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Unread postPosted: Fri Nov 20, 2020 9:10 pm
  

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(Yeah, I cheat, creating new spells just to use in TWizard gear...)

PS-TWTran03 Transpole Teleport Device
(aka ‘Port-Staff’)
“It’s easy to use; it brings what’s over THERE to over HERE.”

“Twelve carats of lapis lazuli, megadamage alloy tube, state of the art battle scope for target acquisition. It’s one expensive piece of portable pipe, but when you’re able to snatch somebody from the jaws of death and into the lap of safety, it’s worth every bleeding credit!”

The ‘Transpole’ is a portable teleportation device developed to make use of the recently discovered Teleport Grab spell.
The Transpole resembles a slim staff-like telescope(though a look down its barrel will reveal it to be stuffed with opaque lapis lazuli crystals and an ectovapor booster tube), with an articulated joint in the middle, and a small sighting scope on top. To operate it, the user sights in on a target with one end, and points the other end where they want the teleported target to reappear(typically next to or behind the operator). As long as no solid barriers)like windows) or forcefelds and other energy barriers, stand in the way of the line of sight path of the Transpole in its target and the end point, the device can dematerialize the target through as little as a cracked-open window(or even a metal screen), and re-materialize it at the other end of the device focus.
Since its introduction, the Transpole has caught on with rescue workers and special operations personnel. Snatching imperiled disaster victims from otherwise inaccessible locations, abducting target personnel from under the noses of their own security, or saving hostages from under threat has become a whole new ball game with the Transpole.
Weight: 4.7 lbs
MDC: 25
Range: 1,600 ft in either direction(in front/behind, so if sending the teleported object/person directly behind them, the operator can displace the target up to 3,200 ft from its starting point).
Damage: None; the Transpole, as long as it has unobstructed line of sight on a target, can teleport up to 2,000 lbs of mass
Rate of Fire: ECHH
Payload: Each teleport costs 104 PPE
Special Features:
*Sighting Scope
* TW Range Booster
*PPE Clip Adapter---Accepts most PPE clips or takes a direct PPE feed from a mage or psychic.
* Optional Handgrips
Cost: 348,000 credits
Options:
The sighting scope can be fitted with various optical enhancements, such as low-lite and thermal imaging, allowing the user to better sight in o a target in difficult conditions. Battle rifle scopes are a common substitution, allowing for better accuracy in target acquisition.

_________________
-------------
"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 Sat Nov 21, 2020 12:53 am, edited 1 time in total.

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Unread postPosted: Fri Nov 20, 2020 10:34 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
Now that I managed to find the forums again, laugh it up, I can comment. The TW stuff is as odd ball as ever, but niches and obvious utility abound. The Grav-Arrow is an obvious combo, and something everybody that can do something about would jump on trying to counter. And the Turin looks like a Cyborg Samas, which isn't a bad start. It being fully produced in the CA will only help its popularity, and its relative simplicity is a natural selling point in the barely civilized warlord land.


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Unread postPosted: Fri Nov 20, 2020 11:02 pm
  

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Omegasgundam wrote:
Now that I managed to find the forums again, laugh it up, I can comment. The TW stuff is as odd ball as ever, but niches and obvious utility abound. The Grav-Arrow is an obvious combo, and something everybody that can do something about would jump on trying to counter. And the Turin looks like a Cyborg Samas, which isn't a bad start. It being fully produced in the CA will only help its popularity, and its relative simplicity is a natural selling point in the barely civilized warlord land.


:D Thanks. I have you to blame for the Turin, as I thought about your comment about General Noldek wanting a corporate factory in his backyard to supply his forces. I was thinking of creating a whole new world for the factory to be placed on, but decided to look around first to see if there was any existing planets , ideally canon ones, that might fit better...and lo and behold, Ungersoll jumped out, and was PERFECT for the role of host-planet. I'll be expanding more on Ungersoll and its situation, but suffice to say, it will be like Bionic Boeing comes to Backwater.
And I had a vague idea for a new 'Borg, from bits and pieces developed for several new ones, and again, I realized, it would be PERFECT for the Central Alliance and Ungersoll., technology- and public relations-wise..so many pieces coming together, it was, as KS himself said of Archie-3 and the Republicans, like it was writing itself.

Gotta love that feeling... 8)

_________________
-------------
"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 20, 2020 11:52 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
My head cannon is that PS generally runs on 'beauty of the engineer', which is distinctly different than 'lowest bider'. They CAN make nice looking things, but their developers would rather spend that effort increasing performance a few percentage points. Yes, they're oft some form of eyesore, but they're eyesores with a great deal of deliberate purpose and utility behind them. Jelko Rodula wouldn't particularly care for it, but he would consider a legitimate school of thought with a valid argument behind it. It not like they're cutting corners (beyond deliberate absolute minimalist designs).


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Unread postPosted: Sat Nov 21, 2020 12:28 am
  

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Omegasgundam wrote:
My head cannon is that PS generally runs on 'beauty of the engineer', which is distinctly different than 'lowest bider'. They CAN make nice looking things, but their developers would rather spend that effort increasing performance a few percentage points. Yes, they're oft some form of eyesore, but they're eyesores with a great deal of deliberate purpose and utility behind them. Jelko Rodula wouldn't particularly care for it, but he would consider a legitimate school of thought with a valid argument behind it. It not like they're cutting corners (beyond deliberate absolute minimalist designs).


Damnit, you're reading my notes again!
That's EXACTLY what I've got written up in my Foreign Relations: Updates(which will also include some farther-reaching fallout from the debacle over Altess Prime), but yeah, Jelko sees PS/ASI as a legitimate rival to go up against once they deep-trench Naruni Enterprises, but he means to compete with them honestly, on the strength of design and popular demand..and he's got aesthetics locked in. Though if he can entice some of those PS/ASI engineers over to work for Hartigal, he could teach them a thing or two about armament as ART.

_________________
-------------
"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 21, 2020 9:45 pm
  

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Joined: Tue Jan 09, 2018 2:14 am
Posts: 89
taalismn wrote:
...
Since its introduction, the Transpole has caught on with rescue workers and special operations personnel. Snatching imperiled disaster victims from otherwise inaccessible locations, abducting target personnel from under the noses of their own security, or saving hostages from under threat has become a whole new ball game with the Transpole.
...
Range: 1,600 ft in either direction(in front/behind, so if sending the teleported object/person directly behind them, the operator can displace the target up to 3,200 ft from its starting point).
Damage: None; the Transpole, as long as it has unobstructed line of sight on a target, can teleport up to 2,000 lbs of mass
...


You've given them this capability, and they're using it for "rescue".... Do the words Combat Insertion mean anything to you?


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Unread postPosted: Sun Nov 22, 2020 1:47 am
  

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pad300 wrote:

You've given them this capability, and they're using it for "rescue".... Do the words Combat Insertion mean anything to you?



That's why I have people like you to remind folks how one can properly (ab)use my stuff. :D

But yeah, it can be used for those nifty 'heavily armed and armored soldier appears right behind you, weapons leveled and sporting a ###-eatng slasher-smile so big you can feel it through his helmet' moments.

What used to be known as a 'Kodak moment'.

_________________
-------------
"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 Nov 24, 2020 3:35 am
  

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Joined: Thu May 08, 2008 11:04 pm
Posts: 235
Once I finish my current projects, I'll do an updated commentary on the new stuff you've posted since the last time.


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Unread postPosted: Tue Nov 24, 2020 6:23 pm
  

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:lol: I look forward to hearing what the marketplace has to say....always a way of generating new variants, upgrades, updates, and shaping future product projects.

_________________
-------------
"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 25, 2020 8:57 pm
  

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(Got some inspiration from Iczer’s Metaphysical Regeneration power(Minor)).

WHITE PLUTO---The Mage Aug

“Ideally, we aim to create a means to enhance the physical performance and resilience of a magic-user without curtailing their ability to use their magic and grow more proficient in the use of their abilities. We mean to add to them, not supplant them.”

“You’re going to need more than just a magic sword and the say-so of some supernatural muckamuck in the background if you’re going to face the Darkness in this city and have any real chance of winning, ma’am. And it sounds like you don’t want to sit back and let the Army handle the situation. So you’re going to need a personal edge. Evil’s always pushing the state of the art, why can’t the Light as well?”

<“CT scans are updated? Good; let’s start mapping the protection arrays on this young lady’s skull. Akosima, make absolutely sure the chakra-point alignments mesh with the ecto-weave; I don’t want ANY weak spots in either the subdermal or the etheric protections! Remember, people, this ‘holy warrior’ is going to be facing things that can SEE magical energies! I don’t want all our work unraveling because some loose end gave a demon a way in!”

“It’s a matter of what we can replace versus what we can reinforce. Magic, unlike psionics, seems to rely more heavily on predisposition and balances. We can’t just MAKE a mage, the potential has to already be there, And once we’ve identified that potential, we have to determine what we can safely overlay it, without smothering or alienating it by altering the host environment of the mage’s body so much the magic refuses to take hold anymore. The mage’s own attitudes also have to be taken into consideration; if they feel that they’ve physically changed so much that it’s unnatural, then they’ll more than likely lose their magic right then and there. We have convince them on both the physical and mental level that they’re not so different, just BETTER.“

<“-okay, now ready to lower! But first, check the ratios; remember what happened when we had too much liquid sunshine? Bleached that brunette almost albino-white! Bet this lass wouldn’t be happy with her red hair going pale pastel! Mana content looks good, oxygenation just right...Okay, lower and let her soak in it for the next forty-eight hours.”

“WHITE PLUTO won’t turn you into a megadamage being twenty four-seven like other Class IV jumps, but it will make you over into a much stronger and tougher beast, especially when you power-up. And you’ll still have your spell casting abilities if you started out as one. Still, you’re going to have to be on your toes and live smart, because you still have weaknesses that an opponent can take advantage of. You may be able to whip a Mystic Knight’s ass in an open fight, but they can still geek you in your bed when you’re asleep and powered-down.”

“...i thought you NEGATED her magic, Kutuka.....that doesn’t look like she’s negated...”

While Paladin Steel’s COBWEB ATTIC initiated psionic research programs have shown the way to successfully enhance and even generate psionic potentials, and advanced genetic engineering can now grant recipients meta-abilities and anti-supernatural powers bordering on mystic, true magic has always posed a barrier PS bio-techs could not crack. Bio-systems and TW cybernetics have proven slightly more acceptable to mages than cold-tech equivalents, but have never been able to grant them the same degree of enhancements available to non-mages. Thus, magic-users have tended to be the weaker parts of the GNE’s superpowered lineups of troops, and have have had to proceed onto the battlefield escorted and shielded by other augmented soldiers while they work into position to use their magic to best effect. To many mages, this is seen as something of an affirmation of their philosophy in that the industrialized science of the GNE cannot substitute for True Belief in the study of magic. The bio-techs have, however, continued to worry at the problem.
WHITE PLUTO is the result of exhaustive studies and painstaking research on how to instill permanent enhancements in magic users.
WHITE PLUTO more extensively uses ‘bio-cell’ biotech acquired from the Cambridge Jungle tribes to ‘gestate’ the bio-mod recipients, as the living equipment seems more naturally receptive to magical energies than the normal ‘techno-tubes’ and ‘metal wombs’ used by other augmentation procedures. Recent knowledge exchanges with the United Worlds of Warlock helped with several hurdles, especially in the special steroid cocktails to increase the recipient’s PPE absorption and retention levels.
Recipients are threaded with ectofiber mesh and thousands of individually micro-etched crystal chips are embedded in the patient’s skeleton. Then the patients are ‘soaked’ in PPE-rich alchemetically-fortified solutions for several days, while being infused with special PPE-enhancing steroids. The ectomesh acts as an amplified PPE absorption and storage mechanism that the recipient can draw upon. The strength of WHITE PLUTO is that it offers its bonuses without adversely affecting the recipient's existing powers and skills(aside from some adjustment to get used to the altered internal ‘pathways’ of magic when performing spells. The aug recipient need not change OCCs, unlike other more radical permanent magic-power-ups.
While WHITE PLUTO is decidedly tame in regards to its basic physical bonuses, compared to other augs, the fact that it exists at all is cause for great joy in the biotech community. Many hope it is the first in a new line of mystic augmentation to come.
(In game terms, WHITE PLUTO works almost like a Heroes Unlimited Mystically Bestowed Abilities laid on top of an existing magic class, only with diminished bonuses)

Powers/Abilities:
*Subdermal Enhancement---This is an attempt to duplicate the Extraordinary Physical Endurance(Minor) implants of PS’s other enhancement packages, only using more magic-friendly materials:

*Increased SDC Integrity---DOUBLE the recipient’s starting SDC thanks to the ectomesh reinforcement.

*Magic Resistance---The ecto-mesh also acts as insulation against paranormal energies: +4 save vs magic and psionics

*Enhanced Regeneration---The ectomesh draws upon ambient magic to slowly heal any wounds the aug may recieve; typically heals at a rate of 1d6 SDC or 1d4 HP every 5 minutes under most circumstances, 4d6 SDC/2d6 HP per 5 minutes on a ley line, and 2d4x10 SDC/6d6 HP per minute on a nexus. Also gets a +1 save vs coma/death, +1 vs toxins/poisons, and a +4 save vs disease, thanks in part due to a ‘halo effect’ from the magic enhancements.

*Magical Protections----Working from their experience with EctoBionics and implants, PS biotechs have managed to embed a number of mystic protections into the skin, flesh, and bones of WHITE PLUTO recipients. These are fixed-level(typically 10th level) and do NOT increase with the aug’s experience.
- Armor of Ithan( 100 MDC , 3 PPE per activation, 10 minutes duration )
- -Impervious to Energy( 10 PPE per activation, 20 minutes duration )

Plus; choose 3 from the following list:

-Breath Without Air (3 PPE per activation, 30 minutes duration )
-Impervious to Cold( 5 PPE per activation, 200 minutes duration )
-Impervious to Fire( 3 PPE per activation, 50 minutes duration )
-Invisibility to Sensors ( 10 PPE per activation, 20 minutes duration )
-Invulnerability(13 PPE per activation, 10 melees duration )
-Magic-Adrenal Rush( 23 PPE per activation, 10 melees duration )
-Mask of Deceit( 8 PPE per activation, 1 hour duration )
-Mystic Invisibility( 13 PPE per activation, 50 minutes duration )
-Resist Fire( 3 PPE per activation, 200 melees duration )
-Sorcerous Fury( 35 PPE per activation, 10 minutes duration )
-Superhuman Endurance( 6 PPE per activation, 2 hours duration )
-Superhuman Strength( 5 PPE per activation, 20 melees duration )
-Sustain( 6 PPE per activation, 240 hours duration )
-Wakefulness ( 3 PPE per activation, 10 hours duration )

*PPE Boost---+2d4x10 PPE

*PPE Regeneration--- Regains an extra +1d6 PPE per hour of rest, +2d4 PPE per hour of meditation

*Sense Magic--- The ectofiber mesh acts as an antennae for detecting magical energies. The recipient can pick up on magic energies in an 100 ft radius of themselves, feeling it as an almost tactile stimulus in the direction of the magic. This gives them a +1 on initiative against those using magic or paranormal means to cloak themselves and sneak up on the person.

*Magic Attack Power----The WHITE PLUTO aug’s physical hand to hand attacks are considered magical in nature.

Penalties:
*Magic OCC Restrictions---Mystics CANNOT benefit from WHITE PLUTO augmentation. They just won’t have it; they claim that the ‘unnatural’ implants destroy their connection to the natural and mystic world. Nobody’s tried to force the issue to find out if this would prove true. Similarly, many Summoners’ supernatural ‘patrons’ object to their host-avatar-agents accepting enhancements from other sources.
WHITE PLUTO CANNOT be used in conjunction with magic tattoos.
Supernatural and naturally MDC beings, including True Atlanteans, cannot take WHITE PLUTO augmentation.

*Magic Energy Trace----The booster network radiates small amounts of magic energy, making it difficult to disguise from magic senses, unless special measures like masking magic or magic energy insulation is used. .

*Spell Strength Retardation----Recipients of WHITE PLUTO actually LOSE a level in spell strength as they adjust to the new abilities. After adjusting, their magic spell-strength advances as normal with experience.

Total bonuses:
+2 M.E.
+1d4 P.E.
+1 P.S.
DOUBLE SDC.
+2d4x10 PPE
+4 save vs magic and psionics
+1 save vs coma/death
+1 vs toxins/poisons
+4 save vs disease

_________________
-------------
"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 26, 2020 1:59 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
Its not a MASSIVE boost, but for the first working example it'll do. Does the Mystic restriction apply to Mystic Knights? Its arguably a variant class, so likely. The Warlock Marines will be interested to be sure.


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Unread postPosted: Thu Nov 26, 2020 9:21 pm
  

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Omegasgundam wrote:
Its not a MASSIVE boost, but for the first working example it'll do. Does the Mystic restriction apply to Mystic Knights? Its arguably a variant class, so likely. The Warlock Marines will be interested to be sure.



It SHOULD...aside from being physically fit like Jesuits, they don't seem to have an existing artificial augmentation.

But yeah, aging a wizard is like quite difficult, balance-wise, because they already have a major edge with their magic....but the edge gets smaller and smaller with other types of augmentation surpassing them.

_________________
-------------
"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 27, 2020 8:27 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
I need to post some revised ship designs into the relevant thread before I can post all of my can dump all of my scriblings, so have the Personnel Equipment, Ground Platforms, and Bio-Science parts.

ASI/Paladin Steel Personal Equipment
    ---General Vlar Reltish

While I’m stuck behind a desk these days, which I am bitter about, apparently people actually care about my opinion on equipment. It's as good a way to blow off pointless paperwork for a while, so here I am going over various developments, and there’s been no shortage of them. The Minion War and its aftermath has been a stellar shock to just about everyone, and eyes have been closed for centuries have been forced opened. PS, being dynamic outsiders with nutty but effective ideas for how things can be done, has been getting the attention it needs to turn over apple carts, and the traditional arms manufacturers are scrambling to catch up. And then there’s the UWW’s rearmament program.

Weapons
Beyond PS coming out with new anti-Demon kit, they’ve gotten a **** load of exposure due to the Warlock Marines buying in. The UWW’s personal equipment has always been the laughing stock of the major forces, but them dumping the whole lot made a lot of waves. I’ve attached a brief overview below, along with the new toys since then.

    Pistols and Rifles: While there’s nothing new here, distribution has gone way up with the licensing arrangements to the UWW. This has led to PS weapons being taken much more seriously, with the resulting reviews causing their popularity to further increase. As a side effect, a massive number of firms have started knocking-off their public offerings to varying degrees of accuracy, but that’s the nature of the industry.
    Spoiler:
    PSLP-3 ‘Asp’: The compact Asp is making massive inroads into the HI-30’s turf, with the reduced range being near irrelevant to its buyers.

    PSLP-5 ‘Krait’: While bulky for its mass, its burst capabilities make it an attractive alternative for those that would otherwise use the HI-10 as their primary weapon.

    PSLR-10 ‘Maximus’: The GNE has mostly stuck to it, but they’ve managed to admit that it's a bad choice for urban combat. I’ll never be a fan of it.

    PSLR-52 ‘Chintis’: It's a HI-80 in a better shell and an awesome scope, so the wider AJC loves it.

    PSLR-50 ‘Widower’: The Warlock Scouts are naturally all over it, and it has gained a strong following among the hobo-parties that have access to it. Again, the range is applicable in its niche, which is why I don’t give it flak.

    PSIP-21/2098 ‘Zazzer’: The Zazzer has started getting the attention it deserves, and is making major gains in the HI-30 and HI-10’s market share. There’s a lot of people that want a bit of protection these days, and the Zazzer has all the features you’d want at a low cost.

    PSIP-17/2098 ‘Kepper’: The other big alternative to the HI-10, the Kepper has become the boarding pistol of choice for marine forces.

    PSPBW-7 ‘Kirang’: The Warlock Marines have formally dumped their garbage PB guns for this, and it's well worth the ~35K Credit cost. While not having the damage output or energy efficiency of the HI-80, it's much more compact, which is key in the close range fights it gets pulled out in. The Warlocks are also used to using Particle weapons, so there were familiarity factors involved as well.

    PSPBW9 ‘FlareHammer’: Its high damage potential, decent energy efficiency, and lower cost have made it an alternative to the HI-80 in large parts of Thundercloud. There’s a lot of odd stuff out here that’s resistant to lasers but vulnerable to PBs, even if the difference is a bit marginal. The curse of the Black Hole Projector.

    Other Particle Beams: The other ones worth using are held as internal use only, so don’t expect to see the Nova or BlueBolt outside of their hands anytime soon.

    Various Plasma Weapons: Other than the Incendii, none of the public offerings have been considered particularly worthwhile, but the ex-Kittani hand cannon does notable sales to people that don’t want to buy Naruni.

    GrP-02 ‘Astra-Omega’: Sweet Forge this thing has taken off. The ONLY thing the Jackhammer can claim over it is maximum damage potential in bursts, and that’s nowhere near enough to compensate for everything else. Kinetics have made a major surge with Infernal vulnerabilities, so the AO has been flying off the shelves. This has also led to it being THE most knocked-off gun of all of PS’s offerings.

    GrAR-05 ‘Thumpa’: Wolfpack has released an upgraded model of the -15 that matches it, but their reputation is in bad enough shape that those that can get it prefer the ASI original. The second most knocked-off for obvious reasons.

    Various Kinetic Weapons: Increased awareness of the capabilities of modern MD Explosive rounds have made mundane S-Factor hand weapons much more relevant, and ASI is the largest distributor on the galactic market.

    Heavy Weapons: The various big guns are only slightly behind the personal arms, particularly when you factor in how barren the local field is when you take out Naruni.
    Spoiler:
    PS-RFL2-33D Blazer: A massive upgrade/replacement to the original, this Laz-MG has less hitting power but more range than the finalized HI-300, and has a far lesser price tag. I can definitely see it as a good vehicle mount, with a fusion plant allowing it to use the more wasteful bursts and an FCS letting you actually use the range. You can expect a lot of their PA’s to switch over to it as the hand held energy weapon of choice, likely with a more robust chassis for cyborg proofing.

    PS-RFL-41 ‘Slasher-B: Well over the man portable line, this heavy PA/Cyborg weapon combines 4 of the lasing elements of the -33D into a single package. Naturally pricey, but the output can be worth it. There’s a bigger version for full vehicles with even more range, and both Fredette and Kelson say it's good for its weight class. More in the former than the latter’s wheelhouse though.

    PS-HPBC-21B: Technically in Fredette’s house, but he’s not covering individual weapons this time so I’ll do it. This is an upgraded version of the Megabago’s gun that solves the RoF issues, so it’s naturally been eaten up by anybody that uses it. The range isn’t up to Naruni’s equivalent, but the power draw is way more manageable. I expect to see it as a formal turret mount for their lighter tanks pretty soon, and I’ve seen a few field conversions.

    PPR-4B ’Comet Rifle’: The upgraded model solves the rate of fire issues, making one of the best Plasma weapons that I know of. The Warlocks have ditched their old Volcano Rifles for it, and they’re not looking back. It’s naturally pricey, but well worth it.

    M811 ‘Gunther’: The Warlocks are naturally all over a TW munition delivery platform, so they’ve purchased ship loads of them. They’ve also proved to be portable enough that mid range hobo-parties pick a few up as a cheap alternative to missile support, but usage has been as scatter shot as you would expect.

    GrHW-01 ‘Flama’: The Warlock Marines have eagerly adopted the weapon as a replacement for the CG-55, and I wouldn’t mind it replacing the GR-25 for PA use. Wolfpack is frantically working on an upgrade, but I’m not going to hold my breath over it coming out anytime soon.

    Various Light Autocannons: The Minion War has caused an explosion in demand for kinetic weapons, and the lackluster nature of Wolfpack’s lineup has become painfully apparent. PS’s various near-grenade launchers have become quite popular as a result, and have been knocked off everywhere. The FWC was arguably the first, but only just.

    Munitions and Launchers: PS pushes the definition of what people would consider conventional, and is responsible for every meaningful new munition in the past century other than K-HEX.
    Spoiler:
    15mm Micro Missiles and Launchers: These have been getting a lot of press, and a lot of people are ditching old school Mini-Missiles for them on their ground platforms. The only thing the beer cans have over them is blast area and void usability.

    RFGR-01 ‘Rifger’: They turned a MANPAD into an X-Ray Laser delivery platform, which REALLY ups the effective range and makes it difficult to intercept. This makes it a lot more useful as a deterrent, at least in space. The other munitions are conversions of their Stinger designs, which are effective against energy immune targets. While the X-Ray missile is a bit of stretch right now, I’ve pulled some strings to get Procurement to look at the Stingers.

    ’Superzooka’: Once the basic idea permeated, just about everybody has kitbashed an equivalent. Even semi-modern industry can pump out basic atmospheric rocket motors for a fraction of the cost of a full void use one, which makes the warhead nearly all of the price tag. The FWC is naturally the ones most into it, but the Central Alliance is right behind with their massed cyborgs.

    LGCGL03 Gravitic Grenade Launcher: A bit large to be used as a man portable weapon, it can easily serve as a replacement for low end vehicle GR weapons on PA, Cyborgs, and Light Robots. The expanded munitions list makes it clear we’re still playing catch up in kinetics, but Fredette’s people are working on some equivalents.

    PsiM-01 Phuzz Grenades: Another one of those ‘no ****’ ideas that they come up with, my Noro coworkers have assured me that these things are absolute bastards to deal with. They’re psionic flash-bags, and while they only work on psionics they can be crippling.

    Gravitic and Reduced Force Gravitic Munitions: The Assembly went for broke in funding a countermeasure to these things, so most of the CAF won’t have to worry about being spatted in our own armor. That said, they are still nasty, and PS has put them in anti-vehicle ‘Grav-Arrow’ missiles to **** up CG engines and potentially paste the crew if they skimped out on refits. We’re starting to see our own enter the logistics system, and the TGE can’t be far behind, so we’re going to have to adapt to hard cover not being perfect.

    Monofilament Munitions: Much to nobody’s surprise, this **** has spread like wildfire. The FWC just LOVES this stuff for obvious reasons, and everybody has been trying to find effective counters.
Personal Armor
Apparently some people want to know about their other armor options, so here’s the ones I consider noteworthy.
Spoiler:
HazMat-K2: While these sorts of armor are nothing new, PS naturally expects them to get drawn into actual combat, which makes them less of a pain to wear. I’ve had reason to use them a few times, and they were way less of a problem than the local models I’ve had to deal with previously.

Thermal-Guard 8 Heavy EBA: Specialist exoskeleton for magma jobs. As usual, it's more agile than its local counterparts, but that means ‘less horrible’ in this case. I know of a few recent ops where teams had to hit hot-mining facilities, and this was the only viable choice.

LVEBA-09 Kinetic Armor: Anti-kinetic composition, but the low overall protection means it's best suited for police forces. Most of their precincts have it as standard issue if they don’t need actual mil-spec equipment.

HEBA-10 Heavy Kinetic Armor: A heavier version of the above, the ‘Stay-Puff’ is meant for riot forces and institutional guards, which takes on a new meaning with the superpowered oddballs the GNE has to deal with. While not acceptable for the field, I know a lot of MP detachments have ordered them in small batches.

PPAug-03/04 ‘Muscle Jacket/Pants’: Low profile near exoskeleton segments to wear under clothes and full EBA. While distinctly niche, it helps with using the big guns. I’d like to have a comprehensive all-in-on set, but they work well enough when hooked up.

VEBA-Aug-10 ‘Bounder’: Halfway to Naruni’s Thermo-Kinetic armor, the all round protection is a little bit lacking for my tastes, and it's currently expensive. Still a work in progress though, so I’ll wait to see the next model.

VBA-07 ‘Super Skin’: A successful reverse engineering of the Splug Bodysuit with more coverage and a PS load of options. They’ve naturally been selling a tremendous number of them to the usual suspects.

VBA-08 ‘Stud Mesh’: Bodysuit with a bit more protection than normal for exhibitionists. Beyond athletes, it's popular among Technowizards due to being a good basis for augment spells.

DSEBA-02 ‘SuperNewt’: Hardshell light exoskeleton for underwater use. It's not ment for combat, but it has some weapon/tool options that are usable for such, and its mobility is good once it's under.

ASEBA02 ‘Trekker’: I can hardly believe that a second gen Space Suit can be so effective, but this is well above the market standard. There are better designs, but they cost serious money.

ASEBA03 ‘AstroWanderer’: Industrial cleanup suit. Things like rad resistance were a lot higher priority than flexibility, and if you have reason to want that you’d agree.

ASEBA04 ‘Starwalker’: Light Exoskeleton with a good list of features. Almost as protective as Heavy Battle Armor, but the limbs are a bit lacking. The next model will likely solve that.

VEBA-05TW Excexion: Apparently something of an engineering test for TW armor, the stupid spell suite was copied of a POS that the Splugs are selling for silly amounts of money. They have to have ripped them out and given it something actually useful by now.

VEBA-12CLTW ‘Magex’: Mage usable armor is apparently always a pain in the ass, so this is going over like Ectofibre in the UWW after some style changes. The Warlock’s I’ve talked to consider the USA’s handling of their mage forces to be perfectly reasonable, typically giving me no end of apprenticeship horror stories.

TW ‘Fraunkensteen’ Lab Coat: A magic lab coat just makes so much sense coming from them. A good number of our own high end eggs heads have started to pick them up for safety reasons.

’Liquid Armor’: A TW creation, this gives a pretty good M-Factor for people that have issues using armor. It only lasts 48 hours, but I can think of a lot of circumstances where a can would be more practical than trying to smuggle in a full suit. There’s also a space use version.

Cyborgs
They’re making major inroads with the Center Alliance, so all of their export worthy models are entering General Noldek’s service in steadily increasing numbers. Compared to the local competition they take ‘mass production’ far more seriously, so it's a big shake up.

    PS-FC-61 ‘Turin’: Depending on how you look at it, it's either a down teched Aries or cyborg flying PA. It was developed for the Central Alliance market, and has a massive following due to being entirely local in production. It's primarily a missile boat design, but they can use all the usual Cyborg equipment. Tactically, they’re generally used as hoppers, and they’ve seen a lot of work in merc contracts against lower end neo-barbs.

AI Robots
The AI-phobia that the HA pushes has been dying down recently, particularly with all the stories of it being a self fulfilling prophecy, so there’s a lot less friction with these than previously. I haven’t heard of many new models, but overall production is climbing as the USA develops.

    PS-TAA03G ‘Gunnar’: An AI Armorer, it acts like every cliche range master you’ve ever heard of, and for all the same reasons. Assuming you're willing to trust a robot with handling the munitions you intend on using, it's fully competent, and I swear the few that we’ve picked up are conspiring with the old armory hands.

Smallkin
I’ve had more experience with these than Fredette, so the whole thing has been added to my pile. Most of the major USA planets have had enclaves/districts catering to them pop up, and the ones with the mental aptitude for it make serious money as technicians for high end electronic manufacturing. They’re also ubiquitous in maintenance departments, although the size issue prevents them from doing everything.

    PS-FCMcCFCR-04 ‘Pixen’: Stealth Cyborg turned into a piloted vehicle. It has its niche, and it's good at it.

    PS-FCMcCFCR-05 ‘Pug’: A Duelist that loses some range power for being less garbage in melee. It has its uses, and features a knock off of Thermal-Kinetic armor.

Technomagic
I’ve become more familiar with TW devices, but your promotion has given you access to the UWW’s taken on them, so you may as well read those instead if you want a complete and in depth list. I'll settle for a highlight reel of what I can understand and consider worth mentioning. The new facility on Noro-Gor has started producing the more peaceful ones, with the medical and sensory items needing no justification. Finally, if you read between the lines, the reason that our discretionary equipment budget has gone up is so that we can pick the most useful ones up. These are what I know some part of the CCW is interested in, be it the CAF, GSA, TVIA, or the lesser members of the alphabet soup.

    Utility Items: There are a good number of things that magic can do that tech either straight up can’t or not in anywhere near as compact a package, so we’ve started picking through the list for good buys.
    Spoiler:
    Multiplexor: People more in the know than me have gone to great length to explain how big a deal Spell Cards are. Every squad I have has picked one or more up. If you can only get one TW item, this is it, because with the right cards you can try your hand at everything else. It is THE utility pick.

    TWKMUT-01 Kinetic Manipulation Utility Tool: Hand held light tractor array. No end of uses if you can use your imagination. Common pick up.

    TWTTP-01 ‘OHOT’ Field Teleport Projector: They’re more of a GSA thing than an SF one, but we’ve picked a few up for covert demolitions and the like.

    TWOHD-01 ‘Fazzler’ Hypno-Optic Mental Effector Device: As an espionage tool, this is a must. They’ve already been made a restricted item by the TVIA, and the GSA is in negotiations for them.

    TWESD-01 ‘Thrall Seeker’ TW Enthrallment Spell Detector/Scanner: A critical anti-supernatural tool, every squad has picked up one up, and the TVIA is only slightly behind.

    Spirit Vacuum: Schadenfreude aside, it really is one of the best ways to deal with a possessive entity, as it catches it so it can’t immediately try again. I don’t even want to think about how many people have developed a need for this.

    TEMED-02 ‘Life Stick’ TW Medical Applicator: Assuming you know how to deal with its constant aura, it's a literal life saver. Most of my SF medics have picked one or two up.

    TEMED-03 ‘Breath-Eez’ TW Respiratory Medical Device: I know that Medical Division can’t get enough of them due to their ease of use and guaranteed effectiveness.

    TMED05 ‘Lax-Gun’ TW Medical Applicator: They produced a lot of these during the war, and as an anti-disease tool it has no technological equal. An absolute must when we’re dealing with bio-warfare BS.

    TMED06 ‘Wype-Lite’: Another Medical Division favorite.

    TW Kitchen Appliances: Look, after a few weeks in a Proctor you’ll be desperate for fresh food too. You can cut what they make with nutrition bars to cover any shortfall. We pass it off as a long term cost saving and logistics simplification method, but everybody knows that’s just an excuse.

    ’Hand Weapons’: Generally speaking, we don’t really care about direct damage dealing potential with the various weapon shaped devices, but it's a good format to direct a spell at somebody, so pistol looking tools abound.
    Spoiler:
    TW Auditory Intimidation Weapon Enhancement: Being able to make the other guy panic is valuable, and this comes in a convenient (and when appropriate dramatic) form.

    ‘Agonizer’ TW Pistol: Distinctly a GSA toy, and very much on the Noro naughty list.

    ‘Blackout’ TW Handgun: A kidnapping tool if there ever was one. It's more in the GSA’s wheelhouse than ours, we also do it from time to time, so they’re issued at the company level.

    TWSP02 ‘Kleener’ Spray Pistol: Pricy for a HAZMAT tool, it's worth the hassle if you expect to have to deal with nasty **** and and don’t have the mass/volume budget for conventional decontamination methods.

    ‘Spritzer’ TW Squirt Gun: The other big TW extraction tool we’ve picked up.

    NecroBlaster TW Pistol: Good in its niche, but we don’t have to deal with undead that often. We’ve picked up a dozen or so anyway because we sometimes do and they’ve been nightmares.

    ‘Life Shot’ TW Energy Pistol: Noro-Gor has started making a few of these, being considered entirely kosher and pure in ideal. Not many, being a really high level item, but it’s something they can aspire too.

    TW ‘Liberator’ TW Pistol: The UWW is mass producing these things to help with their Dark Coven problems, and we’ve picked up a few gross for obvious reasons. The TVIA has also gotten in on it.

    ‘Starlight Eagle’ Technowizardry Energy Pistol: We all know the stories for how nasty this thing is in its element, and I don’t think anybody is surprised by us picking an undisclosed number of them up. While we look for utility in our TW picks, we can make an exception for this pocket ship mount.

    TWHGL-02 ‘Oshi’ TW Grenade Teleporter Launcher: Every time I think of this little beauty, I have to chuckle a bit, because I had A LOT of fun with the examples I picked up during the war.

    TWER-01 ‘Straightener’ TW Environmental Repair Tool: This thing let you remove the combat evidence in seconds, which can make all the difference. And let's not even go into the actual cost savings.

    ‘Demolisher’ Heavy TW Rifle: While we’re interested, both the AJC and Warlock Marines have been hoarding every example produced for obvious reasons.

    Ordinance: The cheapest way to make a magic item is to have it be one use only, like a grenade.
    Spoiler:
    Various Enchanted Bullets: They have their uses, and we use them when relevant.

    Enhanced TW Rockets: Magic has always had a range problem, and this works around it for a large number of spells. We’ve set aside a portion of the munitions budget for these and the various mortar shells.

    TW ‘Superstink’ Grenades: These little monsters have developed a reputation, and it's entirely earned. Assuming you can stop the chuckleheads from using them in pranks, they’ve become an SF favorite.

Other
And then there's the piles of hard to categorize stuff that their side divisions put out. We didn’t really cover it last time, and I need an excuse to be busy for a few days, so here we go. I’ll try to limit it down to the actually memorable bits.
Spoiler:
Advanced Neutron Weapons: A distinctly niche modification, these rad guns are only brought out against strong regenerators. Its downside is they do about half the damage and are even heavier, so they are never going to be common. The TVIA isn’t happy about them, but they’re way safer than radioactive projectiles.

Track Fire Stand/ Battleman Fire Control: A great ambush tool, and we’ve been using equivalents forever, but they’ve all been custom pieces that our armorers put together. This being standardized means they’re going to see a lot more use.

Infantry Decoys: Once again, we’ve previously had to make these ourselves, so having a standardized supplier is nice.

Optical Sighting Systems: Well all know that our SPECTER scope is duplicate of their LR-OTS07, but they also have an almost as nice one for heavy weapons in tripod or pintle mounts in the OCSW-TAT02C. Fredette says we’re going to see our own soon enough.

Shootist Brace: Made for the explicit purpose of making their HFS caliber hand cannons possible to fire by ordinary mortals. It's not sufficient for the true top end, but its more than enough for real comedy moments.

Mageplate Armor: Surprisingly not a TW item, these ectofibre infused plates can be regenerated in the field, given a few complications. Its other advantage is that it’s light for its protective value, at least for PA and vehicles, so you can use it to gain an edge there. Many TechnoWizards use it as a basis for obvious reasons.

Various Contra-Gravity Packs: They’ve gone a step further at slapping useful equipment on the things, which was obvious enough that a lot of corporate drones have been getting it in the ear. Our armoriers have put together our own, and again Fredette says the wheels are spinning in higher level Procurement.

Medical Dispensers: It seems like one of the underlying themes for various injectors that PS comes up with is 'Intimidation', with all of them featuring large and pointy needles. The most egregious is the HypoRifle, which they actually list under their projectile rifles. They say they picked it up from The ZOT, and I’d believe it.

Atmosphere-Adaptive Bionic Lungs: You’d think that there’d be an equivalent somewhere in the Three Galaxies, but my inquiries have turned up nothing.

SVRES Machine Unit: One of those things that make you stand back and force you to ask some uncomfortable questions. There are apparently a few equivalents, mostly in the Paradise Federation, but nothing truly mass market. Its naturally selling QUITE well in the Central Alliance.

‘Grill-God’ MegaCookery Plasma Grill: If you think meat preparation is the apex of manly household behavior, then this is for you. And if you're on some hellhole where it’s not a wasteful vanity piece, then it can keep you alive if you can find the raw meat to put in it. They’ve naturally sold an incredible number of these things here in Thundercloud.

Construction Material and Portable Fortifications: Paladin Steel was originally founded as a material fabrication company, so they’ve always had a focus here. While none of it is exactly new, they’ve done a lot of work into making it combat usable, making them good for temporary bases. Additionally, their modular bunker system has obvious utility, and the CAF quartermasters have been cheaping out on our own since before the First Great War.

Fort-a-Potty: Then there’s this thing. Because PS gonna PS.

G-Force Coffee: We didn’t cover it last time, but dear forge the coffee. I’ll let the professional food critics field this one, but cripes, the G-Force is an EXPERIENCE. I know you’ve had a few cups in my presence, so I shouldn’t need to tell you about it.

Anti-Zombie Twinkie: One of the stranger things they offer, they take no credit for its creation, but they have sold it after they discovered its recipe from somewhere. It works, and I’m informed that the addiction some people show to it is perfectly normal for culinary treats.

Necrolis: Put Awidat’s usual necessity spiel here, but it works. If you don’t have access to any of the resurrection methods it blocks, than it’s perfectly fine.


Last edited by Omegasgundam on Sun Dec 20, 2020 4:53 am, edited 7 times in total.

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Unread postPosted: Fri Nov 27, 2020 8:30 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
ASI/Paladin Steel Planetary Vehicles
    ---Colonel Philip Fredette
PS and its various branches developed no end of variants of their prior products during the Minion War, and a good chunk of them have been found to be valid enough to continue production. Then there’s the ‘johnny-come-lately’ projects that weren’t finished in time. Additionally, there’s an array of older designs that we’ve haven’t seen before due to a variety of reasons, mostly consisting of boneyard relics that weren’t thought to be worth the trouble of bringing over recently. The post-war liquidation of excess material has resulted in all of these things finding their way into the hands of transient hobo-parties, giving them exposure for us to look at them.

Overall, I’m a hell of a lot happier with our comparative ground game than I was previously, with the old dino’s being on the way out. I’m part of the overall effort to develop a new family of CG vehicles to replace the Wolven relics, so with any luck the switch over will be finished before we go up against the TGE again. PS definitely has some trends worth looking at though, and there’s a few campaign aspects that are still more art than science, so we’ll keep paying attention.

Conventional Vehicles
We have more intel for their niche designs, but only a handful have been exported to the Three Galaxies so you may as well look them up in their catalogue. A few of the more ‘creative’ parties have passed through the various transit points we have observers at, so we have first hand accounts of the nuttiest pieces of tomfoolery PS has made over the last few decades. Additionally, their higher end frontline designs have seen some improvements in armor composition and system options, with the Zephyr and Bandersnatch both getting some love.
Spoiler:
PS-MC019 ‘Howard’: Behold PS’s development philosophy in a single vehicle.

PS-HC11 Fenzer: While it's not out of character for PS to make a combat hover-armchair, this was apparently done as a favor for a Shemarian offshoot, which should interest the State Department.

PS-HSGEV-31 ‘Shamal’: While not that notable in the overall scheme of things, this Kitani knockoff is interesting in that it can bury itself in sand. There’s a market for that, and it's impressive that they can do it on a blower vehicle. They’ve been exploring a cluster of desert dimensions recently, so we’ve seen a large number passing through.

PS-HAPC-03GMR ‘Gravsnake’: Their metal box APC converted to GMR. Dead simple upgrade, and is likely predated by countless field conversions by bored engineers whenever they had the parts laying around.

PS-GEVHMBT-17 ‘Zerghan’: The better swarm buster of their two new Hover-MBTs, it apparently had a heavy influence on the Cestus III. It's definitely on the fragile side of things, but against the neo-barbs it goes after that’s not a huge problem. From what I can tell the primary reason it's made is that it uses legacy industry that doesn’t compete with their GMR designs, and I can see it being useful in their out-dimension efforts due to only needing an atmosphere. It still has the gas dispenser system, but there are enough legit uses for it that you can’t call it out as an intentional war-crime. The chassis has already been used for a number of variants.

PS-HMBT-026 ‘Cestus III’: We have a lot of info on it due to that mess on Wiscott. It's in more or less the same ballpark as the upgraded Phalanx, and there’s pros and cons to both. Considering just how much legacy garbage ours is stuck with, I’m not surprised they can do it on something that has less than half the tonnage. Thankfully, I know we’re working on a replacement for the old dinosaur, so we’ll be done with the embarrassment within a few decades. I can’t find a firm price point on them right now, but they have to cost more than the Zerghan.

PS/KS-UHMWP-018 ‘GRANITE AX’: A planetary corvette that they gave to an AI. Apparently developed as a counter against the Naruni ‘Wrath of God’, so it's not a COMPLETELY horrible idea in that regard, but it’s too slow to manage that. It doesn’t help that the overall tech of the thing is below what we would consider full mil-spec, but they’ve been working up for how much they actually trust them. The AI’s have been noted to be relatively stable, although they pick up weird hobbies. And isn’t that odd to say.

Aerodynes
All the old designs are still in service to one degree or another, although the Tercal looks to be on the way out in favor of a militarized Sparo Very Light Shuttle. The Arakeen and Moth also looks like they’re going in for an upgrade, likely amounting to cleaning up the designs and making them cheaper. The Morning Star is also seeing changes, but we haven’t seen enough of it to be sure what.
Spoiler:
PS-GMRUAV-34 Choctaw II: Another low end utility GMR Pod, it's smaller than the GravHawk and more focused on civilian use. Bog standard for the type, but it also has a few TW versions because Wizards just can’t resist GMR craft for some reason. It has naturally become ubiquitous across the USA.

PS-F8A ‘SkyTiger II’: The Super-Sky takes the crown for atmospheric bound jets, and is considered well worth the cost. While the low end USA members still use the simpler Kingbird and Bateleur for air-to-mud roles for a variety of reasons, the medium and above ones are phasing out their older jets for squadrons of these.

PS-HST/VTOL-08G ‘Dragonfly IIG’: Like I suspected, they added a GMR spar for safety and a forcefield, although jumping to a full VFF is something of a surprise. It also has the usual armor improvements and gains some modern countermeasure launchers. There’s a higher end model that's full aerospace dropship, but that’s Kelson’s turf.

PS-GMRD-AVTG/ADV-25 ‘Aqrab’: It's basically a Heavy Fighter with clipped wings and a ship grade secondary turret. While that would be good by itself, it also has a sweet EWAR suite, and comes standard with ORACLE. Default crew size is on the high side, but most of the secondary gunners can be replaced by their drone AIs.

PS-GMR-FS-04 Rhanian: A formalization of a number of ‘flying ships’, this planetary corvette has a really odd niche, but it's commonly TW enhanced and only costs around 60 Mil. The current gun options are a bit lacking for its size and it could use a shield, but I hear a good number of them have picked up fixed sets, so a formal designation is likely in the pipe.

Power Armor
Beyond fielding more of them, the AJC has been moving to standardized the various secondary models they find themselves with, and have started an upgrade program to bring their collection of Warhammers, Steel Grunts, and Glitter Boys at least up to the Ironmonger Forge standard. They’ve also been setting up production for an improved version of the Pikeman, which is basically their equivalent to the new CEPA.

    PSA-11G3 ‘Gendarme’: They’ve finally managed to finish upgrading their PA to modern armor compositions, and the options list continues to expand like an all-consuming blob. They also manage to bring mass down by nearly a fifth, which is also nice.

Robot Vehicles
I haven’t heard of any noteworthy extinctions, so the old models still exist in some form if there were enough of them to be remembered in the first place. The AJC’s growth just means they are using more of the better ones. Naturally they’ve also gained a few more, and we also have some eyes on intel on some of the niche designs.
Spoiler:
PS-MUERV03: Apparently based on something they dug up somewhere, this is one of those borderline PA/Robot designs, and the configuration makes it the latter. While durable as hell and it can go anywhere, its firepower is honestly pathetic, so they market it as a civilian design. But this being PS, and their knowing their customer base, it is at least marginally combat capable.

PS-A-21S ‘Kimat’: Said to be the result of combining the Space-use version of the Mongrel with the MUER above, this light flying bot is an extremely capable all-rounder, and the Stelmarines use it for just about everything. The only nibbles I have with it are the shoulder auto-turrets (which you’d expect to be modular) and the mediocre shield, but both of those can be solved by going aftermarket. There might be a power concern there as well, so the rumored Lucerin version almost certainly solves them.

PS/ASI-IR-RBD-08 ‘Robard’: Wheeled Robots is a fad that comes and goes, but the Robard makes it work within its given niche. Essential PS’s equivalent to the Naruni Nomad, it can also serve as a transport for a small squad, which makes it ideal for spec-ops work. The options list makes that even more clear. Ideally, it shouldn’t have to tangle with more than a single isolated squad at a time, and you can’t really expect tremendous combat performance out of a chassis this small and so specialized. It's likely going to replace their older exploration bots like the Pathfinder given time.

PS-IAR-20 ‘Torris’ Infantry Assault Robot: This is a thing. Yes. It's honestly more common as a TW conversion than standard, which makes….. sense?

PS/CTRL-MCR-SCMT12 ‘Scimitar’: Old imported melee bot. I THINK the examples we’ve seen are holdovers, because the Roland below is better in most ways and shares a lot of the key features. They would have performed well enough against Infernals though. The only one in GNE colors we’ve seen was in the process of being sold off, so they’re likely being liquidated.

PS/CTRL-HCR-RLND05 ‘Roland’: While it looks like a melee heavy, this thing can actually fly and has a cutdown ship level secondary on its back. The comparisons to the Death-Knight never end, and there are no shortage of duels with their primadona pilots. On the downside it’s only a bit more advanced than the Death-Knight, so the technology level of its components is well below what we would desire. The fundamental paradigm isn’t unsound, but it’s in need of modern replacement.

PS/CTRL-HVR-AZTC17 ‘Aztec’: One of their older imports, we’ve only seen it in their unredacted catalog and a few examples passing through on a dimensional transit leg, so they must think its not well suited for the Three Galaxies. I have to agree, because it’s distinctly set in a pre-CG combat environment with relatively low mobility on the heavy metal, which was also smaller. It's intended to be an armor hunter, but beyond the endurance issues I think it lacks the sheer punch needed to be meaningful on our battlefields. As saving graces, it's on the cheap side, is reasonably durable, the speed is pretty good for its mass given the tech level, and the EWAR suite is good for its era.

Technowizard Creations
I’ve had a few spare days while in transit to do something, so I decided to take a whack at the oddball TW creations PS offers. This isn’t a particularly in depth look, but I have some highlights.

