Paladin Steel Storefront

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say652
Palladin
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Comment: Avid Cyborg and Braka Braka enthusiast.
Location: 'Murica

Re: Paladin Steel Storefront

Unread post by say652 »

I loved the Stalker Frame, the Darkhammer may just be my new player character. I may even use the Phase Borg system with 3 ps frames. Do you make an ultra heavy Combat Giantsize Cyborg frame? Bigger the better.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

say652 wrote:I loved the Stalker Frame, the Darkhammer may just be my new player character. I may even use the Phase Borg system with 3 ps frames. Do you make an ultra heavy Combat Giantsize Cyborg frame? Bigger the better.



Super-scale cyborgs are easiest done by using an existing combat robot frame.
I've had a new multi-option heavy combat robot in the works for years, but ironing out all the bugs, getting it formatted, and maybe paring down the CHAPTERS of options has been problematic, and it's still nowhere near completion. I've had plans to offer the option of it as an ULTRA-heavy cyborg body....
-------------
"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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wildfire142
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Re: Paladin Steel Storefront

Unread post by wildfire142 »

I haven't forgotten about the catalogue pdf :) I have been keeping track of all the latest designs and will post an updated pdf for Christmas :)
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

wildfire142 wrote:I haven't forgotten about the catalogue pdf :) I have been keeping track of all the latest designs and will post an updated pdf for Christmas :)


:heart:
I'll have to find some future product to name after you and the other faithful elves.... :D
I'll also try to do more equipment illos.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Paladin Steel ‘Blackout’ TW Handgun
(aka ‘Slicker’)

“Ew, kinky! Can we leave her like that? I REALLY appreciate the peace and quiet.”

“Isn’t this a little expensive for something that can be done with a lead shot sap and several rolls of duct tape?”

The ‘Blackout’ is another new TW sidearm meant for nonlethal capture situations. The ‘Blackout’ uses a synergistic combining of several spells: Magic Net, Globe of Silence, and Cloak of Darkness to bind and restrain targets.
The ‘Blackout’ resembles a small(palmable) black plastic squirtgun with mystic symbols embedded in it. In operation, it squirts a thick inky liquid, like liquid latex, on targets. The liquid quickly gels into a skintight, utterly black, cocoon around the target, physically restraining them and plunging them into sensory deprivation. While cocooned, the target cannot see, hear, or feel anything, and is restrained tight, unable to move. The mystic restraint can be dispelled before the duration runs out, if desired, by the holder of the weapon.
Despite its expense, the Blackout is gaining popularity with SpecOps and corporate gray ops operators for subduing and restraining targets. The Blackout’s innocuous appearance and easily-concealed size are also pluses in covert operations.

Weight: 1.2 lbs
MDC: 12
Range: 300 ft
Damage:
The ‘Blackout’ wraps the target in a tight black cocoon of darkness that holds them helpless, unable to see, hear, or even make a sound. If they have integral megadamage weapons or appropriate (voiceless/gestureless) magic such as Dispell Magic Barriers/Negate Magic, they can free themselves in 2d4 melees; otherwise they’re stuck for the duration of the ‘blackout’. Even if they could move, entangled victims are -10 to strike, parry, and dodge due to the darkness and perceptual loss.
The cocoon lasts 1 hour per application.
Rate of Fire: ECHH
Payload: 16 PPE per shot
Note: The device accepts PPE clips or the user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
Special Features:
*LED PPE Charge Indicator
Cost: 185,000 credits
Options:
*Extended Duration---The holder of the Blackout can extend the duration of the cocoon’s existence by pumping another 8 PPE into the restraint. However, the recieving target must be the ONLY victim currently cocooned by the weapon(so if the Blackout gunner blasts targets A, B. and C, and decides to extend the restraint on target A, he must negate the restraints on targets B and C before he can pump more PPE into the Blackout on A). Cost: 3,000 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Paladin Steel F-24 ‘Bateleur’ Supersonic Fighter-Bomber
(aka ‘Switchblade’, ‘Scizzorwing’)

“Okay, when I hired your company for security, I wasn’t expecting air assets...”
“All part of the overall package, sir.”
“I certainly wasn’t expecting four fighter -bombers...”
“We call it a ‘flight’, sir.”
“-and I really wasn’t expecting a flight of four fully armed fighter-bombers to lift off directly adjacent from where we were holding the wedding...”
“We believe in the element of surprise, sir.”
“Oh, I was definitely surprised, as were those party-crashers. I don’t think ANYBODY was expecting to see fully bombed-up Harriers coming after them.”
“’Bateleurs, sir, not Harriers. We try to keep our equipment in-house. And you DID say you were worried about super-powered martial artists and the Neo-Yakuza trying to crash your daughter’s wedding, so we didn’t want to fall short in the forceful response department...”
“No, you definitely did not fall short there...”
“And we’ve already taken care of the corpse disposal and the grounds repair.”
“I’m grateful for that. Really, I am...”

The PSF-24 is a high performance fighter-bomber that has been recently introduced by Paladin Steel for both national security and export to the GNE’s allies, bolstering the air strike capabilities. In general configuration the F-24 bears a strong resemblance to an unrealized pre-Rifts design, the Fokker-Republic D-24 ‘Alliance’ fighter-bomber design.
In general layout, the Bateleur has a long slim fuselage, a single high single tailplane at the rear, and two sets of wings; the forward pair being narrow, thin, and swing-hinged to sweep back against the rear delta wing/tailplanes. With wings fully swept for high speed supersonic flight, the Bateleur becomes a delta-winged fighter. Two sets of swiveling lift/drive jets give the fighter VTOL performance, meaning the fighter can operate from small improvised airfields and concealed bunker-hangars, even in urban areas.
Armament consists of one or two fuselage-mounted cannons, swiveling underwing hardpoints, and either a small internal weapons bay or underfuselage-slung ordnance.
Though having a lighter ordnance load than the Northern Gun Gray Falcon, the Bateleur nevertheless has speed and agility on its side. Its all-weather performance(especially that of its TW variant) make it especially attractive as a strike bomber, especially on Rifts Earth, where accurate weather forecasting is iffy at best and local conditions can change in an instant, at the whim of dimensional anomalies or mage activity.
The Bateleur had just been introduced when the Minion War broke out on Earth. The immediate need for strike aircraft pushed production into overdrive as Paladin Steel worked to supply the expanded GNE Armed Services’ needs, its Alliance affiliates, and the various kingdoms clamoring for heavy firepower to fight the Infernals.

“Bombs away!”
“Man, what a light show! Look at that burn!”
“Okay, Redtails, good strike, but remember, that used to be one of OUR allies’ factories down there before the demon-worshippers took it over. Better to blast it than to have it turning out gods know what for the other side, but it’s still not a gain for our side. Now back to base so we can re-bomb and maybe go after their main forces instead of setting backfires.”

Type: PS-F-24 Bateleur
Class: VTOL Supersonic Fighter-Bomber
Crew: One
MDC/Armor by Location:
Main Body 220
Reinforced Cockpit Compartment 80
Wings(4) 100 each
Tail 100
Height: 18 ft
Width: 63 ft wingspan at maximum sweep, 29 ft wings fully swept back
Length: 73 ft
Weight: 65,000 lbs
Cargo: Survival pack in ejection seat
Powerplant: Nuclear Fusion w/ 15 year energy life, TW Powerstone w/ 12 year energy life, or Captive Air ‘Eleminal’---The containment spells need to be renewed every six months or the critter will escape.
Bonuses: The use of the Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
Speed: (Flying) Hover to 1,700 MPH(Mach 2.5), maximum altitude of 60,000 ft.
Bonus: Advanced flying control systems give the F-24 a +1 to Dodge in flight.
Market Cost: 19 million credits for nuclear, 20 million credits for TW, and 25 million credits for TW-Elemental.
Systems of Note:
*Ejection Seat
*HUD-Head Up Display
*Environmental Protection/Life Support---Pressurized cabin(though pilot typically wears pressure suit/EBA for additional protection).
*Long Range Radio----500 mile range
*Long Range Radar---100 mile range
*Radar Detector---Picks up enemy radar emissions and weapons locks
*Laser Rangefinding/Targeting----+1 to strike with cannon and rockets

*Autopilot---This simply allows the pilot to set speed, altitude, and heading, and the plane will automatically fly itself along the set course. Great for long flights, allowing the pilot to rest.

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


*EMP Shielding---Extensive use of nonconductive materials, shock barriers, capacitator-sponges, redundant systems, and energy-disipation technology protects the aircraft from the damaging effects of electromagnetic pulse, Triax Lightning Cannon, and other anti-electronics directed energy weaponry.

Weapons Systems:
1) Inline Cannon(1-2)---If ONE cannon is mounted, double the ammunition load for projectile weapons.
a) 20mm Cannon
Range: 9,000 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 500 rd drum

b) 30mm Cannon
Range: 10,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per single gun.
Rate of Fire: EPCHH
Payload: 400 rds per cannon
Cost: 400,000 credits

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

d) Pulse Laser(PSMBL-5000B)
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 270,000 credits

e) Ion Cannon
Range: 7,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 280,000 credits

f) Ion Spray Cannon
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast, to a 50 ft wide area
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 230,000 credits


2) Underwing Hardpoints(6, three under each wing)---Each can accommodate ONE of the following:
a) Mini-Missile Pod---Rarely fitted, but possible; 19-shot pod

b) Short Range Missiles---1 per hardpoint

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

d) Medium Range Missiles---1 per hardpoint

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

f) Flare/Chaff Pod
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fy into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 10 per launcher

g) ECM Module---electronic jamming system that gives radar-guided weaponry a -4 to strike the drone. Or it can be used offensively, to foil ALL radar-guided weaponry in a 15 mile radius(-2 to strike). Additional pods DO NOT add cumulative bonuses, but do provide system redundancy.

h) Jammer-----A mini-radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 20 mile radius. Additional pods DO NOT add cumulative bonuses, but do provide system redundancy.

i) Laser Designator Pod---Pointable laser target designator for ‘painting’ targets for laser-guided weaponry. Range: 5 miles.

j) Sensor Pod---Mission-specific sensors can be carried in pod form. Exact sensors vary, but can include wide-angle cameras, nightvision optics, terrain-mapping radar, molecular analyzers, magnetometers, laser scanners/illuminators(5 mile range), and the like. Generally one type of sensor per pod.

l) ‘Tactful Roamer’ Drones(1 per wingtip pod)----These are MRM-sized mini-cruise missiles, developed from the larger ‘Tacit Rainbow’ drones, configured as ‘smart’ decoys that can be deployed from the craft, then fly off on their own power, emitting false sensor signatures, and their own ECM. Adding to the confusion, the drones can be programmed to behave in appropriately evasive ‘stealthy’ fashion, to give the impression that they are in reality a real target attempting to evade detection...only to pop up again later to confuse enemy observers.
When their fuel/power is exhausted, the drones then activate a self-destruct device that destroys them completely( destroys drone and does 3d6x10 MD to everything in a 10 ft radius)
One decoy can be carried per hardpoint.
MDC of Drone: 30
Size: 8 ft long, 2 ft wide, w/ 13 ft wingspan w/ wings deployed
Speed: Mach 1.4
Range: 500 miles
Damage: None, aside from self-destruct
ECM: Jams enemy sensors and radio transmissions with 50% effectiveness (range: 25 mile radius). Can also be programmed to pump out misleading radar signatures conforming to other craft, including larger aircraft. In an emergency, the drone can pump out so much signature that enemy missiles and sensor guided weapons targeted on the mothership(must be within 10 miles of each other to be effective) will be +4 to strike the drone, and will lose target lock on the aircraft.
Bonuses: Drones are +4 to dodge attacks
Cost: 290,000 credits each


3) Internal Weapons Bay---Small rotary weapons bay with 3,000 lb capacity. Can hold the following:
a) Freefall Bombs---’Iron’ or ‘Smart’ varieties
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius
b) Mini-Missiles----19
c) Short Range Missiles----8
d) Medium Range Missiles----4
e) Long Range Missiles----1
f) SAW---Stand-off Attack Weapon, for ground attack. Basically, this is a large LRM-sized pod with maneuvering thrusters, autopilot guidance system, and fold-out glide wings, that is designed to overfly a target zone and launch cluster munitions over it, in a bombing pattern. These submunitions can range from golf-ball-sized antipersonnel grenades, runway cratering shells, area denial mines, chemical shells, or even carbon-fiber ‘angel hair’ electrical disruption spools. PS is also working on using SAWs to deploy Kera-Tech style EMP weapons and other specialized munitions.
Weight: 1,100 lbs
Range: SAW has an effective range of 20 miles in atmosphere Submunitions can be launched up to 300 ft out to either side of the SAW’s flight path.
Damage: (AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
(Angel Hair)---Does NO damage, but against conventional power generators and uncovered power lines and distribution systems, it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up.
Rate of Fire: A SAW can volley its submunitions in any combination
The Bateleur can carry 2 SAWs internally
Payload:(Typical loadouts)
400 AP/Chemical grenades
OR
100 HE/anti-vehicle grenades
OR
100 Fragmentation Mines
OR
50 Incendiary Bombs
OR
500 spools of wire, each spool holding up to 4,000 ft of aluminum-coated filament

g) TW Munition---The F-24 can accommodate and deploy a variety of freefall TW munitions, some of the more distinctive being listed below:
*TW Disharmonize---Actually more of an airburst weapon that deploys thousands of small individual grenade-sized TW ‘skeet’ warheads over a wide area, that fall to an appropriate altitude for maximum effect, then explode, causing no initial physical damage, but sowing massive chaos throughout both military forces and civilian populations. Tremendously expansive in terms of magic energy investment, and relatively short-term in its effects, it nevertheless can be an effective weapon in disrupting an enemy’s defenses in advance of a raid or troop landing.
Each pod can carry up to 10 ‘skeets’ each; 2 pods can be carried.
The carrier shell is designed as an airburst weapon(300-1,000 ft up), with the dispersal charge firing the skeets out on wide arc frisbeeing trajectories to cover a maximum area of effect. Each submunition skeet affects a 500 ft radius(some overlap is unavoidable), and effects last 50 minutes. Everyone caught in the area of effect must save versus magic or else lose HALF their attacks per melee, lose initiative, and be -20% to perform all skills. Furthermore
The beauty of this weapon is that the mage-munition officer or loader, if one is available, can , simply by touching the shell before loading and launching, and uttering a safing incantation(Magic telepathy or psionic telepathy will also do the trick), fuze the weapon to affect ONLY enemy soldiers...KNOWN allies are UNAFFECTED by the magic! Of course, if no such trained combat mage or psychic is available , then the ‘generic’ shell will affect EVERYONE in the area of effect.
Needless to say, however, at 150 PPE per submunition, these weapons are awfully expensive.

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

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

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

*TW Maelstrom Weapon(RV)---Another ocean-attack weapon, for attacking shipping and submarine warships/installations. Like the Tsunami Weapon, the ‘bus’ can deploy up to 4 independently targeting RVs that each generate a sizable whirlpool in any large body of water they are aimed at.
Whirlpools are 120 ft wide, lasts 15 minutes, and does 1d4x10 MD to anything caught in its center, 2d6x10 MD per melee to large ships, and 1d6x100 MD to hem if they get submerged or if the whirlpool ‘breaks the ship’s back’.

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

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

*TW Sphere of Annihilation(RV)---The most expensive and devastating of the TW Warheads is the Sphere of Annihilation, that creates a minute quantity of antimatter, that explodes with a force greater than any nuclear device of comparable size!
Each warhead does 2d4x100 MD to a point target, plus an additional 4d6x10MD to a 10 ft radius, and have a +3 on top of targeting system bonuses, to strike their target.

*Enhanced EMP Weapon---Developed with the assistance of Kera-Tech scientists, this weapon generates an intense Electro-Magnetic Pulse capable of frying unshielded electronics and disrupting even shielded military systems. Against technological societies, this weapon can cause absolute chaos!
An EMP warhead does 1d6x100 EMP damage(no physical damage) to a 5,000 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
The F-24 can carry two EMP pods.


h) PS TSC-01D Shock Cannon(improved copy of the Triax TX-275 ‘Lightning’ Arc Charge Blaster
Range: 4,000 ft
Damage: 6d6 MD
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: ECHH
Payload: Effectively Unlimited

i) Recon Pallet---Internal pod with an array of sensory instruments.

4)Flare/Chaff Launchers(2, one each side of the tail)
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher

5)(Elemental Versions) Lightning Bolts----The Air Eleminal can be directed to cast lightning bolts out of the air intakes
Range: 4,000 ft(DOUBLE on a leyline)
Damage: 6d6 MD per bolt
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
Bonus: The Air Eleminal, being a fairly aggressive example of the sort, gets a +1 attack that it can use to fire off a lightning bolt if the aircraft bears on a target.

Variants:
*PS-F-24E---Two-seater version configured for a dedicated weapons specialist/EW operator in the backseat. Also mounts a distinctive tail-top fairing for an ECM antennae.
-Sensor Jamming---30 mile range. Jams radars and radar targeting systems with 60% effectiveness with automatic systems, or gives a +10% to jamming skills. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). Carrying extra jammer pods does NOT increase the range or effective bonuses of the system, but may provide redundancy and multi-wavelength coverage.


*PS-F-24T---Two-seat trainer version

*PS-F-24TW(E)---TechnoWizardry variant, powered by a confined Air Eleminal.
Powerplant: Technowizardry Powerstone w/ 12 year energy life
180 PPE ready-use reserve(recharges at 10 PPE per hour under normal conditions, 5 per minute on or near a leyline)
Captive Air ‘Eleminal’---The containment spells need to be renewed every six months or the critter will escape.
Bonuses: The use of the Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
TechnoWizardry Systems:
*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE.
*Impervious to Energy( 5 minutes per 20 PPE)
*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
*Leyline Booster(Accelerates the jet up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
*Doppleganger-Cloak----This amplification of the Multiple Images Spell allows the aircraft to project multiple ‘ghost’ images of itself(up to 3 separate images). These multiple images can carry out a series of preprogrammed ariel maneuvers(can also simulate weapons fire/gun flashes, but only if the mothership is also firing at the same time), but must remain within a mile of the the projecting aircraft(or they vanish without a trace). Also note that the images don’t show up on radar or thermo-imaging, and cannot be used to fool homing missiles, though they DO give off a PPE trace similar to the projecting aircraft.
Range: ‘Ghosts’ can be projected up to 5,000 ft away
Duration: 5 minutes per activation
PPE Activation Cost: 20 PPE per activation

*Mystical Stealth System----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive maneuver, the stealth drops and the aircraft can be readily detected. Costs 20 PPE per 3 minutes of activation.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Paladin Steel/Aegis Stellar Industries ‘Brahmar’ Deep Space Tender

“Kinda jarring, seeing a sleek alien cruiser like that snuggled up to a primitive-looking erector set of a ship like our Brahmar, until you see the damage on that space zipper and you realize they were seriously hurting enough to need some major servicing from the likes of us. Of course, while we’re fixing them, we’re taking notes as well, and you can safely bet that the data we pick up is going to influence future design, or at the very least spare parts production against the chance of another encounter with these people.”
---Pikko Hannenson, Drive Technician 2nd Class, ASISS Sergei Korolev

“The Kaltens wanted to put up a whole satellite network for their colony, but didn’t want to wait for corporate bidding and contract negotiations with the homeworld they were trying to get away from. We were between jobs and in the area, and were happy to whip them up a full comm, weather, and early warning sat network, plus some electronics work on the side, and refueled their orbiters. Six months’ easy work for us.”
---Captain Innagi Thoms, ASISS Alessandro Volta

A development of both the Brunel/Goethals and Webbe Hayes-class vessels, the Brahmar is a dedicated deep space depot ship and repair tender.
The Brahmar is a space-based design in that it cannot operate in atmosphere nor land; it is limited strictly to space. It is effectively a flying gantry and factory derrick, the majority of its length dedicated to open-frame zero-gravity shipyard pylons and modules. The rear section of the ship resembles the Webbe Hayes class with its multiple engines, wedded to the large propulsor ring and habitat decks of the Goethals-class freighters. Forward of this, the elongated hull has a distinctive “Y” cross-section, the gaps between the arms of the “Y” providing open servicing bays for docked ships.
Again, Paladin Steel’s love of modularity shows in the Brahmar; entire deck sections can be swapped out and replaced with specialized modules(such as fabrication pods or hull treatment machinery), and even the entire drydock section can be detached from the living quarters and engineeering section, to become a freefloating spacedock in its own right. Extra gantries and manipulator systems can be plugged into the central power trunk, and retooling for specific ship types can be accomplished fairly quickly and easily; it’s not uncommon for a Brahmar to refit itself in the field(a process described by one spacer as akin to ‘watching a spacewhale doing surgery on itself’).
Though not intended for front line combat, Rifts Earth paranoia and a recognition of the strategic value of support assets has led PS/ASI engineers to mount more than the usual number of point defense systems on the Brahmar, and heavy variable forceshielding powerful enough to not only protect the tender, but cover ships attached to it. Brahmars operating in regions of space considered raider-prone will also tend to have two or three corvettes, such as Sunchaser conversions or Windfolas, (literally) attached to them as escorts.
Brahmars serve as fleet support vessels and depot craft, but are also heavily involved in Contract Engineering work, deep space mining, and salvage/recovery work, often working with the Exploration Corps to study alien hardware found in deep space. They are often assigned to onsite manufacturing contracts where an Asteroid Cruiser is either unavailable or deemed unnecessary. They are especially common in PS/ASI/GNE/USA’s presence in the Thundercloud, where supporting exploration and colonial development flotillas in unsecured space favors heavily-armed support vessels.

Type: PS/ASI-AR03 Brahmar
Class: Deep Space Repair/Supply Tender
Crew: 40 officers, plus 300-800 crew +80 person air group
MDC/Armor by Location:
Main Body 80,000
Bridge 10,000
Habitat Modules(2-6) 3,000 each
Industrial Modules(6-12) 3,000 each
Grappler Arms(72) 300 each
Heavy Particle Beam Cannon Turrets(2) 500 each
Medium Particle Beam Cannon Turrets(6) 360 each
Light Particle Beam Cannon Turrets(12) 200 each
Medium Laser Cannon Turrets(9) 360 each
Heavy G-Cannon Turrets(5) 400 each
Medium Range Missile Turrets(6) 200 each
Point Defense Turrets(14) 100 each
Main Engines 40,000
Secondary Engines(2) 7,000 each
Sensor/Radiator Wings(3) 6,000 each
Secondary Sensor Arrays(2) 900 each
Hangar Bays(2) 6,000 each
(Variable Forcefield) 5,000 each side(30,000 total)
Height: 500 ft
Width: 500 ft
Length: 1,500 ft- 2.200 ft depending on specific industrial modules slotted into the cenetr sections.
Weight: 800,000 tons
Cargo: 100,000 tons internally; external carriage can be as much as several million tons.
Powerplant: Nuclear Fusion, w/ 50 year energy life
Speed:
(Atmosphere) Not possible
(Sublight) Mach 9
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
Under secondary drive power, the Brahmar can go Mach 7
(FTL) 4 light years per hour
(Underwater) Not possible
Market Cost: 3.9 billion credits
Systems of Note:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars---Maximum Resolution Range of 4 million miles

*Gravitic Sensors----55 million mile range
*Neutrino Detection----55,000 mile range
*Tachyon Radar---3 million miles

*Communications Suite:---Long Range Radio and Video

*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 200,000 miles.--For tight-beam communications, ship to ship, or ship/surface. The Laser can even be modulated to the blue-green for communicating with submerged vehicles.

*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.

*EM Shielding---Using special electromagnetic radiation shielding, saves on the need for bulky metal or water radiation shielding.

*Habitat Modules(2-6) ---The Brahmar carries its crew in compartmentalized heavily-shielded habitat modules with independent emergency life support, reducing the chance that an industrial accident(or attack) will kill all the crew.

*Industrial Modules(6-12)---Depending on the anticipated work, the Brahmar’s machinne shop modules can be swapped out as needed for specialized fac-modules. Industrial modules can even be detached to the ship and placed on an asteroid or separate work platform, or, on occasion, shuttled planetside. Various different modules are available including chemical synthesis and fuel refinery pods, electrical engineering labs, gravitic engineering modules, armor forges(able to turn out up to 800 MDC per hour), orbital beam-builders, tether-looms, asteroid processors, nucleonic refurbishment lines, and spaceframe assemblers.

*Grappling Arms(72)--These massive four-jointed multi-position robotic arms are used for grappling onto objects, shoving about cargo pods, and doing heavy duty work. Each has a reach of 200 ft, and has a four-fingered gripper, electromagnetic head, spotlight, and stereoscopic video camera at the end. They’re not agile or fast enough to be very useful in melee combat, but if they can catch an object, they can punch for 1d6x10 MD, or crush for 2d6x10 MD(2 attacks). The Brahmar’s are further located on tracks around the frame of the tender, allowing multiple arms to be concentrated to serve as scaffolding around a work object. Locked in place, they serve as protective docking ‘ribs’ for docked starships.

*Tractor Beams(18)----Twelve are effectively rated for 800 tons dead weight, and six at 1,000 tons, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).

*Docking Collars(9)----Nine external docking collars with extending tubeways for servicing additional starships docked to the tender.

Weapons Systems:
1) Heavy Particle Beam Cannons(2, 1 forward, 1 aft)---These are the big guns of the Hayes, and retained by the Brahmar, but their slow rate of fire limits their effectiveness. They are typically used to engage small enemy spacecraft such as destroyers and frigates that get too close, hoping to incapacitate them with a single hard-hitting shot, or at least dissuade them to back off.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 1d6x1,000 MD per blast
Rate of Fire: Once every two melees/30 seconds
Payload: Effectively Unlimited

2) Medium Particle Beam Cannons(6, one each ‘Y’ arm, fore and aft)---These are less powerful cannons with similar range, but greater rate of fire, used for engaging strike ships and fighters.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d4x100 MD per blast
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited

3) Light Particle Beam Cannons(12, 3 forward, 3 rear, 1 each side) --Again, short range is the major shortcoming of these weapons, but their number, high damage potential and high rate of fire allow them to smash fighters and power armors that get within range.
Range: 1.5 miles in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 1d4x100 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

4) Medium Laser Cannons(9, 3 each side, 3 rear)---These are powerful laser cannons, positioned to cover the sides and rear of the ship.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d6x100 MD per blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

5) G-Cannon(5, 2 forward, one each side)---These weapons, holdovers from PS’s first generation warships, are powerful massdriver cannons capable of firing kinetic kill projectiles or exploding fletchette ‘shotgun’ shells.
Range: 40 miles in atmosphere, 80 miles in space
(Kitsune Values: 80 miles in atmosphere, 80,000 miles in space)
Damage:(Exploding/Fragmenting Flechette): 5d6x10 MD to anything caught in a 120 ft wide cone/’cloud’----Targets are -2 to dodge the’shotgun spread’
(Penetrator): 2d6x100 MD
Rate of Fire: Four times per melee
Payload: 100 rds per cannon, reloading from the cargo hold takes 1d6 minutes(1 ton of cargo per 12 rounds)

6) Medium Range Missile Launchers(6)---Each ‘arm’ of the Brahmar’s hull is fitted with three MRM launchers, providing extensive ‘swarm’ coverage against fighters and missiles. Fired rapidly enough, the missiles can even knock out small warships.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1-20
Payload:60 missiles each, reloading from the cargo hold takes 1d6 minutes(1 ton of cargo per 24 missiles)

7) Point Defense Turrets(14)---These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Rail Gun) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile

(Optional) Accessory Weapons Pods---It is not unusual for Brahmars operating in regions considered to be dangerous to outfit themselves with additional weaponry; the shipboard engineers have proven adept at plugging in weapons from other vessels to provide themselves with improved firepower. The modular weapons pods available to the Brunel-and Geothals-class transports that were the Brahmars’ direct ancestors are especially popular in this role, but Brahmars have also been seen using such equipment as solar furnace reflectors as weaponry.

Auxiliary Craft:
Typically 14 transport shuttles
48 work pods
20-60 Power Armors
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by taalismn »

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

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

Re: Paladin Steel Storefront

Unread post by taalismn »

(Inspired by article in Rifter #61, John Meyers)

Paladin Steel/ Kaman TWH-43 ‘Huskie’ Rescue Helicopter
(aka ‘Double-Beat’, ‘Blizzard-Beater’)

“It’s a Kaman classic, it’s also a Huskie! What could be more Connecticut?”

“Where’s the fire? Oh, there it is! But not for long!”
“RESSCCCUUUEEEE RAAAAANNNGGGGEEEEERRRRRSSSSSS!!!”

Paladin Steel’s resurrection of the ancient H-43 ‘Huskie’ as a TechnoWizardry design would appear to meant as an open commercial appeal to the City of Charter, seeing as the ancient Kaman Aircraft factory lay within the territory now claimed by the latter city-state. Developing a techno-wizardry version with both a function and design lineage tugging at the heartstrings of the eccentric nostaglia-inclined Charters, would seem to be part of PS’s campaign to woo Charter into the Greater New England nation-state alliance solidifying in the area, and letting them know that their new neighbors ARE paying attention to their wants and concerns.
That having been said, there’s much to like about the TWH-43. Though it retains the boxy fuselage and intermeshing twin rotors(which did away with the need for a tail rotor) of the original, the TWH-43 is almost a wholly different machine under the skin. The skin is modern lightweight megadamage alloys and composites, surfaced in a heat-reflective outer laminate, making the Huskie far more resilient than its appearance would suggest. Armor protection is fairly heavy for a light aerodyne, to protect from the corrosive effects of chemical-laced smoke and impacts from flying debris. Advanced fly-by-wire control systems allow for smooth operation, even in bad weather and the tumultuous hot updrafts associated with large fires.
The biggest change is the substitution of a technowizardry powerplant for the original spec gas turbine/turboshaft engines. As a sop to the eccentric Steampunk mentality of the Charterians, the TWH-43’s powerplant was designed from the outset with added ‘gizmos’ to produce puffs of steam to suggest a TW steam boiler onboard. However, PS engineers and TWizards discovered that the ‘gadgets’ could be gimmicked to feed cold vapor or condensed water vapor through the Huskie’s large and downward-pointed tail exhaust pipe, allowing it to directly assault fires with a cooling retardant downwash.
The TWH-43’s best weapons for fighting fires continue to be aerially-lofted hoses and sprayers, as well as underslung equipment, including a compressed air fire suppression kit. Integral magic systems provide a good backup to the hardware.
The TWH-43 is typically used as an air rescue and firefighting machine, speeding to provide airborne coverage for fighting urban or brush fires. It is also used as an air ambulance and smoke jumper transport, while its relatively heavy lift-load(for its size) makes it a useful skycrane and flying pickup truck. Other duties include airborne Search And Rescue(SAR), and coastal minesweeping, with the copter towing a minesweeper pavane.
The only real complaints about the Huskie are its slow speed and its lack of integral weapons. However, the TWH-43 is not expected to operate alone, and is typically deployed as part of an airborne rapid response team, including armed scouts, such as other rotorcraft, hovercycles, or flying power armors, that can serve as assistants or a protective escort.

