kronos wrote:[
*pokes with a stick* hey.. that idea I discussed with you.. *poke poke*
Also I do use a number of your stuff in my games. (Ortos, did I spell that right? six guns a-blazing xits all day long)
Yep. I remember....I just want to get in the right mindset to do that idea proper justice.
Oh, and if you mean the ONTOS? Best piece of quick substitution mechanical skullduggery I ever did...I'm still proud of my little missile tanks(120 mini-missiles? Six light lasers? Oh ^&&&^@@!!"
Meanwhile, have a balloon...
PSZK-AirShips(aka ‘Mega-Blimps’, ‘Pesky-ships’, ‘Zeps’)
“Yeah, we were a little surprised when the order came in. We’re not entrely sure how they learned of us, seeing as they avoid the datasphere, so maybe somebody showed them one of our hardcopy catelogues. Local ordnances on their world preclude the use of anti-gravity or even hover thrusters, but those agrarian folk bought several score of our solar-powered airships with the anti-missile gear and psi-compatible TW systems. We were surprised, but we were not caught off-guard. We had their order ready to ship inside a business day.”
----Vviglan, Senior Sales Representative, Paladin Steel, Juxtapa XXII
“Yes, we’re well aware that the gasbag’s likely to be the first thing blown up or shot down if trouble brews up. That’s why we put a robot crew aboard it. They can work twenty-four-seven and they can take a fall a LOT better than a flesh and blood crew.”
“Honestly, Garth, you got your ass beaten by a BLIMP? Some sky marauder you are!”
“Hey! Between the missiles and the crazy lightning? Let’s see YOU do any better against that floating sky demon!”
PSZK-Ships are recreations of the pre-Rifts American Empire’s ‘K-Ship’ military non-rigid airships used during WW2.
On Rifts Earth, LTAcraft tend to be big slow targets for missile- and energy weapon-armed combatants and are rarely seen outside the safe airspace of places like the Coalition States, Northern Gun, or the New German Republic. However, as Paladin Steel is a cross-dimensional trade corporation, there are plenty of worlds where lighter than air craft are perfectly suitable. Some extradimensional planets have physical law caps on contra-gravity technologies, or the maximum speed of material objects. Other worlds simply have prohibitions or logistical considerations that prevent the deployment of more sophisticated air vehicles. And on yet more worlds, conditions are simply peaceful enough that the relatively fragile blimp or zep can safely operate.
Of course, Paladin Steel has improved on the design; lighter, tougher materials(especially in the gas envelope), FBW control systems, a choice of powerplant options, a range of more sophisticated avionics, and a catalogue of accessory systems make the PSZKs another modular wonder in the Paladin Steel stable of vehicles. However, slow speed, susceptibility to high winds and fragility remain the airships’ greatest vulnerabilities, and even the more exotic/expensive accessories meant to try to address these issues cannot fully negate them.
PSZKships are meant as inexpensive security and environment monitoring craft that can loiter in mid air for hours, days, and even weeks. Their gas bags can be be inflated with whatever lift gas is available locally, and provides the best lifting power.
PSZKships are often found in PS/GNE’s offworld colonial territories, where they provide overwatch on colonies, act as communications relays and conduct scientific survey work. They are also used in convoy escort, fisheries protection, and security monitoring duties.
Type: PSZK-01
Class: Non-Rigid Lighter Than Air Patrol Aerodyne
Crew: 2-8
MDC/Armor by Location:
Main Body/Gas Envelope 200
Cab 300
Engine Nacelles(2) 80 each
Gun Turret(s)(1-2) 60 each
Height: 65 ft
Width: 57 ft
Length: 252 ft
Weight/Lift: 8,000 lbs
Cargo: Typically, after full equipment load, has a surplus 800 lbs capacity.
Powerplant: Liquid Fuel(2,300 mile range or 42 hours endurance), Electric(2,500 mile range or 48 hours endurance), Nuclear(5 year energy life), or TW
Speed:(Flying) Hover to 80 MPH, maximum altitude of 8,000 ft
Market Cost: 700,000 credits for Liquid Fuel, 780,000 credits for Electric,
1.1 million credits for Nuclear, 2.3 million credits for TW.
Systems of Note:
Standard Aircraft Systems, plus:
*HUD-Head Up Display
*Environmental Protection/Life Support---Pressurized cabin.
