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Unread postPosted: Fri Oct 26, 2018 3:08 pm
  

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Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1080
taalismn wrote:
Shorty Lickens wrote:
Noticed something in your book I never noticed before.

All your interstellar craft are nuclear powered which doesnt make much sense.
Most of them should be anti-matter or something even more exotic.



True....I'd argue stars run on fusion, though. :-D
Or you could chalk it up to the earlier technologies PS had available to it when they started out, upgradeable to anti-matter as their purchasing power became greater...then eventually acquired the means to harvest/manufacture their own anti-matte(notice how there's no mention in Phaseworld of -where- the anti-matter is coming from? I'd think you'd have production plants as strategic targets, and maybe desert systems set aside for AM production and storage). .
I'll make a point of anti-matter powerplants being the norm for PS/ASI starships in the future


Or maybe make a unique power system.. maybe not as powerful as anti-matter, but better than nuclear fusion.

@ Shorty Lickens : Remember these are more nuclear FUSION and not FISSION.. At least I think the nuclear power systems in Rifts are all Fusion (someone double check that for me?)
We use FISSION today, while FUSION is still mostly theoretical with maybe a few prototypes right now.


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Unread postPosted: Fri Oct 26, 2018 8:35 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Well, I have mentioned in that some of the WZT Techyard starship designs use fusion power systems catalyzed with a crystalline mineral(NOT dilithium) supplied by d-bees from a universe of crystals. PS/ASI, as members of the WZT consortium, would have access to that technology and substance.

_________________
-------------
"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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Unread postPosted: Mon Nov 05, 2018 9:40 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
Nevi Skene Star System(Thundercloud Galaxy)
TemsenSkoya
----(Colony World)
<4-
3-
2-
1-
Psicronic level three reached.
Exether , can you hear me??>
*I can hear you, From*
<Good. How are you feeling?>
*Ready. Eager. *
<Good to hear>
*Want to get this over with. Want to get to this weekend and ravish you-*
<What?!>
*Ravish you. Be ravished by you. Might not even wait until we hit the beach. Might have you take me right in the lab, on the entubation table-*
<Exether !>
*Seriously. You never considered it? I’m floating here in artificial amiotic fluid wearing nothing but paste-on sensors and-*
& Oh, she’s got it bad.&
@ Sorry. That might be me flowing over into her, sorry-@
<< We have two more sidereal patterns in the link, pattern recognition kay-one, kay-three- >>
<Colleen, Leona-?>
$ Hey, what’s up? Oh, Exether thinking loud naughty thoughts about Doctor Khen?$
& Might be Leona’s date with Piin surfacing. They went skin grav-packing over the cloud-dunes and she’s STILL glowing-&
<<Fourth pattern in the link, confirmed as kay-two>>
* -I’ll say.*
<-Cynthia. This is supposed to be a SOLO experiment for Exether only.>
@ Sorry, but we ARE latently gestalt-linked, and when she amps, the link gets amped@
$ Including our emotional states.^^ $
< Please, can we focus on the trial? Colleen, Leona, Cynthia, please raise your mindblocks and sit this one out.>
& Come on, we’re being kicked out &
$ Aw, just when it was getting good!$
@ -Really sorry about tripping you up, Exether@
*Good night, girls*
& Exether, if you decide to ravish Khen, tell us all th-never mind, we’ll know. Have fun. :) &
<< Patterns kay one through three subsiding to background-plus-one. Pattern K-four strengthening to psicronic level three-plus-one. >>
<Better. Exether, please concentrate and focus your attention on target, just as you would->
*I’m a soldier, From, I know how to focus. But when this is over with, we ARE going to discuss this weekend.*
<-focus on the celestial target.>
*We peeping on the Noro again?
< Not on-world. You’re going to be scanning offworld for one. You’ll try to establish position in real-space. Neural-linking a real-time scanner map for you to work with so you can pick out whatever you ‘see’ and designate it in real-time and space.>
*Not bad, not bad at all. Works just like the psi-speech translator, no?Okay, let’s see what’s out here...let’s set up a pattern to save time....*
<<Receiving bio-telemetry. Conversion table established. Correlating anchor points for image resolution.>>
“Okay, there’s Tem and there’s Khem, the foggy part’s the neb and that big point’s Nevi. Now let me start focusing on everything in beween.....okay...that must be Temi-One, and that could be a deep-liner just leaving....>>
<You’re doing good so far; points are matching up to real-time positions. Try focusing on the transit nebula.>
“Doing just that......like I said, it’s fuzzy....either a whole lot to make out, or something’s interfering with my senses...really hard to make out detail...okay, I’m seeing things, especially if they’re big and solid and blocking out some of the interference...like a shadow? I think I can see SHIPS....like there’s one....and there’s another....and....and...oh....something feels familiar about that one....something.....familiar...oh god!...oh god!”
<What is it, Exether? Your bio-signs just spiked!”>
“From...please...get me stats on the last point I scanned! Tell me it’s a regular run!”
<Exether. we’re running IFF with local space control, but it’s going to take time. What is it? What’s wrong?”>
“From...I scanned that ship. It’s not from around here and it feels -wrong-....From, I think it’s Kretig...I think they found us.”

TemsenSkoya is a colony world, one of two habitable worlds in the Nevi Skene system in the Thundercloud galaxy. Nearby KhemSkoya was settled by the Noro who have to terraform it, but much more hospitable TemsenSkoya was acquired by the United Systems Alliance and Greater New England as part of a debt settlement.

TemsenSkoya notably plays host to an enclave of Kretig expatriates who have fled the escalating war and increasingly despotic government of their homeworlds.
PS/GNE’s COBWEB ATTIC program also maintains a secret research center here, studying advanced psionic communications and sensor systems.

Solar System(Nevi Skene)
Number of Stars: 1
Types of Stars: Yellow Dwarf
Number of Planets: 6
- Asteroid Belt---The In-skene is a thin, but dense, asteroid belt that are believed to be the remains of a former ‘super-Earth’ or large rocky planetoid(some have speculated it’s the missing core of the Skene Micro-Nebula) that has been pulled apart by proximity to the system’s primary.

- Terrestrial---Large(KhemSkoya)---Formerly inhospitable planet being colonized by Noro terraformers.

- Exotic(Micro-Nebula)---The Skene Micro-Nebula is a cloud of gas that some astronomers have described as a ‘gas giant with its bones yanked out’. The cloud also happens to hide an FTL transit point that makes FTL travel faster and more convenient. The KNOWN other end(s) of this point are located further out along the Thundercloud’s rim, with three other connecting points, suggesting that the Skene Micro-Nebula may be artificial, rather than natural, and possibly part of an Ancient transport system. The Vulteen Envisionists use it as a convenient means of moving terraforming supplies, what they can’t find in-system, from other locations. The United Systems Alliance use it as a trade conduit, with Nevi Skene and their colony on TemsenSkoya as convenient stopovers. Emerging from the transit point is occasion for problems as the starships effectively are blind in the gas cloud until they can pick up the navigational beacons stationed around the cloud, or they can orbit out of it. The material that makes up the micro-nebula seems to be emerging from several smaller micro-wormhole exit-points, their origin points are unknown.
Both the Vulteen and the USA maintain several space stations in or orbiting near the Skene Micro-Nebula to monitor and facilitate travel through the transit point.

- Asteroid Belt----The Naven Belt is a rich belt of space debris left over from the Nevi Skene system’s formation. The Vulteen Envisionists have been mining the belt for icy bodies they can drop onto KhemSkoya.

- Terrestrial---Large(TemsenSkoya)--Lifeworld, colonized by the United Systems Alliance(Greater New England)

- Terrestrial--Average. Icy, lifeless rockworld being jointly mined by the Khem- and Temsen-Skoyan colonists for materials.

KhemSkoya--Noro Terraforming Project
“We are creating a new niche for life, without shouldering aside another ecosystem. Rather than occupying an existing place of life, we are making new ones. Is that not the ultimate expression of the power of life?”

KhemSkoya was settled by an ethnic minority(known as the Vulteen Envisionists) of Noro who ignored nearby TemsenSkoya because they didn’t wish to settle an already living world(echoes of the Ironee genocide). Instead, they sought the solitude of lifeless KhemSkoya and have been working to terraform it, using massive cracking plants to release free oxygen and water vapor into the atmosphere.
Vulteen Envisionism promotes the creation of Noro-Goran-style environs from scratch as space for the Noro to expand into as needed, rather than taking over already living worlds and bringing their presence, however well-intentioned, into them. The Noro who subscribe to this belief would rather laboriously build space habitats and terraform worlds to order than colonize life-worlds, no matter how temptingly paradisiacal those worlds may be. The Vulteen Envisionists don’t begrudge others, or even other Noro, settling such worlds, but they themselves will not colonize such planets, nor linger long on them. Given the choice of ‘despoiling’ beautiful TemsenSkoya or working for centuries to painstakingly norogorform KhemSkoya, the Vulteen have chosen the latter.
That having been said, the Vulteen Envisionists aren’t ashamed to accept some small aide from the colonists of TemsenSkoya, and the two worlds get along well together. However, some of the more liberal or less rigorous Vulteen are kicking themselves over the rumors of substantial amounts of psilite on TemsenSkoya.

Type: Terrestrial
Diameter: Large
Gravity: Low, 0.76 g
Temperature: Warm, Venus-like in its high temperatures, but terraforming has been bringing the temperature down.
Unusual/Special Features:
-Strange orbit; Khemskoya and Temenskoya seem locked into parallel orbits and maintain a more or less consistent distance from each other throughout their orbital year.
Atmosphere: Normal density, but heavily laced with sulfides and carbon monoxide.
Terrain: Four+, mainly large ‘mare’ transforming into large shallow lakes, rocky tectonic plate upthrustings, sandy lowlands, and a growing number of swamplands.
Notable Mineral Concentrations:
-Tin
-Iron(x2)
-Aluminum
-Colombite
-Thorium
-Sulfur
-Platinum
-Quartz
Hydrosphere: Badlands, but water precipitated out of the building atmosphere or via asteroid-drop is beginning to accumulate in lowlands and oasises, forming swamplands.
Biosphere: Lifeless initially, the Noro have introduced various terraforming organisms to KhemSkoya’s atmosphere, and currently various airborne extremophile algae are being seeded into the planet’s clouds, and bacterial mats are forming on the wetlands beginning to form in the lowlands.
Civilization:
Colonial
Population:
KhemSkoya currently hosts some 600,000 noro colonists, mainly concentrated around atmosphere production plants and water-factories.
Technology:
Galactic
Economy:
Industrial---The Vulteen have set aside enough industrial capacity to refine and produce metals and minerals, harvested as ‘waste product’ of their atmosphere-making efforts, for sale offworld.
Wealth:
Could be considered to be Depressed; the Vulteen live lives of quiet low-materialism with their wealth and resources going to the terraforming effort.
Government: Bureaucracy----The Vulteen terraforming colony is run by a system of interlocking offices that plan the apportioning of resources to various aspects of the project.
Law Level: Lawful; everybody’s too busy working their part to make KhemSkoya livable. Since the Noro are all psychics, everybody’s all checking on each other; the state of affairs strikes others as ‘Overbearing’ rather than Lawful.
Popularity: Popular----While there is some occasional argument over the prioritization of resources, the Vulteen are solidly behind their government.
Stability: Solid---The Vulteen are in it for the long haul, and they realize that any upheaval in their society could upset the entire terraforming effort.

TemsenSkoya-- United Systems Alliance Colony

“Yeah, over by the Euya Peninsula, there’s some really beautiful scenery. Almost surreally beautiful, what with the foam clouds rippling around the coastal cliffs and getting pushed up several hundred feet in the air. And sometimes people see even more surreal beauty in the area, like naked people walking on clouds or dancing across the waves. There’s a whole resort catering to psychics there, so that’s just the telekinetics and hydrokinetics having fun. Best advice is to quit gawking and just move along. The psis’ respect everybody else's’ privacy so we do the same.”

“Okay, Tsi, I thought you’d like to help me look over some possible extra cargoes we can pick up here on TemStatio---zootz, what is that you’re...wearing?!”
“TemsenJade Beetle Down! I picked up this outfit at a local station shop! It’s all the rage among the locals along the coasts! Like it, Rian? We can get you a nice robe of it; it’s soft, waterproof, inexpensive, and VERY comfortable.”
“-it would have to have more than one or two beetles’ worth of the stuff before I’d dare to wear it....but, waterproof? Inexpensive, you say, Tsi? HOW inexpensive?”

Temperate, Earth-like TemsenSkoya was acquired by the USA from the colonial consortium holding title to the Nevi Skene system. Arguably TemsenSkoya is the better of the two colonial prospects in the system, but was passed up by the first colonists, the Noro Vulteen Envisionists, in favor of the ‘holy work’ of terraforming lifeless KhemSkoya.
TemsenSkoya is a comfortably temperate planet with a breathable atmosphere and plenty of freestanding water on its surface. It is considered one of Greater New England’s brighter colonial gems, alongside worlds such as Atium, New Stratford and Giland. TemsenSkoya is characterized as a quiet paradise with potential as a tourism site.
TemsenSkoya is home to a sizable enclave of Kretig humanoids, dissidents and defectors from the increasingly oppressive regime and senselessly-escalating Three Systems War dominating their home sector. Smuggled out of Kretig space, these expatriates are attempting to establish a community of peace away from the war. TemsenSkoya is considered far enough away from the Kretig homeworlds that discovery by the Kretig military is unlikely.
TemsenSkoya is also the site of a GNE/ASI COBWEB ATTIC facility(disguised as a private resort community catering to psychics) researching external psychic enhancement technologies, especially large psi-arrays using locally-mined sapphire psylite. Ironically, a number of Kretig psychics who fled their homeland because of government attempts to weaponize their abilities have been working voluntarily with the COBWEB ATTIC research. The nearby(relatively speaking) presence of a planet of psychic Noro is a mixed blessing for the COBWEB ATTIC teams, since the Noro are experts at psychic engineering, and having such expertise nearby is good, but not if the program’s security is compromised by nosey neighbors. Fortunately, while the Noro HAVE detected rather powerful psychic emanations from the USA colony world, and guessed that the USA government is doing psychic research, they haven’t spread the word. Because the psychics in the program have actually helped the Noro in reporting several accidents around the Noro colony effort, the Noro have decided that the projects are benign and have let the COWEB ATTIC program continue, though they HAVE insisted on having one of their own people at the laboratories as an ethics consultant.
Though some in the upper echelons of the GNE Armed Services question the security of a sensitive research project being placed on a developing resort world in an increasingly heavily trafficked system, others connected to the program cite the progress made at the TemsenSkoya site as opposed to other more isolated locations, and credit such advances to the environment. Between the closeness of usable psylite deposits and a local scene that is more comfortable (and less prison-like in the words of one of the Kretig expats), the TemsenSkoya-ATTIC facility is considered well-sited.
Still, many in the GNE milintel community worry that the Kretig government may discover the existence of this renegade enclave of their species and send forces to destroy it, or hunt down members of it(some of whom are wanted ‘criminals and enemies of the state’). This concern has only increased with TemsenSkoya’s growing potential as a transit and tourism spot.

Type: Terrestrial
Diameter: Large; 30,000 km
Gravity: Average; 1.06 g.
Temperature: Temperate
Unusual/Special Features:
-Strange orbit; Khemskoya and Temenskoya seem locked into parallel orbits and maintain a more or less consistent distance from each other throughout their orbital year.
-Moons( 8 )---Two of the planet’s small moons have been converted into commercial space stations, while a third is a military base servicing the planet’s spaceguard(which, in addition to defending the colony from pirates, is also tasked with tracking and diverting any space debris that might potentially impact the planet).
-Rings---TemsenSkoya has three distinctive rings that seem to play a role in moderating the planet’s climate; cooling one hemisphere’s ‘winter’ by shading solar energy, while heating up the other hemisphere’s ‘summer’ with reflected light.
-Craters--Because Nevi Skene system lacks gas giants to ‘sweep’ local space of debris, the planets have been subjected to more frequent meteoric bombardment. TemsenSkoya sports very obvious impact craters across its surface.
Atmosphere: Normal
Terrain: Unusual Mineralogy(Psilite)
Notable Mineral Concentrations:
-Mercury
-Scheelite
-Zinc
-Colombite
-Fluorite
-Platinum
-Graphite
- Barite
-Psilite---TemsenSkoya boasts large deposits of this psi-active mineral.
Hydrosphere: Moist; roughly 65% of Temenskoya is covered by open water, and a good amount of the rest is covered in shallow ponds and lakes.
Biosphere: Dense
TemsenSkoya’s ecology consists mainly of fairly well-developed flora, lower lifeforms and microlife, most of which can be considered to be benign to human life. Of particular note are colonial insectoids who generate large ‘hives’ of light foam(which can build in size to several thousand feet wide and a hundred feet high) that float on water and tumble across the land with the wind. These ‘blobsters’ can engulf people and vehicles, and cause problems for internal combustion engines, but are insubstantial enough that those so caught can still breath and easily break through them(the dime-sized insects themselves are not aggressive, and the foam nonallergenic).
Civilization:
Colonial
Population:
300,000 colonists, of which 10,000 are Kretig
Technology:
Galactic
Economy:
Commercial. Though TemsenSkoya has a fair amount of agriculture to sustain its colonists, and small traffic in tourism and mining(Platinum mainly, to cover the extraction of sapphire psilite), the bulk of economic activity comes from commercial transactions and cargo transfers done on two of TemsenSkoya’s moons, which have been developed as space stations.
Temsen Beetle-down, a soft, non-allergenic, and waterproof down-like material produced and shed by local insects, is also a popular export. It can be woven into a durable felt-like cloth. It also has the added property of repelling the ‘blobster’ insectoids, allowing wearers to move more freely through ‘blob fogs’.

Wealth: Prosperous---For a colony in its early stages, TemsenSkoya can be considered to be doing pretty well for itself. The GNE/USA colonial authorities are predicting good things for TemsenSkoya.
Government:
Colonial authority is in the hands of an appointed governor.
Law Level:
Law-Abiding. There is the occasional domestic dispute and larceny, but there is a well-trained constabulary. And the last time there was more serious trouble, from a mercantile ship crew that attempted an act of piracy in swiping a load of platinum, it was discovered that the GNE maintained a suspiciously potent local military force....
Popularity:
Popular; the colonists know they got it good and aren’t about to upset the applecart. The Kretig expats are laying low and not about to raise any sort of ruckus that will cause trouble.
Stability:
Stable---There’s currently no trouble on TemsenSkoya. The only real trouble looming on the horizon is potentially between a growing tourism trade potentially endangering the secrecy of the COBWEB ATTIC facility and the Kretig colony. However, the Kretig ex-pats are decidedly(and understandably) reluctant to relocate, as TemsenSkoya has proven a very idyllic refuge.

_________________
-------------
"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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Unread postPosted: Fri Nov 09, 2018 9:16 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
Paladin Steel/McDonnell ‘Moonbat’ Fighter

“I would greatly appreciate your not chattering the theme from ‘Batman’ every time we go on night patrol.”
“But it’s so....appropriate....!”

“Our six-shooters are just as capable at chewing up ground targets as they are aerial ones, and our spooky-spoofers are damn good at fouling ack-ack measures. We’ve gotten pretty good, even without bombs or missiles, at bouncing the shadow-convoys the gurgs try running under cover of night. If they get gargies to fly air cover for them, that just shows them up better and gives us something more to shoot up. Laugh at us ‘Moonbats’? Not likely!”

Not all Paladin Steel Wings of Legend aircraft are based on proven historical winners...Often they are ‘might have beens’, as the nature of post-Rifts engineering, and especially techno-wizardry, is based as much on a good idea or an inspiration as on solid engineering principles.
A case in point is the XP-670(TW) Moonbat. Based on a pre-Rifts 1940s-era futuristic aircraft prototype for a ‘bomber destroyer’, that was ultimately doomed by a lack of engine power, it was the depictions of the blended-wing and fuselage twin-engined fighter that caught the eyes of Paladin Steel West technowizards.
The rebuild of the Moonbat sets out to address the problems of the original. Two modern era turboprops replace the troublesome piston Continental XI-1430-17/19s, giving the ship more than ample power. Hybrid propulsion gives the Moonbat a higher speed, better high-altitude performance, and better fuel economy.
PS engineers and TechnoWizards took advantage of the strong wing/fuselage blending to give the Moonbat stealth capabilities; modern lightweight megadamage composites cut weight, add protection, and incidentally reduce the radar return signature. For an aircraft, the Moonbat is quite heavily armored, able to take a beating, even without its protective spell enhancements.
The original armament scheme called for no less than six 32mm cannons in the outer wings; Paladin Steel has instead elected to mount six 30mm cannons. Firing enhanced-explosive ammunition, these weapons can do MASSIVE damage to targets.
The big complaint about the Moonbat is its lack of missile weaponry, a shortcoming that cannot be easily rectified without tampering with the fighter’s aerodynamics and stealth. The Moonbat is thus considered a ‘gunfighter’ with the limitations thereof. Those same limitations have some in the GNEAS more inclined to seek to import TW Beaufighter Xs from their New Bath allies, rather than purchase the Moonbat, on the strength of the former’s ability to carry bombs and rockets, and thus operate as a fighter-bomber.
Thus far, only a dozen Moonbats have been produced by Paladin Steel West, and have reached the advanced field testing stage with PSW pilots and affiliated Irregulars, but the early reports have been promising, with regards to the aircraft’s handling and capabilities. It has not been decided yet whether the XP-670 will go on to larger-scale production, or will remain a ‘niche’ aircraft in limited release.

Type: PS-XP-670(TW) Moonbat
Class: Long Range Fighter
Crew: 1
MDC/Armor by Location:
Main Body 340
Reinforced Cockpit/Crew Compartment 90
Wings(2) 100 each
Engines(2) 100 each
Height: 15 ft 4 in.
Width: 55 ft
Length: 44 ft 8 in.
Weight: 24,000 lbs
Cargo: Small space behind crew seat(s) for survival packs, sidearms, and a few small personal possessions.
Powerplant: Fuel Cell (maximum range of 2,500 miles), Nuclear w/ 15 year energy life, or TechnoWizardry-powered(includes a 300 PPE battery ; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus)
Speed: 420 MPH, Maximum Altitude of 40,000 ft
(TechnoWizardry-powered) 630 MPH on a ley line
Market Cost: 7 million for fuel cell, 9 million credits for nuclear, 13 million for techno-wizardry
Systems of Note:
Standard Aircraft Systems, plus:

*Ejection Seats

*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.

*Radar---80 mile range. Essential nighfighter equipment

*Laser Targeting---+2 to strike with guns

*Radar Detector----EW detection systems alert the crew of enemy radar systems.

*Night Vision Optics---Integrated into the helmet visor

*Stealth Design----Low thermal signature and radar absorbent materials; -20% to enemy Read Instrument rolls to detect the aircraft using radar and thermal systems.

Weapons Systems:
1) Wing-Mounted Cannon(6)---As a ‘bomber destroyer’, the original XP-67 was fitted with six wing-mounted heavy cannon to be able to tear apart enemy bombers in one or two firing passes. PS has experimented with several different types of cannon, including pulse lasers and destructive magic spell projectors, which have shown equal capability in tearing apart gargoyles, flying monsters, and jet-lofted power armors.
a) 30mm Cannon
Range: 9,500 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst
Rate of Fire: Single shot or two-round burst, EPCHH
Payload: 100 rds per gun

b) 25mm Cannon---In the alternative, the Moonbat can mount six 25mm cannon based on PS’s successful ‘Arden’ machine guns. Less range, but larger payload and a wider range of munition options.
Range: 7,500 ft
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)

(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, EPCHH.
Payload: 160 rds per gun

c) Laser Cannon (PSMBL-5000B)
Range: 6,000 ft
Damage: 4d6 MD single blast
1d4x10 +6 MD double blast
1d6x10 +10 MD triple blast
Rate of Fire: EPCHH
Payload: 150 shot battery. Effectively unlimited for nuclear-powered models.

d) TK Heavy Machine Gun
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short burst(5 shots), 5d6 MD long burst(10 shots), or 2d6x10 MD full melee burst(50 shots)
Rate of Fire: EPCHH
Payload: 200 shot PPE ‘clip’. Effectively unlimited for TW-powered models. Can be recharged at 1 PPE/ 2 ISP per shot.

e) Extended Range TW Starfire Cannon
Range: 5,000 ft(double on ley lines)
Damage: 2d6x10 MD per single shot
Rate of Fire: Single shot, EPCHH
Payload: 50 shot PPE ‘clip’. Effectively unlimited for TW-powered models. Can be recharged at 50 PPE/ 100 ISP per shot.

2) Flare/Chaff Launchers(2)--- A late add-on is a pair of standard aerial countermeasure launchers. One is mounted on the tailing edge of each wing.
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: 18 per launcher


TW Systems:
*MagePlate Armor(Formulation-1C) Armor---The XP-670(TW) has been extensively constructed with F-1C armor; an advanced ectoplasm-impregnated composite material with limited self-repair capabilities.
When it became clear that F-1B had problems with vulnerabilities to magic attacks, PS engineers learned from their mistakes and sought to reformulate the armor composition to remove its most glaring defects. Formulation-1C is only now reaching field deployment; it lacks F-1B’s vulnerability to magic, but takes DOUBLE the PPE to repair...1 MDC=2 PPE/4 ISP.
This system CANNOT replace a wing or tail that’s been blown off, but it CAN repair damaged fuselage armor, damaged flaps, and other barely-functional, but still attached, parts of the aircraft.

*Armor of Ithan---------100 MDC, duration 40 melees(10 minutes). Activation PPE/ISP: 15 PPE/25 ISP
*Impervious to Energy( 5 minutes per 20 PPE)
*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
*Leyline Booster(Accelerates the aircraft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)

*Doppleganger-Cloak----This amplification of the Multiple Images Spell allows the aircraft to project multiple ‘ghost’ images of itself(up to 3 separate images). These multiple images can carry out a series of preprogrammed ariel maneuvers(can also simulate weapons fire/gun flashes, but only if the mothership is also firing at the same time), but must remain within a mile of the the projecting aircraft(or they vanish without a trace). Also note that the images don’t show up on radar or thermo-imaging, and cannot be used to fool homing missiles, though they DO give off a PPE trace similar to the projecting aircraft.
Range: ‘Ghosts’ can be projected up to 5,000 ft away
Duration: 5 minutes per activation
PPE Activation Cost: 20 PPE per activation


*Mystical Stealth System----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive maneuver, the stealth drops and the aircraft can be readily detected. Costs 20 PPE per 3 minutes of activation.

*NIghtcloak System(Fitted to Night-Fighter variants)---Effective only at night, this system renders the aircraft virtually invisible in darkness; enemies are -6 to strike, -4 to dodge. Costs 10 PPE per 30 minutes.

*Flicker-Dodge---An application of the Astral Hole spell. This allows the aircraft to quickly dodge out of sight/reality, for a few seconds, or move up to 2000 ft sideways, up, down, or backwards , with a +2 to dodge while doing so. Typically, an aircraft can engage this system 6 times before needing to recharge the system on a Ley Line(takes about 24 hours), or the pilot can pump in 120 PPE per “flicker-dodge”.

Variants:
*PS-XP-670B(TW)---Two seater version, used for training or night-fighting, the second seat being used by a dedicated sensor operator; otherwise identical to standard model.

*PS-XP-670C(TW)(X)---Gorang CG Drive gravitic-propellor version; can hit 490 MPH, and generates a forcefield (200 MDC front, 100 each side/top-bottom)

_________________
-------------
"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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Unread postPosted: Sat Nov 10, 2018 9:39 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
Paladin Steel ‘Rhanain’-class GMR A-Grav AeroCorvette

“Not all convoys appreciate having a grav-ship hovering over them; some convoy-masters see it as a big flying billboard advertising that there’s a ground train of loot crawling along waiting to be hit. A ship captain therefore has to be careful in setting up a course; not too close and regular to let anybody know that the ship’s shadowing somebody on the ground, and not too far out that the ship can’t spot and respond to any trouble that might hit the convoy while the air support’s up and away looking at something else.
On the other hand, when trouble DOES rear its ugly head, unless the opposition’s got serious air capability, having a gravship overhead raining down fire is the next best thing to having the hammer of the gods on the side of the merchies.”

“The distinction between heavy ground attack aircraft and high alttude heavy hovercraft just got a lot blurrier these days.”

“Yeah, I’m aware that the Coalition State military calls our grav-ships ‘nuclear blimps’....too big, slow and not agile enough to dodge like a jet ...and how they’ll make scrap of ‘em in the next REAL war we have, because gravs make nice big floating targets for their missile batteries. But they rather forget that their second missile blitz against us failed even faster than the first one because we had grav ships on long duration station above our territories, armed with enough sensor gear and interception armaments to blast every wave of missiles as the popped up over the horizon...A LOT closer to their borders than to ours. Oh, and seeing as the deadboys were targeting the locations of the air defenses that wasted their previous blitz? Making our triple-a batteries air-mobile totally threw their target programming off. Grav-ships can carry a lot of armor and active hardware that makes up for their lack of speed, and that’s just on the defensive.”

Between smaller GMR-fliers like the Moth, and larger super-transports like the Foss Fliers, PS has begun experimenting with various middle range anti-grav transports and combat craft.
Though initially considered to be little more than a wet-navy light combatant warship placed on anti-grav lifters, not as fast or maneuverable as conventional aircraft, nor as heavy and as well protected as regular surface warships(‘neither fish nor fowl’), these vehicles are finding roles as border patrol craft, convoy escort, and exploration vessels.
The Rhanian-class is typical of these intermediate-weight GMR fliers/aerocraft. Though slower than many military aircraft, the Rhanain is more stable, able to hover effortlessly in most weather conditions, and hold its own in wind states that would knock helicopters and lesser aerodynes from the sky. Its armament complement looks like something off a naval vessel, and the aerocorvette arguably has more firepower available to it than most conventional bombers and ground attack aircraft, or even surface naval vessels of comparable size/class. The weapons installations are modular, allowing for quick refits and repairs, and a variety of fire mission profiles accommodated. Armament is distributed to cover all arcs; the bottom turrets require that the Rhanain land on extendable struts, rather than on its hull like a normal amphibious vehicle, plus water performance does suffer as a result of the diminished streamlining on the lower hull. Armor is modest for a warship, but heavy for an aerial vehicle.
Rhanains are used by the GNEAS as aerial patrol vehicles around the GNE’s borders, and as airborne escort for ground convoys. Though too slow to intercept incoming attack aircraft, the AeroCorvettes can stay on station a lot longer than conventional aircraft, and can serve as excellent ground support platforms and mobile artillery batteries. Their heavy missile armament also makes them effective anti-aircraft platforms, especially if linked through local fire control networks.

Type: PS-GMR- FS-04 Rhanian
Class: GraviMagnetic Resist Aerodyne, Medium Air Patrol
Crew: 45+20 troops
MDC/Armor by Location:
Main Body 1,000
Bridge 450
Main Gun Turret 250
Long Range Lasers(2) 150 each
Medium Range Missile Launchers(2) 150 each
Short Range Missile Launchers(4) 100 each
Point Defense 20mm Gatling Guns(4) 150 each
Height: 18 ft
Width: 32 ft
Length: 204 ft
Weight: 1,200 tons
Cargo: 100 tons
Powerplant: Combination TW/Nuclear Fusion, w/ 20 year energy life
Speed:(Flying) Hover to 520 MPH, maximum altitude of 28,000 ft
(Water) Can float and motor along the surface at 30 MPH
Market Cost: 60 million credits
Systems of Note:
Standard Shipboard Systems, plus:
Life Support
Radar--200 mile range, track and ID 144 targets simultaneously
Radio/Laser Communications---600 mile range
*EW Jamming Systems: Affects a 25 mile radius and are 75% effective at jamming radar and radio. Radar-guided weapons are -6 to strike the jammer-protected vessel.
*ECCM system: A semi-automatic 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, 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.

*Advanced Fire Control System---Among other functions, this system watches available power to various systems, compensates for sensor-snow generated by buffeting at high speed, and uses inertial sensors to keep weapons lock even as the ship jumps and slews in the air.
All ranged weapons(except missiles) get a +2 to strike from this system.

*Lifeboats----The GMR cruisers mount several enclosed lifeboats/escape pods with a difference; to allow them to be used under any circumstances, the lifeboats are fitted with watertight environmentally-sealled hulls(8 hour life support) and flotation bags for underwater escapes, and a combination parasail and Featherfall TW-system for aerial ejections. In the alternative, the lifeboat divots can be filled with light VTOLs such as the PS-L-VTOL-U1 Skimmer.


Weapons Systems:
1) Main Gun Turret---The upper forward turret sports an automated 5 inch gun. In the alternative, an 80mm mass driver cannon can be substituted.
a) 76mm Autocannon
Range:17,575 yards* in a surface role, 37,200 feet in anti-aircraft mode
(RAP/Rocket-Assisted Projectile) 23,770 yards
(*Note: It would take over a minute for shot to hit the target at maximum range...est. 68 seconds)
Damage:
(Fragmentation) 6d6 MD to a 35 ft radius
(High Explosive-Armor-Piercing) 1d6x10 MD to 12 ft blast radius
(Plasma)2d4x10 MD to a 30 ft blast radius
(Flare) Burns for 1d4 minutes, illuminating a 2,000 ft area
(Chaff Round)Spreads radar-disrupting chaff similar to Triax-type chaff
Rate of Fire: 3 rds per melee
Payload: 240 rds
Cost: 360,000 credits

b) 80mm LB Gauss Cannon(PS-MDA80L)
Weight: 5,800 lbs (2.9 tons)
Range: (Direct Fire)25,000 ft (6 miles)
(Indirect Fire) 62,500 ft (14.5 miles)
Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 166 shots
Cost: 1.2 million credits

2) Long Range Lasers(2)----Mounted in a ventral turret under the forward main gun turret is a second ‘chin’ turret mounting a double-barrel heavy laser cannon. This weapon can also operate underwater with the ship operating on the surface. The main complaint about this turret is that its ventral position limits its use against targets above the ‘waterline’ of the aerocorvette.
Range: 2 miles in atmosphere, 1 mile underwater.
Damage:1d6x10+7 MD per blast, 2d6x10+14 MD double-barreled blast
Rate of Fire: ECHH
Payload: Effectively unlimited

In the alternative, these can replaced with the following:

b) H-Ion Cannon(x2)---New Navy-derived heavy ion weapon.
Range: 6,000 ft
Damage: 3d4x10 MD per shot
Rate of Fire: 4 times per melee
Payload:Effectively unlimited if attached to a nuclear powerplant.
Cost: 1.6 million credits

c)RFL-42 Slayer Quad-Laser Cannon(x2)---The powerful PS-RFL-40, a new PS laser weapons system with better range and a redesigned coolant jacket.
Range: 6,000 ft
Damage: 4d6 MD single shot, 2d4x10 MD short burst (four shots, one from each barrel), 4d4x10 MD medium burst (eight shots, two from each barrel in sequence), 4d6x10 MD long burst (takes two attacks), or 6d6x10 MD full melee burst (takes three attacks).
Rate of Fire: EPCHH
Payload: Effectively unlimited if attached to a nuclear powerplant.
Cost: 4 million credits for a dual-mounting

d) Series 2098 Heavy Ion Cannon(x2)
Range: 6,000 ft
Damage: 3d4x10 MD per shot
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: 4 times per melee
Payload: Effectively unlimited
Cost: 1.2 million credits

e) EM Bolt/Electromagnetic Vortex Cannon(x2)
Range: 8,000 ft
Damage: 2d4x10 MD at point of impact
Within a 70 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters.
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 25% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance
EM bolts are -6 to dodge
Rate of Fire: Three times per melee
Payload: Effectively unlimited
Cost: Exclusive to PS/GNE forces.

f)Heavy Plasma Cannon
Range: 4,000 ft
Damage: 1d4x10 MD per blast
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
Rate of Fire: EGCHH
Payload: Effectively unlimited linked to nuclear power source
Deuterium Gas tankage has enough gas under pressure for 100 shots.
Cost: 3 million credits

g) Particle Beam Cannon---A rapid-fire particle beam cannon, adapted from the KLS Mrk IV Glitterboy PB-20 Rapid Acceleration Particle Beam Cannon.
Range: 11,000 ft
Damage: 4d6x 10 MD single blast
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 4.2 million credits

h) TW Lightning Cannon----This weapon requires that the ship be fitted with PPE generators to power it. Launches a vertical blast of mystic lightning.
Range: 9,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 15 PPE per shot
Cost: 1.9 million credits

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

j) TW Barrage Storm Cannon---Unleashes a storm of mini-bolts of magic force that shotgun into a target.
Range: 6,000 ft
Damage: 1d6x10 MD, plus all other effects as described for the Barrage spell.
Rate of Fire: EGCHH
Payload: 13 PPE per shot
Cost: 750,000 credits

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

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

m)TW Sonic Cannon(x2)---PS TechnoWizards got the idea for this after studying examples of the Immaterial Hand’s Ironmage TW Glitterboy Armor and its ‘shrieker’ cannon(see Rifts Black Market, pg. 187-189) . Using their booster barrel technowizardry, PS TWs were able to increase the range. The twin-mounting is sometimes referred to as ‘ Screamin’ Stereo’.
Range: 7,000 ft(4,000 ft underwater)
Damage: 1d4x10 MD per shot, 1d6x10 MD on a ley line and against supernatural creatures and beings of magic.
Rate of Fire: EGCHH
Payload: 12 PPE per shot
Cost: 1.2 million credits

n) Anti-Theron MagnaBlaster ----This superheavy anti-magic weapon has been ONLY seen with special PS/GNE monster-hunter units. MagnaBlaster-equiped PS-MBT-28s made their debut during the Minion War incursion on Rifts Earth.
Range: 12,000 ft(4,000 ft underwater)
Damage: Does 1d4x100 HP/MDC damage per shot(based on what the creature is)
Can also do a ‘spread shot’ doing 4d6x10 HP/MDC to a 60 ft wide swath
Varies according to the weapon type, but ALL anti-Theron weapons 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: Three times per melee
Payload: 250 shot reservoir of genetically modified bacteria providing the anti-therons
Cost: EXCLUSIVE to PS, not available for sale

o) ElectroMagnetic Bolt Cannon(x2)
Range: 9,000 ft(4,000 ft underwater)
Damage: 1d6x10 MD to 20 ft blast radius per bolt!
Does 50% more damage to metal hulls. Crews inside affected hulls also must dodge or take 1d6 MD from loose metal objects being thrown around by the electromagnetic vortex.
Also roll on the following for additional electromagnetic effects:
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
Cost: 1.8 million credits


3) Medium Range Missile Launchers(2)----Two MRM launchers are mounted as the primary long-range anti-aircraft/anti-ship weapon.
Range:Varies by missile type
Damage:Varies by missile type
Rate of Fire:From 1-4 missiles can be fired in one volley
Payload: 24 MRMs per launcher

In the alternative, one or all of the missile launchers can be replaced with one of the following:
b)Shrike III ‘Brilliant’ anti-aircraft missile.
Range: 75 miles
Damage: 3d4x10 MD
Rate of Fire: Volley of 1,2,4, 8, or 12
Payload: 12 missiles ready to fire, 36 in storage(takes 1 melee rd to load and test)
Bonus: +7 to strike

c) Harpoon III Missiles--- Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close with an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Rate of Fire: Volley of 1,2,4, 8, or 12
Payload: 12 missiles ready to fire
Bonuses: +5 to strike

4) Short Range Missile Launchers(4)----Four SRM launchers provide backup saturation anti-aircraft capability, though they also have surface attack ability.
Range:Varies by missile type
Damage:Varies by missile type
Rate of Fire: From 1-6 missiles can be fired in one volley
Payload: 60 SRMs per launcher

In the alternative, one or all of the missile launchers can be replaced with one of the following:
b)L-SAM ‘Black Talon’ Launcher
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: From 1-6 missiles can be fired in one volley
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)
Payload: 60 SRMs per launcher

c)*’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)
Bonuses:+3 to strike

d) Medium Range Missile Launcher----3 shot launcher

e) Bomb Racks---Up to 8,000 lbs of ordnance can be accommodated per station.
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius

f) Depth Charges
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
Rate of Fire: Drops one a time
Payload: 18 depth charges

g) Torpedo Launchers
Range: Varies by Torpedo Type
Damage:Varies by Torpedo Type
Rate of Fire: Volleys of 1, 2, 3, 6, or 8
Payload: 12-shot mini-torp launcher, a 6-shot short range torpedo launcher, or a 3-shot medium range torpedo launcher, or a single shot long range torpedo launcher. Additional torpedoes typically must be manually reloaded from stores.

h) PS/FA-A9 2-pounder (40mm)Autocannon---Typically operated by a three-man gun crew(gunner and two loaders responsible for swapping out the ammo drums). Single gun mounts can be emplaced just anywhere, but the larger 2-8 gun mounts require heavier mountings.
Range:(High Velocity Round)5,000 yards(15,000 ft)
Maximum AA altitude w/ HV shells: 13,300 ft
(Low Velocity Round) 3,800 yards(11,400 ft)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 r Qounds per minute(or up to 30 rds per melee)
Payload: Box magazine of 600 rounds

i) 40mm Autocannon----A popular anti-aircraft weapon, available in both single and two-gun mounts.
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 rounds

j)T-210 and T310 15mm Missile Gun or T410 20mm Missile Gun:
Range:
(T-210)Gun launcher fires the micromissile out to about 4,000 ft, whereafter the rocket propulsion takes over.
(T-310)Gun launcher fires the micromissile out to about 8,000 ft, whereafter the rocket propulsion takes over.
(T-210/310)
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft

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

Damage/Bonuses:
(T-210/310)
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode

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

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

(T-410)
(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.

Rate of Fire: Bursts of 3-40 rds per melee
PS is rumored to be experimenting witb versions that can fire as many as 100 missiles in a melee round(or 400 mimis in a minute!) or more!
Payload: Varies; typically feeds from a 10 missile clip, or 180 rd ammunition box or drum, though 200 and 300 rd bins are also available.

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

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


5) Point Defense 20mm Gatling Guns(4)---Meant primarily for anti-missile defense. In the alternative, they can be replaced by laser weapons.
Range: 6,000 ft
Damage: 2d4x10 MD per 60 rd burst
Rate of Fire: EGCHH, 6 attacks per melee in automated fire mode.
Payload: 12,000 rds per gun(200 bursts each)
Radar Targeting Bonus: +3 to strike

b) Point Defense Lasers----The RFL-42 Slayer Quad-Laser Cannon
Range: 6,000 ft
Damage: 4d6 MD single shot, 2d4x10 MD short burst (four shots, one from each barrel), 4d4x10 MD medium burst (eight shots, two from each barrel in sequence), 4d6x10 MD long burst (takes two attacks), or 6d6x10 MD full melee burst (takes three attacks).
Rate of Fire: EGCHH, 6 attacks per melee in automated fire mode.
Payload: Effectively Unlimited
Radar Targeting Bonus: +3 to strike


6) Flare/Chaff Launchers(4)----Anti-missile countermeasures.
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: 18 per launcher


Auxiliary Craft:
2-4 Motorized Lifeboats(or PS-L-VTOL-U1 Skimmers or ‘Bat’ Hover-jets)
10-20 Power Armors(typically flying types)

Options:

*PPE Powerplants(Supplemental)----Crystal matrix Powerstone PPE Generators can be mounted to power onboard TW systems:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits


*ECM Suite--A mini- Battlefield EW Center, is incorporated into the Bridge. Internally, the communications deck is fitted with a plug-in, add-on EW console for several dedicated EW officers. The ECM add-on provides the ship with greatly enhanced EW decryption abilities, de-scrambling, and secured communications, frequency scanning, and signal locators, as well as limited range jamming and ground-level electronic cloaking.
Decryption Bonuses: +10% to Cryptography Skill
+15% to Radio skill rolls to defeat jamming
Jamming Range: 30 miles
EW Cloaking: -15% to enemy Read Sensory Instruments rolls using surface search radars(NOT optical and thermographic systems)
Estimated Cost: 10 million credits

*ORACLE---Omni-diRectional Aura Classification and Locator Electronics---A TW development of the SNARLS PPE Scanner, this system consists of a series of advanced Technowizardry scanner systems(TW optic mounts, static crystal PPE meters, and whatnot) stationed around the ship, feeding into a central computer system with special TW-derived interface program algorithms. The system is designed to detect incoming magical/paranormal attacks and alert the crew to them(hopefully in time to allow them to take defensive measures). PS hopes to upgrade the system to allow for over-the-horizon and remote-viewing advanced early warning capabilities. The ORACLE Mrk II is currently being retrofitted to most ships-of-the-line of the VFSN/GNEN.
Effective Range: 4,000 ft
Estimated Cost: 12 million credits

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

--------Rudyard Kipling
------------


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Unread postPosted: Fri Nov 23, 2018 11:54 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
PSPA-22 Xebenn Infantry Power Armor
(aka “Gunbuster II’, ‘Topgunner’)

“You look at the old Gunbuster, the design’s got quite a few features that make it a pain to pilot; those jagged leg dogtooths for instance must have caught on bushes and cables something fierce. The hips are particularly vulnerable to being knocked loose, and the pectoral cooling intakes just invite incoming fire. The missile armament’s scoffable, too. The Paladins have streamlined the exterior and added some more protection, and plugged in a lot more modularity, so the Gunbuster can stand off and sock it to an enemy with multiple flavors of ow. Well, they call it the Xebenn now, but it’s the Improved Bloc II Gunbuster as far as we Mountain School folk are concerned, and some of our older families are lining up to pilot the new model.”

“The good thing about this suit is that the gun mounts can peek up and line up on the enemy, while the rest of you remains hidden,” the Xebenn pilot spoke as he crouched under the line of cover, bolts of luridly-glowing incendiary fire streaking overhead, the firecracker-zipper-sound of the two mast-mounted rail guns responding in turn-
<<SHRAK>>
-one of the power armor’s twin guns suddenly cartwheeled into the ground behind and beween the flincing machine and the camera, alien fire still eating into the metal as the weapon finished tumbling to a halt, in pieces.
“-makes it real handy in a firefight like this one” the soldier continued as he roll-crawled to a new position before tipping his remaining cannon up to spy-hop and shoot a burst of suppressive fire. “Damn it! Badger Nine to Fox One! They’re fiixing to break out near the loading docks!”
The Xebenn rocked back on its heels, and a volley of micro-missiles blasted from its shoulder mounts, their vapor trails quickly corkscrewing in several different directions as they left the cover of the concrete berm. Enemy fire blazed into several of the projectiles, even as the launcher and following camera quickly changed position, but a ripple of unseen explosions told that at least several found their mark.
“At least this way, I only have to replace a gun, and not something more vital, like my head! Badger Nine to Fox One! I am lasing the enemy! Fire any beam-seers you got!” The power armor raised its mast up again, a brief flicker off it in the smokey air nomentarily visible. There’s a sussation in the air, a crackling ripple and then several higher-pitched screeches as seevral vapor trails shoot over the armor’s position. More thunder insues.

‘Xebenn’ power armor is a new type of PA recently released by Paladin Steel. It is based on the old pre-Rifts NEMA USA-G20 Gunbuster suit, an exoarmor that PS had previously salvaged pieces of, but never the entire plans for. Finally, it seems, PS has acquired enough archival data, or conducted enough parallel development, to revive the desigm(though it’s also rumored that complete plans for the Gunbuster were ‘leaked’ to the GNE by the Reformed Shemarrian Nation).
The new PSPA-22 improves on the old design by making it heartier and more resilient, with a substantial beef-up in armaments. The outer casing has been made more streamlined for smoother performance, shoulder missile armament has been doubled up, and the top hardpoints made compatible with a wider range of armaments. The comment has been made that, with the top-mounted articulated sensor mast/weapons station, the Xebenn is more a ‘gun-sniper’ than a ‘gunfighter’, but pilots appreciate both the backpack mount and the arm-mount options, giving them considerable flexibility in combat.
Though better armored than the PSPSA-11s that are the mainstay of the GNEAS, the Xebenn is not expected to replace the Gendarme suits, owing to the latter’s greater versatility and ease of operation. Still, a modest number of Xebenns have entered GNEAS service, and additional units have been sold or given to NEMA-heritage families with a history of power armor piloting in them(such as thedescendants of the Mountain Warfare School of Smugglers’ Notch).

Type: PSPA-22 Xebenn
Class: Infantry Personal Assault Unit
Crew: 1
MDC/Armor by Location:
Main Body 320
Reinforced Pilot’s Compartment 150
Head 95
Arms(2) 95 each
Hands(2) 25 each
Shoulder Launchers(2) 35 each
Dual Weapon Mounts(2 weapons) 100 each
Spotlight 25
Legs(2) 180 each
Height: 9 ft; the weapons mounts add 2 ft for a total height of 11 ft
Width: 2.8 ft
Length: 4 ft
Weight: 1.3 tons
Cargo: Small footlocker-sized compartment for a survival pack, side arm and a few small personal possessions
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:(Running) 70 MPH
(Leaping) 18 ft up/across, +10 ft w/ running start
(Underwater) Can run along the bottom at 25% of normal running speed. Maximum depth tolerance of 2,000 ft
Market Cost: 22 million credits
Systems of Note:
Standard Power Armor Systems, plus:
*Life Support: Standard 8 hour independent air supply

*Emergency Ejection System (blows pilot free in an emergency)

*Spotlight: 800 ft

*Radio w/ signal scrambler: 500 mile long range, 5 mile short range.

*External Loudspeaker: 80 decibels

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

*Advanced Targeting Computer----The expanded moularity of the weapons systems means the onboard fire control systems need to be able to factor in more weapons performance variables. More advanced PS-made computing systems(some of it derived from outdimension technologies) have addressed this issue, and as a welcome side effect also improved overall ranged weapon accuracy(+1 to strike).

*Mast-Mount Periscope---The searchlight mast mounts an optical pod, allowing the power armor to see while crouched below cover.

*Laser Designator---Mast-mounted laser used to ‘paint’ targets for laser-guided weaponry. Effective Range: 50,000 ft. Laser-guided weapons are +1 to strike.

Weapons Systems:
1) Dual Modular Weapons Systems(2)--- The Xebenn retains the top-mounted hardpoints of the Gunbuster, but adds more articulation, allowing the weapons to fire more effectively when locked into the back-mount(45 degree traverse and elevation/depression), and rotation when firing forward, or being presented for easy grip and removal by the power armor’s hands. Power linkages are standard to both the back hardpoints and the arms, allowing the weapons to be powered as long as they’re attached to the Xebenn. The twin weapons mounts atop the main torso are fully compatible with the old NEMA weapons, but Paladin Steel has added some new ones, based on popular PS heavy infantry weapons, as well. The Xebenn lacks the stipulation on the Gunbuster that both weapons must be of the same type, as PS’s computer targeting systems are flexible enough to process respective targeting information for BOTH weapons, even of different type, but Xebenn pilots rarely carry two different types of main gun, prefering the doubled firepower of paired weapons.
a) Plasma Cutlass---This is actually a triple-bladed punchdagger-style weapon similar to the TWMBW11 ‘SebaKatar’ TW Melee Weapon, only scaled up so the three knife blades are actually Kittani-style plasma swordblades. The blades can scissor, and can fire either a fan-blast or a concentrated blast. Though lacking in range, the weapons give the Xebenn a vicious close quarters combat capability.
Weight: 45 lbs
Range:(Blades) Melee
(Plasma Blast) 100 ft
Concentrated Blast: 500 ft
Damage:(Blades) 2d6 MD per blade, 6d6 MD locked blades
(Plasma Blast)Blade Blast: 4d6 MD per blade
Concentrated Blast: 1d6x10 +5 MD
Fan Blast: 3d6 MD to a 30-degree arc
Rate of Fire: ECHH
Payload: Effectively unlimited attached to the power armor. 15 shots detached.
Bonus: +5 to parry
Cost: 95,000 credits

b) Light Plasma Cannon----PSPPR-5 ‘Lewiston’ Light Plasma Cannon
Weight: 22 lbs
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

c)12.7mm PS-MRG03 Snub-nose Short Gatling Gun--- This high-powered four-barreled gatling rail cannon features enormous damage potential, and fair range in a small package. The MRG-03 trades range for blistering short-range fire power, and is frequently used as a ‘streetsweeper’ in built-up areas.
Weight: 50 lbs
Range: 2,000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: Equal to the combined hand to hand attacks of the pilot
Payload: 500 rounds; drum magazine can hold an additional 200 rds.
Market Cost: 12,000 credits

d) PS-M136 Minigun---A vicious gatling-style weapon that compensates for its relatively low damage per individual round with a high rate of fire and excellent long range. On the minus side, it also possesses a massive appetite for ammunition and can quickly burn through its ammo supply in short order.
Weight: 35 lbs+ ammo drum(a full 4,000 rd drum can weigh 160 lbs)
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt
Cost: 27,000 credits

e) PS-RFL2-33 ‘Blazer’ Rapid-Fire Infantry Laser---The standard GNEAS laser heavy weapon.
Weight: 27 lbs
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. Effectively unlimited linked to the power armor’s powerplant .
Cost: 78,000 credits

f) USC-02 Screecher Sonic Cannon---Naval infantry weapon complete with spear launcher. Excellent ability to stun targets through body armor and even ship hulls.
Weight: 25 lbs
Range:(Sonic Blast) 1,800 ft underwater, 600 ft in air
(Spear Launcher) 500 ft
Damage::Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per say, it does affect the hearing and inner ears of crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or uninsulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.

(Spear Launcher)These weapons can be tipped with an explosive head(2d6 SDC or 5d6 MD exploding head), armor-piercing hunting point(1d6 MD), magnetic grapple, or tracking bug, and can be used to attach a 100-foot line of high strength braided mono-filament cabling.
Rate of Fire:(Sonic Blast) ECHH
(Spear Launcher) Volleys of 1,2, 3, or 4 (all)
Payload:(Sonic Blast) 10 shot E-clip, 20 shot long E-clip or effectively unlimited linked to the power armor’s powerplant .
(Spear Launcher) 4 shots
Special Features:
*Neutral Bouyancy--Like other PS underwater weapons, the USR-10 is balanced and floated so it neither sinks like a stone, nor bobs to the surface like a balloon if released/lost.
Cost: 90,000 credits

g) ATHW02 Anti-Theron Heavy Projector---PS’s anti-supernatural blaster that turns magic energy into a self-consuming inferno.
Weight: 21 lbs
MDC of Rifle: 70
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.
Rate of Fire: Standard, ECHH
Payload: 20 shots per EE-Canister
It can also use a gallon-sized EE-Drum, providing it with 300 shots.
Bonuses: +1 to strike from laser/scanner targeting system
Special Features:
*Integral mini-SNARLS PPE Sensor System with flip-up video flatscreen display. Thanks to PS’s microchip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the scope module. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).
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

h) PSPBW-10 ‘Fanblaster’ Particle Beam Weapon ---Powerful PBC with area of effect. Good for clearing swaths of territory.
Weight: 19.5 lbs
Range: 3,200 ft
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: ECHH
Payload: Effectively Unlimited 20 shots from a long E-Clip, 45 shots from an E-canister
Cost: 150,000 credits

i) PSIC-03 Ion Cannon---Multi-mode ion weapon with advanced damage capabilities.
Weight: 21 lbs
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 6 shots standard E-clip, 10 shot long e-clip, 50 shot e-canister.
Cost: 32,000 credits

j) IMD-06 ‘Fletcher’ Flechette Auto-Rifle---Variable spread gauss-shotgun.
Weight: 19 lbs
Range: (Max Range) 1,800 ft
(Mid-Range) 1,000 ft
(Short Range) 500 ft
(‘Point Blank’ Range) 60 ft
Damage: (Max Range) 1d6 MD to 15 ft wide area at maximum aperture, 4d6 MD at maximum range at minimum aperture
(Mid-Range) 5d6 MD to 12 ft wide area at maximum aperture, 6d6 MD at minimum aperture
(Short Range) 6d6 MD to 10 ft wide area at maximum aperture, 1d4x10+6 at minimum aperture
(‘Point Blank’ Range) 1d6x10 MD to 8 ft wide area at maximum aperture, 2d4x10 MD at minimum aperture.
PS has also been experimenting with the use of silver and DU-round ammunition for added effect, as well as such things as species- specific toxic coatings for use against such creatures as the Xiticix.
Rate of Fire: Standard
Payload: 20 rd box magazine, or 50 rd drum. An ammo drum provides up to 360 shots
Special Features:
*Variable Aperture Laser Sight---Widens and narrows in response to aperture setting. +1 to strike
Cost: 32,000 credits. Fletcher rounds cost 25 credits apiece

k) EMVR-08/9PAW ‘MagHammer’ ElectroMagnetic Rifle/Launcher---Modified EMVR-08 with an added forward magazine that automatically raises a rifle grenade to lock on the muzzle for firing. The weapon is heavier than the infantry model, and has debuted on the Xebenn.
Weight: 24 lbs
Range: (EM Bolt) 3,000 ft
(Vortex) 2,000 ft
(Rifle Grenade)Typically 1,800 ft, but can fire ballistically.
Damage: (EM Bolt) (Variable) 4d6 SD, 1d4x10 SD, or 3d6 MD per shot
(Vortex) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knock-down(lose 1 APM and Initiative) for beings of 350 lbs or less, 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
(Rifle Grenade)By grenade/shell type(35-60mm)
Rate of Fire: Standard
(Rifle Grenade) Single shot, ECHH
Payload: (EM Bolts/Vortices) Effectively Unlimited
(Rifle Grenades) Magazine can hold 18 35mm rifle grenades, or 9 60mm grenades
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 29,000 credits

l)PS/PP -SFP-03 Hard(er)tack Force Projector---Another modified weapon, this time an upgraded version of the PS/PP -SFR-02 Hardtack Force Rifle, modified to take advantage of the power armor’s nuclear power supply, and debuting on the Xebenn.
Weight:49 pounds
Range: (Force Bolt) 3,000 ft, 1,500 feet when the Force Shield is active.
(Force Shield) Immediate vicinity of the weapon
(Force Barrier) 400 ft, line of sight.
(Force Cocoon) 200 ft, line of sight.
Damage: (Force Bolt) 6d6 MD, 3D6 MD when the Force Shield is active.
Plus 80% 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). Chance of successful knockdown drops to 65% if the Force Shield is active.
(Force Shield) A rounded square(roughly 6 ft in diameter and covering a 180-degree hemispherical arc) of force is shaped and appears in front of the sights, giving protection for the shooter. The Force Shield CAN move with the user/operator. The SFP-03 can still shoot force bolts in this mode. MDC: 160
(Force Barrier)The Hardtack can project a roughly hemispherical force field (about 18 ft wide) around a target to protect or contain it. The Force Barrier CAN be moved like a searchlight, allowing for moving cover. The SFP-03 CANNOT shoot force bolts in this mode. The Barrier has 200 MDC.
(Force Cocoon) This mode produces a spherical forcefield(about 10 ft in diameter) around the target. Unlike the Force Barrier, the Force Cocoon CANNOT be moved, but is stuck in place, even if the projecting generator is moved around. Handy in containing explosives and protecting civilians(or confining them). The SFP-03 CANNOT shoot force bolts in this mode. The Force Cocoon has 180 MDC.