Type: PS/K-TWH-43 Huskie
Class: Rescue Helicopter, Techno-Wizardry
Crew: 3, plus 1-12 passengers(or four patients on stretchers and one medical attendant)
MDC/Armor by Location:
Main Body 200
Reinforced Crew Compartment 90
Rotor Blades(4) 25 each
Landing Gear(4) 25 each
Tail 120
Height: 12 ft 9 in.
Width: 6 ft 9 in. (Rotor diameter 34 ft 9 in.)
Length: 25 ft 7 in.
Weight: 4,60 lbs empty, 9,130 lbs fully loaded
Cargo: Small space behind crew seats for survival packs, sidearms, and a few small personal possessions.
Can lift up to 4, 520 lbs slung underneath.
Powerplant: Techno-Wizardry
Speed:(Flying) Hover to 105 MPH(DOUBLE on a ley line), maximum altitude 25,400 ft.
Market Cost: 9.7 million credits
Systems of Note:
Standard Aircraft Systems, plus:
*Advanced Control Systems---Getting close to a raging blaze means risking venturing into turbulent atmosphere. To lessen the danger to the aircraft and crew, advanced stabilization and ‘reflex response’ FBW(Fly By Wire) systems give Huskie pilots a +10% to Pilot: Helicopter rolls.

*Autotinting Canopy----The Huskie’s bubble canopy is made of multilayered smart glass that shades to block out glare, including the flare of energetic fires.

*Enhanced Life Support---The Huskie’s cabin life support provides extra protection against toxic gases that might be drawn inside. Positive air pressure and added filtration systems protect the crew.

Weapons Systems: None standard, though a light weapon can be slung from the side or rear doors and manned by a gunner.

TechnoWizardry Features:
-Extinguish Fire (20 ft radius, 10 minute activation, 360 ft range, 2 PPE)
-Stop Wind (100 ft radius, 30 melees, 3 PPE)
-Air Bubble(200 ft range, 15 ft bubble, 60 minutes, 5 PPE)
-Calm Storms(900 ft radius, 150 minutes, 10 PPE)
-Dissipate Gases( 60 ft radius, 10 minutes, 8 PPE)
-Circle of Rain(60 ft radius, 100 ft away, and can drop rain for 15 minutes. 10 PPE)
-Atmosphere Manipulation(3,000 ft radius, 300 minute duration, 25 PPE)
-Wind Cushion( 1,000 ft range, 80 ft radius, 4 melees, 25 PPE)
-Wind Rush(160 ft range, 1 melee, 5 PPE)

Options:
*Thermal Resistant Armor---Unusual for an aircraft, but given the Huskie’s role as a flying fire engine, the aircraft can be fitted with special heat-resistant material armoring, in addition to any magical protections. Heat and plasma-based attacks do 1/3 damage.
Cost: 750,000 credits

*Advanced Radiation Shielding---The vehicle can be heavily insulated against radiation.
Cost: 1.3 million credits

*’FireBalm’---This is a spherical pod that can be dropped from underneath the Huskie into the middle of a fire, whereupon the pod ‘explodes’ to spray an area of effect with fire retardant chemical foam. A standard pod can spray an area 60 ft in radius with fire-retardant.
TW variants of this device will unleash a powerful Extinguish Fire spell or even a Water Elemental on the scene.

*Nose-Mounted Sensor Turret ----Adds a dedicated sensor turret with the following:
*Telescopic Optics
*Enhanced Thermo-imaging/Nightvision
*Laser Targeting
*Parabolic Microphone
*Laser Illuminator---’Paints’ targets for attack with laser-guided weaponry. Effective range of 3 miles.
Cost: 200,000 credits

*Nose-Mounted Extended Range Search Radar---Intended for naval aircraft, this look-down radar has enhanced software for differentiating between possible targets and surface clutter. Effective range of 50 miles
Cost: 100,000 credits


*Chin-Mounted Turret----Chin-mounted weapons turret, typically used to hold a light machine gun, light pulse laser(or other energy weapon), or automatic grenade launcher(with 60 rounds)
Cost: 90,000 credits

*0-C CryoLaser(‘Oh-Cee’)--- The CryoLaser is a derivation of a new technology (Bose-Einstein Condensate ---BEC technology) currently under development by Paladin Steel, based on recovered pre-Rifts files attributed to the eccentric Elliot Group, a secretive think-tank that was working with the US government during the Golden Age. The 0-C is a low-powered model, considerably scaled back from the first giant-scaled ‘atom laser’, intended not as a weapons system, but as a firefighting tool, for putting out chemical fires and exotic material combustion by literally stopping their molecular activity. The ‘Oh-Cee’ has two modes of operation; a narrow- focus ‘Beam Mode’ that stops molecular motion dead, and a shorter-ranged, wide-area ‘spray; typically used for freezing pools of liquids and cooling down hot objects. The current model is fairly bulky and energy-intensive, but is remarkably effective. It is currently considered EXPERIMENTAL, and only an elite few firefighting units have been issued it for testing, under the ‘Inferno Initiative’ (Some of the cold-attack stats courtesy of Aliens Unlimited, pg. 173)
Range:(Beam Mode)1,500 ft
(Spray Mode) 700 ft
Damage: (Beam Mode) This slows down molecular motion in a relatively tight area(1-2 ft wide
area), lowering the temperature to almost absolute zero... fabrics like nylon and polyester shatter
like glass, electromagnetic superconductivity jumps, and liquids crystallize instantly. Ideal for cold-
welding materials, freezing mechanical joints, and snuffing out plasma torches. Does 1d4 MD to
structures and 2d4 MD to MDC plastics and organics.
(Spray Mode) Lowers mean temperature by 500 degrees over a 20 ft wide area of effect---This
means that it may take several applications to bring a burning pool of jet fuel down to freezing, for
example, or cool a glowing hot section of plating. After reaching zero degrees Celsius, it only
reduces temperature in increments of 250 degrees, then 100 degrees, then 50, and so on...
Unprotected flesh hit by the beam takes 6d6 SDC in Spray Mode. Must also roll save versus non-
lethal poison(12 or better) or temporarily succumb to cold.
A victim who loses all SDC(but NOT Hit Points) to a cold attack lapses into a coma..still alive, but
frozen stiff. They can be revived with even heat in 3d4 minutes. Those who lose both SDC and Hit
Points are +25% to save versus coma/death, and get 3d4 Hit Points back when revived, but still
suffer some cellular damage.
Beings vulnerable to cold-based attacks take DOUBLE damage, while fire elementals and fire-based
beings take TRIPLE damage! Water Elementals will lose 2 APMs and cut their speed by HALF for 1d4
melees, while Ice Elementals actually HEAL 1d4 MD of damage.
Rate of Fire: ECHH
Payload: Conditionally Unlimited; the capacitor has enough power for 20 shots, and recharges at 1
shot every ten minutes. A special ‘freon battery’ can be clipped in, for an extra ten shots in an
emergency.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel SUTV-04 ‘Chernot’ Sport-Utility Crawler Vehicle

“Just as adept at handling muck and mire as a Big Boss or a Mountaineer, only a lot more stable. And Paladin Steel builds them tough, so maintenance, when it’s needed, is a cinch. This ride’s just built RIGHT.”

The Chernot is a fairly basic multi-purpose tread-laying vehicle inspired by the ‘Classic Mover’ series, and arguably based on the SdKfz 7 and SdKfz 9 half-tracks of WW2 vintage. The SUTV-04, however, is lower-slung, slightly wider, and fully-treaded, and uses a ‘Christie’-style suspension(similar to those of early Soviet tanks) for maximum speed. It is a hardy, reliable, all-terrain vehicle that is offered with a variety of powerplants, cabin coverings, and other options.
In its civilian ‘guise, the Chernot typically is fitted with a fabric top, though some versions feature hardshell tops and even convertible covers.
The Chernot is sturdy and constructed with megadamage materials, but is considered to be a lightweight, MDC-wise, by Rifts Earth standards. It is not considered a front-line combat unit, although it can be equipped with light armaments, and has occasionally been used as a police and militia vehicle. Most users operate the Chernot as a prime mover.

Type: PS- SUTV-04 Chernot
Class: Sport Utility Tread-layer Vehicle
Crew: 1, plus seating for 1-10 passengers
MDC/Armor by Location:
Main Body 150
Windshield 15
Headlights(2) 5 each
Treads(2) 80 each
Height: 8 ft
Width: 8 ft
Length: 20 ft
Weight: 25,000 lbs
Cargo: Can carry up to 10 passengers or 1.2 tons of cargo in the back area.
Powerplant: Liquid Fuel(300 miles range), Electric(325 miles range), Nuclear(10 year energy life), or TW
Speed: (Ground) 55 MPH
Market Cost: 170,000 credits for Liquid Fuel, 200,000 credits for Electric, 800,000 credits for Nuclear, 1 million credits for TW
Systems of Note:
Standard Truck Systems, plus:
*Dashboard Radio(reciever only)
*IR/Normal Light Headlights
*Powered Winch and 60 ft of cable
*Trailer Hitch---Can haul up to 3 tons without problem, 5 tons at 1/4 speed

Weapons Systems: None standard; many are outfitted with a central pintle mount for a machine gun, rail gun, or light rocket launcher. Some users customize the crawler with laser headlights, rear laser tail lights, and reactive armor flechette packs on the sides(as part of anti-theft security).

Options:
*Dozer Blade---This is a mini-bulldozer/payloader blade that can be attached to the front, and raised up to 7 ft high by hydraulics, turning the vehicle into a land clearance vehicle. Very popular in winter for snow removal.
MDC of Blade: 80
Cost: 3,000 credits

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

*Amphibian Conversion---Waterseals the vehicle, and provides an all-around ‘feet dry’ hull. Adds 9 MDC to main body. Can power itself along the surface via its treads at a leisurely 5 MPH.
Cost: 12,000 credits

*Grousers---Grousers are simply track extensions that widen the treads(by 2-3x) and allow the treadlayer to reduce its ground pressure and better traverse soft surfaces such as mud and snow, and reduce penalties for travelling over such surfaces by HALF. Cost: 3,000 credits per set of treads.

*Fabric Top(30 MDC) Cost: 5,000 Credits

*"Soft Foot Drive", also known as "Ninja Treads": Developed for quieter operations in urban environments, the SFDs use shock- and noise-absorbing plastics and spring-joints to mask and reduce noise. The ‘tread as a result actually gets a prowl roll of 20% in daylight, 40% in darkness(+10% if using the electric or nuclear powerplant).
7,000 credits per tread unit.

*Hybrid Wheel Drive---This was inspired by the pre-Rifts Austrian Saurer RR-7, which had both treads and wheels. This option mounts powered wheels(15 MDC each) outboard of the treads. The wheels can be lowered to propel the vehicle at even faster speeds(75 MPH) on paved road surfaces.
Cost: 65,000 Credits

*Electro-Shock Security System----Special contacts in the skin of the vehicle can be electrically charged to deliver a taser-like shock to anyone attempting to break into the vehicle. Alternatively, the system can be set to dump most of its power into a vaporizing megadamage shock blast, though this tends to drain the batteries far faster. CANNOT be mounted on top of Appliqué Armor.
Range: 3 ft
Damage: 3d6 SDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
(MD ) The higher end setting does 1d6 MD per shock
Payload: 20 SDC (2 Megadamage charges) charge battery(recharges off the conventional powerplant at one SDC blast per 5 minutes), or unlimited if linked to a nuclear powerplant.
Cost: 3,000 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by taalismn »

PS-FC-58 Terapin Full Conversion Borg
(aka ‘Gammera’, ‘Top-lid’)

“I was on Sorcorus overseeing the automated boatyard and assembly garage when the balloon went up. Barely swapped out of my humaniform chassis and into my Terapin when the Sqaada nukes hit. Ten thousand colonists died in the flash---only me and a few dozen other hardcases managed to survive the blasts. When we dug our way out of the ashes, we made every one of those reptiles that got within range of us pay for their ‘species supremacy’ massacre.”

“There’s faster and larger and better armed, but there’s few cyborg frames more durable than the Terapin.”

“Scrap your plans to take the president of the New Burlington Bank and Trust hostage...I just learned the old fart underwent turtle-borg conversion. Yeah, besides having to figure out how to disable his bionics, haul several tons of inert ‘borg’, and find a way to somehow threaten him before his internal comms scream out his location to every damn GNE law enforcement agency around, you’re going to have to find a way to knock him down in the first place. The guy may as well be hiding inside one of his bank’s locked maximum security vaults for all the good it would do you. You’re better off shaking down storeowners in the Relic for petty cash.
And forget about trying the same with New Boston Federal Bank; the president there, well, she’s a DRAGON.”


The Terapin is an ‘extreme’-end cyborg conversion that takes the Chromus ideal of a heavily armored cyborg frame to its super-heavily armored maximum. As their name suggests, Terapin FCs sacrifice mobility and agility for sheer durability and the ability to soak up ridiculous amounts of damage. The back is particularly well-armored, providing a covering shield for the rest of the body. Large oversized foot pads help distribute the cyborg’s heavy weight, partially offsetting the cumbersome Terapin’s tendency to sink into soft earth.
Terapin conversions tend to be introspective, defense-minded, or totally fearless, individuals who aren’t phazed by the prospect of slow movement while attracting heavy amounts of fire aimed in their direction. Because they can’t effectively flee from danger, most Terapin converts develop a tendency to carry the heaviest hand weaponry available, in order to finish combat as fast and brutally as possible in their favor.
Although most military analysts, officers, and cyborgs consider the Terapin to be a deadend experiment, there’s enough customers seeking a ‘turtle mentality’ full conversion that Paladin Steel’s order books keep the design in production. Many Terapin bodies go into hostile world exploration, mining, and garrison assignments, but a few are known to have been acquired by reclusive ‘cyberhermits’.

Type: PS-FC-58 Terapin
Class: Full Conversion Borg - Shocktrooper Chassis
Crew: One volunteer
M.D.C. By Location:
Hands(2) 35 each
Arms(2) 300 each
Legs(2) 480 each
Feet (& Foot Pads)(2) 90 each
*Head 240
**Main Body 800
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike(-6 to strike from behind due to the back carapace). The hands, and forearms are also difficult targets to hit and are -4 to strike on a called shot.
**Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.

Note: The Terapin CAN be fitted with additional armor, but heavy applique armor reduces its mobility to just about nil.

Speed:
Running: 50 mph max . However the act of running does not tire the operator out and the maximum speed can be maintained indefinitely.
Jumping: The powerful robotic legs are strong and capable of leaping 8 feet high or 10 ft lengthwise. A running leap adds 50% to distance/height.
Flying: Not possible without a jet pack
Underwater: The Terapin, curiously enough, is actually quite seaworthy and can swim at 10 MPH. They have a depth tolerance of 3 miles.

Statistical Data:
Average Height: 9 ft
Width: 4 ft at shoulders
Length: 3.5 ft
Weight: 2.7 tons
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 35, PP. 18,.
Bonuses: Standard cyborg bonuses of +3 save vs magic, impervious to
bio-manipulation
+4 initiative
+3 strike/parry
+2 dodge
+3 Pull Punch
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -30%

Special Skills/Training---Use standard 'Borg or Headhunter OCC.
Black Market Cost: 10.8 million credits with all standard features, weapons, and sensors.

Standard Bionic Features
Note: These features are all found in the bionic and
cybernetic section of the Rifts RPG.
1. Bionic lung with gas filter & storage cell
2. Built-in language translator
3. Built-in radio receiver & transmitter
4. Clock calendar
5. Gyro-compass
6. Modulated voice synthesizer
7. Multi-optic eyes
8. Built-in loudspeaker
9. Universal headjack with amplified hearing and sound filtration systems.

Special Features:
*Hardened Circuits---A feature growing to be standard in Paladin Steel-made combat cyborgs. Shields the ‘borg’s systems against EMP and other electrical-disruption attacks.

*Enhanced Life Support---The Terapin incorporates advanced recycling life-support systems that allow it to go without air for up to 20 days, before needing to recharge its oxygen supplies.

*IV Sustainer---Most ‘borgs can miss a meal or two(or six....), and go without food for days at a time, but given the possible situations in which a Terapin might have to go without a chance to refuel the organic portion of their bodies, say down in a contaminated mine, or on an irradiated plain, where it’s just not possible to safely crack the environmental seals and toss back a beer, Paladin Steel has an enhanced nutrient delivery system that allows the ‘borg to go without food or water for up to six weeks, if necessary.


*Robotic Strength Enhancement---Super strong servos for heavy work and combat.

*Stasis Mode----The Terapin uses technology adapted from the SC-08S Survival Stasis Capsule. In this mode the cyborg withdraws its limbs in close to its body and locks them in place, activates a powered stasis mode, and enters a state of estivation. The downside is that the Terapin is effectively comatose while locked in stasis mode, and is unaware of what is going on around it. The Terapin MUST set a pre-determined time limit for the stasis to deactivate; once turned on, the sleeping cyborg cannot decide when to terminate stasis mode. The cyborg’s stasis systems have a maximum duration of 2 years.
*Thermal Resistance----When buttoned up, the Terapin effectively becomes IMMUNE to extremes of heat. Only coherent radiation, like a directed plasma blast or laser, will damage the encapsulated cyborg, and even then they only do 1/4 their normal damage.

Weapons Systems:
1)Forearm Hardpoints(4, 2 each forearm)----The Terapin’s oversized forearms can each mount TWO standard cyborg forearm weapons. In the alternative, each forearm slot can accommodate a Mining Borg tool arm option.

2) Backpack Weapon Mount---Concealed under the rear carapace shell is a mounting for a single weapons system:
a) Micro-Missile/Torpedo Launcher-----50
b) Mini-Missile/Torpedo Launcher----12
c) Backpack Turret Point Defense Light Rail Gun---Based on PS’s STARifle:
Range: 2,000 ft
Damage: 1d6 MD per single shot, 5d6 MD on a 5 shot burst, 1d6x10 MD per 10 rd burst
Rate of Fire: Single shot or 5-shot burst, Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: 1,200 rd drum feeding both weapons(60 bursts per gun)
Cost: 25,000 credits

d) Point Defense Pulse Laser Turret--Paladin Steel also offers a lower-powered laser system, with unlimited payload and a longer range. The Pulse Laser is intended as an anti-aircraft/anti-missile system, and can be remote-linked to an air defense grid system, such as the Meles AAAV, Rattlesnake AAV, or the Vixen Fighter/Recon Pod, (Part of Paladin Steel's emerging BAMSP: Battlefield Asset Management System Package).
Range: 6,000 ft
Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: Unlimited
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)
Cost: 45,000 credits

e) Point Defense Light Plasma Cannon
Range: 1,800 ft
Damage: 6d6 MD single shot
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: Effectively Unlimited
Cost: 30,000 credits

f) Point Defense Light Ion Blasters
Range: 1,600 ft
Damage: 3d6 MD single shot, 1d6x10 MD pulse burst
(2098-series)On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: Effectively Unlimited
Cost: 30,000 credits. (2098-series) 45,000 credits.

g)PSIC-01 Tesla Infantry Ion Cannon
Range:(Ion Bolt) 1,900 ft
(Lightning Blast) 2,500 ft
(Shock Zone) 200 ft, and affects a 55-ft wide area
Damage: (Ion Bolt) 5d6 MD single shot, 2d4x10 MD five-shot burst
(Lightning Blast) 1d6x10 MD
(Shock Zone) 3d6 MD per melee caught in the zone of effect
Rate of Fire: ECHH
Payload: Effectively Unlimited
Special Features:
*Motion Detector---Activated in Shock Zone Mode, range of 200 ft
Cost: 28,000 credits

h) Point Defense Pulse Particle Beam Turret
Range: 1,500 ft
Damage: 5d6 MD single shot, 1d6x10+20 MD per triple shot burst
On a Natural 19-20, a particle beam strike does DOUBLE damage
Rate of Fire: Single shot or three-shot burst, ECHH, or 4 attacks in auto-defense mode.
Payload: Effectively Unlimited
Cost: 26,000 credits

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

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

k) 40mm Grenade Launcher
Range:7,000 ft
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 300 rd drum each AGL
Special Features: None
Cost: 50,000 credits for the launcher

l) ‘Hardtack’ Force Projector---This is a slightly modified version of the PS/PP -SFR-01 Hardtack Force Rifle. A growing favorite with ‘turtle mentality’ conversions because of its potent defensive modes.
Range: (Force Bolt) 900 ft, 400 feet when the Force Shield is active.
(Force Shield) Immediate vicinity of the weapon
(Force Barrier) 200 ft, line of sight.
(Force Cocoon) 100 ft, line of sight.

Damage: (Force Bolt) 4d6 MD, 2D6 MD when the Force Shield is active.
Plus 80% chance of knock-down(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees). Chance of successful knockdown drops to 65% if the Force Shield is active.
(Force Shield) A rounded square(roughly 6 ft in diameter and covering a 180-degree hemispherical arc) of force is shaped and appears in front of the sights, giving protection for the shooter. The Force Shield CAN move with the user/operator. The SFR-02 can still shoot force bolts in this mode. MDC: 80
(Force Barrier)The Hardtack can project a roughly hemispherical force field (about 12 ft wide) around a target to protect or contain it. The Force Barrier CAN be moved like a searchlight, allowing for moving cover. The SFR-02 CANNOT shoot force bolts in this mode. The Barrier has 100 MDC.
(Force Cocoon) This mode produces a spherical forcefield(about 10 ft in diameter) around the target. Unlike the Force Barrier, the Force Cocoon CANNOT be moved, but is stuck in place, even if the projecting generator is moved around. Handy in containing explosives and protecting civilians(or confining them). The SFR-02 CANNOT shoot force bolts in this mode. The Force Cocoon has 150 MDC.

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

Payload: (Force Bolt)10 shots per standard e-clip, 30 shots long e-clip
(Force Shield) Consumes 1 e-clip shot per 60 minutes of operation
(Force Barrier)Consumes 1 e-clip shot per 30 minutes of operation
(Force Cocoon)Consumes 1 e-clip shot per 20 minutes of operation
Effectively Unlimited linked to the cyborg’s nuclear powerplant
Cost: 65,000 credits

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

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

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

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

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

m) PSIC-01 Tesla Ion Cannon---Another heavy weapon adapted for, and popular with, Terapin ‘borgs because of its ability to create a defensive field.
Range:(Ion Bolt) 1,900 ft
(Lightning Blast) 2,500 ft
(Shock Zone) 200 ft, and affects a 55-ft wide area
Damage: (Ion Bolt) 5d6 MD single shot, 2d4x10 MD five-shot burst
(Lightning Blast) 1d6x10 MD
(Shock Zone) 3d6 MD per melee caught in the zone of effect
Rate of Fire: ECHH
Payload:(Ion Bolt/Burst Shot) 10 shots standard e-clip, 20 shots long e-clip, 55 shots e-canister
(Lightning Blast) Each blast takes 2 shots
(Shock Zone) The shock zone uses up 1 shot per minute of operation
Effectively Unlimited linked to the cyborg’s nuclear powerplant
Special Features:
*Sighting Laser---+1 to strike in single-shot mode
*Motion Detector---Activated in Shock Zone Mode, range of 200 ft
Cost: 28,000 credits

Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch( 2 attacks) 3d4 MD
Kick 1d6 MD
Leap Kick(2 Attacks) 2d6 MD
Judo-Style Throw/Flip 1d4 MD
Body Block/Ram: (2 attacks) 1d6 MD

Options:
The Terapin can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with additional sensors, communications systems, and/or defensive measures(energy refraction or forcefields, specialized armor types, etc.). Hydrojets and jumpjet nodes are also popualr, to help reduce the movement penalties. Additional limbs are very rare, as they tend to interfere with the existing stress-resistant structure. Many Terapins also opt to have their brains mounted wholly within the heavily armored torso, maximizing protection.

*Thermal-Kinetic Armor---An expensive knockoff of Naruni Enterprise’s TKarmor.
Only a 25% chance of showing up on IR/thermal scans, MD heat attacks do HALF damage, and explosions, falls, high-speed impacts, and projectiles do HALF damage.
----Cost: +1 million credits

*Laser-Reflective---Reduces laser damage done to your ‘borg by HALF. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----Cost:+500,000 credits

*Thermal Resistant Heat-Refractory Tile Armor---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage.
----Cost: +1 million credits

*Chemical Resistant Armor----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage.
----Cost: +1.1 million credits

*Multiplexor---Chest-mounted internal TW device, usually fitted with self-effect-spells. Typically fitted with Armor of Ithan, Dispel Magic Barriers(especially helpful when doing the ram on those obnoxious spell-slingers), Implosion Neutralizer, Deflect, and similar defensive magicks.
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. Spells cost as normal
Payload: Draws from the main PPE Battery; 300 PPE Battery-Stone
Bonuses: As per spell(if any)
Cost: The basic Multiplexor system costs about 55,000 credits
PPE Batteries cost 8,000 credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.

*Ripper Chainsaw w/ Laser---A knockoff of the Wellington Industries WI-CL8 Multi-Purpose Weapon System, grafted to the cyborg’s forearm and linked to its powerplant.
Range:(Chainsaw) Melee
(Laser) 2,000 ft
Damage:(Chainsaw) 5d6 MD
(Laser) 3d6 MD per blast
Rate of Fire:(Chainsaw) ECHH
(Laser) ECHH
Payload:(Chainsaw)Effectively Unlimited(linked to cyborg’s powerplant)
(Laser) Effectively Unlimited(linked to cyborg’s powerplant)
Cost: 44,000 credits

*Electroshock Armor---Lines the arms, legs, and carapace with electrical contacts that can deliver a powerful zap to anybody trying to grapple with the cyborg.
Range: 3 ft
Damage: 3d6 SDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
(MD ) The higher end setting does 1d6 MD per shock
Payload: Effectively unlimited linked to the cyborg’s nuclear powerplant.
Cost: 13,000 credits


*Flechette Packs----The Terapin is one of the few cyborgs large enough to be able to carry ‘reactive armor’ panels that can be also be triggered as antipersonnel grenades.
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 1-3
Payload: The front and sides of the cyborg can each be fitted with 3 packs, while the back can be studded with 8(total of 17)
Cost: 200 credits per flechette pack

*Eyeball Lasers (2)---The bulging eyes conceal powerful short-range lasers. Just look and shoot.
Range: 1,000 ft
Damage: 2d6 MD single shot, 4d6 MD for a simultaneous shot from both eyes
Rate of Fire: ECHH
Bonus: +1 to strike
Payload: Effectively Unlimited
Cost: 120,000 credits per eye
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel Argus Jacket Sensory Overlay

“Shots fired! Shots fired! Civilian down! Three-seven-two-twelve!”
Under the cover of the strobing of flash-blinders, three of the Chai-chuk Peacekeeper Marines ran across the street to grab up the fallen woman there and scoop up the shellshocked child standing near her, then hauled for cover and the squad medics while the rest of the squad pelted serpentine down the street in a charge. The sergeant himself fired a rifle grenade at the radar-tracked origin point of the sniper shot, his jacket sensors plotting both the path of the round, and tracking the outgoing grenade to its detonation point, the munition peppering the position in buckshot. The sniper had been in the process of admiring his work and started getting up and away when he caught most of the blast in the head and chest. Thus he was in no condition to resist when the squad swarmed over him...


Argus Jacketing is a flexible overcoat cladding to regular body armor that conceals a variety of surround-coverage sensors that feed data to the wearer. The information can be downloaded to a HUD, or directly through a nueral link.
The downside is that the outer covering of sensors is fairly fragile, and easily damaged, negating the benefits of the sensors.
Argus Jackets are most popular with bodyguards, security details, and police.
Special Features:
*Heat Sensors--Detects heat variations in the surrounding environment, 200 ft range.
*Laser Detector---Instantly directs if the wearer has been ‘painted’ with a laser tracking/targeting beam.
*Radar Detector---Detects if the wearer is near a radar/EM motion detection beam.
*Motion Detection Radar----500 ft range
*Ballistic Backtracking---Can backtrack the path of a projectile(that comes within 300 ft of the wearer), back to its point of origin with 60% accuracy, 90% accuracy if the projectile comes within 50 ft of wearer.
Bonuses: +12% to Detect Ambush, +10% to Detect Concealment, +1 to Initiative roll in the round immediately following an ambush attack.
The jacket also gives a +1 to strike with guided munitions such as command-control micro- and mini-missiles, and ‘smart’ bullets.
Vulnerability: If the wearer takes more than 18 MDC, the sensors are effectively damaged beyond functionality, and will be rendered inoperative until repaired or replaced.
Cost: 45,000 Credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
wildfire142
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Posts: 49
Joined: Tue Apr 14, 2009 5:45 am
Location: Nortn East Scotland

Re: Paladin Steel Storefront

Unread post by wildfire142 »

Just in time for Christmas here is the latest version of the catalogue with 24 new designs bringing the total to 1059 designs.

Paladin Steel Netbook

For info kronos only just noticed you question I copy the text from the forums to libre office with a separate file for each design and then assemble them in a master document, add a table of contents and export to pdf. easy to do once set up and very easy to update, though with the size of the file I have time to walk away and get a cuppa while it makes the table of contents these days :)

Anyway

Enjoy :)
User avatar
Veritas476
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Posts: 488
Joined: Mon Jan 05, 2009 12:38 am
Location: Oswego, NY, USA
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Re: Paladin Steel Storefront

Unread post by Veritas476 »

Wow. That is a lot of new stuff added. :)

Thank you very much for continuing to compile Taalismn's awesome work.
wildfire142
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Posts: 49
Joined: Tue Apr 14, 2009 5:45 am
Location: Nortn East Scotland

Re: Paladin Steel Storefront

Unread post by wildfire142 »

Veritas476 wrote:Wow. That is a lot of new stuff added. :)

Thank you very much for continuing to compile Taalismn's awesome work.


No worries I use it too, I started this as an aid for myself and Taalismn is very kind to let me share it with everyone :)
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taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Hey, I'd like to give a warm holiday greetings and wishes to everybody who's stopped by here, been a faithful helper, constructive critic, loyal fan, honorable opposition, customer/player, or just friendly visitor.
A big shout-out to you all, including(bit not limited to: Abtex, wildfire142, Glitterboy2098, 89er, kronos, DhAkael, Sharkforce, Veritas476. StoneGargoyle, and so many others. You are all incredible. Best holiday wishes to you all. 8)

Have a 500,000 credit gift certificate* good towards Paladin Steel products, good until 1/30/ 2017. :bandit:

*Not redeemable in the real world. Sorry, if that were the case I'd be buying the U.S. government. :mrgreen:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
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Re: Paladin Steel Storefront

Unread post by taalismn »

PS ‘Scorcha’ TW Hellfire Pistol

“Suck on this, succubitch.”
-Corporal Menessa Klovitch, taking down an Infernal assassin in a leisure center outside Burlington, GNE.

