOT demi-pantheon (the T in the is capitalized), the GNE homeland became inundated with escaped slave refugees fleeing from Lord Spynn’s holdings. A substantial number of them thought to grab whatever valuables they could grab, which included a great deal of scientific and mystical lore. As the overwhelming scientific and industrial concern of the nation, Paladin Steel was entrusted with reverse engineering and reconstructing what they can, and have been met with phenomenal success if their biomodification programs are anything to go by. While they are not known to practice what we consider to be ‘traditional’ biowizardry, their ability to manipulate mortal biology is closer to the Gene-Tech than it is to the Consortium.

‘Cambridge Jungle’
The primary source of Paladin Steel’s biological expertise, the inhabitants of this geological region have forsaken metal for flesh, and as a consequence have comprehensively run roughshod over every CCW policy regarding biological alteration (except creating sapients) for more than 2 centuries. Beyond their work with Paladin Steel, they have relatively little interaction with the rest of the nation, which suits both sides just fine. The potential dangers are generally seens as far less of a problem then the, well, EVERYTHING ELSE on their hellscape of homeworld, and the GNE has stated that it is willing to carpet nuke the region if they need to. Considering that they have managed to reverse engineer a good deal of Splugorth Bio-Wizardry, they are clearly not just careless amateurs.


‘Smallkin’
Something of a scientific bombshell, the GNE is apparently home to a range of mutated rodent and rodent sized species that are fully sapient. Without any mystical oddities other than the high PPE environment. This overturns nearly everything we know about the requirements for sapience, and I assure you that the academic bloodletting will not stop for generations. The biggest concern is that they have retained their original size and are able to pass themselves off as ordinary rodents, which Reltish tells me is an absolute nightmare scenario from an infiltration perspective, and I readily agree. A loose squirrel or rat can cause an incredible amount of damage, and how we must deal with the prospect of one with actual malice, a multitool, and a BA in Electrical Engineering. In GNE parlance the term ‘Smallkin’ also includes classical Gnomes and Fairies, which have long been noted to be magical strong. The known species are noted below.
Spoiler:
Rodentia: Catch-all for mutant mice and rats. Thought to lack a strong communal identity.

Nutkin: Mutant squirrels. Noted as being more aristocratic than the other rodent breeds.

Mephites: Mutant skunks. Noted to have developed more capable (and occasionally outright lethal) sprays.

Mendabe: Mutant moles. They have issues relating to other races, and are infamous as being outright cowards, but their knowledge of subterranean activities is second to none.

Nomanser: Mutant rabbits. Said to have the most bizarre history, and have based their culture along Marine Corps lines. EXTREMELY aggressive.

Pee-Vee: Mutant birds. Constant chatterboxes, but are fantastic scouts. Also known as being absolutely fearless pilots, and are universally psionic to some degree.

Noctre: Mutant bats. Notably more loose in terms of morals.

Anowak: Mutant turtles. A mix of terrestrial and aquatic breeds, they are noted for making even less biological sense than the others, and are suspected to be of at least partially mystic origin. Noted for having a partial-cyborg conversion that gives their shells an M factor.


GNE Cybernetic Animals
One of the many controversial programs they conduct is the conversion of non-sapient animals into partial-conversion cyborgs. The ethics of such are ‘complex’ to say the least. The intent behind it is to preserve the animal instinct that makes them much more effective than normal drones, and allow them to use Techno Wizard spell casting devices. They are noted as living more than twice as long as normal members of their species, which helps defray some of the moral accusations.
Spoiler:
Canines: Canines are said to have some of the best supernatural-senses of any domesticated species, which makes them critical in containment efforts on their homeworld. Partial conversions make them at least somewhat survivable against meaningful opposition. Of the two major varieties, one is scouting focused while the other is primarily a sentry unit.

Corvus: These partial conversion birds are exceptional scouts, particularly when the local population can serve as a mask for their presence.

Felidae: Composing of three separate species, these ‘big cats’ have adapted particularly well to being converted, and are noted as being adept at using their ‘Multiplexors’. Just why exactly that is I leave to dedicated (ie UWW) experts.

Ursine: This is what I consider the most questionable, as I have no idea what exact benefits they have over a less complicated combat drone.


GNE Biomod Augmentations
We don’t have hard information on most of the programs, but this is what we have managed to piece together. Their acceptance of them is based around two primary factors, the existence (and acceptance) of other augmentation methods and a very pessimistic look at humanity’s place in the multiverse. The first argument is that if you are willing to undergo a full body cyborg conversion, there isn’t much difference in undergoing a biological transformation. The other argument touches on one of the underlying social problems of the CCW; Humans are fundamentally disadvantaged compared to many other races. As experienced interdimensional travelers, the GNE has come to the conclusion that baseline Humans are only a step or two above vermin on the racial food chain, and inevitably lose control of their own destiny if more capable species choose to exert the time and effort. It isn’t a matter of physical capabilities but rather mental ones, as humans are simply too ‘average’ to resist being pushed out of positions of authority by those that are fundamentally smarter and more capable than them in the long run.

I will refrain from speculating whether they are right or not, but I will note that they come from a world whose overall hostility is substantially greater than that of the Gemeni One of yore, which has resulted in a far more hardened outlook than those native to the Three Galaxies.

Class 1 Enhancements
Nothing more than low level optimization, and most of them aren’t even full spectrum. If it wasn’t for bio-conservatism from the HA, these would be near universal in CCW Humans.

Class 2 Enhancements
More extensive changes that include organ alteration and minor skeletal changes. The only common package that I know of is called FROST DOZE, which focuses on compensating for the most common problems with cryo sleep systems. It is difficult to give an intellectually honest argument against it.

Class 3 Enhancements
This is where it becomes substantial, akin to changing one’s species to another non-MDC variety. Considering the advantages that many races have over humans this makes sense, but puritans will always find reasons to object. Many of them aren’t even intended for military use, rather for hostile environmental survival.

Class 3 ‘Environmental’
There are all intended to help the individual survive unusual environmental conditions. The details are for the most part irrelevant outside of bio-medical circles, so I’ll just give summaries.
Spoiler:
ARID RODE: Desert survival.

BLACK GRAVEL: Deep space survival.

CEDAR PROPHET: Photosynthesis capability. Regarded as more than a bit strange by most.

COLD GRAVEL: Improved deep space/deep cold survival.

KNIFE BEACON: Radiation resistance. The mechanics used extend to energy weapons, but does not include an M factor.

LATE OMEGA: Broad spectrum environmental resistance/survival.

ROUGH PYTHON: Wilderness survival. Almost a 1-1 overlap with military scouts, so arguably a military mod as well.

VITAL GAMMA: Ogre-ization, or what amounts to it. Taken by those that put effectiveness above appearance.

Class 3 'Civilian'
While not survival enhancing (outside of social combat), these help with non military roles.
Spoiler:
JOYOUS MARATHON: Party Animal. Said to be depressingly useful in negotiating high value contracts.

SCHEDULE OSAMU: Psionic healing and diagnostics. You need to know what you’re doing to make the most out of it, but it allows you to always have an ER room on hand.

SLATE FOUR: Executive mental augment. Perhaps the crux of the ‘Humans are rats’ issue.

WHITE FAFNIR: Expedient MD skillset. Has caused fervent debate among their own medical establishment, and I will not rehash their arguments here.

Class 3 ‘Military’
Traditional ‘super-soldier’ programs, the primary two are COPPER SLANT and MERCURY LANGUR, which are intended to duplicate the positive effects of the much simpler legacy ‘Juicer’ and ‘Crazy’ augmentations. For details as to what they are see Log ####, but rest assured the originals have extreme drawbacks due to pushing human biology in unsustainable ways with relatively crude tools. They have also developed a range of other focused combat mods of varying utility. I’ve had to work with Reltish to understand the usefulness of some of these, and the Class 4s are even worse.
Spoiler:
NEXT DAGGER: Enhanced piloting ability. Considering the price tag of their higher end fighters, this is an obvious addition.

OBLIQUE NARCISSUS: Necro-sense. Said to be useful for law enforcement and anti-undead work.

RESTLESS VENOM: High metabolism/speed. Not getting hit helps, but there are apparently quality of life issues.

TOPAZ LACE: Chameleon skin. There’s something we’re not seeing here, because that alone doesn’t explain the value attached to it.

We have also heard mutterings of a RED KINE program, which are most often referred to as ‘Battle Barbies’. Details have proven to be extremely illusive, but it is almost always associated with covert outdimension efforts.

Class 3 ‘Race Change’
These packages do not have official approval, but they are requested often enough that there are standard packages. They make just as much sense to Paladin Steel as they do to us; little to none.
Spoiler:
ALUMINUM SERAPH: Angel form. Regarded as too attention grabbing for a combat mod, but it is popular to give servants among the Altess and the Paradise Federation.

BUNNY BLUE: Bunny People. Considered EXTREMELY dubious.

KITSUNE GOLD: Fox People.

NEKO PINK: Cat People.

Class 4 Enhancements
This reaches the realms of bio-wizardry, with exotic methods used to cause major changes. We only know of most of these via tapping into the AJC rumor mill, which imposes reliability problems to say the least, making them extremely sketchy. Ones marked with a * are what we have encountered directly, and can thus give more weight to. There are almost certainly a multitude that have escaped us entirely, particularly with their homeworld cut off from personnel rotation.

Class 4 Non-M Factor
Interestingly, not all of their Class 4 mods have M factors. Why this is so I can only speculate, but one of the analysts working on filtering the rumors says that it looks like it's concentrated in what is thought to be the older mods, which would show that they have developed their capabilities.
Spoiler:
BLACK REMUS: Canine senses. If it wasn’t for the combat and sensory gains, it would be a vanity mod. Most notable for constant rumors of Shemarian involvement, which is how we heard about it.
*CLOSE ALPHA: Organ donor. The ethics of such will be debated for decades.