Rate of Fire:(Force Bolt) Standard
(Force Shield) 60 minutes of operation per activation.
(Force Barrier) 30 minutes of operation per activation. Only one Force Barrier can be generated at a time.
(Force Cocoon) 20 minutes of operation per activation. Only one Force Cocoon can be generated at a time.

Payload: Effectively Unlimited
Cost: 180,000 credits

Options:
*Step-Down Mode---This modification reduces power to the force bolt mode to the SDC range(so bolts do 4d6 SD and 2d6 SD), while still retaining the hard concussive shock. This makes it possible to use the SFP-03 as a reduced-lethality crowd-control weapon. Cost: +1,000 credits

*Force Razor Modulator---This mod shapes the force fields into two dimensional rectangles that can cut at the molecular level when fired. Best used to cut off something such as a limb or tubing. The ‘razor’ is effectively 4 ft wide, and does 1d6x10 MD(6d6 MD if the Force Shield is active), but does CRITICAL damage on an unmodified roll of 18-20. Range is also HALVED in this mode. Cost: +14,000 credits

* Force Scattershot Modulator---This barrel mod splits the force field into smaller shots, and fired like a shotgun. Does 8d6 MD to a 16 ft wide area, 6d6 MD to an 8 ft wide area if the Force Shield is active. Chance of knockdown is HALVED in this mode. Range is also HALVED in this mode. Cost: + 14,000 credits

*Expanding Force Shot Modulator--- Allows for the bolt to rapidly expand at a distance, shoving and harming those in the expansion’s range similar to the Scattershot mode, but WITHOUT diminishing the knockdown factor. Similar to the EE: Force Blast superpower in that the area of effect is 12 ft wide(8 ft if the Force Shield is active) and has an 88% chance of knocking over people(effects similar to the standard force bolt). Damage is 4d6 MD for both emitters, 2d6 MD if the Force Shield is active. Similarly, range is also HALVED in this mode. Cost: + 9,000 credits

*Barrier Expander---This permits the size of the Force Barrier to be roughly DOUBLED(to 32 ft diameter), offering greater protective protection(or blocking power) but at HALF the range. Cost: + 14,000 credits


2) Shoulder Projectile Launchers(2) ---The Xebenn doubles up on the shoulder mini-missile launchers and makes them modular, allowing for an array of different missile weapons to be fitted.
a) Micro-Missile Launcher---25 15-20mm micromissiles per cassette launcher, or 12 30mm McMs.

b) Mini-Missile Launcher---4 per launcher

c) 50mm Projectile Launcher
Range: 800 ft
Damage: (50mm RAP)1d6x10 +40 MD to 6 ft blast radius, plus 1d4x10 SDC to anyone inside the armor(or 6d6 SDC to anyone within 10 ft of the other side of the wall). HALF that if used against composite ‘meshed’ armors designed to flex, rather than spald(most power armors are contructed to have a certain amount of ‘warp’ to their structure, but cheaper armors, like Chipwell and early Northern Gun designs, lack this protection).
More advanced modern armors, such as those used by the Coalition, Triax, and other very high tech nations(the Kittani, for instance), for their EBA, power armors, robots, some vehicles, and special purpose fortifications(such as high echelon command bunkers) are designed NOT to spald, due to multiple composite layers of megadamage fabric and netting.....for these armors, spalding/bleed-through damage may be reduced to 1/4, or may not apply at all(GMs, use your discretion). Normal blast damage still applies, though, as the outer layers of armor are blown off/vaporized.

Restraint Caster(AKA "Booger") This "safe" munition blasts out an expanding glop of adhesive resin and plastic fibers that entangle and immobilize targets in an instant straitjacket. The tough polymer is non-allergenic and fire-resistant.
The "Booger" suffers from atrocious range; it can only reach 150 ft before flopping to the ground. Covers an area of 4 ft, and is air permeable, so even if a perp is covered head to foot they can still breath.
Damage: 1d4 SDC bruising damage on impact, restrains with a P.S. of 30(characters without a robotic or supernatural PS of 30 or greater are stuck until released. Even with r/s PS 30, takes 1d4 melees to bust out/be cut out).
Note: Police carry solvents that dissolve the "Booger" within 1d4 melees.
(Black Market cost for the solvent is 500 credits per 3-use tube)

(50mm Riot Round)Riot Rd: This munition is an expanding ball of sponge plastic, swelling up to roughly the size of a basketball. The Riot Round has better range than the Restraint Rd, and is designed to deliver a bruising kinetic slap to resisting perps.
Range: 300 ft
Damage: 4d6 SDC plus 80% chance of knockdown(60% chance of stunning for 1d4 melees, -10 to initiative, strike/parry/dodge/roll, and half apms. Reduce percentiles for stun and penalties by half if wearing MDC armor)

Smoke Rd: Smoke in a 20 ft area
Foam Rd: Designed for fire-fighting. Covers a 10 ft area in fire-retardant foam.
High Explosive Rd: 6d6 MD to 10 ft area

Rate of Fire: Single shot, ECHH
Payload: 3 shots
Penalties: The shells are rather slow (250 ft per second) and is meant to be used against stationary and slow-moving targets(like vehicles)...Against faster, more agile, targets like power armors and hovercycles that actually get a dodge, the 50mm shells are -2 to strike. Only the baton and restraint caster rounds lack this problem, being sufficiently fast enough to nail a target without penalty.
Cost: 3,000 credits, 900 credits per round for the RAP shell

d) PS-RL-211 Fragmentation Rocket Launcher( a copy/adaptation 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: 30-shot cassette
Cost: 30,000 credits


3) Optional Use of Hand to Hand Weapons---The PSA-22’s hands are scaled to use standard infantry weapons, though the extra strength of the exoskeleton allows the wearer to carry and use fairly heavy weapons with ease.

4)Hand to Hand Combat---Use basic PA combat(Rifts MB). For Elite training, the following (modified) Gunbuster bonuses apply:
+2 APMs, + 1 at levels 3, 8, and 12.
+2 initiative
+3 Strike w/ ranged weapons(plus appropriate weapons skill bonuses when the weapons are handheld)
+2 strike in melee combat
+2 to parry(+4 with handheld weapons)
+2 Dodge
+2 Disarm
+2 Pull Punch
+3 Roll
W.P. Paired Weapons(applicable only when piloting the Xebenn)

Restrained Punch 6d6 SDC
Full Strength Punch 1d4 MD
Power Punch(2 attacks) 2d6 MD
Tear/Pry 1d6 MD
Kick 1d4 MD
Power Kick(2 attacks) 2d6 MD
Running Leap Kick 2d4 MD
Body Block 2d4 MD
Full Speed Running Ram(3 attacks) 3d6 MD

Options:
*Forearm Weapons---The Xebenn can be fitted with cyborg forearm weapons, typically melee weapons such as vibro-blades.


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

*Laser-Resistant Armor---Lasers do HALF damage.
Cost: 1.8 million credits

*Thermal Armor---This adds applique ‘scale mail’ of thermal reflective tile, developed from PS’s pre-Rifts work in heat shield ceramics. The armor takes 1/3 LESS damage from heat and fire-based attacks.
Cost: 1.3 million credits


*Reactive Armor---Bolting on shaped panels of reactive explosive(essentially fragmentation grenades/mines) to oneself would seem counterproductive, but it works after a fashion, especially against anti-armor shaped charges. Modern (post-Rifts) reactive armor can also be selectively detonated as a form of close defense, especially against entangling attacks. The size of power armor, however, limits the number of reactive armor panels that can be added, and means that heavy use means constant replacement of expended panels to maintain effectiveness.
Weight: Full set of charges adds 140 lbs to the weight of the armor
Range: 20 ft
Damage: 3d6 MD to a cone swath roughly 20 ft long, by 8 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the PA takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the armor must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the PA, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-3
Payload: 5 on the front, 3 each shoulder, 3 each leg, 2 each shoulder, 8 on the back(29 total)
Cost: 9,000 credits for the basic wiring and programming, 290 credits per charge

*Flash Blinders----The searchlight mount can be modified to deliver a high-intensity blinding strobe -flash.
Range: 160 ft and affects a 60 ft wide area.
Damage: Those without eye protection or polarized vision will be affected similar to a Blinding Flash spell; -10 to strike, parry, dodge for 1d4 melees.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 3,000 credits

*Blinding Laser---A more powerful blinding laser can be affixed to the spotlights.
Blinding Lasers can be actively aimed for directed blinding efforts, or they can be continually on, as vision-denial devices. Frequency-jumping is also possible as a feature, in which case the laser can be used to counter laser-ranging and targeting optics, by effectively blinding them(no bonus to strike).
Range: 4,000 ft and covers a 10 ft wide area
Damage: None, but on a ‘to strike’ roll(no bonuses) of 5 or better those with unprotected eyes will be temporarily blinded for 1d6 minutes. On a ‘to strike’ roll of 17-19, retinal damage is done; the person’s visual acuity is reduced by 1d6x10% even after that, and the victim must roll vs non-lethal poison; successful roll means that full eyesight is restored after 2d4 days of rest, while a failed save means the damage is permanent, unless medical treatment(or eye replacement) is applied. On a roll of 20, the person’s eyesight is permanently blinded(without treatment or replacement)---01-50% one eye is blinded, 51-00% both eyes are affected. Looking through unfiltered magnifying optics at a blinder laser lowers the damage threshold by -1(so temporary blindness occurs on a 16-18, and permanent blindness on a 19-20).
Rate of Fire: ECHH, but the fan lasers can be set on a continuous beam
Payload: Effectively unlimited.
Cost: 4,000 credits

* Lumer Scanner---A derivative of Anti-Theron Projector research and the PPE Scanner copied from Japanese designs, this device resembles a large aperture flashlight clipped under the weapon muzzle. Instead of visible or infrared light, this device projects a stream of invisible particles that fluoresce when they hit magically-charged objects---especially magically invisible beings. The Lumer is relatively inexpensive, and extremely easy to use, but is limited by the short range of the beam and its narrow scope of effectiveness. The particle-source is a PPE-reactive metal held in hardened gel-suspension in a replaceable cartridge that clips into the device, and is activated by an e-clip inserted into the back end.
Weight: 2 lbs
Range: 100 ft, with an 18 ft wide beam at maximum effective range
Damage: None; causes PPE-imbued(15 or more PPE) objects to light up
Rate of Fire: Standard
Payload: Replaceable particle-source is good for 48 hours of continuous operation.
Special Features: *Adjustable Focus(can expand the width of the beam, but reduce range accordingly)
Cost: 2,000 credits. Replacement cartridges cost 800 credits each

*Chameoline System---Special fiber optics in the hull can change the color scheme of the PSA-22 between any one of ten different schemes(programmed in at the time of purchase), including basic camouflage schemes. It is twice as expensive as those for vehicles due to the smaller and more convoluted surface topography of a power armor.
Cost: 180,000 credits


*Thermo-Camouflage---This takes the form of extra panels and multi-channel ‘ghillie-tubing’ that helps disperse the overall heat signature of the armor. Combined with conventional camouflage, this helps break up the distinctive outlines of the armor and improves its chances of remaining hidden from high-tech theremal sensors. -20% to be spotted by thermal sensors.
Cost: 85,000 credits


Variants:
*PSPA-22(TW)---(aka ‘Whizbuster’)Experimental Techno-Wizardry-enhanced model with an onboard PPE powerstone powerplant and the ability to mount TW weapons on its hardpoints. The TW weapons lack the effectively unlimited continious fire capability of the conventional energy weapons, but provide an extra element of variability to the power armor’s attack capabilities.
As with the regular model weapons, the TW weapons are, in most cases, identical in performance to the regular infantry-issue TW weapons, have ‘regenerator’ PPE-clips/batteries, but can also draw upon the power armor’s own TW powerplant and batteries for power, and have redesigned casings to better fit in thebackpack hardpoints and forearm lock clamps.

Changes/Modification:
Market Cost: 25 million credits
Power Systems: In addition to the standard nuclear power pack, the PSPA-22(TW) has a PPE Generator(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus.

Systems of Note:

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

-Chest Multiplexor---A multi-spellcard system that holds FOUR spellcards powered by the onboard PPE generator, or by the operator’s own PPE/ISP. Typically used to add defensive spells or illusionary magic spells.

-MagePlate-1C Armor----The PSPA-22(TW) is armored in PS’s MP1C armor that lacks F-1B’s vulnerability to magic, but takes DOUBLE the PPE to repair...1 MDC=2 PPE/4 ISP. CANNOT replace destroyed limbs but can repair armor surfacing and strengthen damaged actuators.

Weapons Systems:
`1) Backpack Mount Weapons---Adds the following:
m) TK Machine Gun(Heavy)
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: ECHH
Payload: Effectively Unlimited; powering spells must be re-cast every six months. 200 shot ‘back-up’ PPE clip
Cost: 120,000 credits

n) TK Machine Gun(Light)
Range: 4,000 ft(double on ley lines)
Damage: 6d6 MD burst per gun.
Rate of Fire: ECHH
Payload: Effectively Unlimited; the arming spells must be re-primed and recharged every four weeks.
Cost: 80,000 credits

o) TW Flamethrower----’Light’ TW Flamethrower modified with PS’s spell-booster/’range-pumper’ elements in the projector-nozzle.
Range: 450 ft
Damage: 3d6 MD incendiary damage(5d6 MD on ley lines). 2d4x10 MD for a full melee sweep of a target(takes up 5 APMs).
Rate of Fire: ECHH
Payload: 10 PPE for 15 blasts
Cost: 86,000 credits

p) ‘Crysus’ TW Ice Rifle----Xebenns mounting these weapons, with their added TW Iceball Grenade launchers, have been nicknamed ‘Snowbusters’.

q) ’Quadamental’ TW Rifle

r) ‘Rager’ Heavy TW Rifle

s) ‘Demolisher’ Heavy TW Rifle

_________________
-------------
"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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Unread postPosted: Wed Nov 28, 2018 9:31 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
(Because I always wanted to do a flying military armchair)

Paladin Steel PS-HC11 Fenzer Hovercycle
(aka ‘Laz-e-rambo’, ‘Battlechair’, ‘Wrecker-Recliner’)

<<“Say again, Algin-Four? You’re being attacked by...a flying airchair?”>>

“I wouldn’t feel so bad about being routed by those giant nudists if that one with the killer lounge chair had bothered taking the open book off her face and sat up while her chair was gunning us down. As it is, I don’t think she even woke up the whole time we were supposedly fighting.”

“If you’re going to go all-out full-throttle on a Fenser, and you’re not a fullcon borg, Class Four or better aug, or a natural Class Five, I recommend you wear heavy body armor, or at least a thick bodycover and a good full-face helmet, because at top speed, the slipstream can darn near tear your head off. ‘Armchair fighter pilot’ jokes aside, the Fenser is NOT for novices.”

“I am General Fa’dekk Aun Sedah of the United Systems Alliance Regular Army. You sought to assassinate me while I rested in my own backyard. You have interrupted my nap. Now I am awake. And now you will die.”

“I said it before and I’ll say it again. -EVERYTHING- in that damned country is weaponized. Flying armchair gunships? Not surprised; I got my ass royally kicked by a sofa set that attacked me during an attempted involuntary extraction job. That you got shot up by a bunch of geezers? I don’t think anybody ever really retires in that country either; they just go into the reserves or something.”

“We’re taking the Chairs to Europe direct. Wear your raincoats, pack sandwiches, and get a couple of GonzoGulps; it’s going to be a long trip.”

“Again, Paladin Steel seeks to challenge Northern Gun for marketshare in hovercycles. Again, the offering is technically challenging but not mainstream-grabbing, and Northern Gun is not likely to be threatened by this latest Yankee trader offering. However, Paladin Steel does seem to be increasingly content in grabbing niche markets with designs that are arguably more appealing to people with deep pockets and more of a sense of insane adventure than commonsense. Only time will tell if that policy will pay off in the long term by pushing the avant-garde, or full flat for failing to establish a firm place in the middle ground.”

The ‘Fenzer’ is one of Paladin Steel’s more unusual hovervehicles, and came about as a result of their resident Shemarrian sub-tribe, the Steel Gaians, turning over the remains of a d-bee robot they’d acquired in trade from their contacts with the other Tribes. While the upper torso of the alien ‘bot was missing, the lower torso which consisted of a hover propulsion system, was largely intact, and was easily studied. The Steel Gaians already had a few ideas for a vehicle based on the hover-system, but as they were a small tribe, and the Shemarrians favored (cyborg) animal transportation, they had no means to produce their idea, nor a ready market to trade it to. Paladin Steel traded for the ideas, and saw them through.
The ‘Fenzer’ resembles a lounge chair set atop a cluster of heavy-duty thrusters, and flanked by two heavy weapons. The rider reclines, exposed to the elements and enemy fire, but in command of a fast and agile hovercraft with heavy firepower. The Fenzer has speed and weaponry on its side, but its exposed seating leaves a lot to be desired in the eyes of many(PS figured that many of the lessons learned from studying the propulsion system could be applied to upgrades on the enclosed-cockpit ‘Sebb’ Light Attack Hovercraft and other similar designs they already had in production ). Still, the eccentricity of the design appealed to the engineers and the price was right, so the Fenzer went into limited batch production.
The Fenzer is still too new to have acquired much of a following with buyers, but early returns show an unfavorable rating with many mercenaries and paramilitaries due to its unorthodox ‘laid back’ design, though full conversion cyborgs LOVE the Fenzer and don’t mind its exposed seating at all. M.O.M. Crazies and MERCURY LANGUR bio-mods also love the design, often customizing it with cushions and various upholstery patterns.
Among the Shemarrians from who the design’s making was acquired, the Steel Gaians are known to use a few, and the Skyeklad tribe has been reportedly seen with a few as ‘beach chairs’.

Type: PS-HC11 Fenzer
Class: Hovercycle, heavy
Crew: One; + an additional passenger can sit in the pilot’s lap.
The chair is large enough to accommodate an 8 ft tall full conversion cyborg or d-bee.
MDC/Armor by Location:
Main Body 180*
Main Jets(6) 80 each
Gun Mounts(2) 50 each

*The chair back provides partial cover to the rider, making it -6 to strike the pilot, even on a called shot, from behind.

Height: 3 ft, 6 ft with chair back fully raised
Width: 5 ft
Length: 6 ft, 9 ft with chair back lowered and leg rest raised
Weight: 1.5 tons
Cargo: Small compartment under the chair that can hold books, knitting, a few snacks, cold drinks, some personal possessions, or a hand weapon or two. .
If not fitted with weapon panniers, the side-mount points can be fitted with saddle compartments.
Powerplant: Nuclear Fusion w/10 year energy life
Speed:(Flying) Hover to 400 MPH, maximum altitude of 1,000 ft
Can fly over water at 80 MPH.
Market Cost: 2.1 million credits
Bonus: +3 to dodge
Systems of Note:
*Reclining Back
*Raisable Leg Rest
*Cup Holder
Weapons Systems:
1) Weapons Hardpoints(2)---A heavy weapon can be mounted in a pannier on either side of the chair.
a) .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 per gun
Cost: 8,000 credits per gun

b) 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
Cost: 27,000 credits

c) 20mm Light 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)
4d6 MD single rd
2d6x10 MD per 5 rd burst
Airburst does 4d6 MD to 6 ft blast radius

Rate of Fire: (20mm) Standard.

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

d) PS-MMLR-14 Mini-Missile Launcher ---One of Paladin Steel’s minor triumphs of reverse-engineering has been the knockoff of the Coalition’s CCT-M20 Missile Rifle,complete down to the light laser, but modified to take advantage of PS’s advancements in lighter weight composites and ceramics. Has the advantage of having a light laser for additional firepower.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.
Cost: 36,000 credits per launcher

e) PS McMLR-16 MicroMissile Launcher/Laser Rifle
Range:(Micro-Missiles) Varies by Micro-Missile Type:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft

(Laser-McMLR-16) 2,000 ft

Damage:(Micro-Missiles) Varies by Micro-Missile Type:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius

(Laser-McMLR-16)2d6 MD per bolt, 6d6 MD per triple burst.

Micro-Missile Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expenditure of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a predetermined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, infrared Sensing Chip.

Rate of Fire:(Micro-Missiles)Volleys of 1-12
(Laser-McMLR-16) ECHH
Payload:(Micro-Missiles)24(2 rows of 12)
(Laser-McMLR-16) 30 shots standard E-clip, or 50 shots long E-clip. Effectively unlimited linked to the hoverchair’s powerplant.
Features:
*Integral Scoping w/ Low-Lite, Infrared, and targeting recticle
*Laser Spot/Illuminator(Range: 5,000 ft, +1 to strike w/ laser)
Cost: (McMLR-16) 21,000 credits

Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Pattern-1C 60 credits per McM
Pattern-1D 95 credits per McM
Pattern-1E 220 credits per McM

f) M-50B Reaper Heavy Machine Rifle
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: Two fifty-round box magazines(100 rds total)
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

g) 12.7mm PS-MRG03 Snub-nose Short Gatling Gun (Hand-Held-1 Hand): This high-powered four-barreled gatling rail cannon features enormous damage potential, and fair range in a small package. The MRG-03 trades range for blistering short-range fire power, and is frequently used as a ‘streetsweeper’ in built-up areas.
MDC: 30
Weight: 50 lbs
Range: 2,000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: Equal to the combined hand to hand attacks of the pilot
Payload: 500 rounds
Market Cost: 12,000 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) PS PSIC-03 “Scheffer’ Ion Cannon----This is a heavy duty light ion cannon/ heavy rifle based on the M-80 “Stormbringer’, but modified through the incorporation of Paladin Steel-manufactured superconductors and ‘Series-2098’ ion technology into a more efficient and powerful infantry-portable heavy weapon. Good range and the versatility of both a direct fire mode and an area of effect spray mode make the PSIC-03 the ion equivalent of a general purpose machine gun(GPMG).
Weight: 21 lbs
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: 6 shots standard E-clip, 10 shot long e-clip, 50 shot e-canister.
Cost: 32,000 credits

j) ‘PPR-3 Serap’ Heavy Plasma Projector
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: 7 shots standard E-clip, 14 shots long E-clip, or 50 shots with a backpack
Cost: 80,000 credits.

Options:
“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the 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.

k) PPR-4 ‘Comet Rifle” Plasma Bazooka
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: Short E-clip provides enough energy for 8 plasma blasts, or 8 plasma bolts, or 16 MD magnetic vortices, or 160 SDC blasts(10 SDC vortices equal 1 MD blast)
Long E-clip provides enough energy for 16 plasma blasts/bolts, 32/320 magnetic vortices
Remember: TWO clips can be carried; a push of a button above the trigger switches the clips.
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.
Telescopic Optics
Passive Nightvision
Thermo-Imaging
Laser Targeting---+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
Optional Smart-Gun link--Can be fitted for a ‘smart-gun’ link or any other targeting interface
Cost: 90,000 credits

Options:
“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the 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.


l) 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: 6 shots standard e-clip, 18 shots long e-clip, 48 shots with an e-canister
Special Features:
*Top Targeting Scope
*Bi-Pod Mount
Cost: 33,000 credits

m) PS-RFL2-33 ‘Blazer’ Rapid-Fire Infantry Laser
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch.
Cost: 78,000 credits

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

o) PS/PP-SFR-02 Hardtack Force Rifle
Range: (Force Bolt) 900 ft, 400 feet when the Force Shield is active.
(Force Shield) Immediate vicinity of the weapon
(Force Barrier) 200 ft, line of sight.
(Force Cocoon) 100 ft, line of sight.

Damage: (Force Bolt) 4d6 MD, 2D6 MD when the Force Shield is active.
Plus 80% 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). Chance of successful knockdown drops to 65% if the Force Shield is active.
(Force Shield) A rounded square(roughly 6 ft in diameter and covering a 180-degree hemispherical arc) of force is shaped and appears in front of the sights, giving protection for the shooter. The Force Shield CAN move with the user/operator. The SFR-02 can still shoot force bolts in this mode. MDC: 80
(Force Barrier)The Hardtack can project a roughly hemispherical force field (about 12 ft wide) around a target to protect or contain it. The Force Barrier CAN be moved like a searchlight, allowing for moving cover. The SFR-02 CANNOT shoot force bolts in this mode. The Barrier has 100 MDC.
(Force Cocoon) This mode produces a spherical forcefield(about 10 ft in diameter) around the target. Unlike the Force Barrier, the Force Cocoon CANNOT be moved, but is stuck in place, even if the projecting generator is moved around. Handy in containing explosives and protecting civilians(or confining them). The SFR-02 CANNOT shoot force bolts in this mode. The Force Cocoon has 150 MDC.

Rate of Fire:(Force Bolt) Standard
(Force Shield) 60 minutes of operation per activation. Note that the e-clip MUST still be in the projector for the field to be maintained(so it’s entirely possible to shoot the clip dry with half-force bolts, save for the charge maintaining the forcefield).
(Force Barrier) 30 minutes of operation per activation. Same rule for e-clip applies. Only one Force Barrier can be generated at a time.
(Force Cocoon) 20 minutes of operation per activation. Same rule for e-clip applies. Only one Force Cocoon can be generated at a time.

Payload: (Force Bolt)10 shots per standard e-clip, 30 shots long e-clip
(Force Shield) Consumes 1 e-clip shot per 60 minutes of operation
(Force Barrier)Consumes 1 e-clip shot per 30 minutes of operation
(Force Cocoon)Consumes 1 e-clip shot per 20 minutes of operation

Effectively unlimited linked to the chair’s powerplant.

Cost: 65,000 credits

Options:
*Step-Down Mode---This modification reduces power to the force bolt mode to the SDC range(so bolts do 4d6 SD and 2d6 SD), while still retaining the hard concussive shock. This also increases the shot payload per e-clip by x10(MDC forcefield duration is unchanged). This makes it possible to use the SFR-02 as a reduced-lethality crowd-control weapon. Cost: +1,000 credits

*Force Razor Modulator---This mod shapes the force fields into two dimensional rectangles that can cut at the molecular level when fired. Best used to cut off something such as a limb or tubing. The ‘razor’ is effectively 4 ft wide, and does 6d6 MD(3d6 MD if the Force Shield is active), but does CRITICAL damage on an unmodified roll of 18-20. Range is also HALVED in this mode. Cost: +7,000 credits

* Force Scattershot Modulator---This barrel mod splits the force field into smaller shots, and fired like a shotgun. Does 5d6 MD to an 8 ft wide area, 4d6 MD to a 6 ft wide area if the Force Shield is active. Chance of knockdown is HALVED in this mode. Range is also HALVED in this mode. Cost: + 7,000 credits

*Expanding Force Shot Modulator--- Allows for the bolt to rapidly expand at a distance, shoving and harming those in the expansion’s range similar to the Scattershot mode, but WITHOUT diminishing the knockdown factor. Similar to the EE: Force Blast superpower in that the area of effect is 12 ft wide(8 ft if the Force Shield is active) and has an 88% chance of knocking over people(effects similar to the standard force bolt). Damage is 4d6 MD for both emitters, 2d6 MD if the Force Shield is active. Similarly, range is also HALVED in this mode. Cost: + 9,000 credits

*Barrier Expander---This permits the size of the Force Barrier to be roughly DOUBLED(to 25 ft diameter), offering greater protective protection(or blocking power) but at HALF the range. Cost: + 7,000 credits


p) PSBW-11 ‘Super-BAR’ Particle Beam Rifle
Range: 2,600 ft
Damage: Two fire modes; 6d6 MD low power and 1d4x10 MD high power mode
Rate of Fire: ECHH
Payload: 12 low-power/8 high-power shots from a standard e-clip, 20 low power/16 high-power shots from a long-e-clip/FSE
Special Features:
*(Optional) Bipod
Cost: 32,000 credits

q) Flamer
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 flame-thrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 10 blasts
(Napalm) 30 blasts
(MD Fluid) 50 blasts
(Incendi-Gel) 60 blasts
(WI Napalm-P) 100 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 20,000 credits.

r) 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

s) Pepper Gun----A multipurpose chemical sprayer
Range: 150 ft
Damage: Varies by chemical used
Rate of Fire: Standard
Payload: Enough liquid for 32 blasts
Cost: 700 credits

t) TW TK Heavy Machine Guns
Range: 4,000 ft(double on a ley line)
Damage: 2d4 MD single shot, 3d6 MD short burst( 5 shots), 5d6 MD long burst( 10 shots), and 2d4x10 MD full melee burst(50 shots)
Rate of Fire: EGCHH
Payload: 240 shot battery, Effectively Unlimited attached to a PPE generator , or 1 PPE per shot.
Cost: 160,000 credits

u) Spray Cannon
Range: 300 ft
Damage: Varies by chemical carried; Some examples:
(Water)None, if carrying water, but human-sized beings struck with the stream but roll versus the ‘cannon’s To Strike roll, or be bowled off their feet. Does 2d6x10 HP to vampires per blast

(Gloop) PS’s sticky goop---This material is used in construction, as well as to firm up the walls of tunnels and damaged structures. It is also used to cocoon valuable and delicate objects for moving. Each half-gallon application of this quick-set plastic covers about 5 cubic feet, and to cover a human sized target completely, the attacker must roll a 12 or better on the Strike roll. Anyone caught in the goo must have a supernatural or robotic P.S. of 30 or better to escape; otherwise, the target is stuck until released by an outside agency. Gloop has 2d4 MDC per application, and breaks down after 1d4 days of exposure, unless treated with a special binder chemical, and allowed to cure for 1d4 hours, in which case it stabilizes and has an MDC of 2d6+1. Gloop costs 70 credits per half gallon(single application)
A variant of this gunk, ‘Boro-Slime’, is a quick-setting slurry of lead-powder and boro-silicate glass suspension, which is sprayed on leaking radiation sources, forming a thick crust to simultaneously trap radioactive materials and seal it inside a crusting shell for later safe removal. Best used to contain small (power armor and vehicle) reactor breaches and water leaks; larger reactor leaks will require more drastic measures. ‘Boro-Slime’ is otherwise identical to standard Gloop, and costs 120 credits per half gallon(single application)

(Kera-Tech Riot Foam) Alternatively, the cannon can be filled with Kera-Tech’s patented KTX-17 Riot Foam, which is stronger, but more expensive, than the Gloop. This stuff takes a robotic or supernatural PS of 40 or greater to break free. Creatures with a greater strength can break free in 1d4 melees. The foam hardens in less than 2 seconds, and can take 30 MDC per cubic meter(a humanoid typically needs at least two meters to be totally enveloped). A special enzyme spray will dissolve the foam in 1d4 melees. This stuff costs about 800 credits per pound of the stuff, which is enough to fill a 4m( roughly 12 square ft) area to a height of 1.8 m(6 ft)

(Slip Spray)---rather than trap, this makes it impossible for people and many vehicles to gain purchase. A single application(a tablespoon) will cover nearly four square feet. Slipspray is very nearly water-resistant----it takes a LOT of water, roughly 6-10 gallons, to wash away an ounce of slipspray---or regular industrial solvents will do the trick. Slipspray breaks down after 1d4 hours of exposure to air.
Effects: Anyone trying to move across slipspray must make a roll under their Physical Prowess at -8 or go out of control at full speed. Vehicles, power armors, and light robot vehicles traveling in ground contact across sufficiently large patches of slipspray will be at -15% to their piloting rolls..failure means the vehicle goes out of control and takes on the characteristics of a giant hockey puck. Depending on the hardness of the surface(must be a hard surface, not a permeable surface like dirt or gravel), certain heavy vehicles and robots will be unaffected, as they simply stomp the effected surface into the subterranean. Hovercraft are NOT affected either. Cost: 40 credits per ounce(covers 8 square ft...so a gallon’s worth will cover 1,024 ft! Instant ice rink anyone?)

Rate of Fire: ECHH
Payload: 50 gallon internal tank
Cost: 10,000 credits

v) PS-USC-02 Screecher Sonic Cannon----Some users consider this the ‘ultimate chair stereo system’ if two are mounted. There’s also modifications available that allow the rider to use the sonic cannon to amplify their own voices for really LOUD announcements.
Range:(Sonic Blast) 1,800 ft underwater, 600 ft in air
Damage: Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per say, it does affect the hearing and inner ears of crew members, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or un-insulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.
Rate of Fire:(Sonic Blast) ECHH
Payload:(Sonic Blast) 10 shot E-clip, 20 shot long E-clip or effectively unlimited linked to the Chair’s energy generator.
Cost: 90,000 credits

Options:
*Molecular Adhesion Seat Restraints---Aka, the ‘Bone Magnet’. Keeps the pilot from being pitched off the seat during violent maneuvers.

*Seat Massager---Useless for full conversion cyborgs, but some fleshies just GOT to have their comfort. Cost: 500 credits

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

*Sun-Shade/Weather Cover----A parasol-style collapsible awning that gives the pilot SOME protection from the elements. Also provides a thin measure of protection against enemy fire. Cost: 500 credits +1,500 credits to double as a parachute/parasail. MDC Fabric Top (30 MDC) Cost: 5,000 Credits

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

*Autopilot---Available in both a ‘dumb’ and a ‘smart’ version. Dumb versions will basically just keep the vehicle going straight and level on a preset course, never deviating from said course...the ‘dumb’ system will alert the crew if anything trips the sensors or gets in the way, and it can be programmed to stop, or deviate a set distance from course in such events, until the crew can regain/resume control.
A ‘smart’ system is actually an onboard Artificial Intelligence(AI) using PS’s new microtronics AI chips. The ‘smart’ system can actually evade and maneuver to avoid obstacles, and even anticipate trouble, while remaining on the general course. The ‘smart system’ has a +1 to dodge
Cost: 7,000 credits for the ‘dumb’ version, 12,000 credits for the ‘smart’ Auto-Pilot
For an additional 8,000 credits, this can be modified with a remote start(triggered by a remote control in the keycard) and a remote ‘recall’ that allows the owner to summon the car to him, and for another 8,000 credits, even command its functions by remote control.

*Folding Desk/Lap Table----Folding board(40 MDC) that can serve as a desktop or dining table for one. Cost: 9,000 credits

*Attached Lamp----Overhead positionable LED lamp that can double as a headlight/searchlight. Range: 100 ft. Cost: 800 credits.

*Sensor Scramblers----Miniature EW suite that jams enemy radar sensors; -4 to strike w/ radar-guided weaponry. Cost: 50,000 credits.

*Forcefield---Reverse-engineered Naruni-tech: provides 160 MDC of protection. Cost: 160,000 credits.(Yes, Paladin Steel is seeking to undercut Naruni’s marketshare with some price-shaving).

*Choice of Megadamage Seat Coverings:
Example: Leaper Leather Upholstery---8,000 credits

*Drone Kit ---Gives the Chair the ability to operate as a semiautonomous drone, or to come fetch its rider.
Systems of Note:
Basic Robot Optical and Audio
Short Range Radar---10 mile range
External Audio/Video Surveillance System
Passive Nightvision
Thermo-Imager
Motion Detector---200 ft
Actions/Attacks per Melee: 4
+2 strike to w/ all ranged attacks
+3 dodge
Cost: 400,000 credits


Variants:
*PS-HC12 LoveSeat----Doubles the size of the hoverchair, same propulsion base but with front-and-back seating, and doubles the armaments. The ‘Loveseat’ or ‘Reargunner’ is heavier and slower than the standard PS-HC11, but doubles the available firepower. Sometimes called the ‘YinYanger’ or the ‘Swirl’.
Changes/Modifications:
Crew: Two, though one will be the designated driver.
Width: 9 ft
Length: 6 ft, 9 ft with chair back lowered and leg rest raised
Weight: 1.8 tons
Cargo: Double the cargo space.
Speed:(Flying) Hover to 300 MPH , maximum altitude of 1,000 ft
Can fly over water at 80 MPH.
Weapons Systems:
1) Hardpoints(4)---Doubles the number of hardpoints; one at the side of each rider, and one attached to the back of each seat.
Cost: 4 million credits

*TechnoWizardry Variant(s)---It seems inevitable that the Fenser will attract the attention of TechnoWizards, though no official TW options or variants have been announced(any that have appeared have all been aftermarket customizations), but analysts predict it will only be a matter of time before Paladin Steel fields a magically-powered high-speed armchair.

_________________
-------------
"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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Unread postPosted: Wed Nov 28, 2018 10:55 pm
  

Wanderer

Joined: Tue Jan 09, 2018 2:14 am
Posts: 65
Ok, stupid question time, given how ridiculously overpowered your "creations" are, relative to everything published (phase world included), what's the point? You can't actually use this stuff in a game, unless you've upgraded every other faction in the game.


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Unread postPosted: Wed Nov 28, 2018 11:27 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5186
Will. Not. Engage. Troll.
Must stop... Talking. Like Shatner.

_________________
Bind the body to the opened mind
Bind the body to the opened mind

I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise


~Dream Again By Miracle of Sound


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Unread postPosted: Thu Nov 29, 2018 12:59 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
pad300 wrote:
Ok, stupid question time, given how ridiculously overpowered your "creations" are, relative to everything published (phase world included), what's the point? You can't actually use this stuff in a game, unless you've upgraded every other faction in the game.



Thank you for your feedback...It means you've actually read some of the material(Oh, and by the way, pad300, I was quite impressed by your reasoning about the splintering of ordinary wood versus the properties of steel wood with regards to vampires. I MUST incorporate that into future anti-vampire weaponry).
And it's not a stupid question(I've answered stupid questions in my profession).

Well, writing the stuff keeps me from playing with sharp instruments, chewing on electrical wires, abusing dugongs and doing unspeakable things with my laundry.

And I DO realize a lot, if not most, of it is overpowered and, in the words of 1d4 game critic reviewing Rifts in general, 'each new book makes the last publication's gear look like kitten-launchers'. So, part of my posting is self-conscious spoof, parody, and (gasp!) arm-chair munchkinism, some of which takes blatant advantage of gaping loopholes in Palladium rules.

On the positive side, I've never claimed to be planning on submitting it all to Palladium for publication, or that I'm the greatest RPGer the game has ever known. There are a lot of talented people who regularly write for Palladium and for the Rifter, and I respect quite a few of them for their courage and creativity. There are a few I disagree with, but the majority of them I admire.

For now, and for myself, I find some small joy in writing of impossible product lines, insane products, fantastical worlds, and the harmless pleasures of pushing make-believe armies across imaginary landscapes.


And who knows? Maybe somebody CAN and WILL use some of my stuff. Looking for some ridiculously overpowered and bizarre-concept foe for your PCs to be trout smacked with? Take one of my creations, snap off the parts you don't need, or tack on your own, drop it into your game. You want to blow it up? Fine, crunch all you want, we'll make more.

You want to see more realistic posts? More relevant posts? Things that might practically -work-? Something you could USE in your game? Tell me what you'd like to see, and I can put some effort to that direction(I try to do a number of things) . Who knows, you may inspire me to write something I may be confident enough in to submit it for publication(hey, getting PAID for something I already willingly waste time doing? Wouldn't that just be INSANE?).

_________________
-------------
"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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Unread postPosted: Thu Nov 29, 2018 7:23 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1080
taalismn wrote:
pad300 wrote:
Ok, stupid question time, given how ridiculously overpowered your "creations" are, relative to everything published (phase world included), what's the point? You can't actually use this stuff in a game, unless you've upgraded every other faction in the game.



Thank you for your feedback...It means you've actually read some of the material(Oh, and by the way, pad300, I was quite impressed by your reasoning about the splintering of ordinary wood versus the properties of steel wood with regards to vampires. I MUST incorporate that into future anti-vampire weaponry).
And it's not a stupid question(I've answered stupid questions in my profession).

Well, writing the stuff keeps me from playing with sharp instruments, chewing on electrical wires, abusing dugongs and doing unspeakable things with my laundry.

And I DO realize a lot, if not most, of it is overpowered and, in the words of 1d4 game critic reviewing Rifts in general, 'each new book makes the last publication's gear look like kitten-launchers'. So, part of my posting is self-conscious spoof, parody, and (gasp!) arm-chair munchkinism, some of which takes blatant advantage of gaping loopholes in Palladium rules.

On the positive side, I've never claimed to be planning on submitting it all to Palladium for publication, or that I'm the greatest RPGer the game has ever known. There are a lot of talented people who regularly write for Palladium and for the Rifter, and I respect quite a few of them for their courage and creativity. There are a few I disagree with, but the majority of them I admire.

For now, and for myself, I find some small joy in writing of impossible product lines, insane products, fantastical worlds, and the harmless pleasures of pushing make-believe armies across imaginary landscapes.


And who knows? Maybe somebody CAN and WILL use some of my stuff. Looking for some ridiculously overpowered and bizarre-concept foe for your PCs to be trout smacked with? Take one of my creations, snap off the parts you don't need, or tack on your own, drop it into your game. You want to blow it up? Fine, crunch all you want, we'll make more.

You want to see more realistic posts? More relevant posts? Things that might practically -work-? Something you could USE in your game? Tell me what you'd like to see, and I can put some effort to that direction(I try to do a number of things) . Who knows, you may inspire me to write something I may be confident enough in to submit it for publication(hey, getting PAID for something I already willingly waste time doing? Wouldn't that just be INSANE?).


*pokes with a stick* hey.. that idea I discussed with you.. *poke poke* :D
Also I do use a number of your stuff in my games. (Ortos, did I spell that right? six guns a-blazing xits all day long)


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Unread postPosted: Thu Nov 29, 2018 9:52 pm
  

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kronos wrote:
[

*pokes with a stick* hey.. that idea I discussed with you.. *poke poke* :D
Also I do use a number of your stuff in my games. (Ortos, did I spell that right? six guns a-blazing xits all day long)


Yep. I remember....I just want to get in the right mindset to do that idea proper justice. ;) :D

Oh, and if you mean the ONTOS? Best piece of quick substitution mechanical skullduggery I ever did...I'm still proud of my little missile tanks(120 mini-missiles? Six light lasers? Oh ^&&&^@@!!"

Meanwhile, have a balloon...


PSZK-AirShips
(aka ‘Mega-Blimps’, ‘Pesky-ships’, ‘Zeps’)

“Yeah, we were a little surprised when the order came in. We’re not entrely sure how they learned of us, seeing as they avoid the datasphere, so maybe somebody showed them one of our hardcopy catelogues. Local ordnances on their world preclude the use of anti-gravity or even hover thrusters, but those agrarian folk bought several score of our solar-powered airships with the anti-missile gear and psi-compatible TW systems. We were surprised, but we were not caught off-guard. We had their order ready to ship inside a business day.”
----Vviglan, Senior Sales Representative, Paladin Steel, Juxtapa XXII

“Yes, we’re well aware that the gasbag’s likely to be the first thing blown up or shot down if trouble brews up. That’s why we put a robot crew aboard it. They can work twenty-four-seven and they can take a fall a LOT better than a flesh and blood crew.”

“Honestly, Garth, you got your ass beaten by a BLIMP? Some sky marauder you are!”
“Hey! Between the missiles and the crazy lightning? Let’s see YOU do any better against that floating sky demon!”

PSZK-Ships are recreations of the pre-Rifts American Empire’s ‘K-Ship’ military non-rigid airships used during WW2.
On Rifts Earth, LTAcraft tend to be big slow targets for missile- and energy weapon-armed combatants and are rarely seen outside the safe airspace of places like the Coalition States, Northern Gun, or the New German Republic. However, as Paladin Steel is a cross-dimensional trade corporation, there are plenty of worlds where lighter than air craft are perfectly suitable. Some extradimensional planets have physical law caps on contra-gravity technologies, or the maximum speed of material objects. Other worlds simply have prohibitions or logistical considerations that prevent the deployment of more sophisticated air vehicles. And on yet more worlds, conditions are simply peaceful enough that the relatively fragile blimp or zep can safely operate.
Of course, Paladin Steel has improved on the design; lighter, tougher materials(especially in the gas envelope), FBW control systems, a choice of powerplant options, a range of more sophisticated avionics, and a catalogue of accessory systems make the PSZKs another modular wonder in the Paladin Steel stable of vehicles. However, slow speed, susceptibility to high winds and fragility remain the airships’ greatest vulnerabilities, and even the more exotic/expensive accessories meant to try to address these issues cannot fully negate them.
PSZKships are meant as inexpensive security and environment monitoring craft that can loiter in mid air for hours, days, and even weeks. Their gas bags can be be inflated with whatever lift gas is available locally, and provides the best lifting power.
PSZKships are often found in PS/GNE’s offworld colonial territories, where they provide overwatch on colonies, act as communications relays and conduct scientific survey work. They are also used in convoy escort, fisheries protection, and security monitoring duties.

Type: PSZK-01
Class: Non-Rigid Lighter Than Air Patrol Aerodyne
Crew: 2-8
MDC/Armor by Location:
Main Body/Gas Envelope 200
Cab 300
Engine Nacelles(2) 80 each
Gun Turret(s)(1-2) 60 each
Height: 65 ft
Width: 57 ft
Length: 252 ft
Weight/Lift: 8,000 lbs
Cargo: Typically, after full equipment load, has a surplus 800 lbs capacity.
Powerplant: Liquid Fuel(2,300 mile range or 42 hours endurance), Electric(2,500 mile range or 48 hours endurance), Nuclear(5 year energy life), or TW
Speed:(Flying) Hover to 80 MPH, maximum altitude of 8,000 ft
Market Cost: 700,000 credits for Liquid Fuel, 780,000 credits for Electric,
1.1 million credits for Nuclear, 2.3 million credits for TW.

Systems of Note:
Standard Aircraft Systems, plus:
*HUD-Head Up Display
*Environmental Protection/Life Support---Pressurized cabin.
*Long Range Radio----500 mile range
*Long Range Radar---100 mile range
*Radar Detector---Picks up enemy radar emissions and weapons locks
*EMP Shielding---Extensive use of nonconductive materials, shock barriers, capacitator-sponges, redundant systems, and energy-disipation technology protects the aircraft from the damaging effects of electromagnetic pulse, Triax Lightning Cannon, and other anti-electronics directed energy weaponry.

Searchlight/Spotlight: 1000 ft
External Loudspeaker---90 decibels
Rescue Hoist and Winch---Mounted near the right side cabin door is a small power winch and cable assembly that can be used to lower 100 ft of cable with a jungle penetrator or rescue harness on the end. The winch can carry up to half a ton of weight.

Weapons Systems:
1) Turret-Mounted Gun---A single powered turret in the front of the airship’s cabin provides direct-fire capability.
a) .50 Caliber Machine Gun---The old reliable ‘Fifty’, modified to fire new ammo types. An oldie, but still a goody.
Range: 19,000 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
Payload: 1,000 rds per gun
Cost: 8,000 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: EGCHH
Payload: 2,400 rd drum per cannon
Cost: 90,000 credits

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

d) Ion Blaster
Range: 7,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 220,000 credits

e) Ion Spray Cannon(1)
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast, to a 50 ft wide area
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits

f) TK 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. Damage x4 for the synchronized fire from all four guns)
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be recast every six months. 200 shot ‘back-up’ PPE clip
Cost: 600,000 credits

g) 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 backtrack and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 6,000-rd drum
Cost: 27,000 credits


h) PS TSC-01 Shock Cannon(copy of the Triax TX-275 ‘Lightning’ Arc Charge Blaster
Range: 2,000 ft
Damage: 6d6 MD
01-15: No additional damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 300,000 credits


2) Ordnance----The airship can carry droppable ordnance; 600 lbs in an internal bay, and another 600 lbs on external hardpoints.

a) Freefall Bombs---up to 300 lbs per hardpoint, 600 lbs in an internal bay:
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius

b) Depth Charges---
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
Rate of Fire: Drops one a time
Payload: 1 per hard point launcher, 9 in internal bay
Cost: PS sells depth charges for about 4,200 credits each

c) Mini-Missiles---19 shot pod launcher, 48 in internal bay

d) Short Range Missiles---3 per hard point launcher, 9 in internal bay

e) ‘Black Talon’ L-SAMs
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-3
Payload: 3 per hardpoint launcher, 9 in internal bay
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

f) Medium Range Missiles--- 1 per hardpoint launcher, 2 in internal bay

g) Harpoon III Missiles
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Payload: 1 per hardpoint launcher, 2 in internal bay
Bonuses: +5 to strike
Cost:(Surface/air launched): 18,000 credits

h)Torpedoes---Can be parachute dropped or launched directly at low altitude. The PSZK can carry 24 mini-torpedoes internally/8 on each hardpoint, OR 4 short-range torpedoes internally/ 2 on each hardpoint, OR 2 medium-range torpedoes internally/ 1 on each hardpoint.

i) RPV Rack----The airship can carry UAVs on its external racks, or in the bomb bay(the latter with folded wings).


3) Sonobouys--Dedicated launch rack for expendable hydrophones.---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 Sonubuoy 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
Sonubuoys are typically laid in a pattern, with multiple Sonubuoys allowing for the triangulation of a target. They are cheap, disposable, and virtually undetectable(their small size and plastic construction negate most forms of detection), making them extremely difficult to avoid and actively counteract. However, Sonubuoys are not as accurate as more sophisticated systems(hence, its a good idea to deploy many of them), and they are affected by currents, which can quickly break up a laid pattern. Recommended procedure when using Sonubuoys is to lay them across the projected path of the target, or to lay them upstream/current of the target’s suspected location, so the pattern moves with the current. Sonubuoys are best used when one is aware that something is there, but not exactly where it is; a pattern of Sonubuoys can help triangulate a target for more accurate firing solutions and weapons targeting(give guided weapons a +1 to strike an underwater target if using information patched in from a Sonubuoy network, or give sonar operators a +15% to detection and location rolls).
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.
Each Sonubuoy weighs about 10 lbs.
PS’ DiFAR SSQ-400 series Sonubuoys cost 100 credits apiece
The bay can hold up to 200 Sonubuoys. The sensors can even be hand-launched out the doors.


4) Flare/Chaff Rack----Countermeasure launcher attached to one side of the gondola-cab.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 3,500 credits for the launcher, 100 credits per bundle


Options:

*Autopilot---Available in both a ‘dumb’ and a ‘smart’ version. Dumb versions will basically just keep the vehicle going straight and level on a preset course, never deviating from said course...the ‘dumb’ system will alert the crew if anything trips the sensors or gets in the way, and it can be programmed to stop, or deviate a set distance from course in such events, until the crew can regain/resume control.
A ‘smart’ system is actually an onboard Artificial Intelligence(AI) using PS’s new microtronics AI chips. The ‘smart’ system can actually evade and maneuver to avoid obstacles, and even anticipate trouble, while remaining on the general course. The ‘smart system’ has a +1 to dodge
Cost: 7,000 credits for the ‘dumb’ version, 12,000 credits for the ‘smart’ Auto-Pilot
For an additional 8,000 credits, this can be modified with a remote start(triggered by a remote control in the keycard) and a remote ‘recall’ that allows the owner to summon the aircraft to him, and for another 8,000 credits, even command its functions by remote control.

*Onboard Artificial Intelligence---This installs a microcomputer AI that, in addition to monitoring the vehicle’s functions, can also actively scan for problems outside itself, anticipate problems, advise the driver. The OAI is much more responsive than a ‘smart’ autopilot, and is able to plot far more extensive course deviations, even take independent action as it falls within its orders and program parameters. An OAI, for instance, can determine that its operator/passengers are hurt and unable to help themselves(critically wounded by a passing SAMAS, for instance), and the car will begin looking for medical assistance. Most OAIs have a verbal interface, pleasant synthesized voice, and a psuedo-personality, giving them the illusion of ‘life’. An OAI has an IQ-equivalent of 10, and comes with Navigation, Aircraft Mechanics, Read Sensory Instruments, Weapons Systems, and Radio: Basic, all at 98%, has 3 actions/attacks per melee . Additional specialized programming may be added as the buyer/owner specifies...many owners program their aircraft to be able to sing or read.
Anything more sophisticated than this, and the buyer is best off using the Robot Creation Tables from Rifts Sourcebook One or Heroes Unlimited.
Cost: 750,000 credits

*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF. PS actually offers a 10% discount on other options if this option is taken..
Cost: 45,000 credits

*Solar Back---The dorsal surface of the airship can be fitted with solar panels, and the powerplants supplanted/complemented with a Super-Solar Power System. Flying in broad daylight, mostly unobstructed sunlight gives the batteries a 9-hour charge; cloudy and overcast days cut available power to four hours.
Cost: 80,000 credits

*Magnetic Anomaly Detector---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. This sensor is a common piece of hardware on ASW patrol airships like the original K-Ships.
Range: 5 miles, and has a 70% chance of detecting submerged vessels (-20%) for nonmetallic objects, and no chance of detecting organics).
Cost: 40,000 credits

*Aft Turret---A second gun turret can be added to the rear of the airship car.
Cost: 80,000 credits

*Forcefield Generator----A wide-area forcefield, conducted along special conduits in the envelope. 160 MDC, and has fusing that allows the field to be brought back up after 1 melee after being completely depleted, as long as power is available. Liquid-fuel and electrically-powered airships have batteries for the field generator that are good for 6 hours(or can run on an e-clip for 2 hours), effectively indefinitely if nuclear powered.
Cost: 190,000 credits


*PPE Generator---Can be fitted to power any magic systems aboard.
PPE Capacity:(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Cost:(Medium)-----1 million credits

*Penetrating Vision Optics--- These take the form of large powered binoculars installed near the cabin doors or over the front dashboard coaming. Sets seconded from the Privateer II ASW aircraft. These use a new spell; Penetrating Vision , 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! The downside, of course, is that the optical field is fairly limited(think Nordon Bombsight), and the more powerful TW optics burn PPE at a higher rate; 10 minutes per 10 PPE.

*MagePod Model 0.2 Spell Projector----The vehicle is fitted with PS’s technowizardry spell-projection system in a ventral turret. The Model 0.2 is a refined and enhanced version of the original Model 0.1C, and featuring a three-slot Spell Card ‘magazine’, allowing the operators to click between three spells with the flip of a switch. The 0.2 also features enhanced barrel-focusing elements, boosting the range of the spells.
Weight: 1,000 lbs
Range: Varies by spell, x2 due to ecoto-glass focusing and spell-booster elements.
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
Typical configuration for the PS-MGEV-18G/(TW) sets one slot aside for a Calm Waters spell.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the robot’s/vehicle’s other PPE reserves/batteries(if any have been fitted). In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The Mage Pod system costs about 1.8 million credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.