“Handy bit of advice: if you take the Mystic Marksmanship enhancement, put in extra time at the range to get your shooting down pat. I know it seems contrary, but it’s very easy to start relying on the aug as a crutch, and your normal skills, if any, will suffer as a result. And a lot of Infernals are happy about throwing around spells that disrupt concentration, and magic... NOT what you want to have throwing you off when you’re in a high-pitched firefight with something that wants to eat your soul.
---Carla Midnight, Gunfighter

The ‘Scorcha’ is part of an effort to quickly deploy anti-Infermal weaponry into the field. Using an existing modification kit to the Quadamental TW Rifle, PS engineers fitted the basic mystic components into an automatic pistol frame. Later models added a red chrome finish and options. The weapon comes standard with a PPE accumulator clip, but can also accept other PPE clips through a built-in adaptor fitting. Though still rather highly priced, especially compared to coventional firearms, because of its effect against Infernals, the Scorcha is becoming very popular with operatives opposing the Minion War incursions.
Weight: 3 lbs.
MDC: 45
Range: 480 ft
Damage:(Spell)Hellfire--- Projects a fireball that does 2d6 MD to mundane beings and Elementals, but does 1d6x10 MD to demons, Deevils, Mummies, Immortals, and Scarecrows. Even Infernals normally resistant/impervious to Fire will take HALF damage from this attack.
Rate of Fire: ECHH for the duration of the activated spell
Payload: 33 PPE for 8 melee rounds(2 minutes) of attacks.
PPE Capacity:(Light)----100 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)

Special Features:
*LED PPE Counter(keeps track of available power)
*Mounting rails along the top and under the barrel for fitting with a scope, laser sight, or PPE illuminator.
*Butt-socket; can be fitted with a shoulder stock
*Lanyard Ring---The pistol butt has a small mounting ring for an attachment cord, so the weapon isn’t dropped or lost
Cost: 349,000 credits
Options:
*Mystic Marksmanship(3 PPE for a single shot)---Gives a +3 to an aimed or called shot. Cost: 9,000 credits (A popular option with collectors who want to get the most out of their expensive acquisition, even if they are not themselves good shots)

*Safety Bonding---This insures that the weapon can ONLY be used by specific people. Using a ritual performed in-shop which requires all the people to be trusted with the weapon be present to contribute a single drop of blood that is pressed into the grip in the ritual, the weapon is effectively ‘safed' and will fire ONLY for those people.
(GALtd doesn’t advertise it, but the system isn’t ENTIRELY foolproof; there’s a 25% chance that people with a close genetic/magical similarity to the bonded people---immediate children, siblings, doppelgangers, or clones---can also use the weapon. )
Cost: 30,000 credits per person bonded to the weapon. Up to four people can be ‘impressed’ on the weapon.

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

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

*Barrel-Booster---Adds a longer barrel (+2 inches to the weapon’s overall length) containing various spell-booster elements that increase the range of the fired spells by 25%.
Cost: 40,000 credits

*Carbine Conversion Kit---This attaches a rifle butt for steadier shooting(+1 on aimed shots) and a 1.2 ft barrel extension/TW booster holding a set of aligned crystals inside its length that DOUBLES the effective range of shots. Cost: 75,000 credits.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel ‘Blatgun’ TW Rifle

“This is my one-man comedy routine and army!”

“Yah know, for the cost of that ugly plastic thing, I can get a fully functional boomgun and ammo, with WAY better range and damage.”
“Yeah, but with this thing I get invited to some INCREDIBLE parties...and get paid for it too!”

“I’m a clown for the kids, a killer for the adults.”
---Anonymous Contract Security operative and Blatgunner.

“Even if any of those demons survive the rest of the battle, I don’t think they’ll ever live down being defeated like they just were. I think either their comrades will kill them or they’ll kill themselves in humiliation.”

The ‘Blatgun’ is the TW ‘Fungun’s’ bigger brother, and is essentially a magazine-fed double-barreled techno-wizardry shotgun(some would say it looks like something the pre-Rifts ‘Nerf’ company would put out) configured to fire Ludicrous Mage spells. In many ways, the ‘Blatgun’ seems inspired by the Italian Vilar-Perosa M15 submachine gun, an early, and eccentric, attempt to create a rapid-fire gun, which consisted of two rapid-fire guns attached side-by-side and fed from top-mounted magazines. The ‘Blatgun’ resembles a double-barreled shotgun, but with two revolver-style magazines mounted ‘saddle-style’ ahead of the trigger. Each cylinder holds seven spell-slots(similar to the ‘Raging Looney Fungun’), allowing for a possible fourteen different spells to be carried, though there is some duplication between the two cylinders. The reason for this is to allow for simultaneous double-blasts of the same spell. The ‘Blatgun’ shares many of the same spells as the ‘FunGun’, but the long barrels of the rifle contain focusing elements that allow for greater range to be applied to the spells. Power is provided to both barrels by a common ‘Regenerator’ powerstone concealed in the rifle stock.
Magic Punching Gloves is mounted in BOTH cylinders, for a ‘one-two punch’. This spell has been modified for greater than average range, but the effect is the same; two comical punching gloves spring from the gun’s barrels to punch out somebody at a distance. Good for close-quarters defense.
Rubber Chickens is similarly doubled up, with the ability to shoot ‘chicken bursts’.
Plunger Gun is yet another spell that is ‘doubled up’, allowing for double-trouble plunger-popping on a target.
Dummy Grenade(Greater) has been modified for greater range. Bringing to mind PS’s TW ‘dum-dum’ rounds, this spell fires a grenade-looking object(expands to full size once it clears the barrel) that explodes in a shower of dandruff-like flakes, ‘snowing’ whoever is caught in the radius of effect and rendering them dumber.
Subatomic Wedgie is a humiliating and painfully distracting spell that has the advantage of working through armor.
Fireworks is a spectacular disrupting spell; bright and loud.
Paint Ball is a good way of marking targets for later humiliation.
Banana Peels is a hinderance spell, effectively creating a ‘zone of denial’ to anybody trying to cross it on foot or in a traction/ground contact vehicle.
Pies is another classic brought over from the ‘Raging Looney’ FunGun, and can be considered a ‘multioption’, because the weapon allows for a variety of different pie-types to be selected and projected.
Trapdoor is another hinderance spell, that creates an invisible and long-duration pitfall that can be used to hinder personnel, vehicles, and even giant robots.

The Blatgun is almost always rendered in bright(almost luridly so) cheery plastic colors, and typically ends up decorated with stickers depicting lightning bolts, punching gloves, hand gestures, and slogans. The weapon looks deceptively toy-like and may even pass as one in outdimension societies that can’t sense its magic nature.

The major complaint about the Blatgun, aside from its steep price(it’s in the million+ credit range; some say it’s cheaper to buy a suit of power armor and paint it day-glo pink), is that its very large array of options can prove distracting to an inexperienced user. An operator must think fast to select the appropriate mode-response, and an amateur can quickly be overwhelmed while trying to make up their minds. However, veteran LMs and Crazies claim that a good and proper comedian is fast on their feet and quick of wit, so practice with the Blatgun quickly weeds out the real talents from the no-talents.

The Blatgun is one of the more expensive Ludicrous Mage-inspired TW creations, but those who have them have expressed no regrets about the monetary cost. Oddly enough, peacekeeping forces (including PS Contract Security mercenaries) find them economical weapons for policing conflict zones, since the Blatguns can be both ‘nice’ when civilian casaulties are to be avoided, and ‘nasty’ if insurgents become emboldened by the seemingly harmless nature of the weapons.

Weight: 9 lbs
MDC: 50
Range: -*denotes a spell mounted in BOTH cylinders
(*Magic Punching Gloves) 30 ft
(*Rubber Chickens) 600 ft
(*Plunger Gun) 1,600 ft
(Dummy Grenade-Greater)1,200 ft
(Subatomic Wedgie)-600 feet
(Fireworks)-600 ft
(Anvil Drop)-600 ft
-(Paint Ball) -500 ft
-(Banana Peels) -600 ft
-(Pies) -180 ft
-Trap Door -400 feet (120 m) 30 foot (9.1 m) radius; line of sight

-DOUBLE ranges when on a ley line or nexus point.

Damage:
(*Magic Punching Gloves) 2d6 MD single strike
(*Rubber Chickens) 3d6 SDC/MD per shot for 12 melee rounds
(*Plunger Gun)(12 gauge) 3d6 SDC. The plungers also stick, forcing the victim to remove them or suffer half attacks and combat bonuses due to the distraction, and the plungers constantly getting in the way, catching on things, etc. until removed(takes 1 APM to remove each one) or the spell lapses(10 minutes).

(Dummy Grenade-Greater)No damage, but the victim must save versus magic or be rendered an imbecile with an IQ decline of -10...Victim is easily disoriented, forgetful, can’t figure out how to work things, and can hardly understand anything(-30% to skills, lose initiative, NO combat bonuses, and only 2 APMs). Advise removal of loaded weapons and armed explosives from victim’s possession. A successful save versus magic mean that the victim is only stunned by the concussion, like a rubber bullet; no lasting mental effects, but loses initiative and is -1 to strike parry, and dodge for a melee. Duration: 6 melee rounds. 10 feet blast radius.

(Subatomic Wedgie)---Victims must save versus magic or they will be -3 to strike, parry, dodge and initiative for a full melee, while pilots of power armor and robots will be -1 to strike, parry, dodge, and initiative and -10% to piloting.

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

(Anvil Drop) Dodge on an 18 or better or be knocked out for 3d4 minutes. Also suffer a Humor Factor of 18 for being anviled.

(Paint Ball) 1 pt of damage(SDC or MDC depending on target) per single paint ball, and 1d4 MD for a burst of five. Each shot covers a 5 ft area, and the paint remains indelible for 30 minutes.

(Banana Peels) Covers an area of roughly 60 ft in slipperiness; those attempting to cross it on foot, or even kick, must roll under their P.P. or fall. Only those with a P.P. of 16 or better can run across it, albeit at HALF speed.

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

(Trapdoor) Creates an invisible hole 30 ft in radius and 20 feet (6 m) deep and does 1D6 damage despite the constitution of the victim (M.D.C. or S.D.C.), must climb up 20 ft to get out of the hole then roll under their P.P. or fall back into the hole from the top. Lasts 4 weeks, so the trap can set in advance.

Rate of Fire: ECHH
Payload:
(*Magic Punching Gloves)10 PPE per shot
(*Rubber Chickens)10 PPE per 30 shots
(*Plunger Gun)11 PPE per shot
(Dummy Grenade-Greater)10 PPE per shot
(Subatomic Wedgie)10 PPE per shot
(Fireworks) 3 PPE per shot
(Anvil Drop) 8 PPE per shot
(Paint Ball) 10 PPE per 65 shots, or 10 minutes; activation time(paint lasts 30 minutes).
(Banana Peels) 13 PPE per 18 minutes
(Pies) One per activation
(Cream) 1 PPE
(Banana Cream)2 PPE
(Blueberry)2 PPE
(Cement)3 PPE
(Cherry)3 PPE
(Lemon Meringue)10 PPE
(Gas)4 PPE
(Trapdoor) 33 PPE per activation; lasts 4 weeks.

PPE Capacity:(Medium)----200 PPE battery capacity; recharges at 2 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The device accepts PPE clips or the user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)

Special Features:
*Top Sighting Rail
*Underbarrel Attachment Point---Accepts flashlights, sprayers, bayonets, and laser spots.
*LED PPE Counter
*Folding Bipod
Cost: 1.4 million credits
Options:
*Mystic Marksmanship(3 PPE for a single shot)---Gives a +3 to an aimed or called shot. Cost: 9,000 credits (A popular option with collectors who want to get the most out of their expensive acquisition, even if they are not themselves good shots)

*Safety Bonding---This insures that the weapon can ONLY be used by specific people. Using a ritual performed in-shop which requires all the people to be trusted with the weapon be present to contribute a single drop of blood that is pressed into the grip in the ritual, the weapon is effectively ‘safetied; and will fire ONLY for those people.
(GALtd doesn’t advertise it, but the system isn’t ENTIRELY foolproof; there’s a 25% chance that people with a close genetic/magical similarity to the bonded people---immediate children, siblings, doppelgangers, or clones---can also use the weapon. )
Cost: 30,000 credits per person bonded to the weapon. Up to four people can be ‘impressed’ on the weapon.

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

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

*Bigger Guns Enhancement---This makes the gun suddenly look like a cannon, or a handheld gatling gun, Horror Factor 18, to anybody seeing it within 130 ft. Duration is 4 minutes at a cost of 8 PPE. Cost: 20,000 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by taalismn »

TW ‘Liberator’ TW Pistol
(aka ‘Thrall-Buster’)

With a screech that faded to a choked gasp, the last of the possessed joyers collapsed to the street, white ash-powder misting from her mouth and nose, her weapon clattering to the ground.
One of the only two people left still standing in the street looked chagrined at his companion.

“Okay, okay, I take it back; I thought you were crazy for carrying such a specialist weapon in this neighborhood on the slim and remote chance that it might prove useful. I really didn’t think we were going to encounter anything like that bastard and his mind-controlled minions. I’m glad that your forethought kept us from having to massacre a bunch of innocent people whose only crime was being convenient cannonfodder for an outright monster. Now quit looking smug and help me secure the area so the EMTs can work safely!”

The ‘Liberator’ is a specialized TW sidearm that resembles a large double-barreled over-and-under sawed-off shotgun with a regular revolver cylinder mated to the lower barrel. In reality, the upper barrel is a TW sighting scope, and the lower barrel a spell projector. A wide-angle viewscope flares out at the back, allowing for easy viewing through the scope. The weapon can be powered by a ‘regenerator’ PPE clip, and can accept other PPE batteries through an adaptor.
The Liberator is designed to detect and break mindcontrol and possession in individuals. The scope is designed with this in mind, with a combination of technological and mystic means of spotting the presence of malign influences. See Aura can help detect aberrations in a person’s biofield, indicating possible alien influences.
If a possessing entity or other malign influence is detected, the Liberator’s user then has a variety of options to neutralize the problem.
-Banish---Modified spell. Used to repel possessing entities.
-Wither Plants---A modified version of this spell, it has been altered to include certain strains of fungi as well. Some alien plant and fungus species are known to have mind-altering effects, or be neurological parasites used in controling sentient beings. Using this spell neutralizes such effects.
-Thrall-Breaker---This specialist spell breaks magic mind control.
-Magic Net is used as a last humane resort to attempt to safely contain possessed or controlled individuals so that other means can be used to subdue them.

Liberator Pistols tend to be acquired by security specialists on the lookout for supernatural assassins and other threats, though some have been bought by Horror-Hunters. The only real complaint about the weapons is the lack of an integral backup mode; if the target proves resistant or immune to any banishment/containment measures dispensed by the Liberator, the holder better have another weapon immediately at hand(or IN hand).

Weight: 4.6 lbs
MDC: 25
Range:
(Banish)100 ft
(Wither Plants) 60 ft and affects a 10 ft area
(Thrall-Breaker) 80 ft
(Magic Net ) 60 ft
Damage:
(Banish) Supernatural creatures so targeted save versus the magic or they will be forced to flee the immediate(600 ft radius) area for at least 2 weeks. Only affects one lesser supernatural creature/entity per shot.

(Wither Plants) Causes plants and fungal infestations in the area of effect to wither and die within 1d4 minutes. Trees and shrubs take 1d6x10 SDC, and tree/plant Elementals take 1d4x10 MD. Most plant-based ‘implants’ immediately die upon being hit by this spell, though symbiotes get a saving throw.

(Thrall-Breaker) Permanently negates mind-control spells such as Dominate, Influence the Beast, Summon & Control spells, and vampires’ controlling bite.
Thrall Breaker can also be used to disrupt VOLUNTARY linkages, such as those between a mage and his familiar(s), witches’ pacts, and summoner links. In such cases, the target gets to save versus the spell. On a successful save, the link remains undisturbed. On a failure, the link is temporarily severed for thirty minutes before the target can reestablish the link. For those unfamiliar with the spell, the severing can be terrifying and debilitating, leaving them confused and adrift without the comforting link to bolster their power or perceptions(those with familiars will be intensely worried about the fate of their mystic companions). During the period of disruption, the cutoff minion’s available PPE will be HALVED, and they will be -1 to initiative, spell strength, strike, dodge, and parry, and will be -20% to skill rolls as a result of the linkage severing and their own anxiety. Familiar links will be cut, the mage unable to remotely command or see through the senses of the Familiar, while the Familiar will be similarly confused and anxious, even if they have a clear line of sight on their mage-master.
Thrall Breaker can also be used against Possessing Entities, in which case the possessing entity gets a save versus the spell. If successful, the entity remains in control of the victim. On a failure, the entity is banished from the victim, same as an exorcism. However, Thrall Breaker can only be used ONCE on a particular possessed victim.
Note that Thrall-Breaker will NOT work on linkages with unliving objects, such as animated skeletons, zombies, mummies, or Rune Weapons.

(Magic Net )Holds with supernatural power; only MD weapons or spells can cut free of it, and even then take 2 melees to get free.

Rate of Fire:
(Banish) ECHH
(Wither Plants) ECHH
(Thrall-Breaker) ECHH
(Magic Net ) ECHH
Payload:
(Banish) 33 PPE
(Wither Plants) 5 PPE
(Thrall-Breaker) 10 PPE
(Magic Net )4 PPE for 14 melee rounds.
Special Features:
*See Aura TW Scope---100 ft range
Cost: 546,500 credits
Options:
*Sense Evil---The PPE crystal can flash red if supernatural evil entities approach within a 90 ft radius. Cost: 10,000 credits

*Sense Magic---The PPE crystal can flash yellow if active magic occurs within 120 ft of the weapon. Cost: 10,000 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by taalismn »

*PERIWINKLE VAMBRACE Smallkin Power-Up Bio-Mod

“OH FLAMING ####! GROUND SQUIRRELS WITH INSTANT POWER ARMOR???!!!! WHAT IS -WRONG- WITH YOU GEENER BASTARDS????!!! CAN’T YOU JUST LEAVE US HONEST BANDITS THE #### ALONE!!!!????”

“....little bastard went armor-mode and body-checked me right in the ‘nadgers.....feels like I got hit with a cannonball down there...tell’meh, doc, have I got anything left?”

PERWINKLE VAMBRACE is a ‘downsized’ version of TEAL GUARDIAN, and is meant for bio-modding Smallkin supersoldiers. The introduction of a Class IV bio-mod available to Smallkin has gone very far to cement the loyalties of the Smallkin nations to Greater New England and their Alliance.
Because of the smaller size of the recipients, PERIWINKLE VAMBRACE augs generally have 50-75% less durability and speed than their larger TEAL GUARDIAN brethren, but typically the Smallkin make up for this by being smaller and more agile(and harder to hit).
PERIWINKLE VAMBRACE has proven a MOST startling and effective bio-mod when that bunch of cute fuzzy squirrels roaming across your lawn suddenly ‘morph into power-armored mini-titans already inside your defense perimeter.

Powers/Abilities:
-Bio-Armor(Major)---This is articulated armor plating that can be materialized out of phase-space around the bio-moddie and anchored by phase-space links to the wearer(NO prowl or movement penalties). It is NON-environmental, so operatives facing toxic or contagious situations should wear some sort of environmental protection(the bio-armor fits over clothing, including light to medium EBA). While standardized styling common to PS/GNE armors is available, PS has taken a cue from the Cyberknights and allows operatives to customize the appearance of their bio-armor, encouraging the ‘superhero’ theme of these agents(this can look pretty funny on a squirrel or woodchuck).
*50 MDC +5 per level of experience
*Increase weight by 30%
*If completely depleted, regenerates completely after 24 hours. Partial armor(80 MDC +5 per level of experience) can be generated after 8 hours.
*Resistant to Heat, Fire, and Cold(including those created by magic and psionics) -Does HALF damage. Heat signature is 20% lower than normal.
*+1d4 to P.S.
* +1d4 SDC to hand to hand damage.

-Flight: Wingless(Minor)---An integral contra-gravity flight system controlled by thought.
*Speed is 200 MPH +20 MPH per level of experience, no altitude limit(limited only by environmental concerns).
*+1 APM
*+2 strike
*+2 parry
*+4 dodge when hovering or flying under 80 MPH
*+6 dodge when flying at 90 MPH or greater
*+4 to damage for every 20 MPH of speed
*+40 SDC

-Extraordinary Physical Endurance(Minor)---The TEAL GUARDIAN/PERIWINKLE VAMBRACE augment more than qualifies for its Class 4 rating with this alone. The energy field creating the A-G field and holding the body armor in place also serves to intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor, effectively making the bio-mod recipient a megadamage being.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 1d4x10 MD +2d4 per level of experience.

-Physical Transformation---The recipient of a TEAL GUARDIAN/PERIWINKLE VAMBRACE aug is physically optimized; increased charisma and glowing good health adding to the image of heroism. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

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

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

-Mental Conditioning---Because of the potential threat of a TEAL GUARDIAN/PERIWINKLE VAMBRACE being turned on his or her allies, the bio-mods get special conditioning against mind control and torture. +5 save versus mind control, +4 save versus illusions and horror factor, +2 save versus psionic attack, and is impervious to possession.

Total bonuses:
+40 SDC+4d6 SDC
+2d6 Hit Points
Effectively becomes a megadamage being with 1d4x10 MD +2d4 per level of experience. +40+6d6 MDC (from above SDC/HP conversion)
+2 APM
+4 on initiative
Automatic dodge
+4 dodge when hovering or flying under 80 MPH
*+6 dodge when flying at 80 MPH or greater
Increase P.P. to 22
+1d6+5 P.E. +1d4 P.E.
Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6 SPD
+1d6 to P.S(+1d4 to P.S. when armored up)., plus it is considered to be Extraordinary.
+8 save versus Horror Factor
+1 save versus poison and disease
+5 save versus mind control
+4 save versus illusions
+2 save versus psionic attack
Impervious to possession
+2 save versus possession
W.P. Paired Weapons
+5% to physical skills requiring physical dexterity. The character is also ambidextrous.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel Mystic-Class Sail Frigate
“You can’t really claim to be a proper seaman until you can travel the ocean by wind and wave, and learn of its moods without forcing it. Listening to the life of the waters and the air, and tasting their temperment. Take away electrical power and sensors, and you can still navigate and travel.
Not that I would want to do without those modern conveniences, or the comforts of heated cabins, or the protection of modern weapons systems. but I feel better for having the ability and means to know the sea and harmonize with it, without insulting it with my arrogance and igorance, if I have to.”
---Captain Sverin Vries, NCRCGS Joshua Norton

“You’d be surprised at how many pirates and slavers we surprise just by coasting on a full head of sail....they either ignore us until te last minute when we come up on them, or theythink they can just steam right up to us and take us down...then we drop the hammer on them when the sideboards come down and the cannons zero in.”
---Midshipman Yarri Amoth, GNECGS Letha Cirnan

“Another oceanic anomaly that would have left us powerless and helpless, if not for our Sailng Master and our two weather mages. Third anomaly this trip, and they were equidistant from each other. That can’t be a coincidence....”
---Doctor Tylor Frankensen, GNE CoE Oceanographic Survey Vessel Elizabeth Gosnald

“...I am incredibly shocked and astonished, Meister Rodard; I have NEVER considered or seen an anchor and chain, still attached to a ship, wielded telekinetically as a giant whip and bludgeon. A most EFFCTIVE whip and bludgeon, masterfully used on that giant squid.”
“Thank you, Captain! I must admit I got the idea from a pre-Rifts cartoon.”

The Mystic-class Frigates seem almost like an unworkable step backwards in nautical design, throwbacks to the interim designs between pure sail ships and ironclads, but Paladin Steel devised the vessels to meet the possibility of cross-dimensional nautical exploration, as well as covert reconnaissance on Earth’s own oceans. The Mystic class are based loosely on the design of the pre-Rifts United States Coast Guard Training Barque ‘Eagle’, but have also been strongly influenced by observations of the Kingdom of Kingston’s ‘Stormjammer’ Frigates, and by historical records of pre-ironclad warships.
The result is a modern megadamage techno-wizardry enhanced sail-and-hydrojet-powered Yankee Clipper. These vessels have the clean, sharp-prowed lines of windjammers, with full rigging, but modern hull materials, cutting edge sensors, and modern weaponry.
The large sail rigging is insurance against failure of the ship’s main electrical systems(an infrequent but still unwelcome occurance due to some extra-dimensional phenomenon). Modern megadamage materials make for lighter, more durable masts, while extensive automation and rigging allow the sails to be easily managed with a handful of crew. A modern marine hydro- impeller system powered by a fusion microbottle system, however, provides powered propulsion when speed and directed thrust is a necessity.
Weaponry is thoroughly modern, well-suited for a variety of mission circumstances. The Mystics, however, lack any sort of real missile armament, aside from what handheld launchers may be deployed by the deck crew.
The biggest complaint is that the large barque rigging complement tends to get in the way of the vessels’ main armament, sorely limiting the sort of firepower the Mystics can bring to bear, for vessels of their size and displacement. Even with the ‘origami masting’, as it has been nicknamed, the compromises needed to fit both masts and modern armaments haven’t been 100% successful in maximizing both. The incorporation of TW systems compensates for these shortcomings somewhat, but those from wholly sail-dependent navies or, at the other extreme, modern propulsion navies, aren’t entirely pleased with the Mystics’ ‘neither fish nor fowl’ arrangements and the mechanical contortions necessary.
The GNEN maintains a number of Mystics as coastal patrol vessels and Coast Guard cutters, rather than front-line combatant units. Mystics are also commonly deployed with Corps of Exploration units, oceanographic and mapping missions, and Naval Irregular forces . Several have also been sold to affiliates of the GNE.

Type: PS-Fg-7(TW) Mystic
Class: Frigate
Crew: 300
MDC/Armor by Location:
Main Body 1,800
Bridge 700
Masts(3) 300 each
8-inch Gun Mounts(4) 300 each
5-inch Gun Turrets(2) 250 each
Trainable Torpedo Launchers(2) 100 each
Height: Mast Height 45 ft
Draft: 19 ft
Width: 48 ft
Length: 342 ft
Weight: 4,860 tons
Cargo: 500 tons
Powerplant: Nuclear Fusion w/15 year energy life and TW back-up
Speed:(Props) 36 knts
(Sail) 18 knts
Market Cost: 23 million credits
Systems of Note:
Standard Ship Systems, plus:
*Robot-equivalent Life Support and Environmental Sealing
*Radar----80 mile range
*Sonar----80 mile range
*Variable Depth Sonar---A small, retractable ‘fish’ that can be reeled out to 100 ft to peer under thermoclines and provide better acoustic coverage of the sea area. This improves sonar sensitivity by a +15% to Read Sensory Instrument rolls.

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

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

*Desalination System---The ship can make its own fresh water from salt water, up to 100 gallons a day

*Telescoping Masts----The Mystics’ masts can be erected or taken down in as little as 3 minutes, thanks to extensive automation.

*Lifeboats---The Mystics sport twelve 20-man heavy lifeboats(250 MDC each, 20mph electric motors), and inflatable rafts (30-150 MDC each) for 120% of crew complement.

Weapons Systems:
1) 8-inch guns(4 single mounts, two amidships forward, and two amidships aft)---These howitzers are modernized weapons using lightweight megadamage materials, and advanced mountings--but they can still lob a 260-lb shell at a good velocity. Their arc of fire is limited, however, with a 60-degree arc of fire to one side of the ship.
Range: 8,000 yards (24,000 ft)
Damage: (High Explosive) 4d6x10 MD to 50 ft blast radius
Other types of ammunition, including depth charge rounds and Eldrencher shells, are also available.
Rate of Fire: Once per melee
Payload: Typically carries about 250 rounds in cargo.

2) Heavy Naval Laser Cannon (8, 4 each side)---Modified for blue-green frequencies. Their arc of fire is limited, however, with an 80-degree arc of fire to one side of the ship.
Range: 2 miles
Damage:1d6x10+7 MD per blast
Rate of Fire: ECHH
Payload: 120 shot battery. Effectively unlimited if attached to a nuclear powerplant.

3) 5-inch guns(2, single-mounts, one forward, one aft). Each weapon has a 270-degree arc of fire.
Range:17,575 yards* in a surface role, 37,200 feet in anti-aircraft mode
(RAP/Rocket-Assisted Projectile) 23,770 yards
(*Note: It would take over a minute for shot to hit the target at maximum range...est. 68 seconds)
Damage:
(Fragmentation) 6d6 MD to a 35 ft radius
(High Explosive-Armor-Piercing) 1d6x10 MD to 12 ft blast radius
(Plasma)2d4x10 MD to a 30 ft blast radius
(Flare) Burns for 1d4 minutes, illuminating a 2,000 ft area
(Chaff Round)Spreads radar-disrupting chaff similar to Triax-type chaff
Rate of Fire: 3 rds per melee
Payload:Single shot feed, and typically carries 360 rds in cargo

4) Twin-40mm Autocannon(2x2)----A popular anti-aircraft weapon, available in both single and two-gun mounts.
Range: 2.6 miles
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to 15 ft blast radius
(Armor Piercing Tracer) 5d6 MD single shot
(High Explosive Tracer) 4d6 MD to 10 ft blast radius
Rate of Fire: EPCHH
Payload: 444 rounds per gun

5) Rapid-Fire Chain Guns(2, single-mounts, one forward, one aft). Each weapon has a 270-degree arc of fire.
Range: 6,000 ft
Damage: 2d4x10 MD per 60 rd burst
Rate of Fire: EGCHH or 6 attacks per melee
Payload: 12,000 rds per gun(200 bursts each)
Radar Targeting Bonus: +3 to strike

6) Medium Torpedo Launchers(3; 1 twin-tube array under the waterline, 2 single-tube trainable deck launchers). These are primarily used to deal with underwater threats.
Range: 17 miles
Damage: (High Explosive) 3d6x10 MD to 15 ft blast radius
(Plasma) 4d6x10 MD to 25 ft blast radius
Rate of Fire: Volleys of 1-2
Payload: Total of 18 torpedoes carried

7) Machine Gun Mounts(4-6)---The Mystic’s decks have provision for pintle-mounting several machine guns, usually 7.62mm caliber. The manually-powered RtG-02 ‘Bulldog’ 7.62mm Gatling Gun is a favorite backup weapon, when anti-technology conditions or magic are expected to be faced in the field.


Magic Systems:
*PPE Generators(3)----(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
*Multiplexors(2)
- Summon Fog--- 60 mile range. 6 mile area, 6 hour duration, 70 PPE. Perfect for sneaking away or sneaking up.
- Summon & Control Storm---10 mile range, 6 hour duration, 150 PPE. Effective for disrupting water traffic, covering a retreat, or trapping enemy vessels(especially sailing vessels).
- Calm Waters---10 mile radius, 10 hour duration, 150 PPE. Often used to ride out storms.
-Water Seal---In addition to compartmentalization, the ships have been fitted with a magic damage control system. PPE Cost: 10 PPE per activation, covers a 16 ft square area, and lasts 8 hours.
-Smokescreen---Creates a thick obscuring bank of dark smoke that is equivalent to the Fire Elemental spell Cloud of Smoke....PPE Cost: 10 PPE per activation, covers a 1,000 ft square area, and lasts 10 minutes.
-Wall of Water---Can raise a barrier of water that can act as a shield against low trajectory shells and sea-skimming missiles, and can also be raised underwater as a torpedo defense. ....PPE Cost: 25 PPE per activation, 50 ft high/100 ft long, does 1d6x10 MD to anything running into it(plus reduce target speed by half), lasers and large missiles will be -5 to strike passing through the wall, and lasts 10 minutes, half damage/duration underwater.

*Magic Optics---The spotters’ stations have TW optics that include See the Invisible, Eye of the Eagle, See Magic, See Aura, and Sense Evil.