GOLD SMOKE: Psionic power. We only heard about it due to the grape vine stories of early losses, which are said to have been due to a major external vulnerability that has been patched.

LEAD MONGOOSE: Anti-mech augments. Lack of M-factor thought to be a major problem.

SANGUINE CLOUD: Super regeneration. The lack of an M factor makes this not very popular, but is apparently valued in non-M factor dimensions. Once again, we only heard about it due to the rumor mill.

TUNGSTEN CREED: All purpose supersoldier. Lack of M factor can be solved by adding MODEST REBAR, but it is widely rumored that they are working on a more comprehensive upgrade.

*TURQUOISE ECHELON:
Mermaid powers. Does not include the tail. Much more extensive than the Class 3 Environmental packages. I’ve actually met a few of them, and they are quite distinct. See Log ##### for details.

ZINC FAHRENHEIT: Supernatural hunter. In addition to sensory benefits, it gains an M factor in high PPE environments, but this is not thought of as something to be relied on generally.

Class 4 Enhancements M Factor
What the common man would consider ‘combat bio-mods’, these packages are as diverse as they are expensive. Compared to the TGE’s ‘Invincible Guardsmen’, they are far more consistent and reliable, with process losses being almost non-existent. They have not yet deployed a package that features ‘Elemental Forms’, but that’s only a matter of time in all likelihood.
Spoiler:
*MODEST REBAR: M Factor. Used as the basis for many (if not most) of the other Class 4s, which puts it at the top of the list.

ARBOR CARBINE: Werewolf power. Lacks the sensory gains of BLACK REMUS.

AQUA PHOTON: Aquatic combat. Widely thought to be an upgrade of TURQUOISE ECHELON, and I am willing to believe it. Considered to be dangerously laid back by some, as they don’t bring body armor to the beach. Hellworlders.

*BLUE RIOT: Living power plant. M factor is apparently sadly necessary more often than not. Reltish talks about in-field recharging, which I can understand being of substantial value.

BRASS NITRO: Adaptive environmental resistance. An extreme combination of the Class 3 mods.

*CELESTE DYNE: Mechanical aptitude/boosting. Once again, said to be a story behind it, but all we can find are scattershot rumors as to what it is. They can function as holomovie engineers, and I can only pray they don’t develop a scientific version.

COBALT EPIC: Metal manipulation. Does things that are difficult to emulate without expensive equipment, which can be an issue for others.

*CORAL SNOW: Super-Buttler/Maid for Azimuth Point Academy graduates. The Altess have licenced it in mass.

*DIAMOND NOMAD: High end space survival. There are no end of wealthy Spacers and Runners that would get it if it was available.

EBONY SHALE: Anti-undead. The fact that they bothered to make it says unfortunate things about their homeworld.

HUMBLE STAR: Anti-Vampire. Again, its disturbing that they felt the need

MAGMA DEVA: Extreme heat resistance. Given to first responders and heat vulnerable species.

MANILA ADJUTANT: Dimensional pockets. Often followed by accusations of kleptocratic tendencies.

PEARL LIGHTNING: Super hacker. The M factor was apparently unexpected.

RED XENOPS: Anti-magic. The Minion war has caused them to distribute it in bulk on their homeworld, but not thought of as being critical in the Three Galaxies.

SOMNOLENT IVORY: Sleep powers? I don’t get the point of this one, but Reltish sees use for it.

*SPECTRUM ROSE: Super chameleon skin. It would be a vanity mod, but has found use by Exotic species diplomats and performers. The Altess are intrigued.

TEAL TWISTER: Extreme telekinetic force fields and manipulation.

Class 5
Considered speculation at best, this is an entirely theoretical level of biological engineering, on par with the elder races of the 2nd Galactic Era. They have firmly stated that they are nowhere close to having a theoretical model as to how to do it, and for all our sakes I hope they’re telling the truth.


Unknown Biomods
Because their intel has holes.

Spoiler:
AMBER ELK
ANGSTROM SCORPION
CYGNET SILVER
EAGER LIGHTNING
GRIZZLY HURICANE
HOT EMERALD
JET OPAL
LOUD STINGER
LUCIN WAVE
MYSTIC EYE
NEON GLACIER
PERWINKLE VAMBRACE
SINISTER DIODE
TEAL GUARDIAN
TORRID ORCHID
Omegasgundam
Adventurer
Posts: 440
Joined: Thu May 08, 2008 11:04 pm

Re: Paladin Steel Storefront

Unread post by Omegasgundam »

And here's some upgrades to the SkyTiger and StarTiger. I'm also introducing some more standardized hardpoint options, which are shared with similarly upgraded WZT craft that I'll post over in the relevant thread once I finish working out some fluff.

WZT/ASI Fighter Hardpoint Weapon Options
WZT and ASI have worked together to standardize on the most effective weapons to place on their widely proliferating flexible hardpoint based weapon systems. These have been chosen as the primary standards, although many craft have additional hull-specific choices. As usual, multiple weapons can be linked together for a larger salvo.

WZT/ASI Light Weapon Mounts: First attached to the Solace-B
Spoiler:
a) Pulse Laser
    Range: (Palladium) 2.5 miles it atmosphere, 5 in space
      (Kitsune Values: 4 miles in atmosphere, 400 miles in space)
    Damage: 1d4x10 MD per pulse burst
    Rate of Fire: EPCHH
    Payload:Effectively Unlimited

b) Particle Beam Cannon
    Range: (Palladium) 1.5 miles in atmosphere, 3 miles in space
      (Kitsune Values: 3 miles in atmosphere, 300 miles in space)
    Damage: 1d6x10 MD single blast
    Rate of Fire: EGCHH
    Payload: Effectively Unlimited

c) Plasma Cannon
    Range: (Palladium) 2 miles in atmosphere, 4 miles in space
      (Kitsune Values) 3 miles in atmosphere, 400 miles in space
    Damage: 2d6x10 MD per blast
    Rate of Fire: ECHH
    Payload: Effectively unlimited

d) Gravity Railgun:
    Range: 2.5 miles in atmosphere, 5 miles in space
      (Kitsune Values: 5 miles in atmosphere, 500 miles in space)
    Damage: 1d6x10 MD per burst
    Rate of Fire: EGCHH
    Payload: 200-500 bursts per cannon

WZT/ASI Medium Weapon Mounts: Originating from the ubiquitous weapon pods of the Tanto, and expanded with the StarTiger II’s catalogue.
Spoiler:
a) Pulse Laser
    Range: 2 miles in atmosphere, 6 miles in space
      (Kitsune Values: 6 miles in atmosphere, 600 miles in space)
    Damage: 2d4x10 MD per pulse burst
    Rate of Fire: ECHH
    Payload: Effectively Unlimited

b)Particle Cannon
    Range: 2 miles in atmosphere, 5 miles in space
      (Kitsune Values: 5 miles in atmosphere, 500 miles in space)
    Damage: 2d6x10 MD per pulse burst
    Rate of Fire: ECHH
    Payload: Effectively Unlimited

c) Plasma Torpedo Pod: Direct fire unless a tractor beam is mounted
    Range: (Palladium) 3 miles in atmosphere, 6 miles in space
      (Kitsune Values)6 miles in atmosphere, 600 miles in space
    Damage: 2d6x10 MD to 15 ft blast radius
    Rate of Fire: Three times per melee
    Payload:Effectively unlimited

d) Ion Projector Pod
    Range: 2.4 miles in atmosphere, 7 miles in space
      (Kitsune Values: 7 miles in atmosphere, 700 miles in space)
    Damage: 1d4x10 MD per blast
    Rate of Fire: ECHH
    Payload: Effectively Unlimited

e) Tachyon Scattergun
    Range: 1.5 miles in atmosphere, 6 miles in space w/ 3 mile wide arc*
      (Kitsune Values:6 miles in atmosphere, 600 miles in space)
      *Range and width are reduced to 1/4th in atmosphere
    Damage: 2d4x10 MD per single cannon firing
    Rate of Fire: EPCHH
    Payload:Effectively Unlimited

f) Gravity Rail Gun Pod
    Range:3 miles in atmosphere, 10 miles in space
      (Kitsune Values: 10 miles in atmosphere,1,000 miles in space)
    Damage: 3d6x10 per 20 round burst
    Rate of Fire: ECHH
    Payload: 3,000 rds (150 bursts)

g) Mini-Missile Pod: 36 MMs per pod

h) SRM Pod: 10 SRMs per pod

i) MRM Pod: 4 MRMs per pod

j) LRM Pod: 2 LRMs per pod

k) Cruise Missile: Single

l) Countermeasure Launcher: Triple normal payload.

m) Electronic Cloaking Pod: Jams enemy communications(radio band) in a 5,000 mile radius in space, 50 mile radius in atmosphere, civilian band communications with 80% effectiveness, military bands with 50% effectiveness. 45% chance of confusing guided missiles (especially ‘beam riders’ or radar-guided types). A single ECP adds +15% chance of eluding sensor detection(or -15% to enemy Read Sensory Instrument rolls). A second pod will only add an additional +10%; the field of electronic cloaking covers a 100 ft radius

n) Cargo Pod: 2,500 lb capacity each

o) Personnel Pod: An environmental (56 hour life support duration) capsule (200 MDC) able to hold a single person. Typically used in evacuation operations and in infiltration/insertion ops.