    Ground Vehicles: Most of their TW vehicles come in the form of aircraft, with ground vehicles generally being a variant of an existing conventional design. However, a few are standardised enough to be pinned down
    Spoiler:
    PS-LSI-TWEIYA-08 ‘RumbleBug’: We’ve all seen the videos, and these rolling avalanches do wonders against swarms. I hear their Elements tend to act like mules and need bits of bribery at times.

    PS-TWAFV-Fz01 Glaciator: PaladinSteel.txt. That they’ve found legit uses for it should tell you all you need to know about the nutcases they have.

    PS-TWEMBT-07(x)E ‘Stonewall’: This modified Black Bear plays to its strengths, using magic to become an exercise in frustration to dig out. If you don’t expect it or don’t have a wiz-sniffer, it can easily surprise you from ambush. The lack of a conventional powersource makes it even harder to detect.

    Air Vehicles: Most of these are reproductions of primitive historical designs, because Technowizards just love aping the past in ridiculous ways. All of them are too slow to be of use in the Three Galaxies, but the more memorable ones I’ve listed below.
    Spoiler:
    FA/PS-S.E.500A: Yes. They actually did this. And it actually sells.

    PS-SP-82 Gemini: As you would expect, this uses a Gorang Grav-Prop to actually function on a modern battlefield. The split cockpit arrangement is apparently popular among wizards, as it lets them ‘focus’.

    PS/H18B/FA/(Saab)-F-350 Draken II: Its draw is the looks, with most Elves finding it extremely attractive. I give decent odd on either PS or a UWW cabal turning it into an ASF soonish


Last edited by Omegasgundam on Fri Nov 27, 2020 8:48 pm, edited 2 times in total.

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Unread postPosted: Fri Nov 27, 2020 8:32 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
Count this as predated them getting WHITE ROSE to work. After this I'm going to be editing my revise WZT ships for posting.

Paladin Steel Biological Sciences
    ---Senior Analyst Awidat
As previously, Paladin Steel and their Paragon Progress subsidiary remain light years ahead of everybody short of the Gene-Tech, and are far more willing to field their creations in mass. This was only accelerated by the Minion War, which forced them to weaponize nearly all of the tools at their disposal, and push what already had been further. My improved access has allowed me to identify and analyse both their new templates and a number of older ones that we were unaware of, which has raised the interest of certain parts of the GSA. While I know we have put out feelers, I’m not in the need to know list, so you are likely better informed than me. In addition to biomods, I have also been asked to look at their other biological creations.

’Conventional’ Biological Equipment:
Beyond the array of mundane utility creations, mostly traditional microbes altered to produce beneficial items, they have made further gains in stimulating the reproduction of Splugorth style parasites and symbiotes. Beyond that, the Cambridge Jungle has enabled them to create a number of novel and thought provoking items, the most notable of which are listed below.
Spoiler:
‘ZombEX’ Anti-Undead Spray: You can insert my usual spiel about it being disappointing that they’ve felt the need, the operating mechanics of this spray are quite fascinating in its sophistication and reliability. It’s less effective on the higher end biological undead, and completely ineffective on animated ‘walking bones’, but I am told this is manageable. Reltish has mentioned that most of his teams have stashed a few canisters in their various transports, with undead being a constant headache when encountered due to the different tool set required.

Bond Fruit: This rare item has produced an academic frenzy on Noro-Gor, with the constant mental link without a psionic component being of extreme interest. However, its extreme rarity makes it unlikely that we can directly study it without the cooperation of the Cambridge Tribes.

LifeShell Symbiote: While this might be a pirated Splugorth item, I personally doubt that they would have created it in the first place. Its utility is obvious, and the speculative price has gone down as they find better ways to encourage its reproduction. The lack of combat utility makes it a distinctly civilian item however.

BINAS (Biotech Implant Neural Assistant Symbiote): The moral implications of this are extreme to say the least, and I must it leave the philosophical experts on Noro-Gor to settle them. Their utility and potential for misuse are obvious, but the GNE has been thankfully restrained in their application to the best of our knowledge.

BioCell Confinement Systems: The USA’s dimension exploring efforts, and their own bio-mod programs, have forced them to confront the problem of how to imprison empowered law breakers. While certainly drawing on recovered Splugorth equivalents, these ‘Womb-tombs’ both work and have relatively few drawbacks. Beyond the lack of dignity afforded to their inhabitants anyway. While they do have their failings, I am informed that there is a higher end device for those occasions.

Class 4 Non-M Factor Biomods:
About half of these have some alternate method of providing protection, and the rest are more focused on covert operations than actual combat.
Spoiler:
GLACIER NEON: Electrokinesis powers. More general than some, it is the equivalent to the Psionic ‘Super’ Ability, but with a number of additional gains.

HOT EMERALD: Holomovie Super Spy with a Force Field. Considered poorly understood in operation, they at least have the good grace to only give it out to experienced top-level operatives.

LOUD STINGER: Techbane powers. The lack of an M-Factor limits it to pure special forces duties, but Reltish would no doubt find no end of uses.

TEAL GUARDIAN: Bio-Power Armor. The lack of a constant M-Factor is a concern, but the armor is reasonably durable. May be prone to some degree of psychological problems, as many start acting like ‘comic book heroes’, although that may be their social upbringing.

Topaz Lace: It includes some notable psionics to sell it, which is what we were missing last time.

Class 4 M-Factor Biomods:
They are well on their way towards duplicating all of the abilities of the Invincible Guardsmen, and they have retained the same low casualty rate.
Spoiler:
AMBER ELK: Protean Morphology. A legacy of Hoyt Sparks, they are the perfect guinea pigs. Those that volunteer for it naturally fall in the fringes of normal psychology.

CYGNET SILVER: M-Factor Angel. Significant wide spectrum gains beyond the energy wings and blasts. Much more desirable than ALUMINUM SERAPH.

EAGER LIGHTNING: Improved Super Soldier. Perhaps an overcompensation for failings of TUNGSTEN CREED, this both makes the operative quite agile and ridiculously durable.

GRIZZLY HURRICANE: Heavy Bio Weapon. While needing time to grow into their strength, it provided an additional source of burst firepower in a reasonably durable package.

JET OPAL: Shadow manipulation. Their third ‘Elemental Form’ mod after TORRID ORCHID and LUCIN WAVE, it was created as a counterpart to the later. It utilizes crystals gained from the J!Ng, who are also the source of Lucerin and were associates of Lester M’Kri. Many are said to be involved in their police forces.

LUCIN WAVE: Light/Laser manipulation. Their second ‘Elemental Form’, its capabilities are quite diferese. Like its JET OPAL counterpart, it is based around J!Ng crystals.

MISTY EYE: Quantum Mental Communication. The sheer utility of this is beyond words, and I’ve already sent my findings on them up the chain to the relevant parties. Even if they charged half a billion for each operative, it would be well worth the cost.

SINISTER DIODE: Anti-Vehicle. The desired replacement LEAD MONGOOSE, it goes in a strange different direction and gives stealth capabilities against technological sensor equipment, including cameras. It includes all of its predecessor’s features, and also throws in the ability to project a Plasma Blade. There is significant cultural weight attached to it, but the history of the ‘Cyberknights’ isn’t something I can summarize without a thesis paper.

TORRID ORCHID: Plasma State. Their first ‘Elemental Form’ biomod, it's more inconsistent in end results than the Invincible Guardsmen equivalent, but far broader and naturally has a near negligible loss rate.

Smallkin Biomods
Smaller bodies have less room to work with, so the biomods made for them are generally much more focused than the above.
Spoiler:
ANGSTROM SCORPION: Smallkin electrokinesis. An expansion/replication of a constant ‘electric mouse’ psionic branch in many Smallkin groups, its sabotage abilities cannot be overstated.

GARNET TWEEZER: Smallkin Environmental Survival. Smallkin infiltrators have to deal with a lot of hazards that larger being don’t, and this allows them to do so without bringing equipment with them.

PERWINKLE VAMBRACE: Smallkin Bio-Armor. A derivative of TEAL GUARDIAN, it addresses their lack of durability in a most dramatic fashion.


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Unread postPosted: Fri Nov 27, 2020 10:47 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
Now that I've dumped my spaghetti in the ship thread, let's finish this off.

AJC Naval Assets
    ---Captain Jacky Kelson

Captain-General Transcluw did a good job describing the AJC as it was, but he readily admits that his speculation was just that; speculation. In the time between his overview and now, many of ASI and WZT’s aerospace and naval offerings have seen serious revision, forcing a second analysis. While this overview focuses on their military designs, several of their nominally civilian models are significant enough to receive their own entry. Beyond those two firms, a number of smaller civilian organizations have sprouted up to fill local needs, they have so far been militarily relevant. About half of their impressed civilian hulls have returned to commercial use, but the remaining planetary campaigns means that they still have need for substantial lift capacity.

Aerospace Fighters
Trancluw noted that ASF were one of the AJC’s greatest strengths, and the war-era upgrades that WZT and ASI put out make them competitive with the best in the Three Galaxies. Both of them have focused on improving what they already have, with their previous line up being rationalized to focus on the most competitive hulls and refining them as best able. ASI only had two designs (three depending on your perspective) in this category that were considered worth keeping, but WZT’s sprawling nature saw them develop no less than seven. ASFs are an attrition asset even in peacetime, so there is a constant need for new aeroframes.

The larger picture is quite interesting. Conventional wisdom put them at being in almost a dead heat with us, and this is likely the truth. McKenna has been doing yeoman work getting us back to where we should be, but the USA has a much larger pool of innovative developers with the guts to apply themselves, so it's up in the air. Prominence is about to release their new Eagle replacement, so we might have a meaningful edge for a few years. At the very least we’ll be able to fly rings around the TGE.
Spoiler:
WTZ UACV-SF012C ‘Enryu’: A refinement of the AM powered -B model, the Enryu-C uses more refined technology to reduce the cost and have refined the programming to slightly improve initiative. Now only 15% more expensive than the base fusion model, the increase in typical ASF speed has made the extra engine power necessary. The AJC must buy them at a considerable discount, but this is not news.

WZT ‘Skirmisher-A’: The price cut has really made it shine, and the FWC has been buying them in job lots. The AJC also uses them as disposable escorts.

WZT-XLF-087D ‘Atom-D’: There are niches for such a small craft, and the -D model addresses some of the usability constraints. It’s ultimately a special forces platform.

WZT-LF-203C ‘Angel-C’: Its energy antics are as frustrating as ever, but now it isn’t reliant on them to be relevant, which means you can’t just ignore it till the end.

WZT-LF-103B ‘Solace-B’: While ‘only’ a refinement of the original, it addresses the major operational concerns, and so long as Python is around there will always be a need for it. It sees massive sales if only for that, and it remains well ahead of the rest of the pack that has cropped up.

WZT-HSI-905 ‘Starcross-A’: The Badger has stolen a lot of its thunder, and the BI Chokuto is considered to be a better platform, but the Starcross is the one that’s commonly available. WZT has to be developing a replacement, so watch this space.

WZT-XLF-076 ‘Super Tanto’: The Tanto is as nasty as ever, with its speed, durability, and potential firepower allowing it to casually outclass nearly everything in its weight bracket. Its biggest problem remains the range of gun options, but its speed lets it generally compensate. However, it continues to lack in overall agility, which puts it at disadvantage in a dogfight against its true peers.

PS-TAV-SF07B ‘Star Tiger II’: The B model replaces the old VFF with one equivalent to the Katana and boosts the speed to match the Black Eagle, which brings it into parity with what’s considered the modern standard. Its ECM and defensive auto-lasers give it best in class survivability, and its relative agility remains top notch. Its pilots have formed a natural rivalry with those of the Super Tanto, but this is to be expected.

PS-SF-09/39B2 Bloc II ‘StarFox’: The design has been greatly cleaned up, and has entered the realm of practicality regarding cost. The weapons haven’t yet been upgraded, but the engine and shields were far more important. The Bloc III will almost certainly be a less extreme revision, but will easily be one of the best ASFs in the Three Galaxies. As a side note, I’ve talked with McKenna about it, and she says that it’s a lot less impressive when you factor in them abusing their mass budget, but it’s still more than a match for anything we would field in a one-on-one or two-on-on engagement.

PSVS-TAV-SFB-16B ‘Mammatan’: The revised Mammatan is a beast in terms of capability, and will likely set the standard for intermediate grade fighters, if not create the entire catatgory. While quite expensive, particularly when equipped with an FTL drive, its integral EWAR capabilities ensure that it will be a mandatory part of most AJC air wings. It still lacks in terms of integral firepower, leaving it quite vulnerable once it has expended its munitions, but the various ‘gunboat’ configurations rectify that.

Heavy Fighters/Patrol Ships/Light Transports
The ASI has finally gotten over the worst of their capital ship obsession and are focusing on platforms more appropriate for their needs, with WZT also doning major revisions to their own entries in this field. They have collectively assembled an extensive list of designs, but their dispersed nature and near endless demand results in all of them being in full production. While the majority of meaningful fleet focused conflicts have concluded, they must now flush out the patrol routes to secure their territory, which is only becoming slightly easier as the largest pirate groups are being sequentially run down. For our part, while the Proctor II is a good step forward, we could use some specialist niche designs, and it just might finally be time to replace the Higgins.
Spoiler:
ASI-HST/VTOL-081SF3 ‘Dragonfly III’: Best thought of as a squad level Higgins with way more firepower and an EWAR suite. Its maneuverability has gained it the reputation of being a ‘Bus bird’ that Turbo-Jockeys don’t mind flying, although their passengers are certain to disagree. I know Reltish and several GSA department heads have arranged to buy some production runs for their own use, and they’re the ideal platform for the sorts of missions they do. I know Prominence is giving it a look over, so hopefully we’ll start making an equivalent soon.

WZT-RS-053 ‘Wasp II’: While the Wasp has always been a confusing mess, the recent upgrades have cleared most of it up. It remains as brutal as ever, and Galactic Armory’s effective nationalization allowed them to classify it as the Heavy Fighter we always knew it was.

ASI-SFB-26 ‘Jatar’: An inflated StarFox dumbed down enough to be fielded by the lower end members of the USA. The production cost and relative maintenance burden is considered rock bottom, so it's cropping up all over their territory. There are some niggling issues with it, but they generally revolve around using off the shelf parts, so they’re considered acceptable. ASI haven’t made the mistake of cutting corners with the electronics, so they’ve avoided the most common point of failure for these sorts of craft.

ASI-AASTFTL-4 ‘Nighthawk’: A Proctor-equivalent that focuses on the special forces role, it has stealth systems to ease deployment concerns. The base model is marketed to their stable of hobo-parties, who put it to good use, and the higher end model is used for their high level black ops work. I’ve heard that General Galaxy is finalizing an equivalent variant for the Proctor II, but odds are you’re more in a position to know than I am.

ASI/WZT-SFB-0113 ‘Raiju II’: Beyond making it fully modular, there was apparently still room to grow with the Raiju. The exposed FLT has been brought back into the expanded and thickened hull, and has been uprated to 5 ly/h as well. The shield regen rate has also been improved, making it even harder to knock out.

ASI-AAST-6 ‘Gannet’: Nominally their official Assault Shuttle, it has a multitude of issues, the most significant of which isn’t it’s fault. The ship itself is highly obsolescent and too large to be hosted by most carriers, but the greatest problem is that the USA does not have a good large scale parasite-using Assault Transport other than the Cachalot, which uses the TME’s own designs. As such, it is unsurprising that they have not yet developed a replacement, being a low priority item to say the least.

WZT-HF-911-LR ‘Archangel-A’: While the Proctor II is faster and has a much larger potential CM load, the Triple A is regarded as the best Proctor equivalent short of the Raiju II. Its energy absorption antics only add to its capabilities, which is what makes it so dangerous. While it's capable of patrol work, they have much better platforms for that, so it's usually kept in the fleet role.

WZT-YF-204 ‘Slingshot II’: An improved version of WZT’s war-era expedient Proctor-equivalent, the AJC has no shortage of equal or better designs, so interest is relatively limited from the higher levels. Demand for such craft is still endless however, so planetary and loosely affiliated forces buy them if they’ve outgrown the Jatar. The UWW commissioned it to serve as the basis of a TW version, so the wealthier hobo-parties have done their own conversions.

ASI-LCrv021 ‘Haizam’ Origin aside, with the exception of the exposed FTL it's notably better than the Proctor in the Independent Patrol role. Assuming you’re going to operate it out of a planetary facility anyway, it’s generally thought of as a better choice. Give ASI some time and they’ll refine it enough to solve its problems. Meanwhile, it’s naturally gained popularity as a hobo-party transport, who have promptly made their own modifications.

ASI-FB-27 Derecho: Disregarding the teething issues, this flying wing is a simple sledgehammer, and is something of a pocket attack corvette when you look into how it's used. The kinetic cannons are useful in ground attack, they’ve pieced together enough about CG tech to get some use out of the Scorpion effect with the GR-1000s. The only remaining issues as I see them are the slightly underpowered shield and the sub-light acceleration, both of which are below modern standards. On the other hand it uses a normal fusion plant, so sacrifices have to be made somewhere, and so long as it doesn’t run into the real modern designs it’ll be ahead of what it goes up against. The biggest issue is the usual deployment problems with non-FTL heavy fighters, but the AJC has plenty of experience with the matter.

ASI-LCrv-29 Irpull: Objectively, it's a higher end version of the Haizam for their more developed territories. Performance is exceptional for its mass, on par with the Black Eagle with the higher end power plant, but it pays for it with a lack of external ordinance. It’ll still clobber anything you’d actually expect to see anywhere near their holdings, and while it doesn't have the cargo bay of most of the heavy patrol fighters it's not a massive concern of its intended operators. Assuming you can somebody else handle the direct law enforcement bits, it's good garrison craft. Its primary competitor is the BI Bisento, which costs notably more and is only really available in Thundercloud, so I expect it to do very well.

WZT-HSI-027B ‘Blackbird’: Much less of a headache than previously, the AJC has acquired a few squadrons for very high priority VIP transport and surgical operations. Most of them are being sold to the usual suspects at an even higher premium than usual though.

WZT-HMF-T31 ‘Meteor Storm’: While distinctly improved form its original configuration, it remains a strike craft above all else, with negligible patrol capabilities. It is primarily used by the TME in its traditional escort role, and the other branches pick them up in missile heavy theaters.

ASI-SC08 ‘Concord’: Most people don’t really bother trying to identify or differentiate cargo ships this small, but the Concord is an exception due to forming the overwhelming bulk of independent operators in the USA. While massing less than third that of a normal core world light freighter, it has almost half the cargo capacity, and is still usually slightly overkill given the sorts of economies it services. The effective price has stabilized to around 175 Million, which is appropriate given its capabilities. As Trancluw noted, it's also commonly used as their version of the Assault Shuttle, with long range deployments being facilitated via hosting the troops on a roomier passenger ship until they near the target point.

ASI-DDC09 ‘Barong’: The Irpull is its intended replacement, and while it hasn’t yet gained quite as many variants they’re in the works. The AJC’s remaining inventory of these has been pulled back for close range duties, and some of them have started to be liquidated. Those picked up by the usual bands of hobos have seen some extensive modification, with the FTL drive being just accessible enough to replace if you're committed and can rent a decent low end dock to do the work in.

ASI-Crv018 ‘Windfola’: Its problems have caught up to it, and it's distinctly on its way out. The Haizam is considered a more practical design for a multitude of reasons, and it's not that much smaller than the Hauberk, so they’re being pushed to the backwaters where their service problems can be minimized. I’ve actually been in a few of them, and it's every bit as cramped and difficult as they say it is, so it’s not going to be a popular option for most long range hobo parties as a primary vessel once more modern designs are available.

Small (Sub-50K) Ships
What people generally consider to be ‘Warships’, this is entirely populated by ASI designs, with WZT having a distinct gap in their current offering. The old Mogami fell into this category, but the Rebliss have been hoarding their production as of late for obvious reasons, and our intel on them is spotty enough that we don’t know if it's been upgraded. Those that remain in AJC service have been put into mothballs for a variety of reasons, mostly involving operation and maintenance complications.
Spoiler:
ASI-MInstel-SC11 ‘Carpathia’: One of the legacies of the Minion War is that non-core region operators are much more willing to spend coin on fast craft that are able to make a pretence of defending themselves. The Carp is effectively a very light Clipper, and other than maximum cargo capacity it compares favorably to the common Star Cloud, which is more than twice its mass. It lacks the utility of integral MRM bays, but the options can cover that. Trancluw noted them as being used as bushfire assault ships, which makes sense given their excellent atmospheric performance. Given that it’s pure fusion powered, we can expect it to permeate through the Three Galaxies frontiers for centuries to come.

ASI-DDS-15 ‘Hauberk’: ‘Runner up to the Aurora’ is no shame, and the Hauberk has set the new standard for more traditional ‘Escort’ focused general purpose designs. It's called the ‘Hyper Hunter’ for a reason, and its modularity allows them to use it for nearly anything.

ASI-ADS-FFG-21A ‘Aurora Block II’: The Aurora has been analyzed to death multiple times, and it always comes up the same; revolutionary. Design bureaus have worked themselves into collapse trying to come up with an equivalent, and if you want poetic waxing about it go ask the Altess or the UWW. Our own Predator is a blatant knock-off of it, and nobody calls that a bad thing. Some of the Second Stage Prometheans have commented that it wouldn’t have been out of place in the fleets of the lesser servitor races of the Second Galactic Era. It's only flaw is its production rate, in that there will never be enough.

ASI-DDE019 ‘Bullet’: Effectively redundant with the Larna-Pe, its primary advantages is that the production infrastructure for it would otherwise be idle, so the actual costs are quite marginal. It continues to be part of low end planetary defense packages, where it works well enough against purely Python equipped raiders. Depending on how their industrial upgrade cycle works out, they might refine the design to make it more resource efficient.

ASI-SFG25 ‘Blackjack’: As Trancluw noted, it's a full replacement for the Scimitar in frontier patrol duty, and is substantially down teched to increase deployability. It's marginal as a true warship, but as a law enforcement platform it works very well. A few equivalents have cropped up in small batches across Corkscrew, but we haven’t seen a major focus on it yet. The most plausible sub-variant is a carrier conversion.

ASI-DDES-13 ‘Godendag’: The original verdict stands, being an overcharged cludge of pre-existing parts to get more life out of them. Maintenance requirements are as nightmarish as you would expect, but there is an argument to be had for area coverage. Trancluw said he was much more surprised than he should have been, as this sort of bizarre engineering is one of the ASI trademarks.

ASI- LHDSC07 ‘Lightoller’: Used as a higher end Light Assault Transport, it has considerably better defenses and a third again the cargo capacity compared to their Concord variants. Most commonly used as a follow up unit after the initial wave establishes a breach in the planetary defenses. It doesn’t cost much more than our upgraded Assault Shuttle, and it has a good FTL speed, so a lot of small merc groups are picking them up as well.

ASI-DDES-12 ‘Larna-Pe’: While an hideous abomination against the principles of aesthetics, its sheer firepower has proven critical in seeing off the fragile but numerous Chor’ii and Sorm. I would give it good odds against its own weight in Berserkers as well. It’s been successful enough that they’ll likely try a proper successor design, which will hopefully blind less people. As an aside, its exact classification is a subject to some debate, being in the right mass range to fill the speculative role of ‘Escort/Scout Cruiser’ that gets thrown around every few centuries.

ASI/WZT-SC210 ‘Usagi’: Trancluw couldn’t stop laughing for 4 hours after he heard about these. While little more than armed transports now, that’s a better use than they were previously

Large Ships
The AJC has managed to keep production ahead of attrition, resulting in them having more capital vessels than ever before. The majority of their task forces have dispersed to their peacetime assignments, although there are still a few theaters that are considered active war zones. Their true heavy metal is stationed at known dimensional transit points, so they can likely redeploy to whatever hotspot flares up far faster than any method short of a gateship. Additionally, most of their capitals are cycling through the yards for extensive overhauls, catching up with delayed maintenance and other work.

Naturally, a good part of the work being done is bringing their ships up to modern standards. Both ASI and WZT have finalized a great number of refits since Trancluw’s report, and their changes are quite significant, most notably a widespread push for modularization and switching to CAF standard CMLs. Interestingly, they have so far not committed to major AM infrastructure, so they are staying with their exotic Lucerin powersource for the time being. As a note, the shield regeneration rate they’ve managed to achieve in the more recent designs is extremely impressive, and warrants study. The Kai’Shemi designs do it by almost completely neglecting their direct fire capabilities, but the larger WZT consortium has found ways to do it without such extreme measures.
Spoiler:
WZT-MD-016R ‘Blade’: The first of the revised Kai’Shemi designs, advances in their construction methods have allowed them to add an additional pair of ASFs, bring the shield regeneration up to their current standard, and reduces the mass to a flat 80K kilotons. It still runs on normal fusion plants, which greatly limits it in many ways, but greatly increases its deployability in the USA’s dispersed frontier regions.

WZT-MD-017R ‘Tungi’: The original Tungi was released in the middle of the Minion War, and Trancluw thought it to be an entirely reasonable design given that it runs on normal fusion. The upgraded model has benefited from the Kai’Shemi’s advances, sharing the improvements of the Blade as well as now feature twin CAF-pattern CML bays.

ASI-CV-08 ‘Sagadag’: The only member of ASI’s old Javelin family still in service in the Three Galaxies, many consider it to be due for a replacement. Still, it's cheap to buy and operate, as well as being far superior to an Escort Carrier, so they’ll likely remain until their hulls wear out. They’ll likely make a smaller and even more economical platform for escort roles soon though.

ASI-SCM-18 FRAM 1 ‘Mazule’: Strait weapon swaps, with the low power draw making Lucerin unnecessary. Trancluw’s verdic on them still stands, and it seems like half the time they’re trying to justify having them. The Blade and Tungi at least have durability, and the Mazul comes uncomfortably close to the Smasher. They’ve been the most useful against the Sorm, who lack effective missile weapons to fire back with and their Femur cruisers are essentially naked in terms of PD. This requires the clouds of Bonecutters to be cleared up first, but that’s more of a chore than a challenge most of the time.

ASI-SCG-17 FRAM 1 ‘LaFayette’: The use of Lucerin has allowed them to get around having to develop an Antimatter industry, at least in the short run, which has enabled them to upgrade the weapons. The FRAM 1 can be considered the start of their modularity obsession, but it works well enough for the scales of weapons they currently have access to.

ASI-SCG-21 Voulge FRAM 1: The Voulge remains the only AM powered capital ship of the AJC, and is quite effective if it can close the range in quick enough order to bring its impressive number of intermediary mounts to bear. The vast majority of their opponents have had far less mobility than them, so this is usually a safe bet. Its greatest problem is its lack of parasites, but the AJC usually assigns a pair of Sagadag to escort it. Those we know of have been stationed in areas with access to AN infrastructure.

ASI-SCG-23 FRAM 1 ‘Pillara’: Shares all the modifications done to the LaFayette.

WZT-MC-020B ‘Daito’: The changes consist of straight weapon swaps, gaining a quad set of CAF-pattern CMLs and having the turrets and PD mounted being replaced with modular hardpoints. It remains conventional fusion powered, likely taking up some of the deployment slack of the now Lucerin powered LaFayette family.

WZT-MC-021R ‘Kardara’: Like the Tungi, this Minions War release was thought to be entirely reasonable by Trancluw, but the revised model shares the changes done to the Daito, except having no less than 6 CAF-pattern CMLs.

WZT-TAC-274X ‘Dark Justice’: The Dark Justice has been overtaken by a variety of smaller platforms, and the AJC has not often found need for its stealth capabilities. WZT is likely working on a more practical Light Cruiser scale successor.

WZT-CRZ-109 ‘Shiva II’: WZT has recently made substantial advances in Syzite-Crystal technology, which has allowed for a dramatic redesign of the Shiva to greatly increase the internal volume. This has been used to replace the slow loading missiles launchers with standard CAF patterns, adding an additional CML in the process, as well as including the additions in the old -108DX variant. The stated market price is around 12 Billion, but the USA naturally gets a substantial discount.

ASI-SFG27G ‘Spencer’: The appropriated capital guns nicely solve the range problem. It's still an extremely niche design, but worth the resources put into it.

ASI-SCG-19 FRAM 1 ‘Tabar’: These required more effort to refit, but they get into pitched slugfests often enough that it can be slipped in with reconstruction efforts. They now have firepower appropriate for a low end Heavy Cruiser, but they’ve been made obsolescent by the Kamayari. I haven’t heard of any under construction, so the yards have likely swapped over by now.

ASI-(A)CSS-02 ‘Weibbe Hayes’: These battle limos came into their own during the Minion War, and the less stupid pirate bands have learned to avoid them.

ASI-CG-18 ‘Kamayari’: A new design, this is a combination of the Volgue, Pillara, and the Hayes, and is hopefully the peak of ASI’s Capital Ship obsession. Given their technological limits, it is as good a platform as can be hoped for, and the shield regeneration rate is astonishing. While the paper strength of its PD is unusually low, it makes far more sense when you include the MRM bays. It's also nominally for sale, but the markup is likely extreme given the current sales environment.

ASI-SC10 ‘Tychan’: An ‘interesting’ design to say the least, they’ve managed to repurpose it with a few alternative utility configurations. The field reports indicate that its normal blockade running duty is still in high demand, so production has continued unabated. I hear WZT has repurposed a few as stealth cargo transports for the FWC run.

ASI/WZT-C75 ‘Shepherd’: Overall changes have been minimal, with the deployment doctrine for this near-Auxiliary Cruiser working well enough in practice to not see major revision. Operating costs are surprisingly low, and the utility features make them easily justified.

ASI-LHDOE-09 ‘Shoup’: The Shoup has always been a mobile fortification, providing shield and artillery cover for support elements. Its actual compliment is honestly pathetic for its mass, but understandable considering its primarily civilian design and relative price tag. I personally think it’s a coin toss if they update the design or make a more efficient replacement.

ASI-HInstelCvT-10 ‘Ramey’: Their current primary carrier platform, it works well enough despite its oddities. A more efficient ASF focused design would naturally be preferable though.

ASI-(S)BB09 Joshua Norton II: Apparently the historical namesake was (in)famous for being an amusing public nutcase, which is all too fitting for this bitzer. The AJC has thankfully had the common sense to use it to club less advanced opponents rather than send it up against navies that belong in this millennium, so there aren’t any stories of its fundamental flaws biting them in the ass. They’ve seen a good amount of success as distractions against both the Cho’rii and Sorm, both of which lack effective long range anti-ship weapons. There’s also been a few extremely amusing incidents where they managed to sucker in major pirate flotillas, likely with magic assistance. ASI has yet to put out the multi-trillion credit capital outlay needed to build an actual worthwhile multi-megaton warship, so at the very least they didn’t waste too much on their obsession.

WZT-CAC-305A ‘Perdition’: The Perditions are currently in drydock for an extensive refit, and I have not yet seen the intended configuration. Judging from the sheer extent of the work so far, the entire outer surface and frame of the hulls are being replaced, so there must have been some flaw uncovered. Here’s to hoping they solve its durability issues.

WZT-LS-003-TB ‘Cachalot’: Essentially a -TA model that replaces its secondary and PD mounts with modular units, and adds the USA’s mix of support systems including an ORACLE suite and a number of tractor beams. The primary benefit is that it can shift its defenses to better suit theater conditions, and they’ve also picked up no small number of the various TW support items that ASI provides.

WZT-SB-003 ‘Demas’: A Cachalot turned into a true Battleship, it still has its flaws, but it is much more fundamentally sound than most alternatives. Its biggest problem remains the relative hull strength, but it has the same 20% shield regen as the other new designs, which is generally thought to compensate. They predate WZT’s improvements in Syzite-Crystals and ASI’s modularity push though, so they’re likely waiting for the Perditions to be finished before refitting them to a -B configuration.


Last edited by Omegasgundam on Sun Dec 27, 2020 7:18 pm, edited 2 times in total.

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Unread postPosted: Sat Nov 28, 2020 8:38 pm
  

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Posts: 44246
Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:

GrP-02 ‘Astra-Omega’: Sweet Forge this thing has taken off. The ONLY thing the Jackhammer can claim over it is maximum damage potential in bursts, and that’s nowhere near enough to compensate for everything else. Kinetics have made a major surge with Infernal vulnerabilities, so the AO has been flying off the shelves. This has also led to it being THE most knocked-off gun of all of PS’s offerings.

GrAR-05 ‘Thumpa’: Wolfpack has released an upgraded model of the -15 that matches it, but their reputation is in bad enough shape that those that can get it prefer the ASI original. The second most knocked-off for obvious reasons.


"And we get a LOT of mileage over our 'accept no copycats, knockoffs, or substitutes' PR campaigns."

Omegasgundam wrote:
Spirit Vacuum: Schadenfreude aside, it really is one of the best ways to deal with a possessive entity, as it catches it so it can’t immediately try again. I don’t even want to think about how many people have developed a need for this.


“Yeah, we have a distressingly high number of people who have reason to reflexively and fearfully clutch their asses when they see vacuum cleaners.”

Omegasgundam wrote:
TW Kitchen Appliances: Look, after a few weeks in a Proctor you’ll be desperate for fresh food too. You can cut what they make with nutrition bars to cover any shortfall. We pass it off as a long term cost saving and logistics simplification method, but everybody knows that’s just an excuse.


“You ain’t tasted anything until you’ve had sundew made from the light of a trinary star system! Though the jury’s still out on whether trying to sample a pulsar would be a good idea or not.”

Omegasgundam wrote:
TWSP02 ‘Kleener’ Spray Pistol: Pricy for a HAZMAT tool, it's worth the hassle if you expect to have to deal with nasty **** and and don’t have the mass/volume budget for conventional decontamination methods.


“You wouldn’t believe the sort of $#!+ our troops and business execs sometimes come back covered in. And it’s always a good idea to hose off after visiting other realms. Given how expensive the traditional pearl-based models run, these nozzers are cheap, but worth every credit.”

Omegasgundam wrote:
TWHGL-02 ‘Oshi’ TW Grenade Teleporter Launcher: Every time I think of this little beauty, I have to chuckle a bit, because I had A LOT of fun with the examples I picked up during the war.


"You know, so do we. Wanna see our collection of pictures of peoples' faces caught in the moment? They're PRICELESS."

Omegasgundam wrote:
Smallkin
I’ve had more experience with these than Fredette, so the whole thing has been added to my pile. Most of the major USA planets have had enclaves/districts catering to them pop up, and the ones with the mental aptitude for it make serious money as technicians for high end electronic manufacturing. They’re also ubiquitous in maintenance departments, although the size issue prevents them from doing everything..


“Say it; we’re tech-rats. And if we ever find sufficiently intelligent and small mutant insects, doubtlessly you’ll be talking about bugs in the system.”

Omegasgundam wrote:
Medical Dispensers: It seems like one of the underlying themes for various injectors that PS comes up with is 'Intimidation', with all of them featuring large and pointy needles. The most egregious is the HypoRifle, which they actually list under their projectile rifles. They say they picked it up from The ZOT, and I’d believe it.


“We have plenty of ouch-less medical injectors. We only bring out the BIG needles for the dumbasses who think that just because we can patch people up better than most, and even raise them from the dead, that they can go out and do stupid things on the assumption we have nothing better to do than staple them back together again.”

Omegasgundam wrote:
SVRES Machine Unit: One of those things that make you stand back and force you to ask some uncomfortable questions. There are apparently a few equivalents, mostly in the Paradise Federation, but nothing truly mass market. Its naturally selling QUITE well in the Central Alliance.


“Okay, for the record the fifty-member cyber-gestalt group orgy was not OUR fault; the Centris hacked that one themselves.”

Omegasgundam wrote:
Fort-a-Potty: Then there’s this thing. Because PS gonna PS.


"hHey, some of our best ideas come to us while we're sitting on the can. Or flipping our cookies Into it."

Omegasgundam wrote:
G-Force Coffee: We didn’t cover it last time, but dear forge the coffee. I’ll let the professional food critics field this one, but cripes, the G-Force is an EXPERIENCE. I know you’ve had a few cups in my presence, so I shouldn’t need to tell you about it.]


(Taut pained look on face, sweat rolling down the forehead, pupils contracted, locked arm muscles, accompanied by a repeated drumming sound which is revealed to be the drinker’s right leg rapidly stamping up and down, beating out a steady tattoo on the floor) “..it’s a -good- batch…!”

Omegasgundam wrote:
ASI-CG-18 ‘Kamayari’: A new design, this is a combination of the Volgue, Pillara, and the Hayes, and is hopefully the peak of ASI’s Capital Ship obsession.

(Hastily tucks the battlecruiser plans out of sight)

Omegasgundam wrote:
ASI-(S)BB09 Joshua Norton II: Apparently the historical namesake was (in)famous for being an amusing public nutcase, which is all too fitting for this bitzer. The AJC has thankfully had the common sense to use it to club less advanced opponents rather than send it up against navies that belong in this millennium, so there aren’t any stories of its fundamental flaws biting them in the ass. They’ve seen a good amount of success as distractions against both the Cho’rii and Sorm, both of which lack effective long range anti-ship weapons. There’s also been a few extremely amusing incidents where they managed to sucker in major pirate flotillas, likely with magic assistance. ASI has yet to put out the multi-trillion credit capital outlay needed to build an actual worthwhile multi-megaton warship, so at the very least they didn’t waste too much on their obsession.

(Hides the super-dreadnought plans)

_________________
-------------
"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 28, 2020 10:18 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
taalismn wrote:
(Hastily tucks the battlecruiser plans out of sight)

(Hides the super-dreadnought plans)

If they mooch off of WZT's facilities, I can see it, but its they'll also need to develop the weapons to put on it. They have a decent understanding of the TGE's method around the mass limits, but that would be a massive give away of their covert activities. A Battlecruiser is possible, but it would have to a have a good justification both in both fluff and crunch.


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Unread postPosted: Sun Nov 29, 2020 10:21 pm
  

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PS/WPB-60C Particle Streamer Pistol

“Just because these weapons got demoted, doesn’t mean they got downgraded, and that the second-echelon militias and national guards that got the old weapons are getting junk. The streamer-kit shows how even old weapons can get new leases on life and stay in the game...which is a good thing, because trouble often hits where the defenders don’t have the first-line gear.”

The UWW’s rearmament program and adoption of a good chunk of Paladin Steel/Aegis Stellar Industries lineup in place of the UWW’s old stable of weapons, meant that a large amount of older equipment was withdrawn from service. Thousands of PB-60s, PB-85s, V-81 Volcano Rifles, and GC-55s were taken out of the front ranks and shifted to mothballs or issued to planetary militias. A number, of course, wound up being sold on the black market, with an unhealthy number of ‘black market discount’ weapons ending up across the border in Free Worlds Council space.
The WPB-60C was a joint effort between UWW and PS/ASI weapons smiths, after the latter got hold of some specimens of the PB-60 and decided to see what could be done with them, if anything. The PS/ASI engineers pleasantly surprised their UWW colleagues with the WPB-60C kit.
The WPB-60C adds a buttstock similar to the Kurang, though joined to the PB-60 frame at both the back of the action and bottom of the pistol grip. The new stock allows the pistol to take both a rifle clip and to fire rapid-fire bursts, effectively making the weapon a particle beam submachine gun. An extra barrel addition accelerator ring and beam focus element also doubles the range, and the new bullpup configuration stock makes the weapon easier to hold on target, especially when firing in burst mode. .
Though nowhere near enough to reverse its replacement by the Kurang in Warlock Marine service, the WPB-60C modification has kept the weapon at last serviceable. The design has also proven an effective sop for those industries producing PB-60s and either unwilling or unable to change over to producing the licensed Kurangs and other weapons.
Though distribution has mainly been focused on the UWW, a few of the reformatted weapons have begun appearing on the open market and other aforementioned venues.

Weight: 5.8 lbs
MDC: 21
Range: 300 ft
Damage: 2d6 MD single shot, 6d6 MD three-shot short burst, 1d6x10+12 MD six-shot burst.
Rate of Fire: Single shot, three- or six-shot burst
Payload: A regular pistol e-clip gives 20 shots with the increased range decreasing efficiency somewhat, and a long e-clip 60 shots.
Special Features:
*Buttstock Stabilization---Using the buttstock to hold the weapon steady gives it a +1 to strike, even when firing bursts.
Cost: 16,000 credits for a reconstructed PB-60

(I just stupidly realized that the Volcano Rifle's main disadvantages over the Comet Rifle, bulk and cost, are balanced by good damage at good range for a plasma weapon, and a very respectable area of effect mode. So I'm imaging that not so many V-81s are being sold of, but being repurposed as vehicle-mount weapons.
Furthermore, if the UWW was dumping a good number of them, they needn't go very far....being fairly old tech, but still upper-tech for the Central Alliance, the CA would LOVE to get hold of some, and they fit very nicely on the shoulder hardpoints of the CA's shiny new Turin 'borgs.)

_________________
-------------
"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 Nov 29, 2020 11:24 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
taalismn wrote:
PS/WPB-60C Particle Streamer Pistol

(I just stupidly realized that the Volcano Rifle's main disadvantages over the Comet Rifle, bulk and cost, are balanced by good damage at good range for a plasma weapon, and a very respectable area of effect mode. So I'm imaging that not so many V-81s are being sold of, but being repurposed as vehicle-mount weapons.
Furthermore, if the UWW was dumping a good number of them, they needn't go very far....being fairly old tech, but still upper-tech for the Central Alliance, the CA would LOVE to get hold of some, and they fit very nicely on the shoulder hardpoints of the CA's shiny new Turin 'borgs.)

I can see both of these. The problem with the PB guns it that they HAD to use the extended burst rules, which are punishing to say the least in energy consumption for how much damage they do. The Volcano has use as an anti-missile weapon, and the Marine Raider Augment keeps them as a shoulder mount option. Everybody just THINKS they sold them all off.


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Unread postPosted: Mon Nov 30, 2020 9:45 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
For those that think the PS/ASI Catalogue Price for its Phase World offerings are all over the place, have an alternative list for something that's a bit more consistent.

Alternative Phase World Ship Prices
Atmospheric Non-Combat----Cost----Why
LAMPV-17 ‘Yellow Jacket’---3 million---combat capable
CGS-70 GravHawk---3 million---relative performance
GMRCHV-15 Kerlun---5 million---relative performance
SO-200 Skymaster II---6 million---relative capability and novelty
GMR-C200 ‘Cavorite’---12 million---relative fragility and performance
GMRD-VTOL-CT-1 ‘Moth’---20 million---relative capability
GMR-C57 Nantucketer---25 million---relative capability to complexity

Sublight Civilian----------Cost-----Why
LSTS-CTAV-10 ‘Sparo’---.9 million---fine as is, Space Cessna, mill spec plant would cost millions
WZ-PT-0001 ‘Silver Fish’---1.3 million---fine as is, options are the cost
WZ-PT-0008 ‘Orbital Hare’---2 million---absolute minimalist, low capability
WZ-MPU-003 ‘Scarab’---3 million---fine as is, has equipment
AAST-7 ‘Skyver’---5 million---low tech, relative capability
ASST-9 ‘Parus‘---6 million---but much higher maintenance
LAT026 ‘Roswell’---15 million---stripped of EWAR
LAT025 ‘Cosgrove’---35 million---relative capability
CGILT-C400 ‘Kepler’---40 million---relative capability, better maintenance

Smallkin Craft -------------Cost---Why
McSOHV-06 ‘Asterite’---.7 million---close to the Sparo
McSFR-01 ‘Arabella’---4 million---very low performance
McSFR-02 ‘Veterok’ ---5 million---better, but still low
McSFR-03 ‘Hector’---6 million---stealth premium
McSFR-04 ‘Belisario’---15 million---close to galactic

Small FTL Capable---------Cost---Why
LInstelAAT-02 ‘Heston’---4 million---relative capability
LInstelAAT-04 ‘Aquarius’---7 million---relative capability
LInstelAAT-09DX ‘Civis’---7 million---fine as is
LInstelAAT-03 ‘Scobee’---15 million---relative capability

Actual Ship------------------Cost---Why
WZ-UFTLF-3244 Fenlock---45 million---lowish performance, but a good hull and shield
LInstel-SC27 ‘Auriga’---50 million---moderate performance
WZ-ISF-105 ‘Komodo’---90 million---lowest performance by far, expandable
MInstel-SC08 ‘Concord’---150 million---decent performance
MInstel-SC11 ‘Carpathia’---230 million---substantially more capable
WZ-MCF-100 ‘Behemoth’---240 million---minimalist design and low performance
MInstel-SC07 ‘Nao’---275 million---relative capability and performance
WZ-RS-087 Dampier---290 million---pays for speed
LInstel-DS15 ‘Hikyaku’---300 million---ultra high spec
WZ-ESS-2235 ‘Piecemeal’---480 million---high spec and science equipment
WZ-MDS-0556 ‘Quest’---600 million---mass and high spec

Big Boys---------------Cost---Why
SC420 ‘Roamer’---300 million---more capable than the Nao, but not much
FA-STM-070 ‘Transol (II)’---300 million---bigger than the Roamer, but less stuff
FA/MC-317 ‘Bering’---400 million---cargo to speed ratio
SC08 ‘Tsiolkovsky’---700 million---relative performance to simplicity
HInstel-SC717 ‘Monmra’---800 million---mass, performance, and passenger space
WZ-MCF-500 ‘Immense’---1 billion---shear capability
LHAOE-07 ‘Brunel’---1 billion---mass, decent spec, and tug rarity
LHAOE-08 ‘Goethals---2.4 billion---mass, decent spec, and tug rarity
WZ-ESS-2258 ‘Firestorm’---5 billion---mass, high spec, and lots of science

All assuming internal use costs, with no export surcharge like the CAF
Atmo Only------Cost---Why
F102 ‘Fang’ ---5 million---scrub tier, but can shoot and bomb
TAV-SF-5 ‘Tercal’---7 million---almost entirely the military powerplant
F-28 Kingbird---7 million---bomb truck
F-24 Bateleur---10 million---better bomb truck that can try to shoot back
F-8 SkyTiger I---18 million---combat capable
VTOL-08G “Dragonfly IIG”---35 million---VFF and capability

Fighters-----------Cost----Why
SF09-103 Gandiva---20 million---relative performance to the Scorp
F200A Rhino-Buffalo---20 million---could be lower
TAV-SF-08 Hesperia---30 million---relative performance
TAV-SF-14 Almar---35 million---relative performance
AFB-29 Chimbane---50 million---size and relative role
TAV-SF07 Star Tiger I---55 million---fine as is
TAV-SFB-16 Mammatan I---92 million---fine as is

Mil Transports------Cost---Why
AAST-8 Wyvern---35 million---par with an old Higgins with ??? mods
LTTAV-17S ‘Kunai’ ---48 million---Stealth premium
AAST-4 'Condor'---50 million---par with a militarized heavy shuttle
VTOL-081SF3 'Dragonfly III'---50 million---fine as is
AAST-6 ‘Gannet’---100 million---loses out to the CAF Assault Shuttle

Combat Ships------Cost---Why
DDC09 ‘Barong’----300 million---early corvette with problems
Crv018 ‘Windfola’---300 million---early corvette with problems
DDS-01 ‘Sangu’---300 million---early Hunter competitor
DDGS-04 ‘Falx MII’---350 million---early Hunter competitor
SFG25 Blackjack---380 million---deliberate equivalent to the Scimitar, and I think it does a better job.
DDES-05 ‘Masakari II’---400 million---early Hunter competitor
DDE019 ‘Bullet’---450 million---flack barge using old tech
CGS-07 'Javelin’---800 million---early missile cruiser
CV-08 ‘Sagadag’---800 million---early decent carrier
LHDOE-09 ‘Shoup’---1.2 billion---the only thing high end is the FTL
CGG-08 ‘Assegai’---1.6 billion---decent early CL

I’m not going to touch ground combat platforms. Lets say there’s a stupid standard military surcharge because reasons.


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Unread postPosted: Tue Dec 01, 2020 11:57 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
Some thoughts I've developed over the past few days about Micro-Missiles. Hell taalismn, mind posting the launcher rifles you showed me? They're a big step up from the man portable launcher's you've published before.

First off, something I'm sure has occurred to a lot of people.
Anti-Supernatural 15mm Micro-Missiles
These use the cost effective Pattern-1C as a base, and are intended to be used in large numbers against swarming enemies. Assuming that the right material is chosen, they are more effective than the conventional Pattern-1E, but are naturally less accurate.
    Date of Introduction: 105 PA
    Size: As normal
    Range: 6,000 ft
    Damage: 1d4x10 SDC to a 5 ft radius or 3d6 SDC out to a 20 ft radius
    Bonuses: As Pattern-1C
    Cost: Depends on the material. More capable versions base on the Pattern-1D cost an additional 15 credits each.
      Wood/Bone: 30 credits per missile
      Iron: 35 credits per missile
      Silver: 40 credits per missile


Then, what everybody else thinks of the things.
Everybody Else’s Thoughts on Micro-Missiles
“Assuming you know how to minimize the fratricide problems, Micros are a damn good weapon for infantry and ground PA. Their only drawback is the lack of blast and raw speed, but only in comparison to the old Plasma and AP Minis. For the same mass, even the bargain bin -1Cs can outperform Frag and HE, and at a fraction of the cost. The Greeners naturally have one for their own use (the -1E) that’s damn close to the Plasma in raw damage, but I hear it's basically a Naruni bullet warhead, so the blast is ****. Northern Gun has been knocking off the -1C for a few years, so there’s plenty around even without going to the Paladins, which is a big help on the west side of the Domain of Man.”
---Opinion Article in a Merc Town Journal

Northern Gun/Wellington
The companies of the Ishpeming region thought that the early models were near comical, but had enough self consciousness to remember their own attempts at alternative munitions developments, so they didn’t make much noise about it at first. The early -1Bs were considered respectable in a bottom market niche, but the -1C were a major step forward in weapons development. With much of the hitting power of an HE Mini-Missile, their lack of black area was easily compensated by simply firing more, and the extremely low cost of the individual munitions made this quite viable. Wellington would take the lead in trying to develop an equivalent, and would finish just as Paladin Steel released the even further improved -1D. It was judged as being uneconomical to try to match the fast developing (and increasingly high technology) GNE, so mass production has focused on the -1C for the time being.