**TW TK Flyer System---Can fly/float indefinitely on a ley line. Cost: 60,000 credits

*(Boosted) Ley Line Flier---Accelerates the aircraft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged. Cost: 500,000 credits for regular installation, 300,000 credits for addition to an existing TW-powered vehicle

*Protective Energy Field---50 MDC and 10 minutes duration per 10 PPE/20 ISP pumped in. Cost: 240,000 credits

*Impervious to Energy---5 minutes per 20 PPE/40 ISP pumped in. Cost: 700,000 credits

*De-Icer---Keeps the windows clear of ice buildup. ---2 hours per 5 PPE, or 24 hours for 60 PPE. Cost: 70,000 credits

*Acoustic Muffling---Mounted around each engine, this system cuts any noise, while still allowing the crew to communicate with other aircraft via radio(though optical semaphore is often used for line-of-sight communication); lasts 5 minutes per 12 PPE/24 ISP. Cost: 180,000 credits

*Mystical Stealth System----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive maneuver, the stealth drops and the aircraft can be readily detected. Costs 20 PPE per 3 minutes of activation. Cost: 1.4 million credits

Variants:
* PSZK-01X(TW-E)-----Experimental techno-wizardry version with the envelope holding an Air Elemental ‘eleminal’ or ‘cloud cow’. This gives the airship the following properties:
*NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
*Automatically has Protection From Lightning(no cost)
* Can actually DODGE at +1
* Call Lightning-----Once per melee or at 5 PPE per blast; 1,000 ft, 1d6x10 MD per blast.
* Circle of Rain----Once per melee or at 13 PPE per water drop; 600 ft radius and rain lasts 150 melees(37 minutes).

* PSZK-01X(TW-C)-----Experimental techno-wizardry version born of collaboration with the Lynn-Syrial. The envelope encloses a small Cloud Castle that provides lift. Temporary Cloud Castles can be produced using special fog machines and enchanted for 250 PPE and good for 10 days’ worth of lift, while semi-permanent ones are good for 10 years at 1,000 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
------------


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Unread postPosted: Tue Dec 04, 2018 12:13 am
  

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PS-TGL40E Pump Action Grenade Launcher
(aka ‘China-pump’. 'Bop-gun')

“There’s shinier, fancier, and shooty-er weapons ow’ there, but there’s few mor’ reliable that the pump-pipe, and unless you’re a ‘borg or a ‘muter with the strength to muscle a tank gun, there’s few more guns more intimidatin’ than one of thez levered between your eyebrows.”

“Yeah, the Chaichuks LOVE the china-pump, especially with the wooden stock that they produce locally. They consider it a ‘sports rifle’. That means they either use it with great enthusiasm on those giant wolverines they have on their homeworld, or hostle aliens that come through their rifts.”

“The reason you don’t see these cannons given more attention is because so many folks manufacture them they sort of fade into the background. They’re generic enough since there’s little that can be done with them that they’re all pretty much identical in performance, but specialist enough in their dependence on ammo that they're not always a buyer’s first choice. But when folks need a half-way decent 'heavy' weapon that won't break their budget, the bop-gun's almost always what they wind up reaching for."

“This weapon has had over a century of gremlin-proofing; there’s damn little that can go wrong with it mechanically, and those remaining faults can be attributed to mishandling; there’s no way to completely IDIOT-proof a thing.”

“I can confirm the gremlin-proofing claim, AND the idot-proofing. I saw a techno-gremlin poof himself trying to figure out how to bollux one of these stovepipes. Word to the wise; always assume the weapon is loaded before putting your face in front of the bore.”

The PS-TGL40E is a 40mm pump-action grenade-launching rifle based on the pre-Rifts ‘China Lake Grenade Launcher’, a weapon that saw very limited production and field-testing(though it was never officially adopted by the US military services it was designed for). The original run of weapons became sought-after collectors’ items, and several attempts were made later to upgrade the weapon and have it produced on a larger scale(however, the US military elected to go with one-shot underbarrel launchers and larger fully automatic squad weapons). During the Golden Age of Technology, the schematics for the weapon apparently were leaked onto the internet, and thus became available online(illegal manufacture using advanced 3d printers was a concern), though the weapon was classified as illegal for personal possession.
Post-Rifts, enough information caches survived that a number of manufacturers were able to replicate and produce the weapon, most notably Northern Gun, Wellington Industries, Chipwell Armaments, the Black Market, and Paladin Steel. as a low-cost heavy weapon. All China Lake-pattern weapons have been modified to accommodate WI-pattern 40mm rifle grenades, though each different manufacturer has been known to issue their own varying warloads and specialist rounds. Though heavy, slow-loading, and having a limited payload compared to smaller-caliber weapons, the pump-action launcher is, in almost all its modern versions, sturdy, reliable, and effective, and the launchers are popular militia and security force weapons, especially in regions where a reliable supply of grenades can be obtained. Early models of the original China Lake weapon had trouble firing fletchette/fragmentation rounds, but the current generation of grenade launchers no longer have this problem.
The PS iteration of this weapon is distinguished by the use of PS’s ‘dry lubricant’ surfacing on moving parts, lighter materials, and improved accuracy out to the full extent of the weapon’s range. The PS version also incorporates a pistol grip and folding stock, though a more traditional rifle grip and wooden furniture is also available.
The PS-TGL40E is typically issued to militias and approved paramilitary/Irregular units in the GNE. It is also available for sale to adventurer groups.

Weight: 8 lbs empty, 10 lbs fully loaded
MDC: 25
Range: 1,300 ft
Damage: (Fragmentation) 4d6 MD to blast area of 12 ft
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
(Fletchette) Reduce range to 600 ft, but does 5d6 MD to an 8 ft wide area in front of the muzzle
Can chamber and fire a variety of different munitions, including SDC explosives, chemical shells, flare rounds, and TW munitions.

Rate of Fire: Single shot, ECHH
Payload: 4; 3 shot pump action magazine, plus one in the chamber.
Reloading fresh rounds takes 2 APMs per grenade.
Special Features:
*Leaf-style iron sights
*Collapsible Stock(doubles as recoil shock absorber)
*Sling attachments(front/back)
Cost: 9,000 credits
Options:
*Forward pump grip(50 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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Unread postPosted: Wed Dec 05, 2018 2:19 pm
  

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Hero

Joined: Mon Jul 23, 2001 1:01 am
Posts: 1015
Location: auburn
From the common sense section: the force razor!
It’s for shaving purposes.
Please develop further.

_________________
howdey folks!!!!!!!!


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Unread postPosted: Wed Dec 05, 2018 4:04 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
(Just in case you ever want to use my body of work to provide your PCs with a random encounter, or just story grist)

Random GNE/USA Military Unit(Ground Forces) Encounters

“Fauddamnit! D-Port put us down offcourse -AGAIN-! We’re in at least the right universe and city, but beyond that, I can’t tell where the hell we are, on account of all the steam around here!”
“Ah, el-tee? I think we’re in a bathhouse.”
“ Be serious! We can’t possibly be in a-well, hello, ma’am, sorry to bother you, but can you tell us where Fort Noreln is from here, and have you possibly seen two light missile-launcher tanks? They’re supposed to be with us.”

“Gee, no, I guess we’re not the people you were trying to lure into a trap. We don’t see any signs of anybody like that coming this way, sorry, so you’re just going to have to put up with us. I mean, we heard all about this ‘great evil’ and ‘darkness threatening the city and or world’ and all, so we came over here to see for ourselves. Corrupted church, evil minion mooks, mystic ninja in spandex? Really.... you’re like something out of central casting for a bad anime. Oh, and the tentacles! We’re supposed to be intimidated by tentacles? Bub, we’re the REGULAR ARMY OF GREATER NEW ENGLAND. I think only the Shemarrians have more experience facing Splugorth Slavers all the time. You don’t even make our top ten scary list. Lemme introduce you to something REALLY scary; GNE grunts late for breakfast; and you’re in our way.”

*”You know, Mister Black, those soldiers who destroyed your organization and your master plan? They weren’t even the front line elite. They were back-echelon support troops, specifically a mobile messhall company. Yes, you were just annihilated by COOKS. Doesn’t that just rub salt, pepper, garlic, oregano and tabasco sauce into your stumps?”*

“Heard you talking about staging a rescue of those civilians trapped up in the Berk Hills. Also heard that your government’s refusing to give you support, something about not wanting to get entangled and overstretched because they want to protect their assets at the port. So...we’re here to offer our help.”
“What--?! You can’t be serious, man! I’ve seen your troops! You’re dead on your feet! I can’t ask your people to fight !”
“Nah; if I take my freshest troops and strip the spare e-clips and ammo from my walking wounded, I can fit out three squads good as fresh equipped. I leave the rest of them with two of my nuke-tanks, they can recharge their depleteds at leisure while they wait for us to come back. That gives your little expedition thirty extra guns...call it fifty with the three armored skids I mean to bring along and the local militia I’ve attached....surely you’re not going to say no to the extra firepower?”

“No, ma’am, we’re not superheroes. We’re grunts. Poor bloody infantry. Groundpounders. Some of us got natural powers that might be considered super, and some of us got enhancements added, but we’re just citizen soldiers doing our job, and right now that’s rescuing people like you and kicking the $#!+ out of the bad guys.”

The GNE is a ever-growing vast organization, currently sprawling over several dimensions. Where Paladin Steel interests go, a GNE Alliance presence often follows. Thus it is increasingly not unusual to encounter the armed forces of the GNE or affiliated groups in odd corners of the Megaverse, spearheading territorial expansion efforts, involved in treaty-building war-games or treaty-serving joint actions, or just temporarily lost because of some hiccup in an interdimensional transit. Some are hard-bitten units on specific missions, others are on routine deployments or training missions to outposts of the GNE/PS trade and colony network, others are fresh recruits on their first orientation to the greater megaverse.

Note: In any encounter with GNE-affiliated military forces, there is a 01-70% chance that it will be GNE regular forces, as described below, 71-00% of ‘Irregulars’(essentially house mercenary units or government-acknowledged vigilante/paramilitary groups)

A. Size of Unit:
B. Orientation of Unit:
C. Level of Experience:
D. Standard Equipment
E. Vehicles:
F. Origin:
G. Condition:
H. Attitude:

A. Size of Unit:

“Big problem, boss! Guys in green armor all over this place. I mean ALL over. Like, say, HORDES...and they’re coming our way!”

How many soldiers are encountered?

01-15% Squad----10 soldiers. Armored ‘squads’ do not exist, but if rolled, consider it to be two tanks/heavy robots.
16- 50% Platoon-----40 troops(4 squads) or 4 tanks/giant robots
51-70% Company---160 troops(4 platoons)
71-90% Battalion---640 effectives(1 HQ+4+ companies)
91-96% Brigade---1,920 troops(1 HQ+3+ battalions)
97-99% Division---5,760 troops(HQ+3+ brigades)
-00% Corps---11,320 troops(HQ+2+ divisions)

B. Orientation of Unit:

“Sounds like what you need are RIOT troops, herr burgermeister...we’re an anti-ARMOR unit. If your rioters got vehicles or barricades, we can take care of those easily enough...and as for antipersonnel work, well, if you don’t want many of your town citizens still alive after a sweep of beehive fragmentation shot and kill-lasers, that’s what we can do, but massacres aren’t our MO. Tell you what; we can take up positions around vital services like the powerplant and waterworks...make it clear there’s a line of death around those places that nobody better cross. That should free up more of your security forces to deal with the rioters. You run into something REALLY sticky. you can call us as a flying squad.”

The GNEAS is large enough to have many specialized formations in it. What type of unit is encountered?
Note: The following generally do not exceed battalion strength, with the exception of Infantry, Airborne, and Armored, which may reach Divisional strength. Army Corps will consist of multiple types of units, so even Militia Army Groups will consist of a mix of combat and support elements.
However, given the eccentricities of the Megaverse, it might well be possible that circumstances might result, either by accident or design, in entire brigades, divisions, or groups being made up of support units. A Group-sized Medical or Engineering unit, for example, might be formed to respond to a planet-wide crisis or recovery effort. Similarly large Air Defense, Armor-Killer, or HorrorHunter formations might be formed to deal with planetary invasions of aerial attackers, robots or supernatural monsters. In general, though, such formations tend to be extremely rare and temporary.

01-10% Militia---Effectively National Guard. They’ll typically fight only in defensive actions, and never far from their homeland. Though generally regarded as second-tier ‘weekend warriors’, militia often take care of rear-echelon security duties and support roles that free up other troops for other duties, and Militia can prove surprisingly effective troops if their homeland is at stake. -25% on Standard Equipment.
11-20% Logistical Support--- Supply carriers, mechanics, and cooks. However, they’re still trained to serve as infantrymen in a pinch, and have the guns to prove it. +15% to Transports, -20% on Standard Equipment.
21-30% Infantry---The basic unit of any military. The guys who hold terrain by the square yard/meter, go house to house, door to door, and one on one. There is a 15% chance of the unit being mounted on hovercycles such as the PS-HC-07 ‘Reliable’ Utility Hovercycle. Roll on Transports.
31-40% Mechanized Infantry---Vehicle-borne or power armor-clad groundpounders. Roll on the Scout/Strike Vehicles, + 15% to Infantry Fighting Vehicles and +15% to Power Armors.
41-45% Fire Support---Artillery and missile batteries. If engaged in combat, they will attempt to keep the range open, even if it means relocating. Roll on the Fire Support Vehicle tables at +15%.
46-50% Communications--- Be it maintaining radio gear, powering up crystal balls, stringing hardlines, keeping messenger pigeon cops, or carrying messages by hand, these troops are ESSENTIAL to any modern military. They’re trained to fight, but fighting is not their main duty. Communications units will typically fight only in defense. Roll on both the Transports and Infantry Fighting Vehicles tables; these vehicles will be packed with electronics and communications gear.
51-55% Air Defense---Air defense missile or artillery battery. Generally lighter caliber and faster-firing weapons than Fire Support units, and oriented towards the skies, but they can still chew up ground targets. Roll on the E5. Air Defense Vehicles tables at +15%.
56-60% Combat Engineers---These are the earth-movers, the road-pavers, the bridge-builders, the canal diggers, and the fortress-crackers. Roll on the Engineer Vehicle table and +15% to Transports.
61-65% Armor Killers---Troops specially trained and equipped to hunt targets larger and more heavily armored than themselves. Automatically start out with the Heavy Weapons advantage and a crew-served weapon for every TEN soldiers, +15% to Armored Fighting Vehicles
66-70% Rangers/Paratroopers(Airborne)--- These troops are trained for deep penetration, hit hard and fast, and move quicker, operations. Generally light on vehicles and heavy armor(though power armor and some specialized vehicles are available). Ranger units have a 35% chance of being mounted on hovercycles/vehicles, the favorites being the PS-S-HC-01 Barracuda Hovercycle and PSHHC-19LSPG Minismeg Heavy Hovercycle, Light Self Propelled Gun. There is a 25% chance of having an attached light vehicle section(roll on E2. Scout/Strike Vehicles or E6a. Armored Fighting Vehicles, Light)
71-75% Medical ---When casualties occur, and they will occur, medical units patch effectives back up to fighting state, and take care of those who can’t. Medical units will typically fight only in defense and vehicle-mount weaponry will be primarily point defense types. The PS-Hv-MEDSAR-06 ‘Garman’ Medical Search and Rescue Transport Hovervehicle is an example of a specialized medevac unit employed by GNEAS Medical SAR. The PS/KT- G-10MDXL Samaritan Heavy Exo-Armor, Emergency Medical Response, is a signature power armor attached to medical units. +10% to Transports.
76-79% Commandoes---Military seek and destroy, or corporate deep security/espionage. 40% chance of being mounted on light hovervehicles.
80-85% Armored---Tanks or robots. They may be relatively few in number, but the armor-jocks’ vehicles are powerhouses on the battlefield. 01-50% vehicles only, 51-85% robots only, 86-00% combined arms(robots and AFVs). Also roll once, at +15%, on the Air Defense Vehicles. +15% to Vehicle Class roll.
87-90% Horror-Hunters---Horror-Hunters are specially trained to seek out and destroy things others are advised to run away from. +20% to Magic Support
91-97% Marines----Originally naval infantry, these soldiers regard themselves as being the upholders of a tradition of tough, hard-hitting warriors at the forefront of force projection. 40% chance of having the Heavy Weapons advantage. 20% chance of having an attached Scout/Strike Vehicle, Infantry Fighting Vehicle or Armored Fighting Vehicle complement.
-99% Stelmarines---The GNEAS space-based Marines. Occasionally encountered in planetary operations. Experts in atmospheric insertions. +80% to Equipment
-00% Scratch Unit---The unit is made up of battlefield orphans, or bits and pieces of other units thrown together in a hurry. This sort of unit is put together when a situation has disorganized the greater command network such that partial units cannot be regenerated or withdrawn to reform, or attrition has forced command to make do with what’s available(in which case, reinforcements are unlikely to be immediately available). Sometimes however, scratch units may be formed for special missions, with an emphasis on a variety of talents and equipment.


C. Level of Experience:

“That’s not a monster problem...now, back on Heral, THAT was a monster problem! Don’t believe me? Ask Sergeant Casco; she was there with me, right, Adria?”

What’s the average level of experience of these troops?

01-20% Trainees---The formation is a ‘green’ unit, consisting of freshly trained troops with a salting of veterans to keep them in order. If attacked/committed to combat, they will typically fight defensive actions, holding ground only if retreat is impossible.
21-90% Line Unit---The formation consists largely of veterans who have seen 2d6 levels of experience in combat operations
91-00% Elite---Top of the class, best of the best; these are the upper levels of combat experience(13th level and up). These guys are likely deployed as troubleshooters to spearhead the big operations and shore up critical targets.

D. Standard Equipment

“Oh, poor widdle Marine! You too-too used to your swparkly-new x-ray laser wifles? Infinite repeater gwenade launchers? Sorry if we dwon’t have a stelmarine supply dump here in Port Athens! Just militia-issuance! It’s good gear and we’ve been holding the line with it! And so better should you! So unless you’re hiding some plasma torpedo launchers or grav-howitzers up your silver-plated Marine backsides and are willing to share with us ‘weekend warriors’, grab a Steadfaster and show us what a jarhead does with a gun, ANY gun!”

Paladin Steel produces a LOT of gear, so the GNE military is not wanting for equipment. However, there are degrees of gear, and the unit may have only access to a certain standard issuance of rig.

01-20% Militia Gear--- This is what is considered standard equipment for homeland security militias and colonial troops, as well as vehicle crews;
*VEBA-UWC/Bushman EBA(60 MDC).
‘Flextech’ multi-munition rifles,
PS Waybur OIC
PSLR-5 Partisan Laser Rifle
PSLR-7 ‘Rattler/Luzi’ Rapid-Fire Light Laser Rifl,
Serap Plasma Projector
PS GPMG M43 ‘Fritz’ General Purpose Machine Gun
Rifle Grenades
* 30mm ‘Banger’ AGL
*PS-TGL40E 40mm Pump Action Grenade Launcher
*PSAR-74 K“Double Deuce”(DII) Combo-Rifle(7.62mm/laser)
*PSAKM-80 ‘Mega-Deuce’ Combo Heavy Rifle(12-gauge/laser)
*IMD-06 ‘Fletcher’ Fletchette Auto-Rifle
*McML-03 Underbarrel Micro-Missile Launcher
*McML-04 Underbarrel Micro-Missile Launcher
*McMAALR-18 ‘Fire Orchid’ 20mm Anti-Aircraft Micro-Missile Launcher
*McMAALR-30 ‘Fire Rose’ 30mm Anti-Aircraft Micro-Missile Launcher
GunLoc Blue Multi-Weapons System
PS-PA-10 Pikeman Power Armor:

21-60% Line Gear---Standard-issue Regular Army kit, addressing a wide range of tactical needs:
VEBA-02A(60 MDC)w/*Appliqué Armor---+ 40 MDC to the main body/torso, + 20 MDC to the arms, + 30 MDC to each leg...However, with the full set of armor add-ons, the weight of the armor jumps to 26 lbs, and the following penalties are incurred; -5% to prowl, and -2 to Spd. Furthermore, the appliqué lacks the laser ablative aspect.
VEBA-04 ‘Guardsman’ Armor(120 MDC), roughly 20% of the Regular Army has been issued this NEMA-formula armor.
PSLR-10 Maximus Laser Rifle,
PSLP-1B ‘Adder’ Heavy Laser Pistol,
Waybur OIC, PSPSR-2 ‘Nimro’ Plasma Rifle, 40mm Automatic Grenade Launcher
*McMLR-05 Micro-Missile Launcher-Rifle
*McMLR-06 Micro-Missile Launcher-Rifle
*McMLR-07 ‘Blunderbess’ Micro-Missile Launcher-Rifle
*McMAALR-18 ‘Fire Orchid’ 20mm Anti-Aircraft Micro-Missile Launcher
*McMAALR-30 ‘Fire Rose’ 30mm Anti-Aircraft Micro-Missile Launcher
GunLoc Multi-Weapons System
*OCSW-2 ‘Arden’ 25mm Heavy Machine Gun
*PSM811 ‘Gunther’ 52mm Infantry Mortar
PSA-11 Series Power Armour

61-75% Rangers---- The fast, far-ranging scouts and raiders of the GNEAS prize stealth and ranged weaponry. Target designators and ‘taggers’ are a common add-on feature of their equipment.
VEBA-02D ‘stealth’ armor(60 MDC) or VEBA-AUG-10 ‘Bounder’ Environmental Body Armor(60 MDC).
PSLR-50 ‘Widower’ Laser Rifle
*McMLR-15/16 Micro-Missile Launcher Rifles
GunLoc Multi-Weapons System
PS-PSA-18 Swashbuckler Power Armor

76-85% Commandos/SpecOps---- Special Operations, Office of Positive Outcomes ‘grey ops’, and corporate ‘operators’ also place an emphasis on stealth, multi-mode weaponry, and often unorthodox weaponry.
VEBA-02D ‘stealth’ armor(60 MDC) or PS-E-EBA-4 Corporate Security Armor(55 MDC)
*PSPSR-1 ‘Saber Rifle’ Multi-Mode Plasma Carbine
*PSIP-17/2098 Heavy Ion Pistol
*PSPBW-7 ‘Kurang’ Particle Beam Weapon
PSLR-50 ‘Widower’ Laser Rifle
PS-PP-PSA-20 DynaStrec Power Armor

86-95% Marines----The Marine Corpos of GNEAS places an emphasis on hardhitting assault gear.
VEBA-AUG-10 ‘Bounder’ Environmental Body Armor(60 MDC),VEBA-04 ‘Guardsman’ Armor(120 MDC)
*PSLR-52 ‘Chintiss’ Laser Rifle
*PSIR-6 ‘Viper’ Ion Pulse Rifle
*PSIC-03 “Scheffer’ Ion Cannon
*McMAALR-18 ‘Fire Orchid’ 20mm Anti-Aircraft Micro-Missile Launcher
*McMAALR-30 ‘Fire Rose’ 30mm Anti-Aircraft Micro-Missile Launcher
*OCSW-2 ‘Arden’ 25mm Heavy Machine Gun
*PSM811 ‘Gunther’ 52mm Infantry Mortar
PSA-11-series/PSPA-12S ‘Caliban’ Heavy Power Armor
PSPA-22 Xebenn Infantry Personal Assault Unit

96-00% StelMarines----- It’s rare to find the equipment of the elite space infantry without attached Stelmarines, but occasionally a supply depot will have prepositioned stocks of their gear.
VEBA-00X Stelmarine Armor(60 MDC), VEBA-06 ‘Starman’ Armor(100 MDC).
* PPR-4 ‘Comet Rifle” Plasma Bazooka
*SPC-7 ‘Nova’ Particle Beam Assault Rifle
*PSPBW-7 ‘Kurang’ Particle Beam Weapon
*PSIC-03 “Scheffer’ Ion Cannon
PSA-11S Power Armour


Other Considerations: Roll for the unit with regards to the following:
01-20% Heavy Weapons----Most(75%) of the troops are carrying heavy weapons;
01-20% *PS-RFL2-33 ‘Blazer’ Rapid-Fire Infantry Laser
21-23% *X-RLR-18 ‘Exel’ Heavy X-Ray Laser Rifle
24-30% *PSIC-01 Tesla Infantry Ion Cannon
31-35% *PSIC-02 Infantry Ion Cannon
36-40%*PSIC-03 “Scheffer’ Ion Cannon
41-45% *GPMG M43 7.62mm ‘Fritz’ General Purpose Machine Gun
46-50% *GrHW-01 ‘Flamma’ Heavy Gravitonic Rail Gun
51-60% *Taskin 20mm BackPack Rapid-Fire Autocannon
61-65%* PPR-4 ‘Comet Rifle” Plasma Bazooka
66-75% *PSPPR-5 ‘Lewiston’ Light Plasma Cannon
76-80% *PSAGL-50A ‘Sneezer’ 50mm Projectile Gun
81-85% *SPBW-8 ‘BlueBolt’ Heavy Particle Beam Rifle
86-95% McMLR-15/16 Micro-Missile Launcher Rifles
96-00% GunLoc II Heavy Weapons System


01-20% Magic Weapons---As a producer of TechnoWizardry weapons and equipment, Paladin Steel generously supplies the GNEAS with TW gear.
01-20% Infantry MultiPlexor Rifle(3 card)
21-40% TK Machine Gun
41-45% PS/Wul- TWR13 ‘Agniter’ Fireball Rifle
46-50% PS/Wul- TWR14 ‘Frostbite’ Ice Rifle
51-57% *TWHGL-02 ‘Oshi’ TW Grenade Teleporter Launcher
58-60% *’Quadamental’ TW Rifle
61%-70% *‘Crysus’ TW Ice Rifle
71% -90% TW-Enhanced Missiles---Any Heavy Weapons firing micro- or mini-missiles will be carrying a warload of TW-enhanced warheads.
91-97% *‘Rager’ Heavy TW Rifle
98-00% *‘Demolisher’ Heavy TW Rifle


Crew-Served Weapons
Crew-served weapons are heavier weaponry that requires at least two soldiers to effectively carry and use. In general, for every 20 GNE troops, there will be one crew-served weapon assigned.
01-05%*‘PPR-3 Serap’ Heavy Plasma Projector(this weapon is being phased out, but can still be found with some militia and trainee units)
06-15% *.50 Caliber Machine Gun
16-20% *PS-M136 Minigun
21-30% *OCSW-2 ‘Arden’ 25mm Heavy Machine Gun
31-40% *PSAGL-40B 40mm Automatic Grenade Launcher
41-45% *PSM811 ‘Gunther’ 52mm Infantry Mortar
46-50% *‘Superzooka’
51-55% *‘SeigeBuster’ SuperHeavy Combo-Rifle.
56-65% *KTH-65 32mm Assault Rail Gun (Raven)
66-75%*PSPPR-9 TriBarrel ‘HeatWave’ Gatling Plasma Cannon(CT Cartridge)
76-95% *McML-08 ‘BoomBox’ Micro-Missile Launcher
96-00% PS PTT-M20 Missile Rifle

E. Vehicles:

“Upsy daisy, young lass! You get to ride in the TANK! Just don’t touch anything, because I’d hate to explain why our two hundred millimeter massdriver fired off!”

What, if anything, are the soldiers using to get around in? Paladin Steel manufactures a wide assortment of vehicles, most with some degree of combat capability.

E1. Transport Vehicles---These are the bloodstream that moves troops, munitions, and supplies to where they need to be.
(Note: Vehicles such as the Jeep Warrior ATV-40V are considered standard issue and ubiquitous to just about ALL units as basic transport. Likewise, Hovercycles are not covered in these tables)
01-10% Paladin Steel/AVA Camper Van
11-25% UV-07 Series Walking Truck
26-35% DL-500 “Arabian’ All Terrain Multi-Purpose Vehicle
36-45% DL-600 ‘Clysdale’ Heavy 8x8 Multi-Purpose Vehicle
46-50% PS-T18 ‘Rambo’ Heavy Truck/Land Cruiser
51-60% PS-TT-14 Katir Variable Wheelbase Transport Tactical Truck
61-70% PS-GAAB-01 All-Terrain Personnel Transport
71-75% PS-HT-170/240/320/400 Heavy Multipurpose Industrial Truck
76-95% PS-GNE-RS-RV-01 ‘Megabago’ Heavy Utility Vehicle, Hover
96-00% PS-DL-100 GEV ‘Drom’ Heavy Duty Heavy Lift Ground Effect Transport Platform

E2. Infantry Fighting Vehicles---These are the battle taxis and front line infantry support, typically lending firepower when tanks and giant robots aren’t available, or not suited for dealing with enemy infantry.
01-10% Paladin Steel/ Twardy Vintage Vehicles M3000 Halftrack Rover
11-35% PS-APC-03 ‘Rattlesnake’ Armored Personnel Carrier
36-45% PS-APC(T)118 Linden Armored Personnel Carrier, Tracked
46-50% PS-APC117 Dancat Armored Personnel Carrier/Urban Security Vehicle
51-70% PS-GEV-APC-113 ‘Grenser’ Armored Personnel Carrier, Ground Effect Vehicle
71-90% *PS-GEV-APC-15C ‘Bankshot’---APC conversion of the ‘Firedrake’ HoverTank
91-97% PS-HAPC-17 ‘Krenek’ Heavy Armored Personnel Carrier
98-00% PS-GMRD-VTOL-CT-25 Slepnir’ Medium Aerodyne Troop/Power Armor Transport

E3. Scout/Strike Vehicles---These are light vehicles typically used for scouting, raiding, and exploration. Some of them have limited use as personnel carriers or anti-armor platforms, but their primary role is as fast strikers and recon.
01-10% PS-GAC-02 ‘Wolfhound’ Light Armored Car
11-25% PS-LAFV17 ‘Daniel Boone’- Light Scout Vehicle
26-45% PS-GMR-LHUV05 Merlin Hovercar
46-55% PS-LSI-IYA-09 Brumbler Ground Combat Vehicle, One-Person
56-60% PS-LRV-ACV(LGERV)-03 Asateague Light Ground Effect Scout Vehicle
61-75% PS-S-ATV17 Colter Rover
76-85% PS-GMRHV-355 ‘Vader’ Light Hover Vehicle, Gravi-Magnetic Resist
86-95% PS-GMR-LAH17 ‘Xaos’ Hover Combat Sled, One-Person
96-00% PS-R-SO-GEV-27 ‘Airshark’ Stealth Skimmer


E4. Fire Support Vehicles---Fire support vehicles carry the standoff artillery and missile batteries too big and cumbersome to bring to bear pointblank, or lightly armored to survive eyeball-to-eyeball slugfests. Where they excel is pounding the enemy at a distance.
01-10% PS-LASV-03/09-Light Artillery Support Vehicle----’Rattlesnake’ APC variant mounts 4 rapid-fire breech-loading mortars.
11-15%PS-ASV-03/04 Artillery Support Vehicle----’Rattlesnake’ APC variant w/6 long-range missiles OR 30 medium range missiles OR 60 short range missiles.
16-25% PS- UT-11LMRLS Utility Truck, Medium, Light Multiple Rocket Launch System
26-30% (HT-)HMRLS--- HT-series heavy hauler truck a mounting Heavy Multiple Rocket Launch System
31-35% M37/M41 SPG---Chaffee Light Tank chassis w/ 105mm or 155mm howitzer
36-40% LAVF027MC---Winsor LAFV mortar carrier, with a 120mm mortar
41-50% GEV-APC-113MC120--‘Grenser’ GEV APC, fitted to carry a 120mm mortar
51-65% PS-M7 ‘Black Bear’ MBT chassis mounting a 105-155mm SPG
66-72% PS-GEV-SPG-15---‘Firedrake’ HoverTank chassis mounting a 200mm massdriver cannon
73-75% PS-MBT-25SPM Heavy Mortar Carrier ---Modified Von Stueben MBT chassis carrying a 11-9inch GravEx mortar
76-85% PS-GNE-RS-RV-01(SAM/SSM) Brabant Hover Missile Carrier
86-91% PS-GEV-SPML-15M Missile Tank----‘Firedrake’ HoverTank chassis w/12 LRMs and 120 mini- missiles.
92 -97% HSPG-025E Thunderfist Self-Propelled Gun----Modified ‘Shadowfist’ chassis carrying a 200mm Mass Driver
98-99% PS-GMRD-VTOL-ACT-25G---Gunship variant of the CT-25 Slepnir’ w/ rotary 100mm Mass Driver
98-00% PS-HUR-04B Landmaster II Heavy Utility Robot Vehicle w/ 200mm Mass Driver and missiles

E5. Air Defense Vehicles----ADVs provide GNEAS formations with close air cover. with rapid-fire guns and highly accurate all-aspect homing high-speed missiles. In a pinch, they can act in the direct-fire role.
Note: Many general-purpose missile launch platforms can double as air defense launchers.
01-15% PS-LADV-1 “SkyWatcher”/ NRR-ADV-3 Meles (“Badger”) Air Defense Vehicle
16-25% PS-ADV-07 Cactus Air Defense Vehicle
26-35% ADF-03 ‘Dorie Miller’ Anti-Aircraft Gun Carrier
36-55% PS-ADV-03/03 Air Defense Varient----’Rattlesnake’ APC variant w/20 medium-range missiles OR 40 short-range missiles
56-70% PS-GNE-RS-RV-01(SAM/SSM) Brabant Hover Missile Carrier
71-90% PS-GEV-SPML-15M Missile Tank ----‘Firedrake’ HoverTank chassis w/12 LRMs and 120 mini- missiles.
91-00% HAAAV-025F ThunderLance Anti-Aircraft Vehicle----Modified ‘Shadowfist’ w/ 2x 80mm long barrel massdriver cannons, 2x extended range laser cannons, and a backup hyperaccurate missile system.


E6. Armored Fighting Vehicles---These are the heavily-armored killers of the battlefield, meant to engage the enemy directly.
Vehicle Class:
01-30% Light Vehicles
31-80%Medium Vehicles
81-00% Heavy Vehicles

a. Light---Light vehicles are generally used for picket, patrol, antipersonnel, fire support, and reconnaissance. A few specialized vehicles, such as the baseline ONTOS II/Zerkat configuration, are anti-armor specialist platforms.
01-10% PS-LAFV027 Winsor Light Armored Fighting Vehicle, Tracked
11-20% M65 Skorpion III Light Tank
21-50% PS-LT-47/ PS-LT-48 ONTOS II/‘Zerkat’ Light Armored Vehicle
56-65% PS/TVV-M24-LBT M24 Chaffee Light Tank
66-75% PS-LBT-03 Mongol Light Tank
76-85% PS-M650 ‘Chelydra’ Light Tank
86-00% PS-S-GMR-LBT-7 Zephyr Hover Tank

b. Medium---Mediums are jacks of all trades, good at infantry support, armor-hunting, and fire support. They represent a good balance of capabilities, and as such tend to be very common in GNEAS units.
01-05% PS-MBT-05C ’Lynx’ Medium Tank
06-10% PS-T-34 ‘Kodiak’ Medium Tank
11-15% PS-M4A3 “Sherman” Medium Tank
16-18% Hangar-18B/Paladin Steel Medium Tank M3 ‘Sand King’
19-25% PS-MBT-07 Black Bear Medium Tank
26-30% PS-AA/AP-AFV32 ‘Gun-Ripper’ Medium Tank
31-45% PS-HBT4A3 Shaw Medium Hover Tank
46-55% PS-HBT-34 Cossack Medium Hover Tank
56-75% PS-GEV-MMBT-20 Chandar Medium Hovertank
76-00% PS-GEV-MBT-15 ‘Firedrake’ HoverTank

c. Heavy---Heavy units are the ‘land battleships’ of ground combat, bearing the heaviest armor and guns. They tend to draw the most fire, and dish it out in return.
01-05% PS-AFV-25 ‘Sand Demon’ Heavy Armored Fighting Vehicle(6x6)
06-25% PS-MBT-25 Von Stueben Heavy Tank
26-35% PS-HMBT-17 Kerkat Heavy Main Battle Tank, Treaded
36-40% PS-MBT-28 ‘Vyrm Tyrannis’ Main Battle Tank
41-60% PS-H/MBT-16 Bandersnatch Heavy Hover Assault Tank
61-80% PS-HMBT-025 ‘Shadowfist’ Heavy Hover Tank
81-00% PS-GMR-HAFV07 ‘Bruno’ Heavy Armored Fighting Vehicle, GraviMagnetic Resist

E7. Power Armors---Power Armors are fairly ubiquitous in the GNEAS, and it’s a rare unit that doesn’t have at least some form of exoarmor in its ranks.
01-20% PS-PA-10 Pikeman
21-50% PSA-11 Series Power Armors
51-65% PS-PSA-18 Swashbuckler
66-75%PS-PP-PSA-20 DynaStrec
76 -80% PSPA-22 Xebenn Infantry Personal Assault Unit
81-90% PSPA-12S ‘Caliban’ Heavy Power Armor
91-00% PS-HPA017 Raptorex Heavy Airborne Power Armor/Light Robot Vehicle

E8 Engineering Vehicles---Engineering Vehicles are the road-builders, trench-diggers, fortification builders, minesweepers, and recovery wreckers of the GNEAS.
01-10% PS-M4 Tractor-Crawler
11-25% PS M9 ACE Bulldozer/Engineering Vehicle(tracked)
26-30% PS M9T Tunneler Bulldozer/Engineering Vehicle(tracked), Subterranean Excavation
31-45% PS-CEV-U/T-18 ‘Roebling’ Combat Engineering Vehicle
46-60% ST-4 Mauler Salvage and Demolition Tank
61-63% PSC-021 ‘Roadlayer’ Heavy Road Construction Vehicle
64-70% PS-FP-ST(UBX)07 ‘Buffalo’ Ordnance Disposal Vehicle
71-75% PS-UMLRV-09 ‘Scuttler’ MultiPurpose Robot Vehicle
76-80% PS-MCCH-03 Herka Large Utility Cargo Hauler
81-85% PS-GAV-01WMV Waste Management Vehicle
86-90% PS-MPR-08 Arcos MultiPurpose Medium Robot Vehicle
91-97% PS-AR-17 ‘Mandril’ Heavy Robot Vehicle
98-00% PS-HUR-04B Landmaster II Heavy Utility Robot Vehicle

E9. Combat Robots---Robots are the new all-terrain fighting vehicles of the battlefield. Though high-cost, high-maintenance, and high-profile, they can carry a variety of advanced weapons systems into play in terrain that conventional vehicles often can’t handle. Those with fully articulated arms and hands also can assist in heavy labor tasks, or engage in melee combat against opponents normally resistant to conventional weapons.
01-03% ‘Pathfinder’ Scout/Exploration Robot
-04% PS/CTRL-LRR-EPHUS05 Emphus Light Recon Robot Vehicle
05-10% PS-A-18 ‘Mongrel’ Light Robot Vehicle
11-13% PS-IAR-7 ‘Mantis’ Modular Infantry Robot
14-15% PS-I/ADR-07 Grelac Infantry Robot
16-20% PS-T01LCRV ‘Jackalope’ Light Combat Robot Vehicle
21-22% PS-TIR-02 Satyr Light ‘Tankoid’
23-26% PS/CTRL-LCRR-MTJY-05 Montjoy Light Infantry Robot
27-30% PS/CTRL-GND11 Gondal Light Combat Robot
31-35% PS-IR-8 Minotaur Infantry Robot
36-45% PS-IR72C Carney Infantry Robot
46-55% PS/CTRL-SMRG017 Simurg Medium Combat Robot
56-66% PS/CTRL--BRAP-D-07 Bardolph Medium Combat Robot
-67% PS-HAR-17(X) ‘Sopdu’ Assault Robot Vehicle, Special Weapons
68-70% PS/CTRL-MIBR-GILH09 Giliath Medium Infantry Combat Robot
71-73% PS/CTRL-MCR-GvD014 GraveDigger Medium Combat Robot
74-79% PS/CTRL-MCR-FP04 Firepike Medium Combat Robot, Fire Support
80-83% PS/CTRL-MCR-SCMT12 Scimitar Medium Combat Robot
84-86% PS/CTRL CSTL09 Castellan Defender Combat Robot
87-89% PS/CTRL AZTC17 Aztec Heavy Combat Robot
90-92% PS/CTRL-HCR-RLND05 Roland Heavy Combat Robot
93-95% PS-IRA-04 Zysha Heavy Hover Assault Robot
96-00% PS/CTRL-HCR17 Fireshriek Heavy Combat Robot, Fire Support


F. Origin:

“We’re the 153rd Jumpin’ Jimmies Light Infantry out of Ilovona, sur! Ready to jump and blast on your command, sur! I was in Ilovona when the 7th Airborne jumped in and saved the Queen from the soul-slavers, and I knew right then and there I wanted nothing better than to be a soldier in the Alliance to kick slaver ass, sur! And everyone of my men feels the same, sur!”

The GNE is a widespread, cross-dimensional polity, and they draw recruits from a variety of sources.

01-15% Rifts Earth---GNE Core---Rifts Earth’s relatively low population means that these units will be rare offworld, but they tend to be more experienced, hardened, and augmented in some way(30% will possess cybernetics/bionics of some sort, 25% psionics, 15% a mutation of some sort). Those raised in the GNE core states also tend to be rather better educated.

16-35% Rifts Earth---Allied Territories---As with the GNE recruits, these Rifts Earth-raised troops tend to be hardened fighters used to seeing a lot of scary things. 20% will possess cybernetics/bionics of some sort, 15% psionics, 15% a mutation of some sort.

36-50% Rifts Earth---Foreign Legion----Again, just about anybody from Rifts Earth tends to have seen some action and been affected by the charged environment there. The Foreign Legion tends to be a wider range of experience levels, attributes, and education backgrounds, but also more ‘colorful’ backgrounds. 20% will possess cybernetics/bionics of some sort, 15% psionics, 20% a mutation of some sort.

51-65% Offworld---Allied World---These are offworld troops recruited from amongst the GNE’s extradimensional allies or colonies. There may potentially be more of them, but their educational and experience levels can vary wildly, and many of them may not have the same exposure to combat that Rifts Earth recruits have. While welcome to the ranks, many Allied World recruits are regarded as ‘soft’.

66-90% Offworld---Shatterworld---Known variously as ‘Hardknocks’ or ‘Revenants’, these recruits hail from worlds that have collapsed in some fashion as to be borderline habitable, or wholly uninhabitable. Many have joined the GNE military to gain refuge and citizenship benefits for themselves or their dependents. While many have traumatic backgrounds and the mental baggage that goes with them, they tend to be well-motivated. About 30% will possess cybernetics/bionics of some sort, 25% minor to major bio-mod work, 5% a mutation of some sort.

91-00% Offworld---Foreign Legion----The Foreign Legion consists of volunteers, adventure seekers, and opportunists. Their quality and experience varies wildly, and many wind up in Irregular units.

G. Condition:

“Let’s see....still got three spare e-clips, two grenades, vibroblade, we still got a truck’s load of supplies. What’s one more time into the breach today?”

What’s the current readiness and physical state of the encountered unit?

01-10% Chewed Up---The unit’s been in a fight, or long campaign, cut off from resupply and reinforcement for a while. Average MDC values are down -1d6x10%, supplies are at -50%+1d4x10%, and about 1d4x10% of the troops are showing significant injury and not at peak performance.

11-60% Worn Down---These people have definitely been to the wars; Average MDC values are down -5d6%, supplies are at -1d4x10%, and about 1d10% of the troops are showing significant injury and not at peak performance.

61-90% Spit and Polish----These troops are fresh and fully supplied, with all effectives present and accounted for, with full kit and war-loaded.

90-00% Loaded for Bear--- The unit is ‘augmented’ with extra troops(could be Irregulars, allies or armed local auxiliaries), as much as 1d6x10% and has supplies and ammunition to burn.

H. Attitude:

“Well, I guess that’s ONE way of dispelling shadows...by setting fire to EVERYTHING in a quarter-mile radius of the platoon! Maybe showing Lurkers in the Dark for Movie Night last night was a mistake?”

What’s the current mental state of mind of the soldiers? This can determine how they’re likely to react to a situation, strangers approaching them, and how likely they are to get involved on anybody else's’ problems(such as adventurers trying to enlist their aide).

01-10% Scared Spitless---These troops are not in their comfort zone wherever they are; they may have gotten accidentally lost and they’re currently trying to survive until they can get in contact with somebody higher up the command chain who can send them help. Maybe they’re just deployed to a strange and frightening place to them and they haven’t yet gotten their nerve. There’s a good (40%) chance they might open fire if startled or hard pressed, and fire discipline will go out the window. They’re unlikely to get involved in anybody else’s problems without clear and definite orders.

11-35% Uneasy----These troops are uncomfortable, but professional enough to barely show it. They’ll look with suspicion on anybody approaching them, but will hold their fire and are unlikely to get involved in situations not directly involving them.

36-70% Bored---It’s just another deployment to these troops, another hard-march through strange lands and stranger people. They follow orders and look out for trouble, but they really want to finish this latest hitch in one piece and return to base. Not likely to hare off on unscheduled side missions or adventures unless they can be accomplished relatively quickly.

71-85% Gung-Ho---These troops want to get it on, with the mission, with the fighting, with the whatever. They’re stoked and ready for orders. They want to do the job, then fall back for some much deserved R&R. They’ve been known to bend the rules and freely interpret orders somewhat, but then, what G.I. in history hasn’t? They may just get involved in side adventures if it means seeing a little action, gaining a little glory, and kicking some ass...as long as it doesn’t blatantly threaten their position and contradict their standing orders.

86-00% Fanatical---These troops are dedicated to the ideals of the GNE/Alliance. They’ll promote the GNE lifestyle, talk up new recruiting, and be eager to show what the GNE Armed Services can do. The problem is, they make take the ideals TOO seriously, and go out hunting trouble against orders, like attacking Splugorth Minions or wiping out the local organized crime ring(especially slavers). Even if beaten up and worn down, these troops will still enthusiastically rally to the call to arms.

(Optional) Reason for Encountering the Soldiers
“Look, we got two thousand M’gani on pilgrimage to escort to safety! You want help securing some sort of artifact? You better be a HELL of lot more specific than ‘it’s important’ if you want our assistance!”

What are the troops doing wherever the PCs find them?

01-15% Exploratory Scout Group---Reconning in force new territory, possibly surveying for follow-up base construction or colonization. They might be interested in assisting on side-quests, but will put priority on preserving data and reporting back to their base.

16-30% Garrison---The soldiers are associated with a nearby outpost or colony of the GNE. They could be part of a training/war-gaming group, refitting, or part of the assigned security/defense force. Helping in a side-quest, as long as it doesn’t stray from their area or responsibility, is possible, but they’re likely to report it, and anything else, further up their chain of command.

31-60% Expeditionary Force---The troops are (part of) an expeditionary force intent on a specific purpose, such as rescuing stranded GNE citizens, seizing specific assets, hunting certain individuals, destroying enemy facilities, etc. They’re focused on their immediate mission, and will not be inclined to help anybody in any unrelated quests unless it can somehow benefit their main task.

61-75% Escort---The troops are escorting another group, such as a mercantile convoy or refugees. The protective detail is their main concern and they’ll be reluctant to break off troops to assist others if it means endangering those they’re already escorting.

76-90% In-Transit---The soldiers are in-transit to someplace else when the PCs stumble across them. They could be moving between assignment postings, or maneuvering as part of a larger campaign, and are either temporarily bivouacking or are on the move. Any action on the side they may be asked to get involved with will have to fit within their travel timetable.

91-95% Temporarily Lost---The troops were making a dimensional transit when something went wrong and landed them offcourse. They’re (hopefully) temporarily stranded while their Shifter recovers, their d-gating apparatus is repaired, or they can arrange rescue. Not likely to assist in side-quests unless it helps their survival.

96-00% D-Stranded---Caught by some sort of random rift activity or deliberate attack that deposited them where the PCs encounter them. They’ll try to figure out where they are, and find a way back to where they belong.


(Optional) Augmentation

“...and now we get to see which can punch a bigger hole through a Brodkil; bionic strength, meta-strength, supernatural strength, or telekinetic strength?”

The GNEAS is big about giving its soldiers an Edge, and Paladin Steel has worked diligently to provide the armed services with the means to improve their soldiers, through cybernetics, bionics, biotech implants, or meta-enhancement. While other organizations seek to create elite supersoldiers, the GNEAS is working to give all its troops some sort of super-edge that will allow them to better survive the hazards of the megaversal battlefield. Revenant units tend to be particularly heavy on augmentation, as while their spirits may be willing, their bodies may suffer from a variety of disabling conditions, and the GNEAS often builds them back up to spec.

01-10% No augmentation; strictly equipment and training
11-45% Cybernetics/Biotechnics---2d4x10% of the troops will have 1d6 cybernetic implants or a Class 1 biotechnic tweak.
46-65% Bionics----1d6x10% of the unit will be Partial Cyborgs, another 1d4x10% will be Full Conversion Cyborgs.
66-70% Bio-Org---Whether a freed bio-borg, Splicers-style biotic, or symbiotic partner-host, 1d6x10% of the unit will be visibly organically-enhanced.
71-90% Bio-Mod----2d4x10% of the unit will have Class 2-3 Enhancements. They may appear to be normal and un-augmented appearance-wise, but have been modded up to some extraordinary levels of physical performance.
91-95% Meta-Bio-Mod---These are Class 4 bio-mods that remake the recipient into megadamage beings akin to superpowered bio-borgs or metabeings.
96-00% Power-Mix---The unit is fairly evenly portioned up between all the available augmentation types.

(Optional) Magic Support

“WHAT?! They’re WHERE?! THEY DID WHAT?! How the HEL-...no, forget I asked that...more of that damned gner sparkly magic ****...”

The GNEAS is big on integrating magic and psionics into their forces, all the way down to the Regulars. The fact that they produce magic and psionic gear usable by non-mages and non-psychics helps them in this goal. Given what they know about the megaverse, the GNEAS wants to be prepared to face just about any contingency, and seeks to capitalize on any reasonable advantage or edge they can get to successfully carry out their mission.
01-10% None; it’s rare, but occasionally a unit, especially those raised in regions with little or no magic, the troops will have NO magic whatsoever.
11-45% Magic Weapons---1d6x10% of the troops will be equipped with light magic weapons, such as TW pistols, melee weapons, protective charms, and the occasional heavy weapon.
56-70% Heavy Magic---Every soldier in the unit will have a magic weapon of some sort, magic protection, and any vehicles will have 1d4 TW enhancements and magic weapons(especially multiplexors) fitted.
71-85% Attached Mage----The unit will have 1 mage or major psychic for every 30 troops. A platoon will have 5-6 attached mages.
86-96% Major Magic---The unit has a mage or master psychic for every 10 troops.
97-00% Beings of Magic----The unit will have 1d4 beings with intrinsic magic(like a dragon hatchling, Wynaro, werebeing, or other creature of magic) per 20 troops assigned to it.



(Optional) Types of Fielded Magic Users

“Well, reason’s apparently failed here. Let’s see if lightning bolts will the trick. Feel free to cut loose, Myra.”

Even more so than with magic equipment, the GNEAS seeks to integrate trained practitioners of the mystic and psychic arts into their ranks, giving their forces a living, breathing, evolving meta-capability. There’s a 30% chance of any encountered GNEAS unit having at least one magic user or major psychic(natural or bio-mod) in its ranks. Specialist units such as commandos or HorrorHunters have a 50-70% chance.
Here are some of the more common magic users found in the ranks:

01-15% Techno-Wizard----The GNEAS is big on TWizards to develop new systems that bring magic use to the regular troops. Not so powerful without their gizmos, but TWizards bring a fair amount of technical skills to the field as well.
16-25% LeyLine Walker----Though decidedly eccentric, LLWs are vital to monitoring and securing the networks of leylines in GNE territory.
26-40% Smoker/Combat Mage(Manhunter)----Though not as powerful as dedicated philosopher-mages, Combat Mages add a magical edge to combat operations that might otherwise be unavailable.
41-50% Conjurer---- Conjurers have many of the advantages of Combat Mages and Tattoo-Warriors, but with higher mystic power levels and ability to improve those abilities with experience.
51-55% Burster----The pyrokinetics are a force to be feared, but the disciplined Bursters of the GNEAS find plenty of responsible work besides combat.
-56% Mystics---Mystics are rare in urban areas and garrison units, but many outlying communities are known to contribute mystics who are moved to take a more proactive stance, or have been led by visions, to join the state military.
57-59% TW EctBorg---This is a partial or full conversion humaniform cyborg using EctoBionic implants and prosthetics. Though not as powerful as larger fullcons, EctBorgs can still prove remarkably effective thanks to their smaller size, agility, and stealth features. Though not considered proper mages, they are familiar with magic systems(and some of them WERE mages in their pre-conversion lives), and so have an intimate knowledge of magic’s strengths and weaknesses.
60-61% Psi-Stalkers---Though generally known as the Coalition States’ monster-hunters, civilized psi-stalkers can also be found in the GNEAS.
62-63% Psi-Mechanic---Psi-mechanics are nearly as valuable as TWizards, especially if they stick with whatever they repair and service.
64-65% Cyberknight---Cyberknights rarely suborn themselves to a larger secular organization like the GNE, but as several enclaves reside in GNE territory, it’s not unknown for cyberknights to occasionally volunteer to join GNEAS units. While their psionic firepower and fighting prowess are generally welcomed, many troops are afraid that a CK hooking up with them is a sure sign that things are about to get ‘interesting’ for them and something’s about to hit the fan.
66-67% Elemental Warlock----PS’s tapping of lower-echelon Elementals is in part thanks to a surprising number of EWarlocks in the GNE’s ranks. A good number of Air Warlocks, for instance, are of the Wynaro species.
68-70% Mindmelter----Though greatly feared, state-sanctioned Mindmelters are invaluable to special operations, horrorhunting, and security duties. They don’t always get along well with the artificially-created bio-aug psychics, though.
71-75% Shifter----Particularly useful for traversing space/time, but also prone to occasionally get lost due to random rift turbulence. Still, in a sprawling multidimensional trade empire like the United Systems Alliance, Shifters are invaluable at all levels of the organization.
76% -80% Nega-Psychic---Though arguably equally as disruptive to the magicks of the GNEAS as to the enemies’, nega-psychics have proven so valuable to military operations, that Paladin Steel’s biotech programs have attempted to duplicate them, with varied success.
81-95% TW Borg----This is a full conversion cyborg with PPE crystal and multiplexor implants. PS cross-pollination at its finest. While not a proper mage per se, they are trained in the use of magic systems and know their strengths and limitations.
96-00% Ludicrous Mage----Though generally regarded as frivolous and annoying for the most part, Ludicrous Mages can be attached to GNEAS units where they can prove useful as morale-boosters and unexpectedly effective battlefield distractions.

(Optional) Species Constitution

“I HATE facing GNE combined arms units! You never know what you’re going to get facing one! It might be giants throwing buildings at you while mutant mice sneak up under you and sabotage your transport, or it might be living fireballs streaking in at you, while somebody or something mindcontrols your commanding officer!”

What species makes up or dominates the unit, numbers-wise? Greater New England and the United Systems Alliance are polyglot megacosmopolitan ‘salad bowl’ societies that embrace many peoples, and the Greater New England Armed Services believes in a species-based ‘combined arms’ approach, but sometimes special units may consist of one species because that species has special abilities or because they are new to the Alliance and not yet accustomed/assimilated into the multi-species organization.
01-60% Humans/Human Variants
61-70% ChaiChuks
71-75% Smallkin---these are beings in the 2.5 ft tall or less class
81-85% Elves
86-90% Wynaro
91-95% Haranasya Vadyra
96-00% Other--- This can be just about any species

(Optional) Expeditionary Campaigns:

“Let’s get this straight, dragon-lady, you tried to EAT a paramedic who was attending to a prisoner. OUR prisoner. That’s TWO reasons why we shot you in the face. Now the paramedic’s insisting that she be allowed to patch you up. So don’t give us a THIRD reason to shoot you, because then she’ll be very unhappy with us about having to sew your head back on. Especially since this is supposed to be a PEACEkeeping mission.”

If the Expeditionary Force reason is rolled up, what exactly is its mission?

01-15% Peacekeepers---The GNEAS is getting involved in somebody else’s war to keep the two sides apart. Pacification is just part of it, laying down the law another, and setting the ground rules for the future the hard part, and all phases can involve breaking heads.

16-35% Raid---This is an offensive attack against enemy territory meant to destroy enemy assets and disrupt their operations. Such mission-campaigns will hold territory only long enough to destroy its value to the enemy, after which the Expeditionary Force will withdraw back to its home territories.

36-45% Rescue---The GNEAS is out to rescue people, in either a drop and scoop, or a fighting rearguard action.

46-60% Asset Seizure---The GNEAS is deployed to seize a site or resource to deny it to somebody else. Sometimes it’s the property of the enemy, sometimes it’s the property of an ally who can’t protect it from a third party, or maybe it’s a virgin property. The GNEAS is out to grab it, secure it, and, if possible, truck it away.

