Paladin Steel Storefront

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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Prole wrote:I've been looking over the writing for the OICW by Kitsume, and the OICW MK2 by yourself; and I have to say it reminds me a lot of the Advanced Combat Rifle that is all over the place in a couple galaxies that Nidus trades with.

I'm heavily considering issuing a new design, but I don't think it will go up on the forums and stay there. The ACR has issues in how it's been written up, so I'm going to have to tweak some things and do some thinking before it goes up at all. It's asking for a grain of bullet that is way too light for the explosive ammo, something below even the weight of .22 LR bullets; while the standard ammo calls for something that is barely a heavy-end 5.56 round.

I think the AK/Laser hybrid was one of the best ideas I've seen so far from Rifts or Rifts players, it really makes a lot of sense and seems to hold up costwise to a number of used or cheap MDC weapons; while having more applications.


Well, thanks.

However, don't sell your own design(s) short...It's a big mega verse out there, and there are doubtlessly various versions of the same weapons from different alternaties floating around. And if you're looking to market a particular design, and have the means to travel cross-dimensionally, it may be simply a matter of finding the right market(universe/culture/society).
Also, of you're -licensing- production of a particular design/configuration, what a planet/society has on hand/to offer may affect what they're likely to buy. A weapon with what amounts to an 8mm component may seem weak compared to a 9mm or .45 component, until you recognize that the buyers might be low- body strength and unable to handle the recoil associated with more powerful rounds, or they may use unique materials that allow them to make 8mm obsidian bullets that go through composite body armors like a weedwhacker through a dandelion stem.....

And when you start thinking along those lines. you start thinking "Okay, what if we sold this design to this society, then, after seeing art they did with it, we bought their ammo/technique from them"---know you have a new ammo idea or technology to create, and maybe the society that created it....and then...how do they react to being involved in interdimensional trade? The idea snowball begins...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Now, after that talk of small arms, have a Battleship...


TW starship sensors courtesy of Kitsune's Palladium Web Page:

Paladin Steel New Haven-class Battleship

“We’re hardly ‘decoys’ anymore; we’re full-fledged fleet units in our own right. Do the Germans call their escort battleships ‘decoys’? No, they don’t. And with regards to them, those ‘battleships’ of theirs? They may be fast, and they may be sleek, but they have nowhere the teeth or armored hide our battleships mount.”

“The New London’s one of those ships the more historic-minded of the budget committee and a lot of the naval planners had some serious doubts about...Really, hadn’t anybody read the histories? You started an aircraft carrier conversion of a battleship, you went ALL the way, not stopped halfway through. IJN Ise, the Moskvas, all impressive-looking, but operational flops. But the Company had the resources, and wanted to see how the idea might fly under the different circumstances of our Rift-world, so who was going to argue? Turned out the NewLonnie wasn’t as bad as people feared...mind you, she’s not a GREAT success, but she’s had her sterling moments so far.”

“There’s just about everything in this Paladin Steel catalogue! Everything except a battleship-”
“Check page 372.”
“-never mind.”

“Hammer time, you Horune bastards.”

After the ‘adoption’ of the Haunted Battleship Massachusetts into the GNEN, Greater New England took the expensive measure of safeguarding the extremely powerful, but unique, naval unit by commissioning from Paladin Steel four units of the New Haven class. Based on an upgraded scheme for the pre-Rifts South Dakota-class, of which BB59 Massachusetts was originally a member, the New Havens were on paper ordered as ‘coastal defense monitors’, but in reality were meant to decoy enemy units hunting the Massachusetts. By producing units similar in appearance, the GNEN hoped to keep enemies like the CSN confused as to the exact location and movements of the Massachusetts.
The GNEN had no intention of making the ships of the New Haven class(and their crews) expensive throwaway decoys, though; the ships were expected to be able to pull their own weight and give better than they got in combat, making any attack on them a costly mistake on the part of the enemy. The vessels are also fully usable as anti-shipping and shore bombardment vessels.
Extensive automation has slashed crew requirements. The replacement of the original oil-fired engines with fusion nuclear powerplants has saved weight and space; much of the space originally devoted to fuel has instead gone to impact- and fire-resistant foamed-armor, and other space has been given over to improved defenses, most notably ASW systems.
Though much more powerfully and diversely armed than its origin design, the New Haven class is NOT intended as a stand-alone unit. Paladin Steel advises users to deploy the battleship as part of a balanced battlegroup with escorts for defense in depth.
The fourth member of the class, the New London, was configured as a carrier platform, patterned after 1980s proposals for the renovation of the Iowa-class battleshps into ‘partial’ aircraft carriers deploying VTOL strike aircraft.
While the initial order was for only four ships for the GNEN, PS maintains the plans in anticipation of possible expansion of the program, and for construction-to-order for customers. Already there’s been several orders from offworld/out-dimension for made-to-order battleships for various planetary ocean wet-navies.

Type: PS-BB570-New Haven
Class: Battleship
Crew:(original) 1,795
(Updated) 1,000
MDC/Armor by Location:
Main Body 13,000
Bridge 2,000
Radar Mast 500
Main Turrets(3) 500 each
5-inch Gun Turrets(10) 300 each
Quad Turrets(6) 300 each

Height: 85 ft
32 ft draught
Width: 107 ft
Length: 680.8 ft
Weight: 44,400 tons
Cargo: 600 tons
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed: 28 knts
Market Cost: 87 million credits
Systems of Note:
Standard Ship Systems, plus:
*Radio/Laser Communications---600 mile range
*Long Range Radar--500 miles
*Sonar---Depth gauge and detection; 500 mile range

*Advanced Fire Control Computer---This advanced fire control system is designed to allow the ‘New Haven’ to make maximum effective use of its weaponry, while retaining its high mobility.
All ranged weapons(except missiles) get a +1 to strike from this system.

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


*EW/ECCM Suite----: A system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 35% chance of negating radar or communications jamming (non-magical) on its own, while having an Electronic Warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.
Jamming Range: 20 miles
EW Cloaking: -15% to enemy Read Sensory Instruments rolls using surface search radars(NOT optical and thermographic systems)


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

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

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


Weapons Systems:
1) Main Turrets(3)----Initially the plan for the New Havens was to give the battleships a fixed armament of nine 16-inch heavy massdriver cannons, but, anticipating additional orders in the future, PS engineers decided to make the main armaments modular, allowing for faster refits.

a) 16-in Massdriver Arrays(3 per turret)---The original naval cannon have been replaced with electromagnetic massdriver cannons, saving on weight, possessing faster rate of fire, and having less danger of flashback explosions from propellant ignition.
Range: 40,600 yards (121,800 ft/ 60 miles)
Damage: (High Explosive) 8d6x10 MD to 70 ft blast radius
(Plasma) 1d6x100 MD to 80 ft radius
Rate of Fire: Once per melee
Payload: 130 rds per gun, 1,170 total

b) Heavy Laser Cannons(3 per turret)----Derived from the space program and trade with out-dimension sources. These weapons trade ballistic fire capability for faster rate of fire and no ammunition dependency. These weapons are typically used in an anti-aircraft role.
Range: 16 miles
Damage: 2d6x100 MD per shot, 6d6x100 MD for all three cannons in a turret firing simultaneously
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

c) Mega-Laser(1)---Though some rifles and infantry heavy weapons do more damage, few mobile weapons systems on Earth have the range of the HLC/HLAA-101GEV laser, and mounting it on a battleship hull gives it the ability to cover oceanic approaches. This weapon is designed to start burning through a missile’s or aircraft’s shielding well out beyond the range of standard laser systems. Even so, the range is piddling compared to what some pre-Rifts Golden Age systems were supposedly capable of; hitting ICBMs and IRBMs in their terminal boost phase from hundreds of miles away.
Range: 80 miles
Damage: 3d6x10 MD at ranges under 5 miles, 2d4x10 MD out to 20 miles, 6d6 MD out to 40 miles, and 4d6 MD out to 80 miles.
Rate of Fire: Three times per melee
Payload: Effectively Unlimited

d) Heavy Ion Cannons (3 per turret)---Sometimes called ‘Krackle-Cannon’ or ‘Lightning Strike Cannon’.
Range: 5 miles
Damage: 2d4x100 MD per shot, 25% of that to a 30 ft radius beyond point of impact. 6d4x100 MD per shot for a triple simultaneous volley.
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

e) Heavy Plasma Cannon (3 per turret)--Designed to throw a plasma ‘bolt’ that explodes on impact, doing area of effect damage. Another product of PS’s starship industry.
Range: 10 miles
Damage: 1d4x100 MD to a 100 ft blast radius per bolt
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited

f) Particle Beam Cannons (3 per turret)---Another import from PS’s THree Galaxies’ starship production lines.
Range: 14 miles
Damage: 3d6x100 MD per shot, 9d6x100 MD for all three cannons in a turret firing simultaneously
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

g) Heavy Missile Launcher---This removes the pretense of being the Massachusetts by replacing the gun turret with a heavy VLS-style missile launcher consisting of 24 cells, ready to fire.
g1) MRMs----6 per cell

g2) ASROC---(Anti-submarine Rocket)
The Paladin Steel Asroc is the post-Rifts adaptation of the rocket-propelled torpedo commonly used by old U.S. Empire warships. It consists of a short-range torpedo mounted atop a short-range missile booster, and is compatible with most short- and medium-range missile launchers. The chief advantages of the Asroc over conventional depth charge and torpedo launch systems, are response time, standoff range, and the fact that the sudden arrival of the torpedo from above gives the enemy little advance warning.
Range:(Booster) 5 miles(Torpedo) 5 miles
Damage: 2d4x10 MD (HE) or 1d6x10 MD(Plasma)
Bonuses:+3 to strike within 1,000 ft
Payload: 6 per cell

g3)Harpoon III Missiles--- Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close with an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Payload:6 per cell

g4) Shrike III ‘Brilliant’ antiaircraft missiles.
Range: 75 miles
Damage: 3d4x10 MD to 50 ft blast radius
Bonus: +7 to strike
Payload: 6 per cell

g5) ’SeaFlash’ ---Naval SAM version if the ’SkyFlash’ Advanced Short Range Air to Air Multiple Missiles(ASRAAMM). This is simply the PS copy/adaptation of the Coalition’s own AIM-180 missile(see Coalition Navy, pg. 88). The ‘Skyflash’ is an MRM that splits in flight to unleash a pack of four smaller SRMs....a surprise that at relatively short dogfighting ranges(10-30 miles) can be devastating, filling airspace with a swarm of corkscrewing projectiles.
Range: 15 miles+15 miles for the SRMs
Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley)
Bonuses:+3 to strike
Payload: 6 per cell

g6) SeaFire Missile/Torpedoes
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Payload: 6 per cell
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike

g7) Long Range Missiles---Typically ‘Tomahawk’-style cruise missiles. 1 per cell.