Both Wellington and Northern Gun would stockpile extravagant numbers of the alternative anti-supernatural versions in the lead up to the Minion War, with testing revealing their excellent effectiveness compared to other uses of silver. While the most common flight Infernal flyers (Harpies and Demon Bats) do not have notable material weaknesses, they are sufficiently weak to be quite vulnerable to blast munitions in general, so a full dozen or so Micro-Missiles is usually sufficient to send a small flock fleeing in panic.

Coalition States
While initially confused why anybody would bother, the vast improvement of the -1C and -1D models made them far larger concerns. While quite straightforward technological speeking, they proved to be extremely effective and material efficient, making them ideal in several infantry niches. But their greatest strength was in the insurgent role, which the Coalition became all too familiar with. The amount of damage inflicted over time by small bands equipped with them became truly impressive, forcing High Command to order a significant development program into finding a worthwhile counter, or failing that a way to make use of the weapons themselves. The former would reach nothing but dead ends, but several proposals for tactical doctrines would be finalized before the Minion War.

During the war, the Coalition would acquire and expend an extraordinary number of Ishiping’s knock-offs, and it would find a permanent home in their arsenal as an anti-swarm weapon. When equipped with the appropriate vulnerability exploiting warhead, fragmentation mode Micro-Missiles would prove to be phenomenal against massed light supernatural forces. Most squads would replace their Mini-Missile Launchers with a ‘Marker-Box’, which were also easier to carry in mass, and it would be so ubiquitous among their Juicer forces that it would become commonly known as the ‘Juicer Rocket Rifle’. Post-War, the fundamentally more economical nature of Micro-Missiles would see them substitute for older Mini-Missiles on many platforms, with a knock off of the -1C and -1D pattern becoming quite common. The Mini-Missile would stay on as an Armor Piercing and Plasma warhead delivery platform however.

Free Quebec
The early models had produced nothing but amusement, but the later ones have become a constant throne in their side. They have proven to be a constant headache for their Glitter Boy forces, being far more practical to mass in vast numbers than normal mini-missiles. They have produced their own equivalent to the -1C, which have naturally proven extremely popular among their Special Forces units.

The Black Market
A new munition to sell that's extremely easy to conceal and often used in bulk, the Black Market sees little problem with the weapons. Bandito Arms has started producing knock-offs of the -1C and -1D using their Area-51 factory, and have put out options to replace the launchers on their other productions for the smaller weapon.

The Shemarian Nation
The post reform gynoid nation would find that Micro-Missiles suited them quite well, being well within their mostly mobile production base to produce, and a reasonable alternative to the 'Short Gun' when firing volleys or bursts (depending on the launching method). After copying both he -1D and 1E, the Tinkerers quickly developed a clip fed 'SMG' equivalent for Berserkers, which has proven to be just as brutal as hoped. It would naturally be the most favored by the Blood Riders, but its use as a guided munition has also made it very popular among the Ghost Riders, who have developed no end of uses.

New German Republic
Their first introduction to the format would be late -1Cs and early -1Ds, and they were naturally quite impressed with them. Equivalents have replaced HE and Frag Mini-Missiles in infantry roles, and they have proven exceptionally useful in ‘roost busting’ operations. They have also proven to be extremely effective as defensive weapons of air bases, greatly hindering Gargoyle efforts to take them out.

Japanese Republic
Their response was to kick themselves that they didn’t come up with it first. Equivalents have been rushed into service, and have proven to be excellent additions to their infantry forces.

Tritonia/New Navy
Micro Missiles would naturally be of limited interest, but the related Micro Torpedoes would not. The blast capability of their sonic warheads was nearly unprecedented on such a small weapon, and the debilitating effects of the ‘Screamers’ had no end of uses.

Russia
The only force with the industry to produce equivalents are the Sovietski, and while they would prefer not to use a weapon that so distinctly originates from the West, it is simply too useful for their cyborg forces to ignore. To soothe their conscience, they have developed their own distinct equivalent of the -1C, and they have become extremely popular amongst their forces and have enabled no small number of stunning victories over the forces of Warlords Orloff and Sokolov. The most common deployment methods are modified versions of the AR-M36 Missile Rifle and AR-M45 Shoulder Launcher, both of which can fit a quick detach 36-missile cassette. It has also been found that the AR-210 Grapeshot Cannon can be modified to fire the superior munitions, which has come as a very unpleasant surprise to its traditional favored users. An improved version of the Grapeshot is being developed to make better use of the missile’s capabilities.

Naruni Industries
To say that Naruni Industries is displeased by ASI offering these weapons is an understatement. Not only was it competing with their K-HEX equivalents, it exposed just how grossly they were overcharging for them. Furthermore, it was obviously not in any way related, so legal action was of low utility. Thus, they were forced to release more capable versions of their K-HEX weapons far ahead of their initial schedule, and at something that could be considered a ‘reasonable’ price. As this was more a matter of lost profits than hostile action and such things do occur from time to time, it was not considered to be a significant slight against the company, but the Board of Directors is not happy to have another valid competitor in their core markets.

Consortium of Civilized Worlds
ASI’s introduction of Micro-Missiles would predate Draygon Industries Storm series by several years, and were immediately classified as a form of explosive missile with all the regulations that entails. Its use by criminal groups was considered unfortunate, but Naruni’s equivalents had already introduced them to the concept and various small custom batch productions had already cropped up for assassinations. The CAF has gained an appreciation for them in ground and infantry uses, with many sectors commands picking them up in dibs and dabs even before the Minion War, and they would explode in popularity afterwards. The greatest testament to their capability is that the new CEPA armor’s chest launchers are fitted to use both Naruni and ASI style munitions.

United Worlds Warlock
The vicious hammering that the Warlock Marines received inspired them to upgrade their arsenal, and ASI would be the primary source. The UWW has become very familiar with ASI Micro-Missiles, and has wholeheartedly endorsed them for their power armor and ground vehicles. This has been further enhanced by several covens discovering ways to enchant them, increasing their utility tremendously.

Trans Galactic Empire
While dismissive of such small weapons on basic principle, the TGE has become painfully aware of their capabilities, with the FWC having embraced them to an impressive degree. While lacking the punch to serve as an assassination weapon againt Royal Kreegor, the mortals that staff the administration are quite vulnerable, resulting in constant attrition of the bureaucracy. Previous protection methods have proven to be too crude and sloppy to counter these attacks, and the small size of the munitions makes them very easy to smuggle. And then there are the field ambushes using remote launchers. Naturally, they have been banned with all due prejudice, which is promptly ignored by those with means, and the ISB has adopted it into their arsenal.

Free Worlds Council
If there is a weapon better suited for the plight of the FWC, nobody has found it. Its capabilities as an insurgent weapon has no equal, and it is well within the rebel nation’s industrial capability to produce in mass. Beyond simple assassination, Micro-Missiles are a fantastic ambush weapon, with effective remote controled traps being easier to set up than ever. The TGE’s security screening has so far been inadequate to detect the various new methods for smuggling the weapons as well, and Good Hope has ordered that as many caches as possible be set up before the Imperials gain ground. The Emperor would be displeased to know that tens of millions of the things have already been secreted away in covert depots on important Imperial planets.


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Unread postPosted: Wed Dec 02, 2020 12:04 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
Reposting as requested:


PS McMLR-14 Micro-Missile Launcher Rifle
(Aka ‘Popper’)

“Yahtoeeeee! Cheeniknikinikineeeeee!”
“Oh no, the Beav just got a popper...and he was bad enough with the stovepipe!”
“Nothing more terrifying than the sight of a mutant beaver with a high-powered missile launcher...”
“Except maybe a full heavy weapons squad...that’s what we’re getting...that’s why he’s celebrating...his cousins arrive tomorrow...”
“Ah, sir, can I request a transfer?”

“Okay...here’s the situation...fortified building, helpless hostages, terrorists out of sight from the windows so snipers are out of the question...clock’s running out, people...ideas?”
“Well, we could drop Cyberpeds on the roof and swing in and pick them off..”
“Roof’s wired...we see fusion blocks...”
“Elemental grenades?”
“Grenade screens on the windows..”
“Gas? “
“They got suits..”
“!!^&%&I%!!! EyEyEYCHEKA!!!”
BAMBAMBAMBAMBAMBAMBAMBAMBAMBAMBAMBAM!
......
(blink)
(blinkblinkblink)
“...or we could just have our psychotic heavy weapons sergeant take his multi-missile launcher and blow large holes in the walls, blasting heavy hunks of wall into the terrorists, knocking them out without harming the hostages, and incidently giving us new access to the building...”
“...we could....”

The PS McMLR-14 was a Paladin Steel effort to put a high-powered missile weapon, smaller than the PS-CM22 Missile Cannon, in the hands of the infantry, as a complement to the ‘Taskin’ autocannon. The ammunition of choice is the PS Pattern 1c Micro-Missile, a short-range, but powerful, little explosive projectile, though the launcher can be very quickly modified to fire all type micro-missiles. The McMLR-14 is a compact, rugged-looking, weapon, with a large box-like clip housing and launch mechanism ahead of the trigger pistol grip, with a large carrying handle set on top, and a shock-absorbing shoulder stock set directly behind. The weapon is constructed of sturdy composite plastics and heavy ceramics, and is extremely resistant to the elements, as well as exceptionally reliable, able to load and fire even after being submerged in a swamp, or smashed through a wall. Despite its crude, boxy(some have compared it to a field-portable mailbox) appearance, the McMLR-14 actually uses an advanced cold-gas ejection system to propel the missiles a safe distance away from the launcher before igniting, removing the need for an exhaust venturi, or telltale backblast. It is also extremely portable, easy to use, and inexpensive to produce.
The McMLR-14 is short-ranged and rather crude in comparison to more modern heavy weaponry currently being issued by GNE, but hundreds of these weapons are in the service of the VFS Regular Army, militias, and mercenary units. Dwarves and Rodentoids, in particular, have taken a shine to the weapon, for its stubby appearance and big blast
Date of Introduction: 106 PA
Weight: 15 lbs
Range: Varies by MicroMissile Type but the standard issue PS Pattern 1c has a range of 6,000 ft
Damage: Varies by MicroMissile Type but the standard issue PS Pattern 1c has a damage rating of 3d6 MD per missile
Rate of Fire: ECHH
Payload: 18 Micro-Missiles in a replaceable cassette
Cost: 18,000 credits

*Smart Missiles--_This option is available ONLY to GNE units and adds the advanced Pattern-1d and Pattern-1e capability to the launcher.
Pattern-1ds----The Micro-Missile Launcher is +3 to strike on a called shot at distances of less than 1000 ft, +2 to strike at distances of 1000-2000 ft, and +1 to strike up to 7,000 ft/maximum range. That’s in addition to WP skill bonuses(that’s +5 to strike on a called shot!)
Plus, the missile can be ‘wriggled’ in its flight course up to 270 degrees(so you can’t shoot yourself) so if the gunner has enough information on the flight path, they can fire the missile, direct it to make a 90-degree turn around a corner, then make another 30 degree turn to clear a wall, then angle 80 degrees down to nail its target from above!
It can also follow a moving target, once it’s been locked on target, so dodging one of these is that much more difficult...
Pattern-1es are even more more agile and ‘clever’ and can more accurately track moving targets.

PS McMLR-15/16 MicroMissile Launcher Rifles
(aka ‘Hornet Guns’, ‘Hive Guns’)

*BLAM*
“Scratch one Tarlok-symp ‘Guardian’---That, gentlemen of the resistance, is why superspeed is no subsititute for available cover; you can only dodge so many projectiles at once!”

As the reliability, accuracy, and power of micro-missiles has increased, so has interest in the weapons. The McMLR-15/16 series is a pair of infantry-scale launchers using a common launcher and gun-frame for ease of development and maintenance.
Both weapons use a common micro-missile launcher; a cylindrical pod packed, ‘Metalstorm’-style with twelve tubes of micro-missiles, ‘stacked’ end to end inside and fired electrically. A simple dial control allows the shooter to predetermine how many missiles are launched in a volley. Extensive use of lighter, tougher, composite materials(especially ‘foamed’ plastics) has cut the weight down from earlier similar weapons such as the McMLR-05/06 launcher rifles.
For extra firepower, the McMLR-16 mounts a light pulse laser rifle, similar to the workings of the Partisan laser, slung under the launcher.
Despite the existance of many earlier multi-McM launchers already in service, the McMLR-15/16s are finding their own fan-base among the rank and file of the GNE Armed Services, and among PS/GNE affiliates, for their convenience of carriage and operation.
Weight:(McMLR-15) 16 lbs
(McMLR-16) 18 lbs
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 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.

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
Features:
*Integral Scoping w/ Low-Lite, Infrared, and targeting recticle
*Laser Spot/Illuminator(Range: 5,000 ft, +1 to strike w/ laser)
Cost: (McMLR-15) 19,000 credits
(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

_________________
-------------
"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 02, 2020 12:11 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
Those aren't reposts. I've checked. You've had them as vehicle mounts, but never man portable.

EDIT: Anyway, I have a Shemarian gun to work on. Remember that speculation about the Shemarian and USA relationship we did a while back?


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Unread postPosted: Wed Dec 02, 2020 1:06 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44246
Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:
Those aren't reposts. I've checked. You've had them as vehicle mounts, but never man portable.

EDIT: Anyway, I have a Shemarian gun to work on. Remember that speculation about the Shemarian and USA relationship we did a while back?


Oh dear. This going to be worse than Budapest, isn't it?

Omegasgundam wrote:
AR-210 Grapeshot Cannon can be modified to fire the superior munitions, which has come as a very unpleasant surprise to its traditional favored users



makes sense....PS had the Missile Guns in 20mm format, so a 15mm micro missile machine gun makes perfect sense. Fun at bar mitzvahs too, especially when you're interrupted by demons.

_________________
-------------
"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 02, 2020 1:17 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
taalismn wrote:
Omegasgundam wrote:
Those aren't reposts. I've checked. You've had them as vehicle mounts, but never man portable.

EDIT: Anyway, I have a Shemarian gun to work on. Remember that speculation about the Shemarian and USA relationship we did a while back?


Oh dear. This going to be worse than Budapest, isn't it?

Omegasgundam wrote:
AR-210 Grapeshot Cannon can be modified to fire the superior munitions, which has come as a very unpleasant surprise to its traditional favored users



makes sense....PS had the Missile Guns in 20mm format, so a 15mm micro missile machine gun makes perfect sense. Fun at bar mitzvahs too, especially when you're interrupted by demons.

You and I remember Budapest very differently.


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Unread postPosted: Thu Dec 03, 2020 2:47 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
Technically not a PS produce, but essentially IP theft of such, so it may as well go here.

Sovietski Micro-Missile Weapons
“I find myself drawing a comparison to the first Cold War, and the efforts of the first Soviet to acquire guided missile technology from the decadent West. These new ‘Micro-Missiles’ may very well be the ‘Sidewinder’ of our generation, spreading across the world due to its simplicity and effectiveness. No doubt the Warlords will do everything they can to acquire them once they are used, but with any luck they will give us a window of opportunity to strike back and rationalize our defensive lines.”
---Director Katya Nikoforov, PA 106

“While normally I’d feel disappointed to be given a gun that shoots smaller bullets, they managed to squeeze a full HE grenade worth of boom into these tiny rockets, and it fires them quite quickly. The slower projectile speed (compared to a Mini) is a bit of a problem, but you don’t need to get a direct hit with the ‘Standard’ version, which helps tremendously. The cheap ‘Barrage’ missiles on the other hand are dumbfire, but they make a lot of smoke and noise, which adds up when an entire company is doing a curtain pattern. The target sensor footage I’ve seen from when we do that is TERRIFYING, which is a weapon in its own right. I’d like to see Orloff’s or Sokolov’s boy’s faces the first few times they run into it.”
---Anonymous Sovietski Heavy Machine, 107 PA.

“It's always sort of annoying when somebody copies your work without paying for it, but the State Department thinks that they can use it to force the Reds to allow an embassy in New Moscow. That’s a prerequisite for basically anything serious happening in a possible Russian market, so we’ll have to take what we can get. From what we can gather, the Sovietski are basically the most sane of the lot out there, and have working relations with the Warlords that aren’t bonkers, so it's as good a place to start as any.”
---Elijah Vanderbilt, CEO of Paladin Steel, 107 PA

How exactly the Sovietski gained wind of Paladin Steel’s Micro-Missiles, let alone acquired sufficient samples, is naturally a state secret, but it is almost certainly a long and strange journey. Regardless, once the munitions were in their hands, the Red Army liked what they saw and wanted more. The laboratories at Kaliningrad were immediately put to work, and within a year had a viable equivalent ready for production. Out of the way testing against small packs of demons and bandits proved to be extremely promising, and the Production Bureau was massively in favor of them due to their greatly reduced costs compared to normal Mini-Missiles, thus, in early 106 PA, Director Katya Nikoforov authorized the mass production and distributions of the new weapons.

One of the early hiccups was a dramatic difference between the number of casings and warheads that could be produced and the anticipated quantity of seeker heads and rocket motors. In Russian fashion, efforts were made to solve the problem in a simple but effective manner, resulting in the ‘Barrage’ version. Sacrificing the seeker entirely in favor of a basic gyro-compass, the saved mass was used to downgrade the motor to a cheap non-maneuvering version. This reduced the total fabrication costs by almost half, making it very practical to use against formations and other slow moving targets.

Anti-Supernatural rounds were a natural addition, with the overwhelming majority of Acheodemons being vulnerable to silver and specific woods. Assuming they can get close to the target (which is no simple thing against the supernatural), they hit with almost as much force as a Plasma Mini-Missile, making them incredibly effective in routing out the Russian people’s oldest enemies. The effectiveness of this combination of SDC material and explosive has caused the Red Army’s ordinance specialists to review their other anti-supernatural munitions, looking to see the mostly solid projectiles could be improved.

The Micro-Missile would make its Russian combat debut in 107 PA, with the Red Army’s AR-Mc36s and AR-Mc210s reaping a fearsome toll on the forces of General Gnoll. They would then be used to harshly beat back the forces of Warlords Orloff and Sokolov, and would be linked to the brutal humiliations they stuffed on the battlefield the year after. Warlords Kolodenko and Romanov quickly fielded their own versions from acquired samples, with Seriyev following not long after. All of this was a major part of the events of late 111 PA, when the ‘Butcher Twins’ decided to take revenge on the Sovietski after the Minion War. For their part, the Sovietski were not caught unaware, and had a distinctly pragmatic view as to what could be afforded,


Soviestki 15mm Micro-Missile Munitions
The Red Army have naturally focused on a quantity over quality approach, and seek to arm as much of their forces as practical with the new weapons. As such, they have focused on making as many equivalents to the Pattern-1C as possible, with higher grade munitions having less resources directed to them. While they have managed to duplicate the -1D, it is currently too expensive to justify issuing in large numbers, and the limited production will be reserved for the Spetsnaz for the time being.
Spoiler:
‘Standard’ Micro Missile: As Paladin Steel’s Pattern-1C. 45 credits to manufacture

‘Barrage’ Micro Missile: As Paladin Steel’s Pattern-1B, but with the -1C’s warhead. 25 credits to manufacture. Produces HF 10 when fired in salvos of 8 or more, HF 12 by a full squad, HF 14 when mass fired by a platoon, HF 16 by multiple platoons, HF 18 by a full company. Reduce the HF by 1 for every engagement the viewer has seen it before in.

‘AS’ Micro Missile: As normal Anti-Supernatural Micro Missiles. Wood/Bone costs 20 credits to fabricate, while silver costs 30. There are few Russian native monsters that are vulnerable to Iron, but the Soviestki has amassed a meaningful stockpile of appropriate chasings, which will have an estimated total fabrication cost of 25 credits.

‘Spetsnaz’ Micro Missile: As Paladin Steel’s Pattern-1D. 90 credits to manufacture due to relatively high requirements. It is being worked on, but it will take a few years.

AR-Mc36 ‘Hand Katyusha’ Micro-Missile Launcher Rifle
(aka, ‘Nikoforov’s Organ’)

“This cassette magazine in amazing. I can dump a full 32 rifle grades every 15 seconds or so, and I hear they’re working on better warheads too. We need to make one for the old launcher for Plasmas. That would be hot ****.”
---Anonymous Sovietski Heavy Machine, 107 PA.

The Sovietski adapted the pre-rifts AR-M36 as their first Micro-Missile weapon, and were quite pleased by the results. Fully loaded, it was just barely outside of normal human limits, which made it trivial to use with any form of augmentation. It was also far faster to reload, the forward missile housing being replaced with a detachable cassette system. Larger volleys were found to have substantial facticide problems, so a more manageable 8 was chosen as the maximum. Each cassette is 4 missiles wide by 2 high, with extending to being 4 missiles deep. While lacking the per missile blast power of the older model, it more than compensates with the sheer number of munitions it can bring, and at a far lower cost as well.

Based on their testing results, and on a number of skirmishes against small bands that were quickly wiped out, the Sovietski felt confident in committing to the new ordinance. Much of their Mini-Missile production was switched over in late 106 PA and early 107 PA, and conversions of old -M36s would be done at a rapid pace. Current doctrine is to have the commonly nicknamed ‘Hand Katyusha’ as a standard issue weapon for all Light and Heavy Machines that can find a place to store it with the rest of their equipment, with at least 4 additional cassettes for prolonged combat. Many have begun using it as their battlefield sidearm, and tactics have been developed to massed company level volleys as a form of artillery fire.
Spoiler:
M.D.C of the Weapon: 35

Weight: 30 lbs for the gun. Each ammo cassette weighs 10 lbs loaded, and 2 lbs empty.

Use Requirements: Being a full 30 lbs lighter than its predecessor when fully loaded, it is much more convenient to use.
    Two Handed: Normal PS 20, Augmented PS 16, Robotic PS 14, Supernatural 10.
    One Handed: Augmented PS 16, Robotic PS 16, Supernatural 12.

Range: As Micro Missile

Mega-Damage: As 15mm Micro-Missile used

Rate of Fire: Volleys of up to 8

Payload: 32 Micro-Missiles in a quick replace cassette. Takes between 2 to 3 melee actions to reload, depending on familiarity and strength. Each cassette has 12 MDC.

Targeting Bonus: It is equipped with a reasonably capable targeting laser, with all the normal operating rules.

(Theoretical) Market Cost: 21,000 Credits for the gun, 2500 for a fully loaded cassette

AR-Mc210 ‘Storm Scythe' Micro-Missile Launcher Cannon
(aka, ‘Sovietski Sicle’)

“(*Indecipherable Russian Expletives and Utterances of RAEG for Several Minutes*)”
---Warlord Orloff, on seeing the effect the Soviestki’s modifications had on his favored weapon when used on his own troops.

The Sovietski equivalent to the Shemarian Transven (and the clone Paladin Steel McMLR-17), the Lightning Scythes a modification of a pre-existing weapon, the dumbfire AR-210 Grapeshot. Likely the first example of an EM-accelerated rocket launcher, the Grapeshot was potent but ultimately let down by its relatively weak ammunition, which was roughly equivalent to Paladin Steel’s Pattern-1B and needing to be fired in massed numbers to have a notable burst effect. Replacing them with more capable Micro Missiles resulted in a tremendous increase in effectiveness, although the magnetic forces were just a bit too strong to use ‘Standard’ guided Micro-Missiles. This left them using the cheaper and less sensitive ‘Barrage’ rounds, but this was considered perfectly acceptable. During testing, the weapon soon acquired the nickname of Storm Scythe for its effect on less well protected targets, and this was soon accepted as its proper designation. Work continues on a superior successor design, as there is no shortage of improvements to be made.

For a number of reasons, the Sovietski had long disfavored the Grapeshot, but the new version promised to be something far more. Appreciating the irony of using the ‘Butcher Twin’s’ favored weapon against them in a far more capable manner, the entirety of the Red Star Army’s inventory was converted, and the long dormant production line was modified and started back up. It would be available in force when the Sovietski intervened against the first campaign of General Gnoll, and would prove devastating against the barely disciplined rabble that composed much of Orloff’s War Camp. His near fearless Cyborg Shock Troopers would fare better, but once isolated were worn down by constant attrition from the Sovietski’s hover tanks. This humiliation would not be forgotten.
Spoiler:
M.D.C of the Weapon: 100

Weight: 200 lbs for the gun, 30 lbs for a 100 round belt, 300 lbs for a 1000 round ammo drum. The belt has 15 MDC, and the drum has 75 MDC. The weapon also needs an external powersource, commonly an E-Pack or two.

Range: Adds 1500 ft to the base range of the Micro Missile used due to boosted initial speed.

Mega-Damage: As 15mm Micro-Missile.

Rate of Fire: Volleys of up to 10.

Payload: 100 round belt or 1000 round drum. A single E-Pack is sufficient for 400 shots, and can be linked together to simplify reloading. As the weapon can only used the missiles in dumbfire mode, it is almost always equipped with Barrage rounds.

(Theoretical) Market Cost: 105,000 Credits for the gun.


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Unread postPosted: Thu Dec 03, 2020 10:11 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44246
Location: Somewhere between Heaven, Hell, and New England
"You'd think that with so many folks knocking off the micro-missile concept, and even the Paladin design, that Paladin Steel and the GNE Armed Services would feel a little....overwhelmed? Left in the dust? Threatened by their own success?
Not a chance. To begin with, they're constantly figuring out new warheads, new twists. Eldrencher caps, ecooplasmic micro missiles, anti-theron warheads, magic portal sniper launchers, to name a few.
Second of all, these are the folks who pioneered micro-missile tactics. It's more than just shotgunning lots of rockets at somebody ins pan attacks. Folks seem to forget that the GNEAS fields HUNDREDS of types of designator platforms, from your basic infantry grunt to a death-lite, to Smallkin scouts, to robot drones and aerial semi-sats. I've seen them curveball missiles around corners, through corner office windows, under parked vehicles, and even through cockpit vents to hit targets. One moment you think you're safely behind cover, the next you're meeting your post-mortem gods because you didn't see the death-pencil homing in on your hideyhole."

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


          Top  
 
Unread postPosted: Thu Dec 03, 2020 11:50 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
taalismn wrote:
"You'd think that with so many folks knocking off the micro-missile concept, and even the Paladin design, that Paladin Steel and the GNE Armed Services would feel a little....overwhelmed? Left in the dust? Threatened by their own success?
Not a chance. To begin with, they're constantly figuring out new warheads, new twists. Eldrencher caps, ecooplasmic micro missiles, anti-theron warheads, magic portal sniper launchers, to name a few.
Second of all, these are the folks who pioneered micro-missile tactics. It's more than just shotgunning lots of rockets at somebody ins pan attacks. Folks seem to forget that the GNEAS fields HUNDREDS of types of designator platforms, from your basic infantry grunt to a death-lite, to Smallkin scouts, to robot drones and aerial semi-sats. I've seen them curveball missiles around corners, through corner office windows, under parked vehicles, and even through cockpit vents to hit targets. One moment you think you're safely behind cover, the next you're meeting your post-mortem gods because you didn't see the death-pencil homing in on your hideyhole."

Well, yes. They have both the early lead and both the technical and tactical sophistication to push it in endless ways. But the Micro-Missile is the new AIM-9 Sidewinder, with everybody wanting an equivalent and with varying degrees of success.


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Unread postPosted: Sun Dec 06, 2020 10:04 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3842
Location: new york
Comment: NEVER QUIT..... I got lucky
Omegasgundam wrote:
Technically not a PS produce, but essentially IP theft of such, so it may as well go here.

Sovietski Micro-Missile Weapons
“I find myself drawing a comparison to the first Cold War, and the efforts of the first Soviet to acquire guided missile technology from the decadent West. These new ‘Micro-Missiles’ may very well be the ‘Sidewinder’ of our generation, spreading across the world due to its simplicity and effectiveness. No doubt the Warlords will do everything they can to acquire them once they are used, but with any luck they will give us a window of opportunity to strike back and rationalize our defensive lines.”
---Director Katya Nikoforov, PA 106

“While normally I’d feel disappointed to be given a gun that shoots smaller bullets, they managed to squeeze a full HE grenade worth of boom into these tiny rockets, and it fires them quite quickly. The slower projectile speed (compared to a Mini) is a bit of a problem, but you don’t need to get a direct hit with the ‘Standard’ version, which helps tremendously. The cheap ‘Barrage’ missiles on the other hand are dumbfire, but they make a lot of smoke and noise, which adds up when an entire company is doing a curtain pattern. The target sensor footage I’ve seen from when we do that is TERRIFYING, which is a weapon in its own right. I’d like to see Orloff’s or Sokolov’s boy’s faces the first few times they run into it.”
---Anonymous Sovietski Heavy Machine, 107 PA.

“It's always sort of annoying when somebody copies your work without paying for it, but the State Department thinks that they can use it to force the Reds to allow an embassy in New Moscow. That’s a prerequisite for basically anything serious happening in a possible Russian market, so we’ll have to take what we can get. From what we can gather, the Sovietski are basically the most sane of the lot out there, and have working relations with the Warlords that aren’t bonkers, so it's as good a place to start as any.”
---Elijah Vanderbilt, CEO of Paladin Steel, 107 PA

How exactly the Sovietski gained wind of Paladin Steel’s Micro-Missiles, let alone acquired sufficient samples, is naturally a state secret, but it is almost certainly a long and strange journey. Regardless, once the munitions were in their hands, the Red Army liked what they saw and wanted more. The laboratories at Kaliningrad were immediately put to work, and within a year had a viable equivalent ready for production. Out of the way testing against small packs of demons and bandits proved to be extremely promising, and the Production Bureau was massively in favor of them due to their greatly reduced costs compared to normal Mini-Missiles, thus, in early 106 PA, Director Katya Nikoforov authorized the mass production and distributions of the new weapons.

One of the early hiccups was a dramatic difference between the number of casings and warheads that could be produced and the anticipated quantity of seeker heads and rocket motors. In Russian fashion, efforts were made to solve the problem in a simple but effective manner, resulting in the ‘Barrage’ version. Sacrificing the seeker entirely in favor of a basic gyro-compass, the saved mass was used to downgrade the motor to a cheap non-maneuvering version. This reduced the total fabrication costs by almost half, making it very practical to use against formations and other slow moving targets.

Anti-Supernatural rounds were a natural addition, with the overwhelming majority of Acheodemons being vulnerable to silver and specific woods. Assuming they can get close to the target (which is no simple thing against the supernatural), they hit with almost as much force as a Plasma Mini-Missile, making them incredibly effective in routing out the Russian people’s oldest enemies. The effectiveness of this combination of SDC material and explosive has caused the Red Army’s ordinance specialists to review their other anti-supernatural munitions, looking to see the mostly solid projectiles could be improved.

The Micro-Missile would make its Russian combat debut in 107 PA, with the Red Army’s AR-Mc36s and AR-Mc210s reaping a fearsome toll on the forces of General Gnoll. They would then be used to harshly beat back the forces of Warlords Orloff and Sokolov, and would be linked to the brutal humiliations they stuffed on the battlefield the year after. Warlords Kolodenko and Romanov quickly fielded their own versions from acquired samples, with Seriyev following not long after. All of this was a major part of the events of late 111 PA, when the ‘Butcher Twins’ decided to take revenge on the Sovietski after the Minion War. For their part, the Sovietski were not caught unaware, and had a distinctly pragmatic view as to what could be afforded,


Soviestki 15mm Micro-Missile Munitions
The Red Army have naturally focused on a quantity over quality approach, and seek to arm as much of their forces as practical with the new weapons. As such, they have focused on making as many equivalents to the Pattern-1C as possible, with higher grade munitions having less resources directed to them. While they have managed to duplicate the -1D, it is currently too expensive to justify issuing in large numbers, and the limited production will be reserved for the Spetsnaz for the time being.
Spoiler:
‘Standard’ Micro Missile: As Paladin Steel’s Pattern-1C. 45 credits to manufacture

‘Barrage’ Micro Missile: As Paladin Steel’s Pattern-1B, but with the -1C’s warhead. 25 credits to manufacture. Produces HF 10 when fired in salvos of 8 or more, HF 12 by a full squad, HF 14 when mass fired by a platoon, HF 16 by multiple platoons, HF 18 by a full company. Reduce the HF by 1 for every engagement the viewer has seen it before in.

‘AS’ Micro Missile: As normal Anti-Supernatural Micro Missiles. Wood/Bone costs 20 credits to fabricate, while silver costs 30. There are few Russian native monsters that are vulnerable to Iron, but the Soviestki has amassed a meaningful stockpile of appropriate chasings, which will have an estimated total fabrication cost of 25 credits.

‘Spetsnaz’ Micro Missile: As Paladin Steel’s Pattern-1D. 90 credits to manufacture due to relatively high requirements. It is being worked on, but it will take a few years.

AR-Mc36 ‘Hand Katyusha’ Micro-Missile Launcher Rifle
(aka, ‘Nikoforov’s Organ’)

“This cassette magazine in amazing. I can dump a full 32 rifle grades every 15 seconds or so, and I hear they’re working on better warheads too. We need to make one for the old launcher for Plasmas. That would be hot ****.”
---Anonymous Sovietski Heavy Machine, 107 PA.

The Sovietski adapted the pre-rifts AR-M36 as their first Micro-Missile weapon, and were quite pleased by the results. Fully loaded, it was just barely outside of normal human limits, which made it trivial to use with any form of augmentation. It was also far faster to reload, the forward missile housing being replaced with a detachable cassette system. Larger volleys were found to have substantial facticide problems, so a more manageable 8 was chosen as the maximum. Each cassette is 4 missiles wide by 2 high, with extending to being 4 missiles deep. While lacking the per missile blast power of the older model, it more than compensates with the sheer number of munitions it can bring, and at a far lower cost as well.

Based on their testing results, and on a number of skirmishes against small bands that were quickly wiped out, the Sovietski felt confident in committing to the new ordinance. Much of their Mini-Missile production was switched over in late 106 PA and early 107 PA, and conversions of old -M36s would be done at a rapid pace. Current doctrine is to have the commonly nicknamed ‘Hand Katyusha’ as a standard issue weapon for all Light and Heavy Machines that can find a place to store it with the rest of their equipment, with at least 4 additional cassettes for prolonged combat. Many have begun using it as their battlefield sidearm, and tactics have been developed to massed company level volleys as a form of artillery fire.
Spoiler:
M.D.C of the Weapon: 35

Weight: 30 lbs for the gun. Each ammo cassette weighs 10 lbs loaded, and 2 lbs empty.

Use Requirements: Being a full 30 lbs lighter than its predecessor when fully loaded, it is much more convenient to use.
    Two Handed: Normal PS 20, Augmented PS 16, Robotic PS 14, Supernatural 10.
    One Handed: Augmented PS 16, Robotic PS 16, Supernatural 12.

Range: As Micro Missile

Mega-Damage: As 15mm Micro-Missile used

Rate of Fire: Volleys of up to 8

Payload: 32 Micro-Missiles in a quick replace cassette. Takes between 2 to 3 melee actions to reload, depending on familiarity and strength. Each cassette has 12 MDC.

Targeting Bonus: It is equipped with a reasonably capable targeting laser, with all the normal operating rules.

(Theoretical) Market Cost: 21,000 Credits for the gun, 2500 for a fully loaded cassette

AR-Mc210 ‘Storm Scythe' Micro-Missile Launcher Cannon
(aka, ‘Sovietski Sicle’)

“(*Indecipherable Russian Expletives and Utterances of RAEG for Several Minutes*)”
---Warlord Orloff, on seeing the effect the Soviestki’s modifications had on his favored weapon when used on his own troops.

The Sovietski equivalent to the Shemarian Transven (and the clone Paladin Steel McMLR-17), the Lightning Scythes a modification of a pre-existing weapon, the dumbfire AR-210 Grapeshot. Likely the first example of an EM-accelerated rocket launcher, the Grapeshot was potent but ultimately let down by its relatively weak ammunition, which was roughly equivalent to Paladin Steel’s Pattern-1B and needing to be fired in massed numbers to have a notable burst effect. Replacing them with more capable Micro Missiles resulted in a tremendous increase in effectiveness, although the magnetic forces were just a bit too strong to use ‘Standard’ guided Micro-Missiles. This left them using the cheaper and less sensitive ‘Barrage’ rounds, but this was considered perfectly acceptable. During testing, the weapon soon acquired the nickname of Storm Scythe for its effect on less well protected targets, and this was soon accepted as its proper designation. Work continues on a superior successor design, as there is no shortage of improvements to be made.

For a number of reasons, the Sovietski had long disfavored the Grapeshot, but the new version promised to be something far more. Appreciating the irony of using the ‘Butcher Twin’s’ favored weapon against them in a far more capable manner, the entirety of the Red Star Army’s inventory was converted, and the long dormant production line was modified and started back up. It would be available in force when the Sovietski intervened against the first campaign of General Gnoll, and would prove devastating against the barely disciplined rabble that composed much of Orloff’s War Camp. His near fearless Cyborg Shock Troopers would fare better, but once isolated were worn down by constant attrition from the Sovietski’s hover tanks. This humiliation would not be forgotten.
Spoiler:
M.D.C of the Weapon: 100

Weight: 200 lbs for the gun, 30 lbs for a 100 round belt, 300 lbs for a 1000 round ammo drum. The belt has 15 MDC, and the drum has 75 MDC. The weapon also needs an external powersource, commonly an E-Pack or two.

Range: Adds 1500 ft to the base range of the Micro Missile used due to boosted initial speed.

Mega-Damage: As 15mm Micro-Missile.

Rate of Fire: Volleys of up to 10.

Payload: 100 round belt or 1000 round drum. A single E-Pack is sufficient for 400 shots, and can be linked together to simplify reloading. As the weapon can only used the missiles in dumbfire mode, it is almost always equipped with Barrage rounds.

(Theoretical) Market Cost: 105,000 Credits for the gun.

this is so SICK!!!! I mean awesome !!!

_________________
let your YES be YES and your NO be NO but plz no maybe


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Unread postPosted: Mon Dec 07, 2020 2:31 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
The other notable knock-off project (that isn't pure cloning) would be Atlantis, because the tech-apes have a bone to pick with PS and Lord Splynn wouldn't need any encouragement to annoy Naruni.


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Unread postPosted: Mon Dec 07, 2020 9:04 pm
  

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Omegasgundam wrote:
The other notable knock-off project (that isn't pure cloning) would be Atlantis, because the tech-apes have a bone to pick with PS and Lord Splynn wouldn't need any encouragement to annoy Naruni.


The tech-apes are annoyed that the Big Eyeballs don't let them go full metal.
That, and the damn Shemarrians keep ripping them off. Nothing like having battle salvage from your own side show up as part of a war machine on the other side, that's currently beating you to death with it.

_________________
-------------
"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 12, 2020 12:30 pm
  

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Variants:
*PS-FC-61CA1 Turin Full Conversion Cyborg

“Sure, it’s great having an arms locker on your forearm, but if you’re carrying a MUNITIONS locker on your forearm, take my advice, DON’T parry too much with your big forearms; either you lose your munitions or if you’re REALLY unlucky, you get an ammo explosion that hopefully will just tear your arm off.”

Though considered a resounding success in its targeted market, the mass-produced Turin full-conversion cyborg did get its share of criticism from the cyberpunks of the Central Alliance for being too ‘cookie cutter’. Even with all the options, the Turin was too ‘plain’ for many of the more individualistic cyberwarriors of the CA, even as they praised its tactical strengths. Many who adopted the flying cyborg frame went, once they were able, to considerable lengths to make themselves stand out. Most of these customizations were cosmetic in nature, but a few were more radical, swapping out entire limbs for new weapons armatures, for example.
This may have been on the minds of the locally-hired cybertechs at the Ungersoll Cybertech Annex, who decided to experiment with replacing the arms of a Turin with the arms off the FC-2 Ganton. Being locally developed(albeit with PS/ASI resources) the design soon attracted a good amount of attention, enough that, after testing the configuration to make sure it was stable and safe(memories of the Ungersoll Motors debacle echoing in the PS/ASI staff minds), the UCA administration approved it as a requestable variant.
The FC-61CA1 has a decidedly awkward-looking appearance, as the Ganton’s arms add some extra eighteen inches of length to the Turin’s reach, giving it something of a gorilla-like appearance, while the arm-length ordnance boxes give it what one observer called ‘Popeye forearms’. Furthermore, the extra mass and length of arm throw off the balance of the Turin somewhat in flight, and the cyborg has only(!) a +7 to dodge in flight, and the increased drag reduces maximum flying speed to 230 MPH.
However, what sells the configuration is the ability to carry 14 mini-missiles or 50 micro-missiles in each forearm. In the alternative, the launch boxes can be fitted to carry tools, deployable munitions like demolition charges, or even small scout drones.
Though not as popular in service as the baseline Turin, the FC-61CA1 variant is making a name for itself with the mercenary service personnel who have taken the configuration out and blooded it. The Ganton-armed Turin is getting a reputation for being a ‘bommah’ with its flying abilities and throw-weight of missiles, and it has earned such nicknames as ‘Arm-out’ and ‘Rythkun’(an Ungersollian word for ‘venomous flea’).

_________________
-------------
"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 12, 2020 3:51 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
taalismn wrote:
Variants:
*PS-FC-61CA1 Turin Full Conversion Cyborg

“Sure, it’s great having an arms locker on your forearm, but if you’re carrying a MUNITIONS locker on your forearm, take my advice, DON’T parry too much with your big forearms; either you lose your munitions or if you’re REALLY unlucky, you get an ammo explosion that hopefully will just tear your arm off.”


Not much for endurance, but as a strike asset it can make a few people's day very miserable very fast. Defiantly NOT something to deploy independently or in small units by themselves, but very useful as part of a larger battle plan.


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Unread postPosted: Sat Dec 12, 2020 8:37 pm
  

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Omegasgundam wrote:
[

Not much for endurance, but as a strike asset it can make a few people's day very miserable very fast. Defiantly NOT something to deploy independently or in small units by themselves, but very useful as part of a larger battle plan.


Expensive, too, if you go all-out Macross Missile Massacre every firefight you get into. But if you got a good supply chain, and a no-questions-asked ammunition-expenditure -budget contract*, Central Alliance and USA Turn-CA01 troopers just LOVE making opponents soil themselves in the moments seeing a single cyborg spam them with several DOZEN missiles in a single attack.

*Needless to say, a lot of after-action reports have the enemy 'surprising us with superior forces' or 'entrenched, and requiring artillery to dislodge', to explain the constant use of large quantities of ordnance.

_________________
-------------
"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 13, 2020 8:30 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44246
Location: Somewhere between Heaven, Hell, and New England
Paths of Citizenship:

*Sponsorship

“Yeah, I’ve adopted these kids. Even the thirty year old, ESPECIALLY the thirty year old. I’ve always wanted an older sister, and I’ve wanted to surprise me dear old mum, so there we are.”

Sponsorship or legal adoption by a GNE citizen is a common(and easy) way to become a GNE citizen, especially when compounded with factors such as economic hardship or refugee status. It’s become common practice for GNE military personnel to come back from campaigning with a foreign-born spouse or new family member in tow. Of course, even then, such new aditions to the citizenship rolls must be vetted first, and checked for infiltrators(the GNE has learned how clever and insidious some of their enemies can be), but in general, most sponsorships go smoothly.

*Military Service
“The opposition press makes it out like the citizenship-applicants get assigned as cannonfodder and thrown in the deep end of whatever hot war the GNE is currently fighting. Actually, that’s rarely the case. A lot of us wind up serving long tedious terms doing garrison duty on some backwater, fighting nothing more deadly than boredom...actually the boredom can be more dangerous than being shot at. Combat duty’s a quick path to full cit-rights. Some of us, though, get a nice look at some promising real estate and go straight from being garrison troops to being homesteaders.”

Joining the Greater New England Armed Services is a surefire path to earn citizenship in the GNE(and by extension, the United Systems Alliance). Many recruits have gained themselves and their families favored status as citizens, by helping defend the GNE. A five year hitch after Basic is the usual tour of duty, but honorable discharge can occur sooner, depending on circumstances. Most recruits serve 1-3 tours and/or join the reserves after discharge, earning extra citizenship credits for their service.

*Civil Service
“There’s no better way of understanding and appreciating how a society works, than working in the infrastructure that keeps that society working. My appreciation for garbagemen went up considerably when I worked for three years in a recycling plant while awaiting my naturalization. Then I got into an industrial chemistry program and went from moving garbage to analyzing garbage and eventually to reusing garbage as raw material. You would not believe how many trace materials are needed to keep modern technological civilization going on a daily basis, and how much can be recovered from its wastes.”

Joining the Civil Labor Battalions that help keep the infrastructure of the GNE up and running is another assured pathway to citizenship. Besides providing a training ground for (future) citizens, it also provides ample opportunity for those with skills to demonstrate them. Depending on the sort of work, enlistment in the CLBs takes 4-8 years’ work to earn citizenship.

*The Three-Body Path(aka The Salvaged)
#ding-ding#
“Hold on...I’m coming, I’m coming....Hello? Can I help you ladies?”
“Areus Melson? THE Areus Melson?”
“That’s my name, yes?”
“Civil Service Cyborg Labor Battalion Junior Lieutenant Areus Melson? Greater New England Civil Works and Combat Engineering Reserve Company Eight-Oh-Six-Five-Nine? The Whitewall Winds? You were a heavy full-conversion body frame?”
“I WAS, but I got my re-sleeving when I mustered out. I just got released from hospital rehab. What is this about? And, you two look familiar?”
“Helubra, Odeefore? About two years ago you volunteered to assist in a liberation raid on an organ bank farm-”
“Yeah, I remember that,...wait, you...”
“You rescued me and Atsa from being cut up for transplant tissue. Pulled us off the pre-op strap-downs and carried us to the landing ship. You mentioned on the way up you were earning extra credits for a new cell-cloned biosystem body the usans could make without raising a full-brained clone. We were in the area, heard you were just released and wanted to come say thank you-”
“Ah, hey, that was line of duty and happy to do it for you-Wait, where are your clothes-”
“We’re here to help you break in your new body and make sure EVERYTHING works. Where’s your bedroom? Never mind, we’ll start on the couch-”

This is a surprisingly common citizen-lifepath for many d-bees who come through a rift and wind up becoming terminally ill or critically injured before they can be rescued by the GNE’s patrols. Many wind up being partially or fully cyborged and assigned to Civil Service Cyborg Labor Battalions, which give them something to do while learning about their new world(s) and awaiting a slot for a new cloned/biosystemed flesh body. These CSCLBs can earn bonus credits towards accelerated development or special features in their new bodies(or, if they choose to remain a cyborg, extra elective bionics). Ways to gain extra credits include military service, hazardous environment duty, and colonial service on developing worlds. Though critics and opponents of the GNE have decried this practice as ‘body blackmail’ and in the worst cases have repeated rumors of the GNE reneging on promised bio-reconstruction after dangling it as a carrot to cyborged workers, there have been few real complaints about the ‘three-body path’.
Most CSLCs will work 5-15 years before decanting back into a flesh and blood body. Many who volunteer for continued military service often get upgraded with a bio-modded body.
The program has been in existence just long enough that some of the first ‘triple-bods’ who have reached old age in their second (un-auged)biological ones, have taken geriatric cyborg conversion to continue plugging away. This has raised jokes, hopes, and concerns about ‘wigwag immortality’, with individuals going from bio-body to cyborg to bio-body and back to cyborg, supposedly ad infinitum. Medical professionals in the GNE are watching this emerging pattern with interest and concern, as nobody is yet sure of how such repeated procedures affect the nervous system in the long term.

*Liberty-Rehab Programs
The wave of escapees who descended upon Greater New England in the wake of The Zot’s Shriving of Atlantis, the actions of the Odessa Battalions(before they were absorbed back into the GNEAS), and the consequences of the many abolitionist actions of the United Systems Alliance exposed the GNE/USA to a new problem; rehabilitating thousands, if not millions, of traumatized, brainwashed, or generational slaves who needed to be reintroduced to society.

-Civil Labor Battalions---
“More small businesses have had their genesis in the minds of CLB rehabs than almost any other venue in the GNE. Having gotten a taste of freedom, many ex-slaves want to make the most of it. And they often hire other ex-slaves, former indentures, and Labor Battalion members. After all, they’ve often gotten to see firsthand how those people work with others.”

For most repatriated ex-slaves, assignment to a CLB gives them the opportunity to be be reeducated and work towards establishing lives of their own. Socialization, reeducation, and the chance to do meaningful work and get a head start on earning a stake of one’s own has worked out well for most participants in this program.

-Assigned Personal Adjutant--
“Hey, Daro, what’s with the terrified look plastered all over your face?”
“It’s...Ashi, she’s back.”
“Ashi? That cute little brunette you rescued from the narco-lords on that job we did for the Testoszzaronians? Totally fixated on you before you could hand her off to the rehab docs? The one in the maid’s lace and black bikini?”
“She traded it for a gold bikini and ecto-lace. She found some sort of government-sponsored sidekick program and got herself assigned to me as a ‘personal life adjutant’.”
“Surely you jest.”
“Colonel and the senior HR coordinator weren’t when they told me the news. She’s my new paid live-in personal assistant. And get this; she’s been bio-modded with some code-package I don’t recognize.”
“Wow...just wow...”
“Yeah, freaky scary, no?”
“No, it means that somebody thought you were interesting enough to merit being assigned a rehabbed, reformatted, bio-modded ex-dusthead as a helper when you’re off-duty. I don’t know if I should congratulate you on being destined for great things and chum up to you in hopes I may share in your good fortune, or back away from you and hope I don’t get splashed as collateral when it drops on you.”