61 -75% Anti-Slavery---The GNE HATES slavery, and though they aren’t as rabid-violent as the Odessa Brigades, they’re still aggressive abolitionists. The GNEAS will generally go after smaller slaver powers, like the Horune, but they’ll snipe at the Splugorth if they can get away with it.

76-85% Treaty Response----The GNEAS are in the process of coming to the aide of a trade or mutual defense pact partner. This can take the form of reinforcing the ally’s defenses, or it could be opening up a new front to divide the enemy’s attention and forces.

86-90% Manhunt-----There’s a somebody or small group of somebodies that made the Most Wanted List, and the GNEAS is out to get them. Traitors to the State and Company, for instance, or war criminals.

91-00% Extermination---There’s a particularly nasty form of vermin out there; it can’t be negotiated with, it can’t be reasoned with, it can’t be avoided, and it can’t be passively contained. It has to be destroyed, and the GNEAS is part of the exterminators.


(Optional) Individual Trooper Motivations

“YOU FISH-EYED BASTARDS!!! THIS IS FOR BRAZZZAAAAAAATTTTTTOOOWWWNNNNNNNNN!!!!”

What reason does the GNE soldier have for joining up?

01-15% Citizen-Soldier---The core states of Greater New England have a Swiss-style mandatory military service where every able-bodied adult serves some time with the armed services. The soldier is simply serving out their required time.

16-20%Adventure-Time!---The soldier craves adventure and glory, and the regular military is a convenient means to that.

21-25% Tradition of Warriors----The family, for generations, has produced servicemen, and the recruit is following in the footsteps of his or her ancestors.

26-30% Stepping Stone---The recruit joined to acquire experience and training deemed useful in a planned later career, such as engineering or politics, or maybe going back home and starting a revolution.

35-50% Revenge Quest----The recruit wants payback on a somebody or something, and the military is the best means. The enemy is typically somebody like the Coalition States, Horune, Splugorth, Infernals, Federation of Magic, etc.

51-70% Citizenship-Seeker----The recruit is an immigrant from outside, and military service is a means to securing full citizenship and preferential treatment for family.

71-80% Activist/Idealist---The recruit firmly believes in doing his or her duty to become a defender of the people, or a crusader against great evils, such as slavery or political oppression.

81-95% Money---The recruit has no other skills to offer the civilian marketplace, and sees the military as a means to making a living. Besides credits, the GNEAS also offers goods, services, and land grants in the colonial territories.

96-00% Conscript---it’s rare, but some of the subcultures under the Alliance banner have draft policies. The recruit got caught up in his/her people’s forced service laws. This differs from the Citizen-Soldier clause in that the Conscript doesn’t have any say in where they’re assigned under their peoples’ law.
In the alternative, the recruit is a d-bee who cannot fit in anywhere else, or who was badly wounded when coming to Rifts Earth and required major medical care/treatment. As part of recompensing the GNE for necessary medical reconstruction/bionic conversion(and/or for building/gestating a new biobody), the recruit is expected to serve a term with the GNEAS, though not necessarily in a combat role. This may mean a tour of duty with a Civil Labor Battalion, but many cyborg-conversions end up in a CSLB( Cyborg Support Labor Battalion) attached to military engineering units. Besides medical treatment and any followup maintenance, the recruit is encouraged to avail themselves of education opportunities and vocational training. Some who are conscripted/recruited in this manner subsequently sign up for a proper hitch as a voluntary recruit, to avail themselves of offered bonuses(such as augmentation, citizenship, or preferred colonial assignment) for continued services.

(Optional) Quirks
“Ask Corporal Roybok about that...she seems to have the ear...and we suspect the spleen, in a jar...of some influential people further up the chain of command.”

GNE soldiers tend to pick up some peculiar traits in service.

01- 10% Animal Attractant---The soldier seems to attract the attention of local animals, who seem to accept the stranger as one of their own. The soldier always seems to acquire an animal friend wherever he goes.

11-15% Rain Maker---Wherever the soldier goes, there’s a 25% chance of bad weather apparently following him within 2d4 hours.

16-20% Money-Finder---For every 24 hours spent in a place, there’s a cumulative 5% chance of the soldier finding 1d4 credits in spare change or valuable stones/materials lying around.

21-30% Traffic Sense---The operative has acquired an almost psychic ability to spot bad driving and can sense when other people are going to behave badly. +1 to initiative and dodging when driving in traffic.

31-36% Sex Magnet---Like a bad harem-comedy anime, the individual seems to attract members of the opposite sex(or, 10% chance, the same sex) in a romantic capacity, whether the soldier likes it or not. Typically 2d4 others will be simultaneously going after the person in question. This can lead to fights over who gets exclusive access to the center of attention(75%), or, arguably worse, a sharing situation(25%).

37-45% Bar Sniffer---The soldier has an intuitive ability to locate drinking establishments, even if they’re a teetotaler. 30%+5% per level of experience.

46-55% Gamer----Like Bar Sniffer, the soldier can sense games of chance and gambling. 30%+5% per level of experience.

56-65% Collector---The soldier has a penchant for finding and picking up useful items, or initially useless items that prove useful later. A piece of foil that can be used as an electrical conductor, a bottle cap that can be used to cover a camera lens, a twist of wire that can be used to jimmy a door open, a hat that just happens to look like part of an enemy uniform, etc. 25% chance of having an otherwise obscure item when needed.

66-75% Natural Communicator---The soldier has a knack for communicating with others, without knowing a formal language. Can communicate basic concepts to others, without the use of a Language skill, with an instant proficiency of 50%.

76-85% GrapeVine---The trooper has a reliable line of gossip that gets him tidbits of info. There’s a 70% chance of getting general information about something(like word that there’s going to be a general mobilization of troops sometime in the next 1d6 days), and a 15% chance of highly specific information(like the regiment is heading out to Newfoundland and the Faerie Forests).

86-93% Favor Book---The trooper has acquired 1d8 favors owed them by important people(01-60% low-level bureaucrat/low-tier officer, 61-85% midlevel functionary/officer, 86-00% high-level politico/superior officer).

94-97% Nemesis---The soldier -knows- somebody or something in the opposition camp and is convinced they’re out to get him or her; they seem to have a history of running into each other. For every 48 hours of being in a combat zone, there’s a cumulative 3% chance of the other somehow showing up and being identified by the soldier. 60% chance the knowledge is one-way and that the other party is unaware of the perceived nemesis-relationship .

98-00% Patron---Beyond a Favor Book, the soldier has caught the attention of some powerful people who are watching the individual’s career with considerable interest, and who may intervene at critical times(such as having a criminal charge dismissed, approving a transfer or supply request, arranging for a patrol or air support to perform a rescue, etc.). This may be simple altruistic patronage, or part of some greater agenda in which the soldier is a pawn. 01-40% the patron is a midlevel officer, 41-60% a local politician or society figure, 61-75% a high-rank local politician, 76-85% a high rank officer, 86-95% a top-tier politician, 96-99% a demigod, -00% a god, goddess, or alien intelligence.

_________________
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"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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Unread postPosted: Thu Dec 06, 2018 10:49 am
  

Wanderer

Joined: Tue Jan 09, 2018 2:14 am
Posts: 65
taalismn wrote:
pad300 wrote:
Ok, stupid question time, given how ridiculously overpowered your "creations" are, relative to everything published (phase world included), what's the point? You can't actually use this stuff in a game, unless you've upgraded every other faction in the game.



Thank you for your feedback...It means you've actually read some of the material(Oh, and by the way, pad300, I was quite impressed by your reasoning about the splintering of ordinary wood versus the properties of steel wood with regards to vampires. I MUST incorporate that into future anti-vampire weaponry).
And it's not a stupid question(I've answered stupid questions in my profession).

Well, writing the stuff keeps me from playing with sharp instruments, chewing on electrical wires, abusing dugongs and doing unspeakable things with my laundry.

And I DO realize a lot, if not most, of it is overpowered and, in the words of 1d4 game critic reviewing Rifts in general, 'each new book makes the last publication's gear look like kitten-launchers'. So, part of my posting is self-conscious spoof, parody, and (gasp!) arm-chair munchkinism, some of which takes blatant advantage of gaping loopholes in Palladium rules.

On the positive side, I've never claimed to be planning on submitting it all to Palladium for publication, or that I'm the greatest RPGer the game has ever known. There are a lot of talented people who regularly write for Palladium and for the Rifter, and I respect quite a few of them for their courage and creativity. There are a few I disagree with, but the majority of them I admire.

For now, and for myself, I find some small joy in writing of impossible product lines, insane products, fantastical worlds, and the harmless pleasures of pushing make-believe armies across imaginary landscapes.


And who knows? Maybe somebody CAN and WILL use some of my stuff. Looking for some ridiculously overpowered and bizarre-concept foe for your PCs to be trout smacked with? Take one of my creations, snap off the parts you don't need, or tack on your own, drop it into your game. You want to blow it up? Fine, crunch all you want, we'll make more.

You want to see more realistic posts? More relevant posts? Things that might practically -work-? Something you could USE in your game? Tell me what you'd like to see, and I can put some effort to that direction(I try to do a number of things) . Who knows, you may inspire me to write something I may be confident enough in to submit it for publication(hey, getting PAID for something I already willingly waste time doing? Wouldn't that just be INSANE?).


OK, fair enough. I really shouldn't post when thoroughly annoyed. You're having fun and keeping out of trouble. I ain't going to tell you it's bad wrong fun.


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Unread postPosted: Thu Dec 06, 2018 9:29 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
pad300 wrote:
OK, fair enough. I really shouldn't post when thoroughly annoyed. You're having fun and keeping out of trouble. I ain't going to tell you it's bad wrong fun.


You were real about it...and I understand. I've had a few occasions where I wanted to point out to somebody something I thought was pushing it or just wanted to tear somebody a new one, because I was annoyed at somebody else.

As for keeping out of trouble? Not so sure about that....I have other ways, though means voluntary or involuntary, of getting up to my neck in it.

Thank you for your candor and understanding.

_________________
-------------
"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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Unread postPosted: Fri Dec 07, 2018 3:11 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
*TWMBW12 Photon-Blade TW Melee Device

“Now you CAN light up a lightblade AND curse the darkness!”

“Look, Remmie, I know you’re a d-bee recruit and all, and you seem awfully fond of your phoblade for some reason, but what’s this ‘Force’ you keep yelling about when you’re using your light? Some sort of religious belief from your homeland?”

“Looks like a flashlight, works like a flashlight, shreds shadow-wraiths like a nuclear plasma torch.”

The Photon-Blade is a arguably a simplified DuoLuminex TW Holographic Hand Device, with an emphasis on more direct effect, compactness, and ease of use. The ‘Phoblade’ resembles a standard-issue flashlight with a few silver rings added around the lense end, but internally it holds both a rechargeable electric power cell and a Greenstar PPE crystal powering/empowering both a regular high intensity flashlight and a TW projection crystal. The focal crystal directs several different spells; a Globe of Daylight spell for area denial, a Lantern Light spell for simple illumination in areas where technological lighting devices cannot operate, a Blinding Flash spell for disorienting opponents, and a Lightblade spell for direct CQB action.
The TWMBW12 has proven incredibly popular since its introduction, especially with security forces and the GNEAS, where the Phoblade is becoming standard issue for units anticipating facing forces of darkness.

Weight: 1.1 lbs
MDC: 25
Range:
(Globe of Daylight ) 120 ft area, up to 30 ft away
(Lantern Light) 10 ft
(Blinding Flash)10 ft radius, up to 60 ft away.
(Light Blade) Blade reaches 3 ft
Damage:
(Globe of Daylight ) Illuminates a 120 ft area with the power of sunlight.
(Lantern Light) Fills immediate area with bright light.
(Blinding Flash) Immediate flash blinds those who fail to save versus magic(robotic, cybernetic, bionic eyes are unaffected); -10 to strike, parry, dodge for 1d4 melees. Can be made particularly bright(-1 to save versus magic) for additional PPE pumped into the spell).
(Light Blade) 1d6x10+8 MD(full HP damage to vampires)
Rate of Fire: ECHH
Payload:
(Globe of Daylight )1 PPE for 30 minutes
(Lantern Light)1 PPE for 6 hours
(Blinding Flash)1 PPE for instant effect, 2 PPE for particularly bright flash.
(Light Blade) 10 PPE for 8 minutes

PPE Capacity:(Light)----100 PPE battery capacity
Recharge Rate: 2 PPE per hour, 10 PPE at a ley line, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)

Special Features:
*Regular Flashlight----Has a regular high-intensity(30,000 candle power)LED flashlight with rechargeable/replaceable battery built into it.

*Sense Evil---The PPE crystal can flash red if supernatural evil entities approach within a 90 ft radius.

*Sense Magic---The PPE crystal can flash yellow if active magic occurs within 120 ft of the device.

Cost: 95,000 credits

Options:
For additional cost, additional spells can be added to the device; most buyers add a ranged lethal spell or two to the mix for variety and versatility.

*Invisible Light-----This spell creates a radiating source of infrared light that can barely be seen with the naked eye, but which shows up brilliantly to those able to see IR-band light. It can be used to flood an area for infrared sensors. Can be radiated directly from the device, or projected to a distance. 3 PPE, 1 hour, 60 ft radius, 80 ft range, 32,000 cr.

*Illuminate The Invisible-----This area of effect spell causes magically/supernaturally invisible beings caught in its light to fluoresce and become visible to the naked eye. Such beings can still try to hide in the shadow of objects/people standing between them and the eldritch light source, if the cover is large enough, but being caught in the light will cause them to glow. 1 PPE, 16 minutes, 60 ft radius, 80 ft range, 22,000 cr.

*Light Target---Paints a target with a persistent glow for easier tracking/targeting. 3 PPE, 12 minutes, 10 ft range, 33,000 cr.

*Starburst---210 ft range, 3d6 MD + temporary blindness; unless eyes are shielded, victims are temporarily blinded(-10 to strike, parry, dodge, and other combat moves) for 1 melee round, + 7 seconds per additional Starburst fired at them in the same melee round. Targets are -2 to dodge. Vampires suffer an additional 1d6 damage and are blinded twice as long. PPE Cost: 6 PPE per shot. Cost: 63,500 credits


*Laser Blast,----3 PPE per blast, 1d6+12 MD, 1,200 ft range, 28,000 cr.

*Lightblade(Air Elemental spell)-------6 PPE, 1d4x10+10 MD per strike(full HP damage to vampires) 10 minute duration, 78,000 cr.

_________________
-------------
"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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Unread postPosted: Mon Dec 10, 2018 9:44 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
(PPE sensors and large-scale ship TW enhancement values are the work of Kitsune)

PS-HCEV03 ‘Katrina’-class Hydrofoil Aircraft Carrier

“Thing looks like they tried to build a flying flat-top with those wings---thing’s almost wider than it is long----and when they couldn’t get enough power to get it airborne, they claimed them was hydrofoils!”

“Mobility is the key; mobility to respond to threats, mobility to escape from threats. The Splugorth no longer have the advantage of speed, now it is our ally as well.”

“In theory, we could operate aircraft as big as the B-14 Diomedes off our decks.....in theory. But I figure if something like that bird needed to land somewhere that bad, our flight deck won’t be the best place to make an emergency landing.”

“You definitely DON’T want to be caught standing on the deck of a Katrina when it hits battlespeed. Besides the chance that your head might get torn off by the slipstream, if you get swept off the deck, you’re going to be hitting wake and water going at a very fast clip, and odds are, unless somebody witnessed you going overboard, by the time anybody realizes you’re missing, the ship is that much farther away and the search area by necessity that much larger.”

“In theory, if the ship is going fast enough, you shouldn’t even need to use the catapults to get the aircraft squadrons airborne...just set their flaps, start their engines, release the deck clamps, and let the planes take wing. In practice, though, it would be suicidal...ever see a racecar lift and flip?.... unless each and every pilot’s a stick acrobat!”

“We bring the storms.”
---Motto, GNESS Agnis, CV-112

Paladin Steel of Greater New England’s Naval Engineering Division, when laying down plans for their expansion into capital-class warships, identified three basic strategies for surviving on Rifts Earth’s oceans. These strategies were semi-/submersible and stealthy, heavily armored and armed, and high speed. The Katrina-class was an attempt to build a capital warship---specifically, an aircraft carrier----on the high mobility concept. Many observers believe the ships were inspired by the Splugorths’ ‘Sea Fin’ cruisers that haunted the New England coast until fairly recently.
The Katrina resembles a third-generation ‘stealth’ aircraft carrier hull on a wide-winged trimaran pontoon frame. The flightdeck has the dual ramps and catapults of late American Empire fleet carriers, but has a more streamlined bridge island.
Air defense is a primary concern for the Katrina class, so the ships are liberally fitted with a powerful antiaircraft and point defense armament configuration. Heavy laser turrets, VLS launch cells, and multiple rapid-fire guns protect the ship and its aircraft complement.
The Katrina-class is noticeably lacking in integral antisubmarine warfare systems, aside from its possible aircraft complement and missile-torpedoes. Its speed and relatively shallow draft are considered its primary defense against submerged enemies.
Katrinas are expensive and complex vessels, and require special care in the operation of their air wings(especially with regards to securing deck-parked aircraft during high speed operations), and so Paladin Steel has produced only a limited number of them, all currently in service to the GNEN. Their wide beam also prevents them from effectively using most ship canals(not that many survive in the post-Rifts period, but they certainly exist offworld/outdimension) and harbor channels, so deployment to multiple oceanic theatres of operation, and sheltering in smaller harbors, can be problematic. Still, the GNEN considers the Katrinas to be among their pride and joy units, capital-class vessels with the advanced technology, performance, and throwweight of firepower to watch, or ideally surpass, those of the Alliance’s more powerful enemies.

Type: PS-HCEV03 Katrina
Class: High Speed Aircraft Carrier
Crew: 2,800+2,480 airwing troops
MDC/Armor by Location:
Main Body 15,000
Bridge 2,000
Multiplexor Tower 800
Outriggers(2) 5,000 each
Propulsor Pods(3) 2,000 each
Flight Deck 6,000
Elevators(4) 500 each
Laser Turrets(12) 300 each
Vertical Missile Launch Systems(4) 500 each
Point Defense Turrets(4) 300 each
TW Projector Turrets(4) 300 each
Height: 110 ft tall fully raised above the water. Effective draught of 32 ft(idling), 5 ft(hydroplaning)
Width: 200 ft wide flight deck, full outrigger beam of 600 ft
Length: 1,000 ft
Weight: 320,000 tons
Cargo: 10,000 tons
Powerplant: Nuclear Fusion w/ 20 year energy life
Supplemental PPE Generators
Speed: (Water) 170 MPH at top speed
Market Cost: 1.2 billion credits
Systems of Note:
Standard Ship Systems, plus:
*Radio/Laser Communications---600 mile range
*Long Range Radar--500 miles
*Sonar---Depth gauge and detection; 500 mile range, but ineffective when the ship is moving at high speed(50 MPH or greater)
*Advanced Fire Control Computer---This advanced fire control system is designed to allow the ‘Katrina’ to make maximum effective use of its weaponry, while retaining its high mobility.
All ranged weapons(except missiles) get a +1 to strike from this system.


*ECM Suite--A Battlefield EW Center provides the ship with greatly enhanced EW decryption abilities, de-scrambling, and secured communications, frequency scanning, and signal locators, as well as limited range jamming and ground-level electronic cloaking.
Decryption Bonuses: +10% to Cryptography Skill
+15% to Radio skill rolls to defeat jamming
Jamming Range: 60 miles
EW Cloaking: -15% to enemy Read Sensory Instruments rolls using surface search radars(NOT optical and thermographic systems)


*Hull Degausser---This system can be used to periodically demagnetize the hull, loosening the grip of magnetic-attachment limpet mines, and reducing the effectiveness of magnetically-triggered ocean mines in detecting the vessel and detonating.

*Closed-environment Life Support System---If necessary, the ‘Katrina’ can seal up, and recycle their air for up to a week.

*Desalination Gear---The carriers, in addition to having their own onboard freshwater supply, have a desalinator for producing fresh water from salt water.

Magic Systems:
The Paladins have invested heavily in TW systems as the first Katrina CVs would see service on Rifts Earth.

*PPE Generators(3)----(‘Sorcerer’)--- 600 PPE battery capacity each(1,800 PPE total); recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus

*ORACLE Mk VI---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.
This system is based on the ORACLE Mk V system, itself based on TW systems studied in the Three Galaxies and first deployed on PS/ASI spacecraft. The Mk VI is expected to replace the ORACLE Mrk II currently fitted to most ships-of-the-line of the VFSN.
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 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 ship 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 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 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 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.

*Multiplexors---The Katrina has a large mystic weather-control tower and protective spell projector array located behind the bridge.
-Impervious to Energy( 160 PPE per activation, duration of 5 minutes per activation)
- Summon Fog--- 60 mile range. 6 mile area, 6 hour duration, 70 PPE. Perfect for sneaking away or sneaking up.
- Summon & Control Storm---10 mile range, 6 hour duration, 150 PPE. Effective for disrupting water traffic, covering a retreat, or trapping enemy vessels(especially sailing vessels).
- Calm Waters---10 mile radius, 10 hour duration, 150 PPE. Often used to ride out storms.
-Water Seal---In addition to compartmentalization, the ships have been fitted with a magic damage control system. PPE Cost: 10 PPE per activation, covers a 16 ft square area, and lasts 8 hours.
-Expel Demons(35)---This is an internal defensive system, incorporated into wards around major areas of the ship, such as the engines, bridge, and sickbay...It CANNOT work outside of the ship. Fear of supernatural beings teleporting aboard ship and taking control has been a great fear of GNE crews, from their naval experience(as one salty put it; “Ain’t nothing worse than being on a ship of the Possessed... nowhere to run, damn few places to hide, and damn little time to do anything else.”), and thus PS has made this system fairly standard on its ships.

Weapons Systems:
1) Laser Turrets(12)---These are Triple Heavy Laser Cannon Turrets identical to those mounted on the PS-ACVFFG-04 Miami ACS frigates. These turrets provide the ship with excellent all-around line-of-sight air defense.
Range:7 miles
Damage: Each cannon can fire at three fire power levels: 1d4x10 MD, 1d6x10 MD, or 2d6x10 MD per blast.
A simultaneous blast from both cannon in one turret, at maximum power, thus does 6d6x10 MD(counts as one attack)
Two Turrets firing on the same target in concert do 1d6x100 MD on a single volley!
Rate of Fire: EGCHH
Bonuses: +2 to Strike
Payload: Effectively Unlimited

2) Vertical Missile Launch Systems(4)---These are versatile multi-cell VLS units, each one consisting of 16 cells, ready to fire.
a) MRMs----6 per cell
Additional missiles can be carried in the cargo hold and reloaded in 10 minutes(1 ton of cargo per 24 missiles).

b) ASROC---(Anti-submarine Rocket)
The Paladin Steel Asroc is the post-Rifts adaptation of the rocket-propelled torpedo commonly used by old U.S. Empire warships. It consists of a short-range torpedo mounted atop a short-range missile booster, and is compatible with most short- and medium-range missile launchers. The chief advantages of the Asroc over conventional depth charge and torpedo launch systems, are response time, standoff range, and the fact that the sudden arrival of the torpedo from above gives the enemy little advance warning.
Range:(Booster) 5 miles(Torpedo) 5 miles
Damage: 2d4x10 MD (HE) or 1d6x10 MD(Plasma)
Bonuses:+3 to strike within 1,000 ft
Payload: 6 per cell

c) Harpoon III Missiles--- Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close with an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Payload:6 per cell

d) Shrike III ‘Brilliant’ antiaircraft missiles---These are the primary air defense missile for long range interceptions.
Range: 75 miles
Damage: 3d4x10 MD to 50 ft blast radius
Bonus: +7 to strike
Payload: 6 per cell

e) ’SeaFlash’ ---Naval SAM version if the ’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 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+15 miles for the SRMs
Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley)
Bonuses:+3 to strike
Payload: 6 per cell

f) SeaFire Missile/Torpedoes
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Payload: 6 per cell
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike

g) Long Range Missiles---Typically ‘Tomahawk’-style cruise missiles. 1 per cell.

3) Point Defense Missile Turrets (4) ---Four short range missile launchers provide terminal range guided munition response to attacking aircraft and missiles.
*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 1,2,3, or 4(all)
Payload: 8 per launcher
Additional missiles can be carried in the cargo hold and reloaded in 10 minutes(1 ton of cargo per 36 missiles).
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)

4) Rapid-Fire Point Defense Cannons(6)---As backup to the laser turrets, the Katrina-class mounts four old-fashioned rapid-fire guns. The mounts are modular, allowing a choice of different systems to be mounted.
a)PS-OTO-CIWS Goalkeeper
Though the PS couldn’t acquire the plans for the Coalition’s C90R CIWS, they did acquire a similar, if less powerful, system from their European contacts; a modernized upgrade of the OTO Melara Goalkeeper CIWS.
Range: 6,000 ft
Damage: 2d4x10 MD per 60 rd burst
Rate of Fire: ECHH manually operated, 6 attacks per melee under computer control.
Payload: 12,000 rds per gun(200 bursts each)
Radar Targeting Bonus: +3 to strike

b)PS-862 AC 30mm Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the TriaxTX-862FC), Can be mounted singly or in two-gun mounts.
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per single gun.
Rate of Fire:ECHH manually operated, 6 attacks per melee under computer control.
Payload: 800 rds, 400 rds per cannon
Radar Targeting Bonus: +3 to strike

c) PS-HSGC-AAM-11N 20mm Six-Barrel Super Vulcan Cannon---A proven system with good range and damage. The naval model has eliminated the earlier problems of seizing up after sustained firing, and the shipboard mounting has curtailed some of the accuracy problems with burst fire.
Range: 7,000 ft
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst(but -1 to strike)
6d6x10 MD for a 40 rd burst(takes THREE attacks and is -2 to strike targets smaller than 20 ft long)
Rate of Fire: ECHH manually operated, 6 attacks per melee under computer control.
` Payload: 4,000 rd drum
Radar Targeting Bonus: +3 to strike

d) 40mm Cannons
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 rounds

5) TW Projector Turrets(4) ---These are technowizardry weapons mounts that can be fitted with their own PPE generators, or can be powered from the central PPE grid aboard ship. Each turret can mount ONE of the following spellcaster types:
a) TW Lightning Cannon---- Launches a vertical blast of mystic lightning.
Range: 9,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 15 PPE per shot
Cost: 1.9 million credits

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

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

6) Countermeasures:(6 arrays)
Paladin Steel has adopted a series of standard countermeasure packages for use aboard their vessels. Notably they have adapted the US Navy Mk 38 Rapid Bloom Off-Board Countermeasures(RBOC-2) launcher system and the Replica radar signature decoy system. The RBOC-2 fires rocket-mortar shells of flares and chaff up to 1.25 miles away, to heights of 3,000 ft(the better to fool missiles coming in over the horizon), and fires clouds of chaff from deck mortars at closer ranges to confuse other guided weapons).
The Replica system resembles a folded-liferaft capsule when in its launcher, but can be fired off up to 300 ft, and rapidly unfolds to become two linked floating radar and sonar reflectors that give the appearance of a much larger object, and hopefully divert enemy fire and attention away from the targeted vessel.
A variant on this system includes attaching active sonar decoys or “Screamers” to attract or confuse acoustic sensors and homing torpedoes.
Range: The RBOC can toss decoy bundles 1.25 miles, and to an altitude of 3,000 ft
Damage: None. The RBOC is too inaccurate to be used as an effective weapon(oh, it could probably blow a person off the deck if they were standing too close, but that goes without saying) Effects are similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
(Flare/Chaff)Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: The capital-ship scale Flare/Chaff launchers have 24 shells each.The Replica launcher will have 4 decoys per launcher.

Auxiliary Craft:
90 aircraft---The Katrinas typically carry a mix of ‘SkyDagger’ XF-UCV-45 Fighter Drones, F9F-8 ‘Sea Cougar’ (TW)s, PS-A-120 Avenger III/Alkonost Naval Attack Aircraft, F-32P Avenger Joint Strike Fighters, and PS-HST/VTOL-08 “Dragonfly” Assault VTOLs. Some vessels are also seeing deployment of PS-F8N SkyTiger Air Supremacy Fighters, while offworld examples may carry aerospace fighters with transatmospheric capability. Typically 10-20% of the aircraft will have an ASW role as well, and 4-6 will be configured for airborne EW.
10 VTOL Transports(Vanstars, Skimmers, or Moths). Several are typically configured as airborne early-warning platforms.
10 Motorlaunches

Variants:
The Katrina-class is too new and comprehensive to have spawned any variants, aside from different configurations in turret-mounted weaponry, but in VR design studies, Paladin Steel engineers have studied using modified Katrina hulls to carry advanced sea-based ASAT weapons, such as long range missiles or energy projectors, and the associated targeting arrays, for engaging targets in low orbit.

_________________
-------------
"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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Unread postPosted: Thu Dec 13, 2018 9:21 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
Paladin Steel PS-LGEVU-02 ‘Spritzer’ Light Utility Air Cushion Vehicle
(aka ‘Spitz’, ‘Huv’, ‘Skitterbucket’, ‘Putter-hover’, 'Zode-rod')

“This is your basic GEV motorboat. It’s fast because these days you GOTTA be fast; you meet a predator on the water, an outboard’s not going to help you much. Bit pricier than a speedboat, but just as fast and you don’t have to worry about hitting a snag and flipping over; the Spitz will just hov right over it. And while this skim’s tough, it’s also cheap enough to lose, if you figure on going through a few fast-boats in your line of work. This thing’s a legacy design and it shows. It’s a trilobite of automotive engineering because it’s a watercraft with some ability to cruise on dry land. It’s not going to compete with the sleek and agile hoversporters and hovertrucks out of Northern Gun and other manufacturers, but then, it’s not meant to. It’s cheap basic transport for people in the wilderness. And honestly? Those cars on jets tend to wallow like bricks when you drive them over any real bodies of water. Spritz will just float right on over, even on half-power.”

The ‘Spritzer’(so named for its tendency to kick up and shed spray) is a low-end, high speed, civilian GEV meant for sale to the commercial and private ownership markets. The LGEVU-02 is a comparatively low-tech, low-cost, and low maintenance vehicle that resembles an inflatable Zodiac-pontoon with a swamp boat mounted atop it, a simple windshield and single driver seat in front, a cargo/passenger area in the middle, and the powerplant and ducted fan propulsion system in the rear. Air spillover from the main fan is ducted to smaller lift jets under the forward body of the craft and into expanding bladders of megadamage fabric, forming a plenum chamber under the craft. Construction is mainly of carbon fiber composites, and the ICE engines made of high-temp ceramic.
Though not as fast or agile as hovercycles, the Spritzer is less expensive, easier to maintain, and arguably more versatile when it comes to everyday chores such as commutting and carrying cargo. The Spritzer is also tough(though it’s not recommended as a combat craft) and reliable, and its various components have been so thoroughly field-tested that there are few things that can go wrong with the design. Though not one of Paladin Steel’s better-known products, PS sells a LOT of Spritzers, so many that most people are unaware that it IS a PS product and not a Black Market innovation(though the Black Market has been quick to produce knockoff versions).

Type: PS-LGEVU-02 ‘Spritzer’
Class: Light Utility Air Cushion Vehicle
Crew: 1, plus 1-3 passengers
MDC/Armor by Location:
Main Body 65
Windshield 15
Ducted Fan 30
Height: 3 ft main hull, 6 ft at the ducted fan
Width: 4 ft
Length: 9 ft
Weight: 2,800 lbs
Cargo: 800 lbs
Powerplant: Liquid Fuel(200 mile range) or Electric Fuel Cell(280 mile range).
Speed:(Land)70 MPH.
(Water) 80 MPH.
Market Cost: 20,000 credits for Liquid Fuel, 23,000 credits for Electric Fuel Cell
Systems of Note:
*Headlight
*Basic Dashboard Readouts
*Solid Foam Float Cells---Even if the Spritzer loses power and plenum pressure, the frame is backed with multiple foamed-composite blocks that provide flotation.
Weapons Systems: None standard

Options:
*Engine Upgrade----A more powerful engine and more efficient power train can be added, improving overall speed, but at greater expense;
Speed: Can improve top speed by up to 50%
Cost: 5,000 credits per 10% of improvement over base.

*Weather Canopy---A windshield and fabric-and-frame top can be added, affording the driver and any passengers some protection from the elements. (25 MDC) Cost: 4,000 credits

*Light Pintle----The JW can be fitted with a light manually-operated weapon on a roller-bar pintle, typically a light machine gun(up to .50 caliber), rail gun, grenade launcher, or energy weapon.
Cost: 500 credits for basic pintle, weapon is extra

*Fish-Finder/Mini-Sonar---4,000 ft range. Cost: 7,000 credits

*’Pepper Sprayer’---A high pressure fan and vapor dispersal system, perfect for delivering anti-riot CS (tearing) agents, smoke screens, or pesticides. The rear fan can be used as part of this system, with the chemical agents being fed into the air stream.
Range: 100 ft(typically covers a 25 area per 5 second burst)
Damage: Varies by chemical agent used
Rate of Fire: ECHH
Payload: 50 gallon tank; good for 40 melees(10 minutes) of continious operation. A 200 gallon tank(20 MDC and reduce top speed by 25%) can be hitched up to add additional payload.
Cost: 9,000 credits, tanker trailer costs an additional 9,000 credits

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

--------Rudyard Kipling
------------


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Unread postPosted: Sat Dec 15, 2018 8:26 am
  

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Joined: Mon Sep 19, 2005 10:24 pm
Posts: 1119
Location: Praxus
Comment: Arrrrgggghhhh!
HEY BUDDY!

Heres something if you need inspiration for your next vehicle:


https://imgur.com/gallery/uxxeYFW

_________________
http://incompetech.com/graphpaper/
Create and print dozens of different graph papers.


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Unread postPosted: Sat Dec 15, 2018 9:36 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
Shorty Lickens wrote:
HEY BUDDY!

Heres something if you need inspiration for your next vehicle:


https://imgur.com/gallery/uxxeYFW


Thanks.
I'm NEVER going to clear my WIPbox, am I?

Though that's probably a good thing.

Okay, that thing is just plain creepy....

_________________
-------------
"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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Unread postPosted: Thu Dec 27, 2018 11:09 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
Gentiswan (Military Reservation)(Out-Dimension)

“Gentiswan looks like a real simple and easy place to make a living, if you like having your guts plated in platinum and arsenic every time you take a drink. The name Gentiswan itself, it’s Haranasya Vadyra for ‘Tainted Orchard-Garden’; that pretty much says it all about the planet. Lovely to look at, but don’t eat the grapes.”

“The battle? It was an Ontos-rush. Several dozen of those little missile tanks rushing about, launching missile salvos at every opportunity. Then the Winsors and the Zephyrs started opening up! I haven’t seen so much flak in the air at one time since the raid on Blackstar! Armored as they were, those enemy clankers just didn’t stand a chance! They just got sandblasted where they stood. Then the Brunos started dropping shells on them! Sheer weight of ordnance carried the day.”

Gentiswan is a small borderline-habitable planet that the GNE/USA has access to. Gentiswan might look like a beautiful lush prospect for a colony world, except that, while its air is breathable, its vegetation and water are saturated with toxic heavy metals, making any colonization effort heavily dependent on high-tech purification and filtration. Thus, most habitation on Gentiswan is based around metal and mineral harvesting, and several reservations used by Alliance JAAF(Joint Alliance Armed Forces) for training. There, forces from various allied worlds and services can gain offworld experience in military exercises on various free-fire ranges and simulation grounds, while also exercising commonsense environmental protection protocols. The projectile firing ranges are especially popular; it’s joked that with the local ecology so laden with heavy metals, the addition of the various lead and chromium bullets and shells used in practice doesn’t pose a pollution hazard and in fact fertilize the grounds.
Gentiswan is most notable for the Simeton IV Massacre, when the Travesdeen Empire, a high-tech human polity with extradimensional travel capabilities, launched an incursion-invasion on what they thought was a small pastoral low-tech city-state. Unfortunately for them, the Travesdeen failed to do proper advance reconnaissance; Simeton IV was actually a potemkin village set up for Joint Alliance Armed Forces and D-Scout Forces training. Within minutes of the few cadets using the facility and its replicant/holographic ‘natives’ realizing that the new attackers were NOT a particularly realistic live-fire exercise for their benefit, two brigades of Alliance military, a company of CTRL mechanized infantry, and seven companies of Ser-Chiain free mercenaries, hurriedly re-equiped with live ammunition and unlocked energy weapons, converged on the Travesdeen beachhead and caught them in a hellacious crossfire. Though initially the forces that responded were light vehicles, the fact that many of them were anti-armor units meant that the Travesdeen spearhead combat robots were facing several THOUSAND incoming mini-missiles, homing mortar rounds, and massdriver shells within a space of several minutes. With no need to preserve the village, the encircling forces turned off the cover of the ‘locals’ and had free reign annihilating the invaders.
When the dust cleared, the REAL horror of the Simeton IV Massacre was revealed. The Alliance forces, mainly made up of veteran nationalist forces and specforce mercenaries, discovered that the Travesdeen invasion force consisted of teenage conscript cannonfodder dragooned into service from the Empire’s recent conquests in other universes. The majority of the inexperienced, fear-motivated Travesdeen troops were cut down where they stood or cowered by the unexpected retaliatory onslaught. A handful who managed to escape the deadly pop-up hellstorm took refuge in the surrounding wilderness, but many succumbed to toxic shock from drinking the local ‘fresh’ water before being rescued by Alliance patrols.
While most of the native Travesdeen officers herding the conscripts managed to escape back to their jump-off point, enough were captured that interrogators were able to learn disturbing details of the slave-raiding Travesdeens and their policies towards their conquered territories.
Gentiswan’s future seems tied to their neighbors in ‘nearby’ Auspen-verse, which also suffered a (more violently successful) invasion by the Travesdeen Empire. Detached military units of the USAJC/JAAF were quickly rallied to come to the Auspenites’ rescue, but the aftermath of the liberation has left Auspen effectively as a protectorate of the Alliance. As the Travesdeen Empire seems to be exploiting common local weaknesses in the dimensional fabric linking their home space/time with that of Gentiswan and Auspen, the concern is that the Travesdeen may send future scout or expeditionary forces again into the two universes/worlds. The military presence on Gentiswan may represent part of a new front line against this new enemy.

Solar System(Cascoy 3415)
Number of Stars: 2
Types of Stars: *Casoyw-A: Yellow Dwarf
*Casoyw-B: Yellow Dwarf
Number of Planets: 7
-Terrestrial---(Gentiswan) Lifeworld
- Gas Giant---(Cascon II)---Jovian-sized gas giant. A particularly intense radiation field makes approaching the planet dangerous, even with modern shielding.
- Gas Giant----(Cascon III) Huge gas giant notable for a thick ring of asteroid debris around it. Mineralogists are taking a second look at the ring material as a possible source of the Tiggeranium deposits on Gentiswan.
- Gas Giant(Cascon IV, aka ‘Gascan’)---Small gas giant that supports an automated orbital gas mining operation serving both Gentiswan and Cascon V.
-Terrestrial(Cascon V)----Mars-sized, ice-covered, Cascon V is the local space-nexus for dimensional travel, and acts as the secondary staging point for travel to and from the system. Besides several small automated planetside stations, the planet supports a Plymouth-class Multipurpose Space Platform/Habitat that serves as a refueling post(using gases shuttled by sailbarge from Cascon IV) and security monitor.
-Terrestrial--- Twice the size of Earth, Cascon VI is a methane-atmosphered rock covered with ice. The planet is currently being explored by remote probes.
-Asteroid---Ceres-sized planetisimal.

Planet(Gentiswan)
Type: Terrestrial
Diameter: Small
Gravity: Average--- 1.09 g
Temperature: Temperate
Unusual/Special Features:
-Dimensional Slip-Space---Although Gentiswan has only a weak ambient PPE field, it does have weak/permeable local dimensional fabric interface, making it fairly easy to establish deliberate dimensional shift-rifts to and from the planet(though naturally-occuring rifts seem impossible/improbable). This makes reaching the military reservations and supplying the settlements a fairly easy and regular matter. Some dimensional scouting missions have been launched from Gentiswan(in fact, it was a scout team from Gentiswan that was hoping to trade for foodstuffs from a ‘neighboring’ dimension/world that discovered Auspen), and the GNE’s Outstep Command has considered the possibility of establishing a small field base on the planet to exploit this ‘slip-field’.

Atmosphere: Breathable, although some regions of the planet(especially the dry lands) have significant amounts of toxic dust suspended in the air column. Dust masks are recommended for those with sensitive respiratory systems.

Terrain: Unusual Mineralogy----Though largely regarded as a colonial dead zone, recent discoveries of previously unknown minerals under Gentiswan’s crust continue to intrigue mineralogists.

Notable Mineral Concentrations:
- Amethyst
- Aluminum
- Scheelite
- Chromium
- Nickle
- Platinum
- Fluorite
- Arsenic

-Tiggeranium---Newly discovered mineral that was discovered around ancient impact zones, and believed to date back to an ancient period of meteor bombardment.
a. Naturally Occurrent Form: Oxide
b.Where Found In meteor falls/impact zones
c.Color(Natural State) Black
d.Chemical Reactions: Base/ Alkaline
e.Degree of Reaction *Violent
f.Density *Heavy----Heavy, like lead
g.Malleability *Crumbly---The material cannot be worked at all, but breaks up easily into grit and powder when worked mechanically
h.Toxicity(Natural State) *Toxic---Care should be taken in the handling of this material
i.Potential Value/Special Properties: *Luminescent----Tiggeranium absorbs sunlight and and then releases the energy in the form of a lambent glow bright enough to read by. There is some thought of using it as an active ingredient in luminescent paints and coatings, but the toxicity factor has raised some concerns of its safety in commercial products.


-Gentisite---Newly discovered mineral found around the foundations of the military target ranges and wreckage. Possibly a result of a reaction in the soil with concentrations of refined metals.
a. Naturally Occurrent Form: Liquid---The substance is found in a liquid form(like mercury), locked in denser material
b.Where Found Adjacent to rusting/deteriorating artificial structures(especially metal)
c.Color(Natural State) Speckled/stripped(roll 1d4 times for colors) Black Reddish/Ruddy
d.Chemical Reactions: Inert---Reacts with nothing in its natural state
e.Degree of Reaction*Slow---The substance reacts slowly...May take months, if not years or centuries of exposure to show any sort of chemical change
f.Density*Super Dense----The material is very dense and heavy.
g.Malleability *Soft---The substance has a clay-like texture when alloyed with powdered copper.
h.Toxicity(Natural State) *Non-Toxic----The mineral can be handled safely
i.Potential Value/Special Properties:
Magnetic---The mineral is naturally magnetic(or can be quickly magnetized), and was found migrating towards concentrations of metal. There is hope that gentisite can be used in superconductors . There’s also some talk of creating quick-apply ‘magnetic paste’ from gentisite.

Hydrosphere:
Balanced----Gentiswan is 60% covered with open water, and has multiple smaller bodies of water spread across its major land masses. However, the water is heavily contaminated with dissolved heavy metals, especially arsenic, chromium, and fluorite.
Biosphere: Lush, with an abundance of locally-evolved species, but virtually all of them are saturated in heavy metal toxins, making them poorly compatible as food sources(except to each other). Gentiswan’s environment is not IMMEDIATELY lethal to visitors, but eating the local flora and fauna quickly leads to digestive problems(poisoning) and drinking more than twelve gallons of the local water is enough to necessitate a roll versus non-lethal poisoning. Prolonged consumption of local resources leads to cumulative and toxic levels of heavy metals, and ultimately death.
Civilization:
Colonial/Military
Population:’
50,000, but the majority(75%) of residents tend to be transitory mine workers or military personnel. The remainder are diehard colonials(many of the Aaronite faith) who eke out a living in domed communities(aka ‘filtervilles’) living off agrodome produce(and gene-tweaking or bio-auging for poison resistance to popular for dedicated colonists). PS/ASI maintains a contingent of geologists and mineralogists to investigate recent finds of new minerals, with an eye towards future expansion of mining operations if any of the discoveries prove commercially valuable and viable.
There’s also a small camp of Travesdeen POWs(about 300) who have been tucked away on one of the isolated islands well away from the Simeton IV military reservation and the colonial enclaves. A small garrison of USAJC watches over them while military intelligence questions the prisoners about the Travesdeen Empire.
Technology:
Galactic. The colonists are dependent on filtration and detoxification processing equipment to make their water and agricultural soil usable. The USAJC militaries employ a number of advanced technologies.
Economy:
Mining and Military Training. The Gentiswan colonies are effectively dependent on government work contracts to stay above subsistance-level. The Gentiswan military reservations are the largest single employers, employing a colony of contract caretakers to help maintain the facilities.
Wealth:
Effectively Depressed; the mining operations make enough to help maintain the colonists and serve their needs, but not much more. The local colonial government hopes that any new mineral discoveries prove valuable enough to attract more attention to Gentiswan.
Government:
Corporate Appointee Governor oversees the colony. A civilian colonial council brings matters of importance to the civilian colonists to the attention of the governor, who also acts as the corporate liaison. The military reservations are under the command of a USAJC administrative commandant. The recent invasion temporarily brought the entire colony under martial law as a crisis situation, but as the incursion was quickly beaten down, civilian control was quickly restored before any strain could manifest.
Law Level:
Lawful----There is some rowdiness from off-duty miners and soldiers, but as recreational venues on Gentiswan are limited(Paladin Steel maintains several domes with contract entertainment workers for recreation, that are open to corporate employees, soldiers and colonists alike), trouble can be controlled between corporate security and the military police. Infractions against the civilian colonists are punished harshly under the appropriate corporate or military legal codes, though sometimes the company cops and the non-GNE military JAGs butt heads over respective authority. The civilian colonists don’t often mix with either the transitory miners or the military, aside from the locally-recruited contract workers or the occasional miners or soldiers who wander ‘off-reservation’ and find the colonial watering holes or entertainment venues).
Popularity:
As a colony, Gentiswan is regarded by the GNE as something of a bust, and several times in its early years, abandonment of the effort was put on the table and considered. Still, because the air is breathable, the temperature tolerable, and the gravity comfortable, plus the utility of the local Dimensional Slip-Space, the GNE colonial development board is reluctant to give up the world just yet. The recent incident with the Travesdeen Empire has unsettled some in authority and the local colonists who fear that the government may decide to pull out, especially if the Travesdeen return, but the GNEAS and USA Joint Command has decided to stay, especially in case the ‘neighboring’ universe Auspenites, who were also invaded by the Travesdeen, and liberated by detached forces from Gentiswan, elect to deny the USAJC basing privileges on their world. The discovery of new, potentially valuable, minerals on Gentiswan has kept Paladin Steel in the game, and the corporation is taking a wait and see stance to see what develops before making any decision on pulling out.

Stability:
Solid---Despite some trepidation about Gentiswan’s commercial viability as a colony and recently about its security, all parties concerned seem dedicated to making the settlements work. The civil government was impressed with the way the USAJC handled the Travesdeen invaders, the military has given kudos to the colonists for their continued support and calm under pressure, and the corporation is grateful they haven’t had to write off their investments.


Auspen(Protectorate)

Corporal Karel adjusted the sling on his laser rifle as his patrol group started out for their perimeter sweep.
Auspen was still considered a ‘live’ war zone; milintel had no idea yet of whether the Travesdeens who’d invaded the place might send a follow-up force to check on their missing beachhead. The Alliance had quickly thrown up a patrol cordon around the site of the landing that had started the whole thing, then poured resources into establishing firebases with overlapping fields of fire that could hit another lander like the first in a crossfire of artillery before the Travesdeens could deploy their troops and mechanized units. The mechniks still dismantling the first Travesdeen ship were still trying to figure out their literally screwy cross-dimensional drive, so the patrol and firebase scheme was the best answer for now they could come up with to counter a repeat visit.
He formed up with his fellow footsloggers on the three Bruno hovertanks that would be the core heavies of their patrol. Jumprods clicked in his leg greaves as the small a-g units took up a portion of his weight, and he began getting into the easy stride that would become ground-devouring leaps as soon as they cleared the reconstruction zone that was the local community. He took in the local architecture; it would have looked nice, but for the obvious signs of heavy fighting. Teams of troopers and locals worked on clearing away wreckage; dark blood stains still showed in the town square, despite efforts to clean them away. Karel noticed that the local work teams were scant and made up mainly of older men, and that their clothing was ragged, as opposed to what should have been a crowd of brightly clad residents of all ages in this same common place a week ago; the invasion, Karel recalled, had been particularly hard on those the Travesdeen saw as their prizes of conquest.
The patrol had to pause as several work vehicles passed, carrying debris from a local building, damaged in the invasion and demolished by the combat engineers as unsafe. A few of the locals looked up from their labor to stare at the fully-armored patrol heading out. A few even waved. Karel though the gestures looked uneasy and nervous; understandable given that a week ago the people here had had their peaceful lives shattered by extreme violence.
They’d been about as lucky as they could get, short of not being invaded in the first place. The Alliance had been able to get a surprisingly well-coordinated throw-togther combat group into the fray astonishingly quickly. They’d had medical care, including the services of several of the new resurrection machines, on site within an hour of the liberation. Fast enough that a good percentage of those locals massacred in the initial invasion could be revived. With luck and no small amount of counseling, the trauma of being murdered would fade for most of them, especially the children.
Looking at the locals he also remembered; Not all of the dead could be revived.
Even though nobody was overtly saying it, those who had permanently lost loved ones would look with envy on those who had had their dead returned to them alive. Envy, and festering resentment of the strangers who had not arrived in time to spare them the atrocities enacted upon them by the Travesdeens.
The Auspens would be scarred, that was certain. No amount of helpful hand-holding and humanitarian aide would change the fact that their peaceful world had been shattered. These people had effectively been invaded twice by outsiders with higher, more martially-oriented technologies than their own. One had engaged in quick and brutal slaughter and rapine, the other was settling in for a longer stay and threatened a more subtle change in their daily lives. Karel knew he was watching the death of an old peaceful society and the painful birth of a new and uncertain one.
Best he and his fellow troopers could do was make sure the natives had the peace to heal, and come to terms with their new reality, without it being under a lash. Karel checked his helmet HUD as the patrol cleared the edge of town and began to pick up the pace; he wanted to know every fold in the terrain if he ever got in a fight defending it. If the neobarbarians ever came back, they’d be in for another nasty surprise....


Auspen is one of two worlds in the GNE/United Systems Alliance that has been invaded by the transdimensional human Travesdeen Empire. Unlike the other world, Gentiswan, Auspen is inhabited by an advanced, but agrarian and peaceful, human society(possibly of Atlantean origin) that fell easy prey to the Travesdeen slavers who dimensionally rifted into their presence . However, Auspen was in the process of being contacted by another extradimensional nation, the GNE, which was interested in peaceful trade, and whose scouts witnessed the unprovoked attack on the Auspenite community. Fortunately, the next adjacent dimension was, in fact, the Gentiswan military reservations, which were already on alert following the botched Travesdeen incursion on that world. In a matter of an hour, a heavily armed USAJC expeditionary force drawn from the reinforced presence there was thrown together and deployed through the dimensional portal and interdicted the Travesdeens as they were busy pillaging and enslaving the Auspenites.
Today Auspen is a protectorate of the United Systems Alliance, with several companies of GNE troops and a regiment of Naidians on site protecting the Auspenites. Auspen would make an attractive colony site, as the climate is very hospitable and much of the planet remains undeveloped and unclaimed by the Auspenites, but the possible threat of the Travesdeen(and any unknown qualities they may yet possess) and a desire not to offend the already once-invaded Auspenites has kept the Alliance from broaching the subject of land acquisition and settlement. Likewise, negotiations for exploring and exploiting the rest of the Vheton star system have been put on hold, pending the settling of the Travesdeen problem.

Solar System
Number of Stars: 1 (Vheton)
Types of Stars: Yellow Dwarf
Number of Planets: 17---Vheton is host to a veritable swarm of small planets. However, the Auspenites have not deigned to explore them, aside from making astronomical and astrological observations of them. The United Systems Alliance, in an effort to find any other possible Travesdeen presence or avenue of attack on Auspen, has recently lofted a scoutship and sensor packages into space to do a quick scan of the star system. They’ve managed to produce a more accurate map of the Vheton solar neighborhood.

- Gas Giant(Small)----Tdyen, ‘the Angel’---a rapidly deteriorating planet, being dramatically stripped of its gas covering by Vheton. It appears as a comet-like object in Auspen’s skies.
- Gas Giant(Small)---Gya, ‘the Messenger of Twilight’, often seen in Auspen’s dusk hours.
- Gas Giant(Small)---Va, ‘the Messenger of Dawn’, often seen in Auspen’s morning hours.
-Asteroid----Ganymede-sized planetisimal, and possible ex-moon of one of the two inner gas giants.
-Terrestrial(Life world---Auspen)
-Asteroid---(Keppon)---Phobos-sized rocky body, believed to be the remains of a played-out comet. It is named for a shiny fish-spirit of Auspenite fairy tales, due to its high albedo.
-Asteroid---(Davar)----Io-sized minor planetoid, named for the discoverer’s own daughter.
- Gas Giant----(Gentian)---In Auspenite folklore, Gentian is anthropomorphized as a kindly old giant.
- Gas Giant---( Verlane)---In Auspenite folklore, Verlane is Gentian’s wife. The barely visible moons of Verlane are part of her bevy of children.
- Gas Giant--- (Tavia)----The last of the worlds visible with the naked eye from Auspen, Tavia is known in the local forklore as ‘The Shy Maiden’, as its orbital progression seems to follow that of Gentian. Popular folk tales make of Tavia a shy daughter of great Gentian, following in Gentian’s trail, but never quite catching up to him.
- Gas Giant---(Adesh)---Massive gas giant that was discovered by the native Auspenites with telescopes. It is named for a large hound-animal of Auspenite lore.
- Gas Giant---(Palem)---Discovered at about the same time as Adesh when the same Auspenite astronomers began scanning the sky. Palem is notable for its large rings(Palem is the name of a winged spirit in Auspenite folklore).
-Terrestrial---(Mershy)---Methane-veiled Mershy was detected by Auspenite telescope-gazers and named for a faerie princess of their folk tales. .
-Gas Giant---(Comash)---Small gas giant and the last of the planets actually seen by Auspenite astronomers. It’s named for a mythical sprite in Auspenite lore.
-Asteroid----(Vhe 15)A planetismal discovered only by the USA’s tentative astronomical scans of the system.
-Asteroid----(Vhe 16)A planetismal discovered only by the USA’s tentative astronomical scans of the system.
-Gas Giant----(Caltem)----Caltem was guessed at by Auspenite astronomy-astrologers, but never actually seen by their limited-power telescopes. The United Systems Alliance later confirmed the existence of Caltem


Planet
Type: Terrestrial
Diameter: Large(24,000 km)
Gravity: 0.915 g
Temperature: Temperate
Unusual/Special Features:
-Unusual Axial Tilt----Auspen has an unusual axial ‘wobble’ that means that on average every part of the surface receives the same amount of sunlight over the year. This translates into a generally uniform climate, and rapid coastline changes as the poles constantly melt and refreeze.
Atmosphere: Normal, breathable.
Terrain: Auspen’s terrain is typified by large fertile valleys, broad high plateau lands, and several sizable oceans. Human settlement has been established along the highlands and canyons of a large river system. The coastlines are given to dramatic seasonal changes, so settlement of the ocean coasts has been slow.
Notable Mineral Concentrations:
- Molybdenite
- Copper
- Pitch Blend
- Tin
- Borax
- Samarskite
- Nickle
- Gypsum
Hydrosphere: Balanced; roughly 45% of Auspen’s surface is covered by open water.
Biosphere: Verdant; the valleys are well-foliaged, and the plateaus support lush grasslands. Animal life is a mix of small sauroid and mammal species, none of which pose a threat to the Auspenites.
Civilization:
The Auspenites are obviously immigrants from another planet/dimension, as they did not evolve locally. They occupy a limited number of settlements on the planet, though their history stretches back over a thousand years; the Auspenites’ philosophy of coexistence with their environment and a pastoral utopian society has limited expansion and population growth.
Population:
Small; there are perhaps some 600,000 Auspenites distributed among a number of riverine communities across the entire planet. The largest community of some 100,000 suffered badly at the hands of the Travesdeen, killing nearly 40% of the population.
Technology:
The Auspenites live at an agrarian level of technology equivalent to 20th century Earth, though they have a few more advanced pieces of technology such as advanced batteries, solar power, and medical devices. A few relics of even greater technology hint at a past history of greater achievement, but much of it has been forgotten, and only a handful of elder priests can even identify the relics as technology(and not decorative statuary). The Auspenites do have a knowledge of physics, however, and know about nuclear power, but are afraid of what others might do with the rich pitch blend deposits found elsewhere on the planet.
Economy:
Agrarian---The Auspenites have a peaceful agrarian economy. It was hoped, in fact, that the USA could arrange a trade of metals for foodstuffs with the Alliance colony in dimensionally-adjacent Gentiswan. Currently, though, local agriculture has been thrown into disorder by the invasion, and the Alliance is currently shipping in food TO the Auspenites.
Wealth:
Prior to the Travesdeen invasion, the Auspenites could be considered happily Prosperous. Sadly, post-invasion, they are now effectively Poor. The largest community of Auspenites has been shattered, and the ripples are still being felt throughout the planetary Auspenite civilization. Many of the surviving craftsmen and talents have fled to the smaller and more remote communities, depriving the center of their society of their skills in reconstruction and putting a strain on the resources of the smaller townships. Currently, Auspenite recovery efforts are dependent on Alliance assistance.
Government:
The Auspenites appear to have gone to lengths to bury much of their past, and their lore and popular history seems to consist largely of cautionary tales; GNE/USA sociologists believe that the modern Auspenite society may be descendants of refugees who fled some catastrophe or civil war to find refuge on peaceful Auspen.
Law Level:
Moderate---The Auspenites had a very advanced and civilized legal system in place for generations, but the Travesdeen invasion killed off most of the elders and officials in the government. Amidst the devastation, many surviving Auspenites have abandoned their moral code; theft of weaponry from either the captured and impounded Travesdeen hardware or Alliance troops is on the rise, and vigilante actions of vengeance against Travesdeen POWs is in the rise(the Alliance is contemplating transferring them to POW camps on Gentiswan).
Popularity:
Ambivalent---The Auspenites are a traumatized basket case; brutalized by the Travesdeen, rescued and arguably occupied by the just as warlike United Systems Alliance, their peace of mind shattered by invasion and liberation in short order. Some of the more (newly) paranoid have begun wondering if it was a coincidence that two technologically advanced and militant cultures discovered their insular and peaceful society at exactly the same time. Others want to move away from their devastated city and take up refuge in a more secluded corner of their planet, far from any dimensional weak points or likely targets of invaders. Some of the younger generation of Auspenites who recovered from their ordeal at the hands of Travesdeen slavers have welcomed the assistance of the Alliance, but also want a more proactive stance against the invaders, and have pledged themselves to exacting a deadly vengeance on the Travesdeen. As a number of Auspenites already disappeared as slaves into the Travesdeen dimensional transports, there is also a rising and increasingly vocal local faction demanding the Alliance do something more to recover the kidnapped citizens.
Stability:
Unstable----Between embittered Auspenites demanding vengeance and cowed Auspenites seeking security, and the threat of possible Travesdeen return/retaliation, the Alliance military force on Auspen is in the uneasy role of protectors and peacekeepers.