*Ley Line Storm Defense---Shields the ship and its mystech systems from Ley Line Storms

Options:
*Additional TW Systems----PS is always experimenting with new TW applications, and the Mystic has been seen being fitted with various protective technomagicks such as mystic forcefields, blast barriers, invisibility generators, and leyline boosters, to name a few.

*Torpedo Tube Replacements----In the alternative, the MRTs can be replaced with Mini-Torpedoes( 19 shot launcher) or Short Range Torpedoes(4 shot launchers).

*8 inch and 5 inch Gun Replacements----Not everybody likes the 5-8 inch guns, so many buyers of the Mystics replace them with alternate weapons:
a) Torpedo Tubes---- Triple-tube short range or twin-tube medium range launchers(identical to those already fitted below the waterline)
Range: 17 miles
Damage: (High Explosive) 3d6x10 MD to 15 ft blast radius
(Plasma) 4d6x10 MD to 25 ft blast radius
Rate of Fire: Volleys of 1-2
Payload: 2 per launcher

b) 100mm MB Massdriver Cannon(PS-MDJ100M)
Range:(Direct Fire APFSDSDU) 27,000 ft (5.4 miles)
(Indirect Fire) 67,500 ft( 13.7 miles)
Damage: High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range
Rate of Fire: Four times per melee
Payload: 100 rds
Cost: 1.8 million credits

c) Heavy Rail Gun
Range: 11,000 ft
Damage: 3d4x10 MD per 40 rd burst; can only fire bursts.
Rate of Fire: ECHH
Payload: 8,000 rd drum(200 bursts)
Cost: 250,000 credits

d) Gatling Cannon---PS-XGECAL 50 “Ripkiller”---Based on the pre-Rifts .50 caliber GECAL 50 Six Barrel Machine Gun, this weapon fires high explosive shells(based on the Wellington Industries Heavy Explosive shells) over three miles, to devastating effect. It has excellent range and hitting power, and can be used in both the ground suppression and antiaircraft roles.
Range: 19,000 ft!
Damage: 1d4 MD single shot, 1d4x10 MD per 12 shot burst(1 attack), 2d4x10 MD per 24 rd burst(2 attacks), 4d4x10 MD per 60 rd burst(3 attacks), 1d4x100 MD per 120 shot burst(takes ALL attacks that melee)
Rate of Fire: ECHH
Payload: 2,400 round drum (20 full-melee bursts)
Cost: 250,000 credits

e) Heavy Pulse Laser
Range: 8,000 ft
Damage: 4d6 MD single blast
1d4x10 +6 MD double blast
1d6x10 +10 MD triple blast
Rate of Fire: EPCHH
Payload: Unlimited linked to nuclear power source
Cost: 3.7 million credits

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

g) Heavy Plasma Cannon
Range: 4,000 ft
Damage: 1d4x10 MD per blast
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
Rate of Fire: EGCHH
Payload: Effectively unlimited linked to nuclear power source
Deuterium Gas Reservoir has enough gas under pressure for 45 shots.
Cost: 3 million credits, plus 1,200 credits per deuterium ‘hotshot’ cartridge.

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

i) Disruptor Cannon---PS apparently wanted to mix it up a bit more with this knockoff of a Golgan Republik weapon(this raises some questions of how PS got hold of examples in the first place, but it seems likely they got the data in trade from a third party). .
Range: 5,000 ft
Damage: 1d6x10 MD per blast, plus 1/4 that to a 10 ft radius
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: Exclusive to PS/GNE forces

j) Spiral Wave Particle Cannon---Another ‘false flag’ weapon knocked off from an enemy nation, this time the Naut’yll. It’s rumored that this weapon’s specs came to the GNE courtesy of trade with the DarkWaters Tribe of the Shemarrian Nation, and has since appeared on a number of GNE covert-operations platforms, mainly to confuse opposition forces.
Range: 5,000 ft
Damage: 1d6x10+6 MD per single blast blast, 2d6x10+12 MD double blast, and 3d6x10+20 MD triple blast.
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: Exclusive to PS/GNE forces.

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

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

m) TW Meteor Gun----Magically conjures a rock from above to utterly smite a target.
Range: 6,000 ft
Damage: 1d6x10+20 MD to a 40 ft radius
Rate of Fire: EGCHH
Payload: 38 PPE per shot
Cost: 600,000 credits

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

o) TW Barrage Storm Cannon---Unleashes a storm of mini-bolts of magic force that shotgun into a target.
Range: 6,000 ft
Damage: 1d6x10 MD
Rate of Fire: EGCHH
Payload: 13 PPE per shot
Cost: 750,000 credits

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

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

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

s) Anti-Theron MagnaBlaster ----This superheavy anti-magic weapon has been ONLY seen with special PS/GNE monster-hunter units. This weapon has proven particularly effective in square-offs between Mystics and the demonic Black Ships, and against Reachers.
Range: 12,000 ft
Damage: Does 1d4x100 HP/MDC damage per shot(based on what the creature is)
Can also do a ‘spread shot’ doing 4d6x10 HP/MDC to a 60 ft wide swath
Varies according to the weapon type, but ALL anti-Theron weapons use the following guidelines
Depending on how much PPE is present and how essential it is to an organism’s survival, damage varies:
Techno-Wizardry Devices(including TW generators), enchanted objects, rune weapons, and other magically-infused(but INANIMATE) objects are NOT affected and take no damage.
Non-magical beings, psychics, and ‘mundanes’ are unaffected and experience nothing aside from a slight tingling sensation, mild sunburn-like symptoms, and a passing feeling of nausea from a Disruptor strike.
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and bioborg implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential. They take normal damage as for the weapon’s damage rating.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save NEGATES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automations will be effectively STUNNED, being paralyzed for 1d4 melees per shot, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.

Other Effects:
*Magic Disruption----Each blast NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
*Magical Forcefields take 1.5 normal damage.
*Invisible beings will be revealed by an anti-theron burst and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to fluoresce and become visible to the naked eye.
Rate of Fire: Three times per melee
Payload: 25 shot canister of genetically modified bacteria providing the anti-therons
Cost: EXCLUSIVE to PS, not available for sale


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

--------Rudyard Kipling
------------
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taalismn
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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel TEMEIP-02 ‘Rejuvenator’ Medical Energy Immersion Pod
(aka ‘rejuv pod’, ‘life soaker’, ‘regen bath’)

“Well, we’ve only had to surgically re-attach the patients’ souls, after cramming their forcibly detached personas back into them sideways in a previously untried procedure. I recommend leaving the patients in the soakers another hour or so and then we’ll see if their auras are looking any better.”

“Severe lifeforce depletion? Not a problem. Nurse, get the patient prepped for the bath. I’ll set up an Alpha-Rose-Gold pattern-cycle on the rejuver. We’ll get that aura looking healthy in hardly any time.”

The TEMEIP02 is a technowizardry medical rehabilitation and healing device that combines the aspects of several smaller portable devices and various hospital therapy apparatus.
The TEMEIP02 consists of a semi-enclosed pod with a shallow bathtub lower half and a canopy that closes over the top. A couch for holding a patient is mounted on actuators that can raise, lower, and swivel out of the pod. Attached bio-monitoring systems keep watch on the patient’s vitals, and can use a Juicer-style drug harness autoinjector system to deliver medications and IV solutions. When in operation the patient is lowered into the tub portion and the lower part filled with medicinally-charged water, while the canopy is lowered and TW-enhanced photo-therapy systems engaged. The system can be powered by plugged-in PPE battery-crystals or charged by a psychic or mystic using their own PPE or ISP reserves.
Healing Waters is the hydrotherapy portion of the chamber’s repertoire, immersing the patient in a warm, pain-relieving, and relaxing bath of energized water.
A extended version of LifeBlast provides a form of phototherapy that bolsters the patient’s spirits and helps remove the residual taint of dark magicks.
Fortify Against Disease boosts the immune system of the patient.
Cleanse is used to both clean patients and sanitize the chamber between uses.
Patients are often left to ‘soak’ in the TEMEIP for extended periods of time; 30-60 minutes(or more) to promote healing and relieve chronic pain. The combination of spells has also been proven to have a positive synergistic effect, in ways the individual spells cannot, in treating other maladies, mental trauma and magically-induced insanities.
TEMEIPs are typically used for intensive care patients, such as burn victims and those suffering from magic maladies that can only be treated via mystic means. It also helps recuperation from lifeforce-drainings and can help treat victims of magical wasting diseases, degenerative chi attacks, and vampiric bite leeching. The GNE/PS Heart Division’s bio-augment program increasingly uses TEMEIPs to speed post-op recovery of new bio-augs.
TEMEIPs are considered too large and bulky to be used effectively in field medical operations, but they are found in hospitals and rehab centers for taking care of ICU or long-term care patients.
The TEMEIP has already been copied by at least one medical group in Lazlo, and the Shemarrian Wayfinders are said to have been seen using similar apparatuses as well.

Weight: 500 lbs
MDC: TEMEIPs typically have about 60 MDC, especially if part of a mobile field hospital or medical transport vehicle.
Range: (All) Immersion
Effects:
(Healing Waters) Heals 1d6 SDC/MDC per minute of immersion.
(Fortify Against Disease) For 24 hours after immersion, the patient is +6 to save versus disease caused by viruses or magic, and +1 save versus toxins and poisons.
(Cleanse) Removes dirt, grime, and surface parasites from living beings and clothing. Can also painlessly remove dead skin from those with severe burns or skin disorders.
(LifeBlast) Used as a ‘soaker’, this combat spell has been modified to give the recipient a +1 on all saving throws, +5% on performance of skills, and +10% to save versus coma/death for the next hour after immersion(+18% WHILE immersed). Almost needless to say, all other effects on undead and creatures of death are unchanged; strapping a vampire into one of these pods is (true) death by slow dissolution, and pure torture for necromancers.
(Remove Curse) Save versus magic at +10 to remove a curse.

-Meditation Bonuses----Psychics and magic users soaking in the waters of the TEMEIP recharge their ISP/PPE reserves at TWICE their normal rate.

-Relaxation Bonuses---+2 save vs tension/stress-related insanities.

-Life-force Restoration---Patient is +2 save vs the degenerative effects of a vampire’s slow-kill bite/conversion, and the effects of life-draining attacks.

-Chi-Healing---Helps resets the body’s healing abilities from attacks such as Dim Mak. Halts the loss of chi while the person is immersed. The patient also gets a save versus the Dim Mak degeneration, and if they can make three successive successful saves vs lethal poison, the Dim Mak curse can be broken. An attempt can be made once every three hours of immersion.

Payload:
(Healing Waters)8 PPE/16 ISP per activation(Water Warlocks, Ocean Mages, and Elemental Fusionists with the Water Element can recharge it for 6 PPE/12 PPE)
(Fortify Against Disease)8 PPE per activation
(Cleanse)3 PPE per activation
(LifeBlast)8 PPE per activation
(Remove Curse)70 PPE per activation

The TEMEIP can be fitted with its own dedicated PPE power crystal(at extra expense), linked to a larger PP conduction power net, PPE batteries, or can be powered up by an attending mage.

Special Features:
*Passive Patient Restraint System
*Swivel-Access Patient Couch----The patient couch swivels up, down, and out of the pod for easy loading.
*Auto-Sterilization System---Cleans and filters the water and sanitizes the fittings between uses.
*Chroma-Therapy Display---The canopy and basin can light with varying colors, intensity, and patterns, to provide a soothing visual environment for the patient. Some units can radiate in the ultraviolet and infrared wavelengths to combat specifically vulnerable pathogens.
*Patient Monitoring System---Internal sensor suite monitors the patient’s vitals.
*Aura Reader---The hood and status display of the TEMEIP incorporates a stabilized ectoplasmic vapor screen See Aura monitor, for assessing a patient’s life-aura.
*PPE Stabilization---The body of the TEMEIP is made with special stabilized ectofibers that serve to keep the PPE charge on the energized waters from fading; thus, a charge of Healing Waters that would normally last only 20 minutes, will now last 60 minutes. Similarly, the PPE stabilization can act as a container for spell-substances such as Liquified Sunshine, which would normally dissipate unless held in special containers. Note that this will only work with magic applied/anchored to a stabilized medium, like water.

Cost: 700,000 credits for the baseline system.
Options:
Depending on the specific needs of the operators, the TEMEIP can be fitted with other TW healing systems, mechanical enhancements meant to increase the durability and accessibility of the device, or technological add-ons, such robotic surgical systems that can perform emergency or elective surgery procedures.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
abe
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Location: auburn

Re: Paladin Steel Storefront

Unread post by abe »

feel free to use/update my duck armor if you wish!
howdey folks!!!!!!!!
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

No interest whatsoever.
Last edited by taalismn on Wed Jan 11, 2017 8:56 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by taalismn »

Ecto-Glass

“Some liquid sunshine to go with your rum, folks? Bottled some sun during the quadruple rainbow last year and been saving it up for a special occasion. Ah, here’s the bottle! Yep, still fresh and shiny!”

Ecto-Glass is a new hybrid material developed in Greater New England, and consists of boro-silicate glass impregnated with fibers of stabilized ectoplasm. The result is a beautiful, and surprisingly tough, glassy material notable for its delicate glowing patterns, and for its more utilitarian properties of being an excellent magic insulator. Potions and magical substances that might otherwise evaporate or decay over time will, if stored in a sealed ecto-glass container, retain their freshness and potency.
Ecto-glass windows are also possible, but their opaqueness nixes them as anything other than light inlets. Spells that require line of sight on a target, and would otherwise bypass physical barriers, will be stopped dead by a pane of ecto-glass.
Ecto-glass is increasingly being used as both an artistic material and as an insulator for PPE conduit systems in parts of the GNE. This demand has driven streamlining of production and a reduction of the cost of the material.
SDC/MDC: A one-quart container of ecto-glass will have 70 SDC(twice that of a pane of plexiglass). A one-gallon container will have 2 MDC.
Cost: 900 credits per pound(lb.) of ecto-glass.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel/Aegis Stellar Industries ‘Bering’ Medium Interstellar Transport

“Got another rush order for an entire new rear replacement hull for a Bering.”
“ANOTHER? What’s the reason this time?”
“Trader in the Thundercloud ran into a prospect that went bad fast. Got the crew into the forward section and had to jettison the rear hull to go its own way to oblivion. Got somebody to tow her bridge back here and she wants a new rear hull to attach it to.”
‘...You know, we could mention to her that it might be cheaper to just buy a whole new ship rather than have her old bridge freighted back here.”
“Not going to work with some of these Fringe captains. As long as she has part of her old ship, and the command deck at that, she didn’t abandon her ship. This way, in her eyes, we’re not selling her a new ship, we’re doing REPAIRS to her old one.”
“Well, the customer is always right. I’ll tell the yard to start working the order up.”


The ‘Bering”-class medium interstellar transport is a WZTechyards’-licensed updated copy of the Forraker Aerospace ‘Medin’ freighter. Having signed a probationary deal with WZT, ASI is permitted to produce approved designs from the WZT database, into which defunct Forraker Aerospace’s catalogue and R&D files were enfolded.
The original Medin design enjoyed over a hundred years’ worth of production during the mercantile boom in the old Human Alliance following the end of the Automaton War. The freighters, with their blocky appearance, distinctive long ‘neck’, half-circle bridge pod, and large sensor/communications array tower, often followed smaller Forraker-built transports into the new trade routes, and made small fortunes for their owner-operators. Though the design went out of production eventually as newer technologies took hold, the large numbers of vessels already produced continued to serve quite ably through generations of businesses, earning high marks for reliability and steadfast performance from their operators. WZT decided to assign one of its newer members, ASI, the task of producing new parts and even entirely new spaceframes for those still operating the vessels, or wanting a new one.
The Bering-class is superficially identical to the Medin, but features a number of significant upgrades, especially to propulsion and safety systems. The Berling retains the Medin’s ‘boom and boxcar’ hull configuration, with its ‘scallop’ forward hull attached by twin pylons to a boxy rear hull section containing the main engines and cargo holds. One of the Medin’s distinctive features was the ability of the bridge to detach in an emergency from the rear hull and act as a lifeboat; this feature made the Medin a common conversion to hazardous cargo carrier and munitions tender during the many small brush wars that broke out attendant the Great Expansion out of the Human Alliance.
While not as popular with mainstream merchant concerns in the core worlds because of its ‘antiquated’ lineage, the Berling is, in its intial offering, enjoying brisk sales in the Fringe and rim-worlds where some of the original Medins still cough along on the starlanes, and the upgraded Berling fairly shines in performance next to them. The fact that it’s produced by a smaller firm(albeit part of the WZT consortium), rather than one of the big coreworld corporations, further endears it to independent-minded fringeworlders.

Type: PS/ASI-FA/MC-317 Bering
Class: Medium Interstellar Transport
Crew: 25
MDC/Armor by Location:
Main Body 5,900
Bridge/Forward Hull 3,000
Communications/Sensor Tower Array 700
Connecting Pylons(2) 400 each
Engine Bloc 1,200
Forcefield 4,000
Height: 95 ft
Width: 220 ft
Length: 500 ft
Weight: 95,000 tons
Cargo: 29,000 tons
Powerplant: Nuclear Fusion, w/ 40 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 6
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.6% of light speed per melee)
(FTL) 3 light years per hour
(Underwater) Not possible
Market Cost: 170 million credits
Systems of Note:
Standard Starship Systems, plus:

*Detachable Bridge---The entire forward section of the Bering can detach to become a large lifeboat. The forward hull has accommodation(under cramped conditions) for up to 30 people, and has separate propulsion capable of pushing the section up to Mach 6.

Weapons Systems:
None standard, but comes with provision for up to 6 light weapons stations

Options:
Most post-sale Berlings get modified with better engines or defenses, or specialized cargo bays for carrying special cargoes. The bridge-and-boom design makes the Berling particularly attractive to operators wanting some distance between their crews and their cargoes(as with toxic, radioactive, pathogenic, biogenic, psionically-active, or otherwise hazardous cargoes).

*Bridge Section FTL---Some buyers, especially those operating in the Thundercloud, outfit the bridge lifeboat section with its own FTL drive(usually with a 3-4 light year/hour capability), giving a crew a better chance of reaching civiliation in event of a bail-out situation. Cost: 47 million credits.


Variants:
*MC-317AVQ---Armed Auxiliary ‘Q-ship’ variant produced in limited numbers by ASI as part of its mercantile protection program. This variant removes most of the cargo capacity in favor of fitting the ship with extra shield generators, armor reinforcement(increase armor on main hull components by 30%), sensor spoofers and jammers, and a concealed armament, including multiple laser and missile batteries. The auxiliary control center in the rear hull has been reformatted into a proper bridge, and the traditional forward detachable bridge section now operates as an armed heavy pinnace. The established practice for the MC-317AVQ is, when cornered by pirates, to ‘abandon’ the rear section to be approached and boarded, then power up and open up with the concealed weapons on the (hopefully) surprised pirates, the ‘lifeboat’ circling back to attack the pirates from the flanks.
Changes/Modifications:
Crew: 35, plus 24 marines
MDC/Armor by Location:
Increase Main Hull/Bridge/Pylons/Engine Block values by 30%
(Main Hull)
Concealed Medium Laser Turrets(4) 500 each
Kinetic Kill Rail Cannon Batteries(2) 500 each
Point Defense Turrets(6) 100 each
Missile Launchers(2) 300 each
Variable Forcefield(Main Hull) 1,000 per side, 6,000 total
(Lifeboat/Bridge)
Concealed Light Laser Turrets(3) 150 each
Point Defense Turrets(2) 100 each
Variable Forcefield(Bridge) 500 per side, 3,000 total
Speed:(Main Hull) Mach 7
(Lifeboat/Bridge) Mach 8
Cargo: Reduce cargo capacity to 400 tons, and this is mainly maintained as a cover for pirate scanners to detect/port spies to see, or is jettisoned in combat as camouflage.
Systems of Note:
*Hull Sensor Scramblers---These do not prevent the ship from being detected, but they do confuse efforts to see INSIDE the hull, and prevent outside sensors from getting an accurate read of the ship’s power profile, internal arrangement, and contents.

Weapons Systems:
(Main Hull)
1) Concealed Medium Laser Turrets(4)
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 1d4x100 MD per cannon, 2d4x100 MD per dual blast from both cannon simultaneously(one attack)
Rate of Fire: Twice per melee
Payload: Effectively unlimited

2) Kinetic Kill Rail Cannon(6, 2x3)--Mounted in triple mounts concealed behind disguising armored shutters.
Range: 6 miles in atmosphere, 12 miles in space
(Kitsune Values: 12 miles in atmosphere, 12,000 miles in space)
Damage: 4d6x10 MD per cannon, 8d6x10 MD for two cannons firing simultaneously, 2d4x100 MD for all three firing simultaneously
Rate of Fire: ECHH
Payload: 500 bursts per gun

3) Point Defense Turrets(6)
Range: (Palladium) 1 mile in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH, or auto-fire; 6 attacks per melee
Payload: Effectively unlimited

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


4) Missile Launchers(2)---The main cargo bay has been modified into a modular missile launcher, the standard ASI system being an adaptation of the combined missile launcher used on the old Iron Bolt missile tank, that would give a single launcher 120 mini-missiles and 12 long range missiles.

(Lifeboat/Bridge)
1) Medium Laser Cannons(2)
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
Damage: 1d4x100 MD pr blast, 2d4x100 MD per dual blast from both cannon simultaneously(one attack)
Rate of Fire: Twice per melee
Payload: Effectively Unlimited

2) Medium Range Missile Launcher
Range:Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-8
Payload: 80 missiles

3) Point Defense Turrets(2)---These can each mount ONE of the following:
a) Laser Cannon
Range: (Palladium) 3.5 miles in atmosphere, 7 miles in space
(Kitsune Values: 7 miles in atmosphere, 700 miles in space)
Damage: 6d6x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

b) Ion Cannon--(ionization rules courtesy of Henning Rogge)
Range: (Palladium) 2 miles in atmosphere, 4 miles in space
(Kitsune Values) 4 miles in atmosphere, 400 miles in space
Damage: 2d6x10 MD per blast,
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: Five times per melee
Payload: Effectively unlimited

c) Plasma Cannon
Range: (Palladium) 2 miles in atmosphere, 24,000 ft/4 miles in space
(Kitsune Values) 4 miles in atmosphere, 400 miles in space
Damage: 5d6x10 MD per blast
Rate of Fire: ECHH
Payload:Effectively unlimited

d) Particle Beam Cannon
Range: (Palladium) 1.5 miles in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 1d4x100 MD per shot
Rate of Fire: EPCHH
Payload: Effectively Unlimited

e) Dual Laser/Mini-Missile LauncherTurret
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Lasers) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by taalismn »

The following uses HU Superpowers, many of them used verbatim from the fan-creation lists(and credited accordingly)

Introducing a new field of mental augmentation:

BINAS(Biotech Implant Neural Asssistant Symbiote)

“I have a voice in my head, but it’s okay; I requested that it be put there.”
“Thank you.”
“You’re welcome.”

“I beg to argue that my client is responsible for his supposed misdeeds. He has the mind of a child. If any fault exists, it lies in the BINAS forced upon him by the state. The wrongfully programmed ‘minder’ that was supposed to moderate his behavior instead egged him on, actually forced him, to committ these acts. Criminal negligence, if not criminal intent, lies in the decision to force my client to play host to a criminally inclined artificial intelligence.”
“Your honor, we’ve thoroughly examined the BINAS in question, defraged it, and gone over it systemically; we’ve found no trace of any ‘criminal inclinations’ in the AI architecture. I will also remind the court of the state psychological examiner’s earlier STRONGLY-worded request, pre-implantation, that the suspect’s BINAS be granted physical lock-out capabilities, or at least an independent communications ability, given the suspect’s impulsive tendencies, but such recommendations were overruled by the suspect’s legal representation at the time.”

“Hold absolutely still while I re-tailor that suit into something more presentable. If you don’t stay still, at the speeds I work, you’re likely to end up with a sock up your nose.”

BINAS is a development of the BITMIND/BITBRAIN(Biotech Integrated Tactical Managerial Intelligence, Neural Device/Biotech Implanted Tactical Battle Response Artificial Intelligence Network) implants introduced in the RED KINE and WHITE FAFNIR bio-mod packages. While these earlier systems amounted to implanted combat and surgical AIs, Paladin Steel saw the potential in a less expensive and less complicated system that could act as a symbiotic skill assistant or internal PC for the recipient. BINAS implants provide many of the mental skill abilities of more extensive bio-mod packages, without the attendant body-rebuild.
Response to the introduction of BINAS implants to the open market has been mixed. Many techno-ethicists question if the implants can’t be hacked, or constitute a form of mind-control. Indeed, Paladin Steel has broached the idea of using appropriately-programmed BINAS systems as a way of controling the more extreme personality swings of veteran M.O.M. converts( similar to how PS bio-mod packages were introduced as a way of salvaging Juicer converts), and, by extension, criminals and the mentally disturbed. These proposals have been seized upon by opponents of Paladin Steel and Greater New England as evidence of plans to implement ‘meat puppet’ zombie-implants on dissidents in the population. On the more positive side, BINAS systems are proving popular as a way of ‘smarting up’ or improving personal efficiencies without going a more drastic route, like full bionic conversion or bio-augmentation, and BINAS are much less obvious than other forms of personal augmentation.
Most BINAS implants have little in the way of direct connection to the neural muscular nervous system, making the idea of their use to turn people into ‘flesh robots’ on command rather ridiculous(in PS’s official opinion).
Depending on the specifications required or requested, BINAS implants can manifest an AI personality. Some users prefer to see the BINAS as an accessory to themselves, with a clear mental delineation between the two, while others like to assimilate the data into themselves, the symbiote and the host merging seamlessly.
BINAS implants count as Class II bio-mods.
At the lower end of cost and sophistication, BINAS implants can be seen as a more efficient and proactive refinement of the cyborg databases introduced by Triax.
If Frau Herrenisel of Mindwerks ever learned of the BINAS, she’d kill to discover their secrets, suspecting the work(HER work!) as betrayed by the escaped scientists who’d go on to work for Paladin Steel’s COBWEB ATTIC programs.

Broadly, the higher-end BINAS can be considered to grant the recipient one or two Skill-Based Minor Superpowers(a list of the more comprehensive, and the changes made to them, follows, courtesy of the Black Vault and its many contributors)

Since their introduction, BINASes are becoming increasingly popular with those willing to undergo the brain surgery, but unwilling (or inelligible) to accept a more extensive and expensive power-up procedure like a Class III or IV bio-mod. Some departments of the GNE government organization use them as standard personnel upgrades, and there’s talk of making specialized BINASes available to the d-bee registration and labor pool assignment services as a way of quickly bringing dimensional strandees and refugees up to speed on their situation and fitting them into the GNE economy.

Additional Bonuses:
As an interesting side effect of BINAS implantation, recipients appear to be immune to degenerative mental diseases/disorders, such as Alzheimer’s or Parkinson’s, as a result of their brain ‘rewiring’.

*BINAS-MEMORY KEEPER
This BINAS is one of the more basic ones and modifies and enhances the memory centers of the brain and helps act as a ‘prosthetic memory’ for those who need to keep track of a great amount of information. It’s also very popular as a geriatric assist, combating age-related memory and organizational skill loss.
Abilities:
*Heightened Sense of Recall--- Anything within the past 3 months is recalled with perfect clarity, Anything else; 01-66% chance of recalling something in picture-perfect detail, 67-90% general essence of a memory is recalled, and 91-00% most basic aspects of the memory can be recalled.
*Speed Tasking---Existing skills can be performed in HALF the time they nornally would, due to enhanced recall and mental organization of the steps. The recipient has an excellent ‘muscle memory’ and can perform rote tasks such as knitting, filing, cataloguing, whittling, fieldstripping a weapon, or fixing an appliance while talking or watching TV.
Cost: 100,000 credits

*BINAS-INDEXER(aka BINAS-DEWEY)
A more advanced(and expensive) version of BINAS-MEMORY KEEPER, that combines the memory functions with a heightened propensity for recalling the printed word. A favorite with scholars.
Abilities:
*Heightened Sense of Recall--- Anything within the past 3 months is recalled with perfect clarity, Anything else; 01-70% chance of recalling something in picture-perfect detail, 71-93% general essence of a memory is recalled, and 94-00% most basic aspects of the memory can be recalled.

*Retrospection [minor] by Iczer
The character can look backwards through time, to relive events as they happened rather than as he remembers. This effect is similar to an eidetic or enhanced memory, except that recall is not instantaneous and events have to be trawled through to recover them. Unlike a really good memory, the character see’s things as they happened to him (the memory is a shocking liar in a human being). The character can stop, rewind and pause a memory, going over subtle nuances again and again. He does have to search time though. Asking him to relive a memory without attaching a time frame means the character has to basically guess when he wants to look and then fast forward and rewind as necessary. A specific event that occurred at a memorable time in the character’s life takes 2D4 minutes to find. If a date is given, then the event can be found in 1D4 melee’s. The time required is halved if the event was a moment of particular focus (such as an exam studied for specifically for recall later) or of particular importance (the character’s wedding day for instance). Events with no particular time frame in mind takes 3 times as long to find (Last time you met Steve, was he carrying an I-Pod?) and really general events take twice as long again to find (when you go shopping, have you ever seen coffee on special?). events are witnessed in the character’s minds eye exactly as he witnessed them then. The GM will need to determine if an event was actually viewed from the character’s Point of view at the time of the recollection. (If he passed a cultist at a rally he may not have been directly looking at his face for instance).

*Living Library (minor) by Stone Gargoyle
The character can visually memorize books and recall them at will.
1. Speed Reading: The character can read at an incredible pace, which is equal to about two pages per second (30 pages per melee round).
2. Book Repository: The character can memorize and instantly recall anything he has read up to a limit of his ME attribute number X100 pages, plus 100 pages per level. It takes one action to scan for and recall a page he has dedicated to memory, with a 66%, +2% per level, chance of remembering the selected page. If he has reached his limit, the character can selectively delete and add new pages to memory. In addition, he will recall the pages by book name, chapter, page and line number. Anything not memorized using this power will be recalled as normal.
3.Other Abilities and Bonuses:
+5% to all Literacy skills and Research, with +2% to any other skills where reading is required to perform the skill.
+2 to save vs. psionics, mind control and possession
+2d4 IQ

Cost: 370,000 credits


*BINAS-BABBAGE
This BINAS gives the recipient computer-like mathematical calculating abilities, essentially creating a polymath.
Abilities:
-Math Whiz---The recipient automatically starts out with Basic and Advanced Mathematics, starting at 75%, and a +20% to math-based skills such as Computer Programming, Physics, and Navigation
-Multi-Tasking(Calculations)---The recipient can carry out extremely complicated mathematical equations in parallel, in HALF the time an ordinary, unaugmented person would.
-Perfect Recall(Numbers)---The recipient has a near-perfect memory(90% accuracy) , but only for math and numbers; they may not be able to recall the names of their kids, but they can instantly recite the value of pi to the 25th place, and the post office box combination they used eighteen years(and fifty-six days, seven hours, and twenty-one minutes) ago(provided they had the implant back then). Tends to start seeing things in terms of math and number sequences.
Cost: 180,000 credits

*BINAS-BABEL
A very popular BINAS, given the GNE/Alliance’s multi-species and multulti-world/dimension sprawl, this implant focuses on linguistics, and allows the recipient to decipher and understand a larger variety of languages and communications codes. It is often coupled with additional hearing and vocal cord augmentation. BINAS-BABEL typically does NOT include a ‘personable’ AI, but instead seeks to merge fully with the recipient. It is also one of the few BINASes that can be combined with other systems to endow a more comprehensive understanding of others.
Abilities:
-Linguistics(Minor)---The recipient can intuit most languages with 1d8 minutes of exposure(cannot do anything else other than just listen). Can retain a fluency of 90% in an acquired language for 10 minutes per level of experience after a conversation ends. Language skills are picked up in the normal fashion with a +25% bonus to study and practice, and can be picked up in third of the normal amount of time. The recipient can start with 1d6+1 additional languages, and can learn 1 new language per level of experience.
Note: These proficiencies apply to languages within the recipient’s range of hearing and speech imitation. Languages involving infrasound or ultrasonics will be inaccessible unless the linguist also possesses the means of hearing and replicating the normally inaudible frequencies. Also note that extremely alien tongues(such as machine codes) may require much more time to decipher, and languages involving psionics, radio frequencies, pheromones, and body language ivolving parts the linguist just doesn’t possess may be IMPOSSIBLE to learn and speak.
-Cypher (minor) by Stone Gargoyle
The recipent’s linguistic and pattern-recognition portions of the brain are modified and enhanced so the person can decipher all manner of texts. The character automatically starts with his ME number of Literacy skills and Cryptography, in addition to any taken as part of his education, and has a bonus of +20% to all literacy skills automatically. The character can then learn one additional language per level. He gains a one time bonus of +2d6 to IQ which can only be used to provide a bonus to understand written forms (so the character would have one IQ for normal things and one for use with this power so these should be kept separate).