For many second/third/multigenerational and eugenic slaves, a lifetime of servitude and deference to others is difficult to break. Some mindwipe procedures in use by slavers also have the effect of leaving the victims unable to function without an anchor. The GNE Human Resources office will give many of these individuals the chance to serve as an APA, a paid position as a personal assistant to government or service personnel who are deemed a good fit for providing the ex-slave with a stable emotional and mental anchor. Sometimes, if the assignee’s career/life is considered ‘interesting’(i.e. dangerous) enough, the APA may receive special training and may even be bio-modded to suit the circumstances. The APA’s role may be as an assistant, bodyguard, or simply a companion to help shoulder the stresses and burdens of the day.
Given the fairly flexible social structure of the GNE culture, while some APAs become independent enough to leave adjutant service and strike out on their own, many APAs become part of their assignees’ families, becoming an extra non-related uncle/aunt or spouse/co-spouse.


Revenant Protocols

They found the bodies in what had to have been the central assembly hall of the rebel bunker complex.
“Orders, sir?” The ranger asked, trying to be clinical, and failing to completely stifle the tremble in his voice, about the gutted bodies hanging from overhead pipes like slaughtered livestock carcasses.
The ranger officer, having seen this sort of thing before, didn’t show a moment’s hesitation. “ Cut them down, stasis bag the lot of them. Those who can’t be revived by the mages or the cyberdocs, the DNA catalogers can use later. The rest of you; search this place; any survivors, I want to know. Any material about who these people were fighting, what they were fighting with, and how they lost, we want! And if you find anything on who -specifically- did THIS, secure it! We’ll be wanting names to go after! Mark my words, Wolfsons, we’ll get the ones responsible for this! Now move, clock’s ticking!”


Given the state of medicine and magic in the GNE, death ain’t what it used to be. Oft times, cybernetics and bionics have brought people back from clinical death, advanced nanotech has sustained them and even rebuilt them, and increasingly magic and metapowers can even bring back those thought, by earlier standards, to be well and truly dead and unrevivable. The policies governing the application(or withholding) of these methods have, in the more extreme cases, come to be known collectively as Revenant Protocols.

Increasingly, bodies(and parts of bodies) are stowed in stasis systems to await later efforts at revival and reconstruction. The ‘rez trifecta’, where a critically injured/fresh-killed sophont is cyborged, spends time with a cyborg rehab group and/or civil labor battalion, and then is offered the chance to decant back into a vat-gtown biological body is a familiar one to many GNE inductees. Increasingly, magic revival, resurrection, and restoration is also taking the field, allowing for more rapid ‘dead to alive’ recoveries. And even if resurrection is impossible(via failure of the technology or magic, or lack of the brain and spine), a dead sophont’s DNA can be used to clone them. These clones are often adopted by families in the GNE/USA and raised in the usual manner. However, ‘revenant’ clones are most often decanted as infants, and grow up in the usual fashion, and do not necessarily come to share the exact same looks as their progenitors, nor do they share the personalities or memories of the DNA donors. In many cases the GNE has defended these clonings with the philosophy that such actions ‘give futures to the lost’ or that cloning future generations from the dead ‘denies tyrants and murderers their prizes’.

Of course, rumors persist of clones being given special treatments to resurrect/reinstall the memories of their source-donors. There are also plenty of rumors of adult bioborg creation using 3d-printed bioceramic skeletons wrapped in cloned tissues, often augmented, and cloned brains implanted with BINAS systems with preprogrammed skill sets, to produce what are essentially organic A.I. robots, often employed as ‘super-operatives’. Though this gossip has been largely dismissed as tale-spinning, to others, it’s more telling that the GNE has neither confirmed nor denied these rumors.

Balancing this is the hard-earned experience with handling the dead in metapowered and magic-rich environs. All too often the dead have risen of their own accord and the results have not been pretty, so the GNE Armed Services makes sure to secure dead bodies as expediently as possible, and tries to account for all corpses on a battlefield. If it can’t be safely recovered, sealed away for proper disposal(whatever that may be), then GNEAS personnel have training in field-cremating or otherwise safely and thoroughly dealing with corpses. For the same reasons, GNE morgues are well-secured, warded, and protected against trespass and invasion by malign entities that might seek to use dead bodies and death energies for malicious purposes. Whether housing bodies for more dignified funerary services or for revival, the GNE’s morgues share much in common with bank vaults, and personnel assigned to them receive special training(often by religious orders) in maintaining the safety and sanctity of them. Nobody wants to ruin potential miracles...or be responsible for slipping up and unleashing an outbreak of undead.

It’s also the reason why executions by GNE personnel, military or judiciary, are almost always accompanied by special procedures to remove the possibility of a criminal’s body being revived, or their personas coming back to haunt the living. Though derided as ‘soul-killers’ by some, the GNE authorities point out that their recidivist rate of criminals coming back from the dead to further torment the living has dropped virtually to zero since the protocols have been set in place.

Not everybody agrees with the Revenant Protocols, and many social and religious minority groups take exception to the idea of being revived as a cyborg or having their DNA used to create post-mortem clones, or even of death sentenced criminals being denied the chance to redemption in the afterlife. Some have even gone so far as to register ‘do not revive’ clauses in their social or professional/military IDs to prevent Revenant Protocol application to them. The GNE attempts to respect these clauses, but mistakes have happened in mass casualty events, zombie outbreaks, or case of miscommunication(often dealing with new or outside groups who later learn that members thought dead have been revived or cloned).

_________________
-------------
"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 Dec 22, 2020 6:30 pm, edited 1 time in total.

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Unread postPosted: Wed Dec 16, 2020 2:54 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
Here's part 1 of 2 for my work on the Warlords of Russia. The next part covers the Romanov Treaty members. The Sovietski are waiting until taalism finalizes a side campaign-setting he's working on. Its best to think of the lore sections being phrase as though they were in 109 PA, while the descriptions of the Cyborgs is post-Minion War.

Russia as of Late 109 PA in the Paladin Steel Continuity
Eastern Europe has taken a substantially different turn than in canon Rifts Earth, with the Neo-Vikings and the Azhur serving as a major technological threat those in or nearby the arctic regions. The hammer has so far fallen on Seriyev, Burgasov, and Alekseyevna, pushing their Warcamps severely. Seriyev has seen the most attention of the Neo-Vikings, and was thus physically unable to attempt his canon plan during the first invasion of General Goll. However, his efforts into aviation have proven to be pertinent, with a number of simple but effective fighter craft emerging from his factories to help ward off intruders. Burgasov has come under even more pressure, with the Azhur focusing their efforts in Europe at St Peter’s Spine, and ever increasing numbers of their techno-wizard aircraft intruding upon his skies. Their ground offensives came as no surprise, but the addition of Gargoyles and other supernatural beings and complicated matters, and Orloff has constantly tried to take advantage of things. Thus, the Bear of Moskva was forced to accept that his current strategic situation was untenable for long, and began looking for options.

The Bear Roars
Delving into the history books to see how previous Russian leaders had dealt with such situations, Burgasov was surprised to learn that getting foreign aid was relatively common. Starting with Peter the Great and continuing all the way to the Second Sovietski, Russian rulers may preach their superiority, but have always been willing to take what they can from outsiders. Most often done to drag their constantly backwards nation kicking and screaming towards modern science, most if not all of the Motherlands industrial and scientific achievements had their roots in work first done abroad and acquired by whatever means available. He took the most inspiration from the industrialization efforts of the 1930s, where forign experts were brought in to establish key industries despite their ideological differences, for as long as payment was prompt and/or guaranteed most capitalists saw little problem at the time. Knowing that his word and honor were beyond reproach, he started thinking of potential allies, and one immediately came to mind; Greater New England and Paladin Steel.

Paladin Steel had already started trying to make entries into the Russian market, and he was familiar with the broad strokes of the company and its host nation. They were also in a state of conflict with the Azhur, had far more pressing territorial concerns than issues on the other side of the world, and at minimum rivaled Triax in technological sophistication. Combined with their willingness to establish local factories they were the ideal partners, although the field was essentially barren without them. Thus, in late 107 PA Burgasov accepted their diplomatic efforts and went down to business.

Паладин стали Европа (Paladin Steel Europe)
The exact details of the agreement are considered state secrets, but as of early 109 PA Paladin Steel has established a European branch in the outskirts of Novgorod. It is staffed by ethnic Russians that the GNE has acquired through their dimensional exploration efforts into 'Shatterworlds’, which does much to diffuse accusations of foreign taint. Many of said dimensional refugees have at least some level of patriotic attachment to their Motherland, and are flexible enough in what qualifies as sovereignty that they are willing to work with a brutal warlord. In many ways Burgasov embodies a particular Russian ideal of what strong rulers should be, and for the time being can be relied upon to not turn his sword to the more civilized parts of Russia. A Dimensional Pyramid has been raised at the Nexus Point close to the Pre-Rifts city on Onega, and while Burgasov is not overjoyed by the GNE having near instant transport to his territory he appreciates that the Ley Lines have been tamed.

The Sovietski are naturally less than enthused by both an American company becoming so involved in Russia and Warlord Burgasov gaining in technology, but their current concerns mean that he is a distinctly lesser priority. Orloff has made the expected claims of betrayal of the Motherland and witch taint, but his credibility is at such a deficit it serves to boost Paladin Steel’s image. Alekseyevna is also not enthused, but the Azhur have been putting such pressure on him that he has been forced to return to actually ruling his territory, and his vulnerable holdings over the Urals have become a massive liability. Once again engaged with the world, he has been forced to think of possibilities and scenarios, and he does not like what he’s come up with. He half expects that Burgasov has promised the Americans payment in the form of resource deposits in his territory, and is looking for an excuse to acquire them.

Being newly established, the branch’s overall production is ‘relatively’ low, but this promises to change in short order. Their expertise has been used to increase the productivity and quality of the Burgasov Sphere, and the use of less pollutive technologies disguises the fact that Novgorod and the surrounding industrial towns are catching up with Alekseyevna. Beyond aircraft construction, the most significant change is that production of nuclear power plants has doubled, allowing more Cyborgs and high end vehicles to be fielded. Burgasov is taking pains to disguise this fact, hoping to lure Orloff into trying to exploit a non-existent vulnerability with his split focus. The Warlord still fears he has made a devil’s bargain of some sort, but does not think that any grief that will result from this can be attributed to deliberate malice, so he is preparing to deal with the likely problematic influx of ideas.

Combat Aircraft/Vehicles
The nature of the conflict against the Neo Vikings and Azhur demands that Burgasov field his own air force, and so he has seen fit to produce cost effective designs that can operate in the Russian Arctic. While he is formulating plans for how to attack what facilities they have in the northern reaches, he knows that at the very least he must be able to contest local airspace, so these primarily liquid powered designs have so far been used defensively. Seriyev has managed to get his hands on the technical packages for the Kingbird and the Fang, resulting in his expanding factories producing equivalents for use by the rest of the Council of Warlords. Kolondenko is taking notes to improve the Wingrider, which has a number of problems due to it being his first major endeavor into aviation.
Spoiler:
LADV-1 ‘SkyWatcher’ Air Defense Vehicle: Beyond acquiring his own combat aviation assets, Burgasov’s second priority was greatly expanding his mobile air defense capabilities. Beyond detering the Su’s and Mig’s, SkyWatchers see the most use protecting villages from MI-8s and Il-28s

F-28 ‘Kingbird’ V/STOL Fighter: A defensive craft, the Kingbird is used to counter the TW Mig-17S’s that the NeoVikings use, and with some luck and proper position can deal with the faster Mig-21s.

F102 ‘Fang’ Jet Fighter: While much more expensive than the Kingbird, the far greater speed makes it much more able to deal with the problematic Mig-21s that the Arzhur are fielding in ever greater numbers. While naturally unable to reach the same operational ceiling as those Air-Elemental propelled craft, it is well within the still developing technical abilities of Burgasov’s air corps to maintain, making it the preferred combat jet.

GF-2C ‘Grey Phoenix’ Fighter-Bomber: While tactically limited to being a ‘missile bus’ or ‘bomb truck’, its performance characteristics allow it to deter casual raids by Mig-21s, and the uses of strike assets are permeating throughout the developing air doctrine that Burgasov is working on.

B-500 ‘Maya’ Supersonic Bomber/Transport: While Burgasov would like to avoid the expense of strategic bombers and their use, it has become vital that he be able to threaten the NeoViking carrier fleet. As such, he has reached to the Maya as his weapon of choice, and has both contracted Paladin Steel for a number of them as well as started on a modest factory to produce needed replacements. He is willing to work with the Sovietski to deal with the local fleets once he has built up his forces, and he has given his word that he will not attack them until both Orloff and Alekseyevna have been dealt with.

Civilian/Non-Combat Aircraft
While distinctly secondary compared to the combat designs, Paladin Steel hopes to have a commanding lead in the larger scale transports in the future. Novyet has decided to respond by resurrecting a number of Antonov designs, but has reached an agreement to jointly produce the Rarog for the intermediate future. Like the combat craft, Seriyev has knocked off the smaller models.
Spoiler:
Bat Light Hover Jet: The Bat has become the rival for the An-2 in the civilian market after the appropriate winterization, and Reaver Mechanized Cavalry have begun using it as their Skycycle. With the booster, it can catch up to Il-28s for a few minutes, which is more than enough to shoot one down.

‘Super Jetson’ Light VTOL: The Canadian winterization serves it well in Russia, allowing it to serve as the big brother to the Novyet Arctic Hoverbike

‘Vanstar’ Light Cargo Fanjet Aircraft: While limited in many respects, its cheap and simple nature ensures that it will be popular in the Russian wilderness.

DH Caribou II Air Transport Aerodyne: Burgasov is buying all of those produced by the new factories, and is increasingly making use of their capability to transport squads of Heavy Machines to where they are needed.

C-130/2 Hercules II Air Transport: The ability to quickly relocate a platoon of Heavy Machines has become a priceless asset, the Hercules’ legendary durability endears it to its crews. Burgasov guards his jealousy, and has plans to complicate Orloff’s problems tremendously after his next major border dispute.

A3x70 Rarog Multirole Medium Transport Aircraft: Novyet has begun construction of these, and Burgasov has seen it fit a aquire a few of them for long range heavy lift jobs. He has a pair of EWAR craft to provide constant coverage of his core territory.

Civilian/Non-Combat Vehicles
This is where Paladin Steel Europe hope to make their money for the intermediate term, with logistical assets having been long under-represented in the Russian Warcamps. This has put pressure on Novyet to up their game and improve their offerings, but Warlord Romanov does not see this as a bad thing.
Spoiler:
Jeep Warrior ATV-40V and AVA Camper Van: While there are local equivalents, these are noticeably cheaper and are very easy to modify. After some winterization, they serve all the same tasks as they always do, and no end of ‘innovative’ field repairs have cropped up.

Colter Rover: The Russian sense of ascetics sees the Colter as a brutalist focus on utility and reliability, and as such consider it to be at least passable. Those produced in Burgasov’s territory are putting up fierce competition with the Novyet Bear, with the currently 80,000 Credit price tag for an unarmed unit being seen as quite fair. The inclusion of a pair of turret rings by default makes it reasonably attractive to adventurers and Reavers, and the pre-existing options list enhance this even further.

DL-500 ‘Arabian’ All Terrain Multi-Purpose Vehicle: While not being quite as well arctic specialized as the Explorer-Sku, the Arabian shaping up to be a major competitor. Burgasov’s forces are starting to use up armored versions as a substitute for the War Chariot, particularly those that are less unhinged than its usual operators.

UV-07 ‘Hinney’ Series Walking Trucks: Said to have resulted in the smacking of foreheads upon its debut, the Hinney has become very popular in the heavily forested regions of Russia, and trains of electrically powered versions escorted by nuclear powered ones have become a reasonably common sight in the more civilized parts of Russia. Mass production has brought the base price down to a more reasonable 2 million, and the flatbed version half that.

DL-600 ‘Clysdale’ Heavy 8x8 Multi-Purpose Vehicle: While not cheap, the endless versatility has made it the other substitute for the War Chariot, and is a much more practical design in general. The nuclear powered version is the most popular due to the relative expense and capabilities over the base model, and its ability to serve as a decent IFV makes it a distinct rarity in Eastern Europe.

GAAB-01 Bus: Burgasov’s plans to strike at the Azhur across St Peter’s Spine demand that he transport large numbers of personnel, and the GAAB is the most reliable way to do so. Many have been fitted as mobile barracks and machine shops to support the effort.

HT-Series Heavy Trucks: Much more effective than the cludge of heavy transports previously used to move raw material, Novyet and the Sovietski have begun to offer equivalents. The fact that it is dramatically undercutting the expensive Triax Super-Hauler is a bonus to the Russians, as it forces the German giant to pay some semblance of fairness to their pricing.

Ion Weapons
Burgasov was distrustful of Paladin Steel’s laser weapons, thinking them too fragile to survive Russian use, but the fundamentally more durable nature of Ion weapons made them much more able to withstand abuse. Local production started in the last months of 109 PA, and once in the hands of Russian soldiers their popularity skyrocketed.
Spoiler:
PSIP-17/2098 ‘Kepper’ Heavy Ion Pistol: By far the most desired pistol in Russia, the Kepper grants an incredible amount of short range firepower. Local production only started 3 months into the Minion War, and those produced have flown into the hands of Burgasov’s officers and elite soldiers. In terms of the outer shell, it looks like the post-1st Cold War PP-2000.

PSIP-2 ‘Smasher’ Rapid Fire Ion Submachine Pistol: Burgasov initially intended to have the Smasher replace the older pistols in his Warcamp, but the new addon features have led to it starting to replace most of the human scale rifles. The default appearance is close to that of the post-1st Cold War 9A-91.

PSIR-9 ‘Murchison’ Ion Rifle: The Murchinson is fast replacing the G-294Rs and -295Rs in Burgasov’s territory, being longer ranged than the later, having the hitting power and payload of the former, and being cheaper than the lesser Homesteader. It’s impressive durability serves it in good stead in Russian hands, and it has served well against Neo-Viking and Arzhur raids. Naturally, the local models look like the timeless Mosin-Nagant bolt action rifle.

PSIR-17 ‘Zonn’ Ion Rifle: While heavy and loud for a rifle, the Zonn has endeared itself to the Soldati that have managed to acquire them, being far more effective than the various Servo-Rig needing heavy energy weapons and only a fraction of the weight. Most use it with an E-Pack, overcoming the payload issues. They are styled to look like a Mosin-Nagant crossed with an early AK.

PSIC-03 ‘Scheffer’ Ion Cannon: Strangely, there were no heavy Ion weapons of Russian make, so this had little local president. Its relatively low cost and ability to be used as a long range ‘shotgun’ make it reasonably popular, and its relatively modest energy requirements see it becoming an increasingly common cyborg arm or shoulder mount. While not having a historical item to pattern the shell off of, a more general 'rugidized box' with with the general ascetics of Russian heavy energy weapons.

Plasma Weapons
It should come as no surprise that Burgasov has made improving his plasma based weapons a priority in the face of the elemental Azhur. While the Neo-Vikings have a preference for fire magic, they have not yet shown a major interest in applying it to their infantry, so it is not expected to be a serious liability. Additionally, they are just as effective against conventional forces as ever, and Burgasov is looking forward to melting Orloff’s forces in a hail of fire and lightning.
Spoiler:
PSPPR-05 ‘Lewiston’ Light Plasma Cannon: As the Russian Soldati are used to needing Servo-Rigs to field serious firepower, the locally produced version ballooning to 40 lbs was seen as a non-issue, as it still outperforms every Russian heavy energy weapon. It has become one of the most common weapons among Burgasov’s Light Machines, and is expected to push the AR-41 Howler out of the Warcamp entirely. Local styling is similar to that of the PKP Pecheneg.

PSPPR-20 ‘Supernova’ Heavy Plasma Rifle: While awkward to use by anybody but cyborgs, it has become wildly popular among Burgasov’s forces. The use of less advanced materials increases the weight to 50 lbs, but this is still half that of the AR-41 Howler, and it's ‘Shotgun’ mode has greatly endeared it to its operators. The local styling is that of a Kord 6P50 with a much shorter but much wider barrel.

Projectile Weapons
Burgasov was interested to find Paladin Steel offering a number of M-Factor non-EM projectile weapons, and found several of them to be of utility. Their low cost makes them easy to hand out to village militias if need be, and the need for special ammunition makes them easier to track than energy weapons. The lack of relative stopping power in the human usable ones is not seen as a major drawback, as it limits how much damage they can do in an uprising.
Spoiler:
M-120 Automag Pistol: More than anything else, this has become one of the weapons of choice of the Eastern European Ectohunters. A wide range of specialist ammunition has been distributed, allowing them to better handle many supernatural threats. While most of them still look ‘Glock like’, a number of them have been styled to look like the post-1st Cold War MP-443 Grach.

MR-14 ‘Simarand’ Automatic Rifle: When equipped with a (much cheaper) silvered bayonet, this rifle does a very good job at warding off many of Russia’s lesser monsters. In the absence of Paladin Steel produced high end ammunition, it is also a distinct non-threat to the Warcamps, so it has begun to spread across Eastern Europe.

SHRS-30 30mm Super Heavy Rifle System: A simple description of the weapon was enough for Burgasov’s gunsmiths to develop an equivalent, and Seriyev made creating his own a distinct priority once he heard of it. Almost all of them look like oversized KSVK 12.7 anti-material rifles, which have also started to make a reappearance.

Explosive Weapons
Those that are aware of such things are aware than Paladin Steel was the party initially responsible for the Micro-Missile, and have made great strides in making effective grenade launchers. Thus, their various explosive launchers were met with a warmer than normal reception, and they have since become very popular across the more civilized parts of Russia.
Spoiler:
PSAGL-30B 30mm ‘Banger’ Grenade Launcher: The Banger has become reasonably popular among Reivers, with its relatively lightweight allowing them to use it mounted. Much to the company's dismay, a local equivalent to the ‘Chunka-Gun’ has already cropped up. Overall styling is that of an oversized Saiga-12.

PS-TGL40E Pump Action Grenade Launcher: The aggressive simplicity of this weapon makes it popular among wilderness folk, although the Warlords normally take a dim few of heavy weapons being in the hands of vagabonds. However, the limited pump action nature makes it much more acceptable than most, with most Warcamps considering it below their notice. The 6000 credits asking price is near chump change, but the munitions are a different story. PSE has the luxury of having a local historical equivalent, the GM-94, to base their model off of.

PSAGL-40B ‘Hammertime’ Automatic Grenade Launcher: This has become very popular among Heavy Machines and Cyborgs, being just small enough to fit as a shoulder mount and having truly exceptional range. The knock-offs that have been produced so far are identical in performance to the WI-GL20 AGL. The improved shells are still relatively rare outside of PSE, but the Sovietski have already switched production. In terms of styling, it looks quite similar to the AGS-40 of the post-1st Cold War era.

PSAGL-50A 50mm Projectile Gun: For all of its limitations, this grenade revolver is an inexpensive and effective way to deliver modest anti-cyborg firepower in a light package. The more brutal Warcamps have declared it contraband, but do not consider it a true threat compared to the other weapons that have been released in recent years. The more liberal areas allow it so long as the owner does not have ‘excessive’ amounts of ammunition, although they can define that as whatever they deem appropriate. Stylistickly, the Russian model looks like a modified RGS-50M.

PSHM-40 ‘Crusher’ 40mm SuperHeavy Automatic Pistol: Burgasov needed only to see it to decide that his Warcamp needed them, but demands for more practical weapons pushed the line’s opening back to early 110 PA. The local styling is that of the classic Makarov pistol inflated to a comedic degree.

80mm ‘Pulverizer’ Super-Heavy Shotgun: There are more effective weapons, but Heavy Machines and Shocktroopers have fallen in love with this small artillery piece. The simple ‘giggle factor’ ensures that it will be a favorite for decades, and heavier (250 lbs) knockoffs have already been spotted. Like the smaller -40E, it looks like the GM-94, although greatly increased in size.

PSTT-M19 ‘Slammer’ Mini-Missile Launcher: While more fragile than the AR-M50, this cheap launcher is almost disposable in comparison, and once fitted with a servo-rig mount works just as well. The Russian version has been styled to look like a B-8V20A Rocket Pod.

Superzooka/MAULER: While Burgasov has been introduced to these weapons, he is holding off on deploying them so not to give Orloff ideas. It will certainly be useful in finishing the mad dog and the old fool off, but until then he is keeping this simple concept under-wraps. It see's some limited use in engagements over St. Peter's Spine, but he is working on keeping knowledge of it limited for the time being. It'll be good for one major surprise offensive, but afterwards he will have to face them as well.

Body Armor
While the Russian Warlords don’t usually give much thought to human infantry armor, Burgasov has noted that casualties amongst his forces have reached unacceptable levels, and thus decided that some improvements were in order. Despite being a distinctly secondary priority, his existing production lines have been switched over to improved models. Additionally, the expansion of the Warcamp’s logistics elements demands that they be given some form of defense that doesn’t compromise their effectiveness, resulting in the light and comfortable Urban Warrior making its way to Europe.
Spoiler:
Urban Warrior EBA: While not considered sufficient for actual battlefield use, this armor is very attractive to support personnel, and the environmental features have proven to be often necessary with the weather magic of the Azhur. The effective market price is around 20,000 credits due to a variety of factors, and each costs 11,000 credits fresh from the auto-looms. A version with an integrated cooling suit is issued to the Klia that have sworn themselves to Burgasov’s service, while Seriyev is so far making do with something close to the Plastic Man for the trained workers he has to expose. It is known that the Sovietski are working on an equivalent for their Tankers.

Battleforge II EBA: An improvement of the Bushman Trooper, the overall design has been heavily winterized, and now cosmetically looks like the Battleforge. The effective weight is around 20 pounds, and overall mobility has been increased to that of the original Bushman, leading to it being a very capable design. Novyet has begun producing it as well.
    MDC: 90/60/40/50
    Weight: 20 lbs/9.1 kg
    Mobility: -10%
    Cost: 34,000 in Burgasov territory, costs him 17,000 to construct.

Bear II Combat Exoskeleton: Paladin Steel had acquired several Bears for study, and refinements to the design were easily possible. The improved Bear II is a cross between the original and the Coalition’s CA-6EX, which is likely a downgrade of NEMA’s Roscoe light power armor. Attachment points on the rear and shoulders allow for it to quickly mount any of the standard Russian heavy weapons and their power sources/ammunition supplies. As it is far better suited for use against the perpetual arctic conditions that the Azhur generate as a matter of course, Burgasov is outfitting an increasing percentage of his forces with this exoskeleton, and Seriyev has started fielding the heavy and restrictive suit in uncharacteristic quantities. Romanov would also become interested in during the Minion War, and is pondering about using them as a bulwark against Orloff’s Shocktroopers in the inevitable conflict.
    MDC: 200/100/120/130
    Weight: 100 lbs/47.4 kg
    Mobility: -15% to physical skills, -30 to Prowl and dexterity
    Exoskeleton: Robot PS 26, +14 Spd, +10 ft (3m) to leap distance, half fatigue rate
    Cost: 100,000 in Burgasov territory, 50,000 to construct.

Brugasov Light/Heavy Machines
While the overall design has not significantly changed, what has changed is the quality. Brugasov’s Cybernetic-Factories can now consistently reach the upper limits of the theoretical parameters, resulting in maximized performance. His Cyberdocs have also been able to restore a number of automated robot surgical systems, and combined with data from Paladin Steel are certain they could manufacture them if desired. As conversion rates are restricted by bionic construction rather than the conversion itself this is not deemed worthwhile as of yet. The Warlord signatories of the Romanov treaties are seeing similar gains.

Brugasov Butcher Shocktrooper Upgrade
“There’s a serious push to rename the new Butcher. It looks similar, but having such an aggressive name is now rubbing too many people like something Orloff or gods forbid Sokalov would do, and that’s not a good thing. Some of the prospects are quite interesting, and I am seriously entertaining the prospect. Savagery is one thing, but aimless slaughter is the work of beasts with no intellect. And I am no mindless beast.”
--- Warlord Brugasov

Brugasov’s Cyberdocs have taken advantage of Paladin Steel provided material to improve the Warcamp’s Shocktrooper designs. Beyond improvements in the internal systems (now up to Triax standards) and reducing the overall weight, the most significant change is in the weapons. The right weapon arm copied on the left, and the retractable vibro-blades have been split for improved parrying ability. The old heavy laser has been replaced with a version of the PSIR-17 Zonn in a semi-experimental compact configuration, which has far greater range and hitting power than the old Laser. That there are two of them does somewhat tax the reactor, but it has been boosted to compensate. While it does require more maintenance than the normal configuration, the mounting is fully modular and can be swapped out in less than 30 seconds.

Additional firepower is now provided the default inclusion of shoulder hardpoints, with Paladin Steel’s various heavy infantry weapons being much more effective than what Russian designs could be mounted in these locations. Finally, the arms now also feature UEL cables, although most weapons worth using would interfere with the launchers to some degree. A custom version of the PSPPR-20 ‘Supernova has been developed to solve this, and it has become very popular due to it’s ‘Shotgun’ capabilities.
Spoiler:
MDC: Values unchanged, although there are more Missile and Weapon Tubes.

Speed: Unchanged, but now includes Cyberjet Nodes.

Statistics
    Weight: 2 tons.
    PP: 24
    HF: 12
    Cost: 3.5 million to construct, not available on the Black Market.

Systems and Bonuses
    *Bonuses: +1 Attack per Melee, +2 on Initiative, +4 to Pull Punch, +1 to Strike, +3 to Parry, +2 to roll with punch/fall/impact, +4 vs HF, WP Paired Weapons skill, and whatever bonuses come from Attributes and other systems

    *Cyberjet Nodes: While the body can still use a Cyborg Jetpack (so long as a rear ammo drum isn’t equipped), maneuvering thrusters have been made standard to improve mobility in broken and mountainous terrain such as St Peter’s Spine.

    *Psionic Electro-Magnetic Dampers: The Paladin Steel built factories are notably more capable than the Sovietski’s, allowing this Triax item to be produced in substantial quantities.

    *Combat Computer: As above.

    *Cyber-Nano-Robot Repair Systems: The importance of these in long term deployments has shown itself to be critical in St Peter's Spine, so Brugasov has accepted the cost of having them as standard issue.

    *Hardened Circuits: As lighting attacks were very much a concern, this was added as a matter of course. The resistance to EMP also gained significance in 111 PA.

Weapons:
    1. Forearm Ordinance Launchers (6): As before, but there are alternative grenade and Micro-Missile configurations.

    2. Forearm Ion Rifles: As the PSIR-17 Zonn

    3. Forearm Silvered Vibro-Swords (2): Beyond benign split between the arms, they are now also silver coated.

    4. Shoulder Hand Points: Each can mount one of the various Russian Heavy Weapons along with their largest ammo drum, but uses Paladin Steel designed PSAGL-40B automatic 40mm grenade launchers with 100 round belts or increasingly Micro-Missile Launchers.

    5. Palm Laser: Unchanged

    6. Hand Weapons: There are UEL cables in the upper arms.

    7. Melee Combat: Unchanged, but both hands have retractable punch blades

Brugasov Ripper Shocktrooper Upgrade
“Of all the revisions from the Warlord’s Camps, the new version of the Ripper is by far the biggest. It's now simply so much more effective in everything it's asked to do, and it’s almost completely replaced it’s previous weapons suite. Brugasov has to be thinking about how to airdrop these things now that he has the tools to do it with, and I do not want our men to be on the receiving end. Orloff is going to have a few bad days though, and which is something to relish.”
--- Marshall of the Sovietski Konstantin Gustonon

The Ripper has seen extensive revisions, drawing cues from the PS-FC-40 ‘Reaper’ and PS-FC-50 ‘Hexar’. Now with four arms, the Tri-Bladed Buzz Saw has been replaced with a smaller plasma based one, which have been modified to produce eerie sounds when active. The old munition launchers were also replaced with ones that granted substantially greater endurance, helping address the second biggest problem of the original. But the most important change is a significant increase in the cyborg’s speed, with Paladin Steel sourced articulators being able to bring the heavily armored machine up to that of the Butcher, and as with that upgrade a set of Cyberjet Nodes have been incorporated into the default setup. Overall weight remains the same for reasons, but as it was lighter than the Butcher to begin with this is not a major concern.
Spoiler:
MDC:
    Arms (4)-----------------------150 each
    *Main Hands (2)--------------45 each
    Plasma Blade Shield (2)---150 each

Speed: As the Butcher, but now includes Cyberjet Nodes by default.

Statistics
    HF: 13
    Cost: 3.4 million to construct, not available on the Black Market.

Systems and Bonuses
    *Bonuses: +2 Attack per Melee, +2 on Initiative, +4 to Pull Punch, +1 to Strike, +2 to Parry, +2 to roll with punch/fall/impact, +6 vs HF, WP Paired Weapons skill, and whatever bonuses come from Attributes and other systems

    *Cyberjet Nodes: While the body can still use a Cyborg Jetpack, maneuvering thrusters have been made standard to improve mobility in broken and mountainous terrain such as St Peter’s Spine.

    *Psionic Electro-Magnetic Dampers: The Paladin Steel built factories are notably more capable than those of the Sovietski, allowing this Triax item to be produced in substantial quantities.

    *Combat Computer: As above.

    *Cyber-Nano-Robot Repair Systems: The importance of these in long term deployments has shown itself to be critical in St Peter's Spine, so Brugasov has accepted the cost of having them as standard issue.

    *Hardened Circuits: As lighting attacks were very much a concern, this was added as a matter of course. The resistance to EMP also gained significance in 111 PA.

Weapons:
[list]1. Rear 40mm Grenade Launchers (2): These are PSAGL-40Bs with 100 round belts, giving the cyborg substantially more combat endurance. This mandated the removal of the back spikes, but the large barrels were thought to be suitably intimidating.

2. Chest Micro-Missile Launchers (2) Each has 24 Micro-Missiles, and may fire up to 8 at a time, for a total of 48 and 16 respectively.

3. Plasma Blade Arrays: 6d6 MD from one blade, 1d6x10 MD from two, and 2d4x10 for all three.

4. Cheek Ion Guns: The old lasers have been replaced with a pair of PSIP-2 Smashers, but they are unable to use the focus options due to volume constraints.

5. Chemical Spray: Now has 40 blasts

6. Palm Laser: Unchanged

6. Vibro-Claw Fingers: Unchanged, but can be replaced by normal hands if desired. Commonly coated in silver.

7. Hand Weapons: Much more viable now, but still complicated when the Vibro-Claws are equipped.

7. Melee Combat: Unchanged


Last edited by Omegasgundam on Wed Dec 16, 2020 4:25 pm, edited 7 times in total.

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Unread postPosted: Wed Dec 16, 2020 2:57 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
And here's the second part. taalismn says I have an annoying tendency to read his notes, which is impressive considering we're on the opposite sides of the US, he hasn't shown them to me (often), and I'm not psycic (I think).

The Angel of Kiev
Warlord Romanov is in a somewhat better position than in canon, although she still trusts Seriyev. The Sovietski intervention was more effective, and the GNE embassy was able to detect the infiltrating Brodkil during the Night of Unseen Fire, greatly limiting casualties and gaining a degree of favor. Paladin Steel would use this to expand their relationship if Novyet, introducing a number of their low end products that were ideal for the Russian market, and their effectiveness combined with their reasonable costs quickly made them more favored than Triax. Triax being forced to compete was always seen as a good thing by the Russians, and Romanov becoming a personal friend of Helmut Mayer, the dual President of the NGR and the CEO of Triax, has put the two companies in a head to head competition that the German giant never expected to see in Europe. Mayer has come to realize that Triax has been caught in a state of complacency regarding its own technology, and sees the Greater New England company as a whetstone to regain its edge with.

Interestingly, a small but extremely well equipped mission of Shemarian Wayfinders and Silvermoons have set up shop in the GNE Embassy, and have had extensive interaction with the abnormally large number of Mystic Kuznya that have been in the vicinity of Kiev in recent months.

Romanov Avenging Angel Shocktrooper Upgrade
“I’ve worked with the upgraded Angels against some Infernal packs, and you definitely notice the improvements. They’re a lot lighter on their feet, and the firepower increase is dramatic. They’ve only become more fanatic since Romanov got her new body, but they’re pointed at the right targets so there’s not too much to complain about there.”
--- Anonymous Red Army Firebird Heavy Machine

The friendship between three female leaders of Europe has seen a substantial increase in the technology available in Kiev, and Greater New England’s contributions have only furthered it. This has resulted in notable improvements of the Avenging Angel, although the relatively light weight design will always lag behind the other Shocktroopers in terms of raw durability and firepower. The latest version is notably lighter, with many now regard it to be an overgrown Heavy Machine, and Novyet producing an array of powerful energy weapons to arm them with. Triax has also upgraded her cybernetic-factories, as Romanov is firmly considered to be a key ally against the Brodkil and a civilizing influence in Eastern Europe. Paladin Steel’s influence on Kiev’s industry is felt in the upgraded weapons and sensors. These combine to make the Avenging Angel even more dangerous than ever, but it still has a trick up its sleeve.

During the Minion War, Romanov made a covert agreement to acquire Naruni style Force Fields from Paladin Steel at only twice the manufacturing price. For understandable reasons, Paladin Steel does not consider her territory sufficiently secure from infiltration to build a factory for them, but the devices are easily shipped by their sub-orbital transports. Additionally, the orbital quarantine net has become near defunct in the northern hemisphere, so the GNE Void Navy can make deliveries of all sorts if need be, but this is being concealed until an opportune moment. Romanov hopes that these shields will close much of the gap between her and Orloff’s forces, although she needs a good opportunity to strike.
Spoiler:
MDC:
    *Arms (2)--------------------------110 each plus armor
    Legs (2)----------------------------150 each plus armor

    May wear up to MEDIUM cyborg armor.

Statistics
    Weight: 1 ton
    Cost: 4 million to construct, not available on the Black Market.

Systems and Bonuses
    *Bonuses: +1 Attack per Melee (+2 if melee only), +4 on Initiative, +3 to Pull Punch, +2 to Strike, additional +2 to Strike with Ion Gun, +2 to Parry, +5 to dodge while airborne, +2 to roll with punch/fall/impact, +15% to Prowl, +10% to Acrobatics, +4 vs HF, WP Paired Weapons skill, and whatever bonuses come from Attributes and other systems

    *Psionic Electro-Magnetic Dampers: Now produced domestically.

    *Combat Computer: As above.

    *PPE Sensor: Designed by Paladin Steel and produced by Novyet, this sensor can detect out to 400 ft (800 ft with 50% error in determination) in a 60-degree arc, and can
    detect invisible entities. Other penalties similar to the Japanese SNARLS system (see Rifts: Japan, pg. 116).

    *Cyber-Nano-Robot Repair Systems: A very important system for long term deployments across enemy lines

    *Hardened Circuits: The resistance to EMP gained significance in 111 PA.

    *(Optional) Super-Heavy Shield System: As in Rift Mercenaries pg 125, provides 320 MDC. Only 35% have them so far, but it is rising every month.

Weapons:
    1. Combat Polearm Clearly derived from the plasma blades of the PS-FC-40 ‘Reaper’, it also upgrades the ion blaster to a derivative of the ever popular PSIP-2 Smasher. There is enough room to fit the various alternative focusing arrays, and has the Laser Sight Mod by default.
      MD: (Vibro-Blade) 4d6
        (Energised Plasma): 1d4x10
        (Plasma Blast): 4d6
        (Plasma Spray): 2d6 MD to a 30-degree arc (or roughly 15ft wide area)
        (Ion Blaster): 4d6+3 MD single shot, 1d4x10+12 MD per three-shot burst.
      Range:(Vibro-Blade) Melee
        (Energised Plasma): Melee
        (Plasma Blast): 500 ft (152.4m)
        (Plasma Spray): 350 ft (79m)
        (Ion Blaster): 800 ft (244m)
      Payload: Normally uses a UEL connection, but has a 45 shot internal E-Clip if need be.

    2. Wing Missile Hardpoints (8): In place of the old Mini-Missiles, 5 shot McM cassettes may be used instead, and may be fired on volles of up to 8.

    3. Concealed Forearm Lasers (2): As the PSLR-5 ‘Partisan’ Laser Rifle. May be fire linked to do 1d6x10 MD per pulse.

    4. Retractable Vibro-Bladed (2): Unchanged, but do not interfere with fine manipulation.

    5. Vibro-Blade Feet (2): Unchanged

    6. Hand Weapons: There are UEL cables in upper arms, although most use melee weapons.

    7. Melee Combat: Unchanged.

Halls of the Mountain King
Kolodenko started doing notable business with Paladin Steel in late 106 PA, and was aware that they were in negotiation with Brugasov soon after they started. A substantial number of his latest generation of engineers and cyber-docs have been educated in GNE universities, and he has a keen understanding of its culture and values. He also has a shallow understanding of its true dimensional reach, and is hopeful that a trickle of that potentially interstellar knowledge will come back to him. The GNE’s efforts to industrialize Techno-Wizardry has opened his eyes to the possibilities of the still developing field, and hopes to one day use the Dimensional Triangle at Lake Adyar to fuel his own efforts. Simply capping the Nexus points would almost certainly do some good in cutting down the number of Rift spawned monsters that the Crossaks have to deal with, and if what he has heard about Stone Pyramids is true then it will do far more.

His relationships with the other players in Russia remain mostly as canon, with some exceptions. Firstly, while he remains distrustful of Seriyev, he has realized that the con man is facing an enemy that he can’t blackmail, so he believes that his interests will not notably diverge from that of other Romanov Treaty signatories. But his fortunes against Sokolov have taken a notable change, with his previous psychological campaign being augmented by his growing airpower, increasing the pressure on the brutal thug tremendously. He estimates that he is on the verge of engaging in open war with his neighbor, and has cunningly devised a plan to pin down most of the Demonfist’s assets while having enough of his own still free to strike at his enemy’s handful of strategically important locations. With a bit of assistance from several groups of freelance ex-Tolkeen Technowizards, he plans on hitting two of Sokolov’s four Cybernetic-Factories, using mystic stealth and tunneling methods to quickly overrun the defenses before they can respond. On a more humanitarian note, he hopes to use the opportunity to evacuate as many of Sokolov’s abused serfs as possible, and expects to be able to pull out a third of them. The unexpected support of the Crossaks will allow him to do far more, and hurt Sokolov far deeper.

Kolodenko Super-Wingrider Flying Wing
“I want to say the new Russian Wing-Board is roughly equivalent to the Coalition Warbird Rocket Cycle, but that glances over some complexities. I see a lot of components that are more or less straight off the Bat, particularly the control systems, and I’m sure that there’s some form of arrangement there. I’ve heard some rumors about a few groups of Crazies riding along on something like them around Merctown, so I give it 50/50 odds Kolondenko has licensed them out to PS for the American market. God knows the knob heads and Juicers will be all over it.”
--- Anonymous, Paladin Steel Aviation.

In early 109 PA, Warlord Kolodenko introduced an improved version of his Wingrider, keeping up with the just introduced Paladin Steel Bat Hover Jet. The new model is very much not a refit of the original, as the fundamental parameters have been increased quite substantially. Beyond gaining in width and length, the overall mass has been doubled, almost all of it invested into improved engines and avionics. The twin jet engines have been separated ever so slightly to provide room for an aircraft grade sensor suite and a notably more effective nuclear reactor, and the mini-missile launcher on top has been flattened and widened to improve aerodynamics. The protruding harness system has been radically altered, now being based on a servo-’stem’ from the fuselage without the large fixed poles. The former system’s control surfaces have been replaced with a number of small thrusters taken from the bionic cyberjet node system, resulting in what is considered substantially improved control.

The most curious change was the replacement of the strafing lasers with ion weapons. An unusual choice to be sure, these weapons are close matches for the PSIR-17 ‘Zonn’. Considering Kolondenko’s propensities, he has likely come to an agreement with Paladin Steel. If need be, they can be replaced with doubled copies of the PSLR-17 ‘Priene’ Laser Rifle for use against electric immune enemies. The greatly extended range can be tricky to use, but Wingrider pilots have naturally fallen over themselves to adjust before their peers. The former wing tip hardpoints have become conventional undermounts, and can take a variety of equipment. Material improvements have also resulted in modest gains in durability.
Spoiler:
MDC:
    *Chulki Hooks (4)--------------10 each
    *Strafing Ions (2)---------------40 each
    *Mini-Missile Launcher--------50
    *(Opt) Wing Missiles (0-2)---As type
    *Jet Engines (2)----------------75 each
    *Harness System--------------50
    Wings (2)------------------------130 each
    Main Body------------------------200

Speed:
    Flying: 480 mph (772 kph), cruising is half that
    Gliding: Unchanged, but can reach the higher levels for far longer
    Dive: 540 mph (869 kph)

Statistics
    Height: 4 feet (1.2m) with the harness collapsed,
    Width: 22 feet (6.7m)
    Length: 9 feet (2.7m) at the center body, unchanged at the tips
    Weight: 1200 pounds (544.4 kg)
    Warlord Cost: 1 million credits to produce, goes for around 2.3 million on the market. Paladin Steel might introduce them to the North American market at 2 million.

Systems and Bonuses
    Standard Rifts Earth Flying Robot Vehicle Systems, as well as the following:

    *Bonuses: +1 on Initiative, +1 to parry, +3 to dodge at cruising speeds, +5 to dodge when above 250 mph (400 kph), +5% to piloting skill. Counts as a Flying PA for combat skill purposes. Wingrider OCC gains +10% to piloting checks, +1 on Initiative, and +1 attack per melee.

    *Jet Boosters: Increase flying speed up to 580 mph (934 kph) for 4 minutes, and must cool for 2d6 minutes afterwards.

    *Pilot Exoskeleton: The revised suit can now equip a jetpack while connected to the craft, has MDC protection of 160/90/110/120, and has holsters for two pistols.

Weapons:
    1. Chulki Hooks (4): Unchanged

    2. Strafing Ions (2): As the PSIR-17 Zonn, and are fire linked by default. Optionally, they may be replaced by tandem PSLR-17s (for a total of 4).

    3. Mini-Missile Launcher: The launcher has been expanded to make use of the larger body, and now carries 24 missiles. It can fire them in volleys of up to 4. It may be replaced with a Micro-Missile Launcher for ground attack with 4x the payload and 2x the volley size.

    4. Wing Hardpoints (2): As the Paladin Steel Bat Light Hover Jet. If need be, they can be used to carry a small amount of critical cargo.

Kolodenko White Tiger Shocktrooper Upgrade
“That ponce is stealing my shtick.”
--- Warlord Seriyev

Kolondenko has made his own arrangements with foreign sources, and has improved his material fabrication capabilities quite significantly. His negotiations with Triax and Paladin Steel have led to substantial improvements in the effectiveness of his White Tiger, most notably decreasing the weight by a forth without any meaningful downside. It would have been even lighter, but he felt improving the other systems was valuable, and has dramatically increased the integral firepower and melee capability. He is currently working on adding stealth systems, but expects this to take years to finalize.

The new design would make its debut when Kolondenko overran Sokolov’s western Cybernetic-Factories in their abortive conflict in late 109 PA, using their lighter mass to deploy large numbers of them from stealth aircraft. It is believed that they used some form of mystical concealment to get to striking range without being detected, which explains why they were able to take so much of it intact. The follow up heavy lift assets were able to extract both them and the majority of the valuable production equipment, crippling Sokolov’s ability to replenish his forces and serving as a cap stone to the humiliations inflicted upon him over the previous months. Only the Minion War stopped the war from greatly expanding, and the interruption is thought to be the deciding factor in his final breakdown in mid 111 PA.
Spoiler:
MDC: Values unchanged, but some weapon items have been removed or increased.

Speed: Unchanged, but now includes Cyberjet Nodes by default, and can be further boosted by a Cyborg Jetpack if a read ammo-drum is not equipped.

Statistics
    Weight: 1.5 tons.
    HF: 11
    Cost: 3.2 million to construct, not available on the Black Market.

Systems and Bonuses
    *Bonuses: +2 Attack per Melee, +3 on Initiative, +4 to Pull Punch, +1 to Strike, +1 to Parry, +2 to roll with punch/fall/impact, +15% to climbing skill, +5 vs HF, WP Paired Weapons skill, and whatever bonuses come from Attributes and other systems

    *Cyberjet Nodes: While the body can still use a Cyborg Jetpack, maneuvering thrusters have been made standard to improve mobility.

    *Psionic Electro-Magnetic Dampers: Kolondenko has started building these in his own factories, as well as buying them direct from Triax and Paladin Steel.

    *Combat Computer: As above.

    *Cyber-Nano-Robot Repair Systems: A very important system for long term deployments across enemy lines

    *Hardened Circuits: The resistance to EMP gained significance in 111 PA.

    *Laser Illuminator: Mounted in the head, may paint targets up to 10,000 feet away

    *ECM/ECCM Systems: The White Tiger has a limited ECM system that can jam radio and radar with 80% proficiency to a radius of 150 ft. The same system can attempt to defeat radio and radar jamming by frequency jumping and signal boosting; 60% success rate.

    *Sound Suppression System: Consisting of a combination of special white noise generators, cushioning foot pads, and muffled joints, this system allows the cyborg to prowl quietly, without penalty! However, the cyborg cannot be moving faster than SPD 10; any sudden movements will bring back the full -40% Prowl penalty!

    *Thermal Stealth: The White Tiger is shielded and insulated against detection with thermal imaging; 20% chance of showing up on thermal sensors.

    *(Optional) Stealth Skin: About 5% are currently equipped with some form of optical stealth system (see the PS-FC-21 Stalker), but various problems prevent them from being accepted for wider service. They are currently quite prone to breaking down even when not used (5% per day), and generally fail after an hour of operation (2d6x10 minutes of operation before repairs are needed).