*Long Range Radio----500 mile range
*Long Range Radar---100 mile range
*Radar Detector---Picks up enemy radar emissions and weapons locks
*EMP Shielding---Extensive use of nonconductive materials, shock barriers, capacitator-sponges, redundant systems, and energy-disipation technology protects the aircraft from the damaging effects of electromagnetic pulse, Triax Lightning Cannon, and other anti-electronics directed energy weaponry.
Searchlight/Spotlight: 1000 ft
External Loudspeaker---90 decibels
Rescue Hoist and Winch---Mounted near the right side cabin door is a small power winch and cable assembly that can be used to lower 100 ft of cable with a jungle penetrator or rescue harness on the end. The winch can carry up to half a ton of weight.
Weapons Systems:
1) Turret-Mounted Gun---A single powered turret in the front of the airship’s cabin provides direct-fire capability.
a) .50 Caliber Machine Gun---The old reliable ‘Fifty’, modified to fire new ammo types. An oldie, but still a goody.
Range: 19,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrack and locate the machine gunner.
Rate of Fire: Standard
Payload: 1,000 rds per gun
Cost: 8,000 credits
b) Rail Gun(PS-RFRG30)---PS copy of the C-30R Rail Gun
Range: 2 miles
Damage: 1d4 MD single rd, 6d6 MD per 30 rd burst.
Rate of Fire: EGCHH
Payload: 2,400 rd drum per cannon
Cost: 90,000 credits
c) PSMBL-5000B Laser Cannon
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 270,000 credits
d) Ion Blaster
Range: 7,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 220,000 credits
e) Ion Spray Cannon(1)
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast, to a 50 ft wide area
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits
f) TK Machine Gun
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst. Damage x4 for the synchronized fire from all four guns)
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be recast every six months. 200 shot ‘back-up’ PPE clip
Cost: 600,000 credits
g) PS-M136 Minigun
Weight: 35 lbs+ ammo drum(a full 4,000 rd drum can weigh 160 lbs)
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrack and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 6,000-rd drum
Cost: 27,000 credits
h) PS TSC-01 Shock Cannon(copy of the Triax TX-275 ‘Lightning’ Arc Charge Blaster
Range: 2,000 ft
Damage: 6d6 MD
01-15: No additional damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 300,000 credits
2) Ordnance----The airship can carry droppable ordnance; 600 lbs in an internal bay, and another 600 lbs on external hardpoints.
a) Freefall Bombs---up to 300 lbs per hardpoint, 600 lbs in an internal bay:
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
b) Depth Charges---
Range: Can be set for down to 2 miles deep
Damage: 2d4x10 MD to 100 ft radius, and 4d6 MD to an additional 30 ft radius
Rate of Fire: Drops one a time
Payload: 1 per hard point launcher, 9 in internal bay
Cost: PS sells depth charges for about 4,200 credits each
c) Mini-Missiles---19 shot pod launcher, 48 in internal bay
d) Short Range Missiles---3 per hard point launcher, 9 in internal bay
e) ‘Black Talon’ L-SAMs
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-3
Payload: 3 per hardpoint launcher, 9 in internal bay
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 200 ,000 credits per launcher, 10,000 credits per missile
f) Medium Range Missiles--- 1 per hardpoint launcher, 2 in internal bay
g) Harpoon III Missiles
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Payload: 1 per hardpoint launcher, 2 in internal bay
Bonuses: +5 to strike
Cost:(Surface/air launched): 18,000 credits
h)Torpedoes---Can be parachute dropped or launched directly at low altitude. The PSZK can carry 24 mini-torpedoes internally/8 on each hardpoint, OR 4 short-range torpedoes internally/ 2 on each hardpoint, OR 2 medium-range torpedoes internally/ 1 on each hardpoint.
i) RPV Rack----The airship can carry UAVs on its external racks, or in the bomb bay(the latter with folded wings).
3) Sonobouys--Dedicated launch rack for expendable hydrophones.---Sonubuoys are small, expendable sensors deployed by air vehicles to set up temporary sensor nets. The typical Sonubuoy resembles a cylinder 2-5 ft long, made of light plastics, that when deployed, floats upright while deploying an acoustic sensor and line from its lower end. The Sonubuoy can either use passive detection, or can use an active sonar pinger, to detect submerged targets. Sonubuoys are battery powered, and typically have an active life of an hour or so, but typically drift out of position in 10-20 minutes, depending on currents, conditions, and drop pattern.