p) KTH-65 32mm Assault Rail Gun Pod: ASI only, and it's falling out of favor as well
    Range: 1 mile in atmosphere, 5 miles in space
      (Kitsune Values: 5 miles in atmosphere, 500 miles in space)
    Damage: Varies by shell type
      APFS-DU: 5D6x10 MD , no blast radius
      HESH: 5D6 MD plus 5D6 SDC to the person(s) inside the object.
      HE: 1D6x10 MD to a 16ft radius
      HEG (High Explosive, Guided): 2D6x10 MD to a 7ft radius
    Rate of Fire: Single shots, EPCHH
    Payload: 100 rds

q) Combat Multiplexor: A TW weapons pod/spell projector, with its own PPE batteries. The Multiplexor Magepod can select-fire up to five different spells
    Range: Varies by spell; Equal to 10th level spell level x10
    Damage:Varies by spell; Equal to 10th level spell level x2
    Rate of Fire: EPCHH
    Payload: 300 PPE battery reserve

WZT/ASI Heavy Weapon Mounts: Taken from the wing options of the Raiju.
Spoiler:
a) Hi-Laser Cannon
    Range: (Palladium) 2 miles in atmosphere, 6 miles in space
      (Kitsune Values: 6 miles in atmosphere, 600 miles in space)
    Damage: 3D6x10 per single blast
    Rate of Fire: ECHH
    Payload: Effectively Unlimited

b) Particle Beam Cannon
    Range: 2 miles in atmosphere, 4 miles in space
      (Kitsune Values: 2 miles in atmosphere, 200 miles in space)
    Damage: 4d6x 10 MD single blast
    Rate of Fire: EGCHH
    Payload: Effectively Unlimited

c) Plasma-Laser Cannon
    Range:(Laser) 3 miles in atmosphere, 6 miles in space
        (Kitsune Values: 6 miles in atmosphere, 600 miles in space)
      (Plasma) 2 miles in atmosphere, 4 miles in space
        (Kitsune Values: 4 miles in atmosphere, 400 miles in space)
    Damage:(Laser) 3d6x10 MD per shot
      (Plasma) 1d4x10 MD per blast, affects a 50 ft-wide blast area.
    Rate of Fire:(Laser) EGCHH
      (Plasma) 4 times per melee
    Payload: (Laser)Effectively Unlimited
      (Plasma)Has enough deuterium for 100 bursts per gun.

d) Light X-Disruptor Cannon: Knockoff of Golgan tech
    Range: 2 miles in atmosphere, 4 miles in space
      (Kitsune Values: 2 miles in atmosphere, 200 miles in space)
    Damage: 2d4x10 MD at the point of impact, plus 1/4 that in an 18 ft radius.
    Rate of Fire: EGCHH
    Payload: Effectively Unlimited

e) Ion Spray Cannon
    Range: 2 miles in atmosphere, 4 miles in space
      (Kitsune Values: 2 miles in atmosphere, 200 miles in space)
    Damage: 1d6x10+10 MD per blast, to a 50 ft wide area
    Rate of Fire: EGCHH
    Payload: Effectively Unlimited

f) Tachyon Projector
    Range: 1.5 miles in atmosphere, 6 miles in space w/ 3 mile wide arc*
      (Kitsune Values: 6 miles in atmosphere, 600 miles in space)
      * Scatter width is reduced to 1/4th in atmosphere
    Damage: 2d4x10 MD per single cannon firing
    Rate of Fire: EGCHH
    Payload: Effectively Unlimited

WZT/ASI Super Heavy Weapon Mounts: Taken from the various Proctor equivalent Heavy Fighters, these are Starship-scale medium guns on a fighter. The higher rates of fire are for units integrated into the hull, like on the Archangel. The high rate of fire is due to using Lucerin reactors, which produce far more energy than normal fusion plants. If using a lesser power source, reduce the rate of fire to 2 per melee (other than the GR-1000).
Spoiler:
a) Heavy Laser
    Range: (Palladium) 5 miles in atmosphere, 10 miles in space
      (Kitsune Values) 10 miles in atmosphere, 1000 miles in space
    Damage: 1d4x100 MD per shot
    Rate of Fire: 4-6 shots per melee
    Payload: Effectively unlimited

b) Heavy Plasma Cannon
    Range: (Palladium) 4 miles in atmosphere, 8 miles in space
      (Kitsune Values) 8 miles in atmosphere, 800 miles in space
    Damage: 1d6x100 MD per shot
    Rate of Fire: 4-6 shots per melee
    Payload: Effectively unlimited

c) Plasma Torpedo Launcher: Direct fire unless a tractor beam is mounted
    Range: (Palladium) 5 miles in atmosphere, 10 miles in space
      (Kitsune Values) 10 miles in atmosphere, 1000 miles in space
    Damage: 1d4x100 MD per shot to a 30 ft radius
    Rate of Fire: 3-5 shots per melee
    Payload:Effectively unlimited

d) Heavy Particle Beam
    Range: 3.5 miles in atmosphere, 7 miles in space
      (Kitsune Values: 7 miles in atmosphere, 7,00 miles in space)
    Damage: 2d4x100 MD per blast
    Rate of Fire: 2-3 times per melee
    Payload:Effectively Unlimited

e) GR-1000
    Range: 8 miles in atmosphere, 16 miles in space
      (Kitsune Values: 16 miles in atmosphere, 1600 miles in space)
    Damage: 4d6x10 MD per 20 rd burst
    Rate of Fire: EGCHH
    Payload: 20,000 rds (1000 bursts)

f) Wide Spectrum Jamming Set: An automated low-end A.I.-managed, but powerful EW suite that effectively blanket-jams enemy communications and command-directed munitions with 80% effectiveness, Civilian-band communications are 98% jammed, while military communications bands suffer 80% degradation in effectiveness. Radar systems are similarly degraded....they can pick up the emissions, but cannot pinpoint the exact location of the source within the area of disruption. Area of effect: 60 mile radius. It also improves the ECM penalty to guided weapons to -8.

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

b) NanoPods:
    Effective Range:25 mile jamming radius
    Duration: 5 minutes per pod-spray
    Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
    Payload: 6 swarm packs per launcher, 12 total

c) Grav-Pods:
    Effective Speed: Mach 6
    Duration: 10 minutes per pod
    Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
    Payload: 5 decoys per launcher, 10 total.

“S-Sting” Smart Mini-Missile
The S-Sting (for ‘Space Stinger’) is an ASI attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon. With minor modifications, it can be launched out of any Three Galaxies standard mini-missile launcher.

Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere. HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
    Range: 4 miles in atmosphere, 32 miles in space
      (Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
    Damage: 2d6x10 MD to a 15 ft blast radius
    Bonuses: +7 to strike
    Cost: 10,000 credits per missile


SkyTiger II Supersonic Fighter
(Super-Sky)

“Detecting a score of contacts coming at us on an intercept course from below, Karptan.”
“So, looks like the locals have finally detected us and look to make a sign of defiance. Took them long enough.Now we can get clearing their ‘best’ out of the way and get on to our business here.”
“Kaprptan, they’re closing AWFULLY fast-“
“Bah, primitives and their air breathers! They’ve likely got rocket boosters strapped on and think themselves sophisticates for it! No matter, we’ll swat them out of-“
“Taking fire. Port shield just went out! We’ve lost Number Four engine!-“
“WHA-?!”


"The Super-Sky is a good craft in the 3G, but if CLOWNS all over the Coalition. While Chi-Town is working their ass off trying to get field usable GMR and forcefields, their more than a decade behind us, and that results in them getting rolled over when ever we have a air space dispute. They appreciated them the few times we were forced to work together though, and they simply let us have overall command of the air front when we hit Calgary. Command bringing down in a few orbital DDs for it likely had a lot to do with that last one."


Developed just prior to the Minion War, the SkyTiger II is a redesign of the surprisingly successful platform, which had originally only been intended as a stopgap for the void capable StarTiger. With a decade of technological advancement and an improved understanding of Three Galaxies technology, Paladin Steel chose to go back to the design and incorporate the lessons learned. Beyond the needs at home, it was felt that their interdimensional allies in the United Systems Alliance could use a more effective atmospheric defense craft, particularly those that had difficulty maintaining the complicated contragravity engines of modern star fighters. Taking their cues (and much of the systems) from the WZTechYards Jammer, Paladin Steel went to work on improving the former stopgap into something to be proud of.

The only obvious change was the extension of the fuselage by 3 feet, giving room to install a basic forcefield (with Aero-shaping behavior similar to that of the StarFox) and a substantially improved WZT-sourced engine and powerplant. Combined, they give the SkyTiger II performance almost equal to that of many contragravity propelled designs. WZT’s production files would be raided for several other components, such as the electronics and countermeasure dispensers. Paladin Steel also took the opportunity to replace the original armor with a more advanced composition, improving protection by a meaningful amount. Finally, the wing GMR arrays were replaced with more powerful ones, allowing full VTOL capability when fully loaded in most planetary environments. As a near afterthought, the various components were fully navalized, simplifying operation off of the GNE’s growing blue-water Carrier fleet.

By no means a revolutionary craft, the SkyTiger II has proven to be a worthwhile successor to the original. Its strongest initial selling point to the GNE was that older aircraft could be remanufactured to the new standard, saving the need to buy completely new airframes, but it would come to be appreciated as a good replacement for most formerly frontline designs. Externally, it would prove to be just barely within technical reach of most USA member worlds, making it far more attractive than higher end craft that needed imports to keep running. Additionally, it's far smaller size compared to the older Jammer made it far easier to conceal, allowing it to share the covert hangers built for the less expensive Kingbirds and Fangs during the Minion War. Paladin Steel does not have any plans to sell the SkyTiger II commercially for the foreseeable future, either at home or in the Three Galaxies, with their production lines booked with orders from the GNE and its allies.