    *(Optional) Expanded Sensors: The White Tiger may be equipped with any of the additional sensor systems of the PS-FC-39 Argus, although some may be affected by the larger chassis.

Weapons:
    1. Micro-Missile Chest Launchers (2): Upgrading to these more compact munitions helps with endurance and focused firepower. Each holds up to 24 micro-missiles and can fire up to 4 of them at a time, for a total of 48 and 8 respectively.

    2. Chemical Spray: Now has 40 blasts.

    3. Retractable Vibro-Blade Fingers (2): Unchanged, but do not interfere with fine manipulation.

    4. Shoulder Hardpoints (2): As on the PS-FC-53 Darkhammer, although some options are not available.

    5. Forearm Lasers (2): Mirrored on the underside of both arms. As the PSLR-17 ‘Priene’ Laser Rifle, and may be firelinked.

    5. Forearm Electro-Tentacle Clusters (2): Mirrored on both arms, they can use their charge twice per melee per tentacle, for a total of 6 per arm or 12 for both.

    7. Hand Weapons: There are UEL cables in the upper arms.

    8. Melee Combat: Unchanged.

The Rat of Minsk
As noted before, Seriyev had his hands full dealing with the Neo-Vikings and Azhur, and had been openly expanding with Warcamp to try to deal with them. The General Goll’s first invasion in 106 PA came at a horrific time for him, and he was obviously committed to defending his coasts, leading to Romanov not expecting any effective help from him. This made the intervention of the Red Army all the more potent, and Seriyev would later admit that he had not lost anything by not trying to take advantage of the opportunity. This means that he was in a stronger diplomatic position than previously, but he would ultimately turn over his former Sovietski holdings for assistance from their Air Force, both militarily and technologically. While Nikoforov considers him to be a rat, he was a rat with his back slowly approaching the wall, and a degree of ‘trust’ could thus be extended to him.

Since then, Seriyev would stay good to his various promises and has made every effort to try to ward off the airborne hostiles, but lacks the striking power to hit the Neo-Viking fleets. But the Azhur are a different story, with his fleet of nuclear powered submarine transports allowing him to conduct commando operations against their facilities in the deep arctic. Since learning of the nature of the Klia, he believes them to be a priceless resource key to solving several of his problems, and his forces have become expert in retrieving them from their apathetic Azhur masters. The large numbers of skilled technicians these raids have brought back have become vital in expanding Seriyev’s aviation industry, and that this also results in the Azhur’s own being degraded to a degree is a bonus. While he has his prizes work 16 hour days, their lack of needing to sleep gives them 8 hours of leisure, and Seriyev is above all else an expert in using vices to buy loyalty.

Their overall living conditions may be a distant second compared to those that now belong to Tundra Rangers and Greater New England, they are substantially above that of many Russian peasants once you discount a number of physiologically irrelevant comfort factors. Those not skilled in technical fields are employed in doing the ‘office work’ that comes with running Seriyev’s criminal empire, and have developed a level of amoral efficiency that is rarely combined with loyalty. In his mind, once they have been given a good carrot these ‘turncoats’ can be relied on to STAY bought, which is a true rarity in his field. Having to work around their physiological limitations is a trivial expense for such dedication, and he is growing to legitimately trust some of the most capable.

Additionally, he has instructed his Soldati Dimiye to train the rare suitable candidate to serve as agents in the Azhur’s midst, and an astonishingly large number have been found (almost 20!). While still in training, they promise to feed Seriyev a seedy stream of intelligence that he can use to prompt others into delivering the hammer blows. He expects the first to be ready by early 111 PA, and as this is a purely espionage focused project it will not be disrupted by the Minion War. He will not have to deal with substantial Infernal activity, but his current enemies will be all too happy to compensate with increased pressure.

Seriyev Mantis Shocktrooper Upgrade
“Our real long range scouts in the Antarctic have seen Seriyev conduct a lot of deep raids on the Azhur, and most of them result in notable prisoner counts with the Klia being stacked like sardines to haul back. This has given us a decent look at his new version of the Mantis, and you can tell where he’s ripping PS off. If you can find them, which is a bit harder now with the stealth systems. He still has a ways to go to fully match, but he’s probably doing better than Triax at the moment due to his experience.”
--- Anonymous, GNE Intelligence

While he constantly kicks himself that he missed it the first time, Seriyev readily admits that Kolodenko has the right idea to include Paladin Steel inspired stealth systems, and incorporating the simpler ones was one of the key goals of the redesign. The other goal was to substantially reduce the weight, as the one ton displacement had proven to be well above what was desired on several occasions. As Seriyev’s overall doctrine has shifted to air transported strike squads, this would also allow smaller and less detectable craft to be used, which simplified the demands on his still growing aviation industry. Overall protection was considered sufficient for what was asked of it, but specially designed sets of over-armor have been created to add protection to the abnormal arms and legs as well as the torso.

The lower arms have a new feature in that they can be rotated 90 degrees either direction, allowing the long blades to be moved out of the way of operating hand weapons, which was always a problem even when they were in their retracted position. The various vibro-weapons have gained a silver coating for anti-supernatural work, and the laser arrays have been replaced with a knock-off of the popular Smasher. Seriyev laments that he does not yet have access to Plasma Blade technology, but knows that it is only a matter of time before his agents manage to tickle them out of Romanov’s camp. Optical stealth will take substantially longer, as even Triax has trouble replicating Paladin Steel’s sophisticated methods. That Kolodenko is making any progress at all is a sign of his personal genius, and Seriyev has come to respect both that and the noble-scientist’s ability to play the game.

Refit efforts started in late 108 PA, and were completed in time for the Minion War. Beyond sensor changes, the most common addition is a gas dispenser to knock out Klia before they can cause trouble or get themselves killed before they change ownership.
Spoiler:
Speed: Now matches the White Tiger, and includes Cyberjet Nodes by default.

Statistics
    Weight: 1500 lbs (680 kg)
    PP: 24
    Cost: 3.7 million to construct, not available on the Black Market.

Systems and Bonuses
    *Bonuses: +1 Attack per Melee, +3 on Initiative, +3 to Pull Punch, +3 to Strike, +3 to Parry, +2 to roll with punch/fall/impact, +4 vs HF, +10% to Climb, +5% to Prowl, +5% to Acrobatics, WP Paired Weapons skill, and whatever bonuses come from Attributes and other systems

    *Cyberjet Nodes: While the body can still use a Cyborg Jetpack, maneuvering thrusters have been made standard to improve mobility.

    *Psionic Electro-Magnetic Dampers: Seriyev’s industrial base has ‘acquired’ more expertise to produce more advanced items, and he can also buy them from Kolodenko and Romanov.

    *Combat Computer: As above.

    *Cyber-Nano-Robot Repair Systems: Not needing to seek repairs is a very convenient feature in longer term assignments, so this has become standard.

    *Hardened Circuits: A variety of security systems use EM methods, so this was a good way to reduce their effectiveness

    *Camera Antenna (2): The formerly decorative antenna now serve as flexible 2 ft (.6m) wire-cameras, and have 4 MDC each

    *Laser Illuminator: Mounted in the head, may paint targets up to 10,000 feet away

    *ECM/ECCM Systems: The Mantis has a limited ECM system that can jam radio and radar with 80% proficiency to a radius of 150 ft. The same system can attempt to defeat radio and radar jamming by frequency jumping and signal boosting; 60% success rate.

    *Sound Suppression System: Consisting of a combination of special white noise generators, cushioning foot pads, and muffled joints, this system allows the cyborg to prowl quietly, without penalty! However, the cyborg cannot be moving faster than SPD 10; any sudden movements will bring back the full -40% Prowl penalty!

    *Thermal Stealth: The Mantis is shielded and insulated against detection with thermal imaging; 20% chance of showing up on thermal sensors.

    *(Optional) Expanded Sensors: The Mantis may be equipped with any of the additional sensor systems of the PS-FC-39 Argus, although some may be affected by the larger chassis.

Weapons:
    1. Long Vibro-Blades (2): Now have a silver coating.

    2. Forearm Vibroblades: Now have a silver coating.

    3. Forearm Laser Batteries: The old laser batteries have been replaced with PSIR-2 Smashers, and effort has been made to allow for the addons to be usable.

    6. Hand Weapons: There are UEL cables in upper arms.

    7. Melee Combat: Unchanged

Seriyev Assassin Shocktrooper Upgrade
“What we have on Seriyev’s new version of the Assassin is that he’s focusing on it being a stealth version of the Heavy Machine, reducing the weight to something near the Sovietski’s Red Nova and adding a bunch of stealth systems that he first used on the Mantis. That’s what you want for a Cyborg Commando, so it gets a solid pass.”
--- Anonymous, GNE Intelligence

Seriyev’s efforts to upgrade the Assassin would take longer, with the Mantis having a higher priority. The overall changes are nearly identical, other than the static weapon systems. The weapons are almost certain to change in the future though, as Seriyev gets his hands on more of Paladin Steel’s espionage tool set.

Spoiler:
Statistics
    Weight: 900 lbs
    Cost: 3.5 million to construct, costs around 8 million on the Black Market.

Systems and Bonuses
    *Bonuses: +1 Attack per Melee, +4 on Initiative, +4 to Pull Punch, +3 to Strike, +3 to Parry, +2 to roll with punch/fall/impact, +4 vs HF, +15% to Climb, +15% to Prowl, +5% to Acrobatics, WP Paired Weapons skill, and whatever bonuses come from Attributes and other systems

    *Cyberjet Nodes: While the body can still use a Cyborg Jetpack, maneuvering thrusters have been made standard to improve mobility.

    *Psionic Electro-Magnetic Dampers: Seriyev’s industrial base has ‘acquired’ more expertise to produce more advanced items, and he can also buy them from Kolodenko and Romanov.

    *Combat Computer: As above.

    *Cyber-Nano-Robot Repair Systems: Not needing to seek repairs is a very convenient feature in longer term assignments, so this has become standard.

    *Hardened Circuits: A variety of security systems use EM methods, so this was a good way to reduce their effectiveness

    *Laser Illuminator: Mounted in the head, may paint targets up to 10,000 feet away

    *ECM/ECCM Systems: The Assassin has a limited ECM system that can jam radio and radar with 80% proficiency to a radius of 150 ft. The same system can attempt to defeat radio and radar jamming by frequency jumping and signal boosting; 60% success rate.

    *Sound Suppression System: Consisting of a combination of special white noise generators, cushioning foot pads, and muffled joints, this system allows the cyborg to prowl quietly, without penalty! However, the cyborg cannot be moving faster than SPD 10; any sudden movements will bring back the full -40% Prowl penalty!

    *Thermal Stealth: The Assassin is shielded and insulated against detection with thermal imaging; 20% chance of showing up on thermal sensors.

Weapons: So far unchanged, but the various blades have gained a silver coating.


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Unread postPosted: Thu Dec 17, 2020 1:30 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44246
Location: Somewhere between Heaven, Hell, and New England
Dedek(Independent World)(Out-Dimension)
“Dedek’s a regualr planet turned upside down. The oceans are trapped in the air, the lakes are on mountains and plateaus, and the ocean beds are all dry. Yet, there’s water, there;s arable land, and there’s plenty of life, including intelligent, tool-using, life, and it’s at least halfway friendly to us.”
----Early assessment scout report on Dedek, Greater New England OUTSTEP service.

“Koltektown is launching their new Steam Dreadnaught for the WarGames, so expect at least a couple of days of hard celebrating and traffic jams. The Koltekians are REALLY proud of their new war-rig, so they’re going to party HARD. If we aren’t wiped out by partying in Koltektown by the end of the week, we can take the TransBlancoPrairie line over to Molsgo, at the other end of the Deprivo Basin. THEY’re launching their new Thunderbarge, so there’s going to be a week of festivities to compensate for the fact that they didn’t launch before Koltektown got theirs on the sands. If we’re in the area in another six months, we’ll probably see the two go at each other and see which one’s superior; Koltektown and Molsgo have a rivalry going back the better part of a century and they’ve been building for a contest for decades.”

“This has been the fifth raid this month. The bandits are hitting the rail lines on the other side of the BlackTooth Ridge where we can’t get response teams out there fast enough to catch them, and the winds in that sector prevent us from mounting dirigible patrols. But it’s the recent trend in what the bandits are taking now...in the beginning it was food and fuel. Of late it’s been munitions; the last convoy hit was carrying rifled secondary cannon and shells for the Whitestorm Bruisers’ new gun-barge. Now I’ve heard of the black market gangs dealing in war-fort parts, but these latest thefts are big hauls and of material that can’t be sold easily. And they can’t possibly be thinking of fielding Game-forts of their own; they’d be immediately disqualified for illegal construction! Question is, what are they planning on doing with all the stuff?”

Dedek is a world that is, as far as anybody knows, NOT in the same region as the Three Galaxies. The planet is huge in diameter for a terrestrial world, but its gravity is roughly equal to that of Earth’s, and the atmosphere is breathable, despite a lack of large oceans to support marine plant life. The planet furthermore is wrapped in a ‘ceiling’ of turbulent energy that hinders high altitude and long range air travel, let alone space travel offworld*. The planet is inhabited by a human-variant sept who have been on the world for as long as their history has recorded(with reliable records going back some 7,000 years, and dateable evidence looking back 10,000 years) though it is obvious that they did not originate on Dedek.
Dedek is characterized by large flat-bottomed dry sea beds and salt-flats, flanked by steep mountainous highlands. The natives live in the highlands and mountain tops, where water-ice falls as snow from the atmosphere and can be collected in the many mountain lakes and streams. The planet apparently was much wetter at some time in the past, though planetologists can find little explanation for what could have caused such an extreme loss of surface water and desertification on the planet. Further evidence of a wetter and ocean-covered world exists in a layer of rich, but dry, sentiment covering much of the lowlnds. This mineral-rich dust(known locally as ‘dhas’), presumably the decomposed remains of Dedek’s ancient and extinct ocean life, is prized for its fertility, once water is added, and many communities along the high-rimmed plateaus mine(surface-scrape) and import the material to fertilize their mountainside and plateau-top agriculture. Particularly powerful dust storms also carry the dhas up onto the mountainsides. But many parts of the lowlands are given over to the Gate Lanes and the Warlands.
Dedek has the distinction of being a minor dimensional crossroads, with regular and predictable dimensional rift activity. Thus, the planet is no stranger to extradimensional visitors who frequently use the planet as a stopover point and stepping stone to other universes. This has led to some trade and several attempts to get the Dedekans to become part of a polity network or corporate organization, with the apple of outsider technology being waved as an an incentive. However, the Dedekans have little truck with outsiders, and prefer to amiably, but staunchly, stick to their own practices. Most offworlder enclaves are restricted to low-lying ‘islands’ in the great dead sea beds, and travel roads and railroad lines cutting over the dry basins and river-lanes, segregated by distance, for the most part, from the highland commuities. The Dedekans have no problems, though, with outsiders joining in the betting on the outcome of the Warland Games, as long as they don’t interfere with them(and given that the outsider enclaves are within range of the warforts’ weapons, that’s an incentive to behave).
The unique environment of Dedek discourages air travel, so global transportation is surface-based. Air travel tends to be low altitude and slow compared to that available on other worlds, with zeppelin-style airships being the norm. Trains are big, both in popularity and size, on Dedek.
The most unique aspect of Dedekan culture is their way of making war. Large tracts of the uninhabitable dead sea bottoms are set aside as ‘Warlands’ where national and professional mercenary armies are allowed to fight it out, using large mobile ‘landships’ more akin to motorized seige engines. These armed forces are not allowed to leave the designated Warlands to threaten the bordering communities, though they may, on occasion, blockade the trade roads that cut through the sea bottoms.
By shirking or violating these tenents, communities and nations can lose honor and, more seriously, support. Allies have been known to abandon partners who have broken the martial codes of conduct, and joined with former enemies and neutrals to punish the offending parties.
Paladin Steel has established an offworld trading outpost, seeking to take advantage of access to the dimensional gate cluster. Paladin Steel had established peaceful contact with the Dedakians and initially attempted to sell them military equipment, but the Dedekians laughed at the puny and unimposing small tanks and vehicles, though they did take an interest in various component and support systems and technologies. They also allowed PS to set up a large transshipping and mechanical servicing depot in one of the unclaimed highland ridges, where PS collected a large inventory of vehicles and spare parts for shipment elsewhere. Aside from watching the Dedekians blast away at each other in their ‘war cakes’(as one observer described them), the facility on Dedek looks to be a quiet assignment.

Note: The local human Dedekans possess normal human stats, but are characterized by having larger chests/rib cages, and a greater tolerance for thin air and lower oxygen content.

Note 2: The Future(?)----Unbeknownst to most of the complacent highlanders, Dedek is about to enter tumultous times; the Minion War is coming to Dedek. Apparently -something- interests the Infernals about Dedek and they reach out to several of the disenfranchised and embittered groups on the fringes of Dedekian society. These groups effectively become cult-controled and start preparing the way for an invasion. Then, one day the regular dimensional portals servicing Dedek collapse, and a number of new ones open, disgorging hordes of monstrous demons. Together with well-organized local cultists and corrupted armored legions, the demons first overwhelm the surprised Dedekian Warland armies, and then began to lay siege to communities on the borders of the Warlands, and cutting off the rail lines and highways serving many of the plateau communities. The offworlder ‘islands’ in the great dry sea bottoms become isolated points of resistance, as all-out war breaks out across Dedek. Even the highlands come under attack as cultist forces and their Infernal allies stage terror raids and storm the normally peaceful(and armed only for policing) plateau and mountain communities.

*(For the truly curious, Dedek is one of nine planets---4 gas giants, 3 rocky besides Dedek, and one dwarf planet--- orbiting binary blue and red dwarf stars. Little is known of the other planets, save what can be learned through telescopic observationm which has revealed that Dedek is the only inhabitable/inhabited planet in the system Tracking the other planets is often used to figure out when particular dimensional rifts are going to open, or alter the periodic opening schedule of others. )


Planet(Dedek)
Type: Terrestrial
Diameter: 90,000 km
Gravity: 1.03 g
Temperature: Temperate
Unusual/Special Features:
-Unusual Energy Field. Dedek has a ‘ceiling’ of approximately 12,000 ft, that prevents effective air travel. While airships can still slowly make their way below the turbulence layer, faster and higher-flying aircraft will find it increasingly difficult to operate high in the planet’s atmosphere bfore being damaged, and ultimately torn apart, by high altitude turbulence.
-Frequent Dimensional Rift Activity: Dedek has some 40 -known- dimensional rifts that open regularly/predictably to fixed destinations.
Atmosphere: Thin, but breathable. Offworlders typically find the lower basin air to be dry, but more comfortable, while the native Dedekians find the sea bottom atmosphere thick and muggy.
Terrain:
Large, high, multi-tiered plateaus(many of them large enough to support large lakes or small seas on their tops), with angled sides, descending to large open, dry lake and ocean beds. Dedek features ‘island chains’ of high mesas and plateaus sprinkled across vast desert basins and flatlands.

Notable Mineral Concentrations:
- Copper
- Tin
- Iron
- Amethyst
- Nickel
- Emerald
- Calcite
- Quartz
Hydrosphere:
Balanced---There’s plenty of evidence that Dedek had much more water in the past, as evidenced by its giant open dry lowlands, but nowadays the water is found in the highlands. Some of the plateaus are virtually ‘sky swamps’ covered with large bodies of open water. Most water evaporates or drains away into subterranean aquifers before it reaches the lowlands.
Biosphere:
Sparse, mostly concentrated on the mountains where the plants and animals catch the water that condenses and rains on the plateaus. Dedek notably has a large number of bird species and flying mammals. The basin bed species tend to be a tough lot, with cacti being common.
Still, there are rumors of monsters, some big enough to take on war-barges, in the more remote canyons, dry basins, and cave systems.
Civilization:
Dedekian society consists of a number of separate kingdoms and nation states
Population:
Roughly 6 billion, but Dedek’s large surface area means the population is more spread out.
Technology:
Roughly equal to pre-Golden Age Earth; their larger structures are effectively megadamage, and they have nuclear (albeit of a type not known to Earth) and solar- electric power.
Economy:
Industrial, with a ‘steampunk’ bent.
Wealth:
Well-to-do, bordering on Utopia; the people have plenty of money, part of which they lavish on the elaborate War Games.
Government:
Most Dedekian nation-states are democracies, followed by a few constitutional monarchies. There is no one world government, unless one counts theWarland Games oversight councils and their roving proctors.
Law Level:
Was effectively Lawful, but recently has begun slipping to Moderate, as a number of fringe groups, feeling disenfranchised, have been raiding transportation routes and robbing convoys.
Popularity: Popular; most Dedekians love the bread and circuses spectacle of the Games, and regularly root for war and their home teams, as long as it’s distant and at a remove from them, but there are segments of the population who are increasingly dissatisfied with the status quo.

Stability: Unrest. Dedek has normally rated as Stable, owing to the moderating influence of the Games of the Warlands, but of late, there’s been rising rumbles of discontent, especially in the poorer communities and fringe-states, many of who feel that the Games eat up resources better shared amongst themselves, and that the more wealthy states that can field ever-bigger landships either waste more resources, or else consistantly hog resources with their victories.
This may be justified, as there are also rumors that some of the more decadent cultures on Dedek have become increasingly unscrupulous in their pursuit of power, and have been using unethical means to rig the Games, or have been going outside the agreed-upon parameters of conflict resolution, with rumored assassinations, bombings, and terrorism.

Dedekian WarBarge
Dedekian Landships are massive dryland vehicles with the mass of a wet-navy warship, the appearance of a landbound ocean-bed drilling rig, and the bling of a parade float. The massive landships are carried on combinations of massive treads and giant wheels, occasionally by robotic legs, and carry heavy skinning of armor. By their sheer mass they count as light- to medium- megadamage structures.
Heavy projectile cannon are the weapons of choice, followed by massed batteries of lighter caliber rapid-fire guns and rocket launchers. Some ‘teams’ will mount experimental energy weapons, but these tend to be novelty items, much liked by the audiences for the spectacle, but dismissed as impractical by the serious war-planners.
Smaller vehicles can be carried by the Landships, but these are usually used only for spotting, scouting, and harassing attacks. Aircraft are rare, being too small and light to be able to much damage against a landship, so they’re generally used for reconnaissance and hunting enemy scouts.
Dedekians deploy these landships like traditional wet navy warships on the flat bottoms of the Warlands, maneuvering them to attack enemy units in almost ritualized tactics(one Deland employee compared them to bullfighting). Combat units are forbidden from tapping the civilian newsfeeds for intelligence, and even victorious units can lose their wars if found guilty of using the War Games newsfeeds to acquire and track their opponents.
A typical mid-sized War Barge is roughly 45,000 tons in mass, 450 ft long, 300 ft wide, and 130 ft tall, moves across land on wheels or treads at 30 MPH, has a complement of 1,000, carries an armament of 8 13-in cannons(with a range of roughly 9-13 miles, and doing roughly 4d6x10 MD to 50 ft blast radius, ROF once per melee), 16 4-inch(102mm) rapid fire guns(generally falling in the 3-5 mile range and doing 1d4x10 MD to 10 ft blast radius, ROF 4 times per melee), and 8 aerial torpedo launchers(15-40 miles, and roughly equal to a medium range missile in warhead yield).
MDC is generally light to medium MDC, but affected by SDC weapons; the aforementioned War Barge would have roughly 3,000 MDC(300,000 SDC, A.R. 18).

During the Minion War’s incursion on Dedek, the Infernal-cultists’ demonic patrons will supply them with the means to create ‘corrupted’ war barges with +x1d4 extra damage resilience, +1d4x10% increases in speed, and both improved MDC weaponry and crewmen. One Infernal warbarge even carried a teleport gate that allowed demonic vehicles to be teleported from their beachhead gate to the interior of the war barge up to 1,000 miles away, allowing a seemingly endless stream of reinforcements to pour from the landship’s garage deck ramps.


Paladin Steel Dedek Outpost(Deland Depot)
“Welcome to Deland Depot! Not exactly the most luxurious of assignments, but the sand’s not in the food, the cots are comfy, the work is steady, and the locals provide enough entertainment that you won’t be entirely bored out of your wits during your stay here. You got a couple of days yet before your Gate to the Sobel Sequence is able to open, so once you get your temp billet assignment, feel free to scoot on over to the leisure center and get acquainted! We’ll look over your vehicles and fix anything that needs fixing, and maybe join you in a beer later if you’re willing to tell us where you all have been in your travels! We’re kinda starving for news of the world outside this dead sea bottom!”
----Randcis Drake, Foreman, Deland Depot, to a newly arrived convoy, a day before the Minion War came to Dedek.

Paladin Steel maintains a substantially-sized outpost on Dedek that serves as a warehouse depot for a number of lower-tech world regions farther down the dimensional corridor network. The outpost sits on a rocky outcropping or minor sea mount surrounded by dhas-covered flatland and ‘shoals’ of rocky outcroppings, with several causeway roads leading to it. The warehouse complex consists of a number of tiered buildings built into the old seamount, and several underground garages capable of holding tens of hundreds of vehicles, and thousands of cargo pallets. The upper parts of the seamount sport greenhouses, communications, and a small airport/heliport. Though only a few hundred employees could do the work of managing the highly automated warehousing and transshipping work that receives landtrain-transported cargo pallets and flatbeds, then sends them off to the next dimensional gates as scheduled, Deland has a near-permanent staff of over a thousand, as the facility also sports a number of workshops and a munitions factory for producing custom spare parts and filling out adjustments to munitions orders(rather than wait for the orders to be kicked back farther up the line at filled by a more distant facility).

Size: Large; there’s normally about 1,300 permanent staffers moving inventory, repairing vehicles, and manning the spare parts/munitions workshops.

Type: Transport--- The Deland complex serves to warehouse and transship goods moving up and down the extradimensional lanes. It also does some repair and manufacturing.

Security: Heavy; Dedek being a dimensional crossroads means that the potential for imported trouble from other worlds is always a real possibility, so PS/ASI has fortified the Deland complex like an old-time coastal fort, able to at least hold off one of the local armed land-barges. A dedicated security force equal to 25% of the employee population, well-trained(at least 6th level of experience, often a line unit being rotated through garrison duty as part of stand-down) armed and equipped for action, stands guard. Furthermore, there’s often one or more security escort forces(which can range from a squad to a company) staying over while either waiting for the next dimensional gate to open to allow their convoy to move along or arrive.

Contact: Weekly---Under normal conditions, Deland gets visited by convoys 1d4 times a week.

Products:
Deland handles and houses both military and civilian/commercial cargoes, as well as stockpiles emergency rations and infrastructure recovery tooling kits for quick-response distribution in event of crisis. At any given time there’s likely to be 4d6x100 vehicles of various types sitting awaiting transport(or repair), more if a big shipment is being shifted, and thousands of transport containers of equipment and supplies.

_________________
-------------
"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 17, 2020 2:22 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
WB 36 has no end of problems, most of them revolving around acting as if the weapons and vehicles from WB 17 and 18 are actually good. If you actually look at their non-cyborg items, you’d think that their kit was made by Northern Gun but somehow worse, and gets clobbered by main book Coalition. The most obvious is the AK-247LL, which is objectively worse than the Lynx Laser Rifle on page 183 of WB 17, and the AK-247HL which is a heavier and more power hungry verison of the CP-40. The Groza II is outshined by the NG Ion Pulse Rifle, and there is no reason to use the Super-Dragunov when it would be lighter and cheaper to take two fully loaded AR-M36s. Then there’s the armor values for the limbs of their body armors (they downgraded the Red Star from the GMG values) and the myriad failings of their aircraft. And let's not even go into the ‘tanks’, which are abominations against armored combat vehicle design, but basically fall right in with the other monstrosities that Palladium has forced on us to try to make party transports. Anyway, here's part 1 of 2 for my attempt at a saving throw for them.

Sovietski 110 PA Update for the Paladin Steel Continuity
Diplomatic and espionage efforts have resulted in a notable increase in the Sovietski’s manufacturing ability, allowing them to produce far more of their higher end materials. This coincided with the death of General Goll in early 110 PA, which greatly relieved the pressure on both the Sovietski and its allies. The Red Army is using this opportunity to phase in a new generation of equipment with notably better performance than their old standbys, and hopes to use them to push back the forces of Warlords Orloff and Sokolov. Additionally, 4 Divisions have been raised from the Red Star Reserve, and while their equipment is composed of older vintages it is more than sufficient to handle the lower level territorial control duties that will be asked of them. It is known that the laboratories of Kaliningrad are hard at work at further improvements, and the rare credible witness of the Spetsnaz have seen them using different equipment, but details remain non-existent. Many people suspect that the goal is to duplicate the various offerings of Paladin Steel, which remain a rare sight outside of the arsenal of Warlords Brugasov, Kolondenko, and Romanov, and even they have only equipped a small portion of their forces with them.

(The Minion War would change things, with all of the Russian powers having their attention diverted to dealing with supernatural incursions over the 18 months that were thought of as its peak, be they Infernal or not. While the Moscow Nexus would prove a constant problem, as seen by the displacement of the entire 4th Reserve Division along some accompanying units to the strange world of Dedek, the Sovietski would find themselves in surprisingly good shape afterwards. The story of the 4th Reserve was at first a major problem, but later an unimaginable boon, as the depleted but victorious unit would return home in mid 111 PA with vast data banks regarding the lower level products of Paladin Steel and inter-dimensional trade partners who had the resources to make use of them. Further upgrade kits would be designed and distributed, allowing the Red Army to catch up with what was considered the mid range of Triax equipment.)

110 PA Sovietski Weapon Upgrades
As of early 110 PA, the Sovietski have caught up with the Coalition States in terms of human use equipment, although this is thought to be a stop gap until better weapons can be made available. The refit efforts have focused on the Red Army Regulars, with the Red Star Reserve not expected to receive the new weapons until early 111 PA at current rates.
Spoiler:
S-25 Pulse Laser Pistol
The S-25 is the Sovietski designation for the G-22P, which is actually the PSLP-7. The weapon was clearly head and shoulders above the competition, and has thus been adopted as the primary sidearm of the Red Army.

OTs-38U Groza II “Terror II”
The Terror has seen a radical redesign, becoming a pulse weapon with improved energy efficiency. The single shot grenade launcher was sacrificed to provide volume, but this is regarded as an easily born cost. By all accounts however, the developers are still not satisfied with the weapon, and seek to push it further.
(See the NG-IP7, with the PSIR-14 being the intended final result. Unless they get their hands on Hi-Lasers or something.)
(Theoretical) Market Cost: 35K

AK-247HLU Heavy Pulse Laser
Slight improvements in the energy transfer conduits allow for an extra shot to be taken from each E-Clip, while improvements in material reduce the weight to that of the LL model. There is thought to be some further room for efficiency gains as well.
(See the CP-40. Possibly a knock-off, but who knows?)
(Theoretical) Market Cost: 27K

S-500U Cyclone Pulse Laser Rifle
The ever popular Cyclone has seen a decrease in weight and a substantial increase in energy efficiency. While the former is only a minor convenience for its typical uses, the latter is not, and refit kits with the improved components are being distributed at a breakneck pace. Constant rumors say that Kaliningrad is working on a ‘High Power’ laser system with improved damage, and a few test models have been seen with unusual tri-barrel arrangements, but details beyond that are non-existent.
Weight: 40 lbs (17.8 kg)
Payload: 24 laser shots (8 bursts) per E-Clip, 96 (24 bursts) per E-Pack
(Theoretical) Market Cost: 130K

S-1000U Thunderhead Assault Rifle
The improved Thunderhead increases the damage potential of its laser component by 50% while retaining the same energy endurance, and replaces the grenade launcher with a Micro-Missile Launcher with 3x the payload and 50% greater rate of fire. Roughly tied with the AR-Mc210 Storm Scythe in popularity, the problems of the larger weapon ensure that it will be replaced as soon as practical. The laser component is still considered a work in progress.
Weight: 62 lbs (28 kg) unloaded, 86 lbs (49 kg) loaded
Mega-Damage: 2d6 for the Laser in single shot, 6d6 on bursts, or as 15mm Micro-Missile.
Rate of Fire: Laser is Single Shot or Triple Pulse, while the Micro-Missiles may be fired in volleys of up to 6.
Payload: 24 laser shots (8 bursts) per E-Clip, 96 shots (32 bursts) per E-Pack, and 96 Micro-Missiles in a preloaded canister.
(Theoretical) Market Cost: 170K

(I’m going to pretend the Super Dragunov doesn’t exist, because it is just embarrassingly bad.)

AR-M36U MML Rifle, AR-M45U Cyborg Launcher, and AR-M50U Heavy Cyborg Launcher
The various Mini-Missile launchers have seen notable weight decreases, making them more tolerable for humans and less of a pain for Light Machines.
Weight: 30 lbs (13.5 kg), 45 lbs (20.4 Kg), and 90 lbs (40.8 kg) for the launchers respectively
(Theoretical) Market Cost: 22K, 30K, and 55K respectively

110 PA Sovietski Export Weapons
As wide spectrum as the Sovietski’s development efforts are, it is inevitable that they also be met with partial failures and low order successes. Still, these new weapons are notably improved over their common Warlord counterparts, so the Directorate and Production Bureau have found it practical to export them to the aligned factions to improve their capabilities and send a stream of resources back home. Beyond the Warcamps of Romanov and Kolodenko, they have also begun to crop up in the smaller functionally independent towns across the region.
Spoiler:
PPW-4 Firespear
An upgrade of the popular (and recently unrestricted) Big Bear, the Firespear is both lighter and does more damage. However, the improved Heavy Pulse Laser means that it’s still considered inferior in damage output, resulting in it being an export item. Additionally, it also comes up well short of the Paladin Steel Lewiston, although it remains a vanishingly rare sight outside of Brugasov’s service.
(See the C-27 Plasma Cannon, but refined enough to get 10 shots on a standard E-Clip.)
Market Cost: 38K

AR-36U Clenched Fist Light Rail Gun
Using substantial refinements in EM accelerators and improved bullet shaping, the improved Clenched Fist improved its damage potential by a third and losing .7 kilograms of mass in the process. As the Red Army has decided on using Micro-Missiles for their smaller scale kinetic damage needs for the intermediate future, this is primarily intended for export, although a small stockpile is kept for potential niche uses. As Paladin Steel has decided to not bring over its various light autocannons, it remains the best available choice.
(See the NG-303. It may or may not be a clone.)
Market Cost: 40K

PPW-5 Firepike
An attempt to make an intermediary plasma weapon between the Big Bear and the Belofsky Plasma Cannon, the Sovietski were somewhat disappointed by the results. While the damage potential was higher than that of the S-500U, it has a number of operation and maintenance problems that prevent it from reaching its maximum potential. Still, it is quite powerful, and while it has been approved for limited exports the client list is quite limited. It is most common among Romanov’s full conversion Light Machines, with their strength being more than sufficient to wield it. The Spetsnaz Commandos also make notable use of it, but they often ‘procure’ more portable weapons.
(See the NG-E15 Pulse Plasma Ejector, but no Strike penalty with sufficient strength.)
Market Cost: 90k

AR-41U Howler Railgun
The Howler was found to have more room to work with than the Clenched First, resulting in substantial improvements in mass and damage potential. It is widely sold to the Warcamps of Romanov and Kolodenko, whose generally lighter cyborg designs find it to be of more use than the larger Sledgehammer and Nikita.
Weight: 90 lbs (39 kg), dual clip 15 lbs (6.7 kg), belt 20 lbs (9 kg), drum 100 lbs (45 kg)
Mega-Damage: 6D6 per 15 rounds
Market Cost: 90K

PPLC-2 Lightlance
An improved version of the venerable G-410C Goldbeam, the Lightlance slightly improved the range and vastly reduced the weight, making it much more practical to use. As the Cyclone is generally regarded as a better design, this is exported to the Sovietski’s allies.
Weight: 100 lbs (45.2 kg)
Range: 3000 (913)
Market Cost: 155K

PPWC-6 Firelance
Similar to the improvements done to the Goldbeam, this replacement for the Belofsky Plasma Cannon loses a tremendous amount of weight. Like the Lightlance, it is primarily an export item, and has found the most use in the hands of Seriyev against the Azhur.
Weight: 120 lbs (54 kg)
Market Cost: 170K

110 PA Sovietski Body Armor Improvements
The recent improvements in the Sovietski’s various manufacturing centers have allowed them to make further use of pre-Cataclysm materials, and the use of better engineering techniques allows them to push overall durability further. While still falling short of the apex of the most advanced Golden Age nations, they now stand above what was considered the upper end of average.
Spoiler:
SA-302EBA Proletariat Upgrade
Careful analysis of the Proletariat showed that it’s limb protection was unacceptable for completely human soldiers, with the original acceptance seeming to be based on use for partial conversion troops. Disciplinary measures have been undertaken and the design has been rectified, with several breakthroughs in material fabrication allowing the flaw to be overcome without adding additional mass.
    Weight: 18 lbs (8 kg)
    MDC by Location
      Helmet: 60
      Arms: 40 each
      Legs: 60 each
      Body: 100
    Mobility: Good, -15% to physical skills for humans, -5 partial conversion, none full conversion
    Cost: 40K credits to produce, 90K on the Black Market.

Spetsnaz SSA-220 Grand Star Exoskeleton Armor
The Grand Star can be considered a combination of the Shooting Star and the various near-power armors that are called War-Knight Armor. While not having the built in weapons of the latter, the Grand Star can have them installed later, and it’s overall capabilities are considered notably better. Warlord Romanov has begun acquiring a stream of them for her most trusted officers, which naturally see extensive aesthetic modification.
    Weight: 90 lbs (40.5 kg)
    MDC by Location
      Helmet: 80
      Arms: 120 each
      Legs: 150 each
      Body: 230
    Mobility: Good, -15% to physical skills for humans, -5 partial
    Cost: 800,000 credits to produce, will likely go for 3 million on the Black Market when available.
    Exoskeleton: PS 30 Robotic, +1 PP, 10x Spd, Can leap 10 feet (3 m) high and 15 feet (4.6 m) across; increase 50% with a running start, Reduce the rate of fatigue by 90%, +1 on initiative, +1 to strike, +1 to parry, +1 attacks per melee round at levels 2, 6, and 12

Red Star Upgrade Light/Medium Cyborg Armor
As with the Proletariat armor, the Red Star was found to be quite lacking in limb protection, and the helmet could easily be uparmored. The styling has also been changed to match the new EBA, allowing the shell game of soldier types to continue.
    Weight: 50 lbs (22.5 kg)/80 lbs (36 kg)
    MDC by Location
      Helmet: 80/80
      Arms: 40/55
      Legs: 60/75
      Body: 130/170
    Mobility: None/ Good, -5% to physical skills
    Cost: 40K/ 55K to produce, double on the Black Market.

Red Nova Upgrade Heavy Cyborg Armor
While the Red Nova was not considered lacking in the least, it did use moderately dated armor compositions and there were the usual complaints over the lack of helmet protection on the lighter models. The revision rectifies these, moderately increasing total protection.
    Weight: Light: 150 pounds (67.5 kg). Medium: 200 pounds (90 kg). Heavy: 260 pounds (117 kg).
    MDC by Location
      Helmet: 80/80/80
      Arms: 55/65/70
      Legs: 70/90/110
      Body: 150/200/250
    Mobility: 0/-10%/-15%
    Cost: 50K/ 80K/ 110K to produce, double on the Black Market.

Firebird Upgrade Heavy Cyborg Armor
As with the Red Nova, the Firebird specific armor has become more protective overall.
    Weight: 240 pounds (109 kg).
    MDC by Location
      Helmet: 80
      Arms: 70
      Legs: 110
      Body: 230
    Mobility: -10%
    Cost: 100K to produce, double on the Black Market.

Thunderhammer Upgrade Superheavy Cyborg Armor
Naturally, the iconic Thunderhammer would also be part of the upgrade process, shaking many of the legacy inefficiencies that came with its complicated production history.
    Weight: Medium: 260 pounds (117 kg).. Heavy: 320 pounds (147 kg).
    MDC by Location
      Arms: 70/80
      Legs: 110/130
      Body: 250/385
    Mobility: 0/-10%
    Cost: 110K/140K to produce, nobody else could use it.

110 PA Sovietski Light Machine Upgrade
The Red Army has made some notable improvements to their Light and Heavy Machine cyborgs, increasing durability, strength, and agility. Additionally, a few more features come pre-installed thanks to various savings in production, particularly those that have been near ubiquitous in their field requests.
Spoiler:
MDC
    *Palm Weapons (1-2)----------15 each
    *Forearm Vibroblades (1-2)---50 each
    *Hands (2)-------------------------30 each
    *Arms (2)--------------------------80 each plus armor (40/55)
    Legs (2)----------------------------100 each plus armor (60/75)
    *Head-------------------------------80 plus armor (80)
    Main Body-------------------------180 plus armor (130/170)

Statistics
    PS: Robot 38
    PP: 24
    Cost: 2 million credits. to produce, 4 on the black market

Systems and Bonuses
    *Bonuses: +3 on initiative, +1 to pull punch, +1 to Strike, +1 to Parry, and whatever bonuses come from Attributes and other systems

    *Tactile Sense: Has been increased to 50% as standard.

    *Combat Computer: Refinements to the production process have made it a trivial cost to include in new production units.

    *Hardened Circuits: This has proven to be a common enough request that it has been packaged in as default.

110 PA Sovietski Heavy Machine Upgrade
The upgraded ‘Red Nova’ chassis now matches or surpasses the Warlord’s ‘Heavy Machines’ in nearly all areas, which is an impressive feat considering it weighs a good forth less and is far less massive.
Spoiler:
MDC
    *Forearm Weapons (0-2)------30 each
    *Forearm Vibroblades (1-2)---50 each
    *Hands (2)-------------------------30 each
    *Arms (2)--------------------------110 each plus armor (55/65/70)
    Legs (2)----------------------------150 each plus armor (70/90/110)
    *Feet (2)---------------------------45 each
    *Head-------------------------------100 plus armor (80)
    Main Body-------------------------270 plus armor (150/200/250)

Statistics
    PS: Robot 35
    PP: 24
    Cost: 2.8 million credits. to produce, 6 on the black market

Systems and Bonuses
    *Bonuses: +1 Attack per Melee, +2 on Initiative, +3 to Pull Punch, +1 to Strike, +1 to Parry, +2 vs HF, WP Paired Weapons skill, and whatever bonuses come from Attributes and other systems

    *Tactile Sense: Has been increased to 50% as standard.

    *Combat Computer: Refinements to the production process have made it a trivial cost to include in new production units.

    *Cyber-Nano-Robot Repair Systems: Mass production has brought the per unit price down enough to warrant making them standard issue.

    *Hardened Circuits: This has proven to be a common enough request that it has been packaged in as default.

110 PA Firebird Heavy Machine Upgrade
The Firebird composes an increasing proportion of the Red Army’s overall force numbers, so upgrades were thought to be in order. Being based on the ‘Red Nova’, the process was quite simple.
Spoiler:
MDC
    *Arms (2)--------------------------110 each plus armor (70)
    Legs (2)----------------------------150 each plus armor (110)
    *Head-------------------------------100 plus armor (80)
    Main Body-------------------------270 plus armor (230)

Statistics
    PS: Robot 35
    PP: 24
    Cost: 4 million credits. to produce, 7 on the black market

Systems and Bonuses
    *Bonuses: +1 Attack per Melee, +2 on Initiative, +3 to Pull Punch, +1 to Strike, +1 to Parry, +2 vs HF and whatever bonuses come from Attributes and other systems

    *Tactile Sense: Has been increased to 50% as standard.

    *Combat Computer: Refinements to the production process have made it a trivial cost to include in new production units.

    *Hardened Circuits: This has proven to be a common enough request that it has been packaged in as default.

Weapons: The forearm lasers have been replaced with derivatives of the AK-247HLU Heavy Pulse Laser, doubling the effective damage output.

110 PA Thunderhammer Upgrade
While the Thunderhammer was a marvel of Pre-Rifts engineering, the Sovietski in truth did not have that many of them when they first emerged from the Medvedev Complex, which resulted in them making do with a downgraded version that could be produced with the industries established in New Moscow, prioritising maintaining its durability above all else. The most notable drawback was the cyborg’s immense weight, which made it slower, less agile, and difficult to transport long distances. However, New Moscow’s industrial capabilities have advanced to the point where they can not only return the design to its original specifications, they can also add a number of improvements, some of them based on the less bad ideas that the Warlords had come up with over the years. Combined with similarly improved over-armor, a fully loaded Thunderhammer now weighs less than an unloaded one a few years ago.
Spoiler:
MDC
    *Forearm AK-247HLUs (2)----50 each
    *Rear McML----------------------150
    *Hands (2)-------------------------50 each
    Arms (2)---------------------------200 each plus armor (70 or 80)
    Heavy Shoulder Plates (2)-----140 each
    Legs (2)----------------------------250 each plus armor (110 or 130)
    Feet (2)----------------------------120 each
    *Head with Faceplate-----------200
    Main Body-------------------------400 plus armor (250 or 380)

Speed: Now matches the ‘Red Nova’ in terms of overland speed.

Statistics
    Weight: 2 tons.
    PS: Robot 44
    PP: 24
    Cost: 3.5 million to construct, not available on the Black Market.

Systems and Bonuses
    *Bonuses: +1 Attack per Melee, +2 on Initiative, +3 to Pull Punch, +1 to Strike, +3 to Parry, +2 to roll with punch/fall/impact, +4 vs HF, WP Paired Weapons skill, and whatever bonuses come from Attributes and other systems

    *Psionic Electro-Magnetic Dampers: The Sovietski hope to make these standard across all of its cyborgs, but it is being distributed to the Superheavies first.

    *Combat Computer: Refinements to the production process have made it a trivial cost to include in new production units.

    *Cyber-Nano-Robot Repair Systems: Mass production has brought the per unit price down enough to warrant making them standard issue.

    *Hardened Circuits: This has proven to be a common enough request that it has been packaged in as default.

Weapons: The forearm weapons have been replaced with derivatives of the AK-247HLU Heavy Pulse Laser. The MML has been converted into an McML, with triple the payload (96) and can fire volleys of up to 8 missiles. Commonly issued a pair of S-500U that it can dual wield thanks to its strength and programming.

110 PA Tsar Superheavy Machine Upgrade
Beyond material and equipment improvements, the largest change to the Tsar is doctrinal, with it being reserved for the now much larger body of former Tankers due to their superior ability to handle the psychological effects. Overall effectiveness has increased with the widespread adoption of a Mass Driver as the default weapon, gaining an over-barrel coaxial energy mount for general utility in the process.
Spoiler:
MDC
    *Weapon Hoist Appendage--110
    Hands (2)-------------------------100 each
    Arms (2)--------------------------250 each
    Legs (2)---------------------------300 each
    Feet (2)---------------------------125 each
    *Head------------------------------200
    Main Body------------------------850

Statistics
Cost: 6 million credits. to produce, 12 on the black market[/list]

Systems and Bonuses
    *Bonuses: +1 Attack per Melee, +1 to Pull Punch, +7 vs HF, and whatever bonuses come from Attributes and other systems

    *Psionic Electro-Magnetic Dampers: The Sovietski hope to make these standard across all of its cyborgs, but it is being distributed to the Superheavies first.

    *Hardened Circuits: This has proven to be a common enough request that it has been packaged in as default.

Weapons:
    1) 85mm Mass Driver Rifle:
      Range: (Direct Fire) 8202 feet (2,500 meters)
        (Indirect Fire) 24,606 feet (7,500 meters)
      MD: as table
      Rate of Fire: 4 per melee
      Payload: 90 shells.

    2) Coaxial S-500U: Mounted above the Mass Drive in the rifle housing. Draws from the Cyborg’s reactor.

    3) Right Shoulder Mount: Either a AK-347CR with 2000 round drum or an S-500U Cyclone Pulse Laser Rifle.

    4) Left Shoulder SRM Launcher: 8 missiles total, and may be swapped with an AR-M50.

    4) Forearm AK-247HLU Heavy Pulse Lasers: replacing the Ion Blasters


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Unread postPosted: Thu Dec 17, 2020 2:28 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
And here's my salvage attempts at their ground vehicles. I'm pretending the SU-45 Earthquake and SU-56 Shockwave don't exist, because they simple make absolutely no sense from the Russian design perspective. Naturally, I've called on Kitsune's creations to fill in for them, and am twisting the Tunguska into something else entirely.