They report their information via a radio uplink(standard range 5-10 miles), and can report a sonar/acoustic contact, its strength, estimated range and heading(using a built-in compass to determine direction), and estimated speed. Consider the Sonubuoy to have a sonar range of 5 miles
Sonubuoys are typically laid in a pattern, with multiple Sonubuoys allowing for the triangulation of a target. They are cheap, disposable, and virtually undetectable(their small size and plastic construction negate most forms of detection), making them extremely difficult to avoid and actively counteract. However, Sonubuoys are not as accurate as more sophisticated systems(hence, its a good idea to deploy many of them), and they are affected by currents, which can quickly break up a laid pattern. Recommended procedure when using Sonubuoys is to lay them across the projected path of the target, or to lay them upstream/current of the target’s suspected location, so the pattern moves with the current. Sonubuoys are best used when one is aware that something is there, but not exactly where it is; a pattern of Sonubuoys can help triangulate a target for more accurate firing solutions and weapons targeting(give guided weapons a +1 to strike an underwater target if using information patched in from a Sonubuoy network, or give sonar operators a +15% to detection and location rolls).
Once their batteries have given out, Sonubuoys self-destruct---a plug in the floatation chamber dissolves, and the whole apparatus sinks to the bottom, its electronics ruined.
Each Sonubuoy weighs about 10 lbs.
PS’ DiFAR SSQ-400 series Sonubuoys cost 100 credits apiece
The bay can hold up to 200 Sonubuoys. The sensors can even be hand-launched out the doors.
4) Flare/Chaff Rack----Countermeasure launcher attached to one side of the gondola-cab.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 3,500 credits for the launcher, 100 credits per bundle
Options:
*Autopilot---Available in both a ‘dumb’ and a ‘smart’ version. Dumb versions will basically just keep the vehicle going straight and level on a preset course, never deviating from said course...the ‘dumb’ system will alert the crew if anything trips the sensors or gets in the way, and it can be programmed to stop, or deviate a set distance from course in such events, until the crew can regain/resume control.
A ‘smart’ system is actually an onboard Artificial Intelligence(AI) using PS’s new microtronics AI chips. The ‘smart’ system can actually evade and maneuver to avoid obstacles, and even anticipate trouble, while remaining on the general course. The ‘smart system’ has a +1 to dodge
Cost: 7,000 credits for the ‘dumb’ version, 12,000 credits for the ‘smart’ Auto-Pilot
For an additional 8,000 credits, this can be modified with a remote start(triggered by a remote control in the keycard) and a remote ‘recall’ that allows the owner to summon the aircraft to him, and for another 8,000 credits, even command its functions by remote control.
*Onboard Artificial Intelligence---This installs a microcomputer AI that, in addition to monitoring the vehicle’s functions, can also actively scan for problems outside itself, anticipate problems, advise the driver. The OAI is much more responsive than a ‘smart’ autopilot, and is able to plot far more extensive course deviations, even take independent action as it falls within its orders and program parameters. An OAI, for instance, can determine that its operator/passengers are hurt and unable to help themselves(critically wounded by a passing SAMAS, for instance), and the car will begin looking for medical assistance. Most OAIs have a verbal interface, pleasant synthesized voice, and a psuedo-personality, giving them the illusion of ‘life’. An OAI has an IQ-equivalent of 10, and comes with Navigation, Aircraft Mechanics, Read Sensory Instruments, Weapons Systems, and Radio: Basic, all at 98%, has 3 actions/attacks per melee . Additional specialized programming may be added as the buyer/owner specifies...many owners program their aircraft to be able to sing or read.
Anything more sophisticated than this, and the buyer is best off using the Robot Creation Tables from Rifts Sourcebook One or Heroes Unlimited.
Cost: 750,000 credits
*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF. PS actually offers a 10% discount on other options if this option is taken..
Cost: 45,000 credits
*Solar Back---The dorsal surface of the airship can be fitted with solar panels, and the powerplants supplanted/complemented with a Super-Solar Power System. Flying in broad daylight, mostly unobstructed sunlight gives the batteries a 9-hour charge; cloudy and overcast days cut available power to four hours.