Type: PS-F8A SkyTiger II
Class: Air Supremacy Fighter
Crew: One
MDC/Armor by Location:
    Main Body------------------400 (+30)
    Reinforced Pilot’s Compartment---120 (+20)
    Wings (2)-----------------------180 each (+20)
    Tail Fins (2)---------------------100 each (+10)
    Aeroshield Force Field-----------320

Statistics
    Height: 13 ft
    Width: 33 ft
    Length: 48 ft (+3 ft)
    Weight: 9 tons empty (+1t), 14.5 tons (+1t) fully loaded

Cargo: Small space behind pilot’s seat for survival pack and sidearm.

Powerplant: Nuclear Fusion w/ 15 year energy life

Speed:
    (Ground) Limited to taxiing
    (Flying) Hover to Mach 5 (+2.2), maximum altitude 81,000 ft (+11K ft)

Bonuses: +2 to Dodge

Market Cost: 22 million in Phase World credits. The GNE has increasingly moved onto the Three Galaxies standard for their pricing, but it can be inconsistent at times. While costing a full 3 million more than the Jammer, all of its operators consider it well worth it.

Systems of Note: Identical to the original SkyTiger, but upgraded to Three Galaxy standards

Weapons Systems:
1) Nose Kinetic Weapon Bays (4): While the original SkyTiger had fixed 20mm mounts, Paladin Steel had since established orbital facilities to produce Grav-Gun osmium flechettes, leading to them offering the weapons as an option for the forward bays. With their far higher velocities, Grav-Guns have a substantially longer effective range than chemically propelled projectiles, but have proven to lack the shear damage potential of explosive shells. Pilots endlessly debate the merits of both.
    a)Grav Rail Guns (4): Taken off of the Jammer. Larger weapon size compared to the old slug throwers limits the volume of ammunition that can be stored, but the smaller projectiles more than compensates.
      Range: 10,000 ft
      Damage: 2d6x10 MD per 40-rd burst per gun
      Rate of Fire: ECHH
      Payload: 1600 rounds each, or 40 bursts.

    b) 20mm Automatic Cannons (4): Identical to those on the original SkyTiger.

2) Wing High-Power Pulse Lasers (2): Identical to the original SkyTiger. Paladin Steel considered upgrading the PS-RFL-25s, but found that these secondary weapons were not considered critical in the vast majority of situations by their pilots, and thus left them unchanged.

3) Underwing Pylons (6): Identical to the original SkyTiger

4) Centerline Harpoint (1): Identical to the original SkyTiger, but the electronics options have been updated to Three Galaxy standards.

5) Rear Dorsal Laser Mini-Turrets (3): Identical to the original SkyTiger

6) Flare/Chaff Launchers (2): The more advanced model taken off the Jammer improved the payload to 18 chaff pods each.

Variants:
*PS-F8AT: Two-seat trainer with dual controls.
*PS-F8AM: Technowizard version. As the original SkyTiger ‘Magic Jet’.


Paladin Steel StarTiger II Medium Aerospace Fighter
    (Super-Tiger, Greener Missile Wagon)

*whimpering sounds*
---common sentiment among CAN VRRDS Operators whenever the GNEASF brings the GOOD stuff for a territorial dispute.


"We had literally just finished putting the refitted Tigers through their check flight when the scramble order came in. A mid sized Demon fleet was barreling in on Eugena, including a Bone Carrier and a pair of Demon Stars. We didn't know at the time how many of them were fully enchanted with Energy Immunity, so the CAG ordered us to go grav and med missile heavy. It turned out that most of them weren't, but there was enough that it would have been a real problem otherwise. Fortunately the ERF had staged a battle-group on planet so we weren't too worried about being rolled over ground-side, but from what I hear it got real close at some of the pop centers.

When the **** hit the fan, us Tiger jockies were the ones most often stuck with tackling the Bone Fighters, because we had the EM shielding to resist the webbers. The Tantos helped a lot with their T-Shotties, but took half the bite out of the missile exchange, and we were able to hit back way harder. Once their missiles were expended, the Bone Jobs were honestly wimpy on a one on one, but it was usually a much hairier two on one. We did a good enough job that we both won and were intact enough to screen the fleet from the cruise volleys, which would have a nightmare as nearly all of them lacked 'kickers back then. We were close enough to our CLG that we were ordered off the field, but I saw the Chim wings form up for their attack run. From what Intel later put together, the fleet was sent out the test the waters and see if any of the fringe was worth taking a bite at. We took a bite or seven out of it instead."
----Captain Sanders LeBlank, USA FRF.

"Couldn't they just let us feel good about the Black Eagle?"

A comprehensive rebuild of the original StarTiger, it emulates the changes done to the smaller SkyTiger II. The main fuselage has been extended 5 ft to provide room for additional systems, most notably an integral variable forcefield generator and WZT provided Lucerin powered powerplant and thrusters. Despite gaining a full 4 tons of mass, the increased thrust more than compensates, pushing the StarTiger II up to speeds just short of the vaunted Black Eagle. This velocity is severely decreased when the center and wing hardpoints are used, but this is considered more than acceptable for the level of firepower they bring. The fighter’s other systems have also been upgraded to galactic standards, and has tied them into a highly refined combat computer system, based on the electronics suite on the original StarFox. The one significant trade off was the slight reduction in overall armor mass for volume and balance purposes, the use of more advanced galactic composites (merely 1.5 generations behind the CAF) turned it into a slight gain in overall protection.

While costing almost half again the (rarely available) list price of the Black Eagle, the stock StarTiger II is considered to be one of their vanishingly few peers, and has substantially greater firepower thanks to its wing mounts. With the hardpoints, the firepower differential becomes simply overwhelming, but a skilled Black Eagle or Tanto pilot can use their superior speed to stay out of gun range. The AJC began upgrading its fleet just prior to the expansion of the Minion War to the Three Galaxies, and the few units that had received it proved to be vital in countering the early pushes by the Demonic splinter fleets into USA territory. WZT, having been involved in the development process, would respond by offering an upgrade of the Tanto’s weapons (both fixed and optional) after the war was over, but Galactic Armory would have a much harder time improving the ‘young’ Black Eagle to meet this new challenger. Bushido Industries would naturally lag behind, with the Federation having lost half its population and industrial base to the ravages of the great Demon World Cormal, but they managed to salvage their pre-existing development programs and introduced their own upgrade to the Katana within 4 years.

Type: PS-TAV-SF07A Star Tiger II
Class: Multi-Role Medium Aerospace Fighter
Crew: 1-2
MDC/Armor by Location:
    Main Body-------------------700 (+20)
    Reinforced Crew Compartment--120
    Wings (2)----------------------300 each (+20)
    Variable Force Field-------------200 per side (1200 total)

Statistics
    Height:13 ft
    Width: 33 ft
    Length: 50 ft
    Weight: 16 tons empty, 22 tons fully loaded

Cargo: Small space behind pilot’s seat for survival pack and sidearm.

Powerplant: Advanced Lucerin-Fuelled Nuclear Fusion w/ 20 year energy life

Speed:
    (Atmosphere)Hover to Mach 7; transatmospheric.
    (Space) Mach 15 w/o hardpoints, Mach 13.5 w/wing or center mounts, Mach 12 w/both
      (Kitsune: 40% of light speed; Accel/decel at 1.5/13.5/12 PSL per melee)
    (FTL) Not Possible
    (Underwater) Not Possible

Bonuses: +1 to Strike, +2 to Dodge, Cyberlink gains an additional +1 to Dodge and +2 to Initiative beyond normal bonuses. Pilots are also generally NEXT DAGGER augmented as well.

Cost: 65 million PW credits. 55 million without the ECM/ECCM suite, but this is considered penny wise, pound foolish.

Systems of Note:
    Standard (PW) Starfighter Systems, plus:

    *Cockpit Ejection System: Unchanged from original.

    *Cyberlink: Unchanged from original.

    *Enhanced Comms: As Communication Booster and Targeting Link system mounts of the original, but now integral.

    *Enhanced EM Shielding: Immune to most form of EM effects, and +60% base resistance to those that allow a percentile die.

    *ECM Suite: Imposes a -5 to hit against enemy guided weapons

    *ECCM system: Now fully effective against 3G technology, but otherwise unchanged.