_________________
-------------
"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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Unread postPosted: Sun Dec 30, 2018 9:10 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
(Uses Kitsune's TW Starship systems)

Paladin Steel/Aegis Stellar Industries ‘Providence’-class Multi-Purpose Heavy Cruiser

“If we can’t beat them in space, we’ll take the fight to the mats, and bludgeon them on the ground!”

“Excuse me, but where the hell are we going to find all the troops for these things?...I mean, they hold a full division of troops, we have at least three ships budgeted for, and we barely have two marine and stelmarine divisions!”
“That’s easy.....They’ll only be carrying a regiment or two, and the rest will robots and RAT units, and all the technical, engineering, and support staff to set up a complete base, like on Mars or Titan!”
“When are we planning on invading Titan?”


“Original plan was to have the Provis carry three divisions...an entire army corps...but somebody pointed out that if we lost a single ship, we also lost an ENTIRE corps’ worth of combat troops in the process. Command rethought the whole carriage plan and decided to go with more ships to increase the chance of successful mission landings. The extra space could be taken up wth supplies or training spaces, because even wth FTL, troops need to practice, and as for supplies? You can NEVER have too much supplies.”

“I can see why the Navy doesn’t like having to carry you Regular Army pukes; you get seasick on the water, airsick in the air, zero-gravity sick in space, and you’re dumber than Marines.”
“You better get used to taking your liberty on space stations, then, because all the really GOOD stuff’s planetside.”

The Providence-class Heavy Cruiser is one of Paladin Steel/Aegis Stellar Industries’ longest-suffering programs, having soaked in Development Hell for decades after a convoluted design proposal and concept study process that almost got the project canceled several times.
The Providence-class Heavy Cruiser was laid down to address a problem that had long been festering in the Paladin Steel/Aegis Stellar Industries lineup and military policies even before PS and Greater New England got established in the Three Galaxies. The Providence class may very well been the most ambitious shipbuilding project since the original space colony plans, though the specifications were actually laid out even before Paladin Steel established its Aegis Stellar Industries shipyards in the Three Galaxies. These gargantuan ships were to be the largest Earthborne Paladin Steel vessels to be able to traverse the Interface and make a planetary landing. This design was formulated in part due to Paladin Steel’s fears that with the Grand Banks Treaties breaking down, renewed Splugorth aggression against the Eastern Seaboard of North America was again likely....thus, Greater New England and its allies took the initiative of building up their orbital forces(hopefully far from the prying eyes of the Splugorth and their minions) and manpower reserves in anticipation of having to reinforce their planetside territories from space, or launch ‘eleventh hour’ strategic strikes from orbit.
When Paladin Steel, through its proxy Aegis Stellar Industries, began sampling the commonly available technologies of the Three Galaxies, it was hoped that their initial foothold in the Ambercirn system, and the data on advanced starship systems they acquired, would allow them to make short work of the design stage, and realize their ‘spaceborne cavalry’ concept in short order. However, PS/ASI was soon distracted by other projects, especially rush orders for commercial designs that the company desperately needed both for its own mercantile use and for sale to financially secure itself in the Three Galaxies.
By the time PS/ASI got back around to working on the Providence class concept, the concept of a basic transatmospheric/transdimensional ‘big dropper’ had been bypassed by changing strategic needs, which still lagged behind actual capabilities to realize. Although ASI had already for some time been producing military spacecraft, the bulk of the craft were either bulk cargo transports or escort vessels, meant to protect PS/ASI’s colonial outposts and cargo convoys from other spaceborne attacks. Force projection was neglected, despite the fact that the GNE’s raised ground forces were probably among its strongest assets. Aside from the ‘Ranger’-class task-cruiser and a number of modified cargo transports, the GNE/ASI paramilitary lacked dedicated troop transports properly outfitted for the role of moving large numbers of the troops across the galaxy and deploying them quickly to the field. Asteroid-cruisers were too large and cumbersome for tactical deployments, and the Ranger-class too small for extended large-scale ground campaigns. A new vessel was needed, and PS/ASI turned to a number of concepts for multi-role cruisers under consideration to fill the need, ultimately settling on alterations to the Providence-class design.

The Providence was to be the next step up from the massive Webbe Hayes-class transport ships, and would take shipbuilding to a scale previously unmatched. With ASI’s established connections with WZTechyards, PS engineers took every opportunity they could get to look at such warships as the CCW Warshield, Explorer, Dark Thought carrier, and Germiyor carriers to gain insight into large ship design. The influence of those massive starships shows in the Providence class, as does also Paladin Steel’s infatuation with modular design, pioneered with their ‘erector set’ second-generation space-built designs and further refined with the LaFayette-class cruisers.
The Providence was originally intended as a trans-atmospheric aerodyne assault carrier able to breach the interdimensional ‘ceiling’ over Earth, ideally returning to Earth from space to deliver the GNE’s strategic military reserves from their orbital garrisons. However, anticipating the need to produce a more diverse array of heavy craft, Paladin Steel redesigned the original transport into a multipurpose frame that could be outfitted to a variety of roles with a minimum of redesign and retooling. In external aspect the Providence is an enormous arrow-head-shaped, blunt-nosed, armored wedge, with a long trailing tail ‘stem’ or ‘spinal’ component flanked by four giant fusion plasma engines, and two smaller auxiliary propulsion/power module blocks. The streamlined design is unusual for an Earth ship of this size, but was necessitated by the original design requirements for a vessel capable of making atmospheric reentry and landing runs, with a minimal diversion of power from shields and weaponry to streamlining aero-forcefields and compensatory anti-grav. The streamlined arrowhead and the original ground attack and point defense armament arrays, though, were not exactly optimal for the other roles anticipated and needed for the GNE’s forecasted capital line of battle. Thus, the design of the ship was revised; the lower levels and central decks of the Providence are actually a modular core ‘barge’, that can be swapped out during production and assembly(or, with considerable effort, post-production in a fully equipped deep space dockyard), and replaced with other modular sections optimized for different roles(though, once the ship is completed, the ‘barge’ is rarely ever replaced with another type). This modular design feature also extends to the tail, bridge module(already jettisonable as a life boat), lateral weapons galleries, and nose, allowing for rapid refit and upgrades. The modular design of the central hull ‘barge’ also allowed it to be quickly modified by the production yards for other purposes, appropriately outfitted; orbital freighter, modular cargo pod, habitation module, and large satellite platform.....thus, the shipyards, in the process of producing large ‘spares’ for the GNE Space Force, could also help defray production costs by selling ‘surplus’ modules to civilian concerns among the Orbitals. The modular ‘barge’ also has the advantage of having auxiliary shielding, power, and life support, further insuring the survival of passengers/troops in event of the crippling of the rest of the vessel; the module even retains limited zero-gee propulsion and can move free of the rest of the ship in an emergency(though some engineers have doubts of the ability of ship’s systems to quickly and reliably release a major portion of the ship’s structure from the main frame in event of such a level of damage that would necessitate such a ‘bail out’ maneuver).
The remaining ‘standard’ portions of the hull are dedicated to propulsion and systems support. The upper portion of the hull supports the ship’s large crew complement living quarters, while the lower four decks are dedicated to the mission payload(be it troop quarters, hangar bays, or additional weaponry). The bridge and command decks are buried at the root of an amidships triangular sensor tower and ‘flying bridge’ or ‘crow’s nest’,.
An internal contra-grav drive system provides primary sublight thrust, backed by grav-accel assisted plasma engines, while a modified GMR lift system provides VTOL capabilities and allows the massive weight of the craft to land without crushing its landing struts and lower decks. The Providence also maintains a massive weight of physical armor, including a surface cladding of laser-ablative ceramic; so much so that it is believed that the former Independent orbital foundry satellite SolForge III was acquired by PS simply for the purpose of providing the massive amounts of the material for the larger ships(reportedly, though, PS is recouping the costs by selling laser-resistant materials produced by the factory, now attached to Valiant Station, at lowered cost to the rest of the Orbitals).
The Providence has an extended ‘fat’ tail; this is a modular bay that had been slated to house an FTL drive generator when they become available(these would later be incorporated directly into the engine blocs when PS/ASI got hold of more advanced CG FTL drive technology), and the section has all the appropriate servicing and power leads, but currently this section serves only as an extra cargo bay. There has been some talk of converting this space into a dedicated ‘Wizards’ Hold’, with a dedicated TW generator network; currently, the standard Providence lacks any sort of TW systemry, aside from the ORACLE sensor network system. The fantail also provides a connection point for docking in orbit, and was modified late in the design process to take advantage of other aerospace component lines(see below).
The base variant of the class, the Providence, is optimized as a combined arms troop transport, carrying a mixed division-sized complement of conventional infantry, power armor, armored vehicles, and attendant air support(transports and gunships) to and from a planetary surface. This fulfills, for now, PS/ASI’s need for a dedicated combat transport(PS/ASI has primarily focused on escort and anti-spacecraft designs appropriate for protecting their interstellar shipping).

The larger size of the Providence, compared to the older classes of vessels, means that even more space is available for support facilities, such as more extensive servicing and machine shops, and a larger sickbay/hospital facility, as well as much for space available for practice and recreation areas for troops, aircrew, and ship crew. This, incidentally, also allows the Providence to be a more versatile vessel; the sickbay, larger and better-equipped than most communities of Rifts Earth, allows the ship to act as an emergency relief center; adjacent cargo bays, hall space, and recreation facilities can be quickly converted into triage, treatment, and recovery areas. The mess galleries can also be expanded to accommodate and feed additional troops and refugees, if the ship were to be used as a crisis relief center or evacuation vessel. The communications center, meant for coordinating massive ground-air-and-space troop movements, can serve as a sector command center, communications hub, and crisis management office.
Strategic planning currently calls for the Providence-class vessels to travel with the benefit of carrier or picket-vessel escort, such as Sagadag, Zhuge Nu, or Ramey-class vessels.
The Providence is comparable to the CCW’s Packmaster, but is smaller than that giant ship, with no fighter complement, but heavier armaments. Weapons fitout is particularly heavy, with a heavy ordnance complement comparable to heavier battleships; the Providence-class can punch well-above its weight, allowing it to engage other heavy warships, system defense monitors, and planetary defenses.
PS’s plan is to name each vessel of the new class after a destroyed pre-Rifts city, alternating between the east and west coasts of North America. The next ship of the class has already been named the ‘Sacramento’, and the third tentatively named the ‘New York’, although there is a growing movement among former Tolkeen refugees in the GNE to have the ship named the ‘Spirit of Tolkeen’ instead.

Type: PS-PCA-35 ‘Providence’
Class: TransAtmospheric Multi-Purpose Heavy Starship Cruiser
Crew: 760, plus the following:
(Troop Carrier) 5,800 troops (16,000 troops/passengers under cramped conditions)
(Fighter Carrier) 800 personnel air group
(Battlecruiser) 500 gunnery personnel
MDC/Armor by Location:
Main Body 70,000
Armored Bridge 15,000
Central Core Module 25,000
Main Engine Blocs(2) 32,000 each
Auxiliary Engines(2) 9,000 each
Main Landing Gear(6) 1,000 each
Vehicle/Troop Ramps(4) 900 each
Upper Hull Hangar Bay Elevators/Release Bays(3) 800 each
Heavy Laser Cannon Turrets(12) 500 each
Kinetic Kill Rail Guns(3x2) 200 each(600 per cluster)
Light Point Defense Turrets(12) 200 each
Long Range Missile Launchers(6) 450 each
*Variable Forcefield 6,000 each side( 36,000 total)

*Shield Refresh Rate is 10% per melee

*Note: The Providence is clad in a full shell of laser-ablative ceramic armor, instituted after it was discovered that Arkhon Tri-Beam fire was reduced in effectiveness by 10%. Lasers do HALF damage, and variable frequency lasers CANNOT re-modulate to be more effective.

Height: 656 ft
Width: 1,500 ft
Length: 2,500 ft
Weight: 920,000 tons
Cargo: Can carry up to 95,000 tons of cargo in the massive lower bays
Powerplant: Nuclear Fusion equivalent w/ 50 year energy life
Contra-Gravitic Drive System
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 10
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1% of light speed per melee)
(FTL) CG Drive: 5.5 light years per hour

Market Cost: NOT FOR SALE!!!! EXCLUSIVE TO THE GNEAS! Would cost 14+ billion credits if made available.
Systems/Features:
*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 4 million miles
*Communications Suite:---Long Range Radio and Video
*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 600,000 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.
*EM Shielding---Using special electromagnetic radiation shielding developed by Pandora Armaments, saves on the need for bulky metal or water radiation shielding.

* Automatic damage control system, controlled by main computer --The damage control computer will automatically seal off damaged sections and dispatch repair drones to contain fires, seal depressurizations, and do basic repairs to critical systems.

*Detachable Core Module---In an emergency, the entire troop-carrying core module can detach and serve as an emergency lifeboat...or as a lander, able to land on a planetary surface using emergency rapid-fatigue contra-gravity thrusters. The Core Module has no integral armaments, but has three months’ life support capacity.

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

*ORACLE Mrk IV ---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).
Effective Range: 20,000 ft radius of detection.
(Update) Access to more advanced TW magic sensors in the Three Galaxies has led to an updating of the Providences with more powerful and accurate systems, replacing the Mark IV with the ORACLE Mk V:
d other small vessels.
• 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:(Standard)
1) Triple-Barrel Heavy Laser Cannons(3x12)---The Providence mounts twelve turrets., each with three barrels, for sustained heavy fire.
Range: 100,000 miles in atmosphere(200,000 miles in space)
Damage: 1d6x1,000 MD per triple blast(a single barrel does 2d10x100 MD)
Rate of Fire: Once every other melee. Up to 6 turrets can be brought to bear on a single target in a single salvo
Payload: Effectively Unlimited

2) KKG Heavy Massdriver Cannon(3x3)---Originally, the Providence was going to be fitted only with heavy energy weapons, but the prevalence of the Arkhons remaining in the inner solar system raised concerns from space war veterans, who remembered the harsh lessons of the Arkhon War. Fortunately, simulations proved that the Providence was large and sturdy enough to accommodate the addition of these heavy weapons. Two turrets are mounted on the lateral ‘legs’ of the triangular hull, and a third turret is mounted on the forward ventral surface. Besides solid slugs, these weapons also fire exploding proximity-fused fragmentation ‘flak’ rounds for winnowing down fighters and missile salvoes.
Note: These weapons typically fire in salvos of three(all three guns in a turret firing simultaneously)
Range:(Kitsune) 10 miles(10,000 miles in space)
(Palladium) 10 miles(40 miles in space)
Damage: 1d4x100 MD per 80 rd burst, 3d4x100 MD for all three cannon firing simultaneously(240 rounds)
(Fragmentation rounds) Do 4d6 x10 MD to a 100 ft wide area with an 80 rd burst, 6d6x10 MD to a 150 ft wide area double cannon burst, and 8d6x10 MD to a 200 ft wide area per triple cannon burst. Targets of the frag rounds are -2 to dodge.
Rate of Fire: ECHH
Payload: 32,000 rds(400 bursts) per cannon

3) Secondary Laser Batteries(18 )---These lighter batteries are used primarily for anti-spacecraft defense. Up to six turrets can be brought to bear on a single target.
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

4) Long Range Missile Launchers(6)---Two launchers are mounted in the nose, and two on each side. Besides firing anti-ship and surface bombardment ordnance, they can also be used to deploy sensor drones and decoys.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: 1-10 missiles can be fired in one volley
Payload: 90 LRMs per launcher. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 12 missiles)

5) Short Range Missile Launchers(8 )----These are intended for close-in defense.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 10 miles in atmosphere, 500 miles in space)
Damage: Varies by missile type
Rate of Fire: 1-12 missiles can be fired in one volley
Payload: 120 SRMs per launcher. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 48 missiles)

6) Point Defense Turrets(12)----CCW-pattern dual laser/mini-missile launchers
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
(Troop Carrier)
320 Light Vehicles(hovercycles, ground cars, hovervehicles, or skycycles)
50 Heavy Vehicles(robots or armored vehicles)
36 Heavy Artillery Platforms(robots or armored vehicles)
80 Infantry/Assault/Transport Dropships(typically Dragonflies or TigerMoths ) or CAS(Close Air Support) aircraft( Morningstar Ground Attack, PS-UAV-27 Skyke Unmanned Aerial Combat Drone, ‘SkyDagger’ XF-UCV-45 Fighter Drone, PS-AH72B‘Mohawk’ Attack Helicopter)
.

Battle Ring(Optional)
This radical modification was suggested as a means to enhance the Providence’s space combat capabilities using older technology. The mod was tested in simulation, and proved, much to everyone’s surprise, quite effective. Thus, approval for the necessary modifications to existing ships in the assembly line flow has been given, and the Battle Ring has been added as part of the Providence class’s optional ‘auxiliary craft’ complement.
The Battle Ring modification adds a large universal hard docking adaptor to the tail/stem end of the Providence’s ‘arrowhead’ for attaching a modified ‘battle ring’ secondary hull from Paladin Steel’s earlier ‘space-built’ or ‘erector set’ first generation spacecraft, still in service, and for which assembly and spare parts production was still available. Existing Rings(either new production or taken from decommissioned older vessels) can be used/modified, though PS is contemplating producing a more heavily upgraded Ring with 4-5 times the standard armor ratings specifically for the more powerful Providence class.
The addition of the Battle Ring was shown to have only a slight reduction(10%) of overall normal space speed and acceleration due to the additional mass, deemed acceptable for the added armament and utility of the Battle Ring.
In place of the habitat modules of the original, the modified Battle Ring has armored reactor housings for its own independent power supply, enhanced station keeping and orbiting maneuvering thrusters, and structural integrity field generators. The Ring has some provision for a small onboard command crew, but the Battle Ring is typically run by semiautonomous A.I. computer systems, charged with maintaining onboard systems, and implementing command directives remotely sent to it from its mothership.
The Battle Ring is not configured structurally for atmospheric operations, nor can it handle the stresses of being deep in a gravity well; in order to land and deploy surface troops, the Providence must detach the Battle Ring in space. However, this is often to the assault force’s advantage, giving the commanders an orbital fire support, surveillance, and communications platform at their beck and call. In space combat, the Battle Ring can serve as a decoy, or maneuvered as a secondary weapons platform to flank and cover the carrier. With the right accessory hardpoint modules, the Battle Ring can also be outfitted as a freefloating supply and refueling depot for fighters and auxiliary craft, allowing the Providence and its Akron-class CV variant to extend the operations of small craft and fighter complements. The Providence can later recover and re-connect to the Battle Ring(s), if necessary(takes 20-30 minutes of careful maneuvering). However, GNE policy regards the Battle Ring as expendable, compared to the more valuable Providence and its living crew and passengers; in which event the Battle Ring is left behind, programmed to fight to self-destruct to cover its carrier-ship’s retreat and, if necessary, can be sent on a kamikaze de-orbit burn to ram into the planetary surface below as a final orbital bombardment.

*Battle Rings
Battle Rings are Centrifuge Modules that lack Habitat Modules; their primary role is to serve as platforms for additional equipment and ordinance. Battle Rings are accessed by connector tubes and service tunnels running the circumference of the Ring, providing access to the Hardpoints/stations.
Note: MDC values may vary from specific ship class/type owing to special model components and modifications to existing ‘off the shelf’ hardware.
Light Battle Ring----No Habitats, Supports 4 Energy Weapons, 4 Hardpoints
1,000 MDC. 1,000 tons mass
Heavy Battle Ring---No Habitats,Supports 8 Energy Weapons
2,500 MDC, 4,000 tons mass
Transport Battle Ring----No Habitats, Supports extra strut support(8 support braces), and 8 Hardpoints. Typically used for transporting cargo drop pods or small craft.
3,000 MDC Ring, 6,000 tons mass


*Hardpoints
Each hardpoint can be accessed through a service tunnel in the Centrifuge. Though this tunnel is not large enough to allow for the reloading of cargo and ammunition during combat(reloading of missile launchers and other modules is typically done during down times, via external tugs/EVA), it can accommodate troops for vehicle embarkation/debarkation.
Note that the following is just a sampling of the more commonly used/available systems---PS is constantly experimenting with new plasma, x-ray laser, ion weaponry, and sensory systems.
Each Hardpoint can accommodate one of the following:
a) Docking Port---Can service up to a Medium Shuttlecraft, Mobile Suit, or a heavy satellite
b) Cargo Port-----A Cargo Pod Point can carry/hold up to 1/8 of the Ring’s mass in cargo.
c) Light Particle Beam Cannon---These powerful weapons can be tied in directly to the ship’s power grid
Range: 4 miles(16 miles in space)
Damage: 2d4x100 MD
Rate of Fire: EGHH
Payload: Effectively unlimited

d) Heavy Particle Beam Cannon---These weapons are so large that they cannot tap into the vessel’s main power grid without severely taxing it. So, in order to maximize the weapon’s usefulness, each HPBC must mount its own separate powerplant, which in turn increases its mass, and expense.
Range: 6/70 Miles
Damage: 1d4x1,000 MD per blast
Rate of Fire: Twice per melee
Payload: Effectively unlimited

e) Light Laser Cluster-----This consists of a twin- mount, double-barrel turret, with independent targeting system(switches on in event main fire control is lost).
Range: 10 miles
Damage: 2d4x10 MD short burst per twin barrel blast, 3d4x10 MD heavy burst, 3d6x10 MD maximum burst,
Rate of Fire: 8 short bursts, 6 heavy bursts, or 4 maximum bursts per cannon arm.
Payload: Effectively unlimited

f) Medium Laser Cluster
Range: 16 miles(64 miles in space)
Damage: 1d4x100 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited

g)Heavy Laser Cluster
Range: 16 miles(64 miles in space)
Damage: 2d6x100 MD per blast
Rate of Fire: Twice per melee
Payload: Effectively unlimited

h)Light Rail Cannon
Range: 8 miles(32 miles in space)
Damage: 3d6x10 MD per 80 rd burst
Rate of Fire: ECHH
Payload: 32,000 rds(400 bursts) per cannon

i)Heavy Rail Cannon
Range: 10 miles(40 miles in space)
Damage: 1d4x100 MD per 80 rd burst
Rate of Fire: ECHH
Payload: 32,000 rds(400 bursts) per cannon

j)Mini-Missile Launcher
Range: Varies by missile type(speed and range x4 in space)
Damage: Varies by missile type
Rate of Fire: From 1-60 missiles can be fired in one volley
Payload: 900 MMs per hardpoint

k)Short Range Missile Launcher
Range: Varies by missile type(speed and range x4 in space)
Damage: Varies by missile type
Rate of Fire: 1-50 missiles can be fired in one volley
Payload: 600 SRMs per hardpoint

l)Medium Range Missile Launcher
Range: Varies by missile type(speed and range x4 in space)
Damage: Varies by missile type
Rate of Fire: 1-30 missiles can be fired in one volley
Payload: 270 MRMs per hardpoint

m)Long Range Missile Launcher
Range: Varies by missile type(speed and range x4 in space)
Damage: Varies by missile type
Rate of Fire: 1-15 missiles can be fired in one volley
Payload: 90 LRMs per hardpoint

n)Cruise Missile Launcher---Cruise Missiles are still fairly new to Paladin Steel, but the Paladins have been quick to see their advantages, and have made provision to refit their craft with these weapons when they become available.
Range: Varies by missile type
Damage: Varies by missile type
Rate of Fire: 1-15 missiles can be fired in one volley
Payload: 30 Cruise Missiles per hardpoint

o)Reentry Vehicle Launch Rack
Range: Varies by missile type
Damage: Varies by missile type
Rate of Fire: 1-20 RVs can be deployed in one volley
Payload: 20 RVs per hardpoint

p)Forcefield Generator---An early effort to retrofit older spacecraft with state of the art battlescreen protection. External forcefield generator nodes(sometimes called ‘sidewalls’ after an obscure pre-Rifts sci-fic) are possible; these generators come complete with their own independent power generation capacity.
MDC: 1,000 per generator. Regenerates at 50 MDC per hour


Variants:

Constitution-class Battlecruiser

“If we mean to stay on the megaversal stage, we’re going to need the firepower to stand and fight when running away isn’t an option; our light destroyers and cruisers just aren’t going to be up to the task if the Splugorth ever come after us with a SQUADRON of Dreadnoughts...and they just might if our trend of claiming good worlds continues. They’ll come at us and we’ll need firepower, not just lots of little cannon, but real sustained staying power, just to survive.”

Though the paint on the first Providence-class ship had hardly dried yet, engineers were already working on a series of related designs; the first being the Constitution-class Battlecruiser. The Constitution optimizes the Providence for space combat(being able to face down a Splugorth Servitude-class heavy cruiser was one of the stated requirements), sacrificing the troop-carrying decks(though a minimal security and Stelmarine contingent is retained for shipboard defense and boarding actions) for a module holding additional missile launchers, weapons turrets and lateral energy weapon arrays, shield generators, and the energy plants to power them, creating a Battlecruiser variant. The rear tail spaces are fitted with an additional engine and powerplant, boosting the Constitution’s speed.
The ‘Constitution’ retains a troop contingent, but nowhere near the size of the ground force carried by the Providence. The onboard small craft complement has been increased to give the ships their own fighter strike force.
Armament-wise, the ‘Constitutions’ are ‘pocket battleships’ mounting a variety of weapons systems in keeping with PS’s ‘and the kitchen sink...’ approach to armament configuration.
Backing this impressive fitout is an integral suite of TW systemry, allowing the Constitution-class to survive combat with supernatural and magic-using opponents. This would prove a prophetic move, as the Minion War spillover into tech-universes has shown.

The first ‘Constitutions’ were painted in a whole-hull forest green, but subsequent production models reduced this to a broad green chevron band on standard hull gray.

Changes/Modifications:
Type: PS-PBC-35 ‘Constitution’
Class: TransAtmospheric Battle Cruiser
Crew: 700, plus the following:
(Battlecruiser) 500 gunnery personnel
MDC/Armor by Location:
Main Body 80,000
Armored Bridge 15,000
Central Core Module 25,000
Main Engines(2) 36,000 each
Auxiliary Engines(2) 12,000 each
Main Landing Gear(6) 1,000 each
Upper Hull Hangar Bay Elevators/Release Bays(3) 800 each
Heavy Laser Cannon Turrets(12) 500 each
Kinetic Kill Rail Guns(6x3) 200 each(600 per cluster)
Plasma Torpedo Bays(3) 500 each
Light Point Defense Turrets(12) 200 each
Long Range Missile Launchers(6) 450 each
*Variable Forcefield 7,000 each side( 42,000 total)

*Shield Refresh Rate is 10% per melee

*Note: The ‘Constitution’ is clad in a full shell of laser-ablative ceramic armor, instituted after it was discovered that Arkhon Tri-Beam fire was reduced in effectiveness by 10%. Lasers do HALF damage, and variable frequency lasers CANNOT re-modulate to be more effective.

Height: 656 ft
Width: 1,500 ft
Length: 2,500 ft
Weight: 1.3 million tons

Speed:
(Atmosphere) Hover to Mach 4; transatmospheric.
(Sublight) Mach 12
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.2% of light speed per melee)

Magical Systems:

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

The ‘Constitution’ carries 4 PPE Generators and regenerates at 60 PPE per hour(240 PPE per hour total). Each also has an adjacent PPE Battery Bank, that can hold up to 600 PPE each(2,400 PPE total).
All TW Generators have been retrofitted with a Ley Line Storm Defense System that automatically locks down the generators and shields them during leyline storm activity. Though leyline storms are rare in open space, the existence of solar leylines means that they DO exist, and can be quite severe.

*Impervious to Energy( 80 PPE per activation, duration of 5 minutes per activation)

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

Weapons Systems:
1) Quad Heavy Laser Cannons(4x12)---The Constitution retains the twelve laser turrets of the Providence, but upgrades them to four-barrel models.
Range: 100,000 miles in atmosphere(200,000 miles in space)
Damage: 1d8x1,000 MD per full four-barrel blast(a single barrel does 2d10x100 MD)
Rate of Fire: Once every other melee; up to 6 turrets can be brought to bear on a single target in a single salvo
Payload: Effectively Unlimited

2) Heavy Particle Beam Cannon(4)----Powered by special dedicated reactors in the main armaments module, these nose-mounted PBCs can maim heavy warships.
Range: 14 miles in atmosphere, 50 miles in space
(Kitsune Values: 50 miles in atmosphere, 50,000 miles in space)
Damage: 1d4x1,000 MD per blast, or 2d4x1,000 per dual blast, 4d4x1,000 MD for a barrage of four.
Rate of Fire: Once per melee; typically two cannon will fire per melee while the others cycle through recharge
Payload: Effectively Unlimited

3) Plasma Torpedo Bays(3)-----These are large, multiple-emitter ‘banks’ of launchers mounted in the flanks and front of the armament ‘barge’ assembly, powered by the same dedicated power generators that feed the main PBC armament. These packets of plasma energy have the disadvantages of short range and low individual damage potential per ‘shot’, but have the pluses of area of effect, effectively limitless payload, and the ability to be launched in large salvoes, saturating enemy defenses and posing a real threat to multiple smaller targets. Each array fires 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 1-18 torpedoes, twice per melee
Payload: Effectively unlimited

4) KKG Heavy Massdriver Cannon(6x3)---The Constitution doubles the number of rail gun turrets, for dealing with enemies with energy resistance, like the ceramametal armor of the Arkhons. The weapons typically fire heavy depleted uranium armor penetrators, but can also fire special fragmenting ‘birdshot’ munitions for intercepting incoming missile volleys, power armor squads, and aerospace fighters. Four turrets are mounted on the lateral ‘legs’ of the triangular hull(one dorsal, one ventral), and two turrets are mounted on the forward hull, dorsal and ventral surfaces.
Note: These weapons typically fire in salvos of three(all three guns in a turret firing simultaneously)
Range:(Palladium) 10 miles(40 miles in space)
(Kitsune) 10 miles(10,000 miles in space)
Damage: 1d4x100 MD per 80 rd burst, 3d4x100 MD for all three cannon firing simultaneously(240 rounds)
(Fragmentation rounds) Do 4d6 x10 MD to a 100 ft wide area with an 80 rd burst, 6d6x10 MD to a 150 ft wide area double cannon burst, and 8d6x10 MD to a 200 ft wide area per triple cannon burst. Targets of the frag rounds are -2 to dodge.
Rate of Fire: ECHH
Payload: 32,000 rds(400 bursts) per cannon

5) Secondary Laser Batteries(18)---These lighter batteries are used primarily for anti-spacecraft defense.
Range:(Kitsune)12.5 miles in atmosphere/ 12,500 miles in space
(Palladium) 12.5 miles in atmosphere/ 25 miles in space
Damage: 1d6x10 MD short burst, 3d4x10 MD long burst, 4d6x10 MD for continuous fire on one target(takes all attacks for that melee)
Rate of Fire: Six short bursts, or 3 long bursts, or one full melee burst per melee
Payload: Effectively Unlimited
Bonuses: Each laser battery has its own terminal target tracking system, and has a +2 to strike

6) Heavy Torpedo/Cruise Missile Launchers(3)----At the time the Providence-class was drawn up, Paladin Steel didn’t yet have the technology to create cruise missiles on the same scale as the advanced worlds of the Three Galaxies, but they have devised a heavy long range missile (about the size of an old-style SLBM). Nicknamed ‘torpedoes’, these heavy weapons are typically reserved for assaulting the larger enemy capital ships, and fortified bases/spacestations. These missiles are fired from vertical launch cells in the ship’s hull just behind the nose, and a third bay in the fantail.
Range: 1,000 miles(4,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Rate of Fire: Volleys of 1-10
Payload: 20 missiles per launch bay, 60 total

(Option) 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: 1500 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

In the alternative, the following can be fitted:

b) Cruise Missiles---Later on, thanks to its WZT connections, Aegis Stellar Industries WAS able to acquire access to reliable supplies of cruise missiles and cruise missile launcher designs. This has led to the possibility of refits, replacing the huge torpedo launchers with smaller and more accurate CMs.
Range: Varies by missile type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: From 1-12 missiles can be fired in one volley
Payload: 36 Cruise Missiles per launcher. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 6 missiles)

6) Long Range Missile Launchers(4)---Two launchers are mounted in the nose, and one on each side.
Range: Varies by missile type(speed and range x4 in space)
Damage: Varies by missile type
Rate of Fire: 1-10 missiles can be fired in one volley
Payload: 90 LRMs per launcher. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 12 missiles)
(Option)TW Breaching System(optional)---This can be fitted to any LRM missile prior to firing. Despite its high-PPE installation cost, the system is popular because it allows PS’s relatively low-tech missiles to penetrate high-tech energy shielding, and deliver a surprise knockout blow! Uses the Energy Disruption spell to penetrate enemy defenses. If facing a known magic-using enemy, this system may be enhanced with Dispel Magic Barrier. The system(values taken from Siege on Tolkeen 1, pg. 69) costs 495 PPE to install, 20 PPE to activate per minute of operation.

7) Point Defense Turrets(12)----CCW-pattern dual laser/mini-missile launchers
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

8 ) Tractor Beam Projectors(6, 2 in each plasma torpedo bay) ----Intended less for grabbing hold of other ships and more for guiding the Plasma Torpedoes. Rated at 500 tons haul weight.
Range: 5 miles in space(NOT usable in atmosphere)(Kitsune Values: 5,000 miles in space).

Auxiliary Craft
48 Heavy Vehicles(typically space-capable robots or armored vehicles)
20 Infantry/Assault/Transport Dropships(typically Dragonflies)
30 Aerospace Fighters


Akron-class Fighter Carrier
“Just remind the fighter-jocks that this ship is not just ‘their taxi’. We have the guns to engage directly if it comes to a big knife fight.”

A second variant of the Providence-class, the Akron-class Fighter Carrier, strips out the vehicle and troop compartments and replaces them with expanded fighter and attack craft hangars and pilot accommodation. The core ‘barge’ protrudes its launch and recovery decks both above and below the main hull, forward of the main bridge and dorsal armaments, while the nose is longer and wider, for the high speed launch catapults. The CVE-conversion allows for an even more potent carrier platform than the Ramey-class, but reportedly a more effective launch and recovery system would have to be developed from the existing bays to match the high deployment rate of the Rameys. To accomplish this, the fighter-carrier ‘barge’ is somewhat larger than the other variant modules, and juts noticeably from the underside and dorsal midsection of the hull, to provide ample clearance for the launch/recovery chutes. The particular design and angling of these decks often gives the first impression to observers that the Akron is hosting two smaller delta-wing craft on dorsal and ventral docking stations.
The rear structural spaces also play host to an extra engine mount and fuel reserves; the Akron is slightly faster than the Providence-class, allowing it to safely range farther out from a battlegroup and deploy its fighters for wider deployment.

Changes/Modifications:
Type: PS-PCVF-35 ‘Akron’
Class: TransAtmospheric Heavy Aerospace Fighter Carrier
MDC/Armor by Location:
Central Core Module 30,000
Height: 656 ft
Width: 1,800 ft
Length: 2,600 ft
Weight: 1.4 million tons

Speed:
(Atmosphere) Hover to Mach 4; transatmospheric.
(Sublight) Mach 12
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.2% of light speed per melee)

Systems of Note:

*Tractor Beams(9)----Effectively each rated for 800 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. Two emitters are mounted in each wing, and and one is mounted in each hangar bay.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).

Weapons Systems:
The Akron-class retains the same weapons fitout as the Providence-class.

Auxiliary Craft:
90 Aerospace Fighters
12 Heavy Shuttles/Recovery Craft

_________________
-------------
"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
------------


Last edited by taalismn on Tue Jun 18, 2019 10:00 pm, edited 1 time in total.

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Unread postPosted: Tue Jan 01, 2019 9:19 pm
  

User avatar
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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
And a Happy New Year to you all!

New Stratford ---Settled Colony World

“Greater New England chose someplace just as cold, wet, and miserable as their homeland with this place. It’s like Maine on steroids AND depressants. No wonder so many of ‘em choose to immigrate there.”

“Flying in New Stratford’s atmosphere takes some real skill; between the sea storms and the island fogs, mark one eyeball isn’t always reliable. Then you add in the atmoglow, and that can mesmerize a pilot something fancy. But you don’t want to rely entirely on instruments because they can go doozey too, especially on a new world like New Strat, where not everything’s been discovered and catalogued.”

New Stratford is one of Greater New England’s largest settled offworld colonies. It was originally established by Gabriella Odessa as ‘Fort Browne’, a staging area and assembly point for her private anti-slaver organization, using resources donated by several wealthy philantropists and embezzled GNE/PS funds and equipment by Gabriella in her role as a senior Resource Division administrator. When the Odessa Brigades were discovered and re-absorbed into the GNE, the outpost and a small colony of liberated slaves were taken over by the GNE’s civil government, the planet renamed New Stratford, and opened up to general colonization.
New Stratford is a cool wet world, with conditions similar to Canada and Siberia. It supports a thriving ecology, however, with diverse land and sea plant and animal species. Most of the landmass is distributed in large archipelagos, and that are further covered in thick forests.
New Stratford appeals to many Elven and Coyle colonists for its forested islands. The Wynaro also like the planet with its many wetlands and interesting atmosphere, regarding it as the sort of world their ancestors would have been aiming for, when they were caught in the Rift that brought them to Rifts Earth.
New Stratford continues to be a ‘liberation destination’ for escaped or smuggled slaves. Its proximity, relatively speaking, to Arro Bathseba, makes it a busy waypoint for indentured serfs fleeing that planet’s institutionalized chattel slavery.
Under the Odessa regime, Fort Browne sported a factory complex for producing arms, munitions, and small aerospacecraft using tooling and machinery embezzled from PS’s other offworld projects; it was intended to give the militant abolitionists an independent supply of arms and transportation. As part of New Stratford’s industrial core, this factory complex has been expanded to include more production lines.
During the Minion War, with Rifts Earth under seige, and interdimensional lines of communication and supply transport imperiled, New Stratford becomes a major hub for resupplying offworld GNE forces.

Size: Colony
Type: Large; 950,000 residents
Security: Heavy; New Stratford plays host to a powerful local military garrison. The moon Verona plays host to a large naval station/base that currently houses a cruiser squadron, a frigate squadron, and two destroyer squadrons, as well as two starfighter wings. The spacestations in orbit are also armed to provide orbital defense.
The planetary militia is organized and equipped along GNE National Guard lines. They are mostly equipped with amphibious and hover vehicles.
Contact: Weekly; as an important industrial and agricultural colony, New Stratford gets regular weekly contact, usually in the form of a starship convoy.
Products:
Small arms, munitions, VTOL aircraft, and light aerospacecraft.
The colony itself exports seafood, timber, and some minerals(especially crystals; New Straford glow-quartz, sun-sapphire and star-emerald are becoming popular with technowizards).


Solar System
Number of Stars: 1 (Lucin-5601)
Types of Stars: Orange Dwarf
Number of Planets: 8
-Terrestrial (Lucp-1)(small)---Mercury-like, in being sun-kissed and radiation-blasted

-Terrestrial (Lucp-2)(large)---Lucp-2 is a hot Venus-like world shrouded in clouds of acidic vapor.

-Terrestrial(tiny)---Lucp-3 hardly rates mention above being a planetisimal that occasionally sling-dives Lucp-2 every 60 years or so, close enough to pull some gas off the planet’s atmosphere. The next such encounter is coming soon, and astronomers on New Stratford are watching the interaction of the two bodies; though outright collision is not anticipated, such cosmic violence near at hand is still concerning.

-Terrestrial(Miniscule)---Pluto-sized Lucp-4 is a lifeless rock with a thin outgassing atmosphere. It is believed to be the remains of a larger rogue planet or giant cometary nucleus that swept up the remains of an asteroid belt.

-Terrestrial(New Stratford)---The lifeworld of the system.

- Gas Giant(Huge)(Lucp-6/Prospero) The gas giant known locally as Prospero is being looked at as a possible industrial zone; already several of its ten moons have been prospected for resources, and an atmospheric gas mining operation is supplying volatiles to visiting naval starships.

-Gas Giant(Enormous)(Lucp-7/Caliban)---Lucp-7 may have been a failed protostar. It still manages to be a large infrared source in the Lucin-5601 system. A small research station has been established around it.

-Terrestrial(Huge)(Lucp-8/Tempest)---Large, methane-shrouded cold planet. However, it is not as cold as its distance might otherwise cause it to be, thanks to a small, but significant, amount of heat absorbed every twelve years when it comes near Lucp-7/Caliban, when the added heat whips up huge storms that give Tempest its nickname. Some of the storm activity actually causes , in conjunction with Tempest’s moons, prominances of vapor that arc up out of the atmosphere and may form temporary rings that last several days before either evaporating into space(and condensing on the nearby moons) or raining back to Tempest’s atmosphere. When these ‘storm seasons’ happen, New Stratford’s scientific community and media send ships to document the spectacle.

Planet
Type: Terrestrial
Diameter: 6,000 km
Gravity: 0.9 terrestrial gee
Temperature: Temperate, but on the cool side
Unusual/Special Features:
-Odd Rotation----New Stratford’s odd rotation results in, four times a year, a ‘short day’(25 hours) and a ‘long day’(31 hours) in contrast to NS’s normal 29-hour day.
-Moons(2; Avon and Verona)---Both moons have been developed as space stations, one a commerical hub, and the other a naval station.
-Rings---NS has a fairly dense set of rings that further shade and cool the planet, as well as pose a navigation hazard to the unwary. However, the rings also illuminate the night with reflected light(‘ring glow’).
Atmosphere: Exotic; breathable, but the atmosphere contains exotic elements that make it prone to unusual luminescent displays. Thick fogs are also a common occurance on New Stratford.
Terrain: Unusual Geology---Several regions of New Stratford show signs of unusual geological ‘folding’ with multiple layers of exposed strata having trapped elements of the atmosphere in them, resulting in ‘glowing cliffs’. Several minerals unique to New Stratford also exhibit this ‘geoglow’’.
Notable Mineral Concentrations:
- Wolframite
- Antimony
- Sapphire
- Cobalt
- Thorium
- Quartz
- Emerald
- Titanium
Hydrosphere: Soaking Wet; 70% of the planet’s surface is covered by open water.
Biosphere: Dense; New Stratford has rich and diverse sea and land life, much of it edible by terrestrial life.

Civilization:
Colonial, approaching statehood in the GNE Alliance.
Population:
950,000 and growing. Mainly settled by relocated refugees, with a large(30%) segment of elves. Wynaro make up 20%, and Coyle another 15%.
Technology:
Stellar Age(low-end)----New Stratford boasts large multi-line PS/ASI factory complexes, most notably a large VTOL/shuttle transport production facility.
Several fair-sized spacestations have been constructed in orbit to service starships and provide orbital defense.
Economy:
Industrial---New Stratford ‘s factories turn out a variety of both civilian-commercial and military goods much in demand with PS’s markets.
Wealth:
Wealthy----A strong industrial core and resource base have made New Stratford quite well-to-do in terms of income.
Government:
Democracy---Patterned after the GNE’s democratic government.
Law Level:
Lawful---New Stratford works under the same legal code as Rifts Earth Greater New England.
Occasionally, some liberated ex-slaves go overboard with their newfound freedom, or inability to cope with their new status, and cause trouble, but such incidents are easily contained.
Popularity:
Popular---- New Stratford’s poplace are staunch supporters of the current government and prosperity.
Stability:
Solid---As an industrial colony important to the GNE/USA, morale is high among the colonists. As a refuge world, New Stratford is beloved amongst those ex-slaves who have settled onworld.

_________________
-------------
"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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Unread postPosted: Sat Jan 19, 2019 9:04 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
Paladin Steel PS-F102 ‘Fang’ Jet Fighter

“Yes, the Fang’s a plain vanilla fighting platform, but it’s the fact that PS can provide its allies with inexpensive, reliable, easily-used plain vanilla that’s the REAL weapons system. That, and they can license the manufacture of these things without compromising their own state-of-the-art lines. Their allies feel like they’re getting something they can modify into something their own, and not feel dependent on an outside source for their defense.”

Paladin Steel has a reputation for mining the past for inspiration, but updating it with the latest in available technology. Their aircraft lineup, for example, looks like a stable of Golden Age (and pre-Golden Age) designs, re-warmed and revamped in ways the original designers couldn’t have dreamed of.
Thus, market analysts aren’t terribly surprised that PS’s latest rollout, the F102, is based on a pre-Rifts 1950s design study by the Northrop corporation, the N-102 ‘Fang’, for a single-engine light jet fighter. The most attractive aspect, from PS’s perspective, of this design was an underslung engine bay that allowed for easy maintenance and replacement of the single engine, and upgrades of that powerplant. The N-102 studies went as far as a single full-scale mockup, but the program ended with that; the single-engine N-102 was axed because of its light weight and inability to grow into the twin-engine configuration that was being favored for USAF aircraft.
Paladin Steel’s revamp is an amalgamation of two different planforms of the N-102, resulting in an attractive delta-winged aircraft with twin tail fins. The single engine has been retained, but PS has taken it even further with a variety of ‘growth’ powerplants, ranging from high-efficiency jet engines, to nuclear-powered, plasma-electric, techno-wizardry, and contra-gravity.
The main draw of the PS-F102 is that it is a fairly simple, rugged, modification-tolerant airframe that can be outfitted to the buyer’s level of technology, or equipped with fairly sophisticated imported hardware, This allows Paladin Steel to sell it to a larger number of its extradimensional allies and associates, some of who are still at pre-Golden Age/pre-Rifts levels of technology, who don’t have to feel like they’re being entirely dependent on their offworld benefactors. The ‘Fang’ is also expected to appear in the security forces of a good number of the Alliance’s colonies.

Type: PS-F102 ‘Fang’
Class: Jet Fighter, Light
Crew: One
MDC/Armor by Location:
Main Body 200
Reinforced Cockpit 90
Wings(2) 100 each
Tail Fins(2) 60 each
Height: 16 ft at tail
Width: 23 ft
Length: 41 ft
Weight: 18,760 lbs
Cargo: Minimal; enough space in the pilot’s compartment for a survival pack and a few(small) personal possessions.
Powerplant: Liquid Fuel( 2,800 mile range) , Nuclear(with 15 year energy life), TW, or TW Eleminal(--The containment spells need to be renewed every six months or the critter will escape)
Speed:(Flying)(Liquid Fuel) Mach 2, maximum altitude of 18,000 ft.
(Nuclear) Mach 2,2, maximum altitude of 21,000 ft.
(Nuclear Plasma-Electric) Mach 2.4, maximum altitude of 22,000 ft.
(TW) Mach 2, maximum altitude of 19,000 ft.
(TW-Air Eleminal) Mach 2.3, maximum altitude of 20,000 ft.
Bonuses: The use of the Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
(TW-Fire Eleminal) Mach 2.2, maximum altitude of 17,000 ft.
Bonuses:*Afterburner---This causes the fighter to take off like a rocket, essentially DOUBLING its top speed for up to 5 minutes! The aircraft can only engage this ability twice per 24 hours.

(Contra-Gravity) Hover to Mach 2.5, no altitude limit.

Market Cost:
(Liquid Fuel) 17 million credits
(Nuclear) 20 million credits
(Nuclear Plasma-Electric) 22 million credits
(TW) 21 million credits
(TW-Air Eleminal) 22 million credits
(TW-Fire Eleminal) 23 million credits
(Contra-Gravity) 30 million credits
Systems of Note:
Standard Aircraft Systems
*Ejection Seat
*HUD-Head Up Display
*Environmental Protection/Life Support---Pressurized cabin(though pilot typically wears pressure suit/EBA for additional protection).
*Long Range Radio----500 mile range
*Long Range Radar---100 mile range
*Radar Detector---Picks up enemy radar emissions and weapons locks
*Laser Rangefinding/Targeting----+1 to strike with cannon and rockets
*ECCM system: A semiautomatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.

Weapons Systems:
1) Nose Guns---The original N-102 studies called for a single 20mm cannon in the nose, but allowed for alternate configurations of 2-4 guns of various calibers. PS has seized on this to offer an even wider variety of weaponry.
a) 20mm Vulcan Cannon(2x)---Modified M-61 Six-barrel Cannon, fixed forward.
Range: 9,000 ft
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 1,208 rds per gun

b) 30mm Cannon(2x)
Range: 10,000 ft
Damage: 4d6 MD single round, 1d6x10 MD two rd burst, 3d6x10 MD per six-shot burst(DOUBLE for a simultaneous burst from BOTH guns---synched to fire in unison)
Rate of Fire: ECHH
Payload: 124 rds per gun

c) 50 Caliber Machine Gun(4x)---The old reliable ‘Fifty’, modified to fire new ammo types. An oldie, but still a goody.
Range: 19,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 500 rds per gun
Cost: 8,000 credits

d) Laser Cannon(1)---Shorter range and less kinetic damage, but unlimited payload. Pulse Laser(PS-RFL-25), the so-called “Prosek’s Gift’ thanks to its being derived from a reverse-engineered Coalition weapon!
Range: 6,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 340,000 credits

e) Ion Cannon(1)
Range: 7,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EPCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 220,000 credits

f) Ion Spray Cannon(1)
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast, to a 50 ft wide area
Rate of Fire: EPCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits

g)TK Cannon(4)
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst. Damage x4 for the synchronized fire from all four guns)
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be recast every six months. 200 shot ‘back-up’ PPE clip
Cost: 600,000 credits

h)T-500 30mm Missile Gun---This is an extension of the PS micromissile gun-launcher system, and consists of a massdriver firing the same sort of 30mm micromissiles as used in PS’s ‘Fire Rose’ manpad air defense launchers. The onboard propulsion and guidance allows a burst of projectiles from these weapons to correct in-course and savage a target that may have believed it had dodged a conventional cannon-burst.
Range: Gun launcher fires the micromissile out to about 5,000 ft, then the rocket propulsion takes over.
(Micromissiles) 11,000 ft for all types
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: Burst-volleys of 1-10 micro-missiles.
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: 140 rds
Cost: 350,000 credits
(Pattern-3a) 90 credits each
(Pattern-3b)150 credits each
(Pattern-3c) 180 credits each

i) TW Mini-Missile Launcher ---Extendable chin-cheek style tray launcher. Short range for an aircraft weapon, but it can launch large salvoes, and the TW munitions can carry spells for extra effect.
Range: 4,000 ft
Damage: 4d6 MD per missile
Rate of Fire: Volleys of 1-33
Payload: 66
Cost: 800,000 credits for launcher installation, 7,000 credits per TW mini-missile

j) TW Large Missile Launcher ---Extendable chin-cheek style tray launcher. The heavy TW missiles have respectable range for their size, plus they can carry spells for extra effect.
Range: 3 miles
Damage: 2d4x10 MD to 30 ft blast radius
Rate of Fire: Volleys of 1-9
Payload: 9
Cost: 800,000 credits for launcher installation, 20,000 credits per TW missile


2) Underwing Hardpoints(6, 3 under each wing)
a) Mini-Missiles---19-shot pod
b) Short Range Missiles-----2 per hardpoint
c) Medium Range Missiles---1 per hardpoint
*’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)
Bonuses:+3 to strike

Shrike III ‘Brilliant’ antiaircraft missile.
Range: 75 miles
Damage: 3d4x10 MD
Payload: 1 per hardpoint
Bonus: +7 to strike

d) ‘Iron’ or ‘Smart’ Bombs-----Can carry warhead equivalents of missiles, but DOUBLE the respective number, or retain the same number, and DOUBLE the damage.
Penalties: Loading the underwing pylons decreases top speed by 20%, heavy bombs being fairly un-aerodynamic.
*250-lb Bomb----2d4x10 MD to 50 ft blast radius( 8 inboard, 1x4 outboard)
*500-lb Bomb----4d4x10 MD to 60 ft blast radius(4 inboard, 1x2 outboard)
*’Smart Bombs’---Note that any bomb can be fitted with a ‘smart bomb’ modification kit, similar to the American Paveway series, consisting of fore-and-aft control fins and a sensor nose. ‘Smart Bombs’ AUTOMATICALLY hit stationary targets, and are +6 to hit moving targets(though maximum range is 1/2 mile)

e) ECM Module---Electronic jamming system that gives radar-guided weaponry a -4 to strike the aircraft. Or it can be used offensively, to foil ALL radar-guided weaponry in a 30 mile radius(-2 to strike). Additional pods DO NOT add cumulative bonuses, but do provide system redundancy.
Cost: 200,000 credits

f) Flare/Chaff Launcher Pod
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: 18 per launcher

g) 7.62mm Gunpod
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 800 rpm
Payload: 250-rd belt
Cost: 18,000 credits

h).50 caliber Gunpod---Combines a fifty-caliber heavy machine gun and ramjet ammunition with a four-shot mini-missile launcher
Range:(Machine Gun) 19,000 ft, 38,000 ft in space
(Kitsune Values: 380 miles in space)
(Mini-Missiles) Varies by Missile Type(x4 in space)
(Kitsune Values: 100 miles in space)
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

i) Light Rail Cannon--Intended for use against targets that are resistant to energy weapons.
Range: 4,000 ft(8,000 ft/ 1.6 miles in space)
(Kitsune Values: 160 miles in space)
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload: 5,000 rd drum
Cost: 80,000 credits

j) Laser Illuminator Pod----A swivel-mounted target illumination laser(typically slaved to a helmet-mounted optics suite worn by the observer in the main cabin), used to ‘paint’ targets for laser-guided weaponry. Range: 7 miles
Cost: 50,000 credits

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

l) Pulse Laser
Range: 4,000 ft (8,000 ft in space)
(Kitsune Values: 80 miles in space)
Damage: 2d4 MD single shot, 1d6x10 MD per 6 shot pulse blast
Rate of Fire: ECHH
Payload: 60 shot battery. Effectively unlimited if nuclear powered
Cost: 28,000 credits

m) Particle Beam Pod---A modified PS ‘Blue Bolt’ PBR.
Range: 4,000 ft (8,000 ft in space)
(Kitsune Values: 80 miles in space)
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: Single shot, ECHH
Payload: 50 shot battery. Effectively unlimited if nuclear powered
Bonuses: +1 to strike from the laser spot sight.
Cost: 170,000 credits

n) Sensor Pod---Various specialized sensor pods can be hung from the hardpoints, including photo-recon, PPE sensing, molecular analyzer, radiation detection, atmospheric sampler, and other types.

o) Drop Tanks(available only to Liquid-Fueled models)----Two hardpoints can be plumbed for auxiliary drop tanks. Each tank extends the range of the aircraft 50%(so two effectively DOUBLE range)

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

q) TW Mini-Missile Launcher ---Pod version of the internally-mountable launcher, with double the payload.
Range: 4,000 ft
Damage: 4d6 MD per missile
Rate of Fire: Volleys of 1-33
Payload: 132
Cost: 800,000 credits for launcher installation, 7,000 credits per TW mini-missile

r) TW Large Missile Launcher ---Pod version of the internally-mountable launcher, with double the payload.
Range: 3 miles
Damage: 2d4x10 MD to 30 ft blast radius
Rate of Fire: Volleys of 1-18
Payload: 18
Cost: 800,000 credits for launcher installation, 20,000 credits per TW missile


3) Elemental Magic Energy Blasts (Elemental Versions ONLY)
(Air) *Lightning Bolts----The Air Eleminal can be directed to cast lightning bolts out of the air intake.
Range: 4,000 ft(DOUBLE on a leyline)
Damage: 6d6 MD per bolt
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
Bonus: The Air Eleminal, being a fairly aggressive example of the sort, gets a +1 attack that it can use to fire off a lightning bolt if the aircraft bears on a target.
*Windblast---5,000 ft(DOUBLE on leylines), 2d4x10+30 MD(DOUBLE on leylines) per blast, once per melee. This attack is fired from the forward air-intake, and appears briefly as a smoke- or mist-ring blown out around the nose, before becoming effectively invisible.