Cost: 280,000 credits

*BINAS-MAGELLAN
Another popular BINAS in the GNE Alliance, given its multi-dimensional sprawl. This version attempts to improve the recipient’s ability to navigate. The Explorer Corps and Merchant Marine both make extensive use of this BINAS upgrade. The implants include electromagnetic field sensors that attune the recipient to natural magnetic fields that can be used as navigational aides, as well as an acute sense of time, that can allow the person to check their travel progress and more accurately navigate.
BINAS-MAGELLAN lacks a separate AI ‘persona’, but assimilates directly into the recipient.
Abilities:
-Innate Navigation (Minor) by Primus
Innate knowledge of direction- can tell which direction is north even without a compass- 84%+3% per level
Map Reading- can read any map, even those written in unfamiliar languages- 84%+3% per level
Shortcut- can innately discover the quickest and easiest routes between points- 76%+4% per level
Innate knowledge of roads- has an automatic and internal knowledge of roads and routes- 76%+4% per level
Self-location- has a GPS-like knowledge of his location at all times- 98%
Able to navigate in total darkness and outer space- 76%+4% per level
Able to navigate underground- 74%+3% per level
Always knows which way is up underwater
If the hero studies a map for 1d4 minutes, he will memorize it and have total recall of every detail.
+1 to I.Q. attribute
+10% bonus to all piloting skills

-Heightened Sense of Time(Minor)---The person has an acute sense of the passage of time, and can accurately clock themselves within tenths of a second.

Cost: 400,000 credits

*BINAS-EINSTEIN
Less a symbiotic AI and more a general ‘tune-up’ of the nervous system, BINAS-EINSTEIN makes the recipient’s brain and mental processes more efficient and complex, confering the same attributes as the Minor Power Extraordinary Intelligence. BINAS-EINSTEIN is very popular in the GNE, as it appeals to skill-intensive professions, and the lack of a separate AI ‘presence’ in the person’s head makes the augment easier for many people to accept philosophically.
Abilities:
-(Minor) Extraordinary Intelligence---Increase I.Q. to 22+1d6, and apply +10% to all Language, Literacy, and Math skills. +2 to save versus illusions, possession, and mind control. Also gets to select an extra Secondary skill at levels 3,6, 9, 12, and 15. The recipient also gets to select two skills from one of the following categories: Communications, Domestic, Electrical, Espionage, Mechanical, Medical, Science, or Technical, and gets an additional +20% to those two skills, reflecting a chosen Area of Expertise.
-(Minor) Speed/Multi-Tasking---Existing skills can be performed in HALF the time they nornally would, due to enhanced recall and mental organization of the steps. The recipient has an excellent ‘muscle memory’ and can perform rote tasks such as knitting, filing, cataloguing, whittling, fieldstripping a weapon, or fixing an appliance while talking or watching TV.
Cost: 450,000 credits


*BINAS-GEARHEAD
This BINAS gives the recipient an almost intuitive proficiency with machinery. Very popular with Paladin Steel’s ‘Yankee Engineer’ sub-culture.
Abilities:
-Machine Optimization(minor) by Stone Gargoyle
The superbeing gets optimum performance out of vehicles and machinery. This adds 10% to the range of guns fired, 10% to vehicle range and +10% to maximum vehicle speed, and 10% extra power from power batteries. This is always on and reflects the willingness of the machine to go the extra mile, so to speak. He can build machines in half the normal time and gets +20% to all mechanical skills.

-Builder [minor] by Iczer
The character has a talent for structural engineering, a kind of sixth sense for weights, masses loads and structural integrity granting him the following abilities:
• +20% to Carpentry, masonry and any form of art/sculpture (as well as any other 'industrial' style building skill imported from other books (EG: plumbing)
• +10% to mechanical and electrical skills
• Character has a sixth sense of a buildings construction and weak points. can estimate the SDC and AR of doors, walls and other structures on sight (is correct 90% of the time) can estimate the required force to destroy or demolish such a structure (does double damage to buildings, walls and other civil engineering constructions) and has 2d4+6 seconds warning before a building colapses.
• An adept builder, the character completes most building projects at twice normal speed.

Cost: 320,000 credits


*BINAS-MINDGUARD
BINAS-MINDGUARD is meant to shield the recipient’s mind from tampering, including brainwashing and psionic attacks. The recipient gets the equivalent of heavy duty anti-torture and pain tolerance training.
Abilities:
-Iron Will---Saves at 12 or higher against psionics, +7 vs possession, +6 vs mind control, +5 vs illusions and horror factor, +3 vs magic and disease, +3 vs insanity, +20% vs coma and death, and skill penalties for being confused, drugged, dazed, or concussed, are HALF.
-Mental Toughness-Saves at +6 vs Hypnotic Suggestion, Mind Bond, Mind Wipe, Empathic Transfer, BioManipulation, and is +1 save versus all other forms of mind control(+7 total), insanity(+4 total), and Horror Factor(+6 total). Can consciously completely block telepathic mind probes, Empathy, Telepathy, and See Aura.
Cost: 220,000 credits

*BINAS-MINDLOCK
The ‘deluxe’ version of BINAS-MINDGUARD, BINAS-MINDLOCK locks out any chance of mind control. The ‘companion AI’ aspect of this BINAS manifests itself as a decidedly paranoid ‘watcher’ that evaluates situations for possible threats, and acts as a second-opinion ‘sixth sense’ for spotting trouble. On the minus side, BINAS-MINDLOCK recipients may have trouble socializing, as they tend to be always on watch for trouble, tense, and seem to be cold and impersonal; BINAS-MINDLOCKers have to work a little harder to be more open and personable.
Abilities:
-Impervious to Control & Possession---Rather than being simply resistant to mind control and supernatural possession attempts, the recipient is totally impervious.
-Extraordinary Mental Endurance---+2d4 to ME, saves versus psionics at a 12 of higher(plus M.E. bonus), +6 save versus mind-altering drugs, +6 save vs Horror Factor, +1 save versus magical illusions.

-Cunning [Minor] by Iczer
The character has a low animal like cunning that can occasionally superceed his intellect. much like danager sense only not so refined.
The character is resistant to seduction, and ignores trust/intimidate as well as charm/impress attempts.
The character has detect ambush at +30%
The character is resistant to cons, much like a BS detector
Character is immune to illusions, hypnotism (real or magical/psychic)
+4 to save vs psi and mind affecting magics
+4 initiative. Penalties for blindness are halved +2 to perception +10% to prowl

Cost: 550,000 credits

*BINAS-BRUCELEE(aka BINAS-NORRIS, ‘BINAS-Badass’)
A tactical combat upgrade, this BINAS enhances the recipient’s combat reflexes and mental defenses. BINAS-BRUCELEE combines aspects of M.O.M, studies with chi-manipulation studies, and feedback from the BITMIND work already done on other ‘combat computer’ implants. This BINAS has proven VERY popular with the turmoil of the Minion War besetting the worlds of the GNE and United Systems Alliance.
Abilities:
Focus [minor] By Iczer
The character can generate a small backlog of mental strength, to be unleashed after a while to meet certain ends.
1) Focus: The character can attempt to gain his focus once per round. He must concentrate and roll under his ME attribute with percentile dice. He enjoys a +5% to this base chance every level. Attempting to gain focus requires an action.
2) Employing focus: The character may expend his inner energy, and lose his focus to have any one of the following effects. It is important to note that the character's fist (or foot or..well whatever) glows with an inner light when the focus is expended(or rather, this is CLAIMED by many observers of the BINAS in action. No visible light sensors have yet recorded this phenomenon).
Hammering blow: Add +2 damage per level to a single melee attack. This can be expended after it has hit
Precise blow: Add +1 to strike per level. This may be expended after an attack has already missed.
Armor defeating strike: Melee attack travels through a solid object, effectively ignoring worn or natural armor. May be expended after the blow has struck armor.
Destructive blow: Nonliving object crumples under the assault. Damage against an inanimate object is multiplied by 4, putting a hole the size of the striking limb in the object.
Great leaping: The character leaps 20 feet per point of PS (adds to normal leaping).
Dissipate blow: The character divides incoming damage from one attack by his level+1 (so a 3rd level character could divide the damage of a shotgun blast by 4).
Resist influence: The character may add +4 to save vs psionics or magic. He may add this after he has already attempted to save.
Rebirth: The character heals 2 HP per level. note this only heals HP, not SDC.
Fire from within: The character adds 2d4 to the damage of a single blow. this damage may be from fire, or another form of energy, or may simply be slashing or cutting.

*Battlebrain [minor] by Iczer
The character can fight smart, using his brain to compensate for any physical weakness. In combat, on a round by round basis the character any do any of the following:
Use his IQ in place of an initiative roll, and add one attack per melee
Use his IQ in place of his PP for determining strike/parry/dodge scores
Use his IQ instead of his PS to calculate damage bonus.
Other bonuses:
+1d4+2 to IQ
+2 ME

*Fright-Fight Reflex(Minor) by Taalismn
“Nice fang act you got there. Makes me want to rip them out of your face!”
The possessor of this power is so hard-minded that in situations that involve a Horror Factor, he or she is not only NOT perturbed by the H.F., but actually gets a charge-up in response, whether through indignation(at what they see as cheap theatrics), rage at the interruption, or sheer determination to set the situation right. Worse yet for a H.F. situation, the power-possessor can, with experience, retain the charged-up state of mind, stretching his rage/anger/aggression into protracted combat, making it a really BAD idea to startle this character.
Range: Self
Duration: 1 melee round (15 seconds) + 1 round per level of experience.
Bonuses:
-Immune to Horror Factor
-+1 to Initiative, +1 to strike, parry, dodge, roll, and disarm

Cost: 450,000 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Paladin Steel/Farnborough Aviation ‘Sisen’ Silenced 9mm Machinegun
(aka ‘Stealth Sten’, ‘Wand Sten’)

“I hear back pre-Rifts security people were plotzing themselves over plastic handguns...wonder what would happen if they ever heard of the Sisen?”
---Conroy McFarland, Warder, King’s First Guard, Kingdom of Bath

While ‘repliguns’...modern duplications of pre-Rifts SDC weapons....are not a new thing with Paladin Steel, or any of the industrial powers of Rifts Earth, a few such adaptations rise to be noteworthy, even exceptional. In the environs of the GNE, hundreds of different repliguns are turned out by subcontractors.
The Sisen started out as a joint effort between PS and FA to duplicate the classic Sten Mk IIS, the special operations version of Britain’s wartime cheap, dirty, low-sophistication SMG based on easily-produced metal stampings and rollings, with a tubular frame and wire stock. What was originally conceived of as a quick stamping out of a low cost projectile weapon, substituting megadamage materials for the original low-end gunmetal, took a different track when PS decided to go with lightweight MDC composites and temperature-resistant ceramics instead of the metal alloys originally planned. The composites save weight, but also make the replicated weapon less susceptible to detection by metal detectors. The integral silencer is redesigned with more advanced heat-resistant materials and a new baffling system that both cuts down on barrel heating problems and baffle degradation during repeated firings. PS’s dry lubricant surfacing on moving parts insures reliable operations, especially under the dirty conditions the weapon is expected to be used under. The result is a compact, easily concealed, stealthed SMG that is proving very popular with covert ops personnel, mercenaries, assassins, and manhunters. Several intelligence organizations within the GNE also reportedly have bought and distributed examples of this weapon to various sponsored insurgency groups, including slave groups in Atlantis, and elsewhere in the megaverse.

Weight: 7 lbs
MDC: 22
Range: 200 ft
Damage: ( Standard 9mm) 3d6 SD or 1d4x10 SDC per 3-rd burst (range goes down to 120 ft)
(NEMA-9 Saboted Round) 5d6 SD or 1d6x10 SDC per 3-rd burst
(Express Round) 4d6 SD(increase range to 250 ft) or 1d4x10+10 SDC per 3-rd burst
(Ramjet) 1 MD per rd or 3 MD per 3-rd burst
(Wellington/PS Exploders) 6d6 SD per rd or 2d4x10+10 per 3-rd burst
(PSX-2) 1d4 MD per rd, a three round burst does 3d4 MD
Can chamber a variety of other ammunition types, including rubber, silver, wood, Glaser, and TW bullets.

Rate of Fire: Standard
Payload: 32 rd side-mount box magazine
Special Features:
*Non-Metallic Construction
*Integral Silencer---Reduces the sound of firing by as much as 75%. The advanced design and materials of the silencer allow it to be used even with bursts.
*Top Sighting Rail
*Threaded Barrel-muzzle; can be fitted with water-sealing
*Folding Wire Stock
Cost: 7,000 credits
Options:
Most options for the Sisen involve swapping in new sighting scopes and sights, such as laser spots, or changing the furniture(replacing the wire stock with a wood or plastic stock, and adding foregrips).

Variants:
* Sisen-D---An effort to make the Sisen even more stealthy, by converting it to use caseless ammunition, thus removing the need to employ a brass-catcher. This allows for the fitting of a 36-round magazine and a simpler receiver mechanism(no need for a cartridge ejector). Cost: 9,000 credits.

*Sten III---This is simply the original Sten, made of light MDC alloy, without the stealth materials and silencer. It costs 3,000 credits, and performance is otherwise unchanged.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
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Re: Paladin Steel Storefront

Unread post by taalismn »

Aegis Stellar Industries’ Tabar-class Heavy Cruiser

“Yes, commissioning a brand new Tabar-class cruiser was rather expensive, more so than for a second- or third-hand Warshield, especially for a new spacefaring nation like our own, and yes, it may seem a tad presumptious for somebody like us to acquire such a large ship, but we’ve had no complaints from either our closest neighbors or from our citizens. Truth be told, the capabilities of this vessel fit our needs quite nicely. The only negative remarks about her that we’re concerned about are from those neighbors who have failed to respect our sovereignty and our citizens’ rights or property. THOSE naysayers’ complaints about our guns tell us we did the right thing.”
-Captain Charan Ellalh Dar’Ishvalan, RARSS -Davaseen-, Royal Amestrian Republic Space Navy

The third of the cruiser line based on the basic configuration of the Lasser-class frigate, the Tabar-class CGs are the ‘heavy’ version. Armor protection and armament took precedence over anything else, and the Tabars are admittedly rather slow, but hard to kill. The Tabar draws heavily from the earlier Assegai Light Cruiser, which, it was discovered, was more heavily armed and armored, as well as less expensive, than the larger LaFayette Heavy Frigates, owing to discrepancies in the production and labor practices between the respective construction sites(and universes).
The Tabar dispenses with the modularity of the LaFayette in favor of a more fixed configuration emphasizing staying power in combat. Overall, the Tabar’s layout resembles the weapons configuration of the CCW Explorer-class light cruiser, only shoehorned into a smaller frame, and without the troop capacity. This fits with PS/ASI’s developing space strategy that focuses less on long range ground force projection, and more on anti-spacecraft protection and aerospace denial. Like most of PS/ASI’s warships, the Tabar is meant and configured primarily for the anti-ship role(especially in the convoy escort or planetary defense roles), although it can provide space-to-surface fire support in a pinch. The Tabar does carry a small contingent of fighters and security/boarding troops, but nowhere near that of the Explorer’s capacity.
Armor on the Tabar is heavy, to allow the ship to engage in slugging matches with other vessels and survive. However, the ships also possess a good turn of speed, assisted by multiple redundancy in their heavily-armored engines, so they can both close with combat and safely remove themselves from it if necessary. They fairly bristle with weaponry, earning them such nicknames as ‘porcupine cruisers’ or ‘sting-burrs’.
Tabars are still new to the PSASI/GNE fleet, so not many of them have been produced as yet. In GNE service they act as system defense cruisers or heavy convoy escorts. A number of export vessels have also been produced and sold to GNE/USA affiliates where they serve similar roles.

Type: PS/ASI-SCG-19 Tabar
Class: Heavy Cruiser
Crew: 220+60 marines
MDC/Armor by Location:
Main Body 76,000
Bridge 11,000
Main Sensor Array 900
Secondary Sensor Arrays(3) 600 each
Heavy Lasers(2) 900 each
Secondary Lasers(12) 300 each
Long Range Missile Launchers(2) 500 each
Kinetic Kill Rail Cannons(8 ) 500 each
Point Defense Turrets(14) 100 each
Hangar Bay 3,000
Engines 19,000
Secondary Engines(4) 4,000 each
Variable Shields( 1,200 each side, 7,200 total)
Height: 160 ft
Width: 100 ft
Length: 950 ft
Weight: 290,000 tons
Cargo: 8,800 tons
Powerplant: Advanced Nuclear Fusion w/ 50 years energy life
Speed:
(Atmosphere) Hover to Mach 9; rarely lands
(Sublight) Mach 9.
Auxiliary Engines: Mach 7
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) 5 light years per hour
Market Cost: Est. at 13.7 billion credits
Systems of Note:
Standard Starship Systems, plus:

*Long Range Sensors----Tabars retain the large multimedia sensor arrays of the Lasser-class, the argument being that if the ships can see trouble coming, the better prepared to receive it they will be. The sensors can pick up on vessels moving at FTL up to 25 light years away, and vessels moving through normal space up to 0.9 light years away.

*Docking Collars(4)----Four external docking collars with extending tubeways for servicing additional starships docked to the Tabar.

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

Weapons Systems:
1) Heavy Lasers(12, 3x4)---The main bite of the Tabar-class is a quad-array of triple-barreled heavy lasers mounted in the forward hull.
Range: 10 miles in atmosphere, 20 miles in space
(Kitsune Values: 20 miles in atmosphere, 20,000 miles in space)
Damage: 4d6x100 MD per single blast, 8d6x100 MD double-barreled blast, 12d6MDx100(or 1d6x1,000) MD triple-barreled blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

2) Secondary Lasers(16)---backing the main laser cannon is a larger array of lower-powered weapons for saturation attacks. Up to six cannons can be brought to bear simultaneously on the same target.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 2d4x100 MD per single blast, 8d6x100 for six cannons firing simultaneously
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

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

4) Kinetic Kill Rail Cannons(24; 3x8)---Mounted in eight main hull turrets positioned around the ‘waist’ of the hull, these weapons can pivot for maximum arc of fire.
Though based on an early model PS KEWC, the weapons mounted aboard the Tabar-class can also throw proximity-fused fragmentation rounds, allowing them to ‘sandblast’ missile and fighter swarms.
Range: 10 miles(40 miles in space)
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage: 1d4x100 MD per 80 rd burst, 2d4x100 MD double cannon burst, 3d4x100 MD per triple cannon burst
(Fragmentation rounds) Do 4d6 x10 MD to a 100 ft wide area with an 80 rd burst, 6d6x10 MD to a 150 ft wide area double cannon burst, and 8d6x10 MD to a 200 ft wide area per triple cannon burst.
Rate of Fire: ECHH
Payload: 32,000 rds(400 bursts) per cannon before needing reloading from stores(takes about 30 minutes)

5) Point Defense Laser/Mini-Missile Turrets(14)----These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Rail Gun) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile


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

Variants:
While it has been proposed that several variants of the Tabar be produced, mainly focusing on replacing the main batteries with other weapons types, these proposals remain paper studies, and no operational variants of the Tabar have been produced. Variant weapon fit-outs are considered to be the province of the modular LaFayette, and the specialist Mazules.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

SOMNOLENT IVORY----The Sleep Inducer Bio-Mod (aka ‘Sandmen’, ‘sandy’, ‘dozer’, ‘sleepmeisters’, ‘freddybane’)
(PU2 budget of 7 million per operative)
http://i408.photobucket.com/user/taalismn/media/img898_zpsu15csyhl.jpg.html

“Call me the Pillowmaster, the Guardian of your Rest, the Bed Boatman, the Nighty-Nightwatchman, the Napster, the Herald of Slee-”
“...zzzzzz-zzzzzzz....”
“Mission accomplished.”

“You greenhorns too anxious to get some shuteye before tomorrow’s op? Well, much as I can appreciate you being overeager or nervous in the service, you’re all going to need your beauty rest, so heads hitting the pillows now! Kwolsky’s going to sing you all a lullaby...or maybe lecture you about late Golden Age rom-com reality shows! All very exciting stuff! You’ll be all so enraptured you’ll be aslee-dang, that was fast, Kwol!”

“We don’t like to overuse sedative drugs, especially on bio-mod inductees; their bodies are under enough strain what with all the procedures and alterations being done on them. Having an SI aug on staff at the lab helps us out a LOT, since we can keep our patients under safely using arguably more natural means, while their bodies adjust to what we’re doing. It’s a lot easier on them using their own bodies’ sleep mechanisms to work for us, rather than effectively chemically or electrically bludgeon them unconscious. We’ve seen a ten to fifteen percent faster successful recovery rate since we started using sandies in the wards.”

“The downside of being a Class Four dozer is that...guess who gets volunteered to go first into the monster’s lair to put it to sleep? Yeah, sometimes it really REALLY sucks to have the super-power-up aug.”

“Thought everybody in the house was asleep did you, you monstrous little $#!+? Too bad for you, clown-boy, I’m the Night Watch, and that cold feeling in your guts is my trusty sidekick, Mister VibroSword. Time for your eternal rest with the worms!”

SOMNOLENT IVORY is one of the odder bio-mods in its particular field of influence. Although a Class IV megadamage conversion regimen, its main focus is so sublime on first impressions that many critics regarded it as an expensive dud.
SOMNOLENT IVORY has many of the standard features of PS Class IV bio-mods; amped attributes, improved reflexes, and a subcutaneous body-mesh that armors the body and acts as an under-skin power suit. However, woven in among the MDC fibers and myomer strings are fibers of stabilized ectofiber that act to generate a bio-energy field that can be used to affect other beings’ sleep abilities. The bio-mod can manipulate others’ natural rest tendencies to render them unconscious, or keep them awake(often to detrimental effect). While not as long ranged or instantaneous as some of the stun systems already in service, or under development, this ability leaves less evidence of force, and fewer side effects.
And while the SOMNOLENT IVORY moddie can manipulate others’ sleep patterns, the same nuero-enhancements can be used to jigger the mod’s own sleep rhythms. Bio-comp implants allow the recipient to regulate their own bio-functions and balancing their needs for rest. The same technology also allows the bio-mod to fight induced unconsciousness and remain conscious and alert even when drugged or concussed. The bio-mod’s reflexes and perceptions are also sharpened, giving them an extra edge.
Though initially dismissed as an interesting experiment, SOMNOLENT IVORY has found an increasing number of uses. Originally, SOMNOLENT IVORY found use in medical facilities and with medical support staff on Paladin Steel industrial sites, but animal trappers and bounty hunters find the bio-mod useful for subduing targets, and special operations personnel for knocking out enemy troops.

Powers/Abilities:
*Sleep Control(Major)----The superbeing can control the sleep patterns of others, being able to put them instantly to sleep, or keep them awake. The superbeing can also control the quality of the sleep.
Range: Touch or 20 ft+5 ft per level of experience, unless otherwise noted.
Effects:
*Induce Sleep---The superbeing can put a person to sleep(for 1d6,+1 per level of the inducer’s experience, hours), and can keep them sleeping, long past their normal circadian wake-up cycle...Targets get a saving throw vs Psychic Attack to keep from succumbing to this attack; victims already asleep also get a saving throw, but at -4.
A less power ful version of this power can be used to affect larger areas, although the sleep effect will be less deep; the superbeing can affect everybody in a 60 ft radius of themselves+15 ft per level of level of experience. In this case, victims get a saving throw(vs psionics), but if they fail, they will only be put out for 15 minutes+1d6 +5 minutes per level of experience.
*Prevent Sleep---Conversely, the superbeing can prevent a person from falling asleep, or even resting, for 10 hours, +1 hour per level of the inducer’s experience. This can prevent a person from being able to recover from fatigue, replenish ISP/PPE reserves, and, if maintained long enough, endanger their health and sanity. People not sleeping for over 48 hours, will become increasingly cranky, irritable, and prone to errors(-15% to skill rolls, -1 to initiative, strike, dodge, and parry) and, for every additional 2 hours without rest, a cumulative 10% chance of suffering from delirium, hallucinations, and paranoia.
*Quality of Sleep---The superbeing can affect the quality of rest that an already sleeping person is having; either granting them a deep restful sleep free of nightmares, or a fitful, terrifying experience that leaves them anxious and fatigued(-1 to initiative, -1 to strike/parry/dodge until they get decent rest).
*Healing Sleep(Self or others)---This is a deep regenerative sleep that lasts (for 1d6,+1 per level of the inducer’s experience, hours) and DOUBLES the sleeper’s healing rate(or DOUBLES their Save vs Coma/Death/Disease rolls).
*Awaken---With a touch, the superbeing can awaken a sleeper, who will instantly wake up fully alert and conscious, with minimal disorientation. Even if they are still working off a fatigue debt from prior to falling asleep, they will not feel it for another 1d4 hours after reawakening.
Other Bonuses:
*The superbeing themselves can go for their P.E. in days without sleep, without ill effect, and needs only 1d8 hours of sleep to recharge themselves afterwards.
*The superbeing is IMMUNE to superpower- and psionically-induced sleep attacks, and +6 to save versus chemically- and magically-induced sleep.

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

-Iron Will(Minor)---Saves at 12 or higher against psionics, +7 vs possession, +6 vs mind control, +5 vs illusions and horror factor, +3 vs magic and disease, +3 vs insanity, +20% vs coma and death, and skill penalties for being confused, drugged, dazed, or concussed, are HALF.

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

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

-Bio-Sensors---A product of the MIT Forest’s bio-techs, these are special techno-organs that enhance the aug’s senses. These are very handy for checking on ward or laboratory conditions, and for checking on the status of sleepers.
@ Motion Detector----Constant awareness of their environment and motion around them in a 10 ft radius. +1 to parry and dodge.
@ Enhanced Hearing-----360 ft range, +6 to initiative, +1 parry, +2 dodge(where applicable). Estimate sound distance(60%+5% per level of experience), estimate speed and direction(50%+5% per level of experience), recognize voice/sound(40%+5% per level of experience), and can hear very soft sounds(under one decibel) under 75 ft away, under 10 decibels up to 150 ft away. Good for listening to sleepers’ heartbeats.
@ Thermal Imaging---The aug can ‘see’ or otherwise sense hotspots in their environment. Handy for checking on the body temperature of sleeping lifeforms.
@ Clock Calendar---The aug is aware of the time and date to a superhuman degree.

-Hypnotic Brain Conditioning----Even as they are taught to manipulate others’ sleep patterns, SOMNOLENT IVORY recipients are taught how to guard their own minds from being manipulated, including torture by sleep deprivation and attacks when they are supposedly most vulnerable(i.e., when at rest, at night, or when asleep); +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save vs all other psionic attacks. Impervious to Possession.

Total Bonuses
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience. Also convert HP and SDC to MDC.
+2d6 Hit Points
+4d6 SDC
+1d6 to P.S., plus is considered to be Extraordinary
+1d6+1d4 +5 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6 SPD
+8 to initiative
+2 parry
+3 dodge
+1 APM
+13 save vs Horror Factor
+1 save vs poison
+4 save vs disease
Saves at 10 or higher against psionics
Impervious to possession
+11 vs mind control
+9 vs illusions
+3 vs magic
+3 vs insanity
IMMUNE to superpower- and psionically-induced sleep attacks, and +6 to save versus chemically- and magically-induced sleep.
+20% vs coma and death, and skill penalties for being confused, drugged, dazed, or concussed, are HALF.
Last edited by taalismn on Tue May 30, 2017 9:55 am, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

PSP-17 “Weretta” Light Automatic Pistol(0.08-9mm)

“My date is the most demure, shy, unprepossessing, and timid girl I have ever met...or so I thought. I had NO idea that her moon necklace was holding a magazine of blessed silver ripper rounds until she palmed it off her neck and started popping those zombie-jester party-crashers left and right. She was an entirely different person; a cold, efficient, utterly merciless pistolero mowing down undead monsters with machine speed and precision. She didn’t even get a speck of zombie ichor on her white dress. Pop-pop-pop, and down they went for the count. All in the time it took me to scramble to find my holdout blaster, she’s already reaching for a reload. Later I found out somebody in spook ops had profiled my date and converted her before I even met her. They were the ones who gave her the shapeshifting shooting irons as a bonus gift. If I’d abused my intelligence contacts and screened my dates like a lot of my colleagues do, I’d have learned in advance she was a better shot than I was.”
---Revor Paulson, Field Agent, Paladin Steel Corporate Security, Outstep Division

The PSP-17 ‘Weretta’ is actually a family of light pistols designed with advanced ‘memory materials’ and sophisticated AI-designed configurations. ‘Werettas’ are designed to resemble inncocous pieces of personal adornament, such as large necklaces, circular amulets, large belt buckles, or large bracelets. When called into action, however, the memory materials spring, slide, and reconfigure to form a handy small handgun(the process takes about 15 seconds/one melee round). The composite material construction of the PSP-17 makes the weapon nearly invisible to metal detectors; even more so if using caseless non-metallic ammunition. These factors make the PSP-17 ideal for special operatives, or as a holdout weapon.
Though fairly limited by size to the lighter calibers, the development of ever more powerful ammunition types and specialized loads means that the PSP-17 can still pack a punch. PSP-17s generally come in three calibers; the diminutive .05, the larger .22, and the standard 9mm. A few smaller batches have been made in 5mm, 7mm, and 8mm to take advantage of locale-specific common calibers, but these are generally regarded as operation-specific weapons, and not as mass-distribution models.
Early model Werettas had sealed magazines, and could not easily be reloaded, except at a PS gunsmithery(which could safely open the empty weapon and reload them). Later model PSP-17s, once in gun form, can accept standard ammunition magazines, but cannot transform back into their disguise modes until the clip is ejected(taking any remaining ammunition in them with them---the weapons’ permanent magazine reservoir must be manually handloaded).
As mentioned above, PSP-17s are meant mainly for special operatives and as holdout self-defense weapons. The CADMUS BLACK programme also reportedly arms its sleeper agents with Werettas as a means of providing them with invisible added firepower.
Weight:1.2 lbs
MDC: 6
Range:(.08) 90 ft
(.22) 80 ft
(9mm) 120 ft
Damage:(.08)(Standard) 1d4 SD per round
(Express) 1d6 SD per round

*Poison Darts---These have a small internal reservoir for holding drugs or toxins, to be dispersed inside a living target. PS itself doesn’t sell any poisons, but a variety are available on the open market(and it’s said the Cambridge Jungle tribes have a number of nifty drugs and poisons available). Cost: 40 credits per 100 basic, unfilled, venom rounds.