Weapons Systems: Spoilered for brevity.
Spoiler:
1) Dual Hi-Laser Cannons: The original forward mounts were quite powerful, but their range left something to be desired. Using Hi-Laser technology, the various technical trade offs were revisited, granting the improved weapons twice the range. It would later be reused as the Hi-Laser Heavy Weapon Hardpoint option.
    Range: (Palladium) 2 miles in atmosphere, 6 miles in space
    (Kitsune Values: 6 miles in atmosphere, 600 miles in space)
    Damage: 3D6x10 per single blast or 6D6x10 per double blast
    Rate of Fire: ECHH
    Payload: Effectively Unlimited

2) Rear Dorsal Laser Mini-Turrets(3):
Coped off of the WZT Enryu Drone
    Range: (Palladium) 4,000 ft in atmosphere, 1.2 miles in space
      (Kitsune Values: 1.2 miles in atmosphere, 120 miles in space)
    Damage: 4d6 MD single shot
    Rate of Fire: ECHH, 5 shots per melee in autodefense mode
    Payload: Effectively Unlimited

3) Centerline Super-Heavy Weapons Bay (1): The older kinetic weapons were vastly inferior to the mighty GR-1000 in all respects, and production schematics were relatively easy to get a hold of. Additionally, the arrangements for larger missiles were improved allowing more LRMs and Cruise Missiles to be carried if desired.
    a) Heavy Laser

    b) Particle Beam Cannon

    c) Plasma Cannon

    d) Plasma Torpedo Launcher

    e) GR-1000

    f) Mini-Missile Launcher: 120 missile system

    g) Short Range Missile Launcher: 24 missiles

    h) Medium Range Missile Launcher: 12 missiles

    i) Long Range Missiles: 6 missiles

    j) Cruise Missile: 2 missiles

    k) Multiplexor Pod: Unchanged from original

    l) Flicker Dodge’ TW Generator: Unchanged from original

    m) Cargo: Unchanged from original

    n) Recon Sensor Pallet: Unchanged from original, but features 3G systems

    0) Wide Spectrum Jamming Set:

4) Leading Edge Medium Weapons Mounts (4): The older options were found to be almost completely obsolete in the face of WZT equivalents mounted on the Tanto, and were swiftly replaced.
    a) Pulse Laser Pod

    b) Particle Beam Cannon

    c) Plasma Torpedo Pod

    e) Ion Projector Pod

    f) Tachyon Scatterguns

    g) Gravity Rail Gun Pod

5) Wing Medium Hardpoints (4-6): Nearly all of the gun pods were found to be inferior to the new Edge mounts, and were replaced. Large missile arrangements were also improved.
    a) Pulse Laser Pod

    b) Particle Beam Cannon

    c) Plasma Torpedo Pod

    d) Ion Projector Pod

    e) Tachyon Scatterguns

    f) Gravity Rail Gun Pod

    g) Mini-Missile Pod: 36 per pod (+16 from origional)

    h) SRM Pod

    i) MRM Pod

    j) LRM Pod

    k) Countermeasure Launcher

    l) Cruise Missile

    m) ECM Pod

    n) Cargo Pod

    o) Personnel Pod

    p) KTH-65 32mm Assault Rail Gun Pod

    q) Combat Multiplexor

6)Dorsal Equipment Bay: Can fit one of the following, all now up to 3G standards;
    a) Combat A.I.: As original, but the shutdown threshold is now 50% of the main body.

    b) Sensor Package: Unchanged from original

    c) Ghost Spoofer: Unchanged from original

    d) PPE Sensor Array: Unchanged from original

    e) PPE Battery/Generator: Unchanged from original

7) Countermeasure Launchers (2): The older countermeasure launchers were replaced with a WZT model, allowing for additional types of deployed defense.
    Flare/Chaff: 12 per launcher, 24 total

    NanoPods: 6 swarm packs per launcher, 12 total

    Grav-Pods: 5 decoys per launcher, 10 total.

Options:
The only meaningful chassis alteration is replacing the Black Eagle derived VFF with that of the Tanto, increasing the cost by 5 million. The mounting for it hasn’t been perfected yet, requiring more maintenance than either the original or the Tanto, but it can be considered worthwhile. Once the technical issues are solved, will almost certainly become the new standard.

Variants:
*PS-TAV-SF07AT: Two-seater trainer with dual controls

*PS-TAV-SF07ASL: Replaces center hardpoint with an FTL drive, 2.2 ly/h, and costs 95 million. Sub-light speed is NOT impaired due to clever engineering.

*PS-TAV-SF07ATW: Technowizard version. Only rumored to exist, but taken as a given considering ASI/PS’s interests.
Last edited by Omegasgundam on Tue Jun 30, 2020 1:56 am, edited 7 times in total.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Omegasgundam wrote:And that's my cue to start posting. BTW, what's the next available hull number?]
[/list]


-15, Unless you want to go for a cool number like -16?
But not -22. There's a DDE-22 already, though for the life of me I don't know why I skipped ahead like that, unless -12-21 went to other types.


Annyyyways, thanks to Omegasgundam's much-appreciated monstrous efforts and quality control, I feel inspired to go back and revisit some old stuff, and not just hardware...dig through past fluff and see how it's been in the current Rifts/Phasewordl time, and put some new spins on some old designs.

It will either be the most boring stroll through memory lane and inspire 'Get a Life!' Shatnerism, or it will inspire more epic world-building out there. :wink:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Posts: 1264
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Re: Paladin Steel Storefront

Unread post by kronos »

taalismn wrote:
Omegasgundam wrote:And that's my cue to start posting. BTW, what's the next available hull number?]
[/list]


-15, Unless you want to go for a cool number like -16?
But not -22. There's a DDE-22 already, though for the life of me I don't know why I skipped ahead like that, unless -12-21 went to other types.


Annyyyways, thanks to Omegasgundam's much-appreciated monstrous efforts and quality control, I feel inspired to go back and revisit some old stuff, and not just hardware...dig through past fluff and see how it's been in the current Rifts/Phasewordl time, and put some new spins on some old designs.

It will either be the most boring stroll through memory lane and inspire 'Get a Life!' Shatnerism, or it will inspire more epic world-building out there. :wink:


I think I suggested some elemental animal powered vehicles, or powers using different types that you hadn't used before, that could inspire some new stuff..
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

kronos wrote:
I think I suggested some elemental animal powered vehicles, or powers using different types that you hadn't used before, that could inspire some new stuff..

Yea, and I actually got a start on them, before I got distracted.
Yah, time to finish them off., no? :mrgreen:
-------------
"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 »

(An idea suggested by Kronos)
Variants:
*PS-MBT-07 Black Bear Medium Tank

The ‘Black Bear’ was one of PS’s earlier indigenous MBT designs and it has been around long enough for the tinkers to get around to experimenting with it.

-PS-TWEMBT-07(x)E “Stonewall’ Earth Elemental-enhanced Medium Tank

“..I could have -sworn- I saw -tanks- rolling across here!”
“Yeah, right, across that field of boulders? Those are natural tank obstacles, NOTHING’s getting through those rocks without blasting!”


Experimental Black Bear MBT variant incorporating an Earth Elemental ‘E-animal’ in a land vehicle, after the success of using the installation of animal-level Air and Fire Elemental essences in TW aircraft. The Black Bear was chosen as the testbed for the viability of incorporating active Earth-essences into terrestrial vehicles. The engine compartment lacks the usual internal combustion or nuclear powerplant, instead having a large reinforced box of dirt or gravel, through which an irregularly-shaped rock sits, rolling around when the tank is on the move. This harnessed Elemental powerplant has the added benefits of giving the tank certain special Earth-Magic characteristics.
Changes/Modifications:
Magic Effects:
-Elemental Terrain Negotiation---The TWEMBT-07E moves across the ground as if it were a part of it; it can negotiate rough, rocky terrain without penalty, and can even climb steep rock slopes and escarpments as if it were an extension of the rock! The treads just seem to merge with the rock, and the tank can run up and cling to sheer slopes, even rock overhangs, provided the stone can carry the extra weight of the tank.

-Steadfast as Stone---Cannot be flipped/knocked over, if sitting on a natural surface(like rock, sand, or dirt).

-Soft Touch on the Earth----Any tank tread tracks left on the ground/impressed in rock behind the Stonewall are erased as if they never were.

-Armor of the Earth--The tank can attract rocks and gravel to roll towards it and cover it in a thick cobble layer that adds extra armor at the cost of speed. +3d6x10 MDC to main body and turret, but increase weight by 50% and reduce speed by HALF. The armor takes 1d4 melees to fully form, and can be reformed without limit per 24 hours, though the previous stone skinning must either be completely depleted or shed before a new coat can be activated.

-Shelter of Stone---The tank can instantly build/raise a bunker of compacted rock completely around itself to weather catastrophe or bombardment. The encasement has 600 MDC, and the tank’s sensors can see through it as if through air. Can perform this feat twice per 24 hours.

-Earth Camouflage---The tank can assume the seamless appearance of a swath of earth or rock. +30% to Camouflage efforts, 90% chance of going unnoticed.
-------------
"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
------------
Omegasgundam
Adventurer
Posts: 440
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Re: Paladin Steel Storefront

Unread post by Omegasgundam »

taalismn wrote:(An idea suggested by Kronos)
Variants:
*PS-MBT-07 Black Bear Medium Tank

The ‘Black Bear’ was one of PS’s earlier indigenous MBT designs and it has been around long enough for the tinkers to get around to experimenting with it.

-PS-TWEMBT-07(x)E “Stonewall’ Earth Elemental-enhanced Medium Tank

“..I could have -sworn- I saw -tanks- rolling across here!”
“Yeah, right, across that field of boulders? Those are natural tank obstacles, NOTHING’s getting through those rocks without blasting!”


Experimental Black Bear MBT variant incorporating an Earth Elemental ‘E-animal’ in a land vehicle, after the success of using the installation of animal-level Air and Fire Elemental essences in TW aircraft. The Black Bear was chosen as the testbed for the viability of incorporating active Earth-essences into terrestrial vehicles. The engine compartment lacks the usual internal combustion or nuclear powerplant, instead having a large reinforced box of dirt or gravel, through which an irregularly-shaped rock sits, rolling around when the tank is on the move. This harnessed Elemental powerplant has the added benefits of giving the tank certain special Earth-Magic characteristics.
Changes/Modifications:
Magic Effects:
-Elemental Terrain Negotiation---The TWEMBT-07E moves across the ground as if it were a part of it; it can negotiate rough, rocky terrain without penalty, and can even climb steep rock slopes and escarpments as if it were an extension of the rock! The treads just seem to merge with the rock, and the tank can run up and cling to sheer slopes, even rock overhangs, provided the stone can carry the extra weight of the tank.

-Steadfast as Stone---Cannot be flipped/knocked over, if sitting on a natural surface(like rock, sand, or dirt).

-Soft Touch on the Earth----Any tank tread tracks left on the ground/impressed in rock behind the Stonewall are erased as if they never were.