(Fire)---The Fire Eleminal can be directed to cast fire bolts out of the air intake or generate a thick choking smoke cloud out the rear jet pipe.
*Plasma Blast---2,000 ft(DOUBLE on leylines), 6d6 MD(DOUBLE on leylines). Fired from the forward air intake, ECHH.
*Fire Barrage---2,000 ft(DOUBLE on leylines), and creates a swarm of 4d6 fireballs that each do 1d6 MD each, that can ‘shotgun blast’ over a 20 ft wide area; perfect for ground attack. Fired from the forward air intake, ECHH.
*Smoke Cloud---This attack lays out a thick ashy cloud of black smoke roughly 400 ft long and expanding to 200 ft wide behind the fighter, and can settle to the ground. The cloud persists for 8 minutes(twice as long on a leyline) and does 2d6 SDC to anything flying through it, or caught in it on the ground. While in the cloud, victims are -10 to strike, parry, and dodge, and night vision/thermal optics are cut in effectiveness by HALF. Passive nightvision is ineffective. The aircraft can engage this capability 4 times per 24 hours.

Options:
As noted, the main powerplant can be easily swapped out and replaced

*Laser-Reflective/Resistant Armor----The aircraft can be covered with a coating of laser-reflective alloys and polymers that resembles the original ‘bare metal’ or silver look, and causes laser weapons to do HALF damage. However, if the aircraft takes more than 30% damage to a respective part, the benefit of this coating is lost. Note that the MagePlate Armor(Formulation-1C) ability to repair itself does NOT cover this layering(it’s a separate application) .
Cost: 4 million credits

(TW and Elemental Versions)TW Systems:
*MagePlate Armor(Formulation-1C) Armor---F-1C armor; an advanced ectoplasm-impregnated composite material with limited self-repair capabilities.
When it became clear that F-1B had problems with vulnerabilities to magic attacks, PS engineers learned from their mistakes and sought to reformulate the armor composition to remove its most glaring defects. Formulation-1C is only now reaching field deployment; it lacks F-1B’s vulnerability to magic, but takes DOUBLE the PPE to repair...1 MDC=2PPE/4 ISP.
This system CANNOT replace a wing or tail that’s been blown off, but it CAN repair damaged fuselage armor, damaged flaps, and other barely-functional, but still attached, parts of the aircraft.


*Illusion Field Generator------Used primarily for psychological warfare, this feature generates an illusion around the aircraft. Pilots are particularly fond of disguising their aircraft as angelic or draconic beings. Uses the Horrific Illusion spell so the disguise has a Shock/Awe/Horror Factor of 14. Duration 40 melees(10 minutes). Activation PPE/ISP: 5 PPE/10 ISP
Cost: 250,000 credits

*Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.
Cost: 250,000 credits

*Impervious to Energy( 5 minutes per 20 PPE)
Cost: 800,000 credits

*Leyline Booster(Accelerates the aircraft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
Cost: 700,000 credits

*Feather-Light----This turns the runway dependent aircraft into an STOL, or even a VTOL aircraft, by allowing the feather light aircraft to fall gently to the ground! However, this is worse than useless in strong wings, unless the plane is going at power against the wind, otherwise the featherlight plane is tossed about by the wind!
However, with a piloting roll(-10%), the plane can gently land on a rooftop or a small clearing. Conversely, Feather-Light can allow the plane to take off from a small space, provided that there is some sort of updraft, or if the engines can be vectored, or otherwise manipulated to generate lift. Takeoff pilot roll at +5%
Duration: 1 minute per use
PPE Usage: Can be used 10 times before needing recharging, or 20 PPE per use

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

*Flicker-Dodge---A special capability, and one of FA’s signature creations: an application of the Astral Hole spell. This allows the aircraft to quickly dodge out of sight/reality, for a few seconds, or move up to 2000 ft sideways, up, down, or backwards , with a +2 to dodge while doing so. Typically, an aircraft can engage this system 6 times before needing to recharge the system on a Ley Line(takes about 24 hours), or the pilot can pump in 120 PPE per “flicker-dodge”.
Cost: 3 million credits

*NIghtcloak System---Effective only at night, this system renders the aircraft virtually invisible in darkness; enemies are -6 to strike, -4 to dodge. Costs 10 PPE per 30 minutes.
Cost: 750,000 credits

Variants:
*PS-F102D---Twin-engined version with a larger lower engine bay. Increase weight and cost by 30%, but increase speed by 50%. Decrease range by 25% with both engines running flat-out.

*PS-F102T---Twin-seater version. Extends the cockpit length by 5 ft, but adds a second seat that can be fitted as a dual control cockpit or as a weapons control station.

*PS-F10TW----TW variant, featuring a TW or Elemental powerplant, plus the following:

*Armor of Ithan---------100 MDC, duration 40 melees(10 minutes). Activation PPE/ISP: 15 PPE/25 ISP

*Impervious to Energy( 5 minutes per 20 PPE)

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

*Feather-Light----This turns the runway dependent aircraft into an STOL, or even a VTOL aircraft, by allowing the feather light aircraft to fall gently to the ground! However, this is worse than useless in strong wings, unless the plane is going at power against the wind, otherwise the featherlight plane is tossed about by the wind!
However, with a piloting roll(-10%), the plane can gently land on a rooftop or a small clearing. Conversely, Feather-Light can allow the plane to take off from a small space, provided that there is some sort of updraft, or if the engines can be vectored, or otherwise manipulated to generate lift. Takeoff pilot roll at +5%
Duration: 1 minute per use
PPE Usage: Can be used 10 times before needing recharging, or 20 PPE per use

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


*PS-DF102---Combat drone version, with the following attributes:
Attacks per Melee: 5
+4 Strike
+4 Dodge
+2 Roll
+1 Initiative
Cost: +200,000 credits

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

--------Rudyard Kipling
------------


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Unread postPosted: Sat Jan 19, 2019 9:04 pm
  

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Paladin Steel PS-F102 ‘Fang’ Jet Fighter

“Yes, the Fang’s a plain vanilla fighting platform, but it’s the fact that PS can provide its allies with inexpensive, reliable, easily-used plain vanilla that’s the REAL weapons system. That, and they can license the manufacture of these things without compromising their own state-of-the-art lines. Their allies feel like they’re getting something they can modify into something their own, and not feel dependent on an outside source for their defense.”

Paladin Steel has a reputation for mining the past for inspiration, but updating it with the latest in available technology. Their aircraft lineup, for example, looks like a stable of Golden Age (and pre-Golden Age) designs, re-warmed and revamped in ways the original designers couldn’t have dreamed of.
Thus, market analysts aren’t terribly surprised that PS’s latest rollout, the F102, is based on a pre-Rifts 1950s design study by the Northrop corporation, the N-102 ‘Fang’, for a single-engine light jet fighter. The most attractive aspect, from PS’s perspective, of this design was an underslung engine bay that allowed for easy maintenance and replacement of the single engine, and upgrades of that powerplant. The N-102 studies went as far as a single full-scale mockup, but the program ended with that; the single-engine N-102 was axed because of its light weight and inability to grow into the twin-engine configuration that was being favored for USAF aircraft.
Paladin Steel’s revamp is an amalgamation of two different planforms of the N-102, resulting in an attractive delta-winged aircraft with twin tail fins. The single engine has been retained, but PS has taken it even further with a variety of ‘growth’ powerplants, ranging from high-efficiency jet engines, to nuclear-powered, plasma-electric, techno-wizardry, and contra-gravity.
The main draw of the PS-F102 is that it is a fairly simple, rugged, modification-tolerant airframe that can be outfitted to the buyer’s level of technology, or equipped with fairly sophisticated imported hardware, This allows Paladin Steel to sell it to a larger number of its extradimensional allies and associates, some of who are still at pre-Golden Age/pre-Rifts levels of technology, who don’t have to feel like they’re being entirely dependent on their offworld benefactors. The ‘Fang’ is also expected to appear in the security forces of a good number of the Alliance’s colonies.

Type: PS-F102 ‘Fang’
Class: Jet Fighter, Light
Crew: One
MDC/Armor by Location:
Main Body 200
Reinforced Cockpit 90
Wings(2) 100 each
Tail Fins(2) 60 each
Height: 16 ft at tail
Width: 23 ft
Length: 41 ft
Weight: 18,760 lbs
Cargo: Minimal; enough space in the pilot’s compartment for a survival pack and a few(small) personal possessions.
Powerplant: Liquid Fuel( 2,800 mile range) , Nuclear(with 15 year energy life), TW, or TW Eleminal(--The containment spells need to be renewed every six months or the critter will escape)
Speed:(Flying)(Liquid Fuel) Mach 2, maximum altitude of 18,000 ft.
(Nuclear) Mach 2,2, maximum altitude of 21,000 ft.
(Nuclear Plasma-Electric) Mach 2.4, maximum altitude of 22,000 ft.
(TW) Mach 2, maximum altitude of 19,000 ft.
(TW-Air Eleminal) Mach 2.3, maximum altitude of 20,000 ft.
Bonuses: The use of the Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
(TW-Fire Eleminal) Mach 2.2, maximum altitude of 17,000 ft.
Bonuses:*Afterburner---This causes the fighter to take off like a rocket, essentially DOUBLING its top speed for up to 5 minutes! The aircraft can only engage this ability twice per 24 hours.

(Contra-Gravity) Hover to Mach 2.5, no altitude limit.

Market Cost:
(Liquid Fuel) 17 million credits
(Nuclear) 20 million credits
(Nuclear Plasma-Electric) 22 million credits
(TW) 21 million credits
(TW-Air Eleminal) 22 million credits
(TW-Fire Eleminal) 23 million credits
(Contra-Gravity) 30 million credits
Systems of Note:
Standard Aircraft Systems
*Ejection Seat
*HUD-Head Up Display
*Environmental Protection/Life Support---Pressurized cabin(though pilot typically wears pressure suit/EBA for additional protection).
*Long Range Radio----500 mile range
*Long Range Radar---100 mile range
*Radar Detector---Picks up enemy radar emissions and weapons locks
*Laser Rangefinding/Targeting----+1 to strike with cannon and rockets
*ECCM system: A semiautomatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.

Weapons Systems:
1) Nose Guns---The original N-102 studies called for a single 20mm cannon in the nose, but allowed for alternate configurations of 2-4 guns of various calibers. PS has seized on this to offer an even wider variety of weaponry.
a) 20mm Vulcan Cannon(2x)---Modified M-61 Six-barrel Cannon, fixed forward.
Range: 9,000 ft
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 1,208 rds per gun

b) 30mm Cannon(2x)
Range: 10,000 ft
Damage: 4d6 MD single round, 1d6x10 MD two rd burst, 3d6x10 MD per six-shot burst(DOUBLE for a simultaneous burst from BOTH guns---synched to fire in unison)
Rate of Fire: ECHH
Payload: 124 rds per gun

c) 50 Caliber Machine Gun(4x)---The old reliable ‘Fifty’, modified to fire new ammo types. An oldie, but still a goody.
Range: 19,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 500 rds per gun
Cost: 8,000 credits

d) Laser Cannon(1)---Shorter range and less kinetic damage, but unlimited payload. Pulse Laser(PS-RFL-25), the so-called “Prosek’s Gift’ thanks to its being derived from a reverse-engineered Coalition weapon!
Range: 6,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 340,000 credits

e) Ion Cannon(1)
Range: 7,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EPCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 220,000 credits

f) Ion Spray Cannon(1)
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast, to a 50 ft wide area
Rate of Fire: EPCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits

g)TK Cannon(4)
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst. Damage x4 for the synchronized fire from all four guns)
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be recast every six months. 200 shot ‘back-up’ PPE clip
Cost: 600,000 credits

h)T-500 30mm Missile Gun---This is an extension of the PS micromissile gun-launcher system, and consists of a massdriver firing the same sort of 30mm micromissiles as used in PS’s ‘Fire Rose’ manpad air defense launchers. The onboard propulsion and guidance allows a burst of projectiles from these weapons to correct in-course and savage a target that may have believed it had dodged a conventional cannon-burst.
Range: Gun launcher fires the micromissile out to about 5,000 ft, then the rocket propulsion takes over.
(Micromissiles) 11,000 ft for all types
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: Burst-volleys of 1-10 micro-missiles.
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: 140 rds
Cost: 350,000 credits
(Pattern-3a) 90 credits each
(Pattern-3b)150 credits each
(Pattern-3c) 180 credits each

i) TW Mini-Missile Launcher ---Extendable chin-cheek style tray launcher. Short range for an aircraft weapon, but it can launch large salvoes, and the TW munitions can carry spells for extra effect.
Range: 4,000 ft
Damage: 4d6 MD per missile
Rate of Fire: Volleys of 1-33
Payload: 66
Cost: 800,000 credits for launcher installation, 7,000 credits per TW mini-missile

j) TW Large Missile Launcher ---Extendable chin-cheek style tray launcher. The heavy TW missiles have respectable range for their size, plus they can carry spells for extra effect.
Range: 3 miles
Damage: 2d4x10 MD to 30 ft blast radius
Rate of Fire: Volleys of 1-9
Payload: 9
Cost: 800,000 credits for launcher installation, 20,000 credits per TW missile


2) Underwing Hardpoints(6, 3 under each wing)
a) Mini-Missiles---19-shot pod
b) Short Range Missiles-----2 per hardpoint
c) Medium Range Missiles---1 per hardpoint
*’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)
Bonuses:+3 to strike

Shrike III ‘Brilliant’ antiaircraft missile.
Range: 75 miles
Damage: 3d4x10 MD
Payload: 1 per hardpoint
Bonus: +7 to strike

d) ‘Iron’ or ‘Smart’ Bombs-----Can carry warhead equivalents of missiles, but DOUBLE the respective number, or retain the same number, and DOUBLE the damage.
Penalties: Loading the underwing pylons decreases top speed by 20%, heavy bombs being fairly un-aerodynamic.
*250-lb Bomb----2d4x10 MD to 50 ft blast radius( 8 inboard, 1x4 outboard)
*500-lb Bomb----4d4x10 MD to 60 ft blast radius(4 inboard, 1x2 outboard)
*’Smart Bombs’---Note that any bomb can be fitted with a ‘smart bomb’ modification kit, similar to the American Paveway series, consisting of fore-and-aft control fins and a sensor nose. ‘Smart Bombs’ AUTOMATICALLY hit stationary targets, and are +6 to hit moving targets(though maximum range is 1/2 mile)

e) ECM Module---Electronic jamming system that gives radar-guided weaponry a -4 to strike the aircraft. Or it can be used offensively, to foil ALL radar-guided weaponry in a 30 mile radius(-2 to strike). Additional pods DO NOT add cumulative bonuses, but do provide system redundancy.
Cost: 200,000 credits

f) Flare/Chaff Launcher Pod
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: 18 per launcher

g) 7.62mm Gunpod
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 800 rpm
Payload: 250-rd belt
Cost: 18,000 credits

h).50 caliber Gunpod---Combines a fifty-caliber heavy machine gun and ramjet ammunition with a four-shot mini-missile launcher
Range:(Machine Gun) 19,000 ft, 38,000 ft in space
(Kitsune Values: 380 miles in space)
(Mini-Missiles) Varies by Missile Type(x4 in space)
(Kitsune Values: 100 miles in space)
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

i) Light Rail Cannon--Intended for use against targets that are resistant to energy weapons.
Range: 4,000 ft(8,000 ft/ 1.6 miles in space)
(Kitsune Values: 160 miles in space)
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload: 5,000 rd drum
Cost: 80,000 credits

j) Laser Illuminator Pod----A swivel-mounted target illumination laser(typically slaved to a helmet-mounted optics suite worn by the observer in the main cabin), used to ‘paint’ targets for laser-guided weaponry. Range: 7 miles
Cost: 50,000 credits

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

l) Pulse Laser
Range: 4,000 ft (8,000 ft in space)
(Kitsune Values: 80 miles in space)
Damage: 2d4 MD single shot, 1d6x10 MD per 6 shot pulse blast
Rate of Fire: ECHH
Payload: 60 shot battery. Effectively unlimited if nuclear powered
Cost: 28,000 credits

m) Particle Beam Pod---A modified PS ‘Blue Bolt’ PBR.
Range: 4,000 ft (8,000 ft in space)
(Kitsune Values: 80 miles in space)
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: Single shot, ECHH
Payload: 50 shot battery. Effectively unlimited if nuclear powered
Bonuses: +1 to strike from the laser spot sight.
Cost: 170,000 credits

n) Sensor Pod---Various specialized sensor pods can be hung from the hardpoints, including photo-recon, PPE sensing, molecular analyzer, radiation detection, atmospheric sampler, and other types.

o) Drop Tanks(available only to Liquid-Fueled models)----Two hardpoints can be plumbed for auxiliary drop tanks. Each tank extends the range of the aircraft 50%(so two effectively DOUBLE range)

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

q) TW Mini-Missile Launcher ---Pod version of the internally-mountable launcher, with double the payload.
Range: 4,000 ft
Damage: 4d6 MD per missile
Rate of Fire: Volleys of 1-33
Payload: 132
Cost: 800,000 credits for launcher installation, 7,000 credits per TW mini-missile

r) TW Large Missile Launcher ---Pod version of the internally-mountable launcher, with double the payload.
Range: 3 miles
Damage: 2d4x10 MD to 30 ft blast radius
Rate of Fire: Volleys of 1-18
Payload: 18
Cost: 800,000 credits for launcher installation, 20,000 credits per TW missile


3) Elemental Magic Energy Blasts (Elemental Versions ONLY)
(Air) *Lightning Bolts----The Air Eleminal can be directed to cast lightning bolts out of the air intake.
Range: 4,000 ft(DOUBLE on a leyline)
Damage: 6d6 MD per bolt
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
Bonus: The Air Eleminal, being a fairly aggressive example of the sort, gets a +1 attack that it can use to fire off a lightning bolt if the aircraft bears on a target.
*Windblast---5,000 ft(DOUBLE on leylines), 2d4x10+30 MD(DOUBLE on leylines) per blast, once per melee. This attack is fired from the forward air-intake, and appears briefly as a smoke- or mist-ring blown out around the nose, before becoming effectively invisible.

(Fire)---The Fire Eleminal can be directed to cast fire bolts out of the air intake or generate a thick choking smoke cloud out the rear jet pipe.
*Plasma Blast---2,000 ft(DOUBLE on leylines), 6d6 MD(DOUBLE on leylines). Fired from the forward air intake, ECHH.
*Fire Barrage---2,000 ft(DOUBLE on leylines), and creates a swarm of 4d6 fireballs that each do 1d6 MD each, that can ‘shotgun blast’ over a 20 ft wide area; perfect for ground attack. Fired from the forward air intake, ECHH.
*Smoke Cloud---This attack lays out a thick ashy cloud of black smoke roughly 400 ft long and expanding to 200 ft wide behind the fighter, and can settle to the ground. The cloud persists for 8 minutes(twice as long on a leyline) and does 2d6 SDC to anything flying through it, or caught in it on the ground. While in the cloud, victims are -10 to strike, parry, and dodge, and night vision/thermal optics are cut in effectiveness by HALF. Passive nightvision is ineffective. The aircraft can engage this capability 4 times per 24 hours.

Options:
As noted, the main powerplant can be easily swapped out and replaced

*Laser-Reflective/Resistant Armor----The aircraft can be covered with a coating of laser-reflective alloys and polymers that resembles the original ‘bare metal’ or silver look, and causes laser weapons to do HALF damage. However, if the aircraft takes more than 30% damage to a respective part, the benefit of this coating is lost. Note that the MagePlate Armor(Formulation-1C) ability to repair itself does NOT cover this layering(it’s a separate application) .
Cost: 4 million credits

(TW and Elemental Versions)TW Systems:
*MagePlate Armor(Formulation-1C) Armor---F-1C armor; an advanced ectoplasm-impregnated composite material with limited self-repair capabilities.
When it became clear that F-1B had problems with vulnerabilities to magic attacks, PS engineers learned from their mistakes and sought to reformulate the armor composition to remove its most glaring defects. Formulation-1C is only now reaching field deployment; it lacks F-1B’s vulnerability to magic, but takes DOUBLE the PPE to repair...1 MDC=2PPE/4 ISP.
This system CANNOT replace a wing or tail that’s been blown off, but it CAN repair damaged fuselage armor, damaged flaps, and other barely-functional, but still attached, parts of the aircraft.


*Illusion Field Generator------Used primarily for psychological warfare, this feature generates an illusion around the aircraft. Pilots are particularly fond of disguising their aircraft as angelic or draconic beings. Uses the Horrific Illusion spell so the disguise has a Shock/Awe/Horror Factor of 14. Duration 40 melees(10 minutes). Activation PPE/ISP: 5 PPE/10 ISP
Cost: 250,000 credits

*Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.
Cost: 250,000 credits

*Impervious to Energy( 5 minutes per 20 PPE)
Cost: 800,000 credits

*Leyline Booster(Accelerates the aircraft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
Cost: 700,000 credits

*Feather-Light----This turns the runway dependent aircraft into an STOL, or even a VTOL aircraft, by allowing the feather light aircraft to fall gently to the ground! However, this is worse than useless in strong wings, unless the plane is going at power against the wind, otherwise the featherlight plane is tossed about by the wind!
However, with a piloting roll(-10%), the plane can gently land on a rooftop or a small clearing. Conversely, Feather-Light can allow the plane to take off from a small space, provided that there is some sort of updraft, or if the engines can be vectored, or otherwise manipulated to generate lift. Takeoff pilot roll at +5%
Duration: 1 minute per use
PPE Usage: Can be used 10 times before needing recharging, or 20 PPE per use

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

*Flicker-Dodge---A special capability, and one of FA’s signature creations: an application of the Astral Hole spell. This allows the aircraft to quickly dodge out of sight/reality, for a few seconds, or move up to 2000 ft sideways, up, down, or backwards , with a +2 to dodge while doing so. Typically, an aircraft can engage this system 6 times before needing to recharge the system on a Ley Line(takes about 24 hours), or the pilot can pump in 120 PPE per “flicker-dodge”.
Cost: 3 million credits

*NIghtcloak System---Effective only at night, this system renders the aircraft virtually invisible in darkness; enemies are -6 to strike, -4 to dodge. Costs 10 PPE per 30 minutes.
Cost: 750,000 credits

Variants:
*PS-F102D---Twin-engined version with a larger lower engine bay. Increase weight and cost by 30%, but increase speed by 50%. Decrease range by 25% with both engines running flat-out.

*PS-F102T---Twin-seater version. Extends the cockpit length by 5 ft, but adds a second seat that can be fitted as a dual control cockpit or as a weapons control station.

*PS-F10TW----TW variant, featuring a TW or Elemental powerplant, plus the following:

*Armor of Ithan---------100 MDC, duration 40 melees(10 minutes). Activation PPE/ISP: 15 PPE/25 ISP

*Impervious to Energy( 5 minutes per 20 PPE)

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

*Feather-Light----This turns the runway dependent aircraft into an STOL, or even a VTOL aircraft, by allowing the feather light aircraft to fall gently to the ground! However, this is worse than useless in strong wings, unless the plane is going at power against the wind, otherwise the featherlight plane is tossed about by the wind!
However, with a piloting roll(-10%), the plane can gently land on a rooftop or a small clearing. Conversely, Feather-Light can allow the plane to take off from a small space, provided that there is some sort of updraft, or if the engines can be vectored, or otherwise manipulated to generate lift. Takeoff pilot roll at +5%
Duration: 1 minute per use
PPE Usage: Can be used 10 times before needing recharging, or 20 PPE per use

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


*PS-DF102---Combat drone version, with the following attributes:
Attacks per Melee: 5
+4 Strike
+4 Dodge
+2 Roll
+1 Initiative
Cost: +200,000 credits

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

--------Rudyard Kipling
------------


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Unread postPosted: Tue Jan 22, 2019 12:18 am
  

Wanderer

Joined: Tue Jan 09, 2018 2:14 am
Posts: 65
Question, why do your .50 cal machineguns (19000 ft range) enormously out range your 20 mmm (9000 ft) and 30 mm (10000 ft) cannon? ( Not to mention rail cannons (4000 ft)... )


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Unread postPosted: Tue Jan 22, 2019 12:46 am
  

User avatar
Hero

Joined: Mon Sep 19, 2005 10:24 pm
Posts: 1119
Location: Praxus
Comment: Arrrrgggghhhh!
he may have added an extra zero by accident.
its also possible those are rocket assisted bullets.

_________________
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Create and print dozens of different graph papers.


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Unread postPosted: Tue Jan 22, 2019 6:28 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
pad300 wrote:
Question, why do your .50 cal machineguns (19000 ft range) enormously out range your 20 mmm (9000 ft) and 30 mm (10000 ft) cannon? ( Not to mention rail cannons (4000 ft)... )



I admit I've been using various military guidebooks and internet sites, rather than the Palladium values, to reflect RL ranges. Some of those sources aren't kind to 20- and 30-mm weapons(which are ANTIAIRCRAFT weapons) as opposed to the ol' .50.
Palladium seems to favor knife-fighting ranges...or, if you realitically consider most ground combat, average engagement ranges for infanty.
Because, let's face it, it's no fun getting pinned down by a GPMG that's shooting at you from over a mile away, that you can't see, as opposed to HEROICALLY dodging incoming fire as you charge the meatheads and smash them.
In general, I figure the Palladium values reflect rnges you can ACCURATELY hit things at with the weapon, without having to start taking ino account windage, ballistic drop, and time-on-target. Also, I figure rail guns lose a lot of their megadamage umph over theis stated maximum range, unless they have explosive shells(which Palladium sez they don't).
Realistically, then, there should be decline in damage over range, until you finally get a railgun slug tht pings off your body armor like a skipped rock.

_________________
-------------
"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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Unread postPosted: Fri Jan 25, 2019 9:16 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
Paladin Steel Ashlar Fast Attack Hydrofoil

“Why don’t you just extend the hydrofoils a little and make this thing FLY?”
”And give the Air Force another bite out of our budget? No, this hotrod’s NAVY!”


“DANG! That’s one damn big waterstrider out there!”

“We get a signal from our sentry buoys, one or more of our outflier drones confirms it and triangulates, we race out, and we either pick up some poor stranded gobs, or we start a search pattern for a sub. We get another contact, we launch torps and hope for a hit. Sometimes it’s Deadboys, sometimes it’s Horune. Sometimes we get them. Sometimes they’re waiting for us and one of ours disappears. It’s the game we play.”

The Ashlar is a new high-speed fast attack hydrofoil vessel designed for fast-response interdiction roles along GNE’s coastal territories. After watching the ‘swoop-in’ attacks of the Spugorths’ high-speed TW- and hover-carriers, as well as the ‘pop-up’ cruise missile attacks launched by the Coalition from off the coast of the GNE, PS Marine designed a craft that could match the speed of most threat-force fast-movers, quickly respond to widespread reports of enemy action(especially after Coalition agents got into the practice of radioing in false distress calls from outlying communities along the Atlantic coast, in order to draw off VFSN forces), and get to the launch areas of sub-launched cruise missiles, hopefully before the launch platforms could slip away and repeat their attacks from elsewhere.
The Ashlar has a long, stilleto-like hull that rises abruptly into a rear deck tower, giving it a ‘backheavy’ or ‘hotrod’ look. The lateral hydrofoils are sweptback and wing like, complete with mini-aelerons sticking up from the ends. In the rear is a massive jet engine, fed air from a pair of large airscoops in the nose. Armament pylons stick out from the sides of the ‘deck tower’, while forward-firing lasers and missile launchers are fared into the sharp nose. All in all, the Ashlar looks very much like an oversized marine version of the Crusader aerospace fighter.
The Ashlar is designed for fast in-and-out attacks, preferably at long range, before zipping back out of range. It carries a small force of Marines and their power armor for light boarding actions, water rescues and investigations, but it is not intended as a troop transport. If confronted with an opponent that can’t be neutralized with two or three quick attacks, the Ashlar ‘s best option is to retreat, report, and possibly return to harass the target until reinforcements can arrive. Since the Ashlar’s weaponry is designed for long range anti-ship work, however, the Ashlar rarely finds itself in a slugfest situation that it can’t escape after inflicting serious damage on the target. With a combination of both long range lasers and missiles, the Ashlar can rip into even cruiser-class vessels with a good chance of inflicting serious damage. The weapons layout also has excellent anti-aircraft capabilities, allowing the ‘modest’ patrol hydrofoil to engage incoming cruise missiles and stealth aircraft. The vessel is easily fast enough to chase down the Triax-built hydrofoils used by the Free Quebec Navy, and keep pace with the Splugorths’ slaver cruisers. Armored protection is quite heavy for a high speed ‘light’ patrol craft, and the ship can take a few heavy weapons hits without crumbling, but its best defense remains running away. The Ashlar is often paired with the slower ‘Skuld’ SES craft in high speed ‘skeeter squads’ deployed to harass enemy shipping and counter enemy raids.
The Ashlar takes its name from Denelvar Ashlar, an Elven power armor pilot who died at the Battle of New Wilson, after sending his critically-damaged airborne power armor into the bridge of a Coalition warship, causing the vessel to go out of control, wedge itself in the channel, and bottle up several Coalition craft behind it, making them prime targets for subsequent GNE air- and artillery-strikes.

Type: PS-PHM-07 Ashlar
Class: High Speed Hydrofoil Attack/Patrol Boat
Date of Introduction: 110 PA
Crew: 14, plus a 6-man Marine Power Armor squad(typically in airborne PA)
MDC/Armor by Location:
Main Body 1,600
Bridge 500
Sensor Tower 120
*Hydrofoil Wings(2) 280 each
LRM Launchers(2) 100 each
Laser Arms(2) 100 each
Forward Medium Range Missile Launcher(1) 150
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/ 15 year energy life
Speed: (Hullborne) 30 MPH
(Hydrofoil) 200 MPH
Market Cost: Currently not available for sale, but a fully equipped and operational Ashlar 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, per-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)

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

*Detachable Bridge Module---The entire bridge is mounted so as to be able to detach and float free of the rest of the (sinking) ship in an emergency. The bridge has its own floatation units, life support, and its own electric motor(able to push the lifepod at a leisurely 8 MPH...battery range of 200 miles, but has deployable solar cells to recharge the batteries).

Weapons Systems:
1) Long Range Missile Launchers(2)--Mounted on either side of the main body superstructure, on two ‘weapons arms’ protruding from the sides, are a pair of long range missile launchers, capable of firing anti-ship cruise missiles or anti-aircraft weapons.
Range: Varies by Missile Type
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-2
Payload: 8 per launcher(16 total)

2) Long Range Lasers(2)--Mounted just behind and inboard of the missile launcher arms are a set of long-range laser cannon, that can pluck a missile or aircraft out of the air, or score the ocean’s surface with photonic fire. The weapons can modulate into the blue-green frequency for maximum penetration against submerging targets on the surface. These weapons are adapted from Orbital weapons, hence their superior range.
Range: 5 miles
Damage: 4d6x10 MD per blast, 8d6x10 MD for both cannons firing simltaneously
Rate of Fire: EGCHH
Payload: Effectively Unlimited

3) Forward Medium Range Missile Launcher----Fared into a retractable launch box in the forward hull is a launcher for PS’s ‘Sea Fire’ dual-mode air/water missiles(an earlier version of the LRMs reverse-engineered from Kittani weapons). This is the Ashlar’s primary anti-submarine weapon.
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1,2, 3, 4, 6, or 8
Payload: 32
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike

In the alternative, at the expense of anti-submarine capability, the launcher can carry the following:
a) HammerDart Anti-Shipping Missiles
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike

b) HammerDart Anti-Shipping Missiles
Range: 30 miles
Damage: 5d6x10 MD(Plasma) or 6d6x10 MD(Proton) to 40 ft blast radius
Bonuses: +6 to strike

c) Shrike III ‘Brilliant’ Antiaircraft Missiles---This air defense missile has been suggested for long range interceptions, particularly of low-flying, high-speed cruise missiles and bombers. A smaller number of missiles may be carried, but the system’s accuracy compensates.
Range: 75 miles
Damage: 3d4x10 MD to 50 ft blast radius
Bonus: +7 to strike
Payload: 24


4) PS-L-CIWS Vulcan Chain Guns(aka “Button Guns”)(2, one forward, one aft)---This installation, has been adapted for shipboard use as PS’s standard light maritime weapons system. The system is a very compact and neat installation that takes up little space, and has been compared to the pre-Rifts Russian ADMG-630 30mm Gatling CIWS that saw extensive service aboard Russian warships. The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload:8,000 rd drum(200 bursts)

5) Mini-Torpedo Launchers(2)---The underside of the Ashlar;s 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. This feature and tactic hasn’t always been liked by crews assigned to the Ashlar, though, as the mini-torpedoes are considered by some to be too lightweight for effective use against larger targets, though many crews like the better chance of establishing hits with the larger salvos of smaller torps. Some naval analysts have suggested alternate refits with heavier torpedoes; fewer shots but greater damage and stand-off range.
Range: 1 mile
Damage:1d6x10 MD
Rate of Fire: Volleys of 1-6
Payload: 18 per launcher(32 total).

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

Options/Variants:
The Ashlar is too new and specialized a craft to tolerate much in the way of modification, so no major variants or option systems have yet appeared, beyond improvements and upgrades in onboard electronics and sensors.

_________________
-------------
"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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Unread postPosted: Wed Feb 06, 2019 9:26 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
(Reposting a slightly revised version of this oldie thanks to some observations made by Prole about how easily it should be breaking people's wrists in the firing.)

Paladin Steel ‘Champion Five’ R-5 Model 500 Revolver
“HawhawHAW! Heyyy guys! Getta load of da’ little pantspis-(*KLICK*)-oh my, good sir, I did NOT see that big pistol you had on you, nor did I expect the speed with which you were able to pull it out and so accurately aim it between my eyebrows. May I buy you a drink and bid you welcome to my favorite drinking establishment?

The ‘Champion Five’ R-5 Revolver is a Repligun remake of the pre-Rifts Smith and Wesson Model 500 .50 caliber pistol, touted at one time as the ‘world’s most powerful handgun’. PS has made a few material changes, such as making the weapon from more durable megadamage alloys, applying permanent dry lubricant molecular coatings to moving parts, and addressing problems such as sealing between the cylinder and the barrel, for less propellant gas leakage.
The original Model 500 was regarded as a ‘big game’ (or as a man-stopper) pistol, chambering high caliber rounds starting at .50 caliber. Details of performance historically vary, given the weight of the weapon and the difficulty in accurately firing it, due to both recoil and gas leakage from the cylinder(the muzzle flash is also considerable for a handgun). What is made clear is that the revolver had excellent stopping power and exceptional range for a pistol(thanks in part to its long barrel--213 mm/8.3 inches). The weapon was(and still is) regarded as a ‘wrist breaker’, being hazardous for inexperienced shooters to handle. In the world of Rifts Earth, however, with bio-augmentation, superhuman and supernatural strength, exo-assist skeletons, and cybernetic implants, these problems are less of a concern. Post-Golden Age technologies have also expand the variety of munitions that the weapon can chamber, allowing for greater versatility.
Though outperformed in rate of fire by automatic weapons and in damage by energy weapons, the Champion Five still has adherents among traditional gunslingers and those looking for a really intimidating and idiot-proof weapon at low cost. The PS customization shop does a good business engraving and chrome-plating weapons of this type for customers wanting a special ‘sporting’ weapon without sacrificing functionality.

Weight: 56 oz. (82 oz. with full muzzle brake and balancing)
MDC: 15
Range: 700 ft
Damage:(SDC rd) 8d6 SDC per shot
(Exploders)1 MD per shot
(Ramjet rd) 1d4 MD per shot
(PSX-1) 1d6 MD per shot
(PSX-1Exp) Express round that does 2d4 MD, plus has the same knock-down as Bandito Arms’ ‘Big Bore’ pistol rounds.
(PSX-2) 3d4 MD per rd
Rate of Fire: Single shot, ECHH
Note: A P.S. of 15 or better is required to accurately fire the weapon; anybody of weaker strength will be -2 to strike.
Payload: 5 shot cylinder
Special Features:
*Top Rail---for mounting a sight or scope
*Rubberized Handgrips
Cost: 2,000 credits
Options:
*Muzzle Brake---Adds weight(about 6 ounces), barrel length(1.7inches), but also reduces recoil, allowing for a +1 to strike. Cost: +400 credits

(Thanks to 40K for suggesting this next accessory)

PS Shootist-Brace
(aka ‘Buffer Glove’, ‘Bump-Glove’)
“Pretty much everybody on Rifts Earth needs heavy protection, or at least heavy stopping power, but not everybody wants to ‘roid,’borg, ‘tech, or ‘bio up to handle it. Sometimes having a big gun’s more of a liability than an advantage or an equalizer, so you wanna accessorize to compensate and the most out of your shooting iron.”

The Shootist Brace is a piece of handwear meant to protect a shooter’s hand from the recoil of the heavier handguns on the market. A combination of shaped composite and aerogel buffer pads in the palm and along the forearm of the wearer helps maintain a steady grip on handguns like the Champion 5 heavy revolver or HPRL-07 ‘Dannekin’ pistol. The special configuration and padding also absorbs recoil energy, protects the user’s wrist, and keeps the weapon accurate by reducing recoil-flinch and pitch.
The Brace can be worn separately or can be incorporated into the forearm bracers of body armor.

Bonus: Removes strike penalties due to recoil up to a maximum of -2. Adds a +1 to strike on called shots with a revolver or automatic pistol. Attempts to Disarm the wearer by knocking the pistol out of their hand are at -1.
Penalty: The glove is rather stiff and fights wrist movement, so doing fine detailed work with it still on imposes a -5% to skill rolls for tasks such as Pick Locks/Pockets, or Sewing.
Cost: 800 credits
Options:
*Extendable Bracing----This redesigns the bracing to be adjustable, such that it doesn’t interfere with wrist movement when not in use, but can be extended and locked into place when needed, Takes 1 APM to reconfigure it. Cost: 500 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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Unread postPosted: Tue Feb 12, 2019 1:10 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
Paladin Steel PS-UmbrA-01 Armored Umbrella
(aka ‘Brolly-Shield’, ‘Uber-brella’, ‘Combat Parasol’)

“-and today’s weather forecast calls for acid rain, heavy at times, so pack your extra-strength prolly!”

“Race queen? You staid, prudish ‘steelers got booth babes flogging your products on the open street? Or is that one of the ‘Entertainment Guild’ workers out on business?”
“Steel Gaian girl. Full cyberhumanoid, so she can dress however she wants. She could probably crack your skull with that umbrella if she doesn’t like you.”

“That’s it! THAT IS @$*&#ING IT! I AM -NOT- TAKING THIS ANY MORE! Every time we try raiding GNE territory, something weird happens and we get beat up again! Squirrels shooting us up! Trees shooting us up! Furniture shooting us up! Strippers shooting us up! Old guys with walkers shooting us up! And don’t get me started on the old ladies and their UMBRELLAS!!! I! AM! OUT! OF! HERE! Any of you guys got any brains left, you can come with me! I’m going to Germany where the beer is better and Triax at least is keeping Paladin Steel out from selling shoot-us-up $#!+ on the streets!”

“Portable Flak Shield. No well-accoutered gentleman or lady should be without one.”

“Oh, it LOOKS silly, and ridiculously expensive as well, but if you know how to use the features, it’s actually quite handy!”

Paladin Steel miniaturizes its Scramble Shelter technology with this personal deployable umbrella shelter, a six-foot diameter folding parasol made of megadamage fabrics and ‘memory’ materials. A slide of a switch extends and snaps open, or retracts, the protective cover.
Available in a number of styles and patterns, the UmbrA-01 is proving quite popular in Greater New England territories as a ‘working fashion’ accessory. TechnoWizards and Ludicrous Mages have taken a shine to the ‘uber-brella’, adding various magic enhancements to it. The Steel Gaians, a Shemarrian sub-tribe resident to Greater New England, have acquired an almost dotty liking for the device, and have also sold the SkyeKlad on the devices.

Weight: 9 lbs
MDC: 60
Special Features:
*Touch-Button/Slider Switch-operated
*Auto-Fold
*Easy-Clean All-Weather Fabric
Cost: 16,000 credits
Options:
*Extendable Shelter----Special ‘grouser pleats’ extend the edges of the parasol to reach the ground, forming a 6-ft high fabric shelter. Increases coverage, but also increases the cost of the following(with the exception of the Stealth feature) by 50%:

*Heat Resistance---Special heat resistant/reflective fabric; cuts the damage from plasma and other heat based attacks by 3/4! Cost: 15,000 Credits

*Laser Reflective----Lasers do HALF damage. Cost: 15,000 Credits

*Hazmat-----Corrosives such as acids and alkaline solutions do NO damage. Cost: 13,000 Credits

*Radiation Shielding---Special radiation-buffering materials shield radiation equal to a good of EBA. Best used with the Extendable Shelter option. Cost: 18,000 credits

*Stealth---Copied from the Scramble Shelter. Comes with Extendable Shelter as standard. Chameleon-cloth Fabric---Can assume one of seven preset color configurations. Thermal Insulation-Infrared and Thermographic sensors are -20% to detect the shelter. Electronic Insulation- Radar, MAD, and EM sensors are -15% to detect the shelter. CANNOT be combined with Heat Resistance, Laser Reflective, or Hazmat coverings. Cost: 50,000 Credits

*Forcefield Shield---This feature adds a small portable forcefield projector to the shaft(noticeable as a wide faring); 45 MDC for light, 65 for medium; protects the forward arc of the shield/parasol(+2 ft to either side) runs on E-clips(12 hours for the light, 10 hours for the medium). Cost: 42,000 credits for light, 85,000 credits for medium.

*Repulsor Field---An electromagnetic repulsion field; ion weapons and rail gin projectiles do HALF damage trying to shoot through it, and metal bullets, shells, grenades, and other projectiles are tossed aside by it(has an 10 ft range)...Melee weapons must be wielded by a PS of 24(or Superhuman PS of 18 or better) or greater to be pushed against the field, or be knocked aside/away. Like the forcefields, it extends 2 ft to either side of the parasol. An e-clip powers the repulsor for 8 hours of continuous operation. Cost: 35,000 credits.

*Concealed Vibroblade---Mounts an extendable vibroblade in the shaft. An extra button in the handle extends or retracts it. 1d6 MD. Cost: , 1,000 credits

*Laser Tip---Instead of a spike, a small mini-laser(based on a Smallkin laser rifle) can be concealed instead.
Range: 1,500 ft
Damage: 2d6 MD per shot
Rate of Fire: ECHH
Payload: 10 shot rechargeable/replaceable power cell
Special Features:
*Universal Power Recharge Socket--- The entire weapon can be plugged end-on into a universal power jack common to PS/GNE(and most other Earth societies), such as a municipal power grid, vehicular power socket, or cyborg forearm weapons mount, for easy recharging, or a connector cable can be plugged in to provide additional charge from an E-clip. A ‘small’ E-clip provides enough charge for ten shots, a ‘standard’ provides 20 shots, and a long E-clip can provide 35 shots.

Cost: 12,000 credits
Options:
*Power Step-Down---Allows the laser power to be stepped down, allowing for a less lethal mode that does only 2d6 SD per shot, without any diminishment in range. One MD shot equals 100 SD shots. Cost: 7,000 credits
*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
*Power Booster---Additional focusing elements ramp the power of a shot up to 4d4 MD, but reduce effective range to 1,000 ft. Cost: 5,000 credits
*Flash-Blinder---This adds a special power-stepdown chip to the weapon’s power regulation/draw system, and a scattering optic to the barrel. allowing the weapon to produce blinding flashes of light that can temporarily blind those with unprotected optics/eyes. Effects are roughly equal to a Blinding Flash spell. One MD shot equals 200 ‘flash’ shots.
Cost: 4,000 credits


**Magic
Heavily modifies the parasol with a TW power stone in the haft, to power added features.

*TW Powerstone---This refits the Solarex with a Greenstar PPE Powerstone:
*’Light’---75 PPE capacity, cost: 9,000 credits
*’Light’--- 100 PPE capacity, cost: 12,000 credits
Recharge Rate: 2 PPE per hour, 10 PPE at a ley line, 20 PPE/hour on a nexus or in a dimensional pyramid

Can accept PPE clips inserted into the handle, and direct PP/ISP channeling.

*Armor of Ithan----60 MDC, takes 25% damage from attacks successfully parried, 6 minutes’ duration for 5 PPE. Cost: 54,000 credits

* Sheltering Force----- Used with the umbrella stationary, it provides a dome of warmth and shelter for anybody under the umbrella. 5 hours’ duration for 10 PPE. Cost: 80,000 credits.

*Magic Shield---- 60 MDC, takes 25% damage from attacks successfully parried, 12 minutes’ duration for 3 PPE. Cost: 32,000 credits

*Blast Shield----5 melee rds of protection for 9 PPE. Cost: 68,000 credits

*Circle of Rain---- Straightforward adaptation/modification of the TW Vampire Water Field, only without the cumbersome backpack. 10 PPE for a 5 minute soaking around the circumference of the umbrella. Cost: 50,000 credits

*Frost Barrier-----This spell creates a cloud of near-freezing cold mist that provides temporary area of effect cover from heat-based attacks(including plasma). Those inside/behind the Frost Barrier are effectively shielded from heat-based attacks and damage(take NO damage). The mist also makes them harder to see and target(-2 to strike). Other energy attacks and projectiles punch right through the cloud. Costs 6 PPE for 5 minutes. Cost: 56,000 credits

*Lantern Light(1 PPE and lasts 4 hours)---Fills a ten foot area with soft illumination, but CANNOT drive off vampires or other sunlight-sensitive beings. Cost: 2,000 credits

*Globe of Daylight---Once again, the ectofibers can be made to radiate mystic sunlight with the added bonus of repelling, if not outright damaging, creatures susceptible to sunlight. Costs 1 PPE for 15 minutes of light. Cost: 12,500 credits

*Multiple Image(5 PPE and lasts 7 minutes)---This spell causes the power crystal to act like a holographic projector, producing up to three identical images of the person holding the gun. This gives the operator +2 to initiative, +2 dodge, and +1 to strike, while viewers are -4 t save and see through the illusion. Cost: 7,000 credits

*Shadowmeld(5 PPE and lasts 14 minutes)---Works just like the spell; the person holding the umbrella can disappear into any 5 ft-large shadow and vanish. Cost: 7,000 credits

*House of Glass(6 PPE, 7 minutes). The holder of the umbrella takes on a glassy appearance that renders them under the protection of a reciprocity spell; attacks on them reflect back on the attacker(see Rifts Book of Magic, pg. 107). Cost: 12,000 credits

*Mystic Direction Sense----The underside of the umbrella lights up with a mystic Head Up Display-like compass pointer and estimates of bearing and speed. 3 PPE grants 60 minutes’ duration. Grants a Navigation skill of 92%. Cost: 32,000 credits.

*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

*Levitation---Mary Poppins, anyone? The Umbrella will carry the holder (of 300 lbs weight maximum) aloft up to a maximum altitude of 110 ft, or drop them gently to the ground from drops of 250 ft. 3 PPE for 15 minutes’ duration. Cost: 26,000 credits

*Illusion---Alters the appearance of anybody standing under the umbrella. If they’re touching the shaft of the umbrella, they can choose the illusory disguise; otherwise the person holding the umbrella selects the illusion. Great for hiding in plain sight, especially if everybody else has similar-looking umbrellas. Costs 10 PPE for 50 minutes. Cost: 78,000 credits

*Block-Out(Ludicrous Magic)------ Creates a floating censor-strip over designated body parts. Regardless of how the observer tries to look around or past the Block-Out, the strip seems to follow their line of sight, always seemingly putting itself between the observer and the object of their gaze(even if there are multiple viewers). A successful save versus magic means that the person can see through the Black-Out. Some Ludicrous Mages like to use this feature to tease and some ‘au naturalists’*(and Lazer Mages) like using it to teasingly cover up in public. Costs 4 PPE for 30 minutes. Cost: 36,000 credits

*Privacy Circle----This spell-mod sets up an area of acoustic isolation, so whatever noise made underneath the cover of the umbrella is not heard beyond it. Great for holding private conversations, However, lip-reading of the people under the umbrella is still possible. Costs 10 PPE for 9 minutes. Cost: 55,000 credits .

*Circle of Protection----This spell mod sets up a Simple Circle of Protection, defined by the space under the opened parasol. The shortcoming of this is that the umbrella must be fixed in place on the ground and cannot be moved while the Circle is active. 23 PPE for 24 hours’ duration, + 2 PPE for each additional 24 hours. Cost: 230,000 credits,


Variants:
*UmbrA-01TWSol----’Sun-Drinker’----A modified Uber-brella with seeming solar collectors sewn into the fabric and a network of fine channels running through the parasol. The ‘Sun-Drinker’ collects and magically liquifies sunlight into a golden liquid that is collected in specially insulated vials in the handle, or containers hooked up via hose-pipe to it. 10 PPE allows you to collect, depending on weather conditions(requires direct sunlight to fall on the umbrella’s open surface), a gallon of liquid sunshine per hour. The UmbrA-01TWSol costs an additional 120,000 credits, but the price is expected to go down as demand rises, especially from vampire hunters and Lazer Mages.

_________________
-------------
"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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Unread postPosted: Thu Feb 14, 2019 11:20 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
PS Sentry Buoys

“Sentry Buoys ain’t a guarantee you’ll sleep safe and sound every night if you’re a coast dweller, but they ARE an effective tripline that you have trouble coming in from offshore. They take a beating from the sea, can be uprooted by storms and currents, and as a static installation, they can be charted by your enemies, but properly maintained and serviced, and positioned right and regular, they’ll bloody the nose of an unwary enemy, give you early warning, and drive off the more timid threats.”

“Raise the alarm, Mister Mayor; we just had three explosions off East Beach and two of those gun-floats the GNE gave us last summer just beeped off. Something’s out there and it just tripped the defense perimeter!”

Sentry Buoys are typically anchored to protect harbor approaches, channels, and waterway chokepoints. They are also used to establish offshore security cordons protecting coastal communities, and are used to detect and monitor the movement of ocean monsters. Floating on the surface, or anchored just below the surface, they are often part of networks of coastal defenses, such as minefields, sea bottom defense bunkers, sensor nets, and drone patrols.
Most Sentry Buoys have direct command-control, through a hardwired undersea cable to a shore command post, but can be flipped over to full autonomous operation mode, in which case they fire on anything not ID’ing as ‘friendly’ to their preprogrammed parameters.
The largest Sentry Buoys (detailed below) are adaptations of the Tolkeen air-transportable bunkers, schematics of which were smuggled out of the war zone by refugees. PS modified the design to incorporate more aquatic weaponry, drone AI systems, and even TW systems.
Extensive ‘shoals’ of sentry buoys lay offshore of Greater New England coastal communities such as New Boston, New Bath, and Greater Haven. GNE-occupied Halifax Base also sports a similar offshore defense system.

Type: Limpet Bunker/Coastal Sentry Buoy
Class: Unmanned Point Defense/Area Denial Fortification
Crew: Robot drone
MDC/Armor by Location:
Main Body 400
Cannons(8 ) 140 each
Projectile Weapon Turret (1, top) 90
Side Sensors(8 ) 30 each
Radar/Communications Turrets(2) 40 each

Height: 6 ft
Width: 24 ft
Length: 24 ft
Weight: 8 tons
Cargo: None typically, but some Sentry Buoys may carry an emergency supply cache for stranded seamen. Such kits consist of waterproof space blankets, chemical heating pads, fresh water, basic rations, first aid kit, and emergency beacon. They may also have an interior space where a shipwrecked crew(space for 1-8) might take shelter until they can be picked up(the Germans deployed similar life buoys during WW2 to save Luftwaffe aircrews downed in the English Channel and North Sea).
Powerplant: Typically fuel-cell or short-live nuclear power cell(5 year energy life between recharging). If disguised as an oceanographic or navigational buoy, may also have supplemental tidal or solar power systems.
Wave- and solar-powered systems typically can harvest enough power from their environment to recharge the main weapons batteries at 1 hour of direct sunlight/2 hours of wave action(wave state 4-6) recharging 1 blast respectively.
Speed: Stationary buoy
Cost: A typical Sentry Buoy costs between 400,000 and 900,000 credits.
Systems of Note:
*Radio---100 mile range
*Radar---25 mile range
*Sonar---5 mile range
*Passive Sonar---These are hydrophones for listening to underwater sounds
*Pressure Sensor---This senses changes in water pressure, as might be indicative of large masses moving underwater, or tidal waves.

Weapons Systems:
1) Cannons(8 )---The Sentry Buoy differs from its Bunker land-cousin in that it has provision for EIGHT cannons, not just four, in order to cover both surface and underwater threats.
a) Blue-Green Laser Turret (PS-34N)
Range:4,000 ft, 2,000 ft underwater
Damage: 6d6 MD per dual blast
Rate of Fire: Six times per melee
Payload:1,000 blasts battery, unlimited nuclear
Cost: 80,000 credits

b) M-BiLar AT-5000 (PSMBL-5000B)
Range: 6,000 ft, 3,000 ft underwater
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: 600 shot battery, unlimited nuclear
Cost: 270,000 credits

c) Ion Cannon
Range: 4,000 ft, 2,000 ft underwater
Damage: 1d6x10+10 MD per blast
Rate of Fire: ECHH
Payload: 400 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits

d) Ion Cannon
Range: 4,000 ft, 2,000 ft underwater
Damage: 1d6x10 MD per blast
Rate of Fire: ECHH
Payload: 250 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 200,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft. Cost: 12,000 credits

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

f) ‘Howler’ Sonic Cannon
Range:(Sonic Blast) 1,800 ft underwater, 600 ft in air
Damage::Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per say, it does affect the hearing and inner ears of crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or uninsulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.
Rate of Fire:(Sonic Blast) Six shots per melee
Payload: 1,000 shot battery, unlimited linked to a nuclear power source
Cost: 80,000 credits

g) Micro-Torpedoes---PS SeaHammer MicroTorpedo Launcher---Vehicle-mounted version of the PS underwater infantry weapon.
Range:(Pattern-MT1A)2,500 ft underwater, 500 ft in air
(Pattern-MT1B)2,500 ft underwater, 500 ft in air
(Pattern-MT1C)3,200 ft underwater, 700 ft in air
(Pattern-MT1D) 4,000 ft underwater, 900 ft in air
Damage:(Pattern-MT1A)6d6 MD to 3 ft radius
(Pattern-MT1B) Screamer Round; Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub/diver to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike .
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Effective radius of effect of the 18mm screamers is aproximately 1,000 ft
(Pattern-MT1C) Sonic Warhead---2d4 MD per blast to an 8 ft blast radius, 1d6x10 SDC to another 10 ft beyond that, Does only 1d4 MD to a 4 ft radius in air
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor(such as wetsuits).
(Pattern-MT1D) 1d4x10 MD to 3 ft blast radius
Bonuses:(Pattern-MT1A) None; unguided
(Pattern-MT1B) None; unguided
(Pattern-MT1C) (+1 to strike in water. Micro-Homing Sonar Chip) Can also home in on a tracer beacon, and can track moving targets.
(Pattern-MT1D) (+3 to strike in water. Micro-Homing Sonar Chip)Can also home in on a tracer beacon, and can track moving targets.
Rate of Fire: Standard(Yes, bursts are possible)
Payload: 250 rds per cannon
Cost: 9,000 credits for the launcher
(Pattern-MT1A)250 credits
(Pattern-MT1B) 220 credits
(Pattern-MT1C) 360 credits
(Pattern-MT1D) 400 credits

h) Mini-Torpedoes
Range: 1 mile
Damage:(Mini-Torpedoes) (HE or Plasma)1d6x10 MD to a 6 ft blast radius
Rate of Fire: Volleys of 1, 2, or 4
Payload: 10 per launcher
Cost: 28,000 credits

i) Short Range Torpedoes
Range: Varies by Torpedo Type
Damage:Varies by Torpedo Type
Rate of Fire: Volleys of 1-6(all)
Payload: Varies by torpedo launcher type. Additional torpedoes typically must be manually reloaded from stores.
Cost: 100,000 credits for a 6-shot short range torpedo launcher

j) PSMAGL-40DMs ‘Dhunker’ 40mm Marine Grenade Launcher
Range: 2,000 ft. Grenade charges are typically fused effective to a depth of 120 ft.
Note: CANNOT operate underwater.
Damage: Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
High Explosive/Concussion rounds do 5d6 MD to a 32 -foot radius.
and Plasma rounds do 1d4x10+10 to a 5-foot radius.