*MDC Penetrators---These use a more powerful propellant to fire the projectile that much harder, to the point that they each do 1 MD(range is unchanged). Cost: 300 credits per 100 rds

(.22) 1d6 SD per rd or 3d6 SD per 3-rd burst, 6d6 SDC for a six-round burst.
(Wellington/PS Exploders) 3d6 SD per rd or 9d6 SD per 3-rd burst, 1d4x10 SDC for a six-round burst.
(PSX-2) 1d4 MD per rd, a three round burst does 2d4 MD, a six-round burst does 4d4 MD.

(9mm)( Standard 9mm) 3d6 SD per rd
(NEMA-9 Saboted Round) 5d6 SD per rd
(Express Round) 4d6 SD(increase range to 200 ft) per rd
(Ramjet) 1 MD per rd
(Wellington/PS Exploders) 6d6 SD per rd
(PSX-2) 1d4 MD per rd, a three round burst does 2d4 MD, a six-round burst does 4d4 MD.

Rate of Fire: Single shot, 3-shot burst, or 6-shot burst
Payload: (.08) 21 rds
(.22) 12 rds
(9mm) 9 rds

Special Features:
*Transforming Frame---PSP-17s are typically disguised as large pieces of jewelry; a large necklace, amulet, bracelet, or belt buckle, and can transform partially or fully into gun-form for action.

*Sensor Stealthing---The largely composite construction and sealed magazines of the PSP-17s make them resistant to being detected as weapons by most weapons scanners(EM readers and chemical sniffers). Has only a 15% chance of showing up on weapons scanners.

Cost: (.08) 700 credits
(.22) 1,000 credits
(9mm) 1,800 credits

Options:
*Laser Spotsight----The optical element of this is often disguised as a gemstone or watch face. +1 to strike. Cost: 400 cedits

*Mini-Silencer---An aerogel jacket wrapping in and around the barrel. Reduces the effective range by half, but reduces the accoustic report to a light cough. Good for ten shots before needing replacement. Cost: 400 credits

*Mystic Marksmanship(3 PPE/6 ISP for a single shot)---Gives a +3 to an aimed or called shot. Cost: 9,000 credits (A popular option with collectors who want to get the most out of their expensive acquisition, even if they are not themselves good shots). Often equipped with a small crystalline PPE battery(disguised, like the spot sight, as decorative genstone or glass inlay) for the purpose of providing PPE.

*Safety Bonding---This insures that the weapon can ONLY be used by specific people. Using a ritual performed in-shop which requires all the people to be trusted with the weapon be present to contribute a single drop of blood that is pressed into the grip in the ritual, the weapon is effectively ‘safetied; and will fire ONLY for those people.
(GALtd doesn’t advertise it, but the system isn’t ENTIRELY foolproof; there’s a 25% chance that people with a close genetic/magical similarity to the bonded people---immediate children, siblings, doppelgangers, or clones---can also use the weapon. )
Cost: 30,000 credits per person bonded to the weapon. Up to four people can be ‘impressed’ on the weapon.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

PS/ASI HInstel-SC420 ‘Roamer’-class Heavy Transport
(‘Space Arrow’, Pointercraft’)

“Hey, Rhenee, take a moment from going over the books and join me here over in the observation deck, will you? Let’s just soak in the view for a moment; isn’t the Thundercloud just absolutely BEAUTIFUL from here? Isn’t this what space travel is really all about? Seeing things from a perspective like this?”

When Paladin Steel/Aegis Stellar Industries joined the WZTechyards consortium, they gained access to a pooled collection of technical data that was considered ‘common domain’ for members of the consortium. This included the files of a number of defunct companies whose intellectual properties WZT had acquired, such as Forraker Aerospace. The ‘Roamer’ was a FA design that the company had begun development of late in its corporate lifespan, when executives saw declining sales in the face of strengthening competition from more connnected and energetic new companies such as Wolfpack Armaments, Naruni Enterprises and General Galaxy, all of whose subsidiary ‘civilian’ production lines, subsidized by their military sales, could eclipse entire older companies such as Forakker. The ‘Roamer’ was one of several new designs with which Forraker hoped to recapture market share and revive their lagging sales, reversing the company downspiral. However, the new intiatives came too late, and the ‘Roamer’amounted to little more than advanced design studies and VR mockups before the company was forced to declare bankruptcy. Over a century later, Aegis Stellar Industries got permission from Forraker’s properties-holders, WZTechyards, to see about producing an updated version of the Roamer design.
The Roamer shares many of the same signature traits of Forraker designs; a long body and ‘pagoda’ upper hull, and an emphasis on spacious fittings, but with a sharper prow, swept-wing ‘arrowhead’ forward hull, three dome ‘pavillions’, and a more streamlined look. Many smaller details, however, show the updating of technology, such as improved auxiliary thrusters, more robust and fuel-efficient engines, more compact and energy efficient shield generators, stronger construction materials, and updated avionics. Modular bays allow for quick refit for a variety of different roles, allowing one ship to perform a wider range of jobs. Long range and capacity for being fitted with a fairly heavy complement of self-defense armaments are obvious efforts to tailor the design with traveling the wilds of the Thundercloud in mind.
Ironically, the Rush for the Thundercloud has re-ignited a demand for comfortable, multi-purpose, extended-capability vessels like the Roamer. One of the first customers for the new Roamer was Gold Star Transport, an ancient passenger and freight line originally based out of the Human Alliance, and which still operates many of the ORIGINAL Forakker transports. GST managed to stave off bankruptcy and dissolution by selling itself to the Corianus-Typhen-Rosette League and the Grenanian Family, one of Corinus’s Founding Families. The transfer of focus of operations to the booming Thundercloud Galaxy has given GST a new lease on life, and they’ve chosen to celebrate it with the buying of new ships; the roll-out of a new version of a design-family that has served GST so well was a happy coincidence that they’ve been all too pleased to take advantage of. Thus, a good number of new transports emerging from CTRL and ASI slips are destined to wear the star-spangled gold dorsal stripe of GST.

Type: PS/ASI-HInstel-SC420 Roamer
Class: Long Range Heavy Interstellar Transport
Crew: 25+ provision for 1-200 passengers
MDC/Armor by Location:
Main Body 5,600
Bridge 1,000
Observation Deck 800
Engine Bloc 2,000
Sensor/Communications Arrays(3) 400 each
Shuttle Deck 500
Forcefield(Default) 5,000
Height: 65 ft
Width: 120 ft
Length: 670 ft
Weight: 58,000 tons
Cargo: 10,000 tons, distributed between three internal bays. Can carry an additional 3,000 tons if not carrying passengers.
Powerplant: Nuclear Fusion, w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 8
(Kitsune Values: 25% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) Can land on water, but cannot operate underwater(See Variants)
Market Cost: 145 million credits
Systems of Note:
Standard Starship Systems, plus:
*Long Range Sensors---In keeping with a frontier-cruiser, the Roamer has better-than-average sensors.

*Type Two Recycling Systems----The Roamer is designed with long range in mind, and so advanced life support recycling is integral to the design. It’s estimated that the Roamer’s onboard recycling systems can sustain the crew for four years of constant use, without resupply.

*Detachable Bridge---The entire forward pagoda-saucer of the Roamer can detach to become a large lifeboat. The forward hull has accommodation(under cramped conditions) for up to 50 people, and has separate propulsion capable of pushing the section up to Mach 6.

*Lifepods---Roamers come standard with provision for lifepods for 150% of rated crew. Passenger models may increase this to account for passengers with added lifepods in the remodelled cargo bays.

Weapons Systems:
None standard, but comes with provision for up to 10 PDS stations, 6 light weapons stations, and 4 medium weapons stations.

Auxiliary Craft: (Standard Complement)
2 Aerospace Shuttles

Options:
Most buyers will seek to customize the Roamer with different weapons and defense measure configurations, different internal fittings, sensors, more powerful forceshielding, and beefed-up propulsion(especially FTL). Few Roamers remain ‘factory standard’ for very long.

Variants:
*HInstel-SC420C----Amphibious variant, fully capable of underwater operations. Can dive to depths of 10,000 ft, and move through the water at 45 MPH. Sonar and EM sensors come standard on this variant. This variant is proving to be very popular in the Thundercloud, as it allows for the exploration/exploitation of many water worlds. A military variant fitted with underwater weaponry such as supercavitating rocket-torpedoes, blue-green lasers, and sonic projectors, is also rumored to be in the works, if not already deployed, as a publicized counter to Golgan Republik strongarming on several promising colony prospects in the Thundercloud. Cost: 186 million credits

*HInstel-SC420D----Upgraded version with more powerful engines, capable of hitting Mach 10. Cost: 175 million credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by taalismn »

Damn it...somehow my entire completed spacecraft file got deleted...Have to rebuild it from scratch... :badbad: :frust:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Paladin Steel Storefront

Unread post by kronos »

taalismn wrote:Damn it...somehow my entire completed spacecraft file got deleted...Have to rebuild it from scratch... :badbad: :frust:


The PDF of almost up to date PS material will help you recover some of it at least. Plus what you've posted on the forum recently.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

kronos wrote:
taalismn wrote:Damn it...somehow my entire completed spacecraft file got deleted...Have to rebuild it from scratch... :badbad: :frust:


The PDF of almost up to date PS material will help you recover some of it at least. Plus what you've posted on the forum recently.


Yeah, fortunately I have multiple sources to back up from, but I'm annoyed that the file I finally had ordered to my convenience just POOFED on me.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by taalismn »

(Ion weapon stats courtesy of Henning Rouge)

Paladin Steel/Aegis Stellar Industries ‘Naegling’ Cruiser (PS/ASI-C55(X)

“Yep, they must have thought we were just another pirate modification of another military surplus ship, only they neglected to take it a third step removed from original ownership. Bless our cryptography boys and girls and AIs that they managed to crack the pirate transponder codes, because we were able to nose right up to that slaver and hard dock, and they had the ‘merchandise’ all racked and ready to load soon as they got payment, before they got the nastiest shock of their gutter-spawned lives. Even with them on guard against a double-cross, we still got the drop on them. Burned the hell out of their engines and their escort on the other side of us with our capital mounts. Not that it wasn’t dicey for us; they had a whole hold full of unprotected helpless slaves right next to hard vacuum where one bad shot or a flip of a switch could dump them all naked into death nil-pressure. But Naegling cut fine and cut close and we bagged ourselves another two prizes of war...make it one, since we had to replace the engines of one with those we stripped off the other.”

When Paladin Steel/Greater New England Expeditionary Space Force units surprised and successfully invaded a pirate asteroid base in the Three Galaxies, besides liberating a large number of slaves/hostages and gaining themselves a base, they also acquired a substantial amount of technical data and usable hardware. Among the surprises was a capital ship drydocked inside the pirates’ concealed base, undergoing refit. The vessel was actually a CCW Warshield cruiser, or rather the transport conversion of the class, with most of its armaments stripped off, and its cargo capacity greatly expanded. Evidence in the pirates’ base showed that the vessel had been decommissioned and sold off to a periphery nation as a military transport. The pirates had acquired the vessel through bribery and corruption(the then-owners arranging for the vessel to be conveniently ‘lost’ in an accident in deep space) and were in the process of refitting it into a fully operational warship again, and had already used it as a heavy transport in several of their own actions.
Captured intact by the PS/GNE marine force, the vessel was declared a prize of war, and plans were made to retain the vessel as part of the defensive assets of the newly-named ‘Rum Bay’ outpost. The Warshield has been gone over by PS/ASI engineers, and they have decided to continue the refitting of the vessel, only with PS/ASI equipment. The heavy warship was renamed ‘Naegling’ by GNE authorities, the name coming from human mythology, and the name of a sword found by the hero Beowulf in the lair of the mother of the monster Grendel.
Major modifications to the ship include altering the lines of the ship with additional armor, building in the uparmored hull/command pod from the Javelin/Barong-class vessels as the bridge ‘tower’, and turning the cargo holds back into weapons bays. Lacking, as of yet, anything like the CCW’s Battleram assault robots, the launch tube for the giant robots has been converted into an additional weapons bay.
To compensate for the extra mass, the engine bloc has been expanded and two additional engines added. The Naegling is still somewhat sluggish compared to standard Warshields, but it is arguably more heavily armed and armored.
The Naegling has seen little heavy action since its refit, as it remains close to Rum Bay in order to defend the facility. It has, however, seen several incidents of combat against pirates who have entered the sector, still believing that the former pirate base is still in operation. These actions have netted PS/ASI additional salvage(including goodwill from liberating slaves) and intelligence.
PS/ASI has as yet no plans to produce any additional Naegling-class units, due to the expense of producing one from scratch and the focus on more versatile capital units(such as the Webb Hayes-class transports and LaFayette-class cruisers), but lessons learned from the Naegling are likely to be applied to other designs. Of course, PS/ASI COULD produce additional units to the Naegling-spec if so desired(and when capability becomes available), or, more likely, convert older Warshields to the configuration.

Type: PS/ASI-C55(X) Naegling
Class: Cruiser, Armored
Crew: 260 +70 troops and a 40-man aerospace contingent
MDC/Armor by Location:
Main Body 50,000
Bridge 13,800
Hangar Deck 13,000
Plasma Torpedo Launchers(4) 500 each
Long Range Missile Launchers(6) 500 each
Kinetic Kill Rail Cannons(3x2) 500 each
Ion Cannon Turrets(4) 400 each
Rail Gun Turrets(8 ) 300 each
Point Defense Turrets(8 ) 200 each
Tractor Beam Turrets(6) 250 each
Main Engines(4) 12,000 each
*Variable Forcefields 6,000 per side(36,000 total)
*Shield Refresh Rate is 5% per melee

Height: 150 ft
Width: 280 ft
Length: 660 ft
Weight: 125,000 tons
Cargo: 10,000 tons
Powerplant: Nuclear Fusion, w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 2; transatmospheric.
(Sublight) Mach 8.3
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.83% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Not possible
Market Cost: Exclusive to PS/GNE/ASI. If sold or duplicated, could be expected to cost 2.8 billion credits.
Systems of Note:
Standard Starship Systems, plus:
*EW Jamming Systems---In combat, the Naegling will attempt to use its electronic warfare suite to confuse enemy sensors as to the ship’s exact position and activity. This is particularly useful when ambushing pirates, as it keeps target vessels from communicating with any companion vessels that might be in the same system. Communications Jamming has a 10,000 mile range, is 90% effective against civilian systems, and is 65% effective against more sophisticated channel-jumping military communications suites. Missiles and sensor-guided weapons are -4 to strike.

*Tractor Beams(6)----Four are rated for 500 tons dead weight, and two are rated for 1,000 tons, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. They also assist in the initial aiming of the plasma torpedoes.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).

Weapons Systems:
1) Plasma Torpedo Launchers(4) ---PS/ASI doesn’t like to advertise that they have the technology for this weapon, believed to have been developed by the Shemarrian Star Nation, in part due to the fact that they don’t want to jeopardize the still tentative relationship with the SSN(in fact, it’s the other way around; the SSN got the basis for the PTL from PS/ASI, from research into Mechanoid plasma weaponry!).
The Naegling mounts four battery-launchers of this potent weapon.
Range: 25 miles in atmosphere, 100 miles in space
(Kitsune Values: 100 miles in atmosphere, 100,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-8 plasma bolts. Three volleys per melee.
Payload: Effectively Unlimited

2) Heavy Laser Cannons(2)---Restored from the original design.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 2d4x100 MD per single blast, 8d6x100 for both cannons firing simultaneously
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited


3) Long Range Missile Launchers(6)---PS/ASI has replaced the cruise missile launchers with long range missile launchers, saving the hard to get CMs for faster and more agile ‘torpedo-boat’ style heavy fighters and light combatant platforms.
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-8
Payload: 40 missiles per launcher, plus 80 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo capacity holding 12 LRMs)

4) Kinetic Kill Rail Cannons(3x2)---Mounted in main hull turrets positioned on either side of the former Battleram bay, and kept concealed behind armored shutters.
Range: 10 miles(40 miles in space)
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage: 1d4x100 MD per 80 rd burst, 2d4x100 MD double cannon burst, 3d4x100 MD per triple cannon burst
Rate of Fire: ECHH
Payload: 32,000 rds(400 bursts) per cannon before needing reloading from stores(takes about 30 minutes)

5) Secondary Ion Cannons(4)--Given the nature of the Naegling’s anti-piracy deceptions, PS/ASI decided to replace the secondary laser batteries with high powered Ion Destabilizer cannon, with a better chance of disabling ships for capture.
Range:(Palladium)5 miles in atmosphere,10 miles in space
(Kitsune Values) 10 miles in atmosphere, 10,000 miles in space Damage: 1d4x100 MD per blast
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: Five times per melee
Payload: Effectively Unlimited

6) Rail Guns(8 )---Standard Phalanx-style rapid-fire chain guns.
Range: 6,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 200 miles in space)
Damage: 2d4x10 MD per 60 rd burst
Rate of Fire: EGCHH, or 6 attacks per melee in auto mode
Payload: 12,000 rds per gun(200 bursts each)
Radar Targeting Bonus: +3 to strike

(Optional)30mm Anti-Aircraft Flak Cannon---- Heavier automatic cannon with a slower rate of fire, but a heavier shell, modified for space, and mounted in a dual-mount.
Range:10,000 ft in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst. DOUBLE for both cannon firing simultaneously.
Rate of Fire:EPCHH
Payload:1600 rds, 800 rds per cannon
Radar Targeting Bonus: +2 to strike


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


Auxiliary Craft:
10 Aerospace Fighters
20 Power Armors
4 Shuttles
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel GraVex Howitzers
(aka ‘Upsey-Gun’)

“Yes, General Sheckley, for the last hour, the damned geeners have been shelling my forward positions with MANURE. Don’t ask me how they’re doing it, but they’re throwing $#!+ at us, and in enormous quantities. There must be empty stable heaps and latrine pits from here all the way to Burlington! My front lines are being buried under the stuff, and my men are getting pretty upset about it; if we don’t do something, and soon, I don’t think I can rein in some of my more upset personnel. They’re spitting mad and angry-stupid.”
----
“So, a few more salvoes of night soil and then we start dropping the seed?”
“Yep; HQ wants a tangleweed jungle between us and the freequees. That should slow down their armor and infantry something nifty. We’’ll throw in some flower seed as well; the deadboys oughta appreciate that.”

“Sure, Gravex guns are handy in that we don’t have to measure out propellants...just juice the grav-coils and fire away, but we still travel with a heavy artillery train just the same. We know all too well what it’s like to encounter local conditions that prevent gravitic weaponry, and even electrical systems, from working, so we carry around old tube and gunpowder bag mortars. Technically, we’ve got enough weaponry for two to three units our size, and sometimes, we’ll loan out that gear to a local military unit and double or even triple our effective numbers as a result, but mostly we do so as a hedge against being caught offguard if our shiny high-tech gets rendered into so much dead metal.”
----Corporal Geneth ‘Bomber’ Hootenzan, 128th Artillery Brigade, Greater New England Regular Army.

“Yeah, Gravex mortars aren’t cheap, but we save on heavy-duty transports, recoil control, and barrel wear-and-tear, and we get MAJOR throwweight besides. Hell, we can lob aircraft bombs with these things.”


Although Paladin Steel had long had variable caliber weaponry in its ‘Flex Gun’ line and MC artillery pieces, Northern Gun’s NG-C58 Variable Projectile Cannon still caught them offguard and inspired in them a tinge of envy they hadn’t thought of it first. Naturally, PS engineers set out to imitate and improve on the design for their own production, but couldn’t just copy the weapon, given the recent uncharacteristically cooperative relationship between the two normally chill rivals, during the Minion War.
Fortunately, technology exchanges with their offworld trade partners, and data dumps from their Three Galaxies’ branch, Aegis Stellar Industries, gave PS a new direction to take the project. Expanding on their work on gravitonics and G-weaponry, ASI had been working on a lager caliber massdriver system, using gravitonics in place of magnetics.
The first weapon of the new series is the GraVex-1 howitzer, a short-barrel, large-bore, howitzer-mortar that uses a shaped gravitational vortex to repel payloads on ballistic trajectories. The weapon is powered by a rechargeable battery or direct link to a powerplant. To offset its recoil, the GraVex-1 generates a ’buffer’ gravitonic wave to counter its own recoil; this allows the weapon to be used on lighter-framed platforms and vehicles without the need for reinforced frames or having to deploy stabilizers or shock-absorbing pylons.
GraVex cannon are much more expensive to produce and maintain than conventional chemical propellant artillery and the pneumatic NG-C58, but GraVex weapons are far more versatile. Because they don’t need to act on ferric projectiles, GraVex guns can throw just about anything, including wood, ceramics, plastics, paper, and other assorted materials. Units with GraVex cannons have even been accused of throwing their garbage and latrine contents at opponents.
For their part in inspiring this design, Northern Gun, while still quite proud of their NG-C58, are quietly quite jealous of the more advanced technology behind the GraVex-1.
With data and good reviews coming from the field deployments of the GraVex-1, Paladin Steel quickly scaled up the design and produced the more powerful 11-inch GraVex-2 and 12-inch GraVex-3.
The Minion War saw major deployments of GraVex artillery, as fast as the weapons could be produced and suitable mounting platforms found. Anti-Infernal actions saw howitzer-loads of everything from Eldrencher napalm to wood splinters and cold iron shavings dumped on enemy troops.

Weight: (GraVex-1)1,852 lbs
(GraVex-2) 12 tons
(GraVex-3) 16 tons
Caliber: (GraVex-1)10 inch (250mm)
(GraVex-2) 11 inch (280mm)
(GraVex-3) 12 inch (305 mm)
Range: (GraVex-1)2,100 yards
(GraVex-2) 11,000 yards
(GraVex-3) 15,000 yards
Damage: (GraVex-1)
*(155mm-100 lb shot)High Explosive(HE)---- 3d6x10 MD to 50 ft radius
*High Explosive Anti-Tank(HEAT)---- 4d6x10+20 MD to 10 ft radius
*Fragmentation---2d6x10 MD to 60 ft radius
(Incendiary “Hot-Grape” Version)---Does an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
*Plasma----- 1d6x 40+10 MD to 50 ft radius

(GraVex-2)
*250-lb GP Bomb----2d4x10 MD to 50 ft blast radius
*500-lb GP Bomb----4d4x10 MD to 60 ft blast radius
*Fragmentation---2d4x10 MD to 80 ft radius
(Incendiary “Hot-Grape” Version)---Does an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
*Plasma----- 1d6x 40+50 MD to 60 ft radius

(GraVex-3)
*750-lb GP Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb GP Bomb----1d4x100 MD to 70 ft blast radius
*’Bunker-Buster’---This is a mortar bomb with a reinforced nose that spins to face the ground, then engages a rocket-booster to accelerate into the ground, adding a +2d4 MD for the extra speed assist in penetration.
*Fragmentation---2d4x10 MD to 90 ft radius
(Incendiary “Hot-Grape” Version)---Does an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
*Plasma----- 2d4x 40 MD to 70 ft radius

TW ordnance is also increasingly common and available for GravVex rounds.

Rate of Fire: (All) Single Shot. Rate of fire depends on available power and the speed of the reloading mechanism.
Payload:(All) 1
Special Features:(All)
*NO Recoil---The weapon lacks recoil due to the CG-plates generating a counter-gravitonic pulse to damp out recoil. This allows for a lighter overall weapons system.
Cost: (GraVex-1) 3.7 million credits
(GraVex-2) 6 million credits
(GraVex-3) 10 million credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel/Aegis Stellar Industries PS/ASI-(S)BB01 ‘(Emperor) Joshua Norton’ Space Battleship
(aka ‘J-Nort’)

“Yes, we noticed that your defense station seemed to be ....rather lacking, from what we could tell of what was left of it. Our condolences for your missing station crew; I’m sure they put off a valiant fight. From what we’ve heard, though, that was a SMALL pirate band that jumped your defenses. And where the small fry go, bigger predators often follow. You wouldn’t happen to be interested in acquiring something more...substantial? Like maybe some battleship-level firepower on a mobile base? We happen to have a few designs on our books and ships in stock...”

“If having lots of firepower to throw at opponents is an indication of success, I’d say the Norton-class battleships are a successful design. However, a battleship is more than just lots of firepower. It has to be a fully integrated weapons system, a balance of attributes and capabilities. That’s where the Nortons begin to break down.”

“Targeting scanners?! From where?! HOW many weapons just came active on that big transpo--?!”
---Last words of pirate flotilla leader encountering a J. Norton on the Rim.

The ‘Joshua Norton’ is an attempt by Paladin Steel/Aegis Stellar Industries to build a battleship, and on the cheap, too. Though PS/ASI/GNE had no immediate foreseeable need for heavy-end warships, lacking a planetary territorial base large enough to require such firepower, the emergence of the United Systems Alliance, of which PS/ASI/GNE was a major contributor, promised a future need for capital ships. The Joshua Norton was undertaken as a stopgap design for a heavy mobile weapons platform that could be assembled from existing components. The design was given new priority when it was clear that the desired vessel, the Providence-class battlecruiser, was in Development Hell, suffering delay after delay.
The Joshua Norton is built on the reinforced frame of a ‘Goethals’ Heavy Transport, Ringing the main core hull are eight hulls of Barong-class Corvettes, virtually complete, save for their engines and FTL drives being removed. Gaps in between the hulls are plugged with weapons and sensor modules from other ship-lines. This modularity makes the J.Nortons easy and fast to refit and repair, while the sheer number of plug-ins gives the ships a tremendous amount of potential firepower throw-weight. The main engine has been lengthened and enhanced with a secondary booster ring that increases the CG factor for greater thrust.
Despite, or because of, Paladin Steel’s efforts to make the Joshua Norton on the cheap and fast, the design naturally suffers a few problems.
The major complaints about the Joshua Norton is that despite its beefed-up main drive, it lacks the sharp acceleration and agility of vessels built from the start as warships. Another complaint is with the incorporation of the Barong hulls, minus their engines, but complete with powerplants and shields. Although this gives the ship’s shields and weapons a great degree of redundancy, despite exhaustive sim-work, the separate shielding systems could not be made to work synchronically with each other, leading to gaps and lags in coverage. It was not until PS/ASI completely reworked the shield communication algorithms that the problem was resolved, but not before several delays that threatened to put the program into a Development Hell of its own. Similar, but lesser, problems occurred with getting the various fire control systems to work with each other, and PS/ASI shipfitters soon discovered that the original ‘plug and play’ hopes of ship construction were overly-optimistic, and a new software team brought in to rewrite the design’s computer code specifically for the J.Nortons. Still, the J.Nortons retain an eight-shield configuration that disconcerts starship engineers more familiar with the more common six-shield projection system.
Other problems with the design are a lack of integral fighter complement, and an unorthodox internal access design dictated by the configuration of components. Crews more used to the definite up-down designs made possible by planar artificial gravity, often find themselves confused by the multitude of counterintuitive gravity directions aboard a Joshua Norton, and crewmen unfamiliar with the internal configuration have become lost just trying to report to their stations.
Despite these early problems, the J. Nortons have attracted a surprising amount of interest from members of the United Systems Alliance. These spacegoing ‘arsenal ships’ are seeing initial deployment as system defense ships and orbital fire support carriers. Because of PS/ASI’s earlier armed conversions of the Brunel and Goethals class heavy transports, the J.Norton is also often mistaken for a heavy interstellar transport or tender, and several times enemy vessels have foolishly closed into range, underestimating the amount of firepower the ‘transports’ are really packing.

Type: PS/ASI-(S)BB01 Joshua Norton
Class: Space Battleship
Crew: 550
MDC/Armor by Location:
Main Body 30,000
Engines 8,000
Bridge 2,000
Heavy Particle Beam Cannon Turrets(2) 600 each
Weapon Hulls(8) 5,800 each
Medium Turrets(8) 450 each
Point Defense Turrets(80) 80 each
Weapons Pods: (28) 1,000 each
Hangar Bays(4) 1,000 each
Forward Ablation Shield 11,000
Variable Forcefield (8 ) 2,500 each (20,000 total)

Height: 300 m(990 ft)
Width: 300 m( 990 ft)
Length: 800 m( 2,640 ft)
Weight: 500, 000 tons
Cargo: 20,000 tons in core cargo bays. Additional cargo can be carried in external pods, but that would mean sacrificing weapons/hangar pods.
Powerplant: Nuclear Fusion, w/ 50 year energy life
Speed:
(Atmosphere) Not Possible
(Sublight) Mach 7
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.7% of light speed per melee)
(FTL) 5.6 light years per hour
(Underwater) Not Possible
Market Cost: 12 billion credits
Systems of Note:
Standard Starship Systems, plus:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars---Maximum Resolution Range of 4 million miles

*Gravitic Sensors----55 million mile range
*Neutrino Detection----55,000 mile range
*Tachyon Radar---3 million miles

*Communications Suite:---Long Range Radio and Video

*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 200,000 miles.--For tight-beam communications, ship to ship, or ship/surface. The Laser can even be modulated to the blue-green for communicating with submerged vehicles.

*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.

Weapons Systems:
1) Heavy Particle Beam Cannons(2, 2 forward)---These are the big guns of the Hayes heavy transport, and have been adapted for the J.Nortons, but their slow rate of fire limits their effectiveness. They are typically used to engage small enemy spacecraft such as destroyers and frigates that get too close, hoping to incapacitate them with a single hard-hitting shot, or at least dissuade them to back off.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 1d6x1,000 MD per blast
Rate of Fire: Once every two melees/30 seconds
Payload: Effectively Unlimited


2) Dual-barrel Medium Laser Turrets(8)---These are part of the original Barongs, only the original single barrel dorsal and ventral turrets have been combined into a single larger dual-barrel dorsal turret.
Range: 14 miles in space
(Kitsune Values: 14,000 miles in space)
Damage: 1d4x100 MD per single barrel, 2d4x100 MD per double-barrel blast
Rate of Fire: Twice per melee
Payload: Effectively unlimited

3)Point Defense Turrets(80)---- Standard energy-based PDS.
a) Laser PDS
Range: 4 miles in space
(Kitsune Values: 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited

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

4) Weapons Pods (28)---The main teeth of the J. Nortons are their rings of modular podded systems arranged in two tiers, each just aft of the weapons/Barong hulls. While these can swapped to customize the battleship for specific missions, including troop and fighter transport, generally they maintain a mix of energy weapons and missile launchers.
This system gives the J. Nortons the potential for carrying incredible amounts of firepower, and the use of independent powerplants and fire control in each pod means reduced chance for ship-wide shutdowns from damage, but the configuration also means challenges for system integration .