Revised Sovietski Tank Shells
Let’s be frank here, the shells presented in WB 36 are straight up neft balls. While the Russians were generally behind the curve technological, them being THAT far behind would mean that they wouldn’t have managed to make energy weapons. There’s also the not-so-minor issue that Russia has NEVER USED 120mm cannons (they’re 125mm), but we can fudge things a bit to make ammo loads work. I won’t even go into the ammo pricing. I’m fluffing it that the Soviets use electrothermal propulsion methods to cut down on shell size and cost.
Spoiler:
85 mm Conventional (~3.3 inch): Slightly better versions of Taalismn’s 75/76s.
    Frag: 6d6, 20’
    HE: 1d4x10, 10’ (3m)
    HEAT: 2d4x10, 5’
    AP: 2d4x10 out to 40% range, 1d6x10 farther, no
    Plasma: 1d6x10, 15’ (6.1m)

100mm Conventional (~3.9 inch)/ 85mm Mass Driver: Based Taalismn’s various 80mm Mass Drivers.
    Frag: 1d4x10, 30’
    HE: 1d6x10, 15’ (6.1m)
    HEAT: 2d6x10, 5’
    AP: 3d6x10 out to 40% range, 1d6x10 farther, no
    Plasma: 2d6x10, 20 (6.1m)

125mm (~4.9 inch)/ 100mm Mass Driver: Based Taalismn’s equivalents.
    Frag: 1d6x10, 40’
    HE: 2d4x10, 20’
    HEAT: 3d6x10, 8’
    AP: 4d6x10 out to 40% range, 2d6x10 farther, no
    Plasma: 3d6x10, 35’

203mm (8 inch)/ 175mm Mass Driver: Based Taalismn’s 175mm Mass Drivers.
    Frag: 2d6x10, 70’,
    HE: 4d4x10, 50’,
    HEAT: 5d6x10, 10’ ,
    AP: 7d6x10 out to 40% range, 4d6x10 father, no
    Plasma: 1d6x50+10, 50’ (15.2 m)

Revised Sovietski Vehicle Equipment
Multi-Option “Shtora-8A/B” Jammers
Spoiler:
    Effect: Each firing launches two Chaff rockets, two Flare rockets, and the tank begins emitting a large cloud of smoke, both standard and Anti-Laser Prismatic Aerosol; The Chaff rockets detonate and spread Chaff over the area, the flare rockets floating down by parachute; Effects last for one minute (4 Melee rounds.) The Chaff rockets have a 20% chance of interfering with the course of enemy missiles each (40%, total) that are radar guided so that they miss the tank. The flares have the same percentages, except with IR-guided missiles. The Anti-Laser prismatic aerosol reduces damage by half for any laser beam striking the tank (With the exception of X-ray lasers but not variable frequency lasers; X-Ray lasers suffer no damage modifiers, and variable frequency lasers simply cannot compensate for the variables involved), and adds a +4 difficulty to targeting the tank with a laser guidance system or visually.
    Rate of Fire: Usually once every four melee rounds; Effects are not cumulative.
    Maximum Effective Range: Around the tank only; Rough distance of 80 ft (24 m) around tank.
    Payload: Sufficient for twelve firings; One of each type of jamming option from each side of the vehicle. The B model has twice as many.

Revised ZSU-14 ‘Bulldog’ Tracked APC
The simple and utilitarian ZSU-14 is the most common troop transport of the Sovietski for a number of reasons. While the BMP-8 is more capable as a direct combatant, it is much more expensive, has less general utility, and carries less troops overall. As a pure ‘battle taxi’, the ZSU-14 is much more economical, and can be used as an all weather truck.
Spoiler:
Type: ZSU-14 Bulldog

Class: Tracked APC

MDC/Armor by Location:
    Window Covers (4)------80 each

Crew: 2-3 (Driver, Commander/Gunner, Optional Gunner)

Weapons Systems: Replace the forward lasers with S-500 Cyclone Pulse Laser Rifles and the Rail Gun with an AK-347CR with 2000 round drum.

BMP-8 Infantry Fighting Vehicle
The companion vehicle to the T-255, the BMP-8 was a continuation of the famous IFV lineage, and was not found to be overly lacking all the way up to the Great Cataclysm. Compared to its predecessors, its gains in firepower arguably cause it to be a Light Tank, but doctrine has them as being IFVs first and foremost. The Soviet’s widespread adoption of Cyborg technology changed things however, and the BMP-8 had trouble transporting them in substantial numbers. The solution was to transport Heavy Machines in open topped vehicles, which were likely the precursors for the ‘War Wagons’ of the Warlord Camps. Still, the vehicle was produced in such massive numbers that many survived the years, and they are frequently found in caches. Despite its problems, it remains a very popular design, and a number of small factories have started making battery powered knock-offs.

As the primary IFV of the old Russian Empire, the BMP-8 featured quite heavily in the early expansion of the New Sovietski, but it has fallen out of favor as of late. Its role of frontline transport has been supplanted by the larger SU-95 ‘Thundersword’, and secondary roles are increasingly dominated by the far less expensive ZSU-14. Additionally, it is seeing competition from the amphibious SM-451, although it is considered a distinctly niche vehicle. Efforts to develop a proper squad level replacement are ongoing.
Spoiler:
Type: BMP-8

Class: Infantry Fighting Vehicle

Crew: 3 (Driver, Commander, Gunner)

Troops: up to 8 human soldiers or 6 Light Machines

MDC/Armor by Location:
    Main Turret-------------------------150
    Commander Hatch---------------100
    85mm Cannon-------------------100
    Coaxial Mount---------------------90
    Bow Mount-------------------------90
    MRML (2)---------------------------80 each
    Side AR-M45s (2)-----------------50
    Multi-Option Jammers (2)-------25 each
    Driver’s Hatch---------------------100
    Rein Driver Comp----------------100
    Rein Troop Comp----------------100
    Tracks (2)--------------------------80 each
    Main Body--------------------------350

Speed
    Land: 65.2 mph (105 kph) on roads and 52.8 mph (85 kph) off road maximum.
    Water: Using the tracks, the BMP-8 can travel on the surface of water at 12.4 mph (20 kph/10.8 knots).

Statistics
    Height: 8.20 feet (2.50 meters) including missile launchers
    Width: 10.66 feet (3.25 meters)
    Length: 22.63 feet (6.90 meters) not including gun barrel and 23.79 feet (7.25 meters) with barrel forward
    Weight: 21.50 tons (19.5 metric tons).
    Power System: Nuclear, 5 years before refurbishment.
    Cargo: Can carry up to 2.5 tons in the troop compartment.
    Cost: 7.2 million credits to produce. Electric powered knock-offs go for a round 2.2 million on the market

Systems of Note:
    Standard Sovietski Vehicle Equipment

Weapons Systems:
    1) 85mm Conventional Cannon:
      Range: (Direct Fire) 8202 feet (2,500 meters)
        (Indirect Fire) 24,606 feet (7,500 meters)
      MD: as table
      Rate of Fire: 4 per melee
      Payload: 60 shells.

    3) Coaxial Mount: Either a AK-347CR with 2000 round drum or an S-500 Cyclone Pulse Laser Rifle.

    3) Bow Mount: Either a AK-347CR with 2000 round drum or an S-500 Cyclone Pulse Laser Rifle.

    4) Side MRM Launchers: 2 missiles each.

    5) Side AR-M45 Launchers: As normal.

    6) Side Firing Ports (6): 3 on each side

    7) Multi-Option Jammers (2): 12 uses each

Revised SU-52 ‘Groundthunder’ Light Support Tank
The SU-53 is a greatly misunderstood vehicle, with no end of strange and outlandish speculation about it. In Pre-Rifts doctrine, it was to be used to provide direct fire support to infantry and cyborg formations, carrying weapons that were simply too large to be effectively used by the Motherland’s new walking tanks. The New Sovietski have been forced to push them into service as one of their primary armored vehicles due to resource constraints, but the relatively small scale of Russian Warlord warfare means that it is not considered severely lacking. If given the option, the Sovietski would gladly replace it with larger and more powerful vehicles such as the T-284, but strategic requirements ensure that it remains in service for the foreseeable future.

From its inception, the SU-52 was thought of something as an enlarged equivalent to the 20th century Weasel AFV, with a two man crew being sufficient to operate a combat support vehicle. However, it was acknowledged that there would likely be reason to use it as the primary armored platform in counter-insurgency campaigns, so provisions were given for a third crew member to act as a dedicated gunner if need be. The New Sovietski Tank Corps generally uses the full 3 man crew for a variety of tactical reasons, but they are well versed in the reduced 2 man configuration should the need arise. While the Tank Corps is mired in traditions, one of its traditions is to complain about the SU-52’s generally lackluster capabilities, with Komkor Bakhunin having been a renowned critic of the design and spending much of his later life bemoaning the fact that so few of the ‘proper’ T-284 and HT-281 were stored in the Medvedev Complex. Protection was always considered relatively modest, and it is always encouraged to avoid close ranged fights with Heavy Machines. Its greatest strength is its relative mobility, being almost as mobile as contemporary cyborgs while being far less complex and maintenance intensive than a hover vehicle.

The primary weapons of the SU-52 are an autoloading 85mm and a retractable MRM launcher in the rear of the turret. Prototype used a fixed roof mounted version, but this was always thought to be non-viable due to its increase in the overall profile. Similarly, early prototypes used a fixed forward mounted Mini-Missile Launcher, but these were quickly replaced in favor of a pair of dismountable AR-M50 Heavy Cyborg Launchers for logistical simplicity and to improve the strength of the forward glacis. The final weapons are a pair of remote mini-turrets, one on the forward glacis and folding version inplace of the traditional commander’s cupola mount, which may be equipped with either an AK-347CR Rail Gun or an S-500 Cyclone Pulse Laser Rifle. The defensive smoke launchers are not considered offensive weapons.
Spoiler:
Type: SU-52 Groundthunder

Class: Light Support Tank

Crew: 2-3 (Driver, Commander, optional dedicated Gunner)

MDC/Armor by Location:
    Main Turret-------------------------300
    Commander Hatch---------------100
    Rein Turret Compartment------100
    Retractable Sensor Tower------40
    85mm Cannon--------------------150
    Retractable MRML ---------------100
    Mini-Turrets-------------------------90
    Side AR-M50s---------------------90
    Multi-Option Jammers (2)-------25 each
    Driver’s Hatch---------------------100
    Rein Crew Comp-----------------100
    Tracks (2)--------------------------120 each
    Main Body--------------------------400

Speed
    Land: 90 mph (144 km), 60 mph (96 km) cruising speed, and 45 mph (72 km) off-road.
    Water: Non-amphibious, but can slosh through water up to 4.5 feet (1.4 m) deep just fine

Statistics
    Height: 8 feet (2.44 m), main body is 5’3” (1.55m)
    Width: 11 feet (3.3 m).
    Length: 16 feet (4.87 m).
    Weight: 22 tons unloaded
    Power System: Nuclear, 5 years before refurbishment
    Cost: 7.4 million credits to produce

Weapons Systems:
    1) 85mm Conventional Cannon:
      Range: (Direct Fire) 8202 feet (2,500 meters)
        (Indirect Fire) 24,606 feet (7,500 meters)
      MD: as table
      Rate of Fire: 4 per melee
      Payload: 60 shells.

    2) Mini Turrets: Either a AK-347CR with 2000 round drum or an S-500 Cyclone Pulse Laser Rifle.

    3) Retractable MRM Launcher: Unchanged, usually operated by the Commander

    4) Side AR-M50 Heavy Cyborg Launchers: May be remote fired from any station.

    6) Multi-Option Jammers (2): As Sovietski standard.

    7) Ramming: Unchanged

Revised SU-40 ‘Thunderspear’ AA Platform
The one major alternative configuration to the Thunderspear replaces the bursting Flak cannons with a pair of dual Triax models with the same ammunition load. This version is as much a direct fire support vehicle as an AA platform, but there are times when that is more appropriate. A lesser modification is replacing the old mini-laser turret with an S-500, which is so ubiquitous that only the dedicated bureaucrats care to keep track of it.

Revised SU-95 ‘Thundersword’ Heavy IFV
While several early examples of the SU-95 showed a flirtation with the always problematic concept of multi-turrets, the primary production model uses a conventional dual arrangement which also saved room in the interior. The forward railgun has been made semi-retractable to clear its forward line of fire.
Spoiler:
Type: SU-95 Thundersword

Class: Heavy Infantry Fighting Vehicle

Crew: 6 (Driver, Commander, Forward Gunner, Rear Gunner, Comms Tech, Medic)

MDC/Armor by Location:
    Rear Turret-------------------------300

Weapons Systems: Replace the forward laser with an S-500 Cyclone Pulse Laser Rifle and combine the Rear Lasers into a single turret.

T-255 Main Battle Tank
An older tank design predating the SU-52, the T-255 was the first Russian armored vehicle to use a nuclear reactor by default. This was primarily done to maximize operation endurance, with the lack of high energy systems allowing the use of a low cost short endurance power plant, greatly reducing costs and allowing it to be produced in vast numbers. Much of the old Russian Empire’s tank formations consisted of these vehicles, and enough of them survived the Cataclysm to form much of the initial core of what would become the Warlords. Those vehicles were slowly reduced by attrition over the course of a century, but handfuls of new examples show up in caches with some regularity. Naturally, the only party that currently uses them in significant numbers is the New Sovietski Red Army, which still produces a handful of them every year.

While having the form of a traditional Main Battle Tank, the T-255 is an usual combination of features. To start with, it is equipped with a small troop bay, making it something of an IFV, but it is usually used to store additional ammunition and spare parts. The second is that the tank is mildly amphibious, able to paddle over rivers with its treads without modification. Finally and most significantly is the unusual gun, which is a Smoothbore Cannon and Medium Range Missile Launcher. The cannon fires unusual short shells with electrothermal propulsion, with similar performance to 125mm shells, but it can also load cut down MRMs for truely long range striking power. Additional weaponry consists of a pair of dedicated MRM tubes on the sides, a pair of AR-M50s on the sides of the turret, and a remote operated mini-turret on top.

Ultimately, while the Red Army made heavy use of the T-255 after its return to the surface, it would prove to be a frustrating combination of too much and not enough. While more capable than the cheaper SU-52, it did not offer enough additional capability to warrant the additional cost, with the higher end T-284 and HT-281 stealing what thunder it had. Additionally, the unique shells it used would prove to be a logistical headache, prompting most commands to load them solely with MRMs when they used them at all. Still, the Red Army chose to retain them of potential future use, and they have been broken out for use against General Goll and the Butcher Twins. Serious thought is going into upgrading the vehicles to the much renowned T-284 variant, but such a complete rebuild is resource intensive and time consuming.
Spoiler:
Type: T-255

Class: Main Battle Tank

Crew: 3 (Driver, Commander, Gunner)

Troops: up to 4 human soldiers

MDC/Armor by Location:
    Main Turret-------------------------280
    Commander Hatch---------------100
    152mm Cannon-------------------150
    Coaxial Mount---------------------90
    Mini-Turret--------------------------90
    MRML (2)---------------------------80 each
    Side AR-M50s (2)-----------------90
    Multi-Option Jammers (2)-------25
    Driver’s Hatch---------------------100
    Rein Driver Comp----------------100
    Rein Turret Comp----------------100
    Tracks (2)--------------------------150 each
    Main Body--------------------------550

Speed
    Land: 65.2 mph (105 kph) on roads and 49.7 mph (80 kph) off road maximum.
    Water: Using the tracks, the T-255 can travel on the surface of water at 11.2 mph (18 kph/9.7 knots).

Systems of Note:
    Standard Sovietski Vehicle Equipment

Statistics
    Height: 9.0 feet (2.75 meters) to top of commander's cupola.
    Width: 12.5 feet (3.80 meters)
    Length: 28.9 feet (8.80 meters) not including gun barrel and 37.7 feet (11.50 meters) with barrel forward
    Weight: 73.2 tons (66.4 metric tons).
    Power System: Nuclear, 5 years before refurbishment.
    Cargo: If unused, the troop bay can hold up to 1000 lbs (453.6 kg) or a full reload of the main cannon’s shot locker.
    Cost: 11.8 million credits to produce

Weapons Systems:
    1) 152mm Conventional Cannon:
      Range: (Direct Fire) 8,200 feet (2,500 meters)
        (Indirect Fire) 32,800 feet (10,000 meters)
        or as MRM with half range.
      MD: As 125mm shells or MRM
      Rate of Fire: 3 per melee
      Payload: 60 shells or 20 missiles, or a combination of the two.

    2) Coaxial Mounts: Either a AK-347CR with 2000 round drum or an S-500 Cyclone Pulse Laser Rifle.

    3) Mini Turret: Either a AK-347CR with 2000 round drum or an S-500 Cyclone Pulse Laser Rifle.

    4) Side MRM Launchers: 2 missiles each.

    5) Side AR-M50 Heavy Cyborg Launchers: May be remote fired

    6) Multi-Option Jammers (2): 12 uses each

T-284 Main Battle Tank
A comprehensive upgrade of the T-255, the T-284 was the cutting edge of Russian Empire tacked tank design. Using weapons and armor developed for the groundbreaking HT-281, the T-284 was a vast improvement in most aspects. The Great Cataclysm ended refit efforts, and only the New Sovietski now have the capability to produce the high end components needed. Even they find it difficult, as refits compete with production of the more prized HT-281, and only a slow trickle could be fabricated with the legacy production equipment of the Medvedev Complex. It is only recently that New Moscow’s industry has developed to the point where producing such high end items is economical, but they may not have the time to do so.
Spoiler:
Type: T-284

Class: Main Battle Tank

Crew: 3 (Driver, Commander, Gunner)

Troops: up to 4 human soldiers

MDC/Armor by Location:
    Main Turret-------------------------400
    Commander Hatch---------------100
    100mm Mass Driver-------------150
    Coaxial Plasma Cannon--------90
    Mini-Turrets (2)--------------------90
    MRML (2)---------------------------80 each
    Side AR-M50s (2)-----------------90
    Multi-Option Jammers (2)-------25
    Driver’s Hatch---------------------100
    Rein Driver Comp----------------100
    Rein Turret Comp----------------100
    Tracks (2)--------------------------150 each
    Main Body--------------------------700

Statistics
    Weight: 73.6 tons (66.8 metric tons).
    Power System: Nuclear, 15 years before refurbishment.
    Cargo: If unused, the troop bay can hold up to 500 lbs (226.8 kg) or a full reload of the main cannon’s shot locker.
    Cost: 20.5 million credits to produce, easily sells for double

Systems of Note:
    Standard Sovietski Vehicle Equipment, as well as the following;

    *Automated Fire Control System: The vehicle has two AIs to control the mini-turrets, which have proven to be sufficiently reliable in regards to threat identification. They have received improved programming to make their targeting more accurate (+3 to strike) and retain a reasonable response capability (5 attacks per melee)

Weapons Systems:
    1) 100mm Mass Driver:
      Range: (Direct Fire) 11,500 feet (3,500 meters)
        (Indirect Fire) 41,000 feet (12,500 meters)
      MD: As table
      Rate of Fire: 4 per melee
      Payload: 80

    3) Coaxial Plasma Cannon: As the Maelstrom’s SPC-100, but does not overheat.

    3) Mini Turrets (2): Either a AK-347CR with 2000 round drum or an S-500 Cyclone Pulse Laser Rifle.

    4) Side MRM Launchers: 4 missiles each.

    5) Side AR-M50 Heavy Cyborg Launchers: May be remote fired

    6) Multi-Option Jammers (2): 24 uses each

Revised SU-58 ‘Tunguska’ Superheavy Tank
From what has been gathered, the SU-58 project is heavily derived from reclaimed data from remote Russian Empire testing facilities, with a group of New Sovietski aligned adventurers managing to recover the documentation and a working demonstration model (Canon design) from somewhere in former Kazakhstan. The details of their trip back are naturally classified, but it is known that the ‘Butcher Twins’ were not pleased by the group’s romp through their territory. As a demonstrator, the model was not completely suited to proper military use, but the development notes were more than sufficient for the researchers at Kaliningrad to finish the project. It was found that the demonstrator was substantially undersized and was horrifically crude in terms of electronics, but this made improvements simple. Even when upscaled, the tracked vehicle is remarkably fast for its mass, which solved one of the primary problems of such large designs. Additionally, the Sovietski’s current and historical territory is remarkably good tank country, and the sheer size of Tunguska’s tracks and suspension allow it to waide through even the worst of Rasputitsa.

Compared to the demonstrator, the most obvious change is that it is far larger. While a substantial chunk of its volume is eaten up by maintenance spaces, it is thought that the relative loss of potential durability is compensated by the increased ability to keep the vehicle operational, and the use of less low end Golden-Age material still results in a massive increase in protection. Pointless and/or counterproductive surface elements (such as the observation windows) have been removed to free up volume, and the Su-52 derived ‘Bogies’ have been replaced with much more capable ones based on the T-255. Weapons have also been swapped with those in production, with the secondary turrets coming off of the latest version of the Maelstrom and the missile launchers being replaced by larger and/or more common models. Finally, the electronics have seen an extensive overhaul, with the most notable gain being the inclusion of no less than eight point defense systems from the T-284 to control the close range defensive turrets.

The finalized Tunguska weighs a bit less than a 10 tank company of T-255s, and the pros and cons are being debated endlessly. It is known however that the vehicle does not yet represent the true cutting edge of Sovietski military technology, with the primary weapons still being electro-thermal propelled rather than mass-drivers, and the secondary turrets only having half of the HT-281’s weapon suite. Additionally, constant rumors say that the Sovietski are working to equip them with energy weapons of exotic origin, and that there’s a space in the main hull that’s extremely well suited to holding something like a theoretical force field. Naturally, the official response is ‘no comment’, which naturally fuels speculation even further.
Spoiler:
Type: SU-58 Tunguska Super-Tank and Mobile Command Center.

Class: Mobile Artillery Anti-Armor Platform

Crew: 12 (Commander, 2 Drivers, 4 Technicians, 5 Gunners), and is often home to 4-6 regimental officers taking advantage of its command facilities. Bunking for 8 at a time.

Troops: Up to 12 Heavy Machines, typically all Firebirds as a defensive escort.

MDC/Armor by Location: Changes only. See WB:35 for the rest.
    Main Turret-------------------------800
    Main Cannons (2)----------------300 each
    Dual AR-M50 Mini-Turrets (4)--90 each
    Retractable Sensor Tower-----150
    Retractable Comms Antenna--150
    Secondary Turrets (4)-----------280 each
    Secondary Tank Bogies (4)----600 each
    Bogie Sensors (4)---------------40 each
    Main Body-------------------------2000

Statistics
    Height: 20 feet (6.2 m), main body is 10’ (3.1m), Bogie bodies are 5’3” (1.55m)
    Width: 37 feet (11.4 m).
    Length: 86.7 feet (26.4 m).
    Weight: 600 tons unloaded
    Cargo: up to 40 tons in the rear boxcars.

Systems of Note:
    Standard Sovietski Vehicle Equipment, as well as the following;

    *Enhanced Communication System: 5x the usual range

    *Enhanced Sensor System: To simultaneously identify and track up
    to 216 targets. Range: 400 miles (540 km).

    *ECM System:

    *ECCM System:

    *Regimental HQ Equipment: The Tunguska is fitted to serve as a mobile command center for regimental scale actions, and can be multiple can be used to control a division.

    *Combat Computer System: The vehicle has eight AIs to control the mini-turrets, which have proven to be sufficiently reliable in regards to threat identification. They have received improved programming to make their targeting more accurate (+3 to strike) and retain a reasonable response capability (5 attacks per melee). Two of the techs typically look over their targeting, and any crewman can override them if need be.

Weapons Systems:
    1) Dual 203mm Conventional Cannons: Could be replaced by 175mm Mass Drivers if available, with the immense turret volume allowing for additional autoloading equipment.
      Range: (Direct Fire) 33,000 ft (6.6 miles)
      (Indirect Fire) 82,500 ft (16.5 miles)
    MD: As table
    Rate of Fire: 1 per melee each
    Payload: 100 shells total

2) LRM Launcher: Side launchers now use LRMs, payload unchanged. Generally under the Commander’s discretion.

3) Side Dual AR-M50 Heavy Cyborg Launchers (2): Generally under the Commander’s discretion.

4) SPC-50 Plasma Cannons (4): The secondary turrets are known to be substantially underweight for their maximum rating.
    Range: 4,000 feet (1,220 meters).
    MD: 2D4x10+20 per blast list

5) Defensive Combi-Mini Turrets (8): Rail Gun part has been replaced by an AK-347CR, but otherwise unchanged

Revised SUH-86 ‘Hailstorm’ Hover IFV
While something between a cross of an IFV and an assault helicopter in operation, the Hailstorm is remarkably simple in broad strokes. The only difference from the early test models and the production versions was the simplification of the crew and replacing the forward defensive laser with a copy of the popular S-500 Cyclone Pulse Laser Rifle.
Spoiler:
Type: SUH-86 Hailstorm

Class: Hover Infantry Fighting Vehicle

Crew: 4 (Driver, Commander, Gunner, Technician)

Troops: 18 humans/Light Machines or 9 Heavy Machines or 6 Superheavy Machines

Weapons Systems: Replace the Ball-Laser Turret with an S-500 Cyclone Pulse Laser Rifle.

Revised SUH-88 ‘Maelstorm’ Hover Tank
The Maelstrom was developed during the Sovietski’s emergence after the 80 Years Winter, as a substitute for the more capable HT-281 that was outside of their immediate production capability, primarily drawing from the SUH-86. As such, it is something of a bodge, and is far less capable in all respects. However, it can be produced with much less advanced manufacturing equipment, allowing the Sovietski to use them far more freely than the relative handful of HT-281s that they can fabricate. The early models were infamous for the poor cooling on their plasma cannons, but this was sorted out within a few decades. Its greatest remaining problem is the cost of it’s powerplant, but as it can usually be salvaged mostly intact even when the rest of the vehicle has been reduced to scrap this is a low priority issue.

Over the last decade New Moscow’s industry has finally reached the point where their expansion factories can begin switching over, but it is still a work in progress. The current inventory of Maelstorms is being severely depleted with the campaign against General Goll and constant skirmishing with the War Camps of the ‘Butcher Twins’, and the remaining hulls will likely be withdrawn from frontline service within a decade. The Tank Corps plans on retaining them as training vehicles however.
Spoiler:
Type: SUH-88 Maelstrom

Class: Hover Tank

Crew: 3 (Driver, Commander, Gunner)

Sovietski Cost: ~20 million due to reuse of SUH-86 parts on a slower platform.

Weapons Systems: Replace the Ball-Ion Turret with an S-500 Cyclone Pulse Laser Rifle, and the Plasma Cannon does not overheat.

HT-281 Fast Attack Tank
The pride and joy of the old Russian Empire Tank Corps, the HT-281 was revolutionary in many aspects. Beyond being the first practical hover tank, it would for many years be the best, with true competition only appearing in the last few months before the Cataclysm from the American Empire. Unfortunately, they were also in high demand in frontline units leading to few being in the Medvedev Complex, and the facilities’s fabrication systems are only able to produce a few new vehicles a year with sufficient resources. To solve this shortfall, the SUH-88 was developed from the less sophisticated SUH-86, and would serve the Red Army admirably for more than a century. This has started to change however, with the average sophistication of the above ground New Moscow industry having reached the point where it can begin to produce the powerful machines without ruinous expense, and the demands of war seeing that more capable vehicles start being fielded in numbers.

The only variant of the original design is the HT-285, which replaces the turret with a battery of 12 LRMs (320 MDC), and costs 3 million less to produce. Created to serve as a support vehicle, its natural problem is the lack of ammunition endurance. It was intended that a pair would be added to every full 10 vehicle company of HT-281s, and post-Rifts actions have shown that the intended tactics work reasonably well.
Spoiler:
Type: HT-281

Class: Fast Attack Tank

Crew: Four (Main gunner, commander, driver, mechanic/support gunner.)

MDC/Armor by Location:
    Main Turret-------------------------400
    Commander Hatch---------------100
    100mm Mass Driver-------------150
    Coaxial Plasma Cannon--------90
    Side AR-M50s (2)-----------------90
    Mini-Turrets (2)--------------------90
    MRML (2)---------------------------80 each
    Multi-Option Jammers (2)-------25
    Engine Intakes (4)----------------50 each
    Engine Vents (2)------------------50 each
    Emergency Hover Cushion----100
    Crew Hatch------------------------100
    Rein Crew Comp-----------------300
    Main Body--------------------------800

    The EHC is made of lightweight, flexible M.D.C. materials, it can be deployed when the jets have been knocked out to allow the tank to continue fighting, or during combat to increase the fire rate of the main gun by freeing up more power from the reactor, though altitude is limited. Once it is destroyed, the Tank will plow into the ground, though suffer no damage from doing so at the altitudes at which it operates. The tank is immobile, then, but can still function as a pillbox for the crew. When one of the rotors is knocked out, the hover cushion is automatically engaged, and is capable of cushioning the impact to the ground from any altitude at which the tank can operate without damage.

    The HT-281 has two small jet engines for thrust and two for lift. The intakes and vents are rather hard to hit, being of the smallest size possible; No less than -3 to strike, and requiring a called shot, when attempting to hit them. Destroying one intake or vent on one side of the vehicle reduces speed by 50% and adds +10% difficulty to piloting rolls; Destroying a second intake on the other side renders the tank unable to move, though it can still hover. Destroying one of the upper intakes (Only possible when at a higher position than the tank) will reduce maximum altitude by 50% and add +10% difficulty to piloting rolls. Destroying both will reduce the vehicle to operating with the hover cushion. The vents cannot be targeted.

Speed
    Low to ground: 124.3 mph (200 kph) over virtually all terrain.
    Minimum Altitude: 1.6 feet (0.5 meters) with hover cushion or jets.
    Maximum Altitude: 6.6 feet (2 meters) with hover cushion; 65.6 feet (20 meters) with jets.
    Maximum Range: Unlimited (Nuclear Fusion power supply; 15 years.)

Statistics
    Height: 9.8 feet (3 meters) to top of the gun turret.
    Width: 14.8 feet (4.5 meters)
    Length: 36.1 feet (11 meters) not including gun barrel.
    Weight: 77.2 tons (70 metric tons) fully loaded
    Power System: Nuclear, 20 years before refurbishment.
    Cost: 35 million credits to produce, easily sells for double

Systems of Note:
    Standard Sovietski Vehicle Equipment, as well as the following;

    *Automated Fire Control System: The vehicle has two AIs to control the mini-turrets, which have proven to be sufficiently reliable in regards to threat identification. They have received improved programming to make their targeting more accurate (+3 to strike) and retain a reasonable response capability (5 attacks per melee)

    *Extreme Maneuverability: +3 to all dodge and operating rolls.

Weapons Systems:
    1) 100mm Mass Driver: Causes the hover tank to jerk when cannon is fired (-10% to pilot when cannon is fired)
      Range: (Direct Fire) 11,500 feet (3,500 meters)
        (Indirect Fire) 41,000 feet (12,500 meters)
      MD: As table
      Rate of Fire: 4 per melee
      Payload: 80

    3) Coaxial SPC-50 Plasma Cannon: As the Maelstrom’s SPC-100, but does not overheat.
      Range: 4,000 feet (1,220 meters).
      MD: 2D4x10+20 per blast list

    3) Mini Turrets (2): Either a AK-347CR with 2000 round drum or an S-500 Cyclone Pulse Laser Rifle.

    4) Side MRM Launchers: 4 missiles each.

    5) Side AR-M50 Heavy Cyborg Launchers (2): May be remote fired

    6) Multi-Option Jammers (2): 24 uses each


Last edited by Omegasgundam on Sat Dec 26, 2020 2:15 pm, edited 1 time in total.

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Unread postPosted: Thu Dec 17, 2020 2:55 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
Aspects and numbers subject to change. Cyborg number are going to decrease significantly.

The Dedek Campaign
Call it fate or fortune, but the Deland Depot was far above its normal occupation when the Infernals arrived on Dedak. A notable USA colonization push was being organized down their dimensional chain, and a great deal of colonization and related industrial startup equipment had been stockpiled in its vicinity. Several major convoys of personal were also present, bringing the total population to well over quadruple its normal head count. As a long term depot, Deland found itself hosting more than a Corps worth of militia grade equipment from the various inter-dimensional Paladin Steel factories, which was immediately put to use the moment the dimension become isolated and Infernal Cults began openly attacking and conquering the local powers. Even with the groups of refuges that found their way there, they had far more equipment then they could possibly use, and would likely soon be overwhelmed as the cults consolidated their power and finished liquidating the other pockets of resistance. Their only hope was that either the Demon and Deevil backed cults turned on each other or by some miracle they received a massive increase in trained manpower.

They got the Red Army 4th Reserve Division.

Red Army 4th Reserve Motorized Rifle Division
The 4th Reserve was called up/mustered for the war against General Goll in late 109 PA, with existing forces being greatly stressed between dealing with the Brodkil and warding off the forces of Warlords Orloff and Sokalov. Consisting of a bit over two thirds reservists, the average age is well above what would normally be considered acceptable in a standing infantry formation, but as nearly all of those that fall into the upper third consist of partial for full conversion cyborgs the effective age is within acceptable limits. Much of the leadership consists of members of the various Administrative Bureaus, with a good representation of all of them except the Naval and Air Corps.

The Demonic attack that drew them to Dedek occurred at the western Nexus of the Old Moscow cluster. A nascent Hell Lord was attempting to form a bridgehead in a region less congested with potential rivals, and dramatically underestimated the native resistance as is often the case. The Sovietski dropped no less than three Divisions on him, interrupting him in the middle of the construction of his Hell Pit. The resulting mystic backlash drew nearly the entirety of the 4th Reserve, a Tank Regiment from the 4th Tank Division, and half of a mixed Heavy/Superheavy Cyborg Regiment. Deposited within a few days' travel of the Deland Depot, they picked up the radio communications and understood enough of the unencrypted transmissions that the Americans were also engaging with infernal hostiles, and Major General Semenov decided that making contact was as good a course of action as any.

New Moscow is naturally quite alarmed by the disappearance of so many of its soldiers, and made use of their limited mystic assets to find out what has happened to them. While the answers gained were naturally unclear and lacking in specifics, the overall interpretation of the results is that the 4th is still alive and has a working plan on how to return, although it requires them to make unilateral diplomatic and strategic decisions. Thus, they were not entirely surprised when the GNE made contact and informed them that they had found their missing Division. The fait accompli presented by Semenov was also quite persuasive and drew heavily on the history and philosophy of Russian Communism, and the more realpolitik based addendum based on the potential access to key strategic resources which were in short supply in Western Russia sealed the matter.

Makism’s overall plan is to have his forces serve as a combination of spear point and cadre, handling the major strong points of M-Factor Infernals and training up local forces in how to fight an actual war. This has the side effect of heavily influencing the future leadership of many of the small highridge nations, with the wealthiest having been priority targets of the early attacks and having their existing administrations systematically annihilated by both the cultist forces and their fell patrons. This has resulted in an inevitable post-war power vacuum, and Semenov is keen to stack the deck as much as practical. As such, he is engaging in a political dance with the Deland Depot to provide the material support needed, and must balance the various strategic requirements and interests to best benefit the Motherland. Fortunately, this is a game he is quite familiar with, having served nearly a decade in the upper echelons of the New Moscow Police and managing to be both a fair dispenser of justice and having gained no (still relevant/living) long term enemies in the larger political apparatus. But as they say, if you’re scared of wolves, don’t go in the woods, and without hard work, one wouldn’t even get a fish out of a pond.

Roster as of their arrival on Dedek
All told, the heavy weight of numbers that the Red Army brought down on the nascent Hell Pit greatly limited the overall casualties, with the 4th Reserve only suffering 192 fatalities. The most severe losses are composed of those that were simply not displaced by the dimensional event, with 16th Armored Assault Cyborg Regiment being only half brought over. With the accompanying units, the 4th Reserve Division is actually above its paper strength, although it had expended a great deal of its ammunition.

Total Personnel: 9966 paper, 8703 effective, 401 casualties, 200 recoverable, 806 not present

    Infantry/LM: 2,282 effective, 251 casualties, 100 recoverable, 150 not present

    Heavy Machines: 1,568 effective, 150 casualties, 100 recoverable, 326 not present

    Superheavy Machines: 234 effective

    Tankers: 1,030 effective

    Logistics: 2,012 effective, 330 not present

    Spetsnaz: 110 effective
Spoiler:
4th Reserve Motorized Rifle Division: 7695 paper, 7193 effective, 352 casualties, 160 recoverable, 150 not present
    13th RMRR: 2034 paper, 1934 effective, 100 casualties, 50 recoverable, 50 not present.
      HQ Company (110 paper)
      1st Motorized Rifle Battalion (518 personnel)
        Battalion HQ (12 personnel)
        1st Motor Company (110 personnel)
        2nd Motor Company (110 personnel)
        3rd Motor Company (110 personnel)
        1st Support Platoon (33 personnel)
        2nd Support Platoon (33 personnel)
        Logistics Company (110 personnel)
      2nd Motorized Rifle Battalion (518 personnel)
      3rd Motorized Rifle Battalion (518 personnel)
      Cyborg Battalion (330 personnel) (243 Heavy Machines, 27 SH, 33 Humans)
      AA Company (10 vehicles) (40 personnel)

    14th RMRR: 2034 paper, 1882 effective, 152 casualties, 50 recoverable, 100 not present)

    15th Reserve BDK: 1356 paper, 1306 effective, 50 casualties, 28 recoverable
      HQ Company (81 personnel) (72 Heavy Machines, 9 Super Heavy)
      1st Battalion (315 personnel) (243 Heavy Machines, 27 SH, 33 Humans)
        Battalion HQ (12 personnel)
        1st Cyborg Company (81 personnel)
        2nd Cyborg Company (81 personnel)
        3rd Cyborg Company (81 personnel)
        Superheavy Platoon (27 personnel)
        Logistics Platoon (33 personnel)
      2nd Battalion (315 personnel) (243 Heavy Machines, 33 Humans)
      3rd Battalion (315 personnel) (243 Heavy Machines, 33 Humans)
      Logistics Battalion (330) (330 Humans

    16th Reserve BDK: 1356 paper, 1306 effective, 50 casualties, 32 recoverable

    20th Tank Regiment: 805 paper, 805 effective
      HQ Company (10 Tanks) (30 personnel)
      1st Battalion (31 Tanks) (135 personnel)
        Command Tank (3 personnel)
        1st Company (10 Tanks) (30 personnel)
        2nd Company (10 Tanks) (30 personnel)
        3rd Company (10 Tanks) (30 personnel)
        Support Platoon (42 personnel)
      2nd Battalion (31 Tanks) (135 personnel)
      3rd Battalion (31 Tanks) (135 personnel)
      Logistics Battalion (330 personnel)
      AA Company (10 vehicles) (40 personnel)

    27th Field Medical Company: 110 paper, 110 effective

Additional Units: 2305 paper, 1510 effective, 50 casualties, 706 not present
    14th Tank Regiment: 805 paper, 750 effective, 50 not present

    16th Armored Assault (BDK) Cyborg Regiment: 1356 paper, 650 effective, 50 casualties, 40 recoverable, 656 not present

    (Redacted)th Spetsnaz Company: 110 paper, 110 effective

4th Reserve Cast
Below is a list of the more notable figures in the Red Army 4th Reserve. The typical member of the Division is an experienced soldier, with almost all of them seeing service against Ward Orloff’s invasion all those years ago. While not used to using the equipment that is currently in their hands, generally have no idea how to work with foreign nationals, and are stuck in a world they know very little of, they accept that doing so is their only valid way home, and General Semonov has gained their trust. This strange war they find themselves fighting is at the very least morally justifiable, and strangely less brutal than the ‘Butcher Twins’ despite being against Infernals.
Spoiler:
Major General Makism Semenov, CO of the 4th Reserve Motorized Rifle Division, Sovietski Military Police, Red Nova Heavy Machine
The ranking officer, Semenov rose to the position of Colonel based on both his skill and long family connections, but was retired on psychological grounds due to trauma from experiences fighting against the advancing Warlord Orloff. Joining the Military Police, he has had many high profile cases attached to his name, and has seen some the best and worst that Soviet society can offer. Among the New Moscow Police, is famous for getting in the way of the KSSI and winning repeatedly, and is widely suspected to have been responsible for the ‘retirement’ of several of their ranking officials. He was reactivated due to the need for experienced officers during the campaign against General Goll, and has recently been promoted to Major General. The frantic review of his complete and unredacted record has been closely examined by the Politburo after the Division’s disappearance, and they have come to the conclusion that there are vanishingly few individuals in the Sovietski that could plausibly do a better job in his current position.

While Semenov would love for Communism to spread across Dedek, such an undertaking is simply out of the question due to political and logistical realities. Beyond the potential offense of the GNE, he simply lacks Zampolit specialists who are able to work with such foreign nationalities, and he has sufficient historical awareness of the First Soviet Union’s failings to understand that a premature push could easily be counter productive. As such, he will settle for influencing the post-war leadership, ensuring that the Communist concepts do not acquire a negative reputation, and that the core principles of socialist ideals have fertile ground to work with. So long as he does not make the Directorate’s work any harder than it has to be, he believes he has a free hand from them, and if all else fails he will open trade relations with suppliers of strategic materials the Sovetski have not had in meaningful quantities since the Cataclysm, which will allow them to greatly increase production of their most advanced technologies.

Colonel Valeriy Nikolaev, CO of the 13th Reserve Motorized Rifle Regiment, Production Bureau/Red Star Reserve, Human
The senior Colonel in the 4th, Nikolaev served under Semenov in the years leading up to Warlord Orloffs assault. Afterwards, the then Major became part of the Production Bureau and ended up an Inspector in the New Moscow Division, which resulted in him crossing path’s with Semonov on many occasions. He did not expect to get much farther, lacking the connections to advance into the higher echelons and being barely able to tolerate the level of corruption he was already exposed too. Thus, he was quite surprised when he was reactivated and promoted, but he suspects it was at least partially to get him and Semenov out of the city for a few years. He is the one responsible for the various logistical arrangements with the GNE enclave, and finds them to be refreshingly straightforward to work with.

Colonel Borislava Fedoro, CO of the 14th Reserve Motorized Rifle Regiment, Labor Bureau/Red Star Reserve, Human
Fedoro mustered out at Major, and she had gone on the serve in the Labor Bureau for more than 20 years. She had risen to the level of senior leadership of the New Leningrad branch, and was considered fit to lead a Regiment when the 4th Reserve Division was mustered. While not an inspired tactician, she makes good use of her personnel management experience to assign the right people to the right job, and has a notable eye for talent. The post-arrival personnel reorganization has made it so that she has very little to do with direct combat, but she is heavily involved with the administrative burden that has resulted in being cut off from the rest of the Red Army. She has not left the depot since she arrived, and it is likely that she will only do so when the front extends too far to manage over the comm links.

Colonel Pasha Egorov, CO of the 15th Reserve Cyborg Regiment, Transportation Bureau/Red Star Reserve, Thunderhammer Superheavy
Egorov had only been part of the Reserve for a few years before he was called back up, and has much of the aggression that characterized him in his earlier years. This is most obviously shown by him using a Thunderhammer chassis, although he has managed to get some modifications done to increase the firepower of the built in energy weapons and make it a bit more responsive. While he has always had a reasonable mind for theater logistics, his time in the Transportation Bureau has greatly sharpened and tempered it, resulting in the worst of his aggressive impulses being kept in check. He is pushing to replace the older forearm mounts of the Division’s cyborgs with more effective models drawn from the depot, and under his direction techs have found ways to mount the guts of the PSIP-2 ‘ Smasher’ and PSLR-5 ‘Partisan’ on the Red Nova.

Colonel Ioann Vlasov, CO of the 16th Reserve Cyborg Regiment, Planning Bureau/Red Star Reserve, Red Nova Heavy Machine
Vlasov has spent 7 years as part of the Planning Bureau, and works closely with Nikolaev in managing relations with the GNE. His sense of caution counter balances Egorov’s aggression, and the two had been paired together in their early years in the Armored Assault Corps. Ironically, his civilian experiences are now pushing him to be more immediate, with the post-war prospects on Dedek being more in favor of the GNE than the Sovietski the longer the conflict drags on. The irony is not lost on him.

Colonel Yaroslav Pushkin, CO of the 20th Tank Regiment, Red Army Tank Corps, Human
Pushkin embodies many of the stereotypes associated with the Red Army Tank Corps, but it is at least partially a mask, and he has demonstrated unusually keen insights. His time is split between organizing the greatly expanded vehicle forces and overseeing the training of local recruits. Luckily, one of his Tanker obsessions was being well versed in the intricacies of the measures done to train conscripts during the Great Patriotic War, and his data stash contained his extensive reference library. His formal command is sufficiently well trained and has enough initiative to function without his direct presence, so he spends far more time looking over the shoulder of the former infantry.

Colonel Ozelka Fedorov, CO of the 27th Field Medical Company, Red Army Medical Corps, Full Conversion Vedmak Light Machine
A Vedmak, Colonel Fedorov is one of the more sane thanks to his immense mental endurance, and only has 3 coping measures (Cybernetics/Augmentation obsession, Non-human obsession, Cybernetics/Augmentation evangelist) despite his long experience (14th level). His current body is the near peak of what can be achieved with Sovietski science, and he is always on the lookout for new opportunities to advance it further. He is fascinated by the few biomoded individuals that are part of the GNE garrison, and is contemplating such alterations as possible equivalents to a full cybernetic conversion. He would fully agree with the underlying logic to Slate Four, but would view the enhancement itself as a stepping stone to more extensive work.

Colonel Goga Borisov, CO of the 14th Tank Regiment, Red Army Tank Corps, Human
Having a year less seniority than Pushkin, and being outside of the 4th’s normal chain of command, Borisov has a junior position. He is known for learning towards dogmatism in his overall tactics, and is noted as having a poor understanding of larger strategic concerns. As such, no one expects him to be promoted further, but he is considered reliable enough to entrust with simpler and less politically changed fronts.

Major Zakhar Kiselev, Ranking Officer of the 16th Armored Assault Cyborg Regiment, Red Army Assault Corps, Firebird Heavy Machine
The 16th Armored Assault had the misfortune of losing their formal CO during the assault on the Hell Pit, and the XO was not taken along with them. As such, Major Kiselev is the senior most member, and as both he and the majority of his remaining unit consist of Firebird Heavy Machines, he has been assigned the responsibility of overseeing the Division’s air-cover. His most pressing concern is the lack of spare parts for his flying bodies, and he knows it is only a matter of time before he is forced to convert to one of the Aeries chassis that are stored at the depot.

Major Inna Kuzmin, Ranking Officer of the (Redacted)th Spetsnaz Company, Main Branch GRU.
Major Kuzmin is a Commando with 20 years experience in the field, and has seen no shortage of horrors that mortals and monsters can inflict upon each other. He and his assembled company were assigned to Makism’s command to provide surgical capabilities, and they performed well and without losses in the engagement that ended up bringing them here. He has effective command over the boarding and fortress infiltration units, and is responsible for seizing two war-barges and breaking the defenses of several fortified highground regions. An unofficial and undesicused duty of his is finding out as much as possible about Greater New England and Paladin Steel, along with securing what samples of worthy technology can be appropriated.


Last edited by Omegasgundam on Fri Dec 18, 2020 2:41 am, edited 3 times in total.

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Unread postPosted: Thu Dec 17, 2020 12:53 pm
  

Wanderer

Joined: Tue Jan 09, 2018 2:14 am
Posts: 89
So Deland has a "ceiling" at 12000 ft of dimensional energy induced turbulence. Lots of mountains on earth are taller than that. Can you tunnel up the inside of a mountain and build a spaceport on top?
Also the local tech isn't making a lot of sense, why wouldn't the locals use aircraft at 10000 ft? Why wouldn't a bomber be functional against a "warbarge" ? 10000 ft puts you well out of range of smaller AA systems, and those things aren't mobile enough to avoid a 2000lb glide bomb... Also, what is a " nuclear (albeit of a type not known to Earth)" power system; do they have different physics?


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Unread postPosted: Thu Dec 17, 2020 3:47 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
pad300 wrote:
So Deland has a "ceiling" at 12000 ft of dimensional energy induced turbulence. Lots of mountains on earth are taller than that. Can you tunnel up the inside of a mountain and build a spaceport on top?
Also the local tech isn't making a lot of sense, why wouldn't the locals use aircraft at 10000 ft? Why wouldn't a bomber be functional against a "warbarge" ? 10000 ft puts you well out of range of smaller AA systems, and those things aren't mobile enough to avoid a 2000lb glide bomb... Also, what is a " nuclear (albeit of a type not known to Earth)" power system; do they have different physics?

The simple answer is that they don't look very good on camera and its not a serious war.

Current Status of the 4th Reserve Motor Rifle Divisions
---Colonel Valeriy Nikolaev
Date: March 7th (Arrival +2 Weeks)

Makisim, here’s the summary of the latest officer's and quartermaster’s reports. It's about what we expected overall, which means that outline of a plan you're coming up with hasn't collapsed yet. I hope you've come up with a good way to sell it to the politburo though, because its going to go strait on the Director's desk when it arrives.

Munition Status
Long story short, we’re near spent. With a few exceptions, we’re down to 20% of our normal stock of railgun slugs, and missiles are even worse. We only shot off half of our Nuclear LRMs though, so we have a good dozen of them if need be. We’ll be stuck using the depot’s inventory for everything else though, but this isn’t a surprise.

Troop Status
As for the casualties, those that are still alive have been patched up and are either good to go or working light duties for another week. The men have been kept busy setting up the colonization kits so they have actual beds and hot showers, which is something they can easily get behind. I'd like to note that Kuzmin came up to me out of the blue and told me that the meat the depot has is 'sufficiently clean', which is curious because I have no idea where they're storing it. Overall morale is in decent shape, and while they know we're stranded here for the time being there's a definite way back that has a reasonably simple method of accomplishing. The airwaves are filled with the local population centers getting overrun and enslaved, so there's going to be a push to liberate them even if that wasn't the plan. Our ex-drill instructors are already going over the locals to see who's worth training up, so we should have a good number of garrison fodder by the time we need to station boots at the choke-points we've identified.

The most notable issue is that most of our body armor is in terrible shape, which is why we’ve been converting to the intact examples from the depot. It's simply too much effort to try to fix so many suits right now, and it's far faster to paint on a desert camo pattern and the Soviet Star to ‘Bushmans’ that were still in the original packaging. The vehicle and support elements don’t need to, but the cloth armors here are a lot less of a headache to wear when actually working. Finally, most of our human usable weapons are straight up garbage by the GNE’s standards, particularly the AK-LL, so there hasn't been any push back to converting after the first few demonstrations. It looks like most of our infantry fighting is going to be urban or boarding actions, so we’re drawing from the more compact weapons for the most part.

Cyborg Status
About a hundred of the casualties we suffered against the Infernals were just chassis losses, and Fedorov’s people were quick on recovering the brain cases. Our techs have salvaged about 150 power plants, which is rather high compared to how many went down. We’re working on what to do with them, but it's been a lower priority than everything else. Fedorov has started using the parts here to replace the various limbs that have been lost, and despite some sizing issues they work well enough. While the depot has set up cybernetic facilities they don’t have any specialists, so a good chunk of ours are familiarizing themselves with the equipment. They say it's not meant for mass casualty situations, but give them a month they'll be able to do full conversion if need be.