-Armor of the Earth--The tank can attract rocks and gravel to roll towards it and cover it in a thick cobble layer that adds extra armor at the cost of speed. +3d6x10 MDC to main body and turret, but increase weight by 50% and reduce speed by HALF. The armor takes 1d4 melees to fully form, and can be reformed without limit per 24 hours, though the previous stone skinning must either be completely depleted or shed before a new coat can be activated.

-Shelter of Stone---The tank can instantly build/raise a bunker of compacted rock completely around itself to weather catastrophe or bombardment. The encasement has 600 MDC, and the tank’s sensors can see through it as if through air. Can perform this feat twice per 24 hours.

-Earth Camouflage---The tank can assume the seamless appearance of a swath of earth or rock. +30% to Camouflage efforts, 90% chance of going unnoticed.

That looks like a right pain the ass to deal with when their on the defensive. And lets face it, that's what tracked tanks are more often then not in RE. I'm thinking about doing the TW version of the SkyTiger II, and an Air-elemental version is definitely in the cards.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

It gets worse....


(An idea suggested by Kronos)
PS-LSI-TWEIYA-08 *’RumbleBug’ Ground Vehicle
(aka ‘RubbleBug’, ‘Boulderbus’)

“What’s that rumbling sound?”

“To my Order, I am Amicus Petras, to the military I am an Elemental Presence Relations Specialist...either one of those titles is acceptable. I will NOT answer to ‘Rock Whisperer’!”

“Ain’t going to find any moss on -this- big bruiser!”

The ‘RumbleBug’ is a TW modification of the LSI TrundleBug Ground Car, a heavily armored spherical ‘roller-car’ modified and manufactured by Paladin Steel in conjunction with partners Locke-Snye Industries in the Three Galaxies. Though the TrundleBug had been received with dubious evaluation by the general market in the Three Galaxies, Paladin Steel engineers and technowizards loved the eccentric ‘Road Bowler’.
Given Paladin Steel’s increasing proficiency with utilizing ‘animal-level’ Elementals, mainly Fire- and Air-types, as main power/augmentation in many of its air vehicles, it was decided that the TrundleBug would make a good exercise in applying Earth-type Elementals to ground vehicles(though some claimed PS technowizards wanted to see if they could make the vehicle into a true ‘Magic 8-Ball’).
The RumbleBug made an earth-moving combat debut in the Three Galaxies when it was deployed in colonial defense efforts against neo-barb Sorm cannibals. Reportedly, once video footage of RumbleBugs riding horizontal avalanches into, over, and through surprised Sorm hordes made their way into the Three Galaxies’ mass-media, stock prices in Locke-Snye Industries jumped 5%.

Note: Whether it’s the nature of the housing or the type of Earth Elemental animal summoned, RumbleBug crews report that, compared to the experiences with the TWEMBT-07E ‘Stonewall’, RumbleBug Earth-enimals exhibit greater spirited or temperamental natures, and it is not unknown for the inhabited vehicles to become obstinate and refuse to move(or move slowly) or go wandering around a parking area(techs have started calling these ‘erratics’ after the glacial deposit boulders). Crews have reported that they have gotten good results in calming or inspiring their Earth-enimals with treats of fine-quality quartz sand or metal shavings(iron and steel seem to work best).

Changes/Modifications:
Magic Effects:
*Earth Rumble---The RumbleBug can let people KNOW it’s coming with this earthshaking spell projection. The giant stony ball seems to vibrate or jackhammer the ground, creating an area of effect 300 ft wide in radius centered on the stationary or moving RumbleBug, and generating a Horror Factor of 14 to anybody hearing/feeling the ground beneath their feet growl and groan. Lasts `10 melees before needing to be reactivated; effectively no limit to the number of times it can be used per 24 hours, but most operators tend to reserve the effect for special occasions, least people become habituated to it.

*Earth-Slide---The RumbleBug can pick up the tremendous inertia of a landslide, or the fluid speed of a mudslide. Engaged, this effect allows the RumbleBug to hit speeds of 90 MPH for as long as 10 minutes at a stretch. Increase ramming damage to 2d4 MD, and an 85% chance of knocking targets over/down. If one of the RumbleBug’s crew/passengers is an Earth Elemental Warlock, (Earth) Elemental Fusionist, or Child of the Earth RCC, they can coax the earth-eleminal to maximum effort; double duration, +1d4x10 MPH, and ramming attacks now do 1d4x10 MD.

*Earth Armor---The RumbleBug can cover itself in an additional layering of gravel armor, adding 1d6x100 MD to its already impressive armor cladding. However, the uneven surfacing reduces the speed of the vehicle by 30%. The armor takes 1d4 melees to fully form, and can be reformed without limit per 24 hours, though the previous stone skinning must either be completely depleted or shed before a new coat can be activated.

*Exploding Earth Armor---The RumbleBug can shed its Earth Armor in an explosive blast like a giant fragmentation grenade; does 2d6x10 MD to an 60 ft blast radius.

* Earth Wave----The RumbleBug can also summon up a rolling wave of loose stone around itself, that acts as ‘active armor’, and can also be used to scour targets in its path. The ‘Rock Wave’ creates the equivalent of a gravel wave 15 ft high and a maximum of 500 ft wide(it can be adjusted). The duration/range of the avalanche is up to 4 miles, and it moves at 70 MPH. Those caught in its path are -5 to dodge, and take 3d6 SDC -1d6+10 MDC (again, damage is adjustable). There is also an 88% chance of knockdown(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees) . Missile weapons aimed at the RumbleBug in the midst of this roller of rock are -5 to strike, and even if they hit, armor-piercing munitions will do HALF damage due to all the moving stone disrupting the focus of the explosives.
The earth-wave summoning is dependent on the mood of the earth-eleminal inside the RumbleBug; 1d4 times per 24 hour period. If one of the RumbleBug’s crew/passengers is an Earth Elemental Warlock, (Earth) Elemental Fusionist, or Child of the Earth RCC, they can coax the earth-eleminal to maximum effort; +1 additional attack per 24 hours, and increase the size and damage of the landslide by 50%.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by Omegasgundam »

taalismn wrote:It gets worse....

PS-LSI-TWEIYA-08 *’RumbleBug’ Ground Vehicle


They they're Earth Elemental Battle Mules.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Omegasgundam wrote:
taalismn wrote:It gets worse....

PS-LSI-TWEIYA-08 *’RumbleBug’ Ground Vehicle


They they're Earth Elemental Battle Mules.


*Boulder to the crotch*
-------------
"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 »

GARNET TWEEZER---Smallkin Enhancement Biomod
“You think being a Squirrelon Ranger is easy? ‘Perfect for infiltrating through drain pipes and ventilation ducts’? You know what’s in a lot of drain pipes and ventilation ducts? Vermin, that’s what. Once you get past the grills and the hepa filters, there’s a lot of open space ripe for colonization for opportunists! I’ve encountered more varieties of scumsucker, giant arachnid, cockroach-analogue, fungoid, carnivorous ameboid, and vermiform than a naturalist on a hellworld! I’ve been bitten and scratched enough times to have my own venom collection! And that’s not counting the traps and poisons that people would howl about if the stuff was put in their office space, but not if it’s spread out of sight and out of mind in the sumps, the crawlspaces, and ceiling ducts! Every time I go on a mission, nine times out of ten I find myself in a hazmat situation, with the added joys of bloodthirsty animals and live booby-traps.”
---Captain N’dakatta Oaklan, 4th Commando Company, Greater New England Armed Services Regular Army

“Don’t bother trying to get the drop on those stinkers. They were bad enough before they got auged. On top of what nature gave them? And training? The little geekers will ALWAYS beat you to the draw.”

While current state of the art biomodification, Paladin Steel can cram only so much into smallkin bodies, so many of the larger and more powerful gross-amplifications are not available to the smaller citizens of the GNE. However, research continues on ways of improving the professional survivability and in an increasingly significant minority in the GNE population.
GARNET TWEEZER is a bio-amp specifically requested by the Smallkin in the armed services SpecOps units, as the Smallkin have carved out a niche role in the order of battle. Smallkin military specialists have become infamous in the circles of the need-to-know for their ability to infiltrate and sabotage,using their small size and overlooked outward nature to gain access to locations larger beings would have trouble. However, smallkin face their own dangers at that scale, often running veritable killer obstacle courses of dangerous local plant and animal life, live steam and radiation, toxins, filth and disease.
To better protect smallkin operatives from these hazards, and allow them to focus on their jobs, PS’s Biologicals Division has created GARNET TWEEZER.
Benefits of the aug include increased resistance to poisons, toxins, and pathogens, an immune system that’s virtually impervious to all known diseases, enhanced reflexes, improved durability, and mandatory mind-protections.
GARNET TWEEZER is considered a high-end bio-mod for smallkin, and both pricy and relatively difficult to implement, but its concentration of benefits makes it well worth the cost and difficulty to those species units that have received it. It's also seen as an affirmation that a big corporation like Paladin Steel is looking out for the interests of its smaller clientele and citizenry.

Powers/Abilities:
*Impervious to Poisons & Toxins(Minor)---Rat poison? Roach killer? Polonium pellets? Hah, we sneer at you! The smallkin’s body has been hardened against lethal poisons, drugs, even magical. So chew through that tasty lead pipe, splash through that puddle of pesticide!

*Impervious to Disease & Illness(Minor)---’Dirty rat’ doesn’t apply to the recipient of this aug; their immune systems are hardened against infection. Nor can they become a parasitic host or carrier of disease; always welcome given some of the places commandos have to visit, as nobody wants them to come back home with unwelcome ‘presents’. It even shields against magic and psionic illnesses, radiation poisoning, and Bio-manipulation! On the minus side, HELPFUL chemicals such as drugs have only half-effectiveness. GARNET TWEEZER operatives are this advised to attend regular checkups with the biotechs for update patches and health checks.