Cost: 80,000 credits
*Magnetic Anomaly Detector---Looking like an oversized batmitten ‘bird’ and flown at the end of an 80 ft tether just above the surface of the water, the MAD probe registers the disturbance in the earth’s magnetic field caused by large metal objects(like subs and ships) passing through it. Not so effective at detecting organic creatures or constructs. This sensor is a common piece of hardware on ASW patrol airships like the original K-Ships.
Range: 5 miles, and has a 70% chance of detecting submerged vessels (-20%) for nonmetallic objects, and no chance of detecting organics).
Cost: 40,000 credits
*Aft Turret---A second gun turret can be added to the rear of the airship car.
Cost: 80,000 credits
*Forcefield Generator----A wide-area forcefield, conducted along special conduits in the envelope. 160 MDC, and has fusing that allows the field to be brought back up after 1 melee after being completely depleted, as long as power is available. Liquid-fuel and electrically-powered airships have batteries for the field generator that are good for 6 hours(or can run on an e-clip for 2 hours), effectively indefinitely if nuclear powered.
Cost: 190,000 credits
*PPE Generator---Can be fitted to power any magic systems aboard.
PPE Capacity:(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Cost:(Medium)-----1 million credits
*Penetrating Vision Optics--- These take the form of large powered binoculars installed near the cabin doors or over the front dashboard coaming. Sets seconded from the Privateer II ASW aircraft. These use a new spell; Penetrating Vision , to peer through cloud and even into the water as if these barriers to clear observation didn’t exist! When engaged, the optics have a range of roughly 7,000 ft! The downside, of course, is that the optical field is fairly limited(think Nordon Bombsight), and the more powerful TW optics burn PPE at a higher rate; 10 minutes per 10 PPE.
*MagePod Model 0.2 Spell Projector----The vehicle is fitted with PS’s technowizardry spell-projection system in a ventral turret. The Model 0.2 is a refined and enhanced version of the original Model 0.1C, and featuring a three-slot Spell Card ‘magazine’, allowing the operators to click between three spells with the flip of a switch. The 0.2 also features enhanced barrel-focusing elements, boosting the range of the spells.
Weight: 1,000 lbs
Range: Varies by spell, x2 due to ecoto-glass focusing and spell-booster elements.
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
Typical configuration for the PS-MGEV-18G/(TW) sets one slot aside for a Calm Waters spell.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the robot’s/vehicle’s other PPE reserves/batteries(if any have been fitted). In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The Mage Pod system costs about 1.8 million credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.
**TW TK Flyer System---Can fly/float indefinitely on a ley line. Cost: 60,000 credits
*(Boosted) Ley Line Flier---Accelerates the aircraft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged. Cost: 500,000 credits for regular installation, 300,000 credits for addition to an existing TW-powered vehicle
*Protective Energy Field---50 MDC and 10 minutes duration per 10 PPE/20 ISP pumped in. Cost: 240,000 credits
*Impervious to Energy---5 minutes per 20 PPE/40 ISP pumped in. Cost: 700,000 credits
*De-Icer---Keeps the windows clear of ice buildup. ---2 hours per 5 PPE, or 24 hours for 60 PPE. Cost: 70,000 credits
*Acoustic Muffling---Mounted around each engine, this system cuts any noise, while still allowing the crew to communicate with other aircraft via radio(though optical semaphore is often used for line-of-sight communication); lasts 5 minutes per 12 PPE/24 ISP. Cost: 180,000 credits
*Mystical Stealth System----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive maneuver, the stealth drops and the aircraft can be readily detected. Costs 20 PPE per 3 minutes of activation. Cost: 1.4 million credits
Variants:
* PSZK-01X(TW-E)-----Experimental techno-wizardry version with the envelope holding an Air Elemental ‘eleminal’ or ‘cloud cow’. This gives the airship the following properties:
*NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
*Automatically has Protection From Lightning(no cost)
* Can actually DODGE at +1
* Call Lightning-----Once per melee or at 5 PPE per blast; 1,000 ft, 1d6x10 MD per blast.
* Circle of Rain----Once per melee or at 13 PPE per water drop; 600 ft radius and rain lasts 150 melees(37 minutes).
* PSZK-01X(TW-C)-----Experimental techno-wizardry version born of collaboration with the Lynn-Syrial. The envelope encloses a small Cloud Castle that provides lift. Temporary Cloud Castles can be produced using special fog machines and enchanted for 250 PPE and good for 10 days’ worth of lift, while semi-permanent ones are good for 10 years at 1,000 PPE.