2) Secondary Turrets(10)----Similarly, the original 5-inch gun secondary armament has been made modular.
a) 5-inch guns(10x2)
Range:17,575 yards* in a surface role, 37,200 feet in anti-aircraft mode
(RAP/Rocket-Assisted Projectile) 23,770 yards
(*Note: It would take over a minute for shot to hit the target at maximum range...est. 68 seconds)
Damage:
(Fragmentation) 6d6 MD to a 35 ft radius
(High Explosive-Armor-Piercing) 1d6x10 MD to 12 ft blast radius
(Plasma)2d4x10 MD to a v 30 ft blast radius
(Flare) Burns for 1d4 minutes, illuminating a 2,000 ft area
(Chaff Round)Spreads radar-disrupting chaff similar to Triax-type chaff
Rate of Fire: 3 rds per melee
Payload: 450 rds per gun

b) Massdriver Rail Gun/100mm LB Massdriver Cannon (PS-MDJ100L)
Weight: 14,000 lbs(7 tons)
Range:(Direct Fire) 36,000 ft (7.2 miles)
(Indirect Fire) 90,000 ft(18 miles)
Damage:High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range
Rate of Fire:Four per melee
Payload: 500 rds per gun
Cost: 2.7 million credits (800,000 credits)

c) Medium Laser Cannons
Range: 8 miles (Direct Fire)
Damage: 2d6x100 MD per blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

d) Heavy Ion Cannon
Range: 18,000 ft
Damage: 2d6x10 MD per single blast, 4d6x10 MD dual blast
Can also fire a scattershot blast that does 1d4x10 MD to a 20 ft wide area.
Rate of Fire: 6 shots per melee
Payload: Effectively Unlimited

e) Medium Particle Beam Cannons
Range: 7 miles (Direct Fire)
Damage: 4d4x100 MD per blast
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited

f) Short Range Missile Launcher---Does away with gun armament in favor of installing an SRML.
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1,2, 5, or 10
Launcher reloads in 5 minutes
Payload: 40 per launcher
Additional missiles can be carried in the cargo hold and reloaded in 10 minutes(1 ton of cargo per 48 missiles).

g) Medium Range Missile Launcher---Does away with gun armament in favor of installing an MRML.
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-6
Launcher reloads in 5 minutes
Payload: 24 per launcher
Additional missiles can be carried in the cargo hold and reloaded in 10 minutes(1 ton of cargo per 24 missiles).
g2) ASROC---(Anti-submarine Rocket)
Range:(Booster) 5 miles(Torpedo) 5 miles
Damage: 2d4x10 MD (HE) or 1d6x10 MD(Plasma)
Bonuses:+3 to strike within 1,000 ft
Payload: 12 per launcher
Additional missiles can be carried in the cargo hold and reloaded in 10 minutes(1 ton of cargo per 12 missiles).

g3) Harpoon III Missiles
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Payload: 12 per launcher
Additional missiles can be carried in the cargo hold and reloaded in 10 minutes(1 ton of cargo per 12 missiles).

g4) Shrike III ‘Brilliant’ antiaircraft missiles.
Range: 75 miles
Damage: 3d4x10 MD to 50 ft blast radius
Bonus: +7 to strike
Payload: 12 per launcher
Additional missiles can be carried in the cargo hold and reloaded in 10 minutes(1 ton of cargo per 12 missiles).

g5) ’SeaFlash’ ---Naval SAM version if the ’SkyFlash’ Advanced Short Range Air to Air Multiple Missiles(ASRAAMM). .
Range: 15 miles+15 miles for the SRMs
Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley)
Bonuses:+3 to strike
Payload: 24 per launcher
Additional missiles can be carried in the cargo hold and reloaded in 10 minutes(1 ton of cargo per 24 missiles).

3) Quad Cannon Turrets(6)--These are quad-mount air defense weapons of the following types:
a) 40mm Cannons
Range: 2.6 miles
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to 15 ft blast radius
(Armor Piercing Tracer) 5d6 MD single shot
(High Explosive Tracer) 4d6 MD to 10 ft blast radius
Rate of Fire: EPCHH
Payload: 444 rounds

b) M-Ion Cannon----A PS copy of the Triax TX-8841 Ion Cannon(sans MRM launchers, though some buyers have them fitted for installation in large gun mounts). PS has also managed to adapt its ion-weapons modification technology to further augment the M-Ion weapon.
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 800,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft. Cost: 12,000 credits

c) Ion Quad Array
Range: 12,000 ft
Damage: 4d6 MD single shot, 16d6(or 1d6x16) MD for a four-shot burst(counts as one attack)
Rate of Fire: Six times per melee
Payload: Effectively Unlimited
Cost: 950,000 credits

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

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

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


4) Secondary AA Weapons(36)---These are light weappns mounts, mounting one or two light rapid-fire cannon of either projectile or energy type. They are typically individually operated and aimed, rather than tied into a central fire control system. Their exposed(aside from an armored plate shield) mounts also mean that they’re best manned by personnel in EBA, full conversion cyborgs, or robots.

a) *20 mm Rapid-fire Cannon(Model 2N)---A favorite “light” weapon, based on the classic, Oerlikon/Polsten weapon, that can be set up and mounted just about anywhere. Typically pintle-post mounted, with a gun shield to protect the gunner. Typically operated by a two-man gun crew(gunner and loader). Can be mounted singly or in two-gun mounts.
A longer-ranged Model 2N for naval vessels has recently been introduced, with a longer barrel, more powerful propellants, and higher cost.
Range:(20mm) 7,200 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1,000 rd drum
Cost: 50,000 credits

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

c) OCSW-2 25mm‘Arden’ Heavy Machine Gun----Aside from a high-elevation-angle mounting and recalibrated sighting package, this weapon is identical to that issued to PS infantry.
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters
Damage:(SDC)* (Fragmentation) 2d6x10 SDC to 10 ft radius**
4d6x10 SDC per 5 rd burst, 8 ft blast radius
1d4 MD per 10 rd burst, 14 ft blast radius
4d6 MD per 60 rd burst! 25 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 6d6x10 SDC to 4 ft radius
1d4 MD per 5 rd burst, 8 ft blast radius
2d4 MD per 10 rd burst, 12 ft blast radius
6d6 MD per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing) 1d4x100 SDC, no blast radius
1d6 MD per 5 rd burst, 1 ft blast radius
2d6 MD per 10 rd burst, 2 ft blast radius
1d6x10 MD per 60 rd burst! 4 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%

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

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

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


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

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

Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-60 rounds per melee
Payload: The OCSW typically comes with two 37 round box-magazines(total of 74 rounds) or can be belt- or drum-fed.
Bonuses: From any sensor package fitted
Bonuses from standard Sensor Package:
*Laser Range-finding and Targetting(6,000 ft range)
*Thermographic Imaging----5,000 ft
*Passive Nightvision---5,000 ft
*Ultrasonic Scanning----1,500 ft range
*Microwave Radar Motion Tracking--160 degree arc, out to 1,000 ft
*Remote Video Feed Capability
*Combat Algorithms----Correct for weapon bouncing and target movement. Give bonuses of +3 to strike on normal shots, +4 to strike with called shots. +2 initiative thanks to target prioritizing
Cost: 8,000 credits for the basic weapon, plus 32,000 credits for the sensor package.(yep!) Shells cost 10(SDC Fragmentation) 20(High Explosive) 28 (SDC Armor Piercing)- 100 (MD Fragmentation) 200 ( MDHigh Explosive) 350(MD Armor Piercing) credits each;


d) PS-862 AC 30mm Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the TriaxTX-862FC), Can be mounted singly or in two-gun mounts.
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per single gun.
Rate of Fire: EPCHH
Payload: 800 rds, 400 rds per cannon
Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner
Cost: 500,000 credits

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

f) PS McML-08 ‘BoomBox’(aka ‘Pencil Box’, ‘RacketRak’)(103 P.A.)----The McMLR-05 taken to an extreme, this is more a crew-served heavy weapon than a precision weapon, and consists of five disposable plastic cassette-style launch ‘boxes’ stacked on an erectable launch frame, tripod, and turntable. Bringing to mind the ‘Metalstorm’ guns of the past, each box-cassette has 25 micro-missiles(5 rows of 5) for a total of 125 projectiles, and can fire them in volleys of 5 to all 125 at once. It uses Pattern 1A -1C micro-missiles, but is problematic in laser-guidance mode due to frequent inadvertent missile fratricide when all 125 micro-missiles were trying to hope on the same target(volleys of 5-20 are recommended instead). The entire set-up weighs in at 120 lbs, making it barely manportable, but a trained crew can swap out expended cassettes in 3 actions(typically takes 30-45 seconds to reload the entire weapon with new magazines).
Range:Varies by Micro-Missile Type;
(15mm Format)
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft

(20mm Format) 8,000 ft for all types
Damage:Varies by Micro-Missile Type;
(15mm Format)
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius

(20mm Format)
(Pattern-2a) 4d4 MD to 2 ft blast radius
(Pattern-2b)6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
(Pattern-2c)(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees

Rate of Fire: Single Shot
Payload: Single Shot
Bonuses:
(15mm Format)
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.

(20mm Format)(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.

Cost: 80,000 credits.
(15mm Format)
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Pattern-1C 60 credits per McM
Pattern-1D 95 credits per McM
Pattern-1E 220 credits per McM
(20mm Format)
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each


g) McMAALR-18 ‘Fire Orchid’ 20mm Anti-Aircraft Micro-Missile Launcher(2x1)---Launcher consists of a pintle-mount with two multi-tube launchers straddling the gunner. The range and accuracy of the micro-missiles is judged to be ample compensation for the loss of rate of fire of more coventional guns. As the systems are either automated or manned by crews in full body armor, the backblast from the launchers is not considered to be a problem.
Weight: 13 lbs. A speedloader of 9 rounds weighs 1.8 lbs
Range: 8,000 ft for all types
Damage: (Pattern-2a) 4d4 MD to 2 ft blast radius
(Pattern-2b)6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
(Pattern-2c)(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1, 3, or 9
Payload: 9-shot clip
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Special Features:
*Sensor Package---The sensor package includes an IR/Thermal sight, laser rangefinder(2 mile range) and directional mini-radar(2 mile range) with audio-alarm to notify the gunner of target-lock.
Cost: 28,000 credits (3,000 for the launcher assembly, 25,000 for the sighting package)
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each

h) McMAALR-30 ‘Fire Rose’ 30mm Anti-Aircraft Micro-Missile Launcher(2x1)---Launcher consists of a pintle-mount with two multi-tube launchers straddling the gunner. The range and accuracy of the micro-missiles is judged to be ample compensation for the loss of rate of fire of more coventional guns. As the systems are either automated or manned by crews in full body armor, the backblast from the launchers is not considered to be a problem.
Weight: 16 lbs. A speedloader of 6 rds weighs 3 lbs
Range: 11,000 ft
Damage: (Pattern-3a) 4d6 MD single rd to 5 ft blast radius
(Pattern-3b) 1d4x10 MD to a 5 ft blast radius, or 3d6 MDC out to a 20 ft blast radius in fragmentation mode
(Pattern-3c)(Incendiary)2d6 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1-6
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Special Features:
*Sensor Package---The sensor package includes an IR/Thermal sight, laser rangefinder(2 mile range) and directional mini-radar(2 mile range) with audio-alarm to notify the gunner of target-lock.
Payload: 6 rds
Cost: 29,000 credits (4,000 for the launcher assembly, 25,000 for the sighting package)
(Pattern-3a) 90 credits each
(Pattern-3b)150 credits each
(Pattern-3c) 180 credits each

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

j) L-SAM ‘Black Talon’ Launcher---A light weapon pintle mount launcher adapted for shipboard use.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 4 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 100,000 credits per launcher, 10,000 credits per missile

l) Light Laser Cannon---Modified infantry rapid-fire heavy pulse rifle
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch.
Effectively unlimited linked to ship’s power.
Cost: 78,000 credits

m) L-Ion Cannon--A lightweight weapon derived from the ‘Beach Stormer’ power armor rifle. It does more damage, but more importantly, is small enough to be mounted as a light weapon, and coupled in twin mounts on light gun positions.
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited linked to ship’s power.
Cost: 230,000 credits


5) Ventral Point Defense Turrets(6)---A post-Rifts addition has been the installation of six retractable laser turrets in the lower hull. These are used to defend against swimmers attempting to attack the vessel from below. The retractable turrets also feature multiple-seal damage control to prevent their wells from being used to penetrate the lower hull.
a) L-Ion Cannon--A lightweight weapon derived from the ‘Beach Stormer’ power armor rifle. It does more damage, but more importantly, is small enough to be mounted as a light weapon, and coupled in twin mounts on light gun positions, or in batteries of four on large gun-mounts.
Range: 4,000 ft underwater
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited
Cost: 230,000 credits

b) PS-44LG Pulse Laser
Range:4,000 ft underwater
Damage:3d4x10 MD per rapid-fire pulse blast(1 attack)
Rate of Fire:six times per melee
Payload: Effectively unlimited
Cost: 250,000 credits

c) PS-100U Rail Gun
Range: 3,000 ft underwater
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
Cost: 100,000 credits

d) Sonic Cannon(PS-UHFSC-02)
Range:4,000 ft underwater
Damage: 2d6x10 MD per blast, plus 6d6 MD to a 20 ft diameter area around the blast area
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 95,000 credits

e) Micro-Torpedo Launcher---A machine-gun-style micro-torpedo launcher ‘gun’.
Range:(Pattern-MT1A)2,500 ft underwater,
(Pattern-MT1B)2,500 ft underwater
(Pattern-MT1C)3,200 ft underwater
(Pattern-MT1D) 4,000 ft underwater
Damage:(Pattern-MT1A)6d6 MD to 3 ft radius
(Pattern-MT1B) Screamer Round;Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub/diver to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike .
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Effective radius of effect of the 18mm screamers is aproximately 1,000 ft
(Pattern-MT1C) Sonic Warhead---2d4 MD per blast to an 8 ft blast radius, 1d6x10 SDC to another 10 ft beyond that, Does only 1d4 MD to a 4 ft radius in air
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor(such as wetsuits).
(Pattern-MT1D) 1d4x10 MD to 3 ft blast radius
Bonuses:(Pattern-MT1A) None; unguided
(Pattern-MT1B) None; unguided
(Pattern-MT1C) (+1 to strike in water. Micro-Homing Sonar Chip) Can also home in on a tracer beacon, and can track moving targets.
(Pattern-MT1D) (+3 to strike in water. Micro-Homing Sonar Chip)Can also home in on a tracer beacon, and can track moving targets.
Rate of Fire: Bursts of 1-10, EGCHH
Payload: 600 round drum.
Cost: 60,000 credits for the cannon
(Pattern-MT1A)250 credits
(Pattern-MT1B) 220 credits
(Pattern-MT1C) 360 credits
(Pattern-MT1D) 400 credits

6) Decoy/Countermeasure Launchers(8 )------Paladin Steel has adopted a series of standard countermeasure packages for use aboard their vessels. Notably they have adapted the US Navy Mk 38 Rapid Bloom Off-Board Countermeasures(RBOC-2) launcher system and the Replica radar signature decoy system. The RBOC-2 fires rocket-mortar shells of flares and chaff up to 1.25 miles away, to heights of 3,000 ft(the better to fool missiles coming in over the horizon), and fires clouds of chaff from deck mortars at closer ranges to confuse other guided weapons).
The Replica system resembles a folded-liferaft capsule when in its launcher, but can be fired off up to 300 ft, and rapidly unfolds to become two linked floating radar and sonar reflectors that give the appearance of a much larger object, and hopefully divert enemy fire and attention away from the targetted vessel.
A variant on this system includes attaching active sonar decoys or “Screamers” to attract or confuse accoustic sensors and homing torpedoes.
Range: The RBOC can toss decoy bundles 1.25 miles, and to an altitude of 3,000 ft
Damage: None. The RBOC is too inaccurate to be used as an effective weapon(oh, it could probably blow a person off the deck if they were standing too close, but that goes without saying) Effects are similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
(Flare/Chaff)Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: Flare/Chaff lauchers typically have 10 shells each. A Replica launcher will have 2 decoys per launcher.

Auxiliary Craft:
-3 recon aircraft(Typically amphibious versions of the PS/CA--L-VTOL-2C ‘Super Jetson’ Light VTOL, the PS-TBF-9 ‘Batfish’, or the PS-RS300 Scaup Dual-Mode Flying Boat)
-6 RPVs---Spotter drones

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

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

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

*TW Defense System--- Later modifications would include TW defenses originally fielded on the ‘Aldyriss’-class; a TW defense system designed to protect the ship from close-proximity nuclear blasts(such as those from the Coalition’s naval nuclear weapons). The current ‘Sea Buffer’ system uses multiplexors and combined modified Water Wall and Calm Waters spells to ‘harden’ the water around the vessel and provide a counter-pressure against the effects of an underwater nuclear blast, negating damage from them. Detection of a sudden water overpressure around the vessel will automatically trigger the system. The system isn’t 100% effective due to reaction-lag, but PS is working on improving it, and the current Sea-Buffer is considered a much better defense than none at all.
These systems(and any additional TW systems added) require the installation of a ‘Sorcerer’-grade TW generator Powerstone system--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus

Effect: Reduce damage from tidal waves and underwater explosions to 25%.
Cost to activate: 200 per activation


Variants:
*PS-BB570LCV New London---removes the rear two turrets and builds up the rear hull with a casemated hull section holding hangars and a landing deck for up to 12 VTOLs. Though such partial conversions have not faired well in history(the Japanese built several, and the Soviets tried later with their Moskva -class), the Danes had some success later on with their Gotland-class cruiser.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Thermal-Guard 8 Heavy Environmental Body Armor

“Good thing I insisted on wearing my TG8 suit when I was supervising our subcontractor’s steel mill on Prasicus, in spite of the office jokes and the Prasicans’ assurances of the safety record of their plant. When that converter busted open and spilled its contents all over the work floor, I was literally swimming in white hot liquid steel there for a minute. Wouldn’t have made it out alive if not for my ‘long johns’.”

This is a heavier, bulkier, hardsuit-style armor with light exoskeletal power assist, and plated in heavy protection, for use in foundaries or in extreme heat conditions. The suit is bulky and encumbering, but specifically resilient against heat damage; tests have shown that it can even survive brief dips in liquid magma. The helmet is more of a hood, with no ability to turn side to side, while the gauntlets are thick and cumbersome, preventing the wearer from doing delicate work in them. Though ill-suited for combat, the TG8 is good protection for industrial workers and scientists(such as vulcanologists).
Weight: 60 lbs
Mobility: Restrictive(see Penalties)
MDC:
Head/Helmet-100
Arms 90 each
Legs 90 each
Main Body-200(heavy)
Bonuses:
Exoskeleton gives a +6 to P.S., +1 roll with impact
Penalties:
-55% to prowl, gymnastics, acrobatics, and other physical skills.
-20% to Speed
-10% to perform delicate tasks with the hands
Special Features:
*Thermal Resistance ---Developed from pre-Rifts aerospace heatshielding materials. Cuts the damage from plasma and other heat based attacks by 90%!

*Shielded Optical Plate---TG8 armor features a small, heavily-shielded visual slit with glare protection.

*Extended Life Support---Has 10-hour air supply and heavy filtration to filter and cool outside air.

*Light exoskeletal enhancement: +6 to P.S.

*Power Supply: Rechargeable Battery good for 48 hours worth of constant use, or 6 days' minimal action(powers the air recirculation system). Can be recharged from an external power plant, or by e-clip(a standard e-clip is good for 4 hours' heavy activity, a long-e-clip 8 hours).

Cost: 550,000 credits
Last edited by taalismn on Tue Mar 05, 2019 6:16 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Shorty Lickens
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Re: Paladin Steel Storefront

Unread post by Shorty Lickens »

Since its an exoskeleton, does it need a power supply?
http://incompetech.com/graphpaper/
Create and print dozens of different graph papers.
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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 »

Shorty Lickens wrote:Since its an exoskeleton, does it need a power supply?



Thanks. A power system has been added.
Ideally, future models will be thermally-charged, allowing them to work in a hot environments and recharge at the same time, but we're still working out the bugs on that system.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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 »

*PSS/ASI-LHDOE-09 “Shoup” Assault Troop Transport

“Here’s the sitrep; down there the local defense forces are taking a beating, covering the evacuation of their civilian population from seaborne assault. They’re doing their best, but they’re taking a shellacking, and it’s wearing them down. We’re going to land across this pennisula here and form a firing line to stiffen the resistance, cover the evacuations, and give the locals time to regroup. Our ships will be the strongpoints on the line, but I intend to not wait for the enemy to come inside range of their guns; we’ll be fighting the front far out -here-, even before our ships ground. We pin the enemy down in one place, get their attention focused on -us- and concentrated, we set them up for a hammerblow when the carriers in orbit start lobbing KEWs and storm-bombs.”

“We have an enemy who thinks it’s great business to jump on peaceful little civilizations with both feet, kill the men, enslave everybody else, and take what they want, by virtue of them having better technology and a society that rewards rapine and pillage. So far, nobody’s been able to dissuade them of that belief. Well, they just ran into somebody who can and WILL. That is exactly what we are going to do; we’re going to teach these industrialized mechanized thugs what a REAL military does.”

“I just saw part of the ship’s ammunition manifest, Dwin. They’re loading -Eldrencher- shells for the ship’s massdrivers. You know what that means? Wherever we’re being deployed next, there’s a good chance we’ll be facing Dark Coven or Infernals. Bets that the troop arms containers are going to be technowizardry gear?”

Developed in parallel with the ‘Ramey’ conversion as an understudy or backup design, the LHDOE-09 ‘Shoup’ is a development of the LHAOE-07 Brunel Spaceborne Fleet Tender. More specialized than previous ‘merchant cruiser’ conversions of the Brunel such as the LHDOE-07, the LHDOE-09 has a more heavily modified and streamlined hull that some observers have compared to an ‘orange squeezer’, a ‘banana and four scoop sundae’, a ‘fruit basket’, or more obscenely as a ‘multi-testicled inseminator’. The number of changes and operating strategy of the variant became so divergent from the original LHAOE-07 that it was re-designated as effectively a new design.
Unlike the LHDOE-07 and LHDOE-08, the LHDOE-09 is meant to land and embark its troops directly. To accomplish this dangerous operation, the LHDOE-09 must have the endurance and capability to soak up enemy fire and secure its LZ in support of its troop contingent. Acting as a strongpoint in an LZ was also a consideration, even though the vessels would not operate solo, but as part of a larger taskforce of supporting warships.
The revamped design configuration features a lower ramp-and-elevator skirting of the lower engine bell, similar to that of the HInstelCvT-10LHA, a lower hull garage ring, four spherical weapons nacelles, hangars and landing pads for atmospheric VTOLs(attack and transport varieties), and a long ovoid ‘gherkin’ main hull. The repurposed LHDOE-09 removes almost all the Brunel’s utility features such as onboard autofacs, tractor projectors, and work arms, in favor of troop space, vehicle garaging, extra armor, shield generators, and defensive armaments. The frame is made even more structurally robust for repeated fast atmospheric reentry. An engine upgrade allows for faster speed(and more rapid deployments). The Shoup is well-protected against missile and fighter attacks, while heavier armaments provide teeth against heavier vessels and double as ground support artillery.
The Shoup is meant to deliver a full mechanized battalion, plus an air support element, to the battlefield and provide ground support with its long range armaments. To that end it also has aerospace vehicle hangars that can support a small force of combat transport aerodynes for aerial insertions, evacuations, recon, and close air support. Extendable-range forcescreens allow the grounded vessel to use its forceshields to provide protection to landed personnel and equipment in its immediate vicinity.
The Shoup is currently produced at the large ship construction yards leased from the Corianus-Typhen-Rosette League, who have also adopted the design as part of the heavy transport element of their upgrading Navy. Along with other troop carrier conversions, Shoups have played an important role in the Minion/Forge War theatres, as the Alliance has worked to shore up their allies and take back worlds invaded by the various opposition forces involved. The Shoup has been generally well-received by its users, with the main serious criticism being that its upright design makes the landed starship too tall a target sticking up over available cover, and its high main hull gets in the way of its armament being able to engage targets, a problem not usually a consideration in horizontally-landing transports.

Type: PSS/ASI-LHDOE-09 ‘Shoup’
Class: Spaceborne Heavy Assault Transport
Crew: 250 ship crew, 640 troops and 50 aerospace crew
MDC/Armor by Location:
Main Body 40,000
Bridge 9,000
Reinforced Life System Section 10,000
Modular Weapon Spheres(4) 1,800 each
Hangar Bays(4) 900 each
Point Defense Turrets(14) 100 each
Propulsion Block 12,000
*Variable Shields( 3,500 each side, 21,000 total)

*Shield Refresh Rate is 10% per melee

Height: 650 ft
Width: 650 ft
Length: 740 ft
Weight: 480,000 tons
Cargo: 13,000 tons internally
If carrying armored units, capacity is for 72 vehicles or robots
Powerplant: Nuclear Fusion w/ 25 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric
(Sublight) Mach 8
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) 5.4 light years per hour
(Underwater) Not possible
Market Cost: 1.8 billion credits
Systems of Note:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars---Maximum Resolution Range of 300,000 miles. Navigational array has a range of 1 million miles.
*Laser Targeting-------100,000 miles
*Communications Suite:---Long Range Radio and Video
*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 50,000 miles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.

*Extendable Force Shields---The Shoup’s variable forcefields can be extended to a 1,500 ft radius, providing some cover for embarking/disembarking ground forces

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

2) Weapons Modules(4)--Spaced around the base of the forward hull are four large spherical weapons modules. When landed they act as air defense and artillery support systems, covering the landing zone and the disembarking troops
Each module has the following:
a) Kinetic Kill Rail Cannons(2x4)--- Double-barrel-mounts of a design harkening back to PS’s first-generation space warships; they’ve been slightly improved, but are still the same effective weapons. Mounted in main hull turrets positioned in each weapons pod, they can act as both a direct fire point defense weapon and ballistic artillery.
Range: 10 miles in atmosphere(40 miles in space)
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage: 1d4x100 MD per 80 rd burst, 2d4x100 MD double cannon burst
The KKRCs can also fire 100mm massdriver rounds in artillery support mode:
High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
Plasma-----3d6x10 MD to 35 ft radius
*‘Copperhead’ Laser-Rider Shells---Named for a pre-Rifts ‘guided’ shell, this attempts to lend ‘smart bomb’ technology to traditional artillery and help remove some of the inaccuracy associated with it(-6 to strike with indirect fire). PS Copperhead technology allows a forward spotter to ‘paint’ a target with a spotting laser, which then allows the shell’s optical sensor to guide the shell, using small pop-out fins, to glide to a critical strike. Modifying Massdriver shells to use the Copperhead system is even easier than for regular artillery, since the fin units don’t have to be hardened against the thermo-shock of the propellant charge going off 'Copperhead' guidance packages effectively transform the shell into a guided 'smart' bomb, and give a bonus of +2 to strike, but require that the target be illuminated by a remote observer with a painting laser.
Rate of Fire: ECHH
Payload: 32,000 rds(400 bursts) per cannon before needing reloading from stores(takes about 30 minutes)

b) Medium Laser Cannon(2x4)--- Double-barrel-mounts, meant mainly as anti-fighter/missile weapons
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d4x100 MD per cannon, 4d4x100 MD for a dual blast(counts as one attack)
Rate of Fire: Four times per melee
Payload: Effectively Unlimited

c) Tachyon Spray Cannon(2x4)----Less effective in atmosphere, but most effective in space due to their area of effect beam-spreader.
Range: 1.5 miles (2,500 m) in atmosphere, 6 miles (10,000 m) in space w/ 3 mile wide arc*
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
* Scatter width is reduced to 1/4th in atmosphere
Damage: 4d4x10 MD per single cannon firing
Rate of Fire: EGCHH
Payload: Effectively Unlimited

3) Medium Range Missile Launchers(4)---Mounted in the midsection in retracting turrets are four large-capacity MRMLs. These are used for both anti-fighter ‘missile massacre’ attacks and ground support suppressive bombardment.
Range: Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-12
Payload: 96 missiles each launcher, reloading from the cargo hold takes 1d6 minutes(1 ton of cargo per 24 missiles)

Auxiliary Craft:
1-4 Shuttlecraft, 12 VTOLs(typically combat/transport types such as PS-GMR-VTOL-CH5300 Arakeens, PS-GMRCHV-15 Kerluns, or PS-GMRD-VTOL-CT-1 Moths)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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 »

If you're walkin' around Greater New England and hear some talkin'.....


Some Greater New England Slang:

Paladin Steel/Greater New England Slang:

-Allison---A reliable, well-performing engine or powerplant.

-Amerzon---Female Shemarrian.

-Aristo---Old money GNE family, typically Elven.

-Atom-smasher---Particle beam weaponry.

-Baitchanter---Lord of the Deep cultist.

-Banana---Standard of how difficult a problem is, supposedly by how many plantains it takes to bribe the ape assigned to fix it; a one-banana problem is fairly simple, a five-banana problem is very difficult.

-Bash-Palace---The Northern Gun Robodome. Gladiatorial arenas in general.

-Bathboy/girl---Native of the New Bath development zone.

-BigFolk---Human-sized and larger beings, as seen from the perspective of a Smallkin(see Smallkin)

-BigMetal---Heavy vehicles and robots.

-BioBitz---Biosystems



-Brickhouse---The New Boston Arcology. Also ‘the Anthill’, ‘Wall’, ‘Minas Beantown’.

-Canker, the---Splugorth Atlantis. Also ‘the Boil’.

-Chigger---Chi-Town native, especially arrogant upper-classer.

-Chugrug---Vehicle powered by a TW steam engine(also ‘chugboat’).

-Crazy-Hangers---A Crazy’s nobs.

-Cremator---Plasma weapon

-’Crete, to Lay Down---To put down roots, establish oneself more or less permanently in a location, to settle down.

-Crunchie---GNE Infantry. Though the verdict is out on whether they’re being crunched or doing the crunching.

-Cuckoocopper---M.O.M. Crazy in law enforcement.

-Cullskull----Particularly good-looking vampires(the sort you want to kill IMMEDIATELY on just general principles).

-Cybatty----Crazy about cybernetic implants and bionics.

-CyMid---Cybernetically or bionically-augmented person.

-D-Bone---Obvious d-bee supporting the Coalition States, singing their praises in hopes of gaining citizenship.

-Deathwalker---Zombie or necromancer.

-Dendruff---A Crazie’s cranial knobs.

-Deniler---Negapsychic

-Dethsmokey---CS government-issued tobacco product(also ‘deathsticks’, specifially cigarettes). Also ‘Dethsmogger’.

-Downworld---Extradimensional trade/contact/travel to/with less advanced worlds/societies.

-Dumbledork---Old school magic user. Uber-conservative(and elderly) magic user.

-Dumphole---One-way dimensional portal. Typically one that ends up someplace miserable.

-Dundergun---Ridiculously overpowered weaponry trying to imitate a boomgun in power and noise. Impractically heavy weaponry.

-Dundergunner---Weapons fanatic who HAS to have the biggest, loudest firearms out there, no matter how impractical they are to carry and attempt to use.

-Earth-devil---Burrowing monster, aka ‘Death from below’ or ‘boot-eater’..


-Edge, The---A person’s personal advantage or power, vocational, technological, biological, or magic, giving them ‘an edge’ over those who don’t have it.

-Electric Cannon---Rail guns.

-FireTeam---A grouping of talents/personnel working together. Originally limited to its military meaning, but expanded to cover other work and social activities. In the GNE, especially on Rifts Earth, being part of a ‘fireteam’ is considered essential to survival and prosperity, an extension and more immediate permutation of the ‘social networking’ of the pre-Rifts era.

-Fleshhater---Cybernetic or bionic zealot. Perfecty healthy voluntary bionic conversion.

-Flipperboy/girl---Pneumo-biforms.

-Fluffer---Hovercraft

-Frygun---X-ray laser.

-FullCon---Full conversion cyborg.

-Fuzzbutt---Chai-Chuk d-bee.

-Gawker---Golden Age Weaponsmith enthusiast or customer.

-Gawkjob---GAW vehicle rebuild. By extension, any rebuild of a pre-Rifts vehicle into an improbable refit for Rifts Earth.

-Genie---Genetically augmented or engineered lifeform.

-Genieware---Genetically engineered bio-implants.

-Gevver---Hovercraft(also ‘gevrevv’ for hovercycles).

-Godhammer---Heavy artillery support. Also ‘Smiter’.

-Gothjackets----Coalition States uniforms, and the people wearing them(also ‘Gothjacks’).

-Grassburner---Animal transport.

-Greenscraper---Multi-level urban farm. Also ‘grass-scraper’.

-Gumper---A dumb or naive d-bee.

-Havver---Madhaven resident.

-Horry---Horune pirate.

-Humzing---Particularly fast/frenetic person or critter, especially d-bee.

-Infernal---Demon or Devyl. Any truly monstrous and EVIL supernatural being preying on people.

-Iniac---Integral (or internal) artificial intelligence. Advanced software incorporated into neuro-cybernetics or full conversion cyborgs, especially if it uses a verbal interface.

-Inkjobber---Tattooed Man/Woman(also ‘Touchyfeeler’, ‘Inkskin’).

-Invisibis---A company or organization that is involved in covert(or at least not public knowledge) cross-dimensional trade. Sometimes refered to as ‘icebergs’ for most of their operations being unseen. By extension, larger, typically d-bee, companies fronting as small local businesses. Also known as ‘shadowfirms’. Sometimes used as a broad reference to the Black Market in general, especially if a reputable company is carrying on business through the Black Market.

-Litebrite---Laser target designator.

-LocBlocker----Any PS design heavy on options. Also ‘Lego’ed’.

-Magcaps---Railgun rounds. Also ‘Marbles’.

-’Major Chin’---Nickname for any of a number of generic, officious, authoritarian, square-jawed Coalition officials appearing in CS video pronouncements and propoganda. Suspected of being CGI effects. Said to speak in clipped, terse, statements because he can’t open his bulldog jaws. Zealous, too-good-to-be-real, diehards in CS uniforms are said to be ‘Major Chins’. The post-Rifts American version of the British ‘Colonel Blimp’.

-Meatware---Biosystems, cloned transplant organs.

-Mega, The---The Megaverse.

-Miter----MIT Forest native.

-Mod-Bod---Genetically augmented person.

-Modesitt Greens---The green themed uniforms adopted by many organizations in the GNE. Reference to a pre-Rifts sci-fi author who created a fictious society based on meritocracy and scientific advancement.

-Mortwart---Necromancer.

-Nanobopper---Juicer’s IRMSS ‘slap-pad’ incorporated into their harness.

-Narts---Naruni plasma rounds.

-Needleshirt---Juicer Harness(also ‘NeedleJacket’).

-Negjacket---Northern Gun armor or power armor(also ‘Negsuit’).

-Negstick---Northern Gun hand weapon.

-Neuronut---Crazy. Psynetic augment. Anybody who spends an excessive amount of time ‘jacked into a tech-system.

Nexxy---Nexus Maw. Plural ‘nexxies’. Cutesy name for a deadly dangerous predator.

-Nort---Northern Gun.

-Odessa Brigade---Unauthorized paramilitary units using PS/GNE equipment and uniforms and acting as aggressive political activist(typically abolitionist) groups. Also ‘Odessa Factories’; unauthorized or off-the-books manufacturing facilities using PS/GNE-made/funded equipment to produce PS-template goods and equipment. Most Odessa groups, when found, are assimilated into the GNE command structure and made accountable to the General Orders, but not all suspected Odessa Brigades have been found.

-Outworld---Extradimensional trade/contact/travel to/with other worlds/societies(in general).

-Pathman--Wilderness scout. Explorer.

-Perfessor---Lazlo citizen, owing to the large number of scholars, or well-educated idealists from that city.

-Personac---Persona Clone---A duplicate made of a person’s mental state, memories, and persona. Sometimes shortened to ‘persac’.

-’Phantom Cheese’---Synthetic diary products or calcium supplements.

-Pinbender---Technician, usually a shoddy one.

-Presto---Mage.

-Prosek Pus---CS Army government-issued beer(more derogatively: ‘Emperor’s P----’).

-Pumpy---Triax pump weapon.

-Punchcard---Factory worker. Derisively an urban citizen exchanging their freedom for security and a steady job. Also used by mages as a term of derision to describe other mages, especially Technowizards, who have sold out to work for corporations.

-Quickgun---Any of a wide range of inexpensive SDC firearms, usually ‘repliguns’, stamped out, often by autofac, and available on the open market.

-‘Retroca’---A post-Rifts replica of a pre-Rifts(typically pre-Golden Age) vehicle or piece of hardware, as opposed to a refit of a surviving piece of pre-Rifts hardware, and meant to capitalize on recovered technology or public interest in ‘the golden days’. While some retrocas are faithful to every aspect, nut and bolt of the original design, many retrocas are updated with modern technology or technowizardry, and in some cases have only a general resemblance(and marketing) to the original design in common. Sometimes refered to more specifically as ‘retrocars’, ‘retroplanes’, ‘retroships/boats’, ‘retroguns’, or ‘retrocraft’.
See also ‘Retrofaced’.

-Retrofaced----Any design or technology that claims or appears to be on the outside of pre-rifts origin, but is really a post-Rifts development, is said to be ‘retrofaced’.

-Riftraff---Megaversal bum. Somebody who always believes that ‘things are gonna be better on the other side of the Rift’, and fails to honor obligations in one place to go running through a dimensional rift to another place.

-Rustbutt---Full conversion cyborg.

-Sardine Jockey---Power Armor Pilot.

-Scramble---Another term for the Cambridge Jungle. Also ‘Tangle’.

-Screamfodder---Clueless city dweller or newly arrived d-bee in a danger zone.

-Shadoface---Computer-generated video avatar used to conceal a person’s real identity over visual comms. A CGI fascade, fake, or fraud.

-Shakker---Pump-action energy w eapon, using an adapted form of the NA Laser Bow’s pull-string power system. Derived from the sound of the slide operating.

-Shem---Shemarrian.

-Skullfarm---Fortified Coalition State farmland.

-Sleepeater---Nocturnal monsters.

-Slolife----A slang term rarely heard outside the halls of academia on Rifts Earth, but more common in the Three Galaxies, ‘slolife’ refers to alien intelligences, Elemental beings, and exotic/exotic chemistry alien lifeforms that live at a much slower rate than carbon-based organic beings and other ‘mundanes’. Slolife moves at a pace that is so slow that it is almost imperceptible, and the beings might be mistaken as dead, or not even living beings at all. Movement is glacial in pace, and lifespans measured at a geological level of perception. Spacers in the Three Galaxies report encountering exotic cryogenic lifeforms in the spaces between solar systems that live at super-slow low-energy rates. The more verbose Elemental beings speak of certain slolife Greater Elementals as if they were gods, engaged in slowly shaping the cosmos. Some dragons, with their predilection for hibernating for centuries at a time, are said to be skirting the lower edges of definition for slolife, but most xenobiologists discount grouping such dragons with true slolife entities.
Interaction between the everyday and slolife is rare and frustrating; a slolife being might register the existence of everyday beings, but by the time it responded, the individuals it percieved might be long dead, and even their civilizations might have collapsed.
Despite this lack of interaction, ‘slolife’ is entering common slang vocabulary to mean particularly apathetic, slow-acting, and nearly-below-the-level-of-notice individuals and organizations(examples: “Does D’ress ever leave his apartment? Does he ever DO anything, or is he some sort of slolife?” “Don’t bother waiting for a travel visa from the Republik Office of Antiquities. They’re slolife over there.”).

-Smallkin---Physically very small-statured sophonts.

-Smogsmut---Low quality tobacco product.

-Somac---Somatic Clone--A clone or duplicate made of a person’s body, and not their persona or mental state. Typically used as an organ source or brain transplant vessel.

-Sonic Gnats---Coalition State Flycycles, so-called for their annoying practice of high speed passes and ‘buzzing’ people on the ground.

-Sparker---Ion weapon. Also ‘zapper’.

-Squeezer---Abusive ’Urb business owner or asociated foremen. Sweatshop owner.

-Stomper---Giant robot.

-Stomp-Jockey---Robot pilot.

-Sungun----Plasma weaponry(also ‘Sun Tan Gun’).

-TechApe---Technician. Also Animal-Man Mutant from Madhaven.

-Touchyfeeler---Tattooed Man/Woman.

-TubeFarm---Hydroponics facility. Also ‘tubetower’. See also ‘greenscraper’.

-Tundie-romper---Tundra Ranger(also ‘Tundie-Jumper’, ‘Tundie-hopper’).

-Ubernaut---Anybody addicted to getting technological or biological enhancements simply to improve their performance, and not for medical reasons.

-Uberware---Any implant, technological or biological, meant to augment, rather than restore, a person’s performance.

-Upworld---Extradimensional trade/contact/travel to/with more advanced worlds/societies(such as the Three Galaxies).

-Verm---Derogatory term for native of the Old Vermont region.

-Vittleville---Coalition supply dump(or any supply dump in general).

-Wandic---Mage or mage wannabe. Diehard(and annoying) magic fanatic. Also ‘Wizdic’.

-Windbag---Wynaro d-bee(also ‘Windies).

-Windwaver---Air Elemental Warlock.

-Zilla---Large inhuman d-bee. especially if reptillean in nature(also ‘Tin-Zilla’ for large cyborgs, and ‘Steelzilla’ for giant robots). especially if they like throwing their weight around or blunder around with little regard to collateral damage.

-Zombot---Robot drone. Anybody particularly lacking in personality(and thus suspected of being a robot).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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 »

BlackJack-class Interstellar Frigate
(aka ‘Dabus-class’, ‘Shadowjack’)

“Recent events in the Three Galaxies are shaking up a lot of establishments, including military supply. A lot of the rim nations that thought to save a few credits by buying CAF surplus hardware are finding that their spare parts supply is suddenly in jeopardy; either the spaceways became too dangerous for transports to make their way through, or the manufacturers in the core worlds are prioritizing their orders for units closer to home. A lot of customers cut off on the outer systems are going to be looking for alternatives. We just may be able to help them, given how many WZT shipyards are available out beyond the middle ring systems. We have the equivalent designs, the stock, the parts, and the availability, and we can turn both a good profit without gouging the clientele and build up the rim worlds at the same time.”

“The retaining of the passive stealth systems was genius; they might not be able to fool heavy-duty state of the art military sensors, but more than a few pirates coming into a system and expecting easy pickings have been surprised to discover fully-alert and combat-ready frigates laying doggo and ready to play with them.”

“The Blackjack may be new and shiny, but never forget that it’s still a compromise based on the specs of a centuries-old design, and using off-the-shelf components. The Blackie’s designed around being an equivalent, or an alternative. It’s not a successor or a paradigm-breaker; it’s a replacement in the same role. A Naruni Espandon can still slice your privates off if you try going one on one against one with the Dabus, but with the cost and distribution of the Blackjack, if your military’s smart about its budget and its allies, you might be able to afford some decent fighters to fill your hangars, and have the numbers so you don’t face that ‘spandon alone.”

The Blackjack-class Frigate started initially as a PS/ASI effort to create a knockoff-copy of the ubiquitous CCW Scimitar-class frigate, only using as many off-the-shelf parts that PS/ASI already had in production. Development was actually started fairly early on in ASI’s existence in the Three Galaxies, but the program took a backburner when ASI landed a life-extension servicing and spare parts contract with the Consortium of Civilized Worlds for their aging Lasser-class frigates. That and the more quiet CCW ‘offer’ to PS/ASI to covertly manufacture pirated versions of Naruni Enterprises gear convinced Paladin Steel officers that drawing even more attention to themselves by overtly producing a copy of one of the CAF’s major designs was NOT a good idea. After some time, and the opening of other facilities outside direct CCW observation/supervision(most notably in the Corianus-Typhen-Rosette League), as well as observing several other star nations producing their own modified versions of the Scimitar, convinced PS/ASI that they could finally move ahead with the Blackjack. By this time, too, the design work had diverged sufficiently from the Scimitar’s specs that PS/ASI felt there would be no objections to the new vessel. In final analysis, the delay actually HELPED the programme, as PS/ASI’s shipbuilding capabilities, techbase, and numbers of available shipyard facilities increased during the interim, further bringing down the ultimate cost of the Blackjack, improving its performance, and increasing potential distribution.
The Blackjack uses the hull structure from the reliable Nao merchant transport, engine pods from the Javelin/Sagadag/Assegai family of related warships, and components from a dozen other existing programs. The engines are moved off nacelles in the wings and into the main rear hull. Older weapons system designs that once served as the main armament of Paladin Steel’s first capital ships, now effectively serve as the primaries on the smaller Black Jack.
The Nao’s wings have been retained, but serve as the mounting pylons for the Blackjack’s two triple-barrelled rail gun assemblies, giving them excellent arcs of fire. The Nao’s rear life support and bridge tower has been relocated to be replaced by the hangar bay above the main engines(this has led to some pilots complaining about exhaust bleed from the main drives interfering with their sensors on landing approach, so PS/ASI engineers have added a set of tail baffle plates extending the rear deck landing ‘apron’). The Blackjack has provision for carrying a company’s worth of troops(160 personnel, or 4 platoons), but operationally most users only half the maximum number of troops, and divide them up between regular EBA-suited platoons and power armored squads.
The Blackjack is slightly larger and heavier than the Scimitar, but is arguably less expensive to maintain(even with the greater distribution of vessel-specific parts available to the older Scimitar). The Black Jack has been modified with growth in all of its systems expected, making it easier to upgrade the vessel. While having a slightly higher crew complement than the Scimitar, the Blackjack also arguably provides more slots for training inexperienced crews, and its many compatible parts with PS/ASI civilian vessels allows for more forgiving transitions between civilian and military systems.
The Blackjack got a serious boost in legitimacy and sales with the Minion War causing chaos in the Three Galaxies. With the disruption of trade, many systems were looking to build up their defenses, and with many coreworlds doing the same, spare vessels from the established defense firms were rarely available. PS/ASI and WZTechyards on the other hand, were able to build new BlackJacks closer to the rim territories and make use of local industries to outfit vessels to use locally-produced parts, easing logistics. While production is as of yet nowhere near the tens of thousands of Scimitars the CAF has in service and has sold/donated to affiliates, several hundred Blackjacks have already been produced or bespoken for off the assembly lines.
Evaluated in sum, the Blackjack is not seen as any great or dramatic improvement on the Scimitar(its performance is seen as incrementally better at most), but its price tag and availability makes it a viable alternative to the older Scimitar.

Type: PS/ASI-SFG25 Blackjack
Class: StarFrigate
Crew: 115, + 200 troops/passengers
MDC/Armor by Location:
Main Body 4,000
Bridge 900
Heavy Laser Batteries(2) 500 each
Heavy Rail Cannons(3x2) 950 each
Point Defense Turrets(8 ) 100 each
Bridge/Forward Hull 2,000
Main Communications/Sensor Array 700
Engines(2) 3,500 each
Hangar Bay 800
Variable Forcefield 1,000 per side, 6,000 total

Height: 90 ft
Width: 160 ft(cannon wing/pylons boost this to 240 ft)
Length: 550 ft
Weight: 13,000 tons
Cargo: 500 tons internally in the main hull
Powerplant: Nuclear Fusion w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 9
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Not possible
Market Cost: 380 million credits
Systems of Note:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars
*Enhanced Sensors----The Blackjack mounts a sensor suite slightly more powerful than those typical of its class, and has 25% better range(effective -Fleets of the Three Galaxies- range of 320,000 miles)
*Laser Targeting-------250,000 miles
*Communications Suite:---Long Range Radio and Video
* Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 50,000 miles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.

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

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


Weapons Systems:
1) Heavy Laser Batteries(2x2)---Mounted in twin turrets are two heavy twin-barrel laser cannon. These are bulkier and weaker per shot than the Scimitar’s main batteries, but improved cooling and more up-to-date power delivery systems improve rate of fire.
Range: 10 miles in atmosphere, 40 miles in space
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage:2d4x100 MD per single blast, 4d4x100 MD per double blast
Rate of Fire:Three times per melee
Payload: Effectively unlimited

2) Heavy Cannons(3x2)---Mounted on two external pylons are two triple-cannon clusters of kinetic kill rail cannons; based on one of Paladin Steel’s older space weapons, but refitted to fire flak rounds. Though using older tech than the Scimitar’s g-cannons, the triple-barrel mountings allow the Blackjack to deliver a heavier kinetic barrage to a single target, and justifying the ship’s name after a concussive weapon.
Range: 10 miles in atmosphere,40 miles in space
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage:1d4x100 MD per 80 rd burst; 3d4x100 MD per triple cannon burst
(Exploding/Fragmenting Fletchette): 3d6x10 MD to anything caught in a 120 ft wide cone/’cloud’----Targets are -2 to dodge the’shotgun spread’
Rate of Fire:ECHH
Payload: 32,000 rds(400 bursts) per cannon
Range: miles in atmosphere, miles in space
(Kitsune Values: miles in atmosphere, miles in space)

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

4) Modular Weapons Turrets(4) ---In place of the four particle beam weapons turrets, PS/ASI decided to install modular mounts similar to those carried by various craft such as the Sunchaser and Roswell. This allows for quick repairs, upgrades, customization, and mission-tailoring of the ship’s weapons configuration.
a)Particle Beam Cannon
Range:(Palladium) 5 miles in atmosphere, 20 miles in space
(Kitsune Values)5 miles in atmosphere, 500 miles in space
Damage: 3d6x10 MD per blast
Rate of Fire: Four times per melee
Payload: Effectively unlimited

b)Ion Cannon
Range:(Palladium) 4,000 ft, 16,000 ft in space)
(Kitsune Values) 1 mile in atmosphere, 100 miles in space
Damage: 2d4x10 MD per blast,
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: Five times per melee
Payload: Effectively unlimited

c) Plasma Cannon
Range: (Palladium) 6,000 ft, 24,000 ft in space
(Kitsune Values) 1.2 miles in atmosphere, 120 miles in space Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload:Effectively unlimited

d) Rail Gun
Range: (Palladium)5 miles, 10 miles in space
(Kitsune Values)5 miles, 500 miles in space Damage: 2d6x10 MD per 50 rd burst; can only fire bursts
Rate of Fire: Four times per melee
Payload: 8,000 rd drum

e)Tachyon Scattergun
Range: (Palladium)1.5 miles (2,500 m) in atmosphere, 6 miles (10,000 m) in space w/ 3 mile wide arc*
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
* Scatter width is reduced to 1/4th in atmosphere
Damage: 2d4x10 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited

f) Plasma Torpedo Launcher
Range: (Palladium)10 miles in atmosphere, 20 miles in space
(Kitsune Values) 10 miles in atmosphere, 10,000 miles in space
Damage: 1d6x100 MD to an 80 ft diameter blast radius
Energy ‘torpedo’ has a disruption MDC of 30
Rate of Fire: Every other melee
Payload:Effectively Unlimited

g)Tractor Beam Emitter----Effectively rated for 1,000 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. Range: 25,000 ft

Auxiliary Craft:
4 Shuttles
6 Aerospace Fighters

Variants:
*PS/ASI-SFG25B---The lack of heavier missile armaments is a source of concern for some buyers, who don’t want to invest in separate missile-vessels(like PS’s Javelin). The ‘-B’ variant does away with the troop/passenger bays in favor of two dedicated missile launcher bays. These bays can be configured to carry 120 medium-range missiles OR 60 long range missiles OR 40 cruise missiles each.

*PS/ASI-SFG25D----The ‘-D’ variant is still considered to be several years away from realization given the current economic-poltical climate, but if and when realized the ‘-D’ would upgrade the Blackjack’s engines using propulsion technology copied by CCW engineers off Naruni designs, and boosting normal-space speed to Mach 12. However, the cost per vessel would rise as much as 30%, and the CCW is not yet willing to reveal that they’ve been reverse-engineering and siphoning off Naruni technology in deals with NE’s competitors just yet.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by taalismn »

Null Cell Confinement Systems
(aka ‘DeadBoxes’, ‘Null Boxes’, ‘Ley-Coolers’, ‘Maj-Pits’, ‘Null-Pads’)
“LET ME OUT! YOU CAN’T KEEP ME IN HERE! I AM NEGUROZ, LORD OF THE NEXUS!!!! I NEED TO TOUCH THE LIGHT! I NEED THE LEY! I NEED NOURISHMENT!!!! YOU’RE KILLING ME BY INCHES! YOU’RE BLEEDING MY VERY SOUL!!!! YOU DON’T HAVE THE RIGHT TO DO THIS TO ME!!!!!”
“We have every right to protect the world from you using your sorcery, after you attempted mass murder to feed your magic. Magically-touched or mundane, it doesn’t matter who your victims were, you’re getting the Box treatment until the courts figure out what to do with you; terminate you, brainwipe you, or stuff you into a null zone in the megaverse so deep and dark they’ve never heard of magic or light. Now, here’s your soup. That’s all the nourishment you really need or will get from here on out.”

Null Cells are one of the advanced technologies that are rumored to have been produced by the ‘black projects’ labs of Hedro. Null Cells are special isolation cells meant to cut off the natural flow of potential psychic energy(PPE) that normally courses uninterrupted through the material world. Null Cells are typically used for detaining magic users and creatures of magic, but they are also used in studies of alien artifacts or development work sensitive to PPE contamination.
The exact nature of Null Cell construction is unknown, but the standard unit is roughly the size of a small apartment, with enough space for a bedroom, and two small supply/monitoring chambers, with an airlock-style entrance. The module is heavily armored against damage from both within and without, and has its own independent power and life support, much like a ‘hot box’ lab. Inside, the occupants are completely cut off from all outside paranormal and electromagnetic activity...the only PPE available is what the occupants bring in with them...mages will find that they can no longer draw on ambient PPE, not even if the module were parked on a ley line or in a nexus! They have only their own reserves to draw upon, and they will discover that their ability to regenerate their PPE is greatly diminished(can only regain 1 PPE point every 4 hours or 2 with sleep/meditation). ISP is less affected, but still, psychics will find they need THREE times as long as normal to regain their ISP.
Furthermore, normally Null Cells are housed within a second, larger, Null Cell containment structure, providing an extra layer of insulation, and doubling the ‘airlock’ security for keeping outside ambient PPE from leaking inside.
Under typical operating procedure, a prisoner or patient is brought into a Null Cell, restrained and sedated, accompanied by robots, cyborgs, Nega-Psychics, or Psi-Stalkers(the latter two to further drain off/negate any PPE buildup). Once inside, they are locked in and effectively cut off from outside PPE. To further control them, the mage or creature of magic may be regularly ‘bled’ by a Psi-Stalker or other PPE/ISP siphon, or controlled by other means(such as PPE/ISP-suppressant drugs or apparatus). Managed properly, a prisoner will be unable to muster the PPE or ISP to attempt to escape using their meta-abilities.
Another benefit of the Null Cell is that it has been proven to effectively cut off the occupants from magical and psionic scrying, including Locate and Object Read spells. This reduces the effectiveness of a prisoner’s confederates being able to locate them by mystic means and attempt a rescue/extraction. It also makes Null Cells effective means of screening confidential or secret meetings from outside snooping, and an increasing number of high rank corporate and military officials are using Null Cells as conference chambers(they may not know the details of these rooms, only that corporate and state security provides and oversees them).
Null Cells play a prominent role in the emerging field of gene-therapy exorcisms, in treating people genetically predisposed to possession, or in the forced separation of witches from their alien masters(with an eye towards developing a means of reversing vampiric possession/transformations). Cutting off possessees from external supernatural influence often allows the opportunity to apply other treatments that reverse damage and make reestablishment of supernatural connections much more difficult, if not outright impossible.
Null Cells are a closely guarded secret and are not advertised outside GNE law enforcement and military intelligence. However, reportedly the expense of fabricating Null Cells(the small cell described above costs on average 10 million credits) has precluded more widespread deployment of them as yet, and they are found mainly in maximum security facilities, such as prisons, laboratories, special hospitals, and headquarters.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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 »

BioCell Confinement Systems
(aka “PrisonWombs’, ‘WomTombs’)

“These living devices may have been originally developed to detain alien monsters while they were interrogated, before they were destroyed afterwards, but the fact that development was continued to serve a penal establishment code that no longer simply disposes of inconvenient and dangerous individuals speaks volumes of the advance of our civilization out of a darker age.”
----Warden Amelia Harker, Greater New England Department of Corrections

“Why, I ask you, WHY didn’t we come up with this ourselves?! It’s got TUBES! It’s got TENTACLES! It’s got GLANDS! It’s got NEURAL BRAIN LINKAGE!!!! It’s got helpless prisoners trapped in the slimy grip of a genetically-engineered monstrosity! It’s ALIVE!!!!! And it’s LEGAL! I’m seriously tempted to go legit if this is the sort of thing the government is allowing!”
---Doctor Zhiv ‘Brain-Zapper’ Shogur, Mad Scientist Scientific Supply

“BioCells turn an inmate’s struggles in on themselves. Try breaking loose and it turns your kinetic energy into power for itself, or energizes a dissuasion device like a tazer. The harder you struggle, the harder you get zapped.”
----Sir Arwiss Caldan, CyberKnight and Justice Agent, Greater New England State Police

“BioCells essentially make, at the upper end, the prisoner into an organelle or vestigal organ of a larger organism. Not that any of the prisoners we’ve transported have been in a state to really appreciate it, but I imagine of the ego-cases we get would be less than pleased to learn that they’ve been demoted from ‘grand master of this or that-’ to ‘appendix’. ”
----Marshal Lluweis Tranton, Marshals’ Service, United Systems Alliance

“Admittedly even a Class Four won’t hold critters that can drain life energy, turn insubstantial, or can attack protoplasm directly. For that, I admit, you’ll have to engineer a cold-tech box. However, we are still researching improvements to the system; we might come up with a breakthrough any day now.”
----Caphia Tine, Gene-Mixer, House Synsis, Cambridge Jungle

“I know it’s supposedly all very humane, but I still get the shakes bad when walking through the cell-hold past all those ...pods. I keep expecting one to break open and some eldritch monstrosity come out and eat me. Ain’t helped that some of them might actually be holding eldritch monstrosities that got captured or arrested and are being transported to prison.”
---Captain Siloh Martensen. GNESS Southern Cross

BioCells are a creation of the reclusive biotech splicers of the Cambridge Forest(aka the MIT Jungle), as a result of the conflict with the Splugorth, when the bio-warriors were able to capture several marauding Minions. Later on, in the aftermath of the Shriving of Atlantis and the Great Escape, those biotechs were able to acquire examples of Splugorth biowizardry restraints. From these studies, the biotechs were able to create special restrain systems suitable for holding and studying various forms of meta-beings. BioCells have joined the array of specialized containment systems used by the Greater New England(and by extension the United Systems Alliance) law enforcement and penal systems for handling prisoners.
A biocell is a large leathery pod with a hollow interior. Prisoners are held inside by a combination of means; chemical(aerosol, skin contact, and intravenous) sedation, direct neural stimulation(pain/pleasure/paralysis), supernaturally strong living restraints, and sometimes metaphysical debilitation. The biocell organism can drain PPE from a target, rendering mages and creatures of magic unable to cast spells from their energy reserves, and some types of BioCells generate meta-fields that disrupt psionic processes. BioCells are opened by special enzyme/pheromone sprays, or by biometrics sensors on the outside that respond only to specified individuals.
Being held inside a BioCell is not the most dignified of confinements; prisoners are typically stripped and held without clothing for the duration of their stay inside one, and the organism entubates them to feed and hydrate them, other plumbing evacuates wastes, antibacterial glandular secretions from the walls keep the prisoner clean, and combinations of wall muscular action and direct stimulation of the prisoner’s own muscles keep them from painful cramping and atrophy. Being held inside one would be akin to sensory deprivation, were it not for the fact that prisoners are held in what amount to drugged comas. Earlier versions, however, proved traumatic for inmates due to sensory deprivation, and a common complaint was drug-fogged impressions that they were being digested alive by their living prisons.
Though BioCells require more maintenance than conventional containment structures and systems(the living prisons must be fed special nutrient mixtures, though some levels of BioCells supplement this, especially during escape attempts, by feeding off the PPE/ISP/superhuman physiologies of their inmates), they regenerate damage, and react to attempts to breach them from inside. Skills such as Pick Locks or Safecracking are useless against them.

*Class I----This is basically a translucent, but tough, sac of living bio-material with basic restraints, appropriate for short term holding of most mundane prisoners. Class Is are equivalent in toughness to regular leather(A.R. 11 , 200 SDC) and hold equal to well-knotted rope or handcuffs, but have the advantage of there being no mechanical locks to pick. Life support is equal to a hospital standard bio-monitor, respirator, and IV drip to keep the prisoner fed and hydrated. Class I biocells heal damage at a rate of SDC per hour. They range in weight between 600-1,000 lbs.

*Class II-----Class IIs are equal to high-tech polymers(low MDC: 2d4x10), and weigh about 2,000-3,000 lbs. . They generally use a combination of direct feed gaseous anesthesia and IV-delivery drugs to sedate prisoners. They repair damage at a rate of 2d4 MD per hour.
Class IIs also see the inclusion of meta-abilities such as Animal Psionics(especially powers like Mind Trap). Class IIs are capable of direct neural-link equivalent of Biomanipulation and Empathic Projection.

*Class III----Class III BioCells can contain beings with Superhuman Strength(up to P.S. 25) . The typical Class III biocell pod has 4d6x10 MDC, and masses between 1.5 to 3 tons. They repair damage to themselves at a rate of 4d6 MD every hour.
Class IIIs are capable of direct neural-link equivalent of Biomanipulation and Empathic Projection. Other more advanced custom mera-powers can be added, including HU power-drain abilities.

*Class IV---This is currently the most advanced BioCell available, and is appropriate for long-term holding of maximum security prisoners such as MDC creatures with magic and/or psionic abilities. Class IVs typically take the form of a giant pumpkin or gourd 6-8 ft in diameter, weigh up to 5 tons, and have 1d4x100+100 MDC. They are rated up to Supernatural P.S. of 35. Class IV BioCells actively neutralize their occupants’ meta-abilities by a combination of methods; feeding off their PPE/ISP, generating distortion fields that interfere with coherent thought and psionic activity. They repair damage to themselves at a rate of 6d6 MD every hour.
Class IVs are capable of direct neural-link equivalent of Biomanipulation and Empathic Projection. Other more advanced custom meta-powers can be added, including HU power-drain abilities.

Features:
*Bio-Monitor----The BioCell monitors the prisoner/patient’s health and state of consciousness.

*IV/Aerosol Sedation---The BioCell typically has two modes of sedating prisoners through direct injection or gaseous inhalation. Class III and IV biocells can have multiple redundancy, sedating the prisoner by both IV- and breather-delivered agents, while keeping the prisoner in an enclosed atmosphere/environment saturated with secondary anesthetic gases or skin contact sedative agents.

*IV/Oral Hydration/Feeding---Generally has enough stored nutrient for 6 days.

*Muscle Therapy----The BioCell can periodically message a prisoner’s muscles or induce low-level spasms to prevent muscle atrophy and improve circulation.

*Antisepsis----The BioCell secretes various antibacterial and anti-viral secretions that keep the prisoner sanitary. Some of these substances also prevent chaffing and bed/restraint sores from forming.

*Psionic Blocking---The living material of the BioCell can generate a scrambling field that acts as an external Mind Block, preventing a prisoner from being able to use any Sensitive psionics, such as Telepathy.

*Magic Scrambler Field----BioCells generate a lifeforce distortion field that interferes with magic; they themselves are effectively immune to bio-manipulation magic and psionics(both from inside and outside), and mages attempting to cast spells inside a biocell must roll under their ME or become too confused to be able to effectively cast. This is in addition to any other measures hampering them.

*Vampiric Healing---The BioCell can drain the prisoner of needed energy to repair itself: can instantly heal 4d6 SDC by draining 10 PPE/20 ISP, or 1d4 MD for 30 PPE/60 ISP, from their prisoner.

*Kinetic Zapper----This is one of many optional bio-devices that can be incorporated into a biocell to dissuade prisoners from trying to break out. It is essentially a muscle-powered taser; for every 2 pts of Physical Strength(or 1 pt of Superhuman Strength) used in