*(Minor)Heightened Sense of Awareness(Minor)---The bio-mod’s nervous system and powers of perception have been amped to the point that they get a +1 Automatic Dodge, +2 on Initiative, +1 to Roll with fall, punch, or impact, and +2 to save versus Horror Factor.

*(Minor)Lightning Reflexes---The bio-mod’s nervous system has been amped. +3 initiative, +1 disarm, +3 pull punch, +2 roll, +2d4 Speed, +1 APM, automatic dodge(+1), and W.P. Paired Weapons

*(Minor) Increased Durability---It’s not as intensive as the basic MODEST REBAR, but it’s a step in that direction. Carbon fibers and subdermal toughening agents give the smallkin bonus toughness of +2d4x10 SDC, +4d6 Hit Points, and +10% save versus coma/death.

*(Minor) Invisibility to Psionics(Minor) (Mr. Twist)---The GARNET TWEEZER recipient’s jacked-up nervous system produces a scrambling field that makes the being effectively immune to psionic sensing, including clairvoyance, object read, and retrospection powers. If a psychic is staring right at the smallkin and attempting to get a reading off them, they might think they were dealing with a robot. PS Biological is rightly proud of this development; other departments are just glad they didn’t try to make them invisible to ALL SENSORS, given the nightmare that would be if any GARNET TWEEZER operatives went rogue.

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

-Hypnotic Brain Conditioning----Because they’re likely to be targeted by enemy mind control, GARNET TWEEZERs receive special deep resistance indoctrination and mental shielding; +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save vs all other psionic attacks. Impervious to Possession.

-Increased Physical Agility and Dexterity---Paladin Steel’s biotechs seem to believe that the easiest way to survive damage is to not be hit; that, and lay down hurt on the OTHER guy faster than he can lay down hurt on YOU. In the case of GARNET TWEEZERs, reflexes have been pushed to as close to light speed response times as they can get. Increase P.P. to 22, +1 APM, +2 on initiative, automatic dodge, paired weapons, and +5% to physical skills requiring physical dexterity. The character is also ambidextrous.

- Enhanced Speed---GARNET TWEEZERS can have exceptional speed; Spd x2, can leap TWICE their normal distance, +1 on initiative, +1 to dodge, and +1 to roll with impact, punch or fall.

-Energy Resistance---Again, not as powerful as other more advanced forms available to larger beings, but PS has learned from experience with ‘sparky squirrels’. The same reinforcing enhancements also serve to dissipate and insulate from energy surges and damage. Takes HALF damage from SDC heat, fire, electricity, energy weapons. Effectively immune to energy stun weapons. Still not a good idea to chew on high voltage lines, though you might get away with biting through a household appliance or computer cable with little more than burns on your tongue and gums, and a tendency to twitch and smolder a lot.

Total bonuses:
Minimum P.P. of 22
+2d4x10 SDC
+4d6 Hit Points,
+10% save versus coma/death.
+10 initiative
+1 dodge
+1 disarm
+3 pull punch
+4 to Roll with fall, punch, or impact
Speed, x2 +2d4
+3 APM
W.P. Paired Weapons(+1)
+2 Automatic Dodge,
+10 to save versus Horror Factor.
+5% to physical skills requiring physical dexterity.
Ambidextrous.
+5 save vs mind control,
+4 save vs illusions
+2 save vs all other psionic attacks.
Impervious to Possession.
Last edited by taalismn on Sat Jul 11, 2020 11:27 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
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Working off suggestions by Omegasgundam:

Update:
*PS-HST/VTOL-08G “Dragonfly IIG” Assault VTOL
“We’re all about the Edge, and this being a deadly dangerous megaverse, we can’t afford to let that Edge get dull. We always have to be adapting, innovating, changing for the better , sharpening that Edge. It’s a bleeding Edge, but we don’t want to be the blood on somebody else’s Edge. And combat aviation is ALWAYS on the bleeding Edge.”

“Float like a butterfly, sting like a dragonf-no, wait, that doesn’t work.”

“I for one appreciate the added protection and the reduced chance of losing lift if one of my engines gets slacked while I’m on a run upcountry. Really sucks to go down in hostile territory, especially if you’ve had a hand in actively culling the local antiair-capable vermin.”

<<$&@%##wHaT DoEs iT tAKe to TaKE oNe oF tHoSE $#@@/% tHInGs dOwN?!>>

“Don’t get any delusions of invincibility with the forcefield generator aboard; we all know that Triax shield systems get reamed by Naruni tech, and Naruni-tech, at least the low-end craff we see being sold on Earth, gets reamed by Three Galaxies Consortium and Empire tech. Speed is still your best friend, so don’t hang in the air making like a stationary target. You got the new stabilizers on your birds, and they’ve been tweeked to let you engage in speed maneuvers, so use them!”

Updated Dragonfly II, taking advantage of lower production costs and more advanced technology in the Three Galaxies to add some much-needed redundancy to the aerodyne.
The -IIG adds a GMR system in a spinal sheath, the gravi-magnetic resist system giving the aerodyne an added margin of safety in maintaining lift and stability. Though effective use of the system between different worlds takes some adjustment of the GMR coils to work with local gravity values, this is a relatively minor task for competent tech crews, and provides a welcome passive lift factor.
The most radical addition is a light forcefield generator, providing extra protection, not only to the aircraft, but embarking/disembarking passengers during the vulnerable combat landing phase. PS/ASI managed to acquire a source of inexpensive light variable forcefield generators when a Rim aerospace firm producing knockoffs of Galactic Armory starfighters folded after GA successfully brought suite. While legally PS/ASI couldn’t acquire the fighter design the defunct company was producing, nor the airframe assembly line(GA, they COULD buy up the subcontractor providing the VFFGs and their backstock. With another source of fighter-grade forcefields secured, PS/ASI could afford to mount decent protection on its combat aerodynes, while its other FFgenerator production lines could focus on filling other orders.
An improved compact nuclear fusion powerplant provides the extra power needed to run the added systems.
Other minor changes include a 20% increase in armor values due to higher quality materials being used, a more varied countermeasure selection, and redesigned modular latching and quick-swap/install poddage, reducing maintenance turnaround. The Dragonfly IIG is also slightly faster at maximum thrust.
Though limited to atmospheric operations, the Dragonfly IIG has gotten high marks from the in-atmo aircrews issued it. Distribution of the -IIG to units in the Three Galaxies(and other extradimensional theatres) is taking place through the GNE/USA network, with older units being handed down to militia units, or the airframes being converted to other uses(reportedly drones, civilian transports, and technowizard conversions are in the works).
Changes/Modifications:
MDC/Armor by Location:
Main Body 420
Reinforced Crew Compartment 130
Main Thrusters(2) 150 each
Lift/VTOL Thrusters(4) 60 each
Tail 170
Wing Pods(4) 90 each
Landing Gear(3) 25 each
Variable Forcefield 200 per side(1,200 total)
Weight: 23 tons
Speed: (Atmosphere)Hover to Mach 2.2(1,474 MPH), Maximum Altitude: 45,000 ft
Systems of Note:
*GMR Maneuvering Bonus:---Losing a main engine will only incur HALF the normal piloting roll penalties for flying the aerodyne. Losing BOTH engines, the aerodyne will still have lift and limited maneuvering with the VTOL thrusters on auxiliary power, but will be -1d4 to all moves(roll, dodge), able only to move/decelerate at 50 MPH.

Weapons Systems:
4) Countermeasure Launchers(2)---The countermeasure launchers have been upgraded to use a wider variety of advanced decoys.
a) Flare/Chaff Launcher
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher

b) Nano-Pods-----The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 18 swarm packs

c) Grav-Pack Decoy---The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a preset pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 15 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.


Market Cost: Currently available only to Paladin Steel,/GNE and their affiliates, but can be expected to cost 42 million credits(PW).
-------------
"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
------------
Omegasgundam
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Re: Paladin Steel Storefront

Unread post by Omegasgundam »

A full BE grade VFF is more than I was expecting, but you can count on PS to shoot for the moon if given half the chance.

I have this image in my head of major 3G firm tech comparing PS engineers to Bakalapona, only with an understanding that the laws of physics are things to be worked around rather than ignored.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Omegasgundam wrote:A full BE grade VFF is more than I was expecting, but you can count on PS to shoot for the moon if given half the chance.

I have this image in my head of major 3G firm tech comparing PS engineers to Bakalapona, only with an understanding that the laws of physics are things to be worked around rather than ignored.



Since we were drawing on Kitsune, you were using the Osprey as a source of available VFFgs. I figured that were plenty of knockoff fighters and the 200/side generators seem to be the market standard for light fighters, so there's likely a lot of them around.
Add in the knockofffs market and there's likely to be a few firms that run afoul of patent law(close enough to the core to benefit from cheap industry, not far enough out on the Rim to escape the lawyers) and leave their subcontractors with plenty of parts lying around but nothing to put them in. If they're lucky, they get somebody else buying them up quick.
And 'protecting the troops' would be ample justification for mounting variable forcefields. Contested landing zones in the Three Galaxies must be hellacious places...so you either land your troops in heavily armored flying bricks, or in lighter craft with forcefields.
Of course, forcefields can be popped by various barrier-penetrating means(want bet a gravitic munition tuned right could maybe invert or disrupt a forcefield? :twisted: ) whereas bricks can soak up damage passively...but flying bricks cost extra for the lofted mass, so military procurement has to make a choice between the two philosophies of protection.
-------------
"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
------------
Omegasgundam
Adventurer
Posts: 440
Joined: Thu May 08, 2008 11:04 pm

Re: Paladin Steel Storefront

Unread post by Omegasgundam »

taalismn wrote:
Omegasgundam wrote:A full BE grade VFF is more than I was expecting, but you can count on PS to shoot for the moon if given half the chance.