(Sonic)3d6 MD per blast to an 16 ft blast radius, 1d6x10 SDC to another 20 ft beyond that, Does only 1d6 MD to a 6 ft radius in air
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor(such as wetsuits).

(ElectroShock)--Unleashes a powerful electrical surge that stuns against a saving roll of 17 or less. Does 3d6 SDC to a 25 ft radius, and stuns for 1d4 minutes. Also has a 60% chance of temporarily knocking out unshielded bionics and cybernetics for 1d6 melees.

(Chemical) Varies by specific chemical used. Generally covers a 20 ft area, and persists for about 1d4 minutes before being broken up by water currents.
(Dye Pack) Dyes the water a bright color. Generally covers a 30 ft area, and persists for about 1d4 minutes before being broken up by water currents. May last longer if it coats solid objects passing through it.
(Floating Flare) Burns for 50 seconds floating on the water
(Screamer) Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub/diver to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike .
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Effective radius of effect of the 40mm screamers is aproximately 2,500 ft

(MicroTorp)---Drops two micro-torpedoes into the water. Typically homing variety.

(TW TangleBomb)----Explodes into a twitching, twining, expanding mass of green-black unearthly vegetation with 25 MDC per 20 ft area(covers a 40 ft area). Has an effective Horror Factor of 14, and victims have to Dodge at 16 or better to avoid getting tangled up in its fronds/tentacles. Victims trapped in the weed are -1 to initiative, -2 to strike, -4 to parry, and -6 to dodge, and will have to inflict 25 MDC or more to move more than 10 ft. Unprotected beings take 3d6 SDC per melee of thrashing against the weed, from its thorns and whipping around; those in MDC armor(or who remain calm and don’t fight it) take no damage. Duration: Lasts up to 50 minutes

(TW Blackwater Bomb)---Covers a 50 ft area in ominous darkness, Effects identical to the Ocean Magic spell Black Water. Effects last 8 minutes.

Rate of Fire: Bursts of 1-8 rds
Payload: 350 rds per weapon
Cost: 10,000 credits for the weapon.

k) Light Rail Gun(PS-RFRG200)---PS copy of the C-200 ‘Dead Man’ Rail Gun
Range: 4,000 ft, 1,000 ft range underwater with supercavitating ammunition.
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst.
Rate of Fire: ECHH
Payload: 2,000 rd drum per cannon
Cost: 70,000 credits

l) Light Rail Gun(PS-RFG202)
Range: 4,000 ft, 1,000 ft range underwater with supercavitating ammunition.
Damage: 1 MD single rd, 3d6 MD per 15 rd burst, 6d6 MD per 30 rd burst.
Rate of Fire: ECHH
Payload: 9,000 rd drum per cannon
Cost: 75,000 credits

m) Rocket Propelled Depth Charge Systems/Light Anti-Submarine Rocket Weapons(LASRW)- 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 standard LASRW-5 is a five-shot launcher that can be set up on any stretch of open deck and wired up with a simple command control system and fire direction. Reloading can be done by hand(a power-armored loader or person with a PS of 22 or better can reload the entire launcher in 5 minutes), making it suitable for deployment on smaller vessels. Larger versions exist; and the LASRW-8 and -16 mount 8 and 16 rockets respectively, and often have special automated relaoding equipment built in, allowing reloads to be brought up from below deck stowage and locked in in a matter of minutes. 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-5: 5 rounds
LASRW-8: 8 rounds
LASRW-16: 16 rounds
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


2) Projectile Weapon Turret (1, top) ---The top of the sentry buoy mounts a projectile weapon turret, typically a depth-charge mortar, mini-missile launcher, or ASROC pod.
a) Depth Charge Launcher
Range: Can be set for down to 2 miles deep. Pneumatic charge throws the charge 200 ft.
Damage: 2d4x10 MD to 100 ft radius, and 4d6 MD to an additional 30 ft radius
Rate of Fire: Drops one a time
Payload: 10 depth charges
Cost: 28,000 credits. PS sells depth charges for about 4,200 credits each

b) Mini-Missile Launcher----19-shot pod. Cost: 40,000 credits.

c) ASROC Launcher
Range:(Booster) 5 miles(Torpedo) 5 miles
Damage:2d4x10 MD (HE) or 1d6x10 MD(Plasma)
Bonuses:+3 to strike within 1000 ft
Payload: 5 rockets
Cost:10,000 credits per rocket

d)Rocket Propelled Depth Charge Systems/Light Anti-Submarine Rocket Weapons(LASRW)
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-5: 5 rounds
LASRW-8: 8 rounds
LASRW-16: 16 rounds
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

e) Torpedo Launchers---A variety of torpedo launcher types are available from PS.
Range: Varies by Torpedo Type
Damage:Varies by Torpedo Type
Rate of Fire: Volleys of 1, 2, 3, 6, or 8
Payload: Varies by torpedo launcher type. Additional torpedoes typically must be manually reloaded from stores.
Cost: 50,000 credits for a 12-shot mini-torp launcher, 100,000 credits for a 6-shot short range torpedo launcher, 300,000 credits for a 3-shot medium range torpedo launcher, and 800,000 for a single shot long range torpedo launcher.


Options:
*Electroshock Hull Plate System---The oceans of Rifts are a dangerous place, and PS has installed a special system to send high voltage through the hull, to drive off persistant predators, parasites, and attached explosives. Includes degaussing gear to sweep the hull clean of residual magnetic charge afterwards.
Range: Contact+ 1-2 ft from the hull in the water.
Damage: 2d6 MD per contact with the hull
Rate of Fire: Once per melee

*Dye Spreader---Some Sentry Buoys can be rigged to dispense bright dye into the water, that helps show up camouflaged intruders by their movement through the cloud, or by an accumulated flourescent coating they acquire swimming/driving through it.

*Sonic Scramblers(“Screamers”)----Screamers are specialized one-use munnitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike. plus accoustic-homing weapons will break target lock to attack the decoy.
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
Damage: None
Cost:500 credits per shot. Up to 20 can be mounted on a Sentry Buoy.

*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).
Cost: 200 credits per flare. Up to 20 can be mounted on a Sentry Buoy.


*Self-Destruct---Some Sentry Buoys are rigged as massive mines, as a measure of last resort. Typically outfitted with a 1,000-lb Bomb----1d4x100 MD to 70 ft blast radius.

TW Systems:
*PPE powerstone(300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus). Cost: 1 million credits

*Counterwave System---PS is well-aware of the effects of spells such as ‘Tidal Wave’ and of offshore nuclear explosions, and has developed a spell-based defense system that generates a counter pressure-wave when it senses a particularly high threshold change in water pressure. This system works best when several networked Sentry Buoys can generate a wave-barrier, protecting an entire stretch of coastline. In peacetime it can also be used to create safe channels for ships during storms. The spell can be triggered remotely by a modified communciations spell chain, or automatically by a ward-trigger(must be phsyically visited and reset by Coast Guard mages afterwards in the latter case). Such a system necessitates installing a PPE powerstone and is rigged to trigger a Calm Waters spell(70 PPE for 5 miles and 5 hours). Cost: 1.8 million credits per buoy.

Other spells considered/deployed on Sentry Bupys include Weed Snare, Change Current, Black Water, Water Rush, Water Spout, Water Wall, and Sound Sponge.

Variants:
*EShe Limpet Bunker---It is rumored that the Dark Waters Tribe of the Reformed Shemarrian Nation has copied the Sentry Buoy for its own use. The Shemarrian version differs only slightly cosmetically and in its use of a variety of weapons systems acquired secondhand or copied from other sources.

_________________
-------------
"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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Unread postPosted: Sun Feb 17, 2019 3:25 pm
  

D-Bee

Joined: Mon Feb 04, 2019 10:55 pm
Posts: 28
Location: trevopotua@gmail.com
I've been looking over the writing for the OICW by Kitsume, and the OICW MK2 by yourself; and I have to say it reminds me a lot of the Advanced Combat Rifle that is all over the place in a couple galaxies that Nidus trades with.

I'm heavily considering issuing a new design, but I don't think it will go up on the forums and stay there. The ACR has issues in how it's been written up, so I'm going to have to tweak some things and do some thinking before it goes up at all. It's asking for a grain of bullet that is way too light for the explosive ammo, something below even the weight of .22 LR bullets; while the standard ammo calls for something that is barely a heavy-end 5.56 round.

I think the AK/Laser hybrid was one of the best ideas I've seen so far from Rifts or Rifts players, it really makes a lot of sense and seems to hold up costwise to a number of used or cheap MDC weapons; while having more applications.


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Unread postPosted: Sun Feb 17, 2019 8:51 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
Prole wrote:
I've been looking over the writing for the OICW by Kitsume, and the OICW MK2 by yourself; and I have to say it reminds me a lot of the Advanced Combat Rifle that is all over the place in a couple galaxies that Nidus trades with.

I'm heavily considering issuing a new design, but I don't think it will go up on the forums and stay there. The ACR has issues in how it's been written up, so I'm going to have to tweak some things and do some thinking before it goes up at all. It's asking for a grain of bullet that is way too light for the explosive ammo, something below even the weight of .22 LR bullets; while the standard ammo calls for something that is barely a heavy-end 5.56 round.

I think the AK/Laser hybrid was one of the best ideas I've seen so far from Rifts or Rifts players, it really makes a lot of sense and seems to hold up costwise to a number of used or cheap MDC weapons; while having more applications.


Well, thanks.

However, don't sell your own design(s) short...It's a big mega verse out there, and there are doubtlessly various versions of the same weapons from different alternaties floating around. And if you're looking to market a particular design, and have the means to travel cross-dimensionally, it may be simply a matter of finding the right market(universe/culture/society).
Also, of you're -licensing- production of a particular design/configuration, what a planet/society has on hand/to offer may affect what they're likely to buy. A weapon with what amounts to an 8mm component may seem weak compared to a 9mm or .45 component, until you recognize that the buyers might be low- body strength and unable to handle the recoil associated with more powerful rounds, or they may use unique materials that allow them to make 8mm obsidian bullets that go through composite body armors like a weedwhacker through a dandelion stem.....

And when you start thinking along those lines. you start thinking "Okay, what if we sold this design to this society, then, after seeing art they did with it, we bought their ammo/technique from them"---know you have a new ammo idea or technology to create, and maybe the society that created it....and then...how do they react to being involved in interdimensional trade? The idea snowball begins...

_________________
-------------
"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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Unread postPosted: Sun Feb 17, 2019 8:55 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
Now, after that talk of small arms, have a Battleship...


TW starship sensors courtesy of Kitsune's Palladium Web Page:

Paladin Steel New Haven-class Battleship

“We’re hardly ‘decoys’ anymore; we’re full-fledged fleet units in our own right. Do the Germans call their escort battleships ‘decoys’? No, they don’t. And with regards to them, those ‘battleships’ of theirs? They may be fast, and they may be sleek, but they have nowhere the teeth or armored hide our battleships mount.”

“The New London’s one of those ships the more historic-minded of the budget committee and a lot of the naval planners had some serious doubts about...Really, hadn’t anybody read the histories? You started an aircraft carrier conversion of a battleship, you went ALL the way, not stopped halfway through. IJN Ise, the Moskvas, all impressive-looking, but operational flops. But the Company had the resources, and wanted to see how the idea might fly under the different circumstances of our Rift-world, so who was going to argue? Turned out the NewLonnie wasn’t as bad as people feared...mind you, she’s not a GREAT success, but she’s had her sterling moments so far.”

“There’s just about everything in this Paladin Steel catalogue! Everything except a battleship-”
“Check page 372.”
“-never mind.”

“Hammer time, you Horune bastards.”

After the ‘adoption’ of the Haunted Battleship Massachusetts into the GNEN, Greater New England took the expensive measure of safeguarding the extremely powerful, but unique, naval unit by commissioning from Paladin Steel four units of the New Haven class. Based on an upgraded scheme for the pre-Rifts South Dakota-class, of which BB59 Massachusetts was originally a member, the New Havens were on paper ordered as ‘coastal defense monitors’, but in reality were meant to decoy enemy units hunting the Massachusetts. By producing units similar in appearance, the GNEN hoped to keep enemies like the CSN confused as to the exact location and movements of the Massachusetts.
The GNEN had no intention of making the ships of the New Haven class(and their crews) expensive throwaway decoys, though; the ships were expected to be able to pull their own weight and give better than they got in combat, making any attack on them a costly mistake on the part of the enemy. The vessels are also fully usable as anti-shipping and shore bombardment vessels.
Extensive automation has slashed crew requirements. The replacement of the original oil-fired engines with fusion nuclear powerplants has saved weight and space; much of the space originally devoted to fuel has instead gone to impact- and fire-resistant foamed-armor, and other space has been given over to improved defenses, most notably ASW systems.
Though much more powerfully and diversely armed than its origin design, the New Haven class is NOT intended as a stand-alone unit. Paladin Steel advises users to deploy the battleship as part of a balanced battlegroup with escorts for defense in depth.
The fourth member of the class, the New London, was configured as a carrier platform, patterned after 1980s proposals for the renovation of the Iowa-class battleshps into ‘partial’ aircraft carriers deploying VTOL strike aircraft.
While the initial order was for only four ships for the GNEN, PS maintains the plans in anticipation of possible expansion of the program, and for construction-to-order for customers. Already there’s been several orders from offworld/out-dimension for made-to-order battleships for various planetary ocean wet-navies.

Type: PS-BB570-New Haven
Class: Battleship
Crew:(original) 1,795
(Updated) 1,000
MDC/Armor by Location:
Main Body 13,000
Bridge 2,000
Radar Mast 500
Main Turrets(3) 500 each
5-inch Gun Turrets(10) 300 each
Quad Turrets(6) 300 each

Height: 85 ft
32 ft draught
Width: 107 ft
Length: 680.8 ft
Weight: 44,400 tons
Cargo: 600 tons
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed: 28 knts
Market Cost: 87 million credits
Systems of Note:
Standard Ship Systems, plus:
*Radio/Laser Communications---600 mile range
*Long Range Radar--500 miles
*Sonar---Depth gauge and detection; 500 mile range

*Advanced Fire Control Computer---This advanced fire control system is designed to allow the ‘New Haven’ to make maximum effective use of its weaponry, while retaining its high mobility.
All ranged weapons(except missiles) get a +1 to strike from this system.

*ORACLE Mk VI---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.
This system is based on the ORACLE Mk V system, itself based on TW systems studied in the Three Galaxies and first deployed on PS/ASI spacecraft. The Mk VI is expected to replace the ORACLE Mrk II currently fitted to most ships-of-the-line of the VFSN.
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 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 ship 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 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 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 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.


*EW/ECCM Suite----: 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.
Jamming Range: 20 miles
EW Cloaking: -15% to enemy Read Sensory Instruments rolls using surface search radars(NOT optical and thermographic systems)


*Hull Degausser---This system can be used to periodically demagnetize the hull, loosening the grip of magnetic-attachment limpet mines, and reducing the effectiveness of magnetically-triggered ocean mines in detecting the vessel and detonating.

*Closed-environment Life Support System---If necessary, the ‘New Haven’ can seal up, and recycle their air for up to a week.

*Desalination Gear---The battleships, in addition to having their own onboard freshwater supply, have a desalinator for producing fresh water from salt water.


Weapons Systems:
1) Main Turrets(3)----Initially the plan for the New Havens was to give the battleships a fixed armament of nine 16-inch heavy massdriver cannons, but, anticipating additional orders in the future, PS engineers decided to make the main armaments modular, allowing for faster refits.

a) 16-in Massdriver Arrays(3 per turret)---The original naval cannon have been replaced with electromagnetic massdriver cannons, saving on weight, possessing faster rate of fire, and having less danger of flashback explosions from propellant ignition.
Range: 40,600 yards (121,800 ft/ 60 miles)
Damage: (High Explosive) 8d6x10 MD to 70 ft blast radius
(Plasma) 1d6x100 MD to 80 ft radius
Rate of Fire: Once per melee
Payload: 130 rds per gun, 1,170 total

b) Heavy Laser Cannons(3 per turret)----Derived from the space program and trade with out-dimension sources. These weapons trade ballistic fire capability for faster rate of fire and no ammunition dependency. These weapons are typically used in an anti-aircraft role.
Range: 16 miles
Damage: 2d6x100 MD per shot, 6d6x100 MD for all three cannons in a turret firing simultaneously
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

c) Mega-Laser(1)---Though some rifles and infantry heavy weapons do more damage, few mobile weapons systems on Earth have the range of the HLC/HLAA-101GEV laser, and mounting it on a battleship hull gives it the ability to cover oceanic approaches. This weapon is designed to start burning through a missile’s or aircraft’s shielding well out beyond the range of standard laser systems. Even so, the range is piddling compared to what some pre-Rifts Golden Age systems were supposedly capable of; hitting ICBMs and IRBMs in their terminal boost phase from hundreds of miles away.
Range: 80 miles
Damage: 3d6x10 MD at ranges under 5 miles, 2d4x10 MD out to 20 miles, 6d6 MD out to 40 miles, and 4d6 MD out to 80 miles.
Rate of Fire: Three times per melee
Payload: Effectively Unlimited

d) Heavy Ion Cannons (3 per turret)---Sometimes called ‘Krackle-Cannon’ or ‘Lightning Strike Cannon’.
Range: 5 miles
Damage: 2d4x100 MD per shot, 25% of that to a 30 ft radius beyond point of impact. 6d4x100 MD per shot for a triple simultaneous volley.
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

e) Heavy Plasma Cannon (3 per turret)--Designed to throw a plasma ‘bolt’ that explodes on impact, doing area of effect damage. Another product of PS’s starship industry.
Range: 10 miles
Damage: 1d4x100 MD to a 100 ft blast radius per bolt
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited

f) Particle Beam Cannons (3 per turret)---Another import from PS’s THree Galaxies’ starship production lines.
Range: 14 miles
Damage: 3d6x100 MD per shot, 9d6x100 MD for all three cannons in a turret firing simultaneously
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

g) Heavy Missile Launcher---This removes the pretense of being the Massachusetts by replacing the gun turret with a heavy VLS-style missile launcher consisting of 24 cells, ready to fire.
g1) MRMs----6 per cell

g2) ASROC---(Anti-submarine Rocket)
The Paladin Steel Asroc is the post-Rifts adaptation of the rocket-propelled torpedo commonly used by old U.S. Empire warships. It consists of a short-range torpedo mounted atop a short-range missile booster, and is compatible with most short- and medium-range missile launchers. The chief advantages of the Asroc over conventional depth charge and torpedo launch systems, are response time, standoff range, and the fact that the sudden arrival of the torpedo from above gives the enemy little advance warning.
Range:(Booster) 5 miles(Torpedo) 5 miles
Damage: 2d4x10 MD (HE) or 1d6x10 MD(Plasma)
Bonuses:+3 to strike within 1,000 ft
Payload: 6 per cell

g3)Harpoon III Missiles--- Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close with an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Payload:6 per cell

g4) Shrike III ‘Brilliant’ antiaircraft missiles.
Range: 75 miles
Damage: 3d4x10 MD to 50 ft blast radius
Bonus: +7 to strike
Payload: 6 per cell

g5) ’SeaFlash’ ---Naval SAM version if the ’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+15 miles for the SRMs
Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley)
Bonuses:+3 to strike
Payload: 6 per cell

g6) SeaFire Missile/Torpedoes
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Payload: 6 per cell
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike

g7) Long Range Missiles---Typically ‘Tomahawk’-style cruise missiles. 1 per cell.


2) Secondary Turrets(10)----Similarly, the original 5-inch gun secondary armament has been made modular.
a) 5-inch guns(10x2)
Range:17,575 yards* in a surface role, 37,200 feet in anti-aircraft mode
(RAP/Rocket-Assisted Projectile) 23,770 yards
(*Note: It would take over a minute for shot to hit the target at maximum range...est. 68 seconds)
Damage:
(Fragmentation) 6d6 MD to a 35 ft radius
(High Explosive-Armor-Piercing) 1d6x10 MD to 12 ft blast radius
(Plasma)2d4x10 MD to a v 30 ft blast radius
(Flare) Burns for 1d4 minutes, illuminating a 2,000 ft area
(Chaff Round)Spreads radar-disrupting chaff similar to Triax-type chaff
Rate of Fire: 3 rds per melee
Payload: 450 rds per gun

b) Massdriver Rail Gun/100mm LB Massdriver Cannon (PS-MDJ100L)
Weight: 14,000 lbs(7 tons)
Range:(Direct Fire) 36,000 ft (7.2 miles)
(Indirect Fire) 90,000 ft(18 miles)
Damage:High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range
Rate of Fire:Four per melee
Payload: 500 rds per gun
Cost: 2.7 million credits (800,000 credits)

c) Medium Laser Cannons
Range: 8 miles (Direct Fire)
Damage: 2d6x100 MD per blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

d) Heavy Ion Cannon
Range: 18,000 ft
Damage: 2d6x10 MD per single blast, 4d6x10 MD dual blast
Can also fire a scattershot blast that does 1d4x10 MD to a 20 ft wide area.
Rate of Fire: 6 shots per melee
Payload: Effectively Unlimited

e) Medium Particle Beam Cannons
Range: 7 miles (Direct Fire)
Damage: 4d4x100 MD per blast
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited

f) Short Range Missile Launcher---Does away with gun armament in favor of installing an SRML.
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1,2, 5, or 10
Launcher reloads in 5 minutes
Payload: 40 per launcher
Additional missiles can be carried in the cargo hold and reloaded in 10 minutes(1 ton of cargo per 48 missiles).

g) Medium Range Missile Launcher---Does away with gun armament in favor of installing an MRML.
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-6
Launcher reloads in 5 minutes
Payload: 24 per launcher
Additional missiles can be carried in the cargo hold and reloaded in 10 minutes(1 ton of cargo per 24 missiles).
g2) ASROC---(Anti-submarine Rocket)
Range:(Booster) 5 miles(Torpedo) 5 miles
Damage: 2d4x10 MD (HE) or 1d6x10 MD(Plasma)
Bonuses:+3 to strike within 1,000 ft
Payload: 12 per launcher
Additional missiles can be carried in the cargo hold and reloaded in 10 minutes(1 ton of cargo per 12 missiles).

g3) Harpoon III Missiles
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Payload: 12 per launcher
Additional missiles can be carried in the cargo hold and reloaded in 10 minutes(1 ton of cargo per 12 missiles).

g4) Shrike III ‘Brilliant’ antiaircraft missiles.
Range: 75 miles
Damage: 3d4x10 MD to 50 ft blast radius
Bonus: +7 to strike
Payload: 12 per launcher
Additional missiles can be carried in the cargo hold and reloaded in 10 minutes(1 ton of cargo per 12 missiles).

g5) ’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
Payload: 24 per launcher
Additional missiles can be carried in the cargo hold and reloaded in 10 minutes(1 ton of cargo per 24 missiles).

3) Quad Cannon Turrets(6)--These are quad-mount air defense weapons of the following types:
a) 40mm Cannons
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 rounds

b) 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:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
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

c) Ion Quad Array
Range: 12,000 ft
Damage: 4d6 MD single shot, 16d6(or 1d6x16) MD for a four-shot burst(counts as one attack)
Rate of Fire: Six times per melee
Payload: Effectively Unlimited
Cost: 950,000 credits

d) 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

e)TW Power Bolt Cannon---Fires a large bolt of mystic force that hits hard and deep. Requires a TW powerplant or dedicated mage-gunner as PPE source.
Range: 8,400 ft
Damage: 5d6+20 MD per blast
Rate of Fire: EGCHH
Payload: 10 PPE per shot
Cost: 450,000 credits

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


4) Secondary AA Weapons(36)---These are light weappns mounts, mounting one or two light rapid-fire cannon of either projectile or energy type. They are typically individually operated and aimed, rather than tied into a central fire control system. Their exposed(aside from an armored plate shield) mounts also mean that they’re best manned by personnel in EBA, full conversion cyborgs, or robots.

a) *20 mm Rapid-fire Cannon(Model 2N)---A favorite “light” weapon, based on the classic, Oerlikon/Polsten weapon, that can be set up and mounted just about anywhere. Typically pintle-post mounted, with a gun shield to protect the gunner. Typically operated by a two-man gun crew(gunner and loader). Can be mounted singly or in two-gun mounts.
A longer-ranged Model 2N for naval vessels has recently been introduced, with a longer barrel, more powerful propellants, and higher cost.
Range:(20mm) 7,200 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1,000 rd drum
Cost: 50,000 credits

b) PS-L-CIWS Vulcan Chain Gun(aka “Button Guns”)---This installation, introduced on the Minotaur robot, then adapted as an air defense weapon option for the VW Camper Gunship, has been adapted for shipboard use as PS’s standard light maritime weapons system. The system is a very compact and neat installation that takes up little space, and has been compared to the pre-Rifts Russian ADMG-630 30mm Gatling CIWS that saw extensive service aboard Russian warships. The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret.
Two L-CIWS can be mounted on each main turret.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload:8,000 rd drum(200 bursts)

c) OCSW-2 25mm‘Arden’ Heavy Machine Gun----Aside from a high-elevation-angle mounting and recalibrated sighting package, this weapon is identical to that issued to PS infantry.
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
Payload: The OCSW typically comes with two 37 round box-magazines(total of 74 rounds) or can be belt- or drum-fed.
Bonuses: From any sensor package fitted
Bonuses from standard Sensor Package:
*Laser Range-finding and Targetting(6,000 ft range)
*Thermographic Imaging----5,000 ft
*Passive Nightvision---5,000 ft
*Ultrasonic Scanning----1,500 ft range
*Microwave Radar Motion Tracking--160 degree arc, out to 1,000 ft
*Remote Video Feed Capability
*Combat Algorithms----Correct for weapon bouncing and target movement. Give bonuses of +3 to strike on normal shots, +4 to strike with called shots. +2 initiative thanks to target prioritizing
Cost: 8,000 credits for the basic weapon, plus 32,000 credits for the sensor package.(yep!) Shells cost 10(SDC Fragmentation) 20(High Explosive) 28 (SDC Armor Piercing)- 100 (MD Fragmentation) 200 ( MDHigh Explosive) 350(MD Armor Piercing) credits each;


d) PS-862 AC 30mm Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the TriaxTX-862FC), Can be mounted singly or in two-gun mounts.
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per single gun.
Rate of Fire: EPCHH
Payload: 800 rds, 400 rds per cannon
Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner
Cost: 500,000 credits

e) 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
Cost: 27,000 credits

f) PS McML-08 ‘BoomBox’(aka ‘Pencil Box’, ‘RacketRak’)(103 P.A.)----The McMLR-05 taken to an extreme, this is more a crew-served heavy weapon than a precision weapon, and consists of five disposable plastic cassette-style launch ‘boxes’ stacked on an erectable launch frame, tripod, and turntable. Bringing to mind the ‘Metalstorm’ guns of the past, each box-cassette has 25 micro-missiles(5 rows of 5) for a total of 125 projectiles, and can fire them in volleys of 5 to all 125 at once. It uses Pattern 1A -1C micro-missiles, but is problematic in laser-guidance mode due to frequent inadvertent missile fratricide when all 125 micro-missiles were trying to hope on the same target(volleys of 5-20 are recommended instead). The entire set-up weighs in at 120 lbs, making it barely manportable, but a trained crew can swap out expended cassettes in 3 actions(typically takes 30-45 seconds to reload the entire weapon with new magazines).
Range:Varies by Micro-Missile Type;
(15mm Format)
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft

(20mm Format) 8,000 ft for all types
Damage:Varies by Micro-Missile Type;
(15mm Format)
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius

(20mm Format)
(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: Single Shot
Payload: Single Shot
Bonuses:
(15mm Format)
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.

(20mm Format)(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.

Cost: 80,000 credits.
(15mm Format)
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Pattern-1C 60 credits per McM
Pattern-1D 95 credits per McM
Pattern-1E 220 credits per McM
(20mm Format)
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each


g) McMAALR-18 ‘Fire Orchid’ 20mm Anti-Aircraft Micro-Missile Launcher(2x1)---Launcher consists of a pintle-mount with two multi-tube launchers straddling the gunner. The range and accuracy of the micro-missiles is judged to be ample compensation for the loss of rate of fire of more coventional guns. As the systems are either automated or manned by crews in full body armor, the backblast from the launchers is not considered to be a problem.
Weight: 13 lbs. A speedloader of 9 rounds weighs 1.8 lbs
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

h) McMAALR-30 ‘Fire Rose’ 30mm Anti-Aircraft Micro-Missile Launcher(2x1)---Launcher consists of a pintle-mount with two multi-tube launchers straddling the gunner. The range and accuracy of the micro-missiles is judged to be ample compensation for the loss of rate of fire of more coventional guns. As the systems are either automated or manned by crews in full body armor, the backblast from the launchers is not considered to be a problem.
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
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

i) PS-MMLR-14 Mini-Missile Launcher ---One of Paladin Steel’s minor triumphs of reverse-engineering has been the knock-off of the Coalition’s CCT-M20 Missile Rifle,complete down to the light laser, but modified to take advantage of PS’s advancements in lighter weight composites and ceramics. Has the advantage of having a light laser for additional firepower. Can be mounted singly or in two-gun mounts.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.
Cost: 36,000 credits per launcher

j) L-SAM ‘Black Talon’ Launcher---A light weapon pintle mount launcher adapted for shipboard use.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 4 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: 100,000 credits per launcher, 10,000 credits per missile

l) Light Laser Cannon---Modified infantry rapid-fire heavy pulse rifle
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch.
Effectively unlimited linked to ship’s power.
Cost: 78,000 credits

m) L-Ion Cannon--A lightweight weapon derived from the ‘Beach Stormer’ power armor rifle. It does more damage, but more importantly, is small enough to be mounted as a light weapon, and coupled in twin mounts on light gun positions.
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited linked to ship’s power.
Cost: 230,000 credits


5) Ventral Point Defense Turrets(6)---A post-Rifts addition has been the installation of six retractable laser turrets in the lower hull. These are used to defend against swimmers attempting to attack the vessel from below. The retractable turrets also feature multiple-seal damage control to prevent their wells from being used to penetrate the lower hull.
a) L-Ion Cannon--A lightweight weapon derived from the ‘Beach Stormer’ power armor rifle. It does more damage, but more importantly, is small enough to be mounted as a light weapon, and coupled in twin mounts on light gun positions, or in batteries of four on large gun-mounts.
Range: 4,000 ft underwater
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited
Cost: 230,000 credits

b) PS-44LG Pulse Laser
Range:4,000 ft underwater
Damage:3d4x10 MD per rapid-fire pulse blast(1 attack)
Rate of Fire:six times per melee
Payload: Effectively unlimited
Cost: 250,000 credits

c) PS-100U Rail Gun
Range: 3,000 ft underwater
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
Cost: 100,000 credits

d) Sonic Cannon(PS-UHFSC-02)
Range:4,000 ft underwater
Damage: 2d6x10 MD per blast, plus 6d6 MD to a 20 ft diameter area around the blast area
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 95,000 credits

e) Micro-Torpedo Launcher---A machine-gun-style micro-torpedo launcher ‘gun’.
Range:(Pattern-MT1A)2,500 ft underwater,
(Pattern-MT1B)2,500 ft underwater
(Pattern-MT1C)3,200 ft underwater
(Pattern-MT1D) 4,000 ft underwater
Damage:(Pattern-MT1A)6d6 MD to 3 ft radius
(Pattern-MT1B) Screamer Round;Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub/diver to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike .
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Effective radius of effect of the 18mm screamers is aproximately 1,000 ft
(Pattern-MT1C) Sonic Warhead---2d4 MD per blast to an 8 ft blast radius, 1d6x10 SDC to another 10 ft beyond that, Does only 1d4 MD to a 4 ft radius in air
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor(such as wetsuits).
(Pattern-MT1D) 1d4x10 MD to 3 ft blast radius
Bonuses:(Pattern-MT1A) None; unguided
(Pattern-MT1B) None; unguided
(Pattern-MT1C) (+1 to strike in water. Micro-Homing Sonar Chip) Can also home in on a tracer beacon, and can track moving targets.
(Pattern-MT1D) (+3 to strike in water. Micro-Homing Sonar Chip)Can also home in on a tracer beacon, and can track moving targets.
Rate of Fire: Bursts of 1-10, EGCHH
Payload: 600 round drum.
Cost: 60,000 credits for the cannon
(Pattern-MT1A)250 credits
(Pattern-MT1B) 220 credits
(Pattern-MT1C) 360 credits
(Pattern-MT1D) 400 credits

6) Decoy/Countermeasure Launchers(8 )------Paladin Steel has adopted a series of standard countermeasure packages for use aboard their vessels. Notably they have adapted the US Navy Mk 38 Rapid Bloom Off-Board Countermeasures(RBOC-2) launcher system and the Replica radar signature decoy system. The RBOC-2 fires rocket-mortar shells of flares and chaff up to 1.25 miles away, to heights of 3,000 ft(the better to fool missiles coming in over the horizon), and fires clouds of chaff from deck mortars at closer ranges to confuse other guided weapons).
The Replica system resembles a folded-liferaft capsule when in its launcher, but can be fired off up to 300 ft, and rapidly unfolds to become two linked floating radar and sonar reflectors that give the appearance of a much larger object, and hopefully divert enemy fire and attention away from the targetted vessel.
A variant on this system includes attaching active sonar decoys or “Screamers” to attract or confuse accoustic sensors and homing torpedoes.
Range: The RBOC can toss decoy bundles 1.25 miles, and to an altitude of 3,000 ft
Damage: None. The RBOC is too inaccurate to be used as an effective weapon(oh, it could probably blow a person off the deck if they were standing too close, but that goes without saying) Effects are similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
(Flare/Chaff)Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: Flare/Chaff lauchers typically have 10 shells each. A Replica launcher will have 2 decoys per launcher.

Auxiliary Craft:
-3 recon aircraft(Typically amphibious versions of the PS/CA--L-VTOL-2C ‘Super Jetson’ Light VTOL, the PS-TBF-9 ‘Batfish’, or the PS-RS300 Scaup Dual-Mode Flying Boat)
-6 RPVs---Spotter drones

Options:
Magic Systems:
*PPE Generators(3)----(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
*Multiplexors(2)
- Summon Fog--- 60 mile range. 6 mile area, 6 hour duration, 70 PPE. Perfect for sneaking away or sneaking up.
- Summon & Control Storm---10 mile range, 6 hour duration, 150 PPE. Effective for disrupting water traffic, covering a retreat, or trapping enemy vessels(especially sailing vessels).
- Calm Waters---10 mile radius, 10 hour duration, 150 PPE. Often used to ride out storms.
-Water Seal---In addition to compartmentalization, the ships have been fitted with a magic damage control system. PPE Cost: 10 PPE per activation, covers a 16 ft square area, and lasts 8 hours.
-Smokescreen---Creates a thick obscuring bank of dark smoke that is equivalent to the Fire Elemental spell Cloud of Smoke....PPE Cost: 10 PPE per activation, covers a 1,000 ft square area, and lasts 10 minutes.
-Wall of Water---Can raise a barrier of water that can act as a shield against low trajectory shells and sea-skimming missiles, and can also be raised underwater as a torpedo defense, though it was originally designed as a buffer against nuclear torpedoes. ....PPE Cost: 25 PPE per activation, 50 ft high/100 ft long, does 1d6x10 MD to anything running into it(plus reduce target speed by half), lasers and large missiles will be -5 to strike passing through the wall, and lasts 10 minutes, half damage/duration underwater.

*Magic Optics---The spotters’ stations have TW optics that include See the Invisible, Eye of the Eagle, See Magic, See Aura, and Sense Evil.

*Ley Line Storm Defense---Shields the ship and its mystech systems from Ley Line Storms.

*TW Defense System--- Later modifications would include TW defenses originally fielded on the ‘Aldyriss’-class; a TW defense system designed to protect the ship from close-proximity nuclear blasts(such as those from the Coalition’s naval nuclear weapons). The current ‘Sea Buffer’ system uses multiplexors and combined modified Water Wall and Calm Waters spells to ‘harden’ the water around the vessel and provide a counter-pressure against the effects of an underwater nuclear blast, negating damage from them. Detection of a sudden water overpressure around the vessel will automatically trigger the system. The system isn’t 100% effective due to reaction-lag, but PS is working on improving it, and the current Sea-Buffer is considered a much better defense than none at all.
These systems(and any additional TW systems added) require the installation of a ‘Sorcerer’-grade TW generator Powerstone system--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus

Effect: Reduce damage from tidal waves and underwater explosions to 25%.
Cost to activate: 200 per activation


Variants:
*PS-BB570LCV New London---removes the rear two turrets and builds up the rear hull with a casemated hull section holding hangars and a landing deck for up to 12 VTOLs. Though such partial conversions have not faired well in history(the Japanese built several, and the Soviets tried later with their Moskva -class), the Danes had some success later on with their Gotland-class cruiser.

_________________
-------------
"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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Unread postPosted: Thu Feb 21, 2019 11:00 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
Thermal-Guard 8 Heavy Environmental Body Armor

“Good thing I insisted on wearing my TG8 suit when I was supervising our subcontractor’s steel mill on Prasicus, in spite of the office jokes and the Prasicans’ assurances of the safety record of their plant. When that converter busted open and spilled its contents all over the work floor, I was literally swimming in white hot liquid steel there for a minute. Wouldn’t have made it out alive if not for my ‘long johns’.”

This is a heavier, bulkier, hardsuit-style armor with light exoskeletal power assist, and plated in heavy protection, for use in foundaries or in extreme heat conditions. The suit is bulky and encumbering, but specifically resilient against heat damage; tests have shown that it can even survive brief dips in liquid magma. The helmet is more of a hood, with no ability to turn side to side, while the gauntlets are thick and cumbersome, preventing the wearer from doing delicate work in them. Though ill-suited for combat, the TG8 is good protection for industrial workers and scientists(such as vulcanologists).
Weight: 60 lbs
Mobility: Restrictive(see Penalties)
MDC:
Head/Helmet-100
Arms 90 each
Legs 90 each
Main Body-200(heavy)
Bonuses:
Exoskeleton gives a +6 to P.S., +1 roll with impact
Penalties:
-55% to prowl, gymnastics, acrobatics, and other physical skills.
-20% to Speed
-10% to perform delicate tasks with the hands
Special Features:
*Thermal Resistance ---Developed from pre-Rifts aerospace heatshielding materials. Cuts the damage from plasma and other heat based attacks by 90%!

*Shielded Optical Plate---TG8 armor features a small, heavily-shielded visual slit with glare protection.

*Extended Life Support---Has 10-hour air supply and heavy filtration to filter and cool outside air.

*Light exoskeletal enhancement: +6 to P.S.

*Power Supply: Rechargeable Battery good for 48 hours worth of constant use, or 6 days' minimal action(powers the air recirculation system). Can be recharged from an external power plant, or by e-clip(a standard e-clip is good for 4 hours' heavy activity, a long-e-clip 8 hours).

Cost: 550,000 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
------------


Last edited by taalismn on Tue Mar 05, 2019 6:16 pm, edited 1 time in total.

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Unread postPosted: Tue Mar 05, 2019 2:43 pm
  

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Joined: Mon Sep 19, 2005 10:24 pm
Posts: 1119
Location: Praxus
Comment: Arrrrgggghhhh!
Since its an exoskeleton, does it need a power supply?

_________________
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Create and print dozens of different graph papers.


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Unread postPosted: Tue Mar 05, 2019 6:18 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
Shorty Lickens wrote:
Since its an exoskeleton, does it need a power supply?



Thanks. A power system has been added.
Ideally, future models will be thermally-charged, allowing them to work in a hot environments and recharge at the same time, but we're still working out the bugs on that 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
------------


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Unread postPosted: Thu Mar 21, 2019 9:12 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
*PSS/ASI-LHDOE-09 “Shoup” Assault Troop Transport

“Here’s the sitrep; down there the local defense forces are taking a beating, covering the evacuation of their civilian population from seaborne assault. They’re doing their best, but they’re taking a shellacking, and it’s wearing them down. We’re going to land across this pennisula here and form a firing line to stiffen the resistance, cover the evacuations, and give the locals time to regroup. Our ships will be the strongpoints on the line, but I intend to not wait for the enemy to come inside range of their guns; we’ll be fighting the front far out -here-, even before our ships ground. We pin the enemy down in one place, get their attention focused on -us- and concentrated, we set them up for a hammerblow when the carriers in orbit start lobbing KEWs and storm-bombs.”

“We have an enemy who thinks it’s great business to jump on peaceful little civilizations with both feet, kill the men, enslave everybody else, and take what they want, by virtue of them having better technology and a society that rewards rapine and pillage. So far, nobody’s been able to dissuade them of that belief. Well, they just ran into somebody who can and WILL. That is exactly what we are going to do; we’re going to teach these industrialized mechanized thugs what a REAL military does.”

“I just saw part of the ship’s ammunition manifest, Dwin. They’re loading -Eldrencher- shells for the ship’s massdrivers. You know what that means? Wherever we’re being deployed next, there’s a good chance we’ll be facing Dark Coven or Infernals. Bets that the troop arms containers are going to be technowizardry gear?”

Developed in parallel with the ‘Ramey’ conversion as an understudy or backup design, the LHDOE-09 ‘Shoup’ is a development of the LHAOE-07 Brunel Spaceborne Fleet Tender. More specialized than previous ‘merchant cruiser’ conversions of the Brunel such as the LHDOE-07, the LHDOE-09 has a more heavily modified and streamlined hull that some observers have compared to an ‘orange squeezer’, a ‘banana and four scoop sundae’, a ‘fruit basket’, or more obscenely as a ‘multi-testicled inseminator’. The number of changes and operating strategy of the variant became so divergent from the original LHAOE-07 that it was re-designated as effectively a new design.
Unlike the LHDOE-07 and LHDOE-08, the LHDOE-09 is meant to land and embark its troops directly. To accomplish this dangerous operation, the LHDOE-09 must have the endurance and capability to soak up enemy fire and secure its LZ in support of its troop contingent. Acting as a strongpoint in an LZ was also a consideration, even though the vessels would not operate solo, but as part of a larger taskforce of supporting warships.
The revamped design configuration features a lower ramp-and-elevator skirting of the lower engine bell, similar to that of the HInstelCvT-10LHA, a lower hull garage ring, four spherical weapons nacelles, hangars and landing pads for atmospheric VTOLs(attack and transport varieties), and a long ovoid ‘gherkin’ main hull. The repurposed LHDOE-09 removes almost all the Brunel’s utility features such as onboard autofacs, tractor projectors, and work arms, in favor of troop space, vehicle garaging, extra armor, shield generators, and defensive armaments. The frame is made even more structurally robust for repeated fast atmospheric reentry. An engine upgrade allows for faster speed(and more rapid deployments). The Shoup is well-protected against missile and fighter attacks, while heavier armaments provide teeth against heavier vessels and double as ground support artillery.
The Shoup is meant to deliver a full mechanized battalion, plus an air support element, to the battlefield and provide ground support with its long range armaments. To that end it also has aerospace vehicle hangars that can support a small force of combat transport aerodynes for aerial insertions, evacuations, recon, and close air support. Extendable-range forcescreens allow the grounded vessel to use its forceshields to provide protection to landed personnel and equipment in its immediate vicinity.
The Shoup is currently produced at the large ship construction yards leased from the Corianus-Typhen-Rosette League, who have also adopted the design as part of the heavy transport element of their upgrading Navy. Along with other troop carrier conversions, Shoups have played an important role in the Minion/Forge War theatres, as the Alliance has worked to shore up their allies and take back worlds invaded by the various opposition forces involved. The Shoup has been generally well-received by its users, with the main serious criticism being that its upright design makes the landed starship too tall a target sticking up over available cover, and its high main hull gets in the way of its armament being able to engage targets, a problem not usually a consideration in horizontally-landing transports.

Type: PSS/ASI-LHDOE-09 ‘Shoup’
Class: Spaceborne Heavy Assault Transport
Crew: 250 ship crew, 640 troops and 50 aerospace crew
MDC/Armor by Location:
Main Body 40,000
Bridge 9,000
Reinforced Life System Section 10,000
Modular Weapon Spheres(4) 1,800 each
Hangar Bays(4) 900 each
Point Defense Turrets(14) 100 each
Propulsion Block 12,000
*Variable Shields( 3,500 each side, 21,000 total)

*Shield Refresh Rate is 10% per melee

Height: 650 ft
Width: 650 ft
Length: 740 ft
Weight: 480,000 tons
Cargo: 13,000 tons internally
If carrying armored units, capacity is for 72 vehicles or robots
Powerplant: Nuclear Fusion w/ 25 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric
(Sublight) Mach 8
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) 5.4 light years per hour
(Underwater) Not possible
Market Cost: 1.8 billion credits
Systems of Note:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars---Maximum Resolution Range of 300,000 miles. Navigational array has a range of 1 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.

*Extendable Force Shields---The Shoup’s variable forcefields can be extended to a 1,500 ft radius, providing some cover for embarking/disembarking ground forces

Weapons Systems:
1) Laser/Mini-Missile PDS(14) ----These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense. These replace the standard PDS lasers of the Brunels.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Rail Gun) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile

2) Weapons Modules(4)--Spaced around the base of the forward hull are four large spherical weapons modules. When landed they act as air defense and artillery support systems, covering the landing zone and the disembarking troops
Each module has the following:
a) Kinetic Kill Rail Cannons(2x4)--- Double-barrel-mounts of a design harkening back to PS’s first-generation space warships; they’ve been slightly improved, but are still the same effective weapons. Mounted in main hull turrets positioned in each weapons pod, they can act as both a direct fire point defense weapon and ballistic artillery.
Range: 10 miles in atmosphere(40 miles in space)
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage: 1d4x100 MD per 80 rd burst, 2d4x100 MD double cannon burst
The KKRCs can also fire 100mm massdriver rounds in artillery support mode:
High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
Plasma-----3d6x10 MD to 35 ft radius
*‘Copperhead’ Laser-Rider Shells---Named for a pre-Rifts ‘guided’ shell, this attempts to lend ‘smart bomb’ technology to traditional artillery and help remove some of the inaccuracy associated with it(-6 to strike with indirect fire). PS Copperhead technology allows a forward spotter to ‘paint’ a target with a spotting laser, which then allows the shell’s optical sensor to guide the shell, using small pop-out fins, to glide to a critical strike. Modifying Massdriver shells to use the Copperhead system is even easier than for regular artillery, since the fin units don’t have to be hardened against the thermo-shock of the propellant charge going off 'Copperhead' guidance packages effectively transform the shell into a guided 'smart' bomb, and give a bonus of +2 to strike, but require that the target be illuminated by a remote observer with a painting laser.
Rate of Fire: ECHH
Payload: 32,000 rds(400 bursts) per cannon before needing reloading from stores(takes about 30 minutes)

b) Medium Laser Cannon(2x4)--- Double-barrel-mounts, meant mainly as anti-fighter/missile weapons
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d4x100 MD per cannon, 4d4x100 MD for a dual blast(counts as one attack)
Rate of Fire: Four times per melee
Payload: Effectively Unlimited

c) Tachyon Spray Cannon(2x4)----Less effective in atmosphere, but most effective in space due to their area of effect beam-spreader.
Range: 1.5 miles (2,500 m) in atmosphere, 6 miles (10,000 m) 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: 4d4x10 MD per single cannon firing
Rate of Fire: EGCHH
Payload: Effectively Unlimited

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

Auxiliary Craft:
1-4 Shuttlecraft, 12 VTOLs(typically combat/transport types such as PS-GMR-VTOL-CH5300 Arakeens, PS-GMRCHV-15 Kerluns, or PS-GMRD-VTOL-CT-1 Moths)

_________________
-------------
"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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Unread postPosted: Sun Mar 31, 2019 8:21 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
If you're walkin' around Greater New England and hear some talkin'.....


Some Greater New England Slang:

Paladin Steel/Greater New England Slang:

-Allison---A reliable, well-performing engine or powerplant.

-Amerzon---Female Shemarrian.

-Aristo---Old money GNE family, typically Elven.

-Atom-smasher---Particle beam weaponry.

-Baitchanter---Lord of the Deep cultist.

-Banana---Standard of how difficult a problem is, supposedly by how many plantains it takes to bribe the ape assigned to fix it; a one-banana problem is fairly simple, a five-banana problem is very difficult.

-Bash-Palace---The Northern Gun Robodome. Gladiatorial arenas in general.

-Bathboy/girl---Native of the New Bath development zone.

-BigFolk---Human-sized and larger beings, as seen from the perspective of a Smallkin(see Smallkin)

-BigMetal---Heavy vehicles and robots.

-BioBitz---Biosystems



-Brickhouse---The New Boston Arcology. Also ‘the Anthill’, ‘Wall’, ‘Minas Beantown’.

-Canker, the---Splugorth Atlantis. Also ‘the Boil’.

-Chigger---Chi-Town native, especially arrogant upper-classer.

-Chugrug---Vehicle powered by a TW steam engine(also ‘chugboat’).

-Crazy-Hangers---A Crazy’s nobs.

-Cremator---Plasma weapon

-’Crete, to Lay Down---To put down roots, establish oneself more or less permanently in a location, to settle down.

-Crunchie---GNE Infantry. Though the verdict is out on whether they’re being crunched or doing the crunching.

-Cuckoocopper---M.O.M. Crazy in law enforcement.

-Cullskull----Particularly good-looking vampires(the sort you want to kill IMMEDIATELY on just general principles).

-Cybatty----Crazy about cybernetic implants and bionics.

-CyMid---Cybernetically or bionically-augmented person.

-D-Bone---Obvious d-bee supporting the Coalition States, singing their praises in hopes of gaining citizenship.

-Deathwalker---Zombie or necromancer.

-Dendruff---A Crazie’s cranial knobs.

-Deniler---Negapsychic

-Dethsmokey---CS government-issued tobacco product(also ‘deathsticks’, specifially cigarettes). Also ‘Dethsmogger’.

-Downworld---Extradimensional trade/contact/travel to/with less advanced worlds/societies.

-Dumbledork---Old school magic user. Uber-conservative(and elderly) magic user.

-Dumphole---One-way dimensional portal. Typically one that ends up someplace miserable.

-Dundergun---Ridiculously overpowered weaponry trying to imitate a boomgun in power and noise. Impractically heavy weaponry.

-Dundergunner---Weapons fanatic who HAS to have the biggest, loudest firearms out there, no matter how impractical they are to carry and attempt to use.

-Earth-devil---Burrowing monster, aka ‘Death from below’ or ‘boot-eater’..


-Edge, The---A person’s personal advantage or power, vocational, technological, biological, or magic, giving them ‘an edge’ over those who don’t have it.

-Electric Cannon---Rail guns.

-FireTeam---A grouping of talents/personnel working together. Originally limited to its military meaning, but expanded to cover other work and social activities. In the GNE, especially on Rifts Earth, being part of a ‘fireteam’ is considered essential to survival and prosperity, an extension and more immediate permutation of the ‘social networking’ of the pre-Rifts era.

-Fleshhater---Cybernetic or bionic zealot. Perfecty healthy voluntary bionic conversion.

-Flipperboy/girl---Pneumo-biforms.

-Fluffer---Hovercraft

-Frygun---X-ray laser.

-FullCon---Full conversion cyborg.

-Fuzzbutt---Chai-Chuk d-bee.

-Gawker---Golden Age Weaponsmith enthusiast or customer.

-Gawkjob---GAW vehicle rebuild. By extension, any rebuild of a pre-Rifts vehicle into an improbable refit for Rifts Earth.

-Genie---Genetically augmented or engineered lifeform.

-Genieware---Genetically engineered bio-implants.

-Gevver---Hovercraft(also ‘gevrevv’ for hovercycles).

-Godhammer---Heavy artillery support. Also ‘Smiter’.

-Gothjackets----Coalition States uniforms, and the people wearing them(also ‘Gothjacks’).

-Grassburner---Animal transport.

-Greenscraper---Multi-level urban farm. Also ‘grass-scraper’.

-Gumper---A dumb or naive d-bee.

-Havver---Madhaven resident.

-Horry---Horune pirate.

-Humzing---Particularly fast/frenetic person or critter, especially d-bee.

-Infernal---Demon or Devyl. Any truly monstrous and EVIL supernatural being preying on people.

-Iniac---Integral (or internal) artificial intelligence. Advanced software incorporated into neuro-cybernetics or full conversion cyborgs, especially if it uses a verbal interface.

-Inkjobber---Tattooed Man/Woman(also ‘Touchyfeeler’, ‘Inkskin’).

-Invisibis---A company or organization that is involved in covert(or at least not public knowledge) cross-dimensional trade. Sometimes refered to as ‘icebergs’ for most of their operations being unseen. By extension, larger, typically d-bee, companies fronting as small local businesses. Also known as ‘shadowfirms’. Sometimes used as a broad reference to the Black Market in general, especially if a reputable company is carrying on business through the Black Market.

-Litebrite---Laser target designator.

-LocBlocker----Any PS design heavy on options. Also ‘Lego’ed’.

-Magcaps---Railgun rounds. Also ‘Marbles’.

-’Major Chin’---Nickname for any of a number of generic, officious, authoritarian, square-jawed Coalition officials appearing in CS video pronouncements and propoganda. Suspected of being CGI effects. Said to speak in clipped, terse, statements because he can’t open his bulldog jaws. Zealous, too-good-to-be-real, diehards in CS uniforms are said to be ‘Major Chins’. The post-Rifts American version of the British ‘Colonel Blimp’.

-Meatware---Biosystems, cloned transplant organs.

-Mega, The---The Megaverse.

-Miter----MIT Forest native.

-Mod-Bod---Genetically augmented person.

-Modesitt Greens---The green themed uniforms adopted by many organizations in the GNE. Reference to a pre-Rifts sci-fi author who created a fictious society based on meritocracy and scientific advancement.

-Mortwart---Necromancer.

-Nanobopper---Juicer’s IRMSS ‘slap-pad’ incorporated into their harness.

-Narts---Naruni plasma rounds.

-Needleshirt---Juicer Harness(also ‘NeedleJacket’).

-Negjacket---Northern Gun armor or power armor(also ‘Negsuit’).

-Negstick---Northern Gun hand weapon.

-Neuronut---Crazy. Psynetic augment. Anybody who spends an excessive amount of time ‘jacked into a tech-system.

Nexxy---Nexus Maw. Plural ‘nexxies’. Cutesy name for a deadly dangerous predator.

-Nort---Northern Gun.

-Odessa Brigade---Unauthorized paramilitary units using PS/GNE equipment and uniforms and acting as aggressive political activist(typically abolitionist) groups. Also ‘Odessa Factories’; unauthorized or off-the-books manufacturing facilities using PS/GNE-made/funded equipment to produce PS-template goods and equipment. Most Odessa groups, when found, are assimilated into the GNE command structure and made accountable to the General Orders, but not all suspected Odessa Brigades have been found.

-Outworld---Extradimensional trade/contact/travel to/with other worlds/societies(in general).

-Pathman--Wilderness scout. Explorer.

-Perfessor---Lazlo citizen, owing to the large number of scholars, or well-educated idealists from that city.

-Personac---Persona Clone---A duplicate made of a person’s mental state, memories, and persona. Sometimes shortened to ‘persac’.

-’Phantom Cheese’---Synthetic diary products or calcium supplements.

-Pinbender---Technician, usually a shoddy one.

-Presto---Mage.

-Prosek Pus---CS Army government-issued beer(more derogatively: ‘Emperor’s P----’).

-Pumpy---Triax pump weapon.

-Punchcard---Factory worker. Derisively an urban citizen exchanging their freedom for security and a steady job. Also used by mages as a term of derision to describe other mages, especially Technowizards, who have sold out to work for corporations.

-Quickgun---Any of a wide range of inexpensive SDC firearms, usually ‘repliguns’, stamped out, often by autofac, and available on the open market.