Heavy Pods
a) Habitat Module---Can accommodate up to 200 people. Independent life support(good for up to eight months). If so desired, at extra expense, the Habitat Module can be built with its own independent propulsion system(maximum speed of Mach 3), and can make planetary reentry on its own. On the J. Norton, this is sometimes used to deploy Stelmarine units, the detached pods serving as combat reentry capsules and ground bunkers.

b) Hangar Pod---Holds enough space for 2 medium shuttles or 4 fighters

c) Point Defense Module---Holds an array of PDS systems, missile launchers, and a separate powerplant to power them all.
*Rail Guns(4)
Range: 2 miles in space
(Kitsune Values: 200 miles in space)
Damage: 2d4x10 MD per 60 rd burst
Rate of Fire: 6 attacks per melee
Payload: 12,000 rds per gun(200 bursts each) with 5 reload drums per gun(drum changes out in 5 minutes). Additional drums are available in cargo, and can be loaded in 15 minutes(an ammunition drum weighs 1 ton).
Advanced Targeting Bonus: +3 to strike
*Laser Cannon(4x2)
Range: 4 miles in space
(Kitsune Values: 400 miles in space)
Damage: 2d6x10 MD per single blast, 4d6x10 MD per double blast
Rate of Fire: EGCHH, or 7 per melee on automated mode.
Payload: Effectively unlimited
Advanced Targeting Bonus: +4 to strike
*Mini-Missile Launchers(2)
Range: Varies by Missile Type
(Kitsune Values: 2 miles in atmosphere, 100 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-20
Payload: 400 missiles per launcher, 800 total, plus 400 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo capacity holding 96 MMs)
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike


d)Medium Range Missile Launchers(2)
Range: Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-30
Payload: 240 missiles each launcher, plus 500 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo capacity holding 24 MRMs)

e) Long Range Missile Launchers(2)
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1-25
Payload: 600 LRMs per pod, plus 500 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo capacity holding 12 LRMs)

f) Medium Lasers(4)----Pod mounts turreted cannon, as well as its own fire control and dedicated powerplant.
Range: 16 miles in space
(Kitsune Values: 16,000 miles in space)
Damage: 2d6x100 MD per blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

g) Heavy Lasers(2)----Pod mounts turreted cannon, as well as its own fire control and dedicated powerplant.
Range: 80 miles in space
(Kitsune Values: 80,000 miles in space)
Damage: 1d4x1,000 MD per shot
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited

h) Medium Particle Beam Cannons(4)----Pod mounts turreted cannon, as well as its own fire control and dedicated powerplant.
Range: 14 miles in space
(Kitsune Values: 14,000 miles in space)
Damage: 4d4x100 MD per blast
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited

i) Heavy Particle Beam Cannons(2)----Pod mounts turreted cannon, as well as its own fire control and dedicated powerplant.
Range: 60 miles in space
(Kitsune Values: 60,000 miles in space)
Damage: 1d6x1,000 MD per single blast, 2d6x1,000 MD per double-barreled blast.
Rate of Fire: Once every melee
Payload: Effectively Unlimited

j) Heavy Rail Guns(1x3)
Range: 80 miles in space
(Kitsune Values: 40,000 miles in space)
Damage:(Exploding/Fragmenting Fletchette): 5d6x10 MD to anything caught in a 120 ft wide cone/’cloud’----Targets are -2 to dodge the ’shotgun spread’
(Penetrator): 2d6x100 MD
Rate of Fire: Four times per melee
Payload: 100 rds per cannon, reloading from the cargo hold takes 1d6 minutes( 500 tons ammunition storage, 1 ton of cargo per 12 rounds)

k) Eight-Inch Six-Barrel Rail Gun Gatling(1)----This massive weapon was first fitted as the main armament of the Sangu-class destroyers, and earned a reputation as a ‘Kitty Spanker’ for its ability to shatter Arkhon vessels. A turreted pod mounting one of these guns and a generous supply of ammunition is available to be fitted.
Range: 40 miles in space
(Kitsune Values: 20,000 miles in space)
Damage:(Armor-Piercing Long Rod Penetrator)---- 5d6x10 MD to 40 ft radius per single shot
(High Explosive)---4d6x10 MD to 50 ft blast radius
(Plasma)-----2d4x 50+30 MD to 80 ft radius
Rate of Fire: Six shots per melee
Payload: Has 1,200 rds ready to fire


l) Long Lance Missile Pod----Before PS/ASI acquired the ability to make/acquire reliable supplies of 3G cruise missiles, they made do with their own SLBM-sized heavy missiles. The effort wasn’t entirely successful; the weapons have the range and warhead yield, but lack the advanced targeting and AI systemry of their galactic counterparts. To compensate for their lack of accuracy, PS mounted the heaviest nuclear warheads they had in their arsenal, in the Long Lance II missiles . These weapons are designed strictly for deep space use, and are NOT for use on surface targets; such use is BANNED by PS/VFS/GNE policy. Each Long Lance pod gives the J.Norton the missile capacity of a smaller and earlier Falx missile destroyer.
Range: 1,000 miles(4,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Rate of Fire: Volleys of 1,2,3,4, or 6
Payload: 12 missiles

(Option) PS Long Lance IV---The Long Lance IV is the next generation heavy anti-spacecraft missile from PS, and was developed after the abysmal failure of most of the launched Long Lance IIs to reach the target during the Dreadnought Crisis . This SLBM-sized weapon is smarter, heavier, and carries its own ECM and countermeasures decoy launchers to give it a better chance of penetrating a target’s defenses. The Long Lance IV is available to both the Falx and the Javelin-class cruisers.
Range: 1500 miles(6,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Bonuses/Special:
*ECM----The missile has its own expert system and EW transmitters for jamming enemy radar, as well as evading their sensors. The missile is -6 for guided weapons to strike. 60% chance of evading radar detection to begin with.
*Flare/Chaff Launchers(1, 6 bundles)
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees

m) Cruise Missile Launch Pod----As PS/ASI’s ability to acquire/manufacture Galactic-style Cruise Missiles in quantity grows, the weapons are expected to become more common on their spacecraft.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1, 2, 4, 5, or 10
Payload: 120 missiles per pod


Auxiliary Craft:
8 shuttlecraft

Variants
* PS/ASI-(S)BB01B---A proposed upgrade of the Joshua Norton would replace the Barong-hulls with the mission module secondary hull pods from the PS/ASI-SCG-17 LaFayette Light Cruiser line. This would increase the armor protection of each section from 5,800 to 11,000 MDC each, but would require some refitting of the ‘footing’ of each new module to install new power and forcefield generators, PDS hardpoints, and crew accommodations. The new pod hulls would retain the ten PDS turrets(which would be moved to the mounts), but could accommodate heavier ordnance.
*’B’-Barracks Pod---Adds passenger capacity, housing up to 120 passengers in diplomatic comfort, or 320 troops in more spartan accommodations.

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

*’D’-Drive Pod----Removes hangar capacity in favor of an additional engine section, acting as auxiliary engines and boosting the ship’s sublight speed to Mach 9. MUST be mounted in pairs.

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

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


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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


*’S’-Sentry Pod---Holds an advanced long range sensor system. The ship can now pick up on vessels moving at FTL up to 30 light years away, and vessels moving through normal space up to 1 light year away.

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

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

“Y”-Pod---Special designation given to a ventral hangar or drop-pod holding a large submersible vehicle that can be deployed from the ship. Reports that several examples have been used to deploy combat submarines on worlds of the TGE contested by the FWC, or Golgan worlds (especially those contested by nationalist movements) remain unsubstantiated.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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ZINO
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Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Paladin Steel Storefront

Unread post by ZINO »

Paladin Steel/Aegis Stellar Industries PS/ASI-(S)BB01 ‘(Emperor) Joshua Norton’ Space Battleship


wow
let your YES be YES and your NO be NO but plz no maybe
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Lefow(Thundercloud)---PS Trading/Manufacturing Colony

“Lefow’s starkly beautiful, especially early in the morning and late in the day, when the sunrise is shining through the mists and off the looming towers, and at sunset, when those same towers cast long shadows across the land. Of course, the melancholy contemplating times and people long lost can get to a fella, so most folks rotate out to the croplands when looking and sighing at the ruins gets a little too much.”

Lefow is a terrestrial world in the Thundercloud that has been opened to colonization. Paladin Steel/Aegis Stellar Industries is one of several commercial concerns that have staked claims and established a presence on the planet.
Lefow is considered to be a prime real estate territory despite the presence of extensive ruins on the planet, and the generally depleted state of the local geology and ecology. The Lefow landscape is dominated by the towering remains of a once extensive planet-wide urban development; giant brooding structures of megadamage ceramic tower over the land, and a network of roads and bridges crisscross the terrain. Believed to have once been giant arcology towers, the structures are now empty shells, inhabited only by colonies of local animals. Little remains of smaller, more delicate artifacts that might tell who the original inhabitants of Lefow were, but most archaeologists believe that they were humanoids roughly twice the size of humans, judging from the design of the structures. The absence of extensive remains of other technologies suggests that Lefow may have been looted by subsequent visitors to the system, those visitors not staying long enough to establish colonial presences.
Most of the new colonial activity takes place in the highlands of Lefow, away from the larger urban ruins. What were once clearly agricultural lands are being re-openned, and several of the connecting roads refurbished and used as transportation arteries by the new colonists. In a controversial move, several of the companies granted colonization rights have begin mining the ruined towers for their tough ceramic. The mining operations have been defended by the participants who cite that the planet’s natural mineral resources have been largely played out by the previous tenants.
Paladin Steel maintains a small enclave and colonial outpost near one of the smaller suburban ruin clusters, and has its regional HQ built into one of the refurbished towers. The outpost mostly sells equipment to the other colonists and corporations on the planet, and serves as a way station and communications relay office for other PS/ASI outposts further up and down the galactic arm. PS Lefow also employs a few scientists and engineers researching the materials(especially the ceramics and superconductors, which are of particular interest to Paladin Steel) used by the prior inhabitants of the planet. The colonial land allotment is separate from the sales outpost(although some sales are undertaken and some inventory is stored there) and consists mainly of farmland and some civilian housing.
Lefow is generally regarded as a backwater world with only modest potential. Most settlers immigrating to Lefow see it as a stable place to set down roots and make a living tilling the earth, not a fortune in minerals or manufacturing. Among galactic tourists, Lefow is gaining a reputation of being a ‘melancholy stopover’, with most travellers visiting to walk among the footings of the past civilization.

Size: Modest: 600 employees, plus another 9,000 colonists.
Type: Trading Post/Light Manufacturing
Security: Light; about two dozen full-time company constabulary.
Contact: Monthly; about 2-3 times a month, convoys from Amberjin manage to drop by Lefow to resupply and drop off new inventory/materials.
Products:
Agricultural equipment, civilian utility vehicles.

Solar System(Lefoein Zador Prime XXI)
Number of Stars: 1
Types of Stars: Orange Dwarf
Number of Planets:
- Gas Giant---Elefzee A, ‘Hot gas giant’.
- Asteroid----Possibly a displaced moon of the two gas giants.
- Gas Giant---Another ‘hot gas giant’
- Asteroid---Believed to be a former moon of one of the gas giants, flung out from the inner system.
- Terrestrial(Lefow)---The system’s lifeworld.
- Terrestrial----Elefzee Six. A dusty, dry, Mars-like world. Recently started attracting attention with the discovery of ancient ruins similar to those on Lefow, suggesting that the same culture had at least interplanetary capabilities.
- Gas Giant----Elefzee Seven. This outer cold gas giant acts as a ‘sweeper’ for the rest of the system, picking up stray stellar debris. Its twenty small moons are attracting some attention as possible mining sites and interstellar stopovers for starships traveling further down the galactic arm.

Planet(Elefzee Five/Lefow)
Type: Rocky, terrestrial
Diameter: 11,000 km
Gravity: Light; 0.8 Earth normal
Temperature: Temperate; Average temperature is cooler than Earth’s, on average about 3 degrees colder.
Unusual/Special Features:
Atmosphere: Terrestrial, thin, but still breathable.
Terrain: Varied; dominated by many large flatland plains, two mountain chains, and several large plateaus. There is evidence to suggest that Lefow is not particularly tectonically active, and may be slowly cooling down, with regards to landmass building and geological upheaval.
Notable Mineral Concentrations:
- Cobalt
- Lead
- Magnesium
- Wolframite
- Asbestos
- Diamond
- Quartz
- Talc
Hydrosphere: Moist. 65% of the planet’s surface is covered in open water.
Biosphere: Moderate
Lefow’s biosphere shows signs of having recovered from extensive over-exploitation in the past. Both the genetic and fossil records indicate periods of past bio-diversity that ended supposedly during the height of occupancy by Lefow’s previous inhabitants. A number of opportunistic species, and presumably vermin, have since diversified to fill empty ecological niches. A number of widespread plant species show signs of having been bio-engineered, then ran feral and mutated when Lefow was abandoned.
Civilization:
Colonial, but the ruins show that it was once home to an extensive technologically-advanced society.
Population:
About 2 million colonists currently reside on Lefow.
Technology:
Colonial; generally a generation or two behind the core worlds of the CCW and TGE
Economy:
Primarily agricultural, with some harvesting of superhard ceramics and artifacts from the ruins.
Wealth:
Can be considered to be Average; the economy is slowly getting started, but there’s just not a lot to get people excited about. There’s enough colonial starter resources coming in to bolster the economy, and they have reserves against crop failures, but barring some unexpected catastrophe or discovered windfall, most experts predict a slow, but steady, long term growth towards self-sufficiency.
Government:
Syndicate---The colonies on Lefow are currently run by their respective sponsoring corporations. Overall coordination between the various groups is overseen by a CCW proconsul.
Law Level:
Moderate; the various enclaves have a good general legal system set up, but there are some disagreements, especially with some of the private enclaves wanting to be left alone. There’s also been some disagreement about claim-jumping achaeological sites, and complaints that several worlds are using unprepossessing Lefow as a ‘dumping ground’ for their low-level convicts. There’s also some concern that at least one organized crime cartel may be active around Lefow’s spaceports, looking to run them as a secure transit hub for smuggling to other more prosperous worlds in the Thundercloud.
Popularity:
Ambivalent; there’s some chafing between the colonists, the corporations, and the government oversight groups, but nothing approaching rebellion or crackdown levels.
Stability:
Stable; there’s not a whole hell of a lot to get worked up about on Lefow, between the corporations trying to make a profit off the world, and the colonists trying to eke out a living. There is some tension between the archaeologists and the corporates about digging into the ruins and selling off the diggings.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

TW Waders

“You wanna hook the big ones? Well, come prepared to face some serious hazards, because the big ones don’t come easy. Part of the sport is seeing if you got what it takes to stand in water up to your waist looking to snare your prey, while knowing that below the water, something’s doing the same, with you as the catch of the day.”

TW Waders are magically protective clothing for working in shallow water, such as swamps, river banks, ponds, and tidal areas. These chest-high garments are made of waterproof megadamage fabrics, and are enchanted with the following spells:
-Travel Above Water--- Expensive, but this spell allows the wearer to get up on TOP of the water and walk or run without getting wet or being bowled over by waves.
-Repel Animals---This spell is handy on Rifts Earth for repeling waterborne predators such as sharks, giant leeches, alligators/crocodiles, and even larger animals like hippopatomi.
-Rubber Legs---A Ludicrous Mage spell added for escape capabilities.
TW Waders can be powered by a PPE battery/amulet inserted into a watersealed pocket on the chest, or by the wearer’s own PPE, if they have sufficient reserves.
Despite their expense, TW Waders are popular with fishermen, boatmen, and adventurer-explorers.
Weight: 9 lbs
MDC: 30(effective A.R. of 17, as the shoulders, head, and arms are still expsed). Can be worn over other forms of armor, as long as the underarmor doesn’t have projections or features that might hang up on or damage the waders.
Range:(Travel Above Water) Self
(Repel Animals) 30 ft radius
(Rubber Legs) Self
Damage/Effect:(Travel Above Water) The wearer can walk or run 1-6 inches above the water’s surface as if on dry land.
(Repel Animals) Instantly repels all animals in a 30 ft radius of the wearer. The animals will stay away for hours.
(Rubber Legs) • The spell enables the caster (or those in range) to leap great distances; the character can leap 56 ft. The leap is with a big “BOING” sound and lands with a ‘SQUISH’ noise.
• In running this spell triples the runner’s speed attribute.
• In combat the enchanted person can kick a target 3 yards away.
Payload:(Travel Above Water)15 PPE for 8 hours
(Repel Animals) 4 PPE
(Rubber Legs) 18 PPE for 28 minutes
Special Features:
*Waterproof
* One-Size-Fits-All(Elastic adjustable)
* Integral Boots with no-skid treaded bottoms
Cost: 420,000 credits
Options:
Can be fitted with watersealed pockets on the front and sides for holding items, and mounting pockets for chemical repellents.

*Climb(Spell)---For 16,000 credits, this spell can be added, that allows the wearer to run up and shimmy up jetties, coastal cliffs, riverbanks, and boat hulls at 60-98% proficiency. 2 PPE buys 15 minutes of climbing duration.

*Chemical-Resistant Fabric---This is a woven outer shell of chemically-resistant/repellent fabric that protects against corrosives(do HALF damage), staining agents, and toxic wastes. Also allows for quick clean-ups with a quick hose-down. Good for workers in HAZMAT, shipyards/harbors(where oil and other substances may contaminate the water), and sewer workers, Cost: +7,000 credits.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
wildfire142
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Re: Paladin Steel Storefront

Unread post by wildfire142 »

Just a quick update on the pdf, I am keeping up with the new stuff posted :) though my free time has vanished with a night class English course, an open uni course and a new job with a daily 140 mile round trip commute, roughly a 2 hour drive each way if traffic is good :)

I hope to have a new pdf up by the end of the month :)
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taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
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Re: Paladin Steel Storefront

Unread post by taalismn »

wildfire142 wrote:Just a quick update on the pdf, I am keeping up with the new stuff posted :) though my free time has vanished with a night class English course, an open uni course and a new job with a daily 140 mile round trip commute, roughly a 2 hour drive each way if traffic is good :)

I hope to have a new pdf up by the end of the month :)


Take your time...if you have to balance all that(and congrats on it), best to secure RL and serious regenerative downtime before working on this. :wink:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
wildfire142
D-Bee
Posts: 49
Joined: Tue Apr 14, 2009 5:45 am
Location: Nortn East Scotland

Re: Paladin Steel Storefront

Unread post by wildfire142 »

taalismn wrote:
wildfire142 wrote:Just a quick update on the pdf, I am keeping up with the new stuff posted :) though my free time has vanished with a night class English course, an open uni course and a new job with a daily 140 mile round trip commute, roughly a 2 hour drive each way if traffic is good :)

I hope to have a new pdf up by the end of the month :)


Take your time...if you have to balance all that(and congrats on it), best to secure RL and serious regenerative downtime before working on this. :wink:


Thanks life's busy but there is always time to relax with a good game :)
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taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

wildfire142 wrote:
taalismn wrote:
wildfire142 wrote:Just a quick update on the pdf, I am keeping up with the new stuff posted :) though my free time has vanished with a night class English course, an open uni course and a new job with a daily 140 mile round trip commute, roughly a 2 hour drive each way if traffic is good :)

I hope to have a new pdf up by the end of the month :)


Take your time...if you have to balance all that(and congrats on it), best to secure RL and serious regenerative downtime before working on this. :wink:


Thanks life's busy but there is always time to relax with a good game :)


We don't stop playing because we grow old; we grow old because we stop playing.-George Bernard Shaw
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by taalismn »

The Farragut-class seems to be one of those ‘missing memory’ posts in that it is refered to, and I thought I’d created and posted something, but which apparently never really existed except in offhand reference...so, here, to keep up.....

PS-Fg-03 Farragut-Class Naval Frigate

“Yes, we lost several ‘guts off Long Island...damned Horune raiders were just too fast, skimming over the water for our trimarans to keep up with them...but when we could get a bead on them with spotters, we could keep them at a distance. None of this close-in spit-in-the-eye range stuff, but several MILES’ breathing room. At that, the Farraguts could hold their own. Massed missile and gun fire...even that shell-armor the five-eyes dream up has to feel it. And once we began supplying our ships with smart munitions and enhanced warhead payloads, we could hurt them even more, making closing with us a lot less attractive. Eldrencher shells were like acid on styrofoam when they hit the ‘runies. Burned their eyes and bird-meat extra-crispy. Horunes learned to give our slow-movers PLENTY of space after we torched a dozen or so of their ships that way. Of course, that suited us just as fine too, since we started sending sea-skimmers and flying bombs after ’em.”
---Chief Petty Officer Calfax Honagun, GNEN

“Yeah, secondary batteries came back big with the Coming of the Rifts. You’d be surprised now much ammo a ship like a Farragut uses up on just station-keeping, just repelling zomba. Damned sea snakes love trying to squirm aboard and grab a bite to eat, if not for the gunners constantly blasting them off. Same for dragonfish and storm riders. Unless the ship’s got zappers, though, the supply officers get migraines looking at the light ammunition requisitions after a deployment.”
---Captain Iex Frankel, GNENSS Weymouth

The Farragut-class naval frigate is an older Paladin Steel design for a high-endurance, sea-going warship that could patrol Greater New England’s waters, guard its approaches, and escort maritime commerce. It is a reliable design that was laid down soon after the more conventional Hudson and Agin designs, but before the StormSkimmer became operational.
PS engineers chose a trimaran design, combining aspects of several successful pre-Rifts vessels of the same type. The trimaran configuration was chosen for its stability, allowing the ships to loiter at sea longer and intercept the GNE’s enemies at sea further out from its territorial waters. A choice of powerplants was agreed upon, allowing for both defense budget fluxuations and possible export sales. Weapons configuration is based around a mix of ranged combat and point defense, with several systems being modular to allow for limited customization and rapid repair/upgrade. The ship is also well-armored for its weight class, with particular attention given to protecting key locations.
Overall the Farraguts are good sea boats and multipupose jack-of-all-trades vessels, with modest capability in a number of operational roles. However, the design is flexible enough that specialized variants can be quickly modified from the basic plan, and systems easily updated as newer technologies become available.
Farraguts have a long history of stalwart service with the GNEN, being a mainstay of the nation’s naval squadrons. Though the ships found themselves outpaced by faster opponents such as the Horune, the class remained in production when their presumed replacement, the StormSkimmer, showed its own weaknesses by way of mountiing overly light armament. Farraguts often serve as ‘motherships’ for squadrons of lighter craft, such as Wave Runners, Agins, and Thornes, escorts for Casablanca and Haven CVs, or as exploit units for slower ships just as the Hudson and Fletcher DDs. The GNE Coast Guard also operates several, as does the Exploration Corps.
The Farragut design is also available for export/offworld sale(below systems may vary, according to customer specifications).

Type: PS-Fg-03 Farragut
Class: Frigate
Crew: 56 +40 troops
MDC/Armor by Location:
Main Body 5,500
Bridge 550
Forward Gun Turret 400
VLS Array 500
Secondary Turrets(4) 200 each
PDS Turret 150
Sensor Mast 400
Helipad 300
Height: 48 ft mast-top, 15 ft draft
Width: 120 ft
Length: 460 ft
Weight: 3,560 tons
Cargo: 250 tons
Powerplant: Gas Turbine(w/ 5,400 mile range) or Nuclear Fusion(w/ 25 year energy life)
Speed: 48 knts
Market Cost: 120 million credits for Gas Turbine, 175 million credits for nuclear
Systems of Note:
Standard Ship Features, plus;
*Long Range Radio---500 miles
*Long Range Radar--500 miles
*Sonar---Depth gauge and detection; 50 mile effective range
*Towed Array Sonar---1,000 ft of sensor-lined cabling can be reeled out behind the ship. TAS also has the advantage of being able to look under thermoclines that deflect normal surface-carried sonar sets. Effective sonar range of 100 miles.
*Fire Control System---The Farraguts mount an advanced fire control system for directing the main guns...With the bridge and main mast intact and functional, the main guns can be slaved to the fire control system and get a +2 to strike. The secondary guns can also be tied in, but due to their mountings and independent targeting system, only get a +1 to strike.
*Hull Degausser---This system can be used to periodically de-magnetize the hull, loosening the grip of magnetic-attachment limpet mines, and reducing the effectiveness of magnetically-triggered ocean mines in detecting the vessel and detonating.
*Closed-environment Life Support System---If necessary, the frigates can seal up, and recycle their air for up to a week.
*Desalination Gear---The frigates, in addition to having their own onboard fresh water supply, have a desalinator for producing fresh water from salt water.
*Search Lights(4)----10,000 ft range. IR and normal light.
*Lifeboats---The Farraguts sport four 20-man heavy lifeboats(250 MDC each, 20mph electric motors), and inflatable rafts (30-150 MDC each) for 120% of crew complement.

Weapons Systems:
1)Forward Gun Turret(1)--- A modular installation allows for several weapon types to be fitted.
a)5-Inch(127mm) Gun
Range:17,575 yards* in a surface role, 37,200 feet in anti-aircraft mode
(RAP/Rocket-Assisted Projectile) 23,770 yards
(*Note: It would take over a minute for shot to hit the target at maximum range...est. 68 seconds)
Damage:
(Fragmentation) 6d6 MD to a 35 ft radius
(High Explosive-Armor-Piercing) 1d6x10 MD to 12 ft blast radius
(Plasma)2d4x10 MD to a v 30 ft blast radius
(Flare) Burns for 1d4 minutes, illuminating a 2,000 ft area
(Chaff Round)Spreads radar-disrupting chaff similar to Triax-type chaff
Rate of Fire: 3 rds per melee
Payload: 380 rds available
Cost: 360,000 credits

b)100mm LB Massdriver Cannon (PS-MDJ100L)
Range:(Direct Fire) 36,000 ft (7.2 miles)
(Indirect Fire) 90,000 ft(18 miles)
Damage:High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range
Rate of Fire: Six times per melee
Payload: Magazine capacity each gun for 420 shells
100 mm AP shell weighs 25 lbs( 80 shots per ton)
Cost: 800,000 credits

c) Double-Barrel Naval Laser
Range: 8 miles
Damage: 1d6x10 MD rapid-fire burst
Rate of Fire: EGCHH
Payload: 160 shot battery capacity(recharges at 10 shots per hour). Effectively unlimited if nuclear-powered.
Cost: 3 million credits

d)Particle Beam Cannon Turret----Modified versions of Orbital weapons
Range: 12,000 ft
Damage: 3d6x10 MD per blast
Rate of Fire: 4 times per melee
Payload: 160 shot battery capacity(recharges at 10 shots per hour). Effectively unlimited if nuclear-powered.
Cost: 3 million credits

2) VLS Missile Launcher------Immediately aft of the forward turret and set flush in the deck, this is a versatile multi-cell Vertical Launch System unit, consisting of 16 cells, ready to fire.
a) MRMs----6 per cell

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

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

d) Shrike III ‘Brilliant’ antiaircraft missiles.
Range: 75 miles
Damage: 3d4x10 MD to 50 ft blast radius
Bonus: +7 to strike
Payload: 6 per cell

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

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

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

3) Secondary Turrets(4) ---Mounted on the sides of the deckhousing are four dual-purpose modular weapons turrets, meant for both point defense and surface combat.
a)20 mm Rapid-fire Cannon--- Typically operated by a two-man gun crew(gunner and loader). Can be mounted singly or in two-gun mounts.
A longer-ranged Model 2N for naval vessels has recently been introduced, with a longer barrel, more powerful propellants, and higher cost.
Range: 7,200 ft for the Model 2N
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1,000 rd drum
Cost: 50,000 credits

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

c) *PS-862 AC 30mm Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the TriaxTX-862FC).
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per single gun.
Rate of Fire:EPCHH
Payload:400 rds per cannon
Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner
Cost: 500,000 credits

d)Rapid-Fire 35 mm Cannon----This is an anti-aircraft-mounting, and is fed from two massive ammunition drums on either side of the cannon. Typically operated by a three-man gun crew(gunner and two loaders responsible for swapping out the ammo drums). Can be mounted singly or in two-gun mounts.
Range: 2.5 miles
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to a 10 ft blast radius, 2d6x10 MD to a 30 ft blast radius per 10 rd burst.
(Armor Piercing Tracer) 4d6 MD single shot, 3d6x10+10 MD per 10 rd burst
Rate of Fire:EGCHH
Payload: Each drum holds 215 rounds(430 total)
With a trained crew in power armor, a fresh drum can be changed in 3 minutes
Cost: 180,000 credits

e) Gatling Cannon---PS-XGECAL 50 “Ripkiller”---Based on the pre-Rifts .50 caliber GECAL 50 Six Barrel Machine Gun, this weapon fires high explosive shells(based on the Wellington Industries Heavy Explosive shells) over three miles, to devastating effect. It has excellent range and hitting power, and can be used in both the ground suppression and antiaircraft roles.
Range: 19,000 ft!
Damage: 1d4 MD single shot, 1d4x10 MD per 12 shot burst(1 attack), 2d4x10 MD per 24 rd burst(2 attacks), 4d4x10 MD per 60 rd burst(3 attacks), 1d4x100 MD per 120 shot burst(takes ALL attacks that melee)
Rate of Fire: ECHH
Payload: 2,400 round drum (20 full-melee bursts)
Cost: 250,000 credits

f) PS/FA-A9 2-pounder (40mm)Autocannon---Typically operated by a three-man gun crew(gunner and two loaders responsible for swapping out the ammo drums).
Range:(High Velocity Round)5,000 yards(15,000 ft)
Maximum AA altitude w/ HV shells: 13,300 ft
(Low Velocity Round) 3,800 yards(11,400 ft)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 rounds per minute(or up to 30 rds per melee)
Payload: box magazine of 200 rounds
Cost: 150,000 credits
High Velocity(Fragmentation) shells cost 200 credits apiece, 245 credits for HE
Low Velocity(Fragmentation) shells cost 180 credits apiece, 200 credits for HE

g) 40mm Autocannon----A popular anti-aircraft weapon, available in both single and two-gun mounts.
Range: 2.6 miles
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to 15 ft blast radius
(Armor Piercing Tracer) 5d6 MD single shot
(High Explosive Tracer) 4d6 MD to 10 ft blast radius
Rate of Fire: EPCHH
Payload: 444 rounds
Cost: 300,000 credits(ammunition costs extra)

h) PS-RC12 Rail Cannon---A straight adaptation/copy of the original rail cannons fitted to the old Triton boats. The PS-RC12 is reliable, well-known, and easily maintained. Single gun mount is standard.
Range:11,000 ft
Damage:3d4x10 MD per 40 rd burst; can only fire bursts.
Rate of Fire:ECHH
Payload: 8,000 rd drum(200 bursts)
Cost:250,000 credits

i) Series 2098 Heavy Ion Cannon
Range: 6,000 ft
Damage: 3d4x10 MD per shot
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: 4 times per melee
Payload: 250 shot battery capacity(recharges at 25 shots per hour). Effectively unlimited if nuclear-powered.
Cost: 1.2 million credits

j) Heavy Pulse Laser
Range: 8,000 ft
Damage: 4d6 MD single blast
1d4x10 +6 MD double blast
1d6x10 +10 MD triple blast
Rate of Fire: EPCHH
Payload: 270 shot battery capacity(recharges at 27 shots per hour). Effectively unlimited if nuclear-powered.
Cost: 3.7 million credits

k) Plasma Cannon---Adapted from PS’s PPR-3 Serap Heavy Plasma Projector. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder.
Range:(Plasma Stream) 2,000 ft
(Plasma Bolt) 1,500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: 250 shot battery capacity(recharges at 25 shots per hour). Effectively unlimited if nuclear-powered.
Deuterium Gas Reservoir has enough gas under pressure for 50 shots.
Cost: 100,000 credits, plus 800 credits per deuterium ‘hotshot’ cartridge.