For the overall chassis situation, it's basically unchanged from before we were sent to Old Moskva. The only people that have any of the new upgrades is the 16th Armored Assault, and those are concentrated in the Super Heavies and Firebirds. The rest of us are using the same models as ever, although that shouldn’t be a major problem given the theater. An inventory count of the warehouses indicates that there’s almost three regiments worth of fresh chassis here for some reason, and the best answer I’ve gotten is that there was a cross shipment in progress that ended up stuck here. They were scheduled to move out a week after the problems started, so let us call it fortune. Composition wise, they’re mostly a mix of near-generic Lights and Heavies, and a large number of their Aries fliers, which are basically the Warlord Heavy Machine turned into the equivalent of a Firebird. There’s a company’s worth of their more oddball designs, but most of them need training to use so they’re not going to get pulled out unless we’re desperate.

Vehicles Status
Puskin is going over what we’re going to be keeping of the vehicles we arrive with, and I’ve attached his overview below. The long story short is that nearly all of them are being either mothballed or having the reactors ripped out to put in something more theater appropriate. There are some exceptions, but our ToE is going to be almost entirely composed of stuff PSE would offer. He also says he'd like a few more weeks to get our vehicle crews used to the new equipment, but we can see off the nearby war-barges with what we haven't mothballed yet if we need the room.
Spoiler:
SM-150 ‘Snow Leopard’
The Asateague is more theater appropriate, so we’re pulling their reactors to power more of them.

SM-212 ‘Red Lightning’
See the above.

Novyet Arctic Hoverbike
See the above.

SUMi-185 ‘Red Squall’
Fully capable in the current environment, we’re replacing the weapons with available equivalents, so they’ll be armed with a 60mm Mass Driver, a pair of their infantry pulse lasers, and a pair of 19 count Mini-Missile launchers. Our techs are working with those in the depot to convert spares for their light aircraft to keep them running, and they expect to have it solved before it becomes an issue.

SM-349 ‘Street Sickle’
Still relevant interestingly, and we’ve replaced the railguns with various heavy infantry weapons. The techs have figured out a way to use some of the depot’s parts to substitute for the various wear bits, so they’ll be in operation for the duration.

Novyet Landcrawler-Sku
Those we have are of the electric variety, so they’ve been mothballed. The tracks really don’t give us anything but a maintenance problem in the current terrain, and all of Novyet’s vehicles have proven to have issues operating in hot regions as they are. There’s some fixes to handle it, but it's honestly not worth the trouble right now.

SM-420 ‘Road Hammer’
Most of them are electric, and the ones with reactors have had them pulled to power more useful Daniel Boones.

Novyet Bear ATV
Like the Landcrawlers, we only have electrics, so they’ve been mothballed.

Novyet Explorer-Sku
We had the luck to be mostly nuclear, but they’ve been pulled to put in the better hover APCs, and the depot has too many medium utility transports to warrant us keeping something logistically incompatible.

SUMi-224 ‘Stormbringer’
We have a squadron of these, but they’re not going to be tremendously useful. We managed to not lose any of them finding out about the altitude problem, but it was a close run thing. Going forward, they’ll almost always be in range of direct anti-aircraft fire, and to be honest some of the GNE hover vehicles are faster. The depot techs also think that it’s firepower is mediocre for its size, but that’s less of an issue given the relative fragility of the opposition. We can use them a few times to deal with the nearest of the war-floats, but after that they’re going to be stuck doing cargo duty, and I think some of the depot birds would be more effective. The techs give them 6 months before they’re grounded due to lack of spares.

ZSU-18 ‘Bulldog’
While capable enough, we can use the reactors to power the hovertanks their converting from the T-34 clones of theirs, which will be a much better use. The trip from our arrival point to here also shows that they are unsuited for desert environments, so the troops won’t complain much.

BMP-8 IFV
We didn’t have that many, and we don’t need to put a big gun on our IFVs right now, so they’ve also having their reactors pulled to put in hover tanks

SU-52 ‘Groundthunder’
They have regiments of their equivalent wheeled Lynxes ready to go, and the more capable Sand Demons of theirs could put the reactors to better use.

SU-40 ‘Thunderspear’
While it might be survivor bias, we haven’t had any reports of swarms of light Infernal fliers so far, so while these are on alert they might not be necessary.

SU-95 ‘Thundersword’
The depot techs think they can produce most of the parts needed to keep them running, so a few being turned into donors should be enough to keep our fleet going.

T-255 MBT
We only have a company of these, and they’re honestly a logistical headache. I’m pushing to have the reactors pulled and put into the depot’s Black Bears. If they had more of their larger Mass Drivers available I’d have kept them as a pseudo T-284s, but alas.

SU-90 ‘Iron Forge’
Fedorov has moved the medical equipment to the heavy cargo hovercraft he’s appropriated, but I know the general is turning it into our HQ building. At the very least, we can be reasonably certain that the GNE hasn’t planted bugs in it. Half the former surgery bays have already become offices, the first recovery ward is now a half filled cubicle farm, and our remaining major warheads are being stored in the second ward. Colonel Fedoro has already started living in it, and I give it high odd’s she’s not going to leave it unless forced. The overall mass of the thing has dropped to around 140 tons, and considering its not going to break 8 kph motoring around the depot a few Light Machines might be able to do the needed maintenance to it while it's moving.


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Unread postPosted: Thu Dec 17, 2020 10:47 pm
  

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And here's the original post that launched us into Russia territory.....


PS-SHMBT01 Mastadon Superheavy Tank
(aka ‘Red Glacier’ or simply ‘the Glacier’)

“One of the most impressive and inelegant kludges I’ve ever seen our people put together. A puzzle-box bitzer of all bitzers. And only our people could have pulled it off.”

“This thing could have only moved, let alone run hard like it did, on a flat and level plain like the dead sea salt flats of Dedek. Anything more uneven, and this steel land-raft would have foundered, run aground on a curb, rut, or ril.”

The Paladin Steel ‘Mastadon’ is arguably the only known knockoff of the Sovietski SU-58 ‘Tunguska’ Super-Tank---and it was instigated by a group of Red Army soldiers.
Paladin Steel had established an offworld trading outpost on the planet Dedek. There, the locals settled their differences in almost ritualistic fashion by holding their wars on the large salt flats and dry lake bottoms that covered much of the planet. One of the signatures of Dedekian warfare was the use of giant land battleship-like combat platforms more akin to self-propelled seige towers or militarized oil drilling platforms. These gargantuan(and awkward, by the standards of other worlds’ militaries) war machines would crawl about the Warlands and hammer away at each other, or lay siege to their enemies’ encampments, while the civilian population sat on the highland sidelines and watched the martial pageantry unfold. Paladin Steel had established peaceful contact with the Dedakians and initially attempted to sell them military equipment, but the Dedekians laughed at the puny and unimposing small tanks and vehicles, though they did take an interest in various component and support systems and technologies. They also allowed PS to set up a large transshipping and mechanical servicing depot in one of the unclaimed highland ridges, where PS collected a large inventory of vehicles and spare parts for shipment elsewhere. Aside from watching the Dedekians blast away at each other in their ‘war cakes’(as one observer described them), the facility on Dedek looked to be a quiet assignment.
That all changed when the Minion War came to Dedek. Apparently -something- interested the demons about Dedek and they reached out to several of the disenfranchised and embittered groups on the fringes of Dedekian society. Then, one day the regular dimensional portals servicing Dedek collapsed, and a number of new ones opened, disgorging hordes of monstrous demons. Together with well-organized local cultists and corrupted armored legions, the demons first overwhelmed the surprised Dedekian Warland armies, and then began to lay siege to communities on the borders of the Warlands.
Cut off from home by the apparent collapse of their dimensional gate, the Paladin Steel outpost forted up against the demons coming their way. They also provided a refuge for orphaned Dedekian militia and offworlders stranded on the planet by the scrambling of the dimensional gates.
Some of those refugees came from an unexpected place; the Russia of the Paladins’ own Earth; Rifts Earth. Fighting a group of demons, a unit of the Red Army of the New Sovietski got caught when the demons opened a rift, attempting to escape and join up with their fellows on Dedek. Finding themselves stranded on an alien world, the Soviets attempted to survive as best they could, and were fortunate enough to soon make contact with friendly ‘locals’ who surprisingly could identify and speak their language.
Though the Sovietski and Greater New England had heard rather little about each other(and the Russians got most of their information through their almost equally tenuous contacts with the Coalition States, who weren’t very complimentary of the GNE), the two groups of Earthmen had reason to collaborate if they were to survive. There were differences, of course; the Russians distrusted the magic and the many non-human d-bees that seemed an integral part of the Greater New England culture, but they at least seemed to have a decent socialist system, and, more importantly, believed in big guns and cyborgs to smite demons with. For their part, the GNErs weren’t about to turn away a well-organized and disciplined group of soldiers with guns, as long as they kept them pointed at the demons and cultists.
Despite the apparent tactical awkwardness of the giant mobile fortresses the Dedekians traditionally used in their ritualized warfare, even the Paladins and the Soviets had to admit that they were tough nuts to crack, especially when enhanced by the demons supporting the local cult-armies. While a well-organized military with lighter, more mobile hardware might be able to hound a ‘war float’ to pieces, to quickly kill one required either a tactical nuclear strike or equally big guns.
It was in discussing how best to bring down the giant dark-forts crawling towards their positions that the Paladins learned from their Soviet counterparts of such designs as the giant SU-58 ‘Tunguska’ Super-Tank. The communist soldiers kept bemoaning the lack of the product of the great Motherland and how it would be perfect for teaching the cultists in their war-abominations a real lesson; the corporate-socialists listened and decided they could do the idea better. With warehouses full of spare parts and vehicles to use, PS mechanics decided to build their own Tunguska with what they had on hand.
The new ad-hoc armored war-crawler copies the general layout of the Tunguska, but uses PS-made parts. Considerably larger and heavier than the Tunguska, better in some places and lacking in others, the newly-dubbed ‘Mastadon’(for its two protruding tusk-like heavy cannon) was assembled from nearly a dozen smaller vehicles. A set of super-heavy tread units from a PS-HUC-08 Atenus SuperHeavy Utility Crawler(the Dedek depot didn’t have a complete Atenus; only a set of spare tread units) provide extra power when needed. The corner tread units of the Mastadon are four PS-MBT-07 ‘Black Bears’, complete with their turrets. The main turret is a refitted DSD-D sea dome section, mounting two 200-mm massdriver cannon. In place of the twin cargo containers on the back, PS put in two fully functional PS-HT-170/240/320/400 Heavy Multipurpose Industrial Trucks, facing backwards so their cargo compartments could be accessed from the central ‘citadel’ of the Mastadon. Their wheels, in reverse-gear, can provide the Mastadon with extra propulsive power. The rear trucks can detach from the main vehicle and go for resupply, or act as auxiliary fighting vehicles.
The crews of the smaller tanks have been retained as gunners and engineers, while the megatank is directed by a cadre of command center specialists operating out of a transplanted Grey Wolf IFV command vehicle CIC in the center hull. The Mastadon also carries a contingent of power armored and cyborged mechanized infantry who act as scouts and raiders.
Now with their own ‘war float’ to challenge the cultist armor threatening them, the combined GNE/Soviet resistance went out hunting. Though clumsy at first, the Mastadon soon proved its mettle, successfully ambushing and destroying three Infernal-conned dark-forts and damaging several others before being substantially damaged itself in return. The Alliance troops soon formulated combined arms tactics to eliminate the cultist scouts before engaging the main heavies, and also learned to capitalize on their sudden notoriety among the enemy to lure the Infernals away from the GNE refuge and into several traps, in cooperation with rallying Dedekian forces. In due time the Dedek facility would produce two more Mastadons, with one being destroyed in the course of the fighting in the Warlands, before reliable contact offworld could be established and aid sent.
The Soviet troops are currently guests of the GNE, while Alliance officials try to find a way to repatriate them back to their homeland. What effect the Soviets’ observations of the PS knockoffs of the Tunguska will have on both PS/NUSSR relations, or on the Russians’ Tunguska program are unknown as of the time of posting.

Type: PS-SHMBT01 Mastadon
Class: SuperHeavy Main Battle Tank/Weapons Platform
Crew: 30+60 troops
MDC/Armor by Location:
Main Body 1,800
200mm Massdrivers(2) 250 each
Main Turret 500
Large Radome 200
MLRS Missile Launchers(2) 250 each
Crawler Units(4) 550 each
Treads(8 ) 100 each
Mega-Treads(4) 400 each
Plasma Turrets(4) 250 each
Reinforced Crew Compartment in plasma turrets(4) 50
Plasma Turret Cupola-mount Rail Gun(4) 60 each
Plasma Turret Main Gun(4) 120 each
Plasma Turret Missile Pods(4) each 50
Secondary Laser Turrets(8 ) 50 each
Turret Mounted Searchlight(4) each 20
Truck Main Body(2)(HT-170) 300 each
(HT-240) 350
(HT-320) 380
(HT-400) 400
Cabin 100
Blast Shield 150
Cargo Truck Turret 60
Wheels(HT-170)(8; 2x4) Each wheel unit has 80 MDC
(HT-240)(10; 2x5) Each wheel unit has 80 MDC
(HT-320)(12; 2x6) Each wheel unit has 80 MDC
(HT-400)(14; 2x7) Each wheel unit has 80 MDC
Height: 32 ft
Width: 56 ft
Length: 104 ft
Weight: 1,000 tons
Cargo:
The two cargo trucks can, depending on their configuration, hold 170-400 tons each.
Powerplant: Nuclear Fusion w/ 20 year energy life
x4 auxiliary nuclear powerplants w/ 10 year energy life
Speed:(Treads): 65 MPH
Buttoned up, it can crawl underwater at 30 MPH, Maximum Depth 500 ft.
Market Cost: Estimated at some 19 +25+100 million credits
Systems of Note:
*Full NBC(Nuclear, Biological, Chemical) shielding, air filtration, and independant life support.
IR/Visible Light Headlights
*Low-Light Optics(Passive night vision and InfraRed)
*Radio----500 mile long range, 5 mile short range
*Loudspeaker(90 decibels)
*Short Range Radar-----(5 mile range)
*Long Range Radar-----(50 mile range)
*Motion Detector/Proximity Alarm-------600 ft range
*Laser Targeting System(+1 to strike)
*Combat Computer(+1 to strike)
*Auto-Fire System----This is a development of PS, based loosely on early PS’ AI work. The Auto-Shoot system is a combination limited robotic fire control and gunner-designation interface system that
reduces the workload of the crew, and allows the vehicle to make full use of its multiple weapons
systems. The secondary laser turrets can be programmed to fire on selected target-profiles/un-
ID’ed intruders, or on anything entering range. The Auto-Fire System gives each of the secondary
laser turrets 6 attacks per melee(+2 to strike). The system can be switched off and manual control
re-asserted at any time.

*Extendable Grousers----Taking advantage of new ‘memory materials’, the Black Bear trad-tank units are fitted with extendable grousers that effectively widen the treads to better handle soft ground and snow(Effectively moves across these surfaces without penalty). Morphing/de-morphing the treads
only takes one melee.

*ECM Suite--Taken off a Gray Wolf EWAFV with four distinctive erectable EW aerials on swing-out arms. Internally, the communications deck is fitted with a plug-in, add-on EW console for a dedicated EW officer. The ECM add-on provides the Mastadon 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: 20 miles
EW Cloaking: -15% to enemy Read Sensory Instruments rolls using ground search radars(NOT optical and thermographic systems)

*C^3 Pack: C^3 stands for Command/Control/Communications. This system, an expansion on PS’s BAMSP:(Battlefield Asset Management System Package), networks specially equipped units to share real-time combat data and react to threats as if they were one command. What this does is interlinks(through a special interface module) the electronics of an entire company. It allows them to see what everyone else sees, as well as make anyone a spotter for long range attacks. Any member of the unit may use any other member's location for the purpose of range and sighting. The C^3 Master system acts as the central processor and keeps all the units linked. Slave packs cannot function without being linked to a Master.

To prevent this system from being subverted or staticed by enemy EW, the carrier vehicle is fitted with multiple laser communications nodes around the hull, that allow for point-to-point line-of-sight laser communications with the requisite number of properly equiped sub-units.
Bonuses: +4 perception, +4 init, +2 to dodge(for power armors and other highly mobile vehicles), +2 to strike with ranged weapons within 4,000 feet. All units receive the same bonuses because their systems are interlinked. The Master unit also doubles the command vehicle’s sensor and comm ranges. Multiple networks can be linked up by connecting the squad's Master Pack to a Company Master Pack. Up to five vehicle squads and one company commander (26 vehicles total) may be linked this way but no more, with the current set up.
Range: 30 miles. The pack uses an encoded radio transmitter uplink most of the time, but in cases where jamming may occur, it has a backup Laser communication system with a 5 mile Line-Of-Sight range.


Weapons Systems:
1) 200mm MB Massdriver Cannon(PS-MDJ200M)(2) ---The central dome-turret mounts two powerful 200mm massdrivers.
Range:(Direct Fire) 40,000 ft (8 miles)
(Indirect Fire) 100,000 ft( 20 miles)
Damage:High Explosive(HE)---- 5d6x10 MD to 55 ft radius
High Explosive Anti-Tank(HEAT)----6d6x10 MD to 15 ft radius
Fragmentation--- 4d6x10 MD to 75 ft radius
Plasma-----1d6x 50+15 MD to 60 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 8d6x10 MD out to 15,000 ft, 4d6x10+5 MD out to maximum range
Rate of Fire: Once per melee
Payload: Varies 10 ton ammunition capacity(plus what can be carried in any of the attached cargo trucks.
200 mm AP shell weighs 200 lbs( 10 shots per ton)

2) MLRS Missile Launchers(2)---The medium range missile launchers flanking the Tunguska’s main turret are replaced by modular launch boxes on the Mastadon:
a) Mini-Missiles----60 per launcher

b) Mrk 3 Mini-Missile ‘Calliope’ Launcher---A larger version of the Mrk 1, with sixty tubes as the the Mrk 2, but with ‘metalstorm-stacked’ mini-missiles similar to the PS Missile Rifle.
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1,2, 4, 6, 12, 20, 30, or 60
Payload: 60 tubes, 4 missiles each tube, 240 mini-missiles total per launcher

c) Short Range Missiles----40 per launcher

d) Medium Range Missiles---16 per launcher

e)Shrike III ‘Brilliant’ anti-aircraft missile.
Range: 75 miles
Damage: 3d4x10 MD
Rate of Fire: Volley of 1-8
Payload: 16 missiles ready to fire per launcher
Bonus: +7 to strike

f) Long Range Missiles or RPVs----4 per launcher

g) ‘Katyusha’ Artillery Rockets----Basic, much-copied, free-flying solid-rocket artillery projectiles:
Range:(Short) 7 miles
(Long) 13 miles.
Damage: Both missile types use a 122mm warhead, typically the following warhead types(damage may vary as much as 50% by the quality of warhead manufacture):
(Fragmentation) 1d6x10 MD to a 60 ft blast radius
(Incendiary) 1d4x10 MD to a 50 ft blast radius, plus 01-75% chance of setting combustible materials aflame
(High Explosive) 2d6x10 MD to a 20 ft blast radius
(Plasma) 3d4x10 MD to a 40 ft blast radius
(Smoke) Covers a 100 ft area in thick obscuring smoke. Typically disperses within 1d6 melees, depending on local wind and humidity conditions.
(Chemical) Varies, but typically used to dispense CS or nerve agents(currently only the Sovietskii uses chemical munitions, though it is rumored that Warlord Sokolov has been seeking to acquire such weapons). Typically covers a 100 ft area. Like the smoke, local weather conditions determine the dispersal rate.
(Submunition)---Detonates airburst style over the target and scatters a small cloud of grenade-like sub-mines, that can be used to infilade an area with contact explosives or delayed-fuze mines. Carries over 18 submunitions, scattering over a 100 ft area, and doing 5d6 MD to a 10 ft blast radius each.
Rate of Fire: Volleys of 1-30
Payload: 40-tube array per launcher
Penalties: Katyushas use the standard rules for unguided artillery with regard to deviation from target. Best fired in salvoes of 4 or more rockets.
Cost: Basic Katyusha launcher costs 400,000 credits, missiles cost 5,000 credits for short range, 10,000 credits for long, plus the cost per warhead; Fragmentation costs 45,000 credits, Incendiary 60,000 credits, High Explosive 70,000 credits, plasma 100,000 credits, smoke 800 credits, sub-munitions 120,000 credits.

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

i)ASROC---(Anti-submarine Rocket)---Another weapon common with coastal defense batteries. The Paladin Steel Asroc is the post-Rifts adaptation of the rocket-propelled torpedo commonly used by old U.S. Empire warships. It consists of a short-range torpedo mounted atop a short-range missile booster, and is compatible with most short- and medium-range missile launchers. The chief advantages of the Asroc over conventional depth charge and torpedo launch systems, are response time, stand-off range, and the fact that the sudden arrival of the torpedo from above gives the enemy little advance warning.
This option was not available to the original Mastadons, as Dedek lacked any bodies of water suitable for nautical vessels.
Range:(Booster) 5 miles(Torpedo) 5 miles
Damage:2d4x10 MD (HE) or 1d6x10 MD(Plasma)
Bonuses:+3 to strike within 1,000 ft
Rate of Fire: Volleys of 1-4
Payload: 16 per launcher
Cost:10,000 credits per rocket

3) Secondary Turrets(4)---These are the fully armed and equipped turrets of the PS-MBT-07 Black Bear tanks. Each turret mounts a main gun(typically a tri-barrel plasma cannon), co-axial rail gun, missile launcher pod, and a cupola with light rapid-fire gun.
Heavy Tri-Barrel Plasma Cannon---This massive turret-mounted weapon has 360-degree arc of
fire, 45 degree elevation and 30 degree depression. It’s another derivation of PS’s energy-weapons
research, and does massive amonts of damage at respectable range.
Range: 6,000 ft
Damage: 1d6x10 MD single barrel, 2d6x10 MD double barrelled blast, 3d6x10 MD per triple barrel
burst)counts as one attack).
Rate of Fire: EGCHH
Payload: Effectively unlimited

4) Secondary Turret Co-Axial Rail Cannon(4)----The classic PS/IH-105 railgun, mounted co-axially to the main gun.
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d4x10 MD per 40 rd burst
Rate of Fire: EGCHH
Payload: 8,000 rd drum(200 bursts)

5) Secondary Turret Mini-Missile Launcher Pod(4)--Located on the side of the turret is a launch-box for mini-missiles.
Range: Varies
Damage: Varies
Rate of Fire: Volleys of 1,2, 4, 6, or 12
Payload: 24 each

6) Secondary Turret Cupola-mount Rail Gun(4)---Standard turret-mounted anti-personnel and anti-aircraft weapon.
Range: 4,000 ft
Damage: 1d4 MD single round, 1d4x10 MD per 40 round burst
Rate of Fire: EPCHH
Payload: 8,000 round magazine(200 bursts)

OR

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

7) Secondary Laser Turrets(8 )----These are the reliable PS-34L double-barrelled laser turret, PS copy
of the IHA IH-34L, mounted in three sub-turrets, one on each side and one in front(or back, in the case of the Mastadon’s rear tread-tanks), intended to keep enemy infantry off. These cannons can be controlled directly by a gunner, or by Auto-Track Fire systems(typically, the forward turret is operated by the driver). Each turret has a 180-degree arc of fire, and 45 degree elevation/depression.
Range: 4,000 ft
Damage: 6d6 MD per dual blast
Rate of Fire: EGHH(6 per melee with the ATF system)
Payload: Effectively unlimited

8 ) Flamer Defense System---This system consists of four short-range flame projectors set up to surround the tank with a four-fan ring of flame. Each projector has its own fuel tank, but can also draw on a central reservoir tank. Each fuel reservoir has an emergency flush and ejection system to prevent internal fires from endangering the vehicle.
Range:(Direct-Stream Mode) 100 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Central reservoir tank has x5 the capacity of the individual projector tanks.

9)Flechette Packs----Located around the hull are special ‘reactive armor’ panels that can be also be triggered as anti-personnel grenades.This is one of several similar systems currently in service/under development by PS.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the Mastadon(sides, front, back) can be fitted with 30 flechette packs each(120 total)

10) Cargo Truck Turrets(2)---Each of the attached rear-facing cargo trucks mounts a cab-top light weapons turret for point-defense. This is typically a dual heavy machine gun, light aurocannon, light energy cannon, or heavy grenade launcher.


Options:
*Truck Modules(2)----The only substantially modular part of the original Mastadon was the twio HT trucks, which could be considered either as parasite vehicles that could detach to ferry troops or fetch additional supplies, or as part of the larger vehicle.
Late in the campaign on Dedek, some of the engineers tried something novel using several forcefield generators that were in the warehouse stock. They fitted the cargo bay of one of the attached cargo trucks with five Naruni-style superheavy forcefield generators(360 MDC each), linked in sequence. Though the engineers didn’t know enough about forcefiedl engineering to create a proper combined forcefield or variable forcefield, they were able to set up the five generators so that they would work ins sqequence; as one barrier field failed, the next in the line would cut in, with only a 5% chance of the hand-over taking place too slow to absorb the bledover damage from the strike that took down the previous shield. In this fashion, the Mastadon could tank up to 1,800 MDC.
Naturallly, post-Dedek, PS/ASI engineers feel certain they could offer up a more powerful forcefield module, or make it integral to the Mastadon.

Other module options include expanded capacity for the C^3 network system, allowing more slave units to be interlinked and managed.

Variants:
The Mastadon currently remains a one-off design deployed only on Dedek, but Paladin Steel engineers believe they can easily duplicate and improve on the design. Though GNE Armed Services analysts can debate ad infinitum the usefulness of such a large land vehicle, beyon highly specialized platforms such as the GAMILON Ground Armored Mobile Interception Laser Ordnance Network heavy carrier, with vocal zealots on both sides, the Mastadon has inspired a number of design exercises that may yet yield hardware.

*Project GORG---This revision would use heavier components, such as PS-MBT-25 Von Stueben Heavy Tanks in place of the PS-MBT-07 ‘Black Bears’, and PS-T18 Rambos replacing the HT trucks. The 200mm cannons would likely be replaced with warship- or starship-grade ordnance.

*Project HABOOB---A hover-model was also discussed, using a different assortment of PS vehicles(such as Brunos or Firedrakes as the outrigger units), but the Dedek depot lacked the necessary parts. However, with contact with the rest of GNE restored, the VR files for the hover variant could easily be realized.

_________________
-------------
"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 17, 2020 10:58 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44246
Location: Somewhere between Heaven, Hell, and New England
pad300 wrote:
So Deland has a "ceiling" at 12000 ft of dimensional energy induced turbulence. Lots of mountains on earth are taller than that. Can you tunnel up the inside of a mountain and build a spaceport on top?
Also the local tech isn't making a lot of sense, why wouldn't the locals use aircraft at 10000 ft? Why wouldn't a bomber be functional against a "warbarge" ? 10000 ft puts you well out of range of smaller AA systems, and those things aren't mobile enough to avoid a 2000lb glide bomb... Also, what is a " nuclear (albeit of a type not known to Earth)" power system; do they have different physics?


I suppose I made a mistake setting an exact altitude, and I;ll admit 'unusual dimension physics' would be a cheap way of explaining away a macguffin to keep air power from being a major thing in Dedekian warfare.
But even with the possibility of mountain-top spaceports, there's the apathy of the Dedekians with regards to space travel...they just haven't had the impetus to pursue it, what with reliable and predictable dimensional gates already on hand, exploring other worlds is easier through the Rifts if they're so inclined.
They also don't have the technology, nor are they interested in trading for it, being rather complacent with what they've got, despite what they see dimensional travelers using . And they're not about to let outsiders chew up their mountains just to see if they can fly spacecraft off them.

As for the odd tech? Unusual nukes? That could be due to their environment, or maybe there's something in the water, or maybe there's a global conspiracy to put a damper on technologies that could yield aerial bombers that could blow entire towns off the side of mountains. Or maybe it HAS been tried, and the local bird god objected. Same thing with the nuclear power....maybe the local physics, metallurgy, or magic allow things like some of the odder early experiments in nuclear power(like suspending cubes of uranium oxide and paraffin in heavy water, or freezing globes of heavy water) actually work (and maybe ONLY) on Dedek. Maybe it's a form of cold fusion that has the rest of the Megaverse scratching their heads.
Maybe it's part of what the Infernals want when they invade.
THat's part of the problem facing Dedekian society; they've gotten rather smug, complacent, and incurious....besides the rot of lacking social reform, the decay of some fields of science and technology is part of what's causing unrest that the happy war-watchers have been ignoring.

Of course, there might be some reforms after the recent troubles are over, and somebody might want to see if the atmospheric ceiling prevents radio transmissions, as satellite communications and weather forecasting might just be useful on a planet as large as Dedek...but first they have to survive the current turmoil.

_________________
-------------
"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 18, 2020 2:15 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
Another day, another low effort 'X reacts' dump. Here's the Soviets taking a gander at the toys they have access to at Deland Depot. Part 1 of 4.

An Overview of Personnel and Cyborg Use Equipment Available at GNE Dedek Depot
---Major General Makism Semenov, CO of the 4th Reserve Motorized Rifle Division

While I’ve detailed my overall strategy elsewhere, I thought it pertinent to go over the equipment that logistical realities have forced upon us. While the GNE considered these weapons militia grade for the most port, a large majority of the M-Factor weapons available are distressingly superior to what is available to the Red Army, particularly in regards to human usable equipment. The only potential area we have an edge in is in cybernetics, and I’m sure that Fedorov will dissuade me of that opinion should I inquire about it. The depot cannot produce energy weapons at this time, but in terms of munitions they can fabricate anything short of a plasma warhead, which would be a sub-optimal choice against our current opposition regardless. However, the existing stores are suitable for a Corps level force due to a number of shipping factors, so it is exceedingly unlikely that we will run out of any of our staples before this campaign is over.

While my troops have picked up Paladin Steel produced M-Factor weapons, the recruited locals for the most part have not. The GNE has made it a policy to keep M-Factor weapons out of the hands of the locals unless necessary, which is something I fully agree with. Those that we are recruiting are being armed with projectile weapons equipped with explosive and/or anti-supernatural ammo, which will hopefully reduce the longer term headaches that will crop up. We’ve also taken to replacing any vibro-bayonets with silver coated ‘normal’ versions, which are about as effective against the Infernals that are likely to engage in melee.

Human Pistols
To be perfectly frank, the Motherland’s offering in regards to single (human) hand weapons is lackluster at best, with only a handful of designs available, and most of them being Warlord grade in overall quality. The only one true weapon of note is the G-22P, and judging from the internals of mine it is essentially a reskinned Paladin Steel weapon. As such, it should come as no surprise that the company’s other offerings far exceed what we have in service.
Spoiler:
PSLP-1B ‘Adder’ Heavy Laser Pistol
Their standard side arm, it is sadly superior to ours thanks to its pulse abilities and energy efficiency. The depot hasn’t seen a major shipment of them in almost half a year, so there’s only a few hundred outside of the garrison armory. If we’re going to be drawing pistols, we’ll usually be in a position where we either wouldn’t have this larger weapon or have one of their Ion Pulse weapons.

PSLP-3 ‘Asp’ Laser Pistol
This compact pistol has the firepower of either the G-21P or the G-27P with a flick of a switch. Range is poor, but this is essentially irrelevant in the situations it's going to be pulled out in. I can tell that Kuzmin has thought of a few uses for them. There were several thousand here, so they’ve been handed out to those that need a side arm and don’t want a kinetic pistol. Its greatest advantage is its small size, which means it won’t be a hassle to carry at all times.

PSLP-4 ‘Bushmaster’ Laser Pistol
Something in the size we’re more familiar with, this is a pulse weapon with good consistency, and the relative range makes it distressingly better than the AK-LL. But we don’t need its mix of capabilities, as we’ll want something with even more short range firepower or a full long arm.

PSLP-5 ‘Krait’ Laser Pistol
A smaller version of the above that sacrifices range for damage. It's quite impressive in a close quarters fight, but not the absolute best here. It’ll be pulled out if we start running into Ion resistant enemies.

PSLP-6 ‘SunFang’ Light Laser Pistol
About as absolute minimalist as they’re willing to go without making it a Microweapon, I’ve seen hundreds of equivalents made by gangers in New Moscow. This one has actual quality to it though, so there’s that. I haven’t asked, but Kuzmin is sure to have used these sorts of weapons in deniable ops. There’s not many here, and they’ve been stitched up by the various transients that were here when this mess started.

PSIP-2 ‘ Smasher’ Rapid Fire Ion Submachine Pistol
Another sadly superior weapon, this SMG simply outshines the Terror due to its weight and pulse mode, and while its burst may be considered on the mediocre side it's still a big walloup. The options list more than make up for the lack of an underbarrel. This is going to be our primary weapon for our boarding forces, and we have no shortage of the various options.

PSIP-17/2098 ‘Kepper’ Heavy Ion Pistol
A true hand cannon, this is better than the G-27P due to its burst capabilities and acceptance of larger clips. Kuzmin’s people have been using them alot in their boarding activities, and most of his men are proficient enough at dual wielding to take a pair. I suspect that he and the depot garrison have split the available inventory 50/50, but I haven’t bothered to check.

PSIP-21/2098 ‘Zazzer’ Heavy Ion Blaster
There’s a pallet of these, and while the damage or payload on them aren’t special, the range on them is absolutely INSANE. Particularly when you factor in that it weighs just under 2 kilos. It's almost tragic how much better it is compared to the AK-LL.

PP-89 ‘NovaGaze’ Plasma Pistol
As much a tool as a weapon, it's not as low end as they can go. Most of them have been slightly modified so that they can also be used as the plasma torches they so resemble.

PP-90 ‘Noveye’ Plasma Pistol
These sorts of ‘hit guns’ are all too common in the underworld, being enough to vaporise a normal human, small enough to easily conceal, and cheap enough to be considered disposable if need be. They’re not being used as torches due to safety reasons.

PPSMG-02 ‘Salamander’ Plasma Submachine Gun
Against normal foes, this would be a close quarters boarding weapon, but our current enemies tend to be either completely immune or non-M factor, so there’s not much point. It has a spreader option that turns it into a shotgun, which is very effective at clearing a room in seconds. These were mostly in the depot garrison’s actual armory as opposed to being in the warehouses, but we don’t need that many of them.

R-5 Model 500 ‘Champion Five’ Revolver
Apparently it sells reasonably well to ‘cowboy traditionalists’, which tells me their Cosaks are as nutty as ours.

LPPW-03 ‘Jasta’ Automatic Pistol
Something that Kuzmin would use when dealing with squishies. The explosive rounds of theirs give it some M-Factor ability, and specialty rounds make it relevant in niche circumstances. It's safe enough to hand out to the locals as their personal defense weapon if they’re not infantry.

M-120 Automag Pistol
A resurrection of a NEMA weapon, this has been widely issued to our troops as an anti-supernatural sidearm with exploding silver rounds.

New Colt/Imachi ‘Hailburst’ Light Automatic Weapon
A head scratcher. It is apparently considered ‘fashionable’ for women of means to keep in their purse. The mind boggles. Those here have been picked up by the off world transients.

McMLP-11 ‘Nolan Gun’ Micro-Missile Pistol
Not quite the smallest Micro-Missiles can go, but the smallest that are on hand as far as I know.

PSAGL-23C 23mm Micro-Grenade Launcher Pistol
Half of a Popper scaled down. Other than light demolition work, a toy for Kuzmin.

S-9 ‘Sandman’ Automatic Shock Pistol
While not effective against armored targets, this is one of the best stun weapons I’ve seen in a man portable package. I must recommend we develop an equivalent. It is simply too useful to ignore, and it will reduce the number of avoidable fatalities down significantly.

PSEP-02 ‘ShocPlug’ Pistol
A much better tranq pistol, it's powerful enough to work on augmented beings. I’m reasonably certain Kuzmin has used it a few times to capture Infernals for interrogation.

PSKPESB-01 ‘Kesper’ Stun Blaster
Very nice anti-riot tool.

Human Rifles
Similarly, the Motherland’s human usable long arms leave much to be desired compared to what is available at the depot. Our designs were considered dated even before the Cataclysm, and the Paladins have in many ways surpassed the Western 2nd Cold War forces in regards to infantry weapons. While our lack of orbital capabilities means that we are almost certain to be unable to completely catch up, at the very least we can narrow the gap between us and the other technological powers of our homeworld.
Spoiler:
PSLR-5 ‘Partisan’ Laser Rifle
This is what they consider to be a militia grade pulse laser. It flat out clobbers the AK-HL due to its lighter weight and higher payload. And they sell it for as much as the AK-LL. The only reason most of the troops haven’t switched over is that there’s a more compact format available.

PSLR-7 ‘Rattler’ Rapid-Fire Light Laser Rifle
Basically a laser SMG. A lot of the depot personnel are using it as a personal defense weapon. Objectively speaking, its overall efficiency is pretty lacking and the range is something you’d expect out of a pistol, so the troops would generally use one of their pulse ion weapons in the same situations.

PSLR-10 ‘Maximus’ Laser Rifle
Some of the garrison was lucky to get a few of these cutting edge frontline weapons, and to be perfectly honest I think it outperforms the S-500U. And then there’s all the features they put on the scope. I’ve heard about a shorter range version that does more damage, which makes me wince. Kuzmin has been looking into them, and if he digs anything up it's best that I’m out of the loop. I think it's obvious that we haven’t gotten our hands on any of them for very long.

PSLR-17 ‘Priene’ Laser Rifle
Kuzmin has appropriated one of the three crates that was here, he’s had nothing but compliments. To hear him talk about it, it's flatout better than the Dragunov, which does not surprise me.

PSLR-32 ‘Ulnar’ Laser Rifle
The guts of a Partisan put in a gun for Marines. If that’s what you want, it's not bad at all, and our men that don’t have access to something better use it with the grenade launcher.

PSLR-51 ‘Kasey’ Pump-Action Laser Rifle
This thing BAFFLES me, but the power source is actually quite remarkable according to our techs, so it's not literally charged by only hand movements. There’s also Ion, Plasma, and Rail versions which makes…. sense?

PSIR-9 ‘Murchison’ Ion Rifle
A militia grade ion weapon, the weight and damage aren’t great, but the range and payload are something you’d expect from a laser. If we have to hand out an energy weapon to the locals, it's generally this thanks to its various features.

PSIR-14 ‘Vandegrift’ Ion Assault Rifle
Apparently based on a pre-Cataclysm gun for the American Navy, it's an upgrade over the Partisan. Not cheap though, so there were only a crate of these, which Kuzmin has taken half of.

PSIR-17 ‘Zonn’ Ion Rifle
There’s a few crates of these here, but Kuzmin prefers the Priene due to being silent. The range is astonishing for an Ion weapon, but it pays for it in payload. It can pulse, so it's a good ambusher. They’ve been handed out to the squad marksmen.

PSPPR04 ‘Nimro’ Plasma Rifle
An engineering tool that can be used as a weapon. It’s better at being a weapon than the AK-LL, which sadly seems to be trivial. They’ve been handed out to trained engineers who can be trusted to only get themselves killed if they fiddle with it too much.

PSPPR06 ‘Genta’ Plasma Rifle
The best comparison I can give is that it's a smaller and cheaper version of the Big Bear, which isn’t that much of an accomplishment despite all the bluster the Warlords say about it. It's about the upper end of what we’re willing to trust any local with.

PSR-1 ‘Saber Rifle’ Multi-Mode Plasma Carbine
Another head scratcher. I just don’t get this one. They’re being used as plasma torches for the most part.

PS-MR-14 ‘Simarand’ Automatic Rifle
You can see some similarities to a First Cold War Soviet weapon, but shares enough with other contemporary post-Great Patriotic War Battle Rifles to be an homogenization. The default version uses exotic woods to be of M-Factor construction, which is a distinct novelty. A great many were stored here at the depot, and we’ve been issuing them to the local recruits. If need be the depot has the materials to start construction of a composite based version, and the ammunition is straightforward, so we do not expect any problems there. I expect it to be the iconic weapon of this war as far as the locals are concerned, but so long as they lack the ability to produce their own M-Factor ammunition it will not be a potential problem.

P-630 AutoWeapon
This puzzle gun is something the GNE breakd out when they need to use specialist ammo for some reason. Less expensive than having to keep a full range of weapons, and modern materials can deal with the old engineering issues. Kuzmin has likely picked a few up if he needs them or one of the wizards has enchanted a batch of ammo, but we don’t particularly need them.

PSCAPW04 Compressed Air Projectile Weapon (18mm)
Low end Police tool. I’ve used a few equivalents when I was on the force, and this lines up with the better ones.

PSMG-14 5/56 ‘Fhizer’ Security Gun
Higher end Police tool. Both I and Kuzmin think that it’s more effective than ours, though naturally I and his experiences with it come from different uses.

L1150A4 Bolt-Action Sniper Rifle
Very much in Kuzmin’s specialty. He’s pulled a number out, and hasn’t complained about them.

TAC-500 12.7mm Heavy Sniper Rifle
Kuzmin preferes these though, but there’s only a dozen here so he has to make due.

USR-10 ‘Howler’ Sonic Rifle
An oddball weapon, I can see it’s value underwater and in boarding actions. Kuzmin keeps the 6 or so that we have close at hand, as it can easily make a lot of boarding situations trivial if the other side isn’t prepared.

‘GunLoc’ Modular Long Arm System
While I am baffled that they would go through so much effort, I am sure that their adventurers are thrilled by it. The depot garrison is keeping them, and we honestly don’t have a pressing need for its capabilities.

GunLocBlue Law Enforcement Weapons System
I suppose it makes a degree of sense in this role, considering how diverse and expansive police tools can get, but still. We’ve ended up using them a lot for when we get large numbers of prisoners, mostly handing them out to locals that we can give a degree of trust to. Harder to cause ‘accidents’ that way.

Human Heavy Weapons
While these are also commonly used by cyborgs, their mass and volume make it viable for single human infantry soldiers to be issued them. Only the Infernals and their most well equipped cultists are worth equipping the men with these, so they most often leave the depot attached to a vehicle. Even with external power and ammunition supplies, their smaller size and weight compared to effectively all of the Motherland’s equivalents makes the comparison an embarrassment.
Spoiler:
PS-RFL2-33 ‘Blazer’ Rapid-Fire Infantry Laser
Only good as a vehicle mounted suppression weapon, but does a good job at that. We have far more grenade launchers however, and Infernals tend not to cower even when they should.

PS PSIC-03 ‘Scheffer’ Ion Cannon
More viable if only due to not needing a vehicle power plant. Almost equivalent to the S-500, but much lighter. The depot garrison is keeping an eye on these, and we honestly have negligible need for them.

PSPPR-3 ‘Serap’ Heavy Plasma Projector
The backpack arrangement makes it much less of a pain to use, and it's all around better than the Belofsky Plasma Cannon. But is that really an accomplishment?

PSPPR05 ‘Lewiston’ Light Plasma Cannon
I want to say that it’s the equivalent to the Goldbeam, but some of the details don’t quite line up. Lacks in relative power efficiency, but the light weight allows you to carry additional e-packs to make up for it, and it's far cheaper. They also consider it obsolescent, and I think Burgasov has started using them with his Light Machines. We would be using them much more if it wasn’t for the fact that so many Infernals are at least resistant to plasma.

PSPBW9 ‘FlareHammer’ Particle Beam Weapon
The only one (yes, ONE of) of their various handheld Particle Beams on hand, the hundred or so here have been handed out as anti-armor weapons for our urban combat teams. Payload is as mediocre as you’d expect, but the techs have figured out a way to run it off an e-pack. It's honestly overkill considering the local material qualities, but the cultists have started getting low grade M-Factor protection from their patrons so it’s best to keep ahead of that.

PS-TGL40E Pump Action Grenade Launcher
The heavy weapon we most often give out to the locals. Not the most convenient format, but if they need to fire more rounds than odds are they’re already doomed.

PSLAGL-40D 40mm Light Grenade Launcher
A less crude version of the above, our own troops use it for ballistic fire capabilities and preliminary room clearing.

McMLR-15/16 MicroMissile Launcher Rifles
The men can read between the lines, and they know better than to talk about it. The remaining infantry squads have picked at least one of these up, and there are literally entire warehouses full of Standards ready for use. The depot techs have managed to reproduce the cassettes for our own launchers, so our cyborgs are still using our larger equivalents.

‘Taskin’ 20mm Backpack Rapid-Fire Autocannon
Something you’d expect one of the Warlords to come up with, this support weapon is quite effective. Assuming you're willing to pay the 20 credits per shot for the better rounds, which isn’t bad considering that’s the over the counter value, it's a very reasonable alternative to light railguns. The price tag the depot is giving to the silver rounds is around 10 credits, which are much more effective against those vulnerable to it. Easily more practical than the Howler the Warlords use, particularly with its weight.

Cyborg Weapons
My lemations continue with their larger weapons, with the GNE making no small use of cyborgs and Paladin Steel producing a wide range of weapons catered to them.
Spoiler:
PSPPR-20 ‘Supernova’ Heavy Plasma Rifle
A bit better than the Serap, this is more of a ‘normal’ plasma rifle. Not particularly well suited to the theater, so we’re leaving them at the depot.

PSHM-40 ‘Crusher’ 40mm SuperHeavy Automatic Pistol
I want to scream about how obvious an idea this is. There were a dozen crates of these things on their way to the ‘Central Alliance’, and our Heavy Machines just love these things.

OCSW-2 ‘Arden’ Heavy Machine Gun
These have been handed out to anybody that needed to replace their AK-CR or S-1000, and I have to say it is quite effective if you can get used to its quirks. It doesn’t have the shear range of an upper end railgun, but it's far lighter even with the larger ammo and the blast capability is important against massed demons. The scope is also very nice, and as long as we bring it back they don’t care about what we do with the gun itself.

XM-139 20mm Sniper Rifle
Naturally, if it was good for humans, it would be better if it was scaled up for use with Cyborgs. Not as cheap as their other projectile weapons, but it clobers the old Super Dragunov that I have vague memories of in every aspect.

SHRS-3 30mm Super Heavy Rifle System
There were eight of these on hand when we arrived, and our Spetsnaz snipers haven’t let them leave their sight since. From what they’ve been willing to say, it's used as much to pop sensor arrays as it is people. It uses the Traix 30mm round, so we could easily make our own. It is embarrassingly better than the Super Dragunov.

80mm ‘Pulverizer’ Super-Heavy Shotgun
Yes. This is a thing that actually exists. And nobody in Russia thought of it first. Shame.

60mm ‘Snapdragon’ Gun-Mortar System
New Moscow produces nowhere near as many Mass Drivers as the Red Army would like, so having a cyborg portable version is novel. The ones that are on hand were spares for their light tanks, so they’ve fabricated the rifle mounts for us to use. The range is naturally more than adequate, and the damage lines up with what you would expect from the shell size. The only problem is that it’s a bit thirsty for power, so if the wiring is cut you only have a few shots from an emergency E-clip slot. Our Thunderhammers naturally love it.

80mm ‘Maginol’ Mortar Cannon
Our Tsars have replaced their main cannons with these, and they consider it to be a major improvement. It's also used as a support mount for vehicles.
(btw T, this lacks a data entry that isn't part of a vehicle. The 81mm Townsend has an interdependent entry, why not this?)

PSTT-M19 ‘Slammer’ Mini-Missile Launcher
Another painfully obvious idea. It's considered reasonably disposable as well, and it's simple enough that the machine shops here can fabricate them in substantial numbers. We have no shortage of AP Minis to use them with as well.

Superzooka
Once again, painfully obvious. I am incredibly thankful the Warlords didn't come up with this, because I don't know how much of Russia would be left. The only people that have a regular need for its power are the Spetsnaz company, who use it as a breaching and demolition weapon for the locations the Infernals actually care about.

GunLoc II System
While very much like something a Warlord would dream up, the troops have found them to be surprisingly reliable.

Armors
I know we’ve already looked at the real low end mass market stuff, so I’ll focus on the ones worth commenting on. They have some armors for their microscale personnel, but those that are here are either technicians or serving as sabotage specialists, which either don’t need much protection or get in the way of infiltration.
Spoiler:
VBA-UC-1 Skinsuits
I think there’s a report out on them, but they’re descendants of the under-layers that the Western Powers used to interface with their power armors. A lot of their normal armors can also fit over it, which adds a notable degree of protection. The M-Factor for the non-reinforced military version is 16, and there's higher grade versions for those willing to put out more coin. There are enough here to outfit all of our purely human personnel with an ‘off-the-shelf’ civilian version, and our armorers have figured out how to apply the anti-impact cushioning to them.

PPAug-03 ‘Muscle Jacket’/PPAug-04 ‘Muscle Pants’
There’s a few examples here, and from what Kuzmin says it's a nice boost to any EBA it can fit under. I naturally wouldn’t notice of course. We only have a few hundred of both, and those that Kuzmin haven’t taken I’ve given to our heavy weapons specialists.

‘Plastic Man’
The low end trash that’s being handed out to the locals, it may not be very protective for its mass but it can be produced in vast quantities by the mold injectors that the Paladin Steel depot engineers have set up, so we don’t have to worry about running out. From what one of the techs has told me, it's simply a ground use version of a minimalist space suit from the early 2nd Cold War, and while it was quickly overtaken by much more functional designs it has a very effective environmental control system as a result. This makes it much more comfortable to wear by people unused to Environmental Battle Armor, which simplifies things.