-‘Retroca’---A post-Rifts replica of a pre-Rifts(typically pre-Golden Age) vehicle or piece of hardware, as opposed to a refit of a surviving piece of pre-Rifts hardware, and meant to capitalize on recovered technology or public interest in ‘the golden days’. While some retrocas are faithful to every aspect, nut and bolt of the original design, many retrocas are updated with modern technology or technowizardry, and in some cases have only a general resemblance(and marketing) to the original design in common. Sometimes refered to more specifically as ‘retrocars’, ‘retroplanes’, ‘retroships/boats’, ‘retroguns’, or ‘retrocraft’.
See also ‘Retrofaced’.

-Retrofaced----Any design or technology that claims or appears to be on the outside of pre-rifts origin, but is really a post-Rifts development, is said to be ‘retrofaced’.

-Riftraff---Megaversal bum. Somebody who always believes that ‘things are gonna be better on the other side of the Rift’, and fails to honor obligations in one place to go running through a dimensional rift to another place.

-Rustbutt---Full conversion cyborg.

-Sardine Jockey---Power Armor Pilot.

-Scramble---Another term for the Cambridge Jungle. Also ‘Tangle’.

-Screamfodder---Clueless city dweller or newly arrived d-bee in a danger zone.

-Shadoface---Computer-generated video avatar used to conceal a person’s real identity over visual comms. A CGI fascade, fake, or fraud.

-Shakker---Pump-action energy w eapon, using an adapted form of the NA Laser Bow’s pull-string power system. Derived from the sound of the slide operating.

-Shem---Shemarrian.

-Skullfarm---Fortified Coalition State farmland.

-Sleepeater---Nocturnal monsters.

-Slolife----A slang term rarely heard outside the halls of academia on Rifts Earth, but more common in the Three Galaxies, ‘slolife’ refers to alien intelligences, Elemental beings, and exotic/exotic chemistry alien lifeforms that live at a much slower rate than carbon-based organic beings and other ‘mundanes’. Slolife moves at a pace that is so slow that it is almost imperceptible, and the beings might be mistaken as dead, or not even living beings at all. Movement is glacial in pace, and lifespans measured at a geological level of perception. Spacers in the Three Galaxies report encountering exotic cryogenic lifeforms in the spaces between solar systems that live at super-slow low-energy rates. The more verbose Elemental beings speak of certain slolife Greater Elementals as if they were gods, engaged in slowly shaping the cosmos. Some dragons, with their predilection for hibernating for centuries at a time, are said to be skirting the lower edges of definition for slolife, but most xenobiologists discount grouping such dragons with true slolife entities.
Interaction between the everyday and slolife is rare and frustrating; a slolife being might register the existence of everyday beings, but by the time it responded, the individuals it percieved might be long dead, and even their civilizations might have collapsed.
Despite this lack of interaction, ‘slolife’ is entering common slang vocabulary to mean particularly apathetic, slow-acting, and nearly-below-the-level-of-notice individuals and organizations(examples: “Does D’ress ever leave his apartment? Does he ever DO anything, or is he some sort of slolife?” “Don’t bother waiting for a travel visa from the Republik Office of Antiquities. They’re slolife over there.”).

-Smallkin---Physically very small-statured sophonts.

-Smogsmut---Low quality tobacco product.

-Somac---Somatic Clone--A clone or duplicate made of a person’s body, and not their persona or mental state. Typically used as an organ source or brain transplant vessel.

-Sonic Gnats---Coalition State Flycycles, so-called for their annoying practice of high speed passes and ‘buzzing’ people on the ground.

-Sparker---Ion weapon. Also ‘zapper’.

-Squeezer---Abusive ’Urb business owner or asociated foremen. Sweatshop owner.

-Stomper---Giant robot.

-Stomp-Jockey---Robot pilot.

-Sungun----Plasma weaponry(also ‘Sun Tan Gun’).

-TechApe---Technician. Also Animal-Man Mutant from Madhaven.

-Touchyfeeler---Tattooed Man/Woman.

-TubeFarm---Hydroponics facility. Also ‘tubetower’. See also ‘greenscraper’.

-Tundie-romper---Tundra Ranger(also ‘Tundie-Jumper’, ‘Tundie-hopper’).

-Ubernaut---Anybody addicted to getting technological or biological enhancements simply to improve their performance, and not for medical reasons.

-Uberware---Any implant, technological or biological, meant to augment, rather than restore, a person’s performance.

-Upworld---Extradimensional trade/contact/travel to/with more advanced worlds/societies(such as the Three Galaxies).

-Verm---Derogatory term for native of the Old Vermont region.

-Vittleville---Coalition supply dump(or any supply dump in general).

-Wandic---Mage or mage wannabe. Diehard(and annoying) magic fanatic. Also ‘Wizdic’.

-Windbag---Wynaro d-bee(also ‘Windies).

-Windwaver---Air Elemental Warlock.

-Zilla---Large inhuman d-bee. especially if reptillean in nature(also ‘Tin-Zilla’ for large cyborgs, and ‘Steelzilla’ for giant robots). especially if they like throwing their weight around or blunder around with little regard to collateral damage.

-Zombot---Robot drone. Anybody particularly lacking in personality(and thus suspected of being a robot).

_________________
-------------
"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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Unread postPosted: Sat Apr 27, 2019 8:26 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
BlackJack-class Interstellar Frigate
(aka ‘Dabus-class’, ‘Shadowjack’)

“Recent events in the Three Galaxies are shaking up a lot of establishments, including military supply. A lot of the rim nations that thought to save a few credits by buying CAF surplus hardware are finding that their spare parts supply is suddenly in jeopardy; either the spaceways became too dangerous for transports to make their way through, or the manufacturers in the core worlds are prioritizing their orders for units closer to home. A lot of customers cut off on the outer systems are going to be looking for alternatives. We just may be able to help them, given how many WZT shipyards are available out beyond the middle ring systems. We have the equivalent designs, the stock, the parts, and the availability, and we can turn both a good profit without gouging the clientele and build up the rim worlds at the same time.”

“The retaining of the passive stealth systems was genius; they might not be able to fool heavy-duty state of the art military sensors, but more than a few pirates coming into a system and expecting easy pickings have been surprised to discover fully-alert and combat-ready frigates laying doggo and ready to play with them.”

“The Blackjack may be new and shiny, but never forget that it’s still a compromise based on the specs of a centuries-old design, and using off-the-shelf components. The Blackie’s designed around being an equivalent, or an alternative. It’s not a successor or a paradigm-breaker; it’s a replacement in the same role. A Naruni Espandon can still slice your privates off if you try going one on one against one with the Dabus, but with the cost and distribution of the Blackjack, if your military’s smart about its budget and its allies, you might be able to afford some decent fighters to fill your hangars, and have the numbers so you don’t face that ‘spandon alone.”

The Blackjack-class Frigate started initially as a PS/ASI effort to create a knockoff-copy of the ubiquitous CCW Scimitar-class frigate, only using as many off-the-shelf parts that PS/ASI already had in production. Development was actually started fairly early on in ASI’s existence in the Three Galaxies, but the program took a backburner when ASI landed a life-extension servicing and spare parts contract with the Consortium of Civilized Worlds for their aging Lasser-class frigates. That and the more quiet CCW ‘offer’ to PS/ASI to covertly manufacture pirated versions of Naruni Enterprises gear convinced Paladin Steel officers that drawing even more attention to themselves by overtly producing a copy of one of the CAF’s major designs was NOT a good idea. After some time, and the opening of other facilities outside direct CCW observation/supervision(most notably in the Corianus-Typhen-Rosette League), as well as observing several other star nations producing their own modified versions of the Scimitar, convinced PS/ASI that they could finally move ahead with the Blackjack. By this time, too, the design work had diverged sufficiently from the Scimitar’s specs that PS/ASI felt there would be no objections to the new vessel. In final analysis, the delay actually HELPED the programme, as PS/ASI’s shipbuilding capabilities, techbase, and numbers of available shipyard facilities increased during the interim, further bringing down the ultimate cost of the Blackjack, improving its performance, and increasing potential distribution.
The Blackjack uses the hull structure from the reliable Nao merchant transport, engine pods from the Javelin/Sagadag/Assegai family of related warships, and components from a dozen other existing programs. The engines are moved off nacelles in the wings and into the main rear hull. Older weapons system designs that once served as the main armament of Paladin Steel’s first capital ships, now effectively serve as the primaries on the smaller Black Jack.
The Nao’s wings have been retained, but serve as the mounting pylons for the Blackjack’s two triple-barrelled rail gun assemblies, giving them excellent arcs of fire. The Nao’s rear life support and bridge tower has been relocated to be replaced by the hangar bay above the main engines(this has led to some pilots complaining about exhaust bleed from the main drives interfering with their sensors on landing approach, so PS/ASI engineers have added a set of tail baffle plates extending the rear deck landing ‘apron’). The Blackjack has provision for carrying a company’s worth of troops(160 personnel, or 4 platoons), but operationally most users only half the maximum number of troops, and divide them up between regular EBA-suited platoons and power armored squads.
The Blackjack is slightly larger and heavier than the Scimitar, but is arguably less expensive to maintain(even with the greater distribution of vessel-specific parts available to the older Scimitar). The Black Jack has been modified with growth in all of its systems expected, making it easier to upgrade the vessel. While having a slightly higher crew complement than the Scimitar, the Blackjack also arguably provides more slots for training inexperienced crews, and its many compatible parts with PS/ASI civilian vessels allows for more forgiving transitions between civilian and military systems.
The Blackjack got a serious boost in legitimacy and sales with the Minion War causing chaos in the Three Galaxies. With the disruption of trade, many systems were looking to build up their defenses, and with many coreworlds doing the same, spare vessels from the established defense firms were rarely available. PS/ASI and WZTechyards on the other hand, were able to build new BlackJacks closer to the rim territories and make use of local industries to outfit vessels to use locally-produced parts, easing logistics. While production is as of yet nowhere near the tens of thousands of Scimitars the CAF has in service and has sold/donated to affiliates, several hundred Blackjacks have already been produced or bespoken for off the assembly lines.
Evaluated in sum, the Blackjack is not seen as any great or dramatic improvement on the Scimitar(its performance is seen as incrementally better at most), but its price tag and availability makes it a viable alternative to the older Scimitar.

Type: PS/ASI-SFG25 Blackjack
Class: StarFrigate
Crew: 115, + 200 troops/passengers
MDC/Armor by Location:
Main Body 4,000
Bridge 900
Heavy Laser Batteries(2) 500 each
Heavy Rail Cannons(3x2) 950 each
Point Defense Turrets(8 ) 100 each
Bridge/Forward Hull 2,000
Main Communications/Sensor Array 700
Engines(2) 3,500 each
Hangar Bay 800
Variable Forcefield 1,000 per side, 6,000 total

Height: 90 ft
Width: 160 ft(cannon wing/pylons boost this to 240 ft)
Length: 550 ft
Weight: 13,000 tons
Cargo: 500 tons internally in the main hull
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
(Underwater) Not possible
Market Cost: 380 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
*Enhanced Sensors----The Blackjack mounts a sensor suite slightly more powerful than those typical of its class, and has 25% better range(effective -Fleets of the Three Galaxies- range of 320,000 miles)
*Laser Targeting-------250,000 miles
*Communications Suite:---Long Range Radio and Video
* Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 50,000 miles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.

*EW Jamming Systems---In combat, the Blackjack 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 Blackjack 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) Heavy Laser Batteries(2x2)---Mounted in twin turrets are two heavy twin-barrel laser cannon. These are bulkier and weaker per shot than the Scimitar’s main batteries, but improved cooling and more up-to-date power delivery systems improve rate of fire.
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, 4d4x100 MD per double blast
Rate of Fire:Three times per melee
Payload: Effectively unlimited

2) Heavy Cannons(3x2)---Mounted on two external pylons are two triple-cannon clusters of kinetic kill rail cannons; based on one of Paladin Steel’s older space weapons, but refitted to fire flak rounds. Though using older tech than the Scimitar’s g-cannons, the triple-barrel mountings allow the Blackjack to deliver a heavier kinetic barrage to a single target, and justifying the ship’s name after a concussive weapon.
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; 3d4x100 MD per triple cannon burst
(Exploding/Fragmenting Fletchette): 3d6x10 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
Range: miles in atmosphere, miles in space
(Kitsune Values: miles in atmosphere, miles in space)

3) 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

4) Modular Weapons Turrets(4) ---In place of the four particle beam weapons turrets, PS/ASI decided to install modular mounts similar to those carried by various craft such as the Sunchaser and Roswell. This allows for quick repairs, upgrades, customization, and mission-tailoring of the ship’s weapons configuration.
a)Particle Beam Cannon
Range:(Palladium) 5 miles in atmosphere, 20 miles in space
(Kitsune Values)5 miles in atmosphere, 500 miles in space
Damage: 3d6x10 MD per blast
Rate of Fire: Four times per melee
Payload: Effectively unlimited

b)Ion Cannon
Range:(Palladium) 4,000 ft, 16,000 ft in space)
(Kitsune Values) 1 mile in atmosphere, 100 miles in space
Damage: 2d4x10 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

c) Plasma Cannon
Range: (Palladium) 6,000 ft, 24,000 ft in space
(Kitsune Values) 1.2 miles in atmosphere, 120 miles in space Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload:Effectively unlimited

d) Rail Gun
Range: (Palladium)5 miles, 10 miles in space
(Kitsune Values)5 miles, 500 miles in space Damage: 2d6x10 MD per 50 rd burst; can only fire bursts
Rate of Fire: Four times per melee
Payload: 8,000 rd drum

e)Tachyon Scattergun
Range: (Palladium)1.5 miles (2,500 m) in atmosphere, 6 miles (10,000 m) 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: EPCHH
Payload: Effectively Unlimited

f) Plasma Torpedo Launcher
Range: (Palladium)10 miles in atmosphere, 20 miles in space
(Kitsune Values) 10 miles in atmosphere, 10,000 miles in space
Damage: 1d6x100 MD to an 80 ft diameter blast radius
Energy ‘torpedo’ has a disruption MDC of 30
Rate of Fire: Every other melee
Payload:Effectively Unlimited

g)Tractor Beam Emitter----Effectively rated for 1,000 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. Range: 25,000 ft

Auxiliary Craft:
4 Shuttles
6 Aerospace Fighters

Variants:
*PS/ASI-SFG25B---The lack of heavier missile armaments is a source of concern for some buyers, who don’t want to invest in separate missile-vessels(like PS’s Javelin). The ‘-B’ variant does away with the troop/passenger bays in favor of two dedicated missile launcher bays. These bays can be configured to carry 120 medium-range missiles OR 60 long range missiles OR 40 cruise missiles each.

*PS/ASI-SFG25D----The ‘-D’ variant is still considered to be several years away from realization given the current economic-poltical climate, but if and when realized the ‘-D’ would upgrade the Blackjack’s engines using propulsion technology copied by CCW engineers off Naruni designs, and boosting normal-space speed to Mach 12. However, the cost per vessel would rise as much as 30%, and the CCW is not yet willing to reveal that they’ve been reverse-engineering and siphoning off Naruni technology in deals with NE’s competitors just yet.

_________________
-------------
"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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Unread postPosted: Mon Jun 03, 2019 9:06 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
Null Cell Confinement Systems
(aka ‘DeadBoxes’, ‘Null Boxes’, ‘Ley-Coolers’, ‘Maj-Pits’, ‘Null-Pads’)
“LET ME OUT! YOU CAN’T KEEP ME IN HERE! I AM NEGUROZ, LORD OF THE NEXUS!!!! I NEED TO TOUCH THE LIGHT! I NEED THE LEY! I NEED NOURISHMENT!!!! YOU’RE KILLING ME BY INCHES! YOU’RE BLEEDING MY VERY SOUL!!!! YOU DON’T HAVE THE RIGHT TO DO THIS TO ME!!!!!”
“We have every right to protect the world from you using your sorcery, after you attempted mass murder to feed your magic. Magically-touched or mundane, it doesn’t matter who your victims were, you’re getting the Box treatment until the courts figure out what to do with you; terminate you, brainwipe you, or stuff you into a null zone in the megaverse so deep and dark they’ve never heard of magic or light. Now, here’s your soup. That’s all the nourishment you really need or will get from here on out.”

Null Cells are one of the advanced technologies that are rumored to have been produced by the ‘black projects’ labs of Hedro. Null Cells are special isolation cells meant to cut off the natural flow of potential psychic energy(PPE) that normally courses uninterrupted through the material world. Null Cells are typically used for detaining magic users and creatures of magic, but they are also used in studies of alien artifacts or development work sensitive to PPE contamination.
The exact nature of Null Cell construction is unknown, but the standard unit is roughly the size of a small apartment, with enough space for a bedroom, and two small supply/monitoring chambers, with an airlock-style entrance. The module is heavily armored against damage from both within and without, and has its own independent power and life support, much like a ‘hot box’ lab. Inside, the occupants are completely cut off from all outside paranormal and electromagnetic activity...the only PPE available is what the occupants bring in with them...mages will find that they can no longer draw on ambient PPE, not even if the module were parked on a ley line or in a nexus! They have only their own reserves to draw upon, and they will discover that their ability to regenerate their PPE is greatly diminished(can only regain 1 PPE point every 4 hours or 2 with sleep/meditation). ISP is less affected, but still, psychics will find they need THREE times as long as normal to regain their ISP.
Furthermore, normally Null Cells are housed within a second, larger, Null Cell containment structure, providing an extra layer of insulation, and doubling the ‘airlock’ security for keeping outside ambient PPE from leaking inside.
Under typical operating procedure, a prisoner or patient is brought into a Null Cell, restrained and sedated, accompanied by robots, cyborgs, Nega-Psychics, or Psi-Stalkers(the latter two to further drain off/negate any PPE buildup). Once inside, they are locked in and effectively cut off from outside PPE. To further control them, the mage or creature of magic may be regularly ‘bled’ by a Psi-Stalker or other PPE/ISP siphon, or controlled by other means(such as PPE/ISP-suppressant drugs or apparatus). Managed properly, a prisoner will be unable to muster the PPE or ISP to attempt to escape using their meta-abilities.
Another benefit of the Null Cell is that it has been proven to effectively cut off the occupants from magical and psionic scrying, including Locate and Object Read spells. This reduces the effectiveness of a prisoner’s confederates being able to locate them by mystic means and attempt a rescue/extraction. It also makes Null Cells effective means of screening confidential or secret meetings from outside snooping, and an increasing number of high rank corporate and military officials are using Null Cells as conference chambers(they may not know the details of these rooms, only that corporate and state security provides and oversees them).
Null Cells play a prominent role in the emerging field of gene-therapy exorcisms, in treating people genetically predisposed to possession, or in the forced separation of witches from their alien masters(with an eye towards developing a means of reversing vampiric possession/transformations). Cutting off possessees from external supernatural influence often allows the opportunity to apply other treatments that reverse damage and make reestablishment of supernatural connections much more difficult, if not outright impossible.
Null Cells are a closely guarded secret and are not advertised outside GNE law enforcement and military intelligence. However, reportedly the expense of fabricating Null Cells(the small cell described above costs on average 10 million credits) has precluded more widespread deployment of them as yet, and they are found mainly in maximum security facilities, such as prisons, laboratories, special hospitals, and headquarters.

_________________
-------------
"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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Unread postPosted: Mon Jun 24, 2019 9:03 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
BioCell Confinement Systems
(aka “PrisonWombs’, ‘WomTombs’)

“These living devices may have been originally developed to detain alien monsters while they were interrogated, before they were destroyed afterwards, but the fact that development was continued to serve a penal establishment code that no longer simply disposes of inconvenient and dangerous individuals speaks volumes of the advance of our civilization out of a darker age.”
----Warden Amelia Harker, Greater New England Department of Corrections

“Why, I ask you, WHY didn’t we come up with this ourselves?! It’s got TUBES! It’s got TENTACLES! It’s got GLANDS! It’s got NEURAL BRAIN LINKAGE!!!! It’s got helpless prisoners trapped in the slimy grip of a genetically-engineered monstrosity! It’s ALIVE!!!!! And it’s LEGAL! I’m seriously tempted to go legit if this is the sort of thing the government is allowing!”
---Doctor Zhiv ‘Brain-Zapper’ Shogur, Mad Scientist Scientific Supply

“BioCells turn an inmate’s struggles in on themselves. Try breaking loose and it turns your kinetic energy into power for itself, or energizes a dissuasion device like a tazer. The harder you struggle, the harder you get zapped.”
----Sir Arwiss Caldan, CyberKnight and Justice Agent, Greater New England State Police

“BioCells essentially make, at the upper end, the prisoner into an organelle or vestigal organ of a larger organism. Not that any of the prisoners we’ve transported have been in a state to really appreciate it, but I imagine of the ego-cases we get would be less than pleased to learn that they’ve been demoted from ‘grand master of this or that-’ to ‘appendix’. ”
----Marshal Lluweis Tranton, Marshals’ Service, United Systems Alliance

“Admittedly even a Class Four won’t hold critters that can drain life energy, turn insubstantial, or can attack protoplasm directly. For that, I admit, you’ll have to engineer a cold-tech box. However, we are still researching improvements to the system; we might come up with a breakthrough any day now.”
----Caphia Tine, Gene-Mixer, House Synsis, Cambridge Jungle

“I know it’s supposedly all very humane, but I still get the shakes bad when walking through the cell-hold past all those ...pods. I keep expecting one to break open and some eldritch monstrosity come out and eat me. Ain’t helped that some of them might actually be holding eldritch monstrosities that got captured or arrested and are being transported to prison.”
---Captain Siloh Martensen. GNESS Southern Cross

BioCells are a creation of the reclusive biotech splicers of the Cambridge Forest(aka the MIT Jungle), as a result of the conflict with the Splugorth, when the bio-warriors were able to capture several marauding Minions. Later on, in the aftermath of the Shriving of Atlantis and the Great Escape, those biotechs were able to acquire examples of Splugorth biowizardry restraints. From these studies, the biotechs were able to create special restrain systems suitable for holding and studying various forms of meta-beings. BioCells have joined the array of specialized containment systems used by the Greater New England(and by extension the United Systems Alliance) law enforcement and penal systems for handling prisoners.
A biocell is a large leathery pod with a hollow interior. Prisoners are held inside by a combination of means; chemical(aerosol, skin contact, and intravenous) sedation, direct neural stimulation(pain/pleasure/paralysis), supernaturally strong living restraints, and sometimes metaphysical debilitation. The biocell organism can drain PPE from a target, rendering mages and creatures of magic unable to cast spells from their energy reserves, and some types of BioCells generate meta-fields that disrupt psionic processes. BioCells are opened by special enzyme/pheromone sprays, or by biometrics sensors on the outside that respond only to specified individuals.
Being held inside a BioCell is not the most dignified of confinements; prisoners are typically stripped and held without clothing for the duration of their stay inside one, and the organism entubates them to feed and hydrate them, other plumbing evacuates wastes, antibacterial glandular secretions from the walls keep the prisoner clean, and combinations of wall muscular action and direct stimulation of the prisoner’s own muscles keep them from painful cramping and atrophy. Being held inside one would be akin to sensory deprivation, were it not for the fact that prisoners are held in what amount to drugged comas. Earlier versions, however, proved traumatic for inmates due to sensory deprivation, and a common complaint was drug-fogged impressions that they were being digested alive by their living prisons.
Though BioCells require more maintenance than conventional containment structures and systems(the living prisons must be fed special nutrient mixtures, though some levels of BioCells supplement this, especially during escape attempts, by feeding off the PPE/ISP/superhuman physiologies of their inmates), they regenerate damage, and react to attempts to breach them from inside. Skills such as Pick Locks or Safecracking are useless against them.

*Class I----This is basically a translucent, but tough, sac of living bio-material with basic restraints, appropriate for short term holding of most mundane prisoners. Class Is are equivalent in toughness to regular leather(A.R. 11 , 200 SDC) and hold equal to well-knotted rope or handcuffs, but have the advantage of there being no mechanical locks to pick. Life support is equal to a hospital standard bio-monitor, respirator, and IV drip to keep the prisoner fed and hydrated. Class I biocells heal damage at a rate of SDC per hour. They range in weight between 600-1,000 lbs.

*Class II-----Class IIs are equal to high-tech polymers(low MDC: 2d4x10), and weigh about 2,000-3,000 lbs. . They generally use a combination of direct feed gaseous anesthesia and IV-delivery drugs to sedate prisoners. They repair damage at a rate of 2d4 MD per hour.
Class IIs also see the inclusion of meta-abilities such as Animal Psionics(especially powers like Mind Trap). Class IIs are capable of direct neural-link equivalent of Biomanipulation and Empathic Projection.

*Class III----Class III BioCells can contain beings with Superhuman Strength(up to P.S. 25) . The typical Class III biocell pod has 4d6x10 MDC, and masses between 1.5 to 3 tons. They repair damage to themselves at a rate of 4d6 MD every hour.
Class IIIs are capable of direct neural-link equivalent of Biomanipulation and Empathic Projection. Other more advanced custom mera-powers can be added, including HU power-drain abilities.

*Class IV---This is currently the most advanced BioCell available, and is appropriate for long-term holding of maximum security prisoners such as MDC creatures with magic and/or psionic abilities. Class IVs typically take the form of a giant pumpkin or gourd 6-8 ft in diameter, weigh up to 5 tons, and have 1d4x100+100 MDC. They are rated up to Supernatural P.S. of 35. Class IV BioCells actively neutralize their occupants’ meta-abilities by a combination of methods; feeding off their PPE/ISP, generating distortion fields that interfere with coherent thought and psionic activity. They repair damage to themselves at a rate of 6d6 MD every hour.
Class IVs are capable of direct neural-link equivalent of Biomanipulation and Empathic Projection. Other more advanced custom meta-powers can be added, including HU power-drain abilities.

Features:
*Bio-Monitor----The BioCell monitors the prisoner/patient’s health and state of consciousness.

*IV/Aerosol Sedation---The BioCell typically has two modes of sedating prisoners through direct injection or gaseous inhalation. Class III and IV biocells can have multiple redundancy, sedating the prisoner by both IV- and breather-delivered agents, while keeping the prisoner in an enclosed atmosphere/environment saturated with secondary anesthetic gases or skin contact sedative agents.

*IV/Oral Hydration/Feeding---Generally has enough stored nutrient for 6 days.

*Muscle Therapy----The BioCell can periodically message a prisoner’s muscles or induce low-level spasms to prevent muscle atrophy and improve circulation.

*Antisepsis----The BioCell secretes various antibacterial and anti-viral secretions that keep the prisoner sanitary. Some of these substances also prevent chaffing and bed/restraint sores from forming.

*Psionic Blocking---The living material of the BioCell can generate a scrambling field that acts as an external Mind Block, preventing a prisoner from being able to use any Sensitive psionics, such as Telepathy.

*Magic Scrambler Field----BioCells generate a lifeforce distortion field that interferes with magic; they themselves are effectively immune to bio-manipulation magic and psionics(both from inside and outside), and mages attempting to cast spells inside a biocell must roll under their ME or become too confused to be able to effectively cast. This is in addition to any other measures hampering them.

*Vampiric Healing---The BioCell can drain the prisoner of needed energy to repair itself: can instantly heal 4d6 SDC by draining 10 PPE/20 ISP, or 1d4 MD for 30 PPE/60 ISP, from their prisoner.

*Kinetic Zapper----This is one of many optional bio-devices that can be incorporated into a biocell to dissuade prisoners from trying to break out. It is essentially a muscle-powered taser; for every 2 pts of Physical Strength(or 1 pt of Superhuman Strength) used in an attempt to break free, the prisoner gets shocked by 1d6 pts(4d6 if Supernatural Strength) of non-damaging bio-electrical energy that does damage first to SDC and then to Hit Points(or MDC if a natural MDC being). At zero virtual SDC/HP/MDC, the prisoner loses consciousness for 1d6 melees, then recovers their virtual SDC/HP/MDC at a rate of 4d6 (+ any from advanced regeneration abilities +ME) per hour . The harder the prisoner struggles, the more severe the nerve-zap.

*Endurance Tap---Another optional passive dissuasion bio-device; for every 1 pt of Physical Strength used in an escape attempt, the biocell drains 1 pt of P.E.. At 0 P.E. the prisoner falls limp and exhausted.

_________________
-------------
"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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Unread postPosted: Thu Jul 04, 2019 7:46 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
Paladin Steel/Aegis Stellar Industries/WZTechyards ‘Shepherd’-class Light Cruiser
(aka ‘Sechschlepper’, ‘Nurse-cruiser’)

“With a full load of transports linked to its side, a Shep looks more like a momma thornback suckling a litter of quiplings. Still kicks like a hammerlegger, though.”
---Leddek Handsen, Free Spacer

“Trade is the lifeline and lifeblood of the Alliance. We all need it to grow stronger together. It unifies us and it nourishes us. We absolutely MUST protect our trade network and the vessels that sail on it.”
--Thaddius Gringe, Secretary of Commerce, United Systems Alliance

“The new ship should have advanced sensors to detect threats to its flock early, the speed to dart to where it is needed to defend them, and the firepower to drive off opponents. It should also have the ability to extract distressed convoy members quickly and efficiently, so as not to endanger the rest of its charges by absence while engaged in rescue operations. ”
--Vice Admiral Darian Koloff, Greater New England Space Force(Three Galaxies), on the requirements for the new (Requirement 3471-r) escort cruiser.

“The heart of the Shepherd is its twin Eon 8000 HyperSlingers. Those engines have to work hard and reliably, and WZT’s subcontractors in Deudex Drive Systems worked miracles in modifying their hypertug hauler engines to military specs. From coursing to carrying heavy loads within minutes, those engines have proven themselves so reliable maintenance on them’s a breeze.”
--Tibbec Chom, DockMaster, Kambro Station, Eshile System, United Systems Alliance

“You’re not going to be able to take out a raiding Servitude-class cruiser , but if you move fast, you might be able to save some folks from being killed by one. You can give a good thrashing to a Bindas and still be able to walk away, as long as you veer away the moment they try bringing their tail-end cannon into play, Same thing with Smashers; they got the heavy firepower over you, but not the staying power, If you bloody a raider enough, they’ll tend to run and find easier pickings rather than stick around and see if you got reinforcements coming in.”
--Viben Nor, Commodore(ret.), CTRLNavy, Corianus-Typhen-Rosette League

“Every one of these ships that Merchant Defense Force Command gets, frees up another ship for Frontier Defense Force and Ex-Eff-Arr. Better yet, some of the Sheps are paid for by subscription by the Alliance member worlds who are shipping stuff cross-space. Helps build trust and camaraderie amongst the star nations that way, when everybody’s putting what they can towards the mutual well-being.”
--Jennifer Samuels, Commodore, Greater New England Space Force(Three Galaxies)

The Shepherd class cruisers were developed to serve the needs of the nascent United Systems Alliance and its merchant marine. The USA could not rely on all its members to provide space assets to the mutual defense of the Alliance, as many of the worlds were impoverished, damaged, or not yet advanced technologically enough to finance and maintain expensive stellar warships. Indeed, many were dependent on the trade that the Alliance offered just to survive and make their way to some greater degree of prosperity and security. The USA relied heavily on the output of patron industries Paladin Steel/Aegis Stellar Industries and WZTechyards to produce the necessary military craft. Both concerns put out a variety of light- to mid-class warships that were good for escort duties, but given the importance of secure trade to the USA, it was felt that something else was needed that was specifically tailored to the role of mercantile protection.
The Shepherd has a number of features that make it uniquely suited to convoy protection duty. While the Weibb Hayes-class merchant cruiser was a heavy freighter with the firepower of a warship, the Shepherd would be a warship with the ability to act as a heavy transport; and rescue tug. The Shepherd has extra-large engines for high speed, and it has the ability to dock a half-dozen vessels to it and carry them through FTL. Normally, these docking slots are used to carry parasite craft such as heavy patrol craft, gunships, or light freighters/transport barges, but they can accommodate vessels up to Merchant-size. A Shepherd can thus quickly respond to a convoy attack, swoop in, gather up damaged vessels unable to resume FTL transit on their own, and carry them away from pursuers in its own FTL field.
Armament on a Shepherd is abundant, if not individually very powerful, consisting of a mix of lasers and projectile cannon, with a backup armament of long range missiles and a large point defense array. To keep the ship affordable and easier to maintain amongst the less technologically-advanced worlds of the Alliance, PS/ASI/WZTY deliberately chose less powerful/advanced systems for some of the Shepherd’s armaments. The ship retains a ‘growth’ potential, however, with provision made for future upgrades as funds and technology become available.
Physical armor is about average(on the light side) for a cruiser-class vessel, but slightly better than the old Stonewall-class cruisers that many pirate groups still use.
Since their introduction, most Shepherd-class cruisers operate under the command of the Merchant Defense Force, though several have also been sold to USA member nations for their own homeguard fleets. Several Shepherds see double duty as training vessels, acquainting their crews from less advanced worlds with starship operations and technology. Many sport a distinct orange color scheme as vessels of the MDF , similar to that of the System Guards(solar equivalent of Coast Guard units).
Early on, the concept of the Shepherd-class was nearly thrown into doubt when the USASS Sassi responded to an apparent pirate ambush. After driving off the pirates, but detecting heavier reinforcements inbound, the Sassi docked the two damaged merchantmen it found at the scene, preparatory to carrying them to the safety of a USA system. Instead, the crew of the Sassi found out that the two damaged freighters WERE the ambush, as hidden teams of boarders attempted to swarm aboard the cruiser and seize it. Fortunately, the Sassi’s stelmarines were able to repel the pirates and violently detach the freighters far enough for the cruiser’s guns to open up on them at pointblank range. Though heavily damaged in the fray, the USA warship managed to make its own escape and carry word of the tactic, as well as the identity of the pirate organization, back to base. The incident caused a subsequent review of security procedures with regards to distress call response, but the Shepherd program was not canceled.
While Paladin Steel/Aegis Stellar Industries and WZTechyards are still the primary producers of the Shepherd, several of the more advanced members of the United Systems Alliance have acquired licenses to produce their own, initially heavily subsidized by PS/ASI/WZT. The Corianus-Typhen-Rosette League also has a license to produce the escort cruisers.

Type: PS/ASI/WZT-C75 Shepherd
Class: Light Cruiser
Crew: 240+120 marines
MDC/Armor by Location:
Main Body 36,000
Bridge 1,000
Main Engines(2) 3,800 each
Hangar Bays(2) 900 each
Medium Laser Cannons(10) 300 each
Heavy Gauss Cannon(16; 8x2) 500 each
Long Range Missile Launchers(4) 500 each
Light Particle Beam Cannon(4) 400 each
Point Defense Turrets(18) 100 each
Variable Shields( 5,000 each side, 30,000 total)

Height: 380 ft
Width: 390 ft
Length: 1,200 ft
Weight: 780,000 tons
Cargo: 150,000 tons
Powerplant: Nuclear Fusion w/ 50 year energy life.
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 9. W/ a full complement of attached parasite craft, this drops to Mach 7.
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) 5.5 light years per hour. W/ a full complement of attached parasite craft, this drops to 3 light years per hour.
(Underwater) Not Possible
Market Cost: 5 billion credits
Systems of Note:
Standard Starship Systems, plus:

*Long Range Sensors----Shepherds carry large multimedia sensor arrays copied from the CCW Lasser-class, the argument being that if the ships can see trouble coming, the better prepared to receive it they will be. 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(6)----Six external docking collars with extending tubeways for servicing additional starships docked to the Shepherd. These are operationally used to carry patrolcraft, boarding barges, or small transports, but can carry a full-sized and fully-loaded Merchant-class cargo vessel(all 15,000 tons) in an emergency situation.

*Tractor Beams(6)--------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) Medium Laser Cannons(10) ----The Shepherd mounts ten medium laser cannons. These weapons are of a proven design already used on other PS/ASI warships. Firing in concert, they can do respectable damage to even heavy warships, and their relatively fast rate of fire allows them to engage fast targets.
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

2) Heavy Gauss Cannon(16; 8x2)----These are 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.
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 500 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)

Bloc Upgrade: A proposed Upgrade would modify half the Shepherd’s Gauss Cannon to triple-barrel mounts capable of inflicting 6d6x100 MD on a synchronized mount-burst.

3) Long Range Missile Launchers(4)----These launchers are slightly less expensive and easier to supply than 3G Cruise Missiles, while still opening up the range between the warship and its targets. The launchers can also be used to launch decoy and recon probe payloads.
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-10
Payload: 80 per launcher; additional missiles may be carried as cargo, and reloaded from storage.

Bloc Upgrade: These launchers can be upgraded to cruise missile launchers.

4) Light Particle Beam Cannon(4)---These backup weapons are a concession to one of WZTechyards’ subcontractors, Megnatomics, who is seeking to introduce their longer ranged particle projection cannons to the market. Though slightly more expensive and larger than the general market PBCs, the weapons are still 75% parts-compatible, and their longer range makes them a good fit for the Shepherd.
Range: 9 miles in atmosphere, 18 miles in space
(Kitsune Values: 9 miles in atmosphere, 9,000 miles in space)
Damage: 1d4x100 MD per blast
Rate of Fire: EGCHH, or auto-fire; 6 attacks per melee
Payload: Effectively Unlimited

5) Point Defense Turrets(18)----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:
6 Heavy Shuttles
12 Aerospace Fighters

Options:
*Hardpoint Armament Pods(1-6)---If not carrying ships docked to its cradle-collars, the Shepherd can carry the same weaponized cargo pods as used by PS/ASI’s MCLG-07C Merchant Cruiser version of the Brunel Heavy Freighter; this option is typically only used by training flights or system-defense craft.
a) Habitat Module---Can accommodate up to 200 people. Independent life support(good for up to eight months). If so desired, at extra expense, the Habitat Module can be built with its own independent propulsion system(maximum speed of Mach 3), and can make planetary reentry on its own.

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

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

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

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

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

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

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

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

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

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

_________________
-------------
"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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Unread postPosted: Tue Jul 23, 2019 5:16 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Paladin Steel/Hangar-18B/Republic R-12 ‘Rainbow’ Reconnaissance Aircraft

“Uh-oh! Just picked up electromagnetic radiation....could be a power signature! It’s not so primitive down there as we thought!”

“I swear, the PS design division must be living in a time warp; they keep dragging out these ancient designs, and stuff them full of cutting edge or xeno tech, and hope they sell by the power of Golden Age bronzing. There’s a lot to be said for innovation, too, you know, and not just duplication!”

“Okay, let me put this bluntly; we are NOT calling Emergency Power ‘Rainbow Dash’. You persist in using that term, there’s a very good chance that you will wind up stuffed down the flare release chute.”

“One of the odder-looking aerospace scoutships available on the market, but our crews have been flying one for the last three years and we’ve had no complaints about it!”
---Debor Crisley, Did’roow Planetary Survey(‘Mapping Your New Home’)

The R-12 ‘Rainbow’ is yet another in Paladin Steel’s fantastic remakes of ancient aircraft, upgraded with materials and propulsion systems that make them not only air-worthy, but SPACE-worthy. Furthermore, the R-12 is a ‘second chancer’, based on an obscure pre-Rifts design that, while sound in many characteristics, failed at the time of its introduction due to some lack of appropriate technology or poor timing. Such designs seem to appeal to the eccentric nature of Technowizards, some of whom seem convinced that they can take a failed, but cool-looking, design or concept and make it work through sheer brute force of magic combined with upgraded technology.
The R-12 is based on the Republic XF-12 Rainbow, a design for a long range four-engined photo-recon aircraft that would have scouted Japan for B-29 targets in anticipation of an expected invasion of the Japanese Islands at the end of World War Two. The atomic bomb ended that war before such operations were needed, and the XF-12 was too late to be of any use. Plans to use the two prototypes to develop postwar high-speed airliners failed when the expected markets didn’t develop(by the time commercial air travel DID gear up a need for high speed transport, jets were already arriving on the scene), and the two XF-12s drifted into obscurity(one crashed, the other ended its days on a target range).
Something about the clean lines and overall appearance of the XR-12 appealed to the TW maniacs of PS/H18B, who cooked up a new version of the aircraft using Gorang grav-propulsion systems and aeronautical technowizardry. To keep their resident mage-brainiacs happy, PS management let them pursue the project(in their spare time) to see what they’d come up with. The Rainbow Team delivered up a mix of the old and the new with a dash of technowizard eccentricity. They also produced one of the more graceful examples of retrotech anybody on the PS staff had ever seen.
The new R-12 externally resembles the old XF-12, but a combination of modern and xeno technologies and a healthy dollop of technowizardry has made the new aircraft a far and fast jump up from its piston-powered ancestor.
The four large nacelles in the straight wings contain four powerful gravitic fan-prop drives that project, as a side effect of their operation a forcefield in front of the aircraft(this incidentally also streamlines the aircraft at supersonic speeds, allowing the straight-winged aircraft to break the sound barrier and make atmospheric reentry unharmed). The long trailing ends of the nacelles have been fitted with restartable plasma-jet boosters. Between the two drive systems, the Rainbow is equally capable of flight in an atmosphere and in space with equal proficiency and grace.
The Rainbow lives up to its name with throttles open and boosters engaged; the blue of the drive prop-fields at the front and the glowing red-yellow of the plasma thrusters trailing behind present a colorful sight. The aircraft has quickly gained a reputation as one of the more graceful-looking in the Paladin Steel stables.
The high turn of speed is important; uncharacteristic of Rifts Earth-designed vehicles, the Rainbow is (generally) unarmed. The aircraft relies on its high speed and various countermeasure devices(both technological and magical) to survive hostile encounters.
Inside the Rainbow is accoutered for long range operations. A ventral sensor bay mounts a modular array of sensors, while the cabins have facilities for both in-flight data analysis and crew comfort on long duration survey flights.
Like the original XF-12, the R-12 is a vehicle in search of a mission. For all its glitz and splendor, the Rainbow’s original mission of strategic reconnaissance is better done by drones and orbital satellites(though this is less of an an issue on Rifts Earth, where the upper ceiling Dimensional Turbulence Zone interferes with orbital observation platforms). However, thanks to interdimensional travel and trade, the Rainbow is finally finding its pot of gold in orders for the surveillance aerocraft. Though more modern aerospace designs have proven better at recon and early warning roles than the R-12, there are still certain scouting tasks that the Rainbow has proven adept at. It thus continues in limited production as a ‘flying laboratory’ for scouting new planets and dimensions. Several United Systems Alliance members use R-12s for surveying colonial planets, and the aerospacecraft is occasionally used to ferry diplomatic personnel(in which case its onboard sensors are stripped out, and seating for up to 40 passengers substituted instead). There’s also been a few orders for custom-fitted private aircraft.

Type: PS/H18B/R-R-12 ‘Rainbow’
Class: Long Range Strategic Reconnaissance/Aerial Survey Aerodyne
Crew: 5 +2 passengers
MDC/Armor by Location:
Main Body 500
Reinforced Crew Cabin 100
Wings(2) 150 each
Engine Nacelles(4) 100 each
Tail 130
Grav Forcefield (600 front, 300 each side/top-bottom)
Rear Wall Forcefield 300
Height: 29 ft
Width: 130 ft wingspan
Length: 93 ft
Weight: 67,000 lb empty, 114,300 lb fully loaded
Cargo: Can carry about 3,000 lbs of additional science gear or crew supplies.
Powerplant: Hybrid Nuclear Fusion/TW Powerstonew/ 6 year energy life
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
Speed:(GravProp Drives)Hybrid Nuclear Fusion/TW Powerstone
(Atmosphere) Cruises 480 MPH, but can hit sprint speeds of 975 MPH; no altitude limit thanks to the grav-prop drives
w/ Plasma Thruster boosters engaged, can hit 1,300 MPH
(Space) 13,000 MPH (Roughly Mach 16) Maximum Speed 40% of Light; Accelerates/decelerates at 1.6% of light speed per melee
Market Cost: 23 million credits
Systems of Note:
Standard aircraft systems, plus:
*Spacecraft/Shuttlecraft-grade life support systems, plus extra radiation shielding)especially handy when cruising at high altitude)
*Radar---100 mile range
*Radar/EW Detector---Detects radar or electromagnetic wave activity near the aircraft.
*Laser Detector---Alerts if the ship is scanned or locked by a laser beam
*Molecular Analyzer---Part of the standard sensor package is a set of air samplers that constantly sample and analyze surrounding air for composition chemicals.
*Underfuselage Sensor Pallet---Modular sensor pallets can be mounted, and use 3-sided windows for observation of the landscape below. Typically a set of stereoscopic optics is mounted, with various spectral filters added, but other sensor types can be mounted as well.
*Drop Tubes----The Rainbow has a set of two pressurized launch chutes that were meant to be used to drop illumination flares, but can can be used to drop sensor pods such as sonubuoys, scientific intrumentation pods, jammer decoy modules, message capsules(or up to 10 lbs of cargo), and other expendable drop-canisters. They are ineffective as bomb-chutes, as their placement makes them ill-suited for accurate bombing.

Weapons Systems: None standard(see Options)

Options:
*Wingtip Armament Pods----Most Rifts Earth-trained pilots don’t trust anything that doesn’t carry at least ONE gun for self-defense, so PS engineers decided not to trust entirely to speed, and give the Rainbow the option of some active self-defense. Wingtip pods can be be mounted, featuring two weapons, one facing forwards and one aft.
Each pod has 120 MDC, and two hardpoints, each of which can accommodate ONE of the following:
a) Mini-Missile Launcher ----19 shot pod. Can accommodate TW mini-missiles.
b) Short Range Missile Launcher ----6 shot pod
c)15mm Missile Gun---While researching the Northrop NF-89, Paladin Steel engineers came across tantalizing mention of a ‘T-110 rocket gun’, also mentioned as part of project designate MX-2014...The weapon was mentioned as a possible armament of the NF-89, with four being mounted in each wing-pod. However, little additional data was found, aside from the mention that it was to fire 70mm rockets. The best that PS engineers could guess was that the T-110 was an automatic-feed single-tube rocket launcher using a low-powered cartridge to blow rockets out of the weapon, whence the projectile would develop the bulk of its thrust and speed outside the barrel as its rocket propulsion ignited, similar to the short-lived ‘gyrojet’ weaponry experiments of the time. Having no suitable 70mm projectiles yet available to them for experimenting with a similar system, PS engineers instead attempted to develop a system using their existing 15mm micromissiles. Fitting the MiniMs with a propulsive cartridge, PS created a launcher gun that blasts the micromissile out through the barrel where the projectile lights off like a ramjet bullet, and streaks off to its target. The gun-launch system extends the range of the rocket projectiles to those of conventional gun systems.
The micromissile ammunition for the PS-McMPG110 system are modified versions of the standard PS Pattern McMs; aside from the propulsive cartridge, the missiles have also been strengthened systems-wise for the more severe acceleration they get, over the relatively low-velocity launch speeds of the infantry models.
One of the advantages of the McMPG110 system is that with their internal guidance and onboard propulsion, the micromissiles tend to be more accurate. Also, with laser-homing guidance, one of the tactics currently under evaluation and field-testing is to use air- or ground-based laser illuminators to guide a burst of rocket-shells onto a target similar to larger missiles and bombs.
Range: Gun launcher fires the micromissile out to about 4,000 ft, where after the rocket propulsion takes over.
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expenditure of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a predetermined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.

Cost: 50,000 credits
Pattern-1A 65 credits per RG-enabled McM
Pattern-1B 72 credits per RG-enabled McM
Pattern-1C 100 credits per RG-enabled McM
Pattern-1D 135 credits per RG-enabled McM

Rate of Fire: Bursts of 3-10 rds
Payload: Each cannon has 150 rds/McMs (600 rds total per pod)

d) 20mm Cannon-----Standard long-barrel twenty-millimeter aircraft cannon, typically firing proximity-fused shells.
Range: 7,200 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Rate of Fire: EGCHH
Payload: 350 rds per gun
Cost: 20,000 credits

e) Rapid-Fire Rail Gun
Range: 4,000 ft(8,000 ft/1.6 miles in space)
(Kitsune Values: 160 miles in space)
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst per single gun
Rate of Fire: EGCHH
Payload: 12,000 rd drum(200 bursts)
Cost: 80,000 credits

f) Rapid-Fire Rail Gun---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

g) Ion Blaster---’Artificial lightning on demand’.
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
Options:*Ion Scatter-Shot Mode---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

h) Tachyon Scatter-Gun--Borrowed from PS/ASI’s spacecraft armaments program.
Range: 1.5 miles (2,500 m) in atmosphere, 6 miles (10,000 m) in space w/ 3 mile wide arc*
* Scatter width is reduced to 1/4th in atmosphere
Damage: 2d4x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 280,000 credits

i) Particle Beam
Range: 6,000 ft
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 450,000 credits

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

k) Extended Range TW Starfire Cannon
Range: 5,000 ft(double on ley lines)
Damage: 2d6x10 MD per single shot
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited; powering spells must be recast every six months. 50 shot ‘back-up’ PPE clips
Cost: 900,000 credits


*Stealth----This covers the aircraft in a matte-black coating of radar-stealthing composite. However, if the aircraft takes more than 30% damage to a respective part, the benefit of this coating is lost. Note that the MagePlate Armor(Formulation-1C) ability to repair itself does NOT cover this layering(it’s a separate application). Aircraft is -15% to be detected by radar and laser rangefinding systems
Cost: 12 million credits

*Laser-Reflective Armor----Mirror-finish armor reduces laser damage by HALF. Cost: 9 million credits

*Sunflare Bombs---The original XF-12 had provision for carrying over a dozen air droppable flares for use in illuminating the ground for aerial photography. The advent of more advanced low-light, thermal and laser imaging systems removes much of the need for such measures, but PS engineers saw keeping the capability as an opportunity for advanced countermeasures.
The R-12 can now drop TW Sunflare Bombs, more powerful and advanced applications of the Starburst spell.
Range: Can be dropped, with any accuracy, from 10,000 ft.
Damage: 3d6 MD + temporary blindness; unless eyes are shielded, victims are temporarily blinded(-10 to strike, parry, dodge, and other combat moves) for 1 melee round, + 7 seconds per additional Starburst fired at them in the same melee round. Targets are -2 to dodge. Vampires suffer an additional 1d6 damage and are blinded twice as long.
Rate of Fire: Volleys of 1-2
Payload: 18 can be carried
Cost: 1,000 credits per flare

*Flare/Chaff Launchers--The R-12 can mount flare and chaff dispensers to counter enemy sensors and missiles. Up to four(4) launchers can be mounted; two in the tail and one on each wing.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 20 per launcher
Cost: Basic Launcher Unit costs 2,000 credits. Flare/Chaff bundles cost 120 credits each

*MagePlate Armor(Formulation-1C) Armor--- F-1C armor; an advanced ectoplasm-impregnated composite material with limited self-repair capabilities.
When it became clear that F-1B had problems with vulnerabilities to magic attacks, PS engineers learned from their mistakes and sought to reformulate the armor composition to remove its most glaring defects. Formulation-1C is only now reaching field deployment; it lacks F-1B’s vulnerability to magic, but takes DOUBLE the PPE to repair...1 MDC=2PPE/4 ISP.
This system CANNOT replace a wing or tail that’s been blown off, but it CAN repair damaged fuselage armor, damaged flaps, and other barely-functional, but still attached, parts of the aircraft.
Cost: 7 million credits

*Armor of Ithan---------100 MDC, duration 40 melees(10 minutes). Activation PPE/ISP: 15PPE/25 ISP
Cost: 900,000 credits

*Impervious to Energy( 5 minutes per 20 PPE)
Cost: 800,000 credits

*Leyline Booster(Accelerates the aircraft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
Cost: 800,000 credits

*Feather-Light----This turns the runway dependent aircraft into an STOL, or even a VTOL aircraft, by allowing the feather light aircraft to fall gently to the ground! However, this is worse than useless in strong wings, unless the plane is going at power against the wind, otherwise the featherweight plane is tossed about by the wind!
However, with a piloting roll(-10%), the plane can gently land on a rooftop or a small clearing. Conversely, Feather-Light can allow the plane to take off from a small space, provided that there is some sort of updraft, or if the engines can be vectored, or otherwise manipulated to generate lift. Takeoff pilot roll at +5%
Duration: 1 minute per use
PPE Usage: Can be used 10 times before needing recharging, or 20 PPE per use
Cost: 300,000 credits

*Wing De-Icer----Ideal for flying in harsh weather. Lasts 2 hours per 5 PPE
Cost: 240,000 credits

*Penetrating Vision Optics---These 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 bombardier 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), and the more powerful TW optics burn PPE at a higher rate; 10 minutes per 10 PPE.
Cost: 75,000 credits

*Doppleganger-Cloak----This amplification of the Multiple Images Spell allows the aircraft to project multiple ‘ghost’ images of itself(up to 3 separate images). These multiple images can carry out a series of preprogrammed ariel maneuvers(can also simulate weapons fire/gun flashes, but only if the mothership is also firing at the same time), but must remain within a mile of the the projecting aircraft(or they vanish without a trace). Also note that the images don’t show up on radar or thermo-imaging, and cannot be used to fool homing missiles, though they DO give off a PPE trace similar to the projecting aircraft.
Range: ‘Ghosts’ can be projected up to 5,000 ft away
Duration: 5 minutes per activation
PPE Activation Cost: 20 PPE per activation
Cost: 2 million credits

*Flicker-Dodge---A special capability, and one of FA’s signature creations: an application of the Astral Hole spell. This allows the aircraft to quickly dodge out of sight/reality, for a few seconds, or move up to 2000 ft sideways, up, down, or backwards , with a +2 to dodge while doing so. Typically, an aircraft can engage this system 6 times before needing to recharge the system on a Ley Line(takes about 24 hours), or the pilot can pump in 120 PPE per “flicker-dodge”.
Cost: 3 million credits

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

*Rainbow Streak---One of the technowizards assigned to the XR-12 project thought this would be a funny option; engaging this spell causes the aircraft to generate a rainbow streak behind it. This is extremely beautiful, and is often used in demonstrations of the aircraft, for public relations, or to signal a successful mission. Some commanders, seeking a more practical use for the effect, will use the streak to designate the aircraft as a pathfinder or shepherd plane for moving other aircraft into formation.
More pragmatically, anybody flying immediately behind the aircraft will be blinded by the lightshow; unless eyes are shielded, victims are temporarily blinded(-10 to strike, parry, dodge, and other combat moves) for 1 melee round.
Range: Streaks out 5 miles behind the aircraft
Duration: 15 minutes
PPE Cost: 30 PPE
Cost: 380,000 credits

Variants:
*XR-12D---(aka ‘Duplex’, ‘X-bow’) One of the more unusual variants of any aircraft in the Paladin Steel lineup, the XR-12D ‘Duplex’ adds a second wing in a cranked biplane configuration, doubling the number of engines, speed, and shield strength. Blazingly fast, the XR-12D is also three times as expensive and the added power-draw by the extra grav-props reduces powerplant life by HALF. The XR-12D is also known for requiring extra maintenance. It has appeared more frequently with PS/GNE’s offworld exploration services than anywhere else, though reportedly there’s at least one sold to a private owner/operator.
MDC/Armor by Location:
Wings(4) 150 each
Engine Nacelles(8 ) 100 each
Grav Forcefield (1,200 front, 600 each side/top-bottom)
Speed:(GravProp Drives)Hybrid Nuclear Fusion/TW Powerstone
(Atmosphere) Cruises 480 MPH, but can hit sprint speeds of 1,660 MPH; no altitude limit thanks to the grav-prop drives
w/ Plasma Thruster boosters engaged, can hit 2,100 MPH
(Space) 13,000 MPH 21,000 (Roughly Mach 28) Maximum Speed 40% of Light

_________________
-------------
"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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Unread postPosted: Thu Jul 25, 2019 1:34 am
  

User avatar
Adventurer

Joined: Wed Nov 12, 2008 8:33 pm
Posts: 534
Ok, i admit flying in a colorful barnstormer is a better way to scout out other worlds than just deploying a few auto probes.


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Unread postPosted: Thu Jul 25, 2019 3:16 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43105
Location: Somewhere between Heaven, Hell, and New England
We'll develop a strangle-proof scarf that will still flare dramatically in the wind, just for you. :-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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Unread postPosted: Wed Aug 14, 2019 8:42 pm
  

User avatar
Palladin

Joined: Sat Jul 14, 2007 9:40 pm
Posts: 9478
Comment: Palladium Books Canon is set solely by Kevin Siembieda, either in person, or by his approval of published material.
Other than this thread is there a place to post custom gear?
If not does Paladin Steel sell missiles on consignment from secondary sources?

_________________
The rules are not a bludgeon with which to hammer a character into a game. They are a guide to how a group of friends can get together to weave a collective story that entertains everyone involved. We forget that at our peril.

Edmund Burke wrote:
The only thing necessary for the triumph of evil is for good men to do nothing."


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