I have this image in my head of major 3G firm tech comparing PS engineers to Bakalapona, only with an understanding that the laws of physics are things to be worked around rather than ignored.



Since we were drawing on Kitsune, you were using the Osprey as a source of available VFFgs. I figured that were plenty of knockoff fighters and the 200/side generators seem to be the market standard for light fighters, so there's likely a lot of them around.
Add in the knockofffs market and there's likely to be a few firms that run afoul of patent law(close enough to the core to benefit from cheap industry, not far enough out on the Rim to escape the lawyers) and leave their subcontractors with plenty of parts lying around but nothing to put them in. If they're lucky, they get somebody else buying them up quick.
And 'protecting the troops' would be ample justification for mounting variable forcefields. Contested landing zones in the Three Galaxies must be hellacious places...so you either land your troops in heavily armored flying bricks, or in lighter craft with forcefields.
Of course, forcefields can be popped by various barrier-penetrating means(want bet a gravitic munition tuned right could maybe invert or disrupt a forcefield? :twisted: ) whereas bricks can soak up damage passively...but flying bricks cost extra for the lofted mass, so military procurement has to make a choice between the two philosophies of protection.


The 200/side does sound relatively packed when you factor in that the damn Flying Fang also has one, which means that everybody else has to have at least that as a base line. In my mind, the Black Ealges's big advantage over prior medium craft is its speed and relative firepower. I'm thinking its a good 3 Machs better than its nearest competitor, has better guns than anything that doesn't cap out at Mach 10. Its problem is that it has become the baseline from our perspective, and being 20 years old means that a reasonable development program could catch up within a practical time frame.
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Re: Paladin Steel Storefront

Unread post by CakeSquid »

Paladin Steel = some of the best Alternate Universe Rifts content that the fan community ever made. Want a tractor, a barge, stats for MDC cement? Paladin Steel had you covered
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Re: Paladin Steel Storefront

Unread post by taalismn »

CakeSquid wrote:Paladin Steel = some of the best Alternate Universe Rifts content that the fan community ever made. Want a tractor, a barge, stats for MDC cement? Paladin Steel had you covered



Why Thank You! :D
We aim to please. :-D
"The Right Stuff, for the Right Cause, at the Right Price." :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

Unread post by taalismn »

PS/ASI MXLCMM01 X-Ray Laser Air/Space Countermeasure Mine Delivery System
(aka ‘Xiller’)
“I thought you told us these types of geener-craft didn’t have tail guns! Then explain to me why me and my wingman just got a faceful of LASER!!”

“Don’t just confuse’em, FRY’em!”

The Xiller is a new aerial munition system that can be refitted into existing vehicular countermeasure launchers, such as aerospace shuttle or fighter racks. The idea is to create a temporary free-flying field of mini bomb-pumped laser mines in the path of an oncoming enemy missile or fighter.
The Xiller uses modified PS Plasma-Pumped Laser Grenades, normally launched off an infantry projectile or laser rifle barrel, but here modified to fit in a countermeasure launcher tube. A data feed from the carrier platform’s targeting computer or sensors feeds target data(sensor signature, general speed and bearing relative to the carrier) before firing/ejection. Once fired, the grenade uses either spin stabilization and micro-fins or small gas jets to orient itself to scan for the target and achieve optimal firing position before detonating, generating a small fusion blast and sufficient energy to power an x-ray laser blast on the target. Deployed in salvo and acting in concert, multiple Xiller PPLGs can blast an incoming missile or volley to vapor, or cripple a pursuing enemy flier.
Though range is limited, and each munition is fairly expensive(especially when deployed in large volleys), the MXLCMM-01 is proving popular with aerospace forces field-testing the system, as it allows a greater chance of destroying incoming missiles, not just diverting them. A growing practice is to mix laser-mines with other countermeasure types to further complicate interceptions, or, if multiple launches are available, making up configurations of mines and decoy pods.

Weight: 2.5 lbs per grenade
Range:(Grenade phase) 2,000 ft in atmosphere, 4,000 ft in space(active burn/boost phase---some operators have managed to delay detonation to allow for timed or command-detonations).
(Laser) 2,000 ft in atmosphere, 6,000 ft in space
(Kitsune values: 6,000 in atmosphere, 60 miles in space, though sensor range and accuracy limit effective accurate range to 10 miles)
Damage:(Grenade phase) 1d6x10 MD to 8 ft blast radius
(Laser) 1d4x10 MD
Laser-reflective armors take FULL damage from the x-ray component of the laser strike.
Rate of Fire: Varies by launcher system; typically launched in volleys of 1-5 to maximize intercept success.
Bonus: +1 to strike
Special Features:
Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infrared Sensing Chip.
Payload: Varies by launcher system; usually 12-18 available launch tubes.
Cost: 2,000 credits per PPLG. +18,000 credits to modify an existing standard PS/ASI flare/chaff countermeasure launcher to accommodate the Xiller system.
-------------
"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
------------
Omegasgundam
Adventurer
Posts: 440
Joined: Thu May 08, 2008 11:04 pm

Re: Paladin Steel Storefront

Unread post by Omegasgundam »

taalismn wrote:PS/ASI MXLCMM01 X-Ray Laser Air/Space Countermeasure Mine Delivery System
(aka ‘Xiller’)
“I thought you told us these types of geener-craft didn’t have tail guns! Then explain to me why me and my wingman just got a faceful of LASER!!”

“Don’t just confuse’em, FRY’em!”

The Xiller is a new aerial munition system that can be refitted into existing vehicular countermeasure launchers, such as aerospace shuttle or fighter racks. The idea is to create a temporary free-flying field of mini bomb-pumped laser mines in the path of an oncoming enemy missile or fighter.
The Xiller uses modified PS Plasma-Pumped Laser Grenades, normally launched off an infantry projectile or laser rifle barrel, but here modified to fit in a countermeasure launcher tube. A data feed from the carrier platform’s targeting computer or sensors feeds target data(sensor signature, general speed and bearing relative to the carrier) before firing/ejection. Once fired, the grenade uses either spin stabilization and micro-fins or small gas jets to orient itself to scan for the target and achieve optimal firing position before detonating, generating a small fusion blast and sufficient energy to power an x-ray laser blast on the target. Deployed in salvo and acting in concert, multiple Xiller PPLGs can blast an incoming missile or volley to vapor, or cripple a pursuing enemy flier.
Though range is limited, and each munition is fairly expensive(especially when deployed in large volleys), the MXLCMM-01 is proving popular with aerospace forces field-testing the system, as it allows a greater chance of destroying incoming missiles, not just diverting them. A growing practice is to mix laser-mines with other countermeasure types to further complicate interceptions, or, if multiple launches are available, making up configurations of mines and decoy pods.

Weight: 2.5 lbs per grenade
Range:(Grenade phase) 2,000 ft in atmosphere, 4,000 ft in space(active burn/boost phase---some operators have managed to delay detonation to allow for timed or command-detonations).
(Laser) 2,000 ft in atmosphere, 6,000 ft in space
(Kitsune values: 6,000 in atmosphere, 60 miles in space, though sensor range and accuracy limit effective accurate range to 10 miles)
Damage:(Grenade phase) 1d6x10 MD to 8 ft blast radius
(Laser) 1d4x10 MD
Laser-reflective armors take FULL damage from the x-ray component of the laser strike.
Rate of Fire: Varies by launcher system; typically launched in volleys of 1-5 to maximize intercept success.
Bonus: +1 to strike
Special Features:
Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infrared Sensing Chip.
Payload: Varies by launcher system; usually 12-18 available launch tubes.
Cost: 2,000 credits per PPLG. +18,000 credits to modify an existing standard PS/ASI flare/chaff countermeasure launcher to accommodate the Xiller system.

The only issue I have is that they probably should have tried a Mini or Micro Missile based system first due to the munition costs. 2K credits for a single intercept just seems a bit high for me, but I also think the PPLG is too expensive for a disposable one-shot laser beam, even an X-Ray one. It would be cheaper to use a few Pattern-1E McMs.

If it can use both the grenade part and the beam to make 2 different intercepts that's a different story though.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Omegasgundam wrote:[
The only issue I have is that they probably should have tried a Mini or Micro Missile based system first due to the munition costs. 2K credits for a single intercept just seems a bit high for me, but I also think the PPLG is too expensive for a disposable one-shot laser beam, even an X-Ray one. It would be cheaper to use a few Pattern-1E McMs.

If it can use both the grenade part and the beam to make 2 different intercepts that's a different story though.



Actually, when you consider that it's a self-aiming stand-off anti-missile weapon with a bonus to strike, it's pretty cheap, and you can fire it from an existing countermeasure launcher. Sure, compared to chaff/flares it's expensive, but the chaff/flares have a chance of only distracting or decoying a missile, while the PPLG stands a good chance of DESTROYING it.

And, compared t the dumb-throw. CS fusion grenades it's based on, which also cost 2,000 credits BM, it's cheap with the bells and whistles.

However, those are admittedly Rifts Black Market prices. though in Rifts Phase World, it's indicated that Rifts prices and Phase World prices for munitions are generally the same.

I'd have to check myself, though, as to whether I ever indicated that Pattern-1E McMs(or ANY McMs) had any sort of maneuvering capability in space(and that brings up the question of whether missiles in Rifts/Phaseworld are thrust=vectored or aerodynamically steered, which would affect whether they could accurately move under self-guidance in space/microgravity as well as they do in atmosphere.
-------------
"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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