VEBA-UWC ‘Urban Warrior’
Its lightweight and comfortable nature makes it ideal for human vehicle crews, so our Tankers and ex-Infantry have almost entirely switched over to it.

VEBA-01 ‘Bushman’
A formalized variant of the mass market design they used early on, most of the remaining infantry have switched to using these as our Red Stars get worn down. The garrison techs have given them good translation software, so the grumbling is about unfamiliarity and lack of Soviet pride. It's fully environmental, which is a nice addition. The salt flats can get quite hot, so the integral cooling sees a lot of use.

VEBA-02A ‘Raptor’
Their older standard military EBA, the replacement is being phased in so it's still the most common. Overall protection is equivalent to the Red Star, but it is also partially laser ablative, which is significant considering how common lasers are compared to everything else on the human scale in most places. The mass difference can be put down to all the extra features they give it, so the overall material quality is likely a bit higher mathematically speaking. There’s an add-on set for when more protection is needed, but has the normal mobility problems with such things. The depot is keeping these to themselves for obvious reasons, and as the cultists aren’t using lasers I’m not raising an issue.

HazMat-K2 Armor
I know the Way of the Ancient Fathers uses something similar to this in their dives into Dead Zones, but we usually use Cyborgs when we need to handle the nasty stuff. The boys in ProBeauro probably have an equivalent to this and the other hazard specific suits.

LVEBA-09 Kinetic Armor
Police Armor for less naturally dangerous locations. I can see it being very useful in riot situations, and there’s a heavier version that would be appropriate for use in New Moscow.

DSEBA-02 ‘SuperNewt’ Dive Armor
Very much not my field, but Kuzmin says that it's quite good for a combat dive suit. And it's considered civilian grade. They say there are actual military suits that can be used out of the water, but none are here. Reason these got hauled out is that one of the hostile highlands had a large underground lake that our miners could infiltrate through, which sped that particular siege up tremendously.

Larger Weapons and Ordnance
Then we have the various vehicle scale pieces of equipment.
Spoiler:
CLWT-04 ‘Mini-Mon’ Light Weapons Turret
A very quick way to make a Technical, I have to wonder why we don’t have an equivalent. I’m sure there’s a reason, but I’m not aware of it. Most of our non-combat vehicles have picked at least one of them up to serve as a basic deterrent. The depot used them as the basis for the perimeter defense turrets that they ringed most of the ‘island’ with, which explains why they had so many on hand when we arrived.

40mm ‘Chewer’ Mortar-Launcher System.
Likely the most common form of non-mortar artillery support available at the moment, the range may not be fantastic but it can suppress like nothing else. They get pulled out to defend the choke points we’ve secured without having to commit much trained manpower.

Demolition Guns
A good many of the war-barges are vulnerable to HESH, and these are good tools to deliver it with. They’re simple enough that the depot can fabricate them, and if nothing else they make the cultists quite concerned about the durability of their forts. We can have required locals deal with actually using them when we don’t have a squad of Thunderhammers drag it into position.

AC4-30 30mm Quad-Cannon
A simple idea done proficiently. More damage but less area of effect than the Thunderspears, so it's a trade off. We have a limited stockpile of 30mm systems, so we’re saving them until we have a pressing need.


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Unread postPosted: Fri Dec 18, 2020 2:19 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
And now for the vehicles.

Overview of Vehicles Present at GNE Dedek Depot
---Colonel Yaroslav Pushkin, Commanding Officer of the 20th Tank Regiment, Red Army Tank Corps

For logistical reasons, the 4th Reserve MRD has almost entirely switched to what can be provided by the GNE Dedek Depot. While we have a partially redacted catalogue of Paladin Steel’s terrestrial offerings, Dedek Depot has a relatively limited selection due to logistical concerns, focusing on the lower end offerings that are best suited to the overall situation of both this dimension and those downstream of it. As such, the near entirety of its inventory consists of what the GNE considered to be militia grade, being below the top end of what is permitted for export. While I would normally be concerned that this would leave us under-equipped to handle the opposition, the locals are effectively pre-M-Factor Revolution in terms of technological development, which means we are actually far ahead of them. Add in their lack of proper tactical ability, I have no doubt as to the overall conclusion of this campaign, although it is the details that are open to debate. That is General Semenov’s department, and he is a true professional at that particular dance.

Wheeled Non-Combat Vehicles
Mostly the same the world over, these civilian vehicles are what keep civilization running. The complex has no shortage of their cargo haulers, and there’s also a few shipments worth of their all purpose utility cars and trucks. If need be, the depot can start making them within 6-12 month depending on the complexity. I’ve had some catalogues from Brugasov’s turf show up in my office, so I know a good number of these are being offered on the market back home.
Spoiler:
‘Jeep Warrior’ ATV-40V
As low end as an M-Factor vehicle can go. Better than going on foot or sled at least, and it's as cheap as they can make it. It's used for all the same tasks as ever.

‘Daniel Boone’ Light Scout Vehicle
Strange hybrid of wheeled and hovercraft. It's a transport for small groups of scouts, which translates to adventurers. Kuzmin would be using them if we didn’t have better options, but we have enough small scale nuke plants to use them as our primary scouting platform.

AVA Camper Van
A good all terrain van with as many options as you would expect out of these people. We most often use it as an intercomplex taxi due to lacking the range or speed to get to other notable locations in a reasonable time frame.

‘Arabian’ All Terrain Multi-Purpose Vehicle
Strangely enough the depot doesn’t have many of these, as most of their inventory was shipped out to downstream outposts. We don’t really have much need for it either, with the terrain being quite gentle and hover-scouts being available in sufficient numbers. The electronics are on the poor side as well, so no great loss.

‘Colter’ Rover
An ugly utility box van. It's as ubiquitous as such vehicles are everywhere, and just as forgettable unless you need a set of wheels right at that moment. Overall quality is on the high end though, and there is no shortage of options for bored engineers. They’re considered disposable as well due to only costing ~40K to buy, although the weapons cost extra.

‘Katir’ Variable Wheelbase Truck/Transporter
An inter-city commercial truck that’s halfway to being militarized by default. They do a good job bringing out supplies to forward units, and I haven’t heard any serious complaints about the vehicles themselve (as opposed being stuck doing cargo runs in general). Nearly all of them at the depot were equipped with nuke plants, which helps with organizing the convoys. Most of their workload is keeping our chokepoints supplied, which is a legitimately important task.

‘GAAB’ Bus
A large bus with enough armor to survive being looked at, if not much more than that. While it's most definitely not a combat vehicle, it's endlessly convertible for specialty tasks. The depot had a good 500 of them ready for use and the parts to make another 200, so they’re our primary personnel movers. Quite comfortable for a bus, and the depot has put together some variants to serve as mobile charging stations for our mostly battery powered vehicles.

HT-Series Heavy Trucks
Good old fashioned cargo movers, but as is often the case with PS vehicles sufficiently armored to survive being shot at briefly. Triax is apparently not happy about them due to ‘Intellectual Property Rights’, which is amusing if nothing else. My boys have something of a love-hate relationship with them, as they love to hate the fact that we’re always escorting material convoys to and from to the depot so it can be refined into something useful. Paladin Steel is paying very well for it though, which lets us stay supplied in the local equivalent to vodka (which isn’t terrible) and gives Nikolaev another leg to stand on with negotiations.

‘Rambo’ Heavy Truck/Land Cruiser
A truly IMPRESSIVE piece of cargo moving machinery. Those we have are used to move the really big things between warehouses and to set up the fabrication facilities we need. If need be, they also serve as recovery vehicles if something big breaks down.

‘Howard’ Light ‘Combat’ Cycle
My honest opinion of this amounts to a stream of giggling sounds, but they get used alot by people doing inventory checks. This is a massive depot afterall.

Wheeled Combat Vehicles
The salt flats out there are a good place to use wheels, and we have no shortage of replacement hulls. Best guesstimate given to me by the depot techs is that it’ll take a few years to work up to sufficient materials to make the right quality armor, but with the existing stock we have no real worries about running out of spares.
Spoiler:
‘Dancat’ Armored Car
It's a good police vehicle, and I can see it being a real pain in urban combat. The salt flats are too open to use them, but Nikolaev’s boys appreciate them when we have to pacify one of the inhabited areas.

‘SkyWatcher’ Air Defense Vehicle
The lack of massive flocks of light fliers here has been quite surprising, but I’m not going to complain. This light AA platform is sufficient to see off what has shown up so far. The Thundespear companies are currently mothballed, but we’ve been moving them to whatever forwards staging areas we’ve set up as a contingency. There’s also no shortage of SRM launchers to put on the various depot caro vehicles if need be either. I know Brugasov is getting these from intel reports, which make sense considering his current problems.

‘Greyhound’ Light Armored Car
It has a VERY big gun for how small it is, and the durability isn’t horrible for its mass. We’ve handed these out to the more trustworthy locals for use as mobile artillery, and they’ve managed to not screw up yet. We have a battalion of the higher end ‘Wolfhound’ if any of them show actual promise.
(Another one where I can't find the entry too. You did post it right?)

‘Clysdale’ Heavy 8x8 Multi-Purpose Vehicle
There’s a lot of accusations of it being a knock off of a Coalition States design, but there’s a counter argument that it's an upgrade of the original NEMA APC. We have no shortage of either them or their various options, and it's dead simple to keep running. Good design, which explains why so many are being bought up back home.

‘Rattlesnake’ Armored Personnel Carrier
Their older wheeled APC, this is an embodiment of the ‘Metal Box Troop Transport’. Like all such vehicles, its cavernous interior has resulted in engineers using it as the basis for all sorts of support vehicles. There’s a GMR hovercraft version (the ‘Gravsnake’) which is damn fast, which we use to move men and material around the front. By default though, it's honestly too plain and unremarkable to sell back home, which must be why I didn’t see it in any of the PSE catalogues I’ve breezed through.

’Lynx’ Medium Tank
One of the primary combat vehicles we’re using, the Lynx is quite close to the SU-52 in many aspects, but you can tell it's a different machine, with the small auxiliary legs being a dead giveaway. Its use of wheels allows our less well trained soldiers to make reasonable use of them, and if we lose a few companies of hulls we can draw from spares. We have several hundred of these things just waiting to be called up, most of them with the old 120mm electro thermal or dual 40mm autocannons. There’s two companies with Triax Flak guns which we’re holding in reserve.

‘Sand Demon’ Heavy Armored Fighting Vehicle
We have two regiments of these, and they are very well suited to the theater. We put the troops that have shown an understanding of tank warfare in them. We’ve fitted them out with predominantly Rail Guns to give them more damage potential and effective range than the Lynx.

Tracked Non-Combat Vehicles
While the reasons for them are the same as always, we have much less need for them considering the local terrain. Interestingly PSE doesn’t offer any of them, so they either have a very limited number of production lines (likely) or they don’t want to go all in with competing with Novyet (also likely).
Spoiler:
‘Linden’ Tracked Armored Personnel Carrier/Utility Vehicle
The lack of inherent guns puts it here rather than in the combat section. It's a basic tracked box with all that entails. They’ve handed out to the locals to teach them some level of basic tactical thought.

‘Gator’ Amphibious Personnel Carrier
Basic amphibious people mover. It was a military design back in the Great Patriotic War, but times have changed to say the least. There were a few here that were in transit to somewhere they could actually be used, but they’re basically useless for us.

M9TTunneler
Novel concept that has a lot of uses. We have a dozen or so, and they’re used to breach defenses of the highland regions that the Infernals have taken.

‘Mauler’ Salvage and Demolition Tank
While nominally a tank, it's not really a combat vehicle. It’s as useful as these vehicles always are, and we’ve been getting good use out of them scrapping the war-barges we’ve taken out, which have reactor systems that we can salvage to make ones for our vehicles.

‘Atenus’ Heavy Utility Crawler
We only have parts for these, but they’re being used to make the Tunguska knock-offs that are being called the Mastadon. They aren't far enough along to have an impression of though, so I'll attach my verdict on it when its done.

Tracked Combat Vehicles
My normal bread and butter, the availability of worthwhile hover designs means that the actual Tank Corps personnel aren’t manning these. We have enough experienced APC drivers to make due however, and it's not too hard to keep an eye over their shoulder with the level of command systems available.
Spoiler:
‘Winsor’ Light Armored Vehicle
Considering it's meant to be transported via heavy chopper, it's quite reasonable. We don’t have any aircraft to haul it with though, so it's left at the garrison as a training vehicle.

‘Mongol’ Light Tank
Another low end platform that’s been handed off to teach the locals with, mostly how to deal with vehicle mounted energy weapons.

‘Sherman’ Medium Tank
No, your eyes do not deceive you. PS resurrected it, gave it some upgrades to make it relevant, and sold it to bottom level militias. Apparently they sell enough of them that there was almost a division worth here when the balloon went up, and they’ve been converted into a drone-tank configuration. Half of them were lost holding off Infernal attacks, but they bought enough time for us to show up. They’ll likely be patrolling the ‘harbor’ of the depot until their frames give out.

‘Kodiak’ Medium Tank
I have to feel patriotic pride in this, as it's considered a higher end model than the Sherman. I had to take one out for a spin, and must say that the sacrifices in historical accuracy are more than compensated by the increase in actual usability. It's still too slow to actually use as is, but there’s an actual procedure to mate the hull with a GMR platform to make a decent hover tank.

‘Gun-Ripper’ Medium Tank
Basic swarm shredder. We’ve taken the turrets off of them and put them on Lynxes to serve as attachments to the rest. They’ve been quite effective against demons due to all the silver that we’ve managed to trade off the locals.

‘Black Bear’ Medium Tank
Considering it was intended as a stop gap, it's not bad to say the least. Weapon options are pretty good (although the default plasma cannon has some issues if not nuke powered), and protection is more than acceptable. The legs are there to deal with extremely rough terrain, but that isn’t much of a factor here so most of them have been removed to save on maintenance. We put the non-Tankers that know how to drive tracks in them, and they’ve proved to be very effective against the better-than-chaff we run into.

‘Kerkat’ Heavy Tank
This is supposed to be somewhat rare due to its obvious drawbacks, but as it's large enough to make the locals at start to care the Greeners stationed half a regiment of the things here. Most of them were pretty beat up by the time we arrived, but they’ve had the time to fix them up since. Other than the two companies kept to guard the depot, the rest are used as anchors for chokepoints, which frees us up for offensive action.

Hover Non-Combat Vehicles
While not suitable for city use (normally), terrain ignoring cargo and people haulers are always useful. They have a number of even older designs on file if they need to resort to making them, but the existing stock is more than sufficient.
Spoiler:
‘Nor’Easter’ Contra-Gravity Hovervehicle
We only have a few dozen of these, and as you’d expect Kuzmin’s boys are hoarding them for their own use. They’ve had the garrison techs fully trick them out as well, and I swear I’ve seen a few of them with a really big missile in the front.

‘Grenser’ Hover-APC
A small ‘Metal Box’ that hovers. It’s honestly too small for us to bother with, so we pass it off to the locals. The Gravesnake is much better for our purposes.

‘Megabago’ Medium Utility Hover Vehicle
While nearly all of the ones we have are of the utility flatbed configuration, we have a company that are of the original ‘RV’ configuration, which has an absolutely ludicrous PBC for some reason. Kuzmin has taken them for long range recon operations, and they're all still intact despite the fights they’ve ended up in. I would be surprised if he hasn’t had the depot techs go over them with a fine utensil to give them every feature they can think of. These are what’s used to provide company level logistical support for our hover tanks, and a few of them have been converted to mobile charging stations for our battery powered vehicles.

‘Drom’ Heavy Duty Hover Utility Platform
The older and smaller of the two big cargo blowers, we have a dozen of them on hand for high level cargo transport. They can carry a full tank or two, so they’re most often used to bring out spare vehicles and haul away damaged ones. Fedorov has appropriated a train version to serve as a more mobile version of his Ironforge.

‘Alpaca’ Heavy Hover Carrier
A very large hover-barge that can move quite fast. We have a pair that were in transit to elsewhere, and we use them to haul the really big pieces of equipment to where we need them.

GMR Hoverplate
I will be blunt and say that this simple vehicle changes everything. If you want a more comprehensive explanation, I am sure that the engineering and production staff around the State House will go into vast detail for how big a deal it is. We have a great many of these despite cutting up a few hundred to convert to hover tanks, so they’re used to haul material in the secured areas.

Hover Combat Vehicles
I admit to being jealous of the amount of hover platforms that are available, and this isn’t even what they consider to be the ‘decent’ stuff. The actual front line designs are said to be two grades better. For the actual Tanks, we have enough Mass Drivers on hand that they can be standard issue and still have a good stock of spares. It's going to take a few years for the depot to work their way up to GMR manufacture, so the material we have is all we’re going to get before the campaign is over.
Spoiler:
‘Asateague’ Light Hovercraft
They call it the ‘beer coaster’, and I can see why. Its greatest advantages are that it’s quite fast, extremely simple, and extremely cheap, so we have several thousand of the things on hand. It is better than a suit of basic EBA, and can hold a lot of firepower for a single soldier, so a good half of the straight leg human infantry with us have become pilots for the duration. It would be near useless back in the motherland due to freezing up, but that’s not a concern here. The preferred hardpoint option for the electric ones are various ordinance launchers, with the ammo being plentiful and more than effective against whatever M-Factor forces the Infernals decide to send out or provide their cultists, while those fortunate enough to have a nuke plant go with massed ion cannons. There's also a company of an ‘adventurous’ tank destroyer variant with a 120mm cannon, and we’ve found enough experienced hovercraft pilots who are willing to use the things.

‘Vader’ Hovercraft
Squad level hover jeep with a surprising amount of firepower. Said to be an update of a NEMA design, and it matches up with what I remember from the historical briefings. We only have a dozen, and Kuzmin has claimed them for his company’s use. The depot techs have rigged up a way to let the RV Megabago’s move them around without a major hit to their cargo capacity.

‘Zerkat’ Light Armored Vehicle Family
While they’re nominally under the tracked section, we’ve converted all of them to the hover configuration due to its higher utility out on the salt flats, particularly once given nuke plants. Beyond being intermediate scouts, they’re primarily ambushers. Armament consists of whatever’s the pilot’s preference, with most either going with the 60mm Mass Driver for the range or massed 20mm autocannons with enlarged magazines for the burst damage potential. Those that have concerns with ammunition endurance take the triple pulse lasers.

‘Shaw’ and ‘Cossack’ Medium Hovertank
Likely the simplest hover tanks in existence, their GMR material lets them make a mockery of the usual problems with hover vehicles. We have about 3 regiments of them all told, and I’ve had all of my tank crews switch over to them for the duration. The techs have figured out a way to strap some MRM pods to the sides, so they're notably more effective than the SU-52’s we have left. We’re working on upping the thrust using the nuke plants we’ve taken out of less useful vehicles, and results are promising.

‘Bruno’ Heavy Hovertank
As silly looking as it is, we’re using the four we have as regimental command platforms. I’ve had the bigger turrets fitted so they can hold Mass Drivers, so we don’t have to get within direct fire range to start hurting those war floats.

Aerial Vehicles
Subject to revision barring current discussion
This dimension’s oddities make jets not very useful, so the GNE only stationed zeppelins, cargo helios, and small civilian propeller craft. I THINK that there’s also a few covert insertion craft that Kuzmin is making use of, but he can give you a first hand account of them.
Spoiler:
Various UAVs
Beyond the natural cargo models, there’s an array of reconnaissance and harassment designs. I’m suring the scouts will find use to use the expendable spies to good effect, but the small gunboats are going to be more of a hassle than not. I can see them being used as sentries at chokepoints, but anything on the actual front will be able to deal with it in short order. Things would be different if we could use actual fliers though.

‘Flitter’ Light VTOL
The depot has a notable flock of these, but they don’t have much use beyond personal transport. We’ll use them as trainers if we have to.

Bat Light Hover Jet
They consider it their equivalent to a ‘Rocket Cycle’, while my Russian mind immediately compares it to the Wingrider. It’s a close match with what I hear the new version the Mountain King is putting up, which explains its growing popularity back home.

‘SkyLift’ Aerial Crane
While short ranged and needing supervision, these 2 ton drones can carry a full 10 tons under them, making them excellent attachments to recovery platforms.

‘Penetrator’ Light Stealth Helo
An old school stealth egg beater, the Spetsnaz are the only people that have a use for it right now, so it’s in their motor pool by default.

PSZK-AirShips
Beyond the oddity of simply existing, the depot had several dozen of these as automated patrol craft and comms relays. We’re using them as the latter, and some of the techs have already put together long term tether stations to anchor them too.

‘Skimmer’ Light Utility Aircraft
An old, old design, but it's as effective as ever in rear line low end transport tasks. It can’t fly high enough to have altitude problems, and if need be the depot has it on the 12 month list.

F102 ‘Fang’ Jet Fighter
Among the depot warehouses was a 4 craft flight of these. They were on their way to somewhere that they would be actually useful in, but all we have for them is courier work and high speed reconnaissance. They’re dead meat against anything that’s actually defended, particularly with the performance limits that the altitude restriction imposes.

‘Vanstar’ Light Cargo Fanjet
Likely what we’re going to replace the Stormbringers with when we can’t maintain them anymore. Effectively unarmed, but we should be able to secure enough territory within a few months that it won’t matter.

‘Nimbus’ Rigid Airship
The depot has three of these for various reasons, and they were recently enhanced to the mystic ‘Cloud Cow’ standard. While I’m sure the OPI will be quite interested by such beings, the important part is that they can reach their theoretical altitude limit which is half again what everybody else can do, so they’re effectively untouchable reconnaissance platforms. The wizards say the higher altitudes get bad enough to tear apart even air elementals, so we can’t just put them in every aircraft and call it a day though.


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Unread postPosted: Fri Dec 18, 2020 2:25 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
Russians care about cybernetics, so their doc takes good look at what he can find. A good chunk of the no data ones are due to being introduced after the stated time. I've also messed with some of the design headers to have them make a little more sense.

Surface Overview of GNE Augmentations Available at Dedek Depot
---Colonel Ozelka Fedorov, Commanding Officer of the 27th Field Medical Company

The GNE is far more accepting of Cybernetic Augmentation than the rest of those outside of Russia, and have less sigmatta attached to them than even in the NGR. They have also taken the step of augmenting animals, although they have taken it in a notably different direction that us. Additionally, they have already become renowned for their functional biological augmentation processes, the upper end of which match a full conversion cyborg in many aspects. This requires further study, but I do not have the connections required to study those present at the depot without unacceptable blowback, so I must restrain my curiosity for the time being. My knowledge of bio-systems is also sadly lacking, so it is unlikely that I would have learned much regardless.

Standardized Cyborg Chassis's
The GNE has produced an astonishing number of wildly different production chassis, with the current and still in development number being more than 60. Many of them revolve around odd concepts or technologies, and are unsuitable for wide scale deployment, but could make sense for individually wealthy adventurers with odd tastes. The depot’s data banks are surprisingly scattershot as to the data they contain, with a number of older designs not being listed and newer ones being a coin toss as to if they have been included. Additionally, some of the mid number designations seem to have been reserved for quite some time, indicating a prolonged development process or some sort of political fight over them. I have included what I have access to below.
Spoiler:
PS-Esp/Recon-FC-1 'Wolfman’
An interesting attempt at making a ‘Werewolf’, I can see its capabilities being useful in the special forces role.

PS-Lt-Ut-FC-2 'Flexman'
A quite novel Light Machine, it pushes cybernetics in a direction that we have not given much thought to. A nominally civilian design, it's quite close to the various Cyberoids I know that the GRU and KGB try to keep under wraps.

FC-03
Limited local data available. Developed by ‘Dwarves’, and originally intended as a miner.

FC-04
See Attachment ‘Doctor Calvin Howletts’

PS-FC-5 ‘Montoya’
A militarized version of the Fleximan, this ‘noodle borg’ is a bit beyond what I know High Command is comfortable with on multiple levels, and I know of only a handful of Cybernetic specialists that I would trust to deal with it as well.

PS-Ut-FC-6 ‘Hazard’
I’ve worked with a few equivalents that were part of the Way of the Ancient Fathers, but Paladin Steel saw fit to create an established pattern.

PS-HA-FC-07 ‘Aries’ Assault
If you look at the schematics, it's obvious that this design is based on one of the Warlord Heavy Machines, but produced to a much more consistent and higher baseline. It's familiar enough that I can easily work with them, and I’ve had to switch a good number of our more critical damaged recoveries over to the substantial reserve of chassis that are on hand. The shield mounted weapons are considered highly obsolescent, and the depot techs have replaced them with a number of more effective models.

PS-RX-FC-8 ‘Schweitzer’ Medical
Finally, somebody else has developed a peer design. None are on staff here, which was why I was granted so much access, but it would have been nice to talk shop with a new peer.

PS/VBCA-CB-FC-RD ‘ChefBorg-RD’
A most interesting development, I must consider the implications of such a wide range of sensory capabilities.

PS-FC-9 ‘Heizo’ Enforcement
A very focused Light Machine that I’m embarrassed to say that we didn’t develop first.

PS-FC-10 ‘Light Dancer’
This niche design is novel, but not something that’s particularly combat effective in my opinion. It would be far more worthwhile against opponents that only had access to laser weapons, which is a possibility with their dimensional exploration efforts, but our Earth is far too used to enemies that are immune to energy weapons. It's also effectively useless here, but as none are available it doesn’t matter.

FC-11
No local data available.

PS-LAOC-FC-12 ‘Angelina’
I will admit to not understanding biological women, but I can understand that they would be drawn to such as aesthetically pleasing design. Surprisingly close to the Avenging Angel, but naturally falls short in the more key aspects due to its simple lack of mass. It's less of a headache for everyday use though.

PS-FC-13 ‘Tarantula’ Special Assault
More of an oversized Heavy Machine than a Superheavy, it can do a great deal of damage very quickly, but lacks staying power thanks to the relative fragility of its weapons and lack of ability to wear over-armor. Still, an interesting design with a novel rear optics system.

FC-14
No local data available.

PS-FC-15 ‘Maczek’
It’s a copy of the Polish design. Its exported to the Polish forces, which explains where they’re getting replacements

PS-FC-16 ‘Armadillo’
The first of their in-house designs that I have to question the sanity of those that volunteer for, this design is entirely focused on it’s gimmick. Said to have been inspired by the work of a certain Doctor Calvin Howletts, who is infamous enough that even I have heard a few rumors of him through the occupational grapevine, and having access to a Paladin Steel database I realized they were understated. I have written a separate document explaining just why, with a list of his more infamous creations.

PS-A-FC-17 ‘Midas’
Said to be the one of the more popular new designs, I can understand the attraction. Beyond being incredibly durable, it’s laser resistant armor makes it even harder to kill with most infantry weapons. Overall flight speed is mediocre, but it's said to be more of a jumper in operation, and it is quite focused on short to medium range combat. The standard particle beam has some charging issues, but as it's usually a backup to whatever hand weapon is issued it's a lesser concern. None are present here, but there's a good data package on them regardless.

FC-18
No local data available.

PS-FC-19 ‘Mirronid’
A distinctly vanity focused design, I guess there is no accounting for taste.

FC-20
Limited local data available. Considered a flop of some sort.

PS-FC-21 ‘Stalker’ Special Operations
From what I can dig up on this, it is a high performance Light Machine that would be right at home in Seriyev’s Camp.

PS-FC-22 ‘Centrus’ Drone Operations
We don’t have much experience with remote drones that are worthy of the name, so I can’t give a judgement on how useful this specialist ‘herdsman’ design is.

FC-23
No local data available.

PS-FC-24 ‘Helmuth’ Assault
Their most common Superheavy, it at least has the good sense to handle its relatively low mobility with an abundance of ranged firepower. I want to compare it to Sokolov’s Demonfist, but it is of substantially more sound design. The garrison had a squad, but they were recalled to higher priority locations before contact with their homeland was lost.

FC-25
Limited local data available. Considered a ‘Super Hero’ design. Rock related.

FC-26
Limited local data available. Considered a ‘Super Hero’ design. Fire related.

FC-27
Limited local data available. Considered a ‘Super Hero’ design. Water related.

FC-28
Limited local data available. Considered a ‘Super Hero’ design. Air related.

FC-29
Limited local data available. Considered a ‘Super Hero’ design. Electricity related.

PS-FC-30 ‘Shield Warrior’
This would be a normal Heavy Machine, but it incorporates a projectable force field. I can think of no end of incidences where having a bodyguard with such capabilities would have been extremely useful. Additionally, the shield regeneration rate is considered to be EXTREMELY quick for such a device, with both Traix and ‘Naruni’ devices being measured in hours, while this manages to restore itself in as little as a minute and a half. It's not a weak shield either.

FC-31
Limited local data available. An aerial design propelled by an actual propeller of all things. Uses alien tech to do it.

FC-32
No local data available.

PS-FC-33 ‘Maveli’
A melee focused flying Heavy for those with a particular mindset. If any of the Warlords were prone to doing ‘Fleshy’ coatings, this would be right at home among their ranks.

FC-34
See Attachment ‘Doctor Calvin Howletts’

PS-FC-35 ‘Zhu-Rong’ Assault (Fire Support)
A specialist in whatever form of ordinance it can strap on, it has a problem in that it’s missile bays get in the way of mounted over-armor, which can make it oddly fragile.

FC-36
Limited local data available. Said to be in development hell.

FC-37
No local data available.

PS-FC-39 ‘Argus’ Surveillance
Data on this is limited, but it seems to be a focused infiltration and espionage design.

PS-FC-40 ‘Reaper’
The first of several melee focused designs, it makes a degree of sense against supernatural foes.

PS-FC- 41 ‘Ika’ Aquatic Operations
Conceptually similar to the Rusalka, but substantially lighter. I want to call it an oversized Light Machine.

PS-FC-42 ‘Levitor’ Aerial Operations
Strangely not one of Howlett’s, I have no explanation for this one other than ‘because they could’. If somebody wants to fly around attached to a balloon, then I’m happy to let them do so as long as they don’t come back.

PS-FC-43 ‘ Torvald ‘ Computer Network Operations Administration /Infiltration
An extremely natural combination. I’ve done work on a few equivalents for our security services, but they were all custom pieces with little in the way of consistency.

PS-FC-44 ‘Scrimter’
Another close combat specialist heavy, it may look like something one of the Warlords dreamed up, but it is substantially lighter. Relatively fragile due to its limited over-armor options however.

PS-FC-45 ‘Scorpio’
Well past the point where the ‘inhuman’ factor starts to cause neurological problems, this is distinctly in Warlord territory.

PS-FC-46 ‘Radiarc’
Yet another melee focused Heavy, this one focusing on plasma blades. This is likely of mixed effectiveness against Infernals, but I can see it being useful against those that do not treat fire/plasma immunity as a given.

FC-47
Limited local data available. Seems to be lumped in with the Melee Heavies.

PS-FC-48 ‘Cyklar’
The best similarity I can think of is that it's a smaller version of the Armadillo, but it is unquestionable that Howletts was not involved.

FC-49
Limited local data available. Considered a ‘Super Hero’ design. Ice related.

PS-FC-50 ‘Hexar’
This seems to be a deliberate attempt at making a generic non-specialized multi armed Heavy Machine. A good chunk of the depot’s stock consist of these, so they’re becoming familiar enough.

FC-51
No local data available.

PS-FC-52 ‘Hayate’
Said to be inspired by a Japanese design, this is a heavy abnormal flier. Naturally has no shortage of psychological problems as a result.

FC-53
Limited local data available. Seems to be in service, and the conspicuous lack of references makes it look like a Spetnsnaz design.

PS-FC-54 ‘Chromus’ Strike
One of NEMA’s Glitterboys turned into a cyborg essentially

FC-55 ‘Neutralizer’ Demolitions/Ordnance
A natural combination, I’ve had to put together and/or fix up no end of equivalents over my time.

PS-FC-56 ‘Rachnor’ Utility/Construction
A dedicated civilian design, I can see the use for this in the Production Bureau.

FC-57
No local data available.

PS-FC-58 Terapin
A very limited design, this focuses on survivability to the exclusion of all else. I supposed there’s individuals that would appreciate that.

PS-FC-60 ‘Arachnist’ Full Conversion Cyborg
Yet another melee focused Heavy.

Animal Augmentation
Interestingly, these seem to be completely unrelated to our efforts. They primarily consist of clone bread stock, and incorporate a number of magic devices. The only ones present are of their lighter canine variant, and they have their own medical staff to look after them. They are used for much the same reasons ours are, with their supernatural sensing abilities being their strongest asset.

Power Armor
We don’t use Power Armor, making Semenov’s expertise not that useful, and Kuzmin has his arms full with what he already has to deal with, so these have fallen under my purview. Apparently, most nations primarily use Power Armor with Cybernetics being the less popular alternative. I don’t really understand it either. Theoretically, Robot Vehicles would also fall under my aspects, but the only ones present are civilian labor designs which are almost entirely unsuited for combat, and can thus be ignored for the time being.
Spoiler:
PSPA-10 ‘Pikeman’ Medium Power Armor
The garrison has a fair number, and it seems to be a good match of what I can recall of the Triax ‘Hopper’. A good portion of Kuzmin’s men are reasonably familiar with their operation, so they’ve raided the local stock.

PSA-11 ‘Gendarme’
Their primary mainline design, the array of options that it has collected is TRULY impressive. I’ll have to look at some of them to see if it would be worth making cyborg versions.

PSPA-12 ‘Caliban’ Heavy Power Armor
A much more limited design, this ‘gunboat’ is focused on the assault role. The garrison has a squad or so, and they serve as admirable checkpoint guards.

PS-PAH-14 Nahar Semi-Autonomous Robotic Power Armor Extension System
A most curious vehicle, it seems to have been heavily derived by a recovered alien design. I can see the use for it, and if we had more sophisticated drone technology I could see us having an equivalent for our cyborgs.

PS-AAAS-PSA-14 ‘Fury’
Said to be a strangely new design, this looks like an equivalent to the Traix Predator. Perhaps Kuzmin can reveal more if he has the time.

PS-PSA-18 Swashbuckler
Said to be an aquatic suit taken out of the water. I can see it as a good jumping urban platform.


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Unread postPosted: Fri Dec 18, 2020 2:33 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 235
And to cap it off, Suddenly Spetsnaz

Preliminary GRU Analysis of Items Present at the GNE Dedak Depot
---Major Inna Kuzmin, Main Branch GRU

I have gone over the various documents prepared by the other senior officers of the 4th Reserve, and deem it pertinent to add my own observations. As the leader of the attached Spetsnaz company, I have familiarized myself with all of the items that my command has picked up during our presence here, and these are my overall thoughts on them.

Previously Mentioned Items
Semenov notes that their militia grade weapons outperform our best, but this is not a surprise to those that have been exposed to Triax’s military grade products. These are what the company has found to be the most useful for our purposes.
Spoiler:
M-120 ‘NEMA-9’ Automag Pistol
For all of the limitations of chemically propelled projectile weaponry, their simplicity and lack of a power signature will ensure that they will always have a place. While close to a small SMG in size, the NEMA-9 has utility as a contingency weapon for specialist situations.

S-9 ‘Sandman’ Automatic Shock Pistol
This little weapon would have made so many snatch operations go so much smoother.

PSLP-6 ‘SunFang’ Light Laser Pistol and PP-90 ‘Noveye’ Plasma Pistol
Anybody that has spent time in wetworks has used something similar, but these surpass the high end tools produced by the GRU’s master armorers. Substantially cheaper as well, and my company armor tells me that it is effectively impossible for the Noveye to have the sort of partial vent that the New Moscow Underground versions have to deal with.

PSIP-2 ‘Smasher’ Rapid Fire Ion Submachine Pistol and PSIP-17/2098 ‘Kepper’ Heavy Ion Pistol
While the smaller size and higher bust damage potential of the latter make it more desirable in close range fire fights, the Smasher can be fitted with a variety of different focusing options that dramatically change its performance. If need be, the Smasher can be the primary weapon of any soldier, although there is always a better situational choice.

USR-10 ‘Howler’ Sonic Rifle
For all of its flaws, most notably its out of water range, this is a truly impressive disabling weapon against targets near metal if they are unprepared. It is most useful on the opposite side of a bulkhead, buying you a few priceless seconds where the enemy is disoriented. As an actual combat weapon, it is distinctly a work in progress, and it is said to have been discontinued in favor of a much more capable model, but none are available for test at this moment.

PSLR-17 ‘Priene’ Laser Rifle
The Dragunov was considered significantly dated even before the Cataclysm, and Russia’s non-cybernetic technology was quite backwards. Thus, it is unsurprising that a new weapon developed by a policy that arguably surpasses the NGR is superior in most if not all respects.

P-630 AutoWeapon
While distinctly niche, there are times when an old-school slug thrower is most appropriate. This modular weapon can fill a variety of roles, is relatively inexpensive, and can be forgotten about until needed.

PSIR-14 ‘Vandegrift’ Ion Assault Rifle
This matches up with what we know about the pre-Cataclysm USN M-160, but the addition of modular focusing arrays makes it much more flexible. It is relatively expensive, but the GNE is far more used to investing more resources into its equipment.

L1150V Bolt-Action Sniper Rifle
Considering its effective range and accuracy, this assassination tool is extremely cheap, and has utility as a hunting weapon as well.

TAC-500 12.7mm Heavy Sniper Rifle
While far heavier, it is much more able to handle lightly protected targets, which greatly opens up targeting opportunities.

GunLoc/GunLocBlue Weapons System
Both of these man portable versions have substantial utility in the special forces role, allowing a capable base weapon to also have the additional utility of a number of other secondary weapons without needing to draw them.

XM-139 20mm Sniper Rifle
While requiring a cyborg to make use of its burst capabilities, this heavy AMR can deliver a substantial amount of precision damage quite quickly. It is also far less detectable than a Mini-Missile, which gives it sabotage utility.

SHRS-3 30mm Super Heavy Rifle System
We only have a handful of these, but they are simply fantastic at neutralizing sensors and other exposed components beyond normal infantry detection range. My armorer has had one of the depot’s wizards enchant the weapons with further improved accuracy and reduced detectability, which increased their capabilities even further.

Superzooka/MAULER
These simple weapons allow a single individual to do a tremendous amount of damage very quickly, particularly if tac-nukes are available. We use less exotic warheads, with there not yet being a need for such concentrated firepower, but Semenov has given us priority access to the Division’s remaining warheads should it arise.

Previously Mentioned Armor
While our Black Stars and Shooting Stars remain fully functional, they have been put in storage for the time being to save on maintenance. The depot offerings are generally as capable, and have less issues due to the more advanced construction methods.
Spoiler:
VBA-UC-1 Skinsuits
The depot garrison has allowed us to draw from the available special forces stock, which has the restricted features such as shock resistance and thermal-stealth.

VEBA-02D ‘Raptor’
Similarly, we also have access to the stealth version of their older line armor, which more than compensates for our lack of Black Stars.

PPAug-03 ‘Muscle Jacket’/PPAug-04 ‘Muscle Pants’
While not making up for the Shooting Star’s exoskeleton, it does a good job at closing the distance. The additional weight is barely noticeable when combined, and the Raptor-Ds have them installed by default as far as I can tell.

PSPA-10 ‘Pikeman’ Medium Power Armor
While substantially larger and heavier than the Traix T-C20, it is at least as capable within its defined niche. The depot techs also know of a few tweaks that greatly close the performance gap, and can fit an ammo drum below the jetpack option.

Vehicles
While the garrison is naturally husbanding their GME platforms, they respect us enough to trust that we will use them to the best effect. A number of their wizards are also spending time to enchant a number of our vehicles, greatly increasing their infiltration capabilities.
Spoiler:
‘Nor’Easter’ Contra-Gravity Hovervehicle
Beyond the insanity of its drive system, this hoverbike is extremely capable and comes with a cyberlink by default. Ours have been fitted with nuke plants and have had all the possible features added. They have enough contact with their homeland to have heard of a new Special Operations variant, which replaces the central headlight and hardpoint with a MAULER missile, which makes it a very capable ‘door knocker’.

‘Vader’ Hovercraft
Beyond insertion craft, we use these as sniping platforms due to their shear stability. While not incredibly fast by itself, the depot techs have fitted mounting brackets to our Megabagos to allow them to be carried, with the GMR compensating for the weight. It's only slow by hovercraft standards, but it's enough of an issue we need a work around.

‘Megabago’ Medium Utility Hover Vehicle
When in the field, the company essentially lives in these, and they are most satisfactory. The ones we have are apparently intended for use in orbit, and I’ve seen where they’ve removed the unnecessary features. Beyond livability factors, additions include holo-diguises and a working force field. We’ve worked with the techs to develop a hook up system where it can host up to four Nor’Easters for long duration travel, which also compensates for the minor problems of attaching a Vader to the roof.

AH-204 Penetrator Light Stealth Helo
A flight of four of these are available, and as they are a mass market design the garrison was perfectly happy to part with them. A few of the wizards have agreed to convert them to the primary enchanted model, which makes them our best insertion craft in the absence of Infernal mystic detection capabilities.

‘PixieHawk’ Stealth Aerodyne
One of our many strokes of luck is that a pair of these advanced vehicles were on site when contact was lost, granting us access to their capabilities. While we need to make use of their crews, they have been critical in infiltrating the better protected locations.

Covert Operations Equipment
Their ‘Micro-Scale’ equipment are extremely well suited toward espionage tasks, and my company has become quite familiar with them as a result.
Spoiler:
PSMcS9/S ‘Glister’ Shock Bead Gun
An S-9 Sandman reduced to the absolute minimum, this weapon is designed to be used by their various sapient rodent species. I will leave it to GRU HQ to fret over the security risk such beings present, but the format of this particular weapon makes it extremely easy to hide and use by normal sized individuals.

McMLR-S1/15 ‘Tiny Tim’ MicroMissile Launcher
The smallest practical format that a Micro-Missile can be fired from, no small number of insurgent roles are immediately obvious.

PSP05 Derringer
A pair of shotgun shells in the smallest package possible. Naturally best as a surprise hold out.

(Mc)LR-9 “SunSting’ Mini-Laser
If you can fit a good trigger mechanism to it, this is an astonishingly small M-Scale Laser. The fact that it doesn't melt after you fire it is extremely impressive. The use of orbital based materials makes it unlikely that we can make an equivalent though.

PSIP-19 ‘Sparkshot’ Derringer Ion Pistol
While not as capable as the above, it is much more likely that we can duplicate it, and the uses for such an easily concealable weapon are endless.

PSMcAGL-03 ‘Fenwick’ MicroScale 23mm Micro-Grenade Launcher
The grenades are (currently) expensive, but it has a great deal of potential as a sabotage tool.

Snap Wire
Theirs used braided mono-wire, which makes it substantially lighter and stronger than ours.

Other Personal Items
Most people don’t think to include melee weapons beyond saying ‘its a vibro-blade’, but Paladin Steel has a selection of more novel designs. They also have a number of more unusual devices that are hard to categorize, as well as a number of interesting drugs.
Spoiler:
ZapTaps
An all purpose punch enhancer. Very flexible so long as you respect them. Something to look into.

CQW07 Slash-Stick
A useful combination item, it removes the need to carry multiple close quarters weapons.

CQW08 Rippa-Blade
Basicly a novelty, it has some niche use in field interrogations due to the psychological impact.

‘Pummeler’ Urban Melee Weapon
We have no small number of these, and they are quite useful in policing the population centers we’ve liberated. I must recommend that the Military Police field an equivalent.

PVD-11 ‘Backsight’ Personal Vision Device
While a cybernetic implant would be more effective, this doesn’t draw as many questions and is almost disposable given the cost.

Infantry Decoys
While our current enemies lack the sophistication to make these truly useful, it is worth taking note of their capabilities for potential future use. While we have equivalents to the chemical ones, the more detailed physical ones have intriguing potential.

RS-02Xt ‘Throwbot’ Remote Sensor
Always useful to have on hand, ours are heavier and have less endurance.

Slipspray
A most excellent anti-pursuit measure.

Hibernal
Several infiltration/exfiltration uses immediately spring to mind.

Phobocyd
Fedorov believes it to be the most effective form of anti-anxiety medication he has ever seen, and it is extremely effective in preventing various forms of morale failure mid combat.

Thermodol
While distinctly a stop-gap measure, this is a potential life saver if you have no other option or have bad luck.

Various Modular Fortifications
I’ll leave it to the professional engineers to go into detail, but these make setting up a covert depot quite simple. The troops have also made extensive use of them setting up strategic choke points that the locals can man without much assistance.

Ordinance
Semenov didn’t mention these for the most part, but the depot has a good selection of their somewhat more complex munitions available. Most of them are most useful to engineers or infiltrators, but a few are general purpose.
Spoiler:
SuperCavitation Bullets
The NGR has been feilding these for longer, which allows them to get more effective range out of theirs, but the Paladin Steel puts these on the open market. This should make it relatively simple to acquire enough samples to reverse engineer our own.

PSMcM Series 1A-E 15mm Micro-Missiles
While we knew about the A through D, the E is a new one. They’re miniature plasma warheads, although their blast capability is non-existent. The listed price is quite high, but they have improved the other capabilities as well. Of interest to be sure, but of marginal utility against our current foes. Also, as expected their stocks are compatible with our launchers.

MMS-4 ‘Switchblade’ 65mm Mini-Missile RPV
If you can get used to its quirks, it is very useful in precision attacks.

Mini-MicroGrenades (MMGs)
A quite natural development, these are sabotage weapons through and through. We’ve previously had to use the ones effectively hand crafted by our armorers, but having a standardized pattern changes how we use them. They are not cheap to say the least, but within their role they can be priceless.

‘Badger’ Demolition Grenades
A very useful munition, I’ve attached my more in depth report on them. We should develop an equivalent immediately.

(Laser) Rifle Launched Grenades (LRLGs)
An interesting capability to be sure, I can think of several good uses where the lack of a thrust ploom and the ballistic arc would be quite useful, and the added weight to the weapon is irrelevant.

RAP (Rifleman’s Assault Projectile)
If you view it as a replacement for the Terror’s grenade launcher, it works amazingly well. Heavy to be sure, but our exo-frames can easily handle it.

PS-SDK-40 ‘Boom Ball’ Demolitions Missile
Another interesting demolitions tool, we were lucky to have a specialist on hand that knew their quirks. They have proven extremely capable in enabling rapid breached entries, particularly when followed up by jet-pack equipped soldiers.

Cutter Trap Web
We have very limited supplies of these monofilament weapons, but I should not need to go into detail of just how vicious they can be. They require orbital facilities to produce, so we will not be able to field our own sadly.

Gravitic Munitions
I have only seen references to these, but they are too consistent and detailed to simply write off. I’ve attached my separate report on them, but they are frightening on multiple levels.

Magic Items
The GNE’s extensive use of mystic knowledge makes it pertinent that this be covered. We have several squads of the OVPUP and several members of the OPI on hand, so I have deemed it fit to begin a survey of the items available. To the best of our knowledge, none of them show any signs of potential dark magic, beyond being using PPE in the first place.
Spoiler:
‘Stone-to-Flesh’ Conversion Machine
While those outside my company don’t know it, the complex gets its meat mix from turning excavated rock into bland flesh of various animals that is then used to make ground meat. I’ve had trustworthy medical personnel and our psychics look at extensive samples, and they say it's as clean as can be, so I have made the decision to not make an issue of it. It helps that the depot has autochefs that make a very good Meatloaf in bulk quantities, and while the Division’s troops might complain about eating the same thing everyday it’s still hot and fresh food that has never been within 200 ft of a ration pack. The depot has both several warehouses full of common spices and seasonings as well as a moderate growing facility, so at the very least our tongues and stomachs will not kill us before the enemy.

Other Magic Food Creation Items
From what our chemist says, while rich in sugars and carbohydrates they lack in other nutrients, which is why Paladin Steel says to take supplements with them. The most used is naturally the various potato equivalents, and the mashed processor can add the supplements needed without notably affecting the taste. They can be powered and operated by a psionic, so our transports have a decent set of the more portable for emergencies. As the supplements are a bulk dry good, there are multiple warehouses full of them at the depot.

Mini-Mage Multiplexor Weapon
Perhaps the embodiment of their philosophy towards magic use. If you are willing to stomach use magic at all, this puts much of it at your fingertips if you have the resources. They are simply too useful to ignore, and the more important utility cards are sufficiently popular that the depot has as many as we need.

‘ClueBat’ TW Blunt Weapon
We have almost a dozen of these, and while the form isn’t the most practical their effects are quite useful in field interrogations.

Morpheus TW Mallet
A novelty to be sure, but we have put the pair we have to good use in snatch ops.

TWHGL-02 ‘Oshi’ TW Grenade Teleporter Launcher
We are extremely lucky to have one of these, and the name alone should tell you how vicious it is. I have it rotating between our psychics to power, and we’re lucky to have more clairvoyants than normal.

TW ‘Superstink’ Grenades
The one form of their numerous magic ordinance types the depot has in notable stock, against the right targets it is incredible as a debilitating agent. There was a pair of crates full of them when we arrived, and we’ve only gone through a quarter of them.

PS-TW-OHD-01 ‘Fazzler’ Hypno-Optic Mental Effector Device
There was a case of 4 of these in the depot, and they are as useful in infiltration as one would hope.

TWKMUT-01 Kinetic Manipulation Utility Tool
The depot has a great many of these with various levels of finish, and we’ve appropriated a few of the complete ones to serve as retrieval tools.

TWESD-01 ‘Thrall Seeker’ TW Enthrallment Spell Detector/Scanner
Very useful in working our way up the chain to find the targets that actually matter. We have a notable number of them available, so I’ve handed them out to the entire company.

TEMED-02 ‘Life Stick’ TW Medical Applicator
As an emergency medical tool, it is difficult to beat on demand magic. I’ve handed them out to the swuad medics, and they’ve already saved several of my men.

Spirit Vacuum
Silly looking to be sure, but very effective. The garrison has four, and we’ve appropriated one of them for field interrogations.


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