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

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

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

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

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

4) Point Defense Turret(1)---Mounted high on the rear superstructure, overlooking the helipad, is an automated rapid-fire Point Defense Turret for intercepting anti-ship missiles.
a) PS-OTO-CIWS Goalkeeper
Though the PS couldn’t acquire the plans for the Coalition’s C90R CIWS, they did acquire a similar, if less powerful, system from their European contacts; a modernized upgrade of the OTO Melara Goalkeeper CIWS. The PS-OTO is intended for larger vessels, and is rarely effectively mounted on smaller vessels.
Range: 6,000 ft
Damage: 2d4x10 MD per 60 rd burst
Rate of Fire: 6 attacks per melee
Payload: 12,000 rds per gun(200 bursts each)
Radar Targeting Bonus: +3 to strike
Cost: 200,000 credits

b)PS-XGECAL 50 “Ripkiller” --- This weapon, based on the pre-Rifts .50 caliber GECAL 50 Six Barrel Machine Gun, fires high explosive shells(based on the Wellington Industries Heavy Explosive shells) over three miles, to devastating effect. In theory, the XGECAL 50 can fire off 8,000 rounds per minute(or 2,000 rounds a melee), but PS has limited the weapon to a maximum of 100 rounds per burst , and even that can shoot the magazines dry in one melee!
Part of the high damage capacity is accounted for by the steady shipboard firing platform and the extensive fire control hardware directing it. This allows the cannon to lay even more shells directly on target with greater accuracy than previous rapid fire cannon models.
Range: 19,000 ft!
Damage: 1d4 MD single shot, 1d4x10 MD per 12 shot burst(1 attack), 2d4x10 MD per 24 rd burst(2 attacks), 4d4x10 MD per 60 rd burst(3 attacks), 1d4x100 MD per 120 shot burst(takes ALL attacks that melee)
Rate of Fire: ECHH
Payload: 2,400 round drum (20 full-melee bursts)
Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner.


5) Short Range Torpedo Tubes(2x3)---Mounted in each outrigger is a three-tube short-range torpedo tube array, meant for ASW work.
Range: 5 miles
Damage: 2d4x10(HE) or 1d6x10 MD(Plasma)
Rate of Fire: Volleys of 1-3
Payload: 6 torpedoes each, ready to fire. Additional torpedoes may be carried as cargo, but will take at least 30 minutes to transfer from stores and load them into the tubes.

6) Countermeasures:------Paladin Steel has adopted a series of standard countermeasure packages for use aboard their vessels. Notably they have adapted the US Navy Mk 38 Rapid Bloom Off-Board Countermeasures(RBOC-2) launcher system and the Replica radar signature decoy system. The RBOC-2 fires rocket-mortar shells of flares and chaff up to 1.25 miles away, to heights of 3,000 ft(the better to fool missiles coming in over the horizon), and fires clouds of chaff from deck mortars at closer ranges to confuse other guided weapons).
The Replica system resembles a folded-liferaft capsule when in its launcher, but can be fired off up to 300 ft, and rapidly unfolds to become two linked floating radar and sonar reflectors that give the appearance of a much larger object, and hopefully divert enemy fire and attention away from the targetted vessel.
A variant on this system includes attaching active sonar decoys or “Screamers” to attract or confuse accoustic sensors and homing torpedoes.
The Farragut has 4 RBOC mortar banks(2 forward, 2 rear), and 2
Replica System launchers on the fantail.
Range: The RBOC can toss decoy bundles 1.25 miles, and to an altitude of 3,000 ft
Damage: None. The RBOC is too inaccurate to be used as an effective weapon(oh, it could probably blow a person off the deck if they were standing too close, but that goes without saying) Effects are similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
(Flare/Chaff)Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: Flare/Chaff lauchers typically have 10 shells each. A Replica launcher will have 2 decoys per launcher.

Auxiliary Craft:
Provision for 2 VTOLs or 4 VTOL drones
10-16 power armors
The deck can also be set up to service an aerostat(blimp).

Options:
*ECM Suite--A mini- Battlefield EW Center, is incorporated into the Bridge. Internally, the communications deck is fitted with a plug-in, add-on EW console for several dedicated EW officers. The ECM add-on provides the ship with greatly enhanced EW decryption abilities, de-scrambling, and secured communications, frequency scanning, and signal locators, as well as limited range jamming and ground-level electronic cloaking.
Decryption Bonuses: +10% to Cryptography Skill
+15% to Radio skill rolls to defeat jamming
Jamming Range: 20 miles
EW Cloaking: -15% to enemy Read Sensory Instruments rolls using surface search radars(NOT optical and thermographic systems)
Estimated Cost: 10 million credits

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


*Hull Electrification System(i.e. “Hull Zapper”, “Saint Elmo’s Hotfoot”))
An exotic close-in defense system that uses special coils and contact points to run a high-power electrical current across the hull, electrocuting anyone in contact with the hull. Originally developed for post-Rifts military vessels, but now made available to commercial craft.
The Hull Zapper is problematic in many ways, and care must be taken in its use. First, it can only be fitted to ships with metal or artificial(synthetic) hulls---wooden hulls cannot be fitted with this system. Second, special insulation must be installed to buffer the rest of the ship from conducting the hull charge into the interior throiugh the frame(otherwise all sorts of nasty things could happen). Only the hull outside bottom and sides are affected. Third, the act of bleeding off massive amounts of electrical current into the water takes a lot out of the batteries or powerplant. Typically, the ship must wait several minutes after turning this system on, waiting for the batteries to recharge. The smaller, specially-constructed/fitted military subs and vessels for which this was originally developed, have no such problems, as they come already specially insulated against backshock, and have special buffers and capacitators to handle the power demands.
Other points to be taken into consideration; using this system on a poorly insulated metal hull can result in the hull becoming briefly magnetized, throwing compasses off and lighting up the ship on magnetic anomaly detectors(and magnetic mines!). Another is that constant use can result in mineralization plating out on the contact points, requiring cleaning and maintenance.
Used properly, however, this system is great for dissuading boarders and critters crawling up the hull.
Range: Contact+ 1-2 ft from the hull in the water.
Damage: 1d4 MD per contact with the hull
Rate of Fire: Once per melee
Cost: 3.2 million credits

*Sonic Scramblers(“Screamers”)----Screamers are specialized one-use munnitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike, plus accoustic-homing weapons will break target lock to attack the decoy.
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
Damage: None
Cost: 500 credits per shot


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

*Depth Charge Rack---The rear deck can be fitted with a depth charge rack.
Range: Can be set for down to 2 miles deep
Damage: 2d4x10 MD to 100 ft radius, and 4d6 MD to an additional 30 ft radius
Rate of Fire: Drops one a time
Payload: 18 depth charges
Cost: 28,000 credits. PS sells depth charges for about 4,200 credits each


*Ventral Turrets
Defending the underside of a ship from frogmen(both the human and supernatural kind) and other threats has always posed a problem for post-Rifts mariners; the hull is such a big blind spot. Now shipowners can have their ships defending with a watertight ventral turret, with 360-degree rotation, and 45-90 degree depression.
The problems associated with ventral turrets include the complexity of installation, the relative vulnerability to being damaged by collision with underwater obstacles, and the fact that the turret ruins the streamlining of the hull. Even a small turret can reduce the overall speed by as much as 5%, while a large turret can reduce speed by 10%. Retracting mountings and streamlined blisters can alleviate this, but at 2-4 times the base cost. Plus most captains dislike the thought of any additional holes in the ship’s hull under the waterline.
MDC: Small Turrets have 50 MDC, Large Turrets have 100 MDC.
Weapons: Small Turrets can mount a single small laser, ion weapon, rail/harpoon gun, or light mini-torpedo launcher. A Large Turret can mount multiple weapons barrels, or larger multi-tube torpedo tube banks.
Cost: Small Turret: 50,0000 credits Large Turret: 500,000 credits
Retracting turrets can cost 2-4 times that


Variants:
*PS-Fg-03AA---Air defense variant that removes the VTOL and helipad in favor of a second VLS, and two additional secondary gun turrets, mounted for high-elevation air defense. The PS-Fg-03AA also sports a second sensor mast, redundant air search and targeting radars, and linked guns and missiles get an additional +1 to strike airborne targets. PS-Fg-03AAs are frequently seen as escort units for larger capital units and air defense pickets for convoys.

*PS-Fg-03ASW---AntiSubmarine Warfare variant fitted with two heavy torpedo racks and several spare sets of TAS. The VTOL complement will typically consist of ASW helos or drones, and the fantail has a crane for servicing both the TAS and a dozen submersible UUVs.
a) Heavy Torpedo Tubes(2x3)---Mounted between the main hull and outriggers, these triple-array tubes can be used for either anti-submarine or anti-surface attacks.
Range: 20 miles
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-3 torpedoes per melee
Payload: 18 torpedoes carried
Bonuses:+3 to strike within 1,000 ft. -2 to strike at any range over 1 mile

*PS-Ffg-03----Anti-shipping strike variant that sacrifices most of the VTOL deck for four box-launchers of ASSM-06 HammerDart anti-shipping missiles(30 mile range, 5d6x10 MD or 6d6x10 MD, +6 to strike, 4 missiles per launch-box, 16 total). Retains the ability to field 2 scout RPVs.

*PS-Fg-03WHEC---Coast Guard variant. Does away with the VLS in favor of two LASW mortar systems, and adds a crane to the fantail for servicing small boats.
Range: 4,000 ft, 1,000 ft maximum depth
Damage: 7d6x5 MD to 50 ft radius
Rate of Fire: Volleys of 1,2,4, 5, 8, or 16
Payload: LASRW-5: 5 rounds
LASRW-8: 8 rounds
LASRW-16: 16 rounds
Cost: 80,000 credits for the launcher(81,000 credits for the LASRW-8 , 84,000 credits for the LASRW-16; price covers installation) 3,000 credits per shell


*PS-Fg-03AGOR---Oceanographic Survey Vessel. Does away with the VLS in favor of additional lab space, and downgrades the main cannon and secondary weapons turrets to ‘Button Gun’ PDS units. The fantail adds a multipurpose crane for supporting sensor-sled and mini-sub operations. More common offworld; oceanographic survey on Rofts Earth is typically a function of fully armed warships.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
89er
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Posts: 569
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

Recent reports from deep cover opretives in Calgary and Cuba show some troubling developments. As both locations become bastions of evil they have developed their own variations of bussiness that can be found in big cities these include:

-Coffee shops with free soulmancy recharges.

-Hobby shops for aspiring Soul Wizadry and other horrid magic.

-Slave grooming and transmutation.

-Record stores filled with recordings of atrocities, in digital or vinyl.

-Food trucks with meals made from countless lifeforms.

-VIP clubs that cater to fiends who want to indulge in true friendship, kindness, charity, mercy and other forbidden wonders.
User avatar
taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Recent reports from deep cover opretives in Calgary and Cuba show some troubling developments. As both locations become bastions of evil they have developed their own variations of bussiness that can be found in big cities these include:

-Coffee shops with free soulmancy recharges.

-Hobby shops for aspiring Soul Wizadry and other horrid magic.

-Slave grooming and transmutation.

-Record stores filled with recordings of atrocities, in digital or vinyl.

-Food trucks with meals made from countless lifeforms.

-VIP clubs that cater to fiends who want to indulge in true friendship, kindness, charity, mercy and other forbidden wonders.


Those fiends!!!!!
Soulbucks...where a cup of coffee costs your soul.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by taalismn »

Minion War Conversions
The Minion War saw a variety of new options and vehicle variants rushed into service to better counter the Infernal invasion. Many older vehicles saw revisions and modifications to allow them to stay on top of the ever-changing battlefield.

*PS-MBT-25G Von Stueben Heavy Tank
The PS-MBT-25 ‘land battleship’ is normally a rare bull in the PS stables, due to its size, mass, and slow speed, but its fairly simple technology and heavy armor has endeared it to a number of client-states, some of whom have acquired PS franchise-license to produce the massive MBT for both their own use and export. The Minion War’s disruption of market planning, has led to even lumbering brute designs like the Von Stueben being rushed into mass production. In efforts to streamline production and make the design more relevent in the current crisis, the satellite factories have been experimenting with more variants.
The PS-MBT-25G variant of the Von Stueben MBT mounts a powerful T2ATMB anti-theron cannon in place of the 175mm main gun. Other additions included a PPE sensor system, and spell-diverting appliqué ecto-armor.
The only real complaint about the variant is the lack of speed endemic to treadlayer vehicles. GNE forces got the best results if they were able to pre-position their heavy armor along the anticipated path of advance of the Infernals, but had less success repositioning in the event of sudden enemy deviations from course. However, few crews have any complaints about the long range of the MagnaBlaster or its effect on Infernal constructs. Though lacking the extremely long range and ballistic artillery capabilities of the 175mm, the MagnaBlaster can still shoot over two miles, and the lighter weight of the weapon allows the tank to improve its speed to forty-five miles per hour.

Changes/Modifications:

Speed: Increase land speed to 45 MPH.

Systems of Note:
*PPE Sensors---A adaptation of the nautical ORACLE---Omni-diRectional Aura Classification and Locator Electronics---A TW development of the SNARLS PPE Scanner, this system consists of a series of advanced Technowizardry scanner systems(TW optic mounts, static crystal PPE meters, and whatnot) stationed around the MBT, feeding into a central computer system with special TW-derived interface program algorithms. The system is designed to detect incoming magical/paranormal attacks and alert the crew to them(hopefully in time to allow them to take defensive measures).
Effective Range: 4,000 ft radius of detection.

Weapons Systems:
1) T2ATMB Anti-Theron Cannon ---This replaces the 175mm massdriver cannon.
The MagnaBlaster is a true monster; it can de-energize a horde of Brodkil in one shot, blast a Master Vampire to dust, and do big-time damage to normally invulnerable beings like the Metzla. However, the MagnaBlaster is also big, cumbersome, and can fire only a limited number of shots before requiring recharging and replenishment. The MagnaBlaster is most common with the GNE Armed Services, where it has first been issued to demon-slayer regiments, and where static defense installations now mount batteries to protect the major cities of the NorthEast from magical attack.
Range: 12,000 ft
Damage: Does 1d4x100 HP/MDC damage per shot(based on what the creature is)
Can also do a ‘spread shot’ doing 4d6x10 HP/MDC to a 60 ft wide swath
Rate of Fire: Three times per melee
Payload: 25 shots per reservoir bank; the PS-MBT-25G has three reservoirs for a total of 75 shots before needing reprovisioning.
Cost: EXCLUSIVE to PS, not available for sale

2) Eldrencher Flamethrowers(2)---The Von Stueben was only the second PS ground vehicle to be approved for use of the new Eldrencher incendiary alchemy, that feeds its combustion off a target’s own PPE. More than a few Infernal ground troops, seeking to close with the tank before it can bring its main gun to bear on them, have fallen victim to quick ‘firewalls’ thrown up by the vehicle’s flame projectors.
Eldrencher flamethrower fuel does 3d6 MD per blast and continues to burn for 1d4 minutes, doing 2d6 MD per melee, and costs 4,000 credits for a 100-shot tankload.
ALL Eldrencher weapons do the following:
- Supernatural BEINGS caught by Eldrencher Fire take 50% more damage
- Supernaturally-enhanced structures take DOUBLE damage.


*PS-MBT-25SPM Heavy Mortar Carrier
This is the Von Stueben’s chassis modified to carry a GraVex-2 11-inch howitizer, and 36 rounds of ammunition ready to be fired. It is often attached to a PS-UT-25, which is an MBT-25 chassis stripped down and used as a self-propelled transport carriage, in this case carrying 50 rounds of 11-inch ammunition under a protective casemate(300 MDC).



PS-APC-03 ‘Rattlesnake’ APC:

*PS-APC-03ULRVCM Unmanned Land Robot Vehicle, Command

The -03ULRVCM was conceived of as a scaled-up ‘Snoopy’ ROVAR for extended scientific survey or military reconnaisance. Essentially an unmanned Rattlesnake APC outfitted as a ‘mothership’ for a bevy of smaller land robots, the -03ULRVCM carries a small garage in place of the rear troop compartment, where smaller rover ‘bots can be transported, recharged, re-armed, and even given basic repairs.
-03ULRVCMs can carry basic self-defense weaponry in their twin turrets, which have also been fitted as stereographic sensor heads for scanning the surrounding topography.
-03ULRVCMs are also often deployed as decoys and mine sweepers, the unmanned units often operating in areas deemed too dangerous for live sappers to work in. Some large HAZMAT cleanup sites have seen the deployment of -03ULRVCMs as botn site labor and security.
Changes/Modifications:
Crew: None, onboard robot AI.
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range), basic robot audio and other standard power armor-equivalent systems.
*Laser Range-finding and Targeting(50,000 ft range)
*Thermographic Imaging----5,000 ft
*Passive Nightvision---5,000 ft
*Ultrasonic Scanning----1,500 ft range
*Microwave Radar Motion Tracking--160 degree arc, out to 1,000 ft
*Molecular Analyzer---Chemical and spectrographic analysis of material samples.
*PPE Sensor---Thanks to advanced microchip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the rifle module. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).
*IR/Normal Light Spotlight-----300 ft range.

*Auto-Armorer---The rear compartment of the -03ULRVCM sports a ‘drive-in-drive-out’ system for changing out modular components such as ammunition magazines, demolition kits, manipulator arms, camera mounts, and the like, as well as battery recharging, tread/wheel adjustment/replacement, and basic maintenance. It CANNOT affect substantial repairs or overhauls.

*ECCM system: A semi-automatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 65% chance of negating radar or communications jamming (non-magical) on its own, and is more advanced than the regular versions mounted as standard equipment aboard many PS military vehicles, as it is essential that the -03ULRVCM maintain uninterrupted communications with its drone units for coordinated actions.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.


Weapons Systems:
The -03ULRVCM retains the twin light gun turrets of the basic vehicle, but the rear compartment is taken up by housing for burrowing munitions and a drilling rig.
1) Light Gun Turrets(2)---These remain unchanged from the original design.

Programming:(Standard package)
Geology 80%
Biology 75%
Botany 75%
Chemistry 80%
Chemistry: Analytical 80%
Math: Basic 98%
Navigation: Land 94%
Read Sensory Instruments 98%
Radio: Basic 94%
Optic Systems 90%
Laser Communications 90%
T.V./Video 90%
Surveillance Systems 90%
Trap/Mine Detection 80%
Basic (Robot) Maintenance 80%

-More specialized program packs, such as science, labor, and demolitions disposal, can be added at the buyers’ discretion, and to custom-order.

Actions/Attacks Per Melee: 4
Initiative +2
Dodge +1
Strike +1 (+3 w/ ranged weaponry)
Roll +2

Robot Complement:
The -03ULRVCM can carry the following numbers of robots(or a mix thereof) in its rear compartment
*Handitracs (18)
*ROVAR (2-4)
*PS-ATV-RPV02’Robospeedy’ (2)
*PS-McRPV-05 ‘RoboSica’ (3)
* PS-MBmTRPV01 ‘RoboTom’(10)
-Flying Eye Probe Robots(24+upper roof racks with 12)

Options:
*Reinforced Floor---Armors the underside of the car against IEDs and land mines. These weapons now do HALF damage, and add 180 MDC (applicable to the UNDERSIDE only). But the vehicle is now 1,000 lbs heavier, and reduce maximum speed by 10%.
Cost: 25,000 credits

*Enhanced Communications System-----Extends radio communications out to 300 miles with a retractable antennae.
Cost: 300,000 credits

*PS-APC-03 STMC ‘Burrowsnake’ Subterranean Munitions Carrier
Traditionally, land armies have had two dimensions to contend with; land and air. The Coming of the Rifts added a new dimension to land combat in the form of burrowing monsters or mystically apporting Earth Elementals and tunnelers. Facing these threats before they can surface in the midst of a military position or civilian community poses special challenges, and one Paladin Steel has seen fit to address.
The PS-APC-03 STMC is a modified variant of the PS-APC-03 ‘Rattlesnake’ armored personnel carrier. In place of a troop compartment, the STMC holds a special sensors compartment, and magazine for specialized burrowing munitions. An external gantry holds one or two laser-drill pylons for quick well-drilling, and a ‘seed drill’ for dropping munitions such as badger grenades into the deep holes. The STMC uses seismic and MAD sensors to look out for anomalous underground activity, then moves to deploy counter-munitions, either launching weapons such as the PPS/PP-LMT01 Land Micro Torpedo directly into the ground, or by drilling deep shafts and dropping mine warheads down them.
PS-APC-03 STMCs saw their first deployments around ruined pre-Rifts cities, to counter the threat of ruin worms. Hunting the giant subterranean monsters gave ample practice to the new weapons crews, as well as refined tactics in the use of subterrane ordnance(especially proper placement of charges and quick movement away thereafter, to prevent the vehicle falling into a sinkhole dead drop of its own making).
APC-03 STMCs are almost always deployed with Combat Engineering units, although a few have appeared with Special Operations teams and HorrorHunter squadrons.

Changes/Modifications:
Crew: Typically 6; driver, radio operator, two gunners, and two sensor operators/engineers.
Systems of Note:
*Magnetic Anomaly Detector/Ground Search Radar-------Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic mines, but takes twice as long).
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Active EM fields can be detected at TWICE that range.
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordnance.

*Ground Sensors----Housed in the underside of the APC is a seismic probe and ground-phones. When in use the seismic probe fires a penetrator, similar to the stabilizer struts of the Glitterboy, into the ground, and emits ultra-low frequency sound waves, acting as a sort of subterranean sonar. The return waves are detected by ground sensors in extendable surface pads, and a computer compiles a graphic map of the underground topography. This has proven to be an extremely useful tool for locating buried ruins, charting geological resources, and finding underground installations.
Note that when in Active Mode characters with amplified/enhanced hearing, like Dog Boys or cybernetic Ultra-ears, standing within 500 feet of the APC will hear an annoying low-key buzz, and may feel nauseous/suffer from headaches if exposed to the noise for more than a minute.
Ground scans will take 2-4 times as long as a standard radar/sensor sweep. Typical range on a ground scan is 1,000 ft.
In passive mode, the Ground Sensors can be used alone to listen for underground activity, such as burrowing animals, tunneling vehicles, water running thru pipes, etc., as well as surface movement. Passive sensors can detect the surface movement of large animals(2 tons or more), robots, heavy vehicles, or large masses of infantry with 40% accuracy, up to a mile away.

Weapons Systems:
The APC-03 STMC retains the twin light gun turrets of the basic vehicle, but the rear compartment is taken up by housing for burrowing munitions and a drilling rig.
1) Light Gun Turrets(2)---These remain unchanged from the original design.

2) Subterrane Munitions
Magazine Capacity: A typical STMC loadout is 300 Type 1 Badger Grenades, 200 Type 2s, 75 Type 3s, 20 LMTs, and 18 Drill Rockets.

a) Badger Grenades
Weight:(Type 1 Light) 1 lb
(Type 2 Medium) 5 lbs
(Type 3 Heavy) 8 lbs
Range:(Type 1 Light) 120 ft if thrown
(Type 2 Medium) 80 ft if thrown
(Type 3 Heavy) 1d6x10 ft if thrown
Note: If thrown, rather than placed, on a 1-5 the grenade misses proper orientation and explodes as an external charge. A hit does damage as normal, and a Natural 20 means that not only is the charge correctly oriented, but it is placed so as to do maximum damage to a critical internal stress point....roll as for a proper demolition skill roll.
Damage:(Drill) Does 4d6 MD(half damage on metal) per melee, for 1d4 melees.
(Explosive Charge)
(Type 1 Light)2d6x10 MD when self-placed inside a spike hole, 6D6x10 when used in a spike hole and with a successful demolitions skill roll, 6d6 MD when used
outside with a 10 ft blast radius.
(Type 2 Medium)4D6x10 when self-placed inside a spike hole, 1D4x100 when used in a spike hole and with a successful demolitions skill roll, 1D4x10 when used
outside with a 12 ft (1m) blast radius.
(Type 3 Heavy)6D6x10 when self-placed inside a spike hole, 1D6x100 when used in a spike hole and with a successful demolitions skill roll, 1D6x10 when used
outside with a 14 ft (1m) blast radius.
Special Features: *Time or Remote Detonation Capability
*Gecko-pad Claws allow for clinging to surfaces such as polished stone or surfaced concrete.
Cost:(Type 1 Light) 3,000 credits
(Type 2 Medium) 8,000 credits
(Type 3 Heavy) 10,000 credits

b) PPS/PP-LMT01 Land Micro Torpedo Launcher
(aka ‘Mole Missile’)
Designed initially as more of a dare(after hearing of Naruni Enterprises’ NE-TT07 ‘Sneaker’ MLM) than a practical weapon, this is a screw-headed torpedo that is covered with a vibratory field to allow for easier access through loose earth or asphalt. When it has reached the intended target underneath, it explodes. It is in the experimental stages, but some have taken it as a “swimming landmine” with pride.
The LMT is often regarded as an expansion of the concept of a burrowing munition as introduced by the ‘Badger’ grenade, but with greater range underground. The weapon has a roughly flat and triangular forebody, followed by a rotary cutter and battery/warhead pack, giving it a similar shape to the TW Burrowing Stake also available from PS.
Accurately aiming the LMT remains the biggest problem, as it is almost impossible to effectively hit a moving target with a LMT. It is best used against stationary targets, such as bunkers, entrenchments, and underground infrastructure(such as communications cables and water pipes). It is also most effective when traveling close to the surface, through loose soil, sand and surface cover, although this can lead to the weapon producing a detectable ‘mole track’ on the surface that can be dodged.
The current-model LMT is a strictly ‘point and shoot’ weapon, relying on an internal gyroscope to keep it on course and angle of descent. The weapon can also be programmed to travel on simple courses, such as ‘descend to -x-meters depth over a distance of -v- feet, then ascend at -u- angle and detonate’, allowing it to be used to ‘porpoise’ under walls and barriers.
Weight: 12 pounds
Each LMT is roughly 2 ft long, 5 inches wide, and weighs 5 lbs.
Range: 2,500 feet. Travels through loose soil and sand at a speed of 15 MPH( equivalent running speed of 22).
In an emergency, the LMTs can be launched through the air, using their launch compressed gas ‘rams’, but range is a paltry 100 ft and they are -1 to strike.
Damage: 5d6 MD to target and 2d6 MD to all in a ten foot radius. Used in loose soil, this can cause a ‘blow’ and subsequent ‘deadman’s drop’ that can seriously damage structures. The cutting vibroblade itself does 1d4 MD per melee. The battery powering the LMT lasts approximately fifteen minutes, after which the LMT can be set to either self-destruct, command-detonate, or lie in place as a land mine.
Rate of Fire: Standard
Note: Use W.P. Heavy Military Weapons for any applicable bonuses.
Special Features:
None currently. Paladin Steel is working on a ‘ground-thumper’ ground-radar/sonar system, possibly using a short tunneling sensor spike that would allow the launcher to scan soil/ground density ahead of the projectile before firing.
Similarly efforts are underway to incorporate active sensors into the LMTs themselves.
Cost: Still regarded as somewhat experimental(the APC-03 STMC is regarded as the first large scale field deployment of the LMT). Projectiles are projected to cost 500 credits each.

c) Rocket Drill Pack---This system is rocket-powered drill head launcher. The launcher can either be raised and fired into the ground like an oversized Glitterboy stabilizer pylon, or flipped over and fired horizontally. The superhard drill head and its rocket charge quickly bore through rock, earth, and concrete within seconds, while a high speed reel feeds in lightweight plastic 3-inch pipe( typical reel is 100 ft) afterwards. This gadget is great for drilling holes for blasting, or drilling for water. In subterranean combat, the resulting drill shaft can be packed with sensors, explosive charges, or liquid explosive.
The Drill Rocket CAN be used as a weapon in the air, but only has a range of 200 ft in air, is -6 to strike, and only does 1d6 MD on impact. The rocket drill CANNOT be re-used after use......it’s worn out and expended.
Range: 100 ft of earth/rock/concrete(SDC or MDC), or 25 ft of SDC metal(10 ft of MDC metal) Average speed of the drill head is 25 ft per melee.
Damage: 1d6x10 MD per melee to a pinpoint (6 inch) area.
Note that the rocket also blasts exhaust and debris back around the hose, so anyone caught in the 8-ft backblast plume takes 1d4x10 SDC. Caution is advised when using this device.

Penalty: -2 to strike, parry, and dodge.
Cost: 200,000 credits. 2,000 credits per rocket drill.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by taalismn »

Yet More Vehicle Variants:

“We’re keeping up with the past.”
---PS Vehicle Division engineer, on refits inspired by historical records.

In addition to coming out with new vehicles, Paladin Steel is constantly revisiting older designs, refitting and updating them, producing new variants, and showing a continuing support of their older products. The following are a few of the latest retro-rollouts:

*LAFV027 Windsor LBT
*LAFV027MBRPV----Improved combat drone version of the Windsor LBT, based on accounts of the pre-Rifts Russian ‘Uran’-series ground combat drones. Incorporates improved combat software and a larger turret( 100 MDC), 30mm cannon, a co-axial light machine gun(7.62mm) or light pulse laser(typically a standard cyborg forearm laser), and four five-shot mini-missile launchers, or 2x4 Hellfire/Copperhead ATGM launchers, or 2x2 Heavy ATGMs.
Actions/Attacks per Melee: 6
+2 strike to w/ all ranged attacks
+3 to strike w/ main cannon/direct fire weapon

*LAFV027RCEV---Another robotic version inspired by the Uran-series, the LAFV027RCEV is configured for combat engineering tasks. It lacks a turret, but mounts built-up sides(280 MDC), heavy radiation shielding, a large robotic grasper arm(80 MDC, 10 ft reach, Robotic P.S. of 35, and can be fitted with an excavator bucket), and forward dozer blade attachment(this can be exchanged for other devices, such as mine flails, plows, rollers, and levellers). A backhoe can also be attached. The ‘bot-tractor is programmed for basic tactical landscaping and brush clearance, and can also be used to probe minefields and bunker complexes. It can be remote-controlled, or assigned simple tasks to carry out on its own(or in concert with other RCEVs), such as clearing and leveling an area of land, preparing a roadbed, or excavating a trench system.
Programming:
Excavation 85%
Military Fortification 65%
Detect Concealment 65%
Trap/Mine Detection 85%
Actions/Attacks per Melee: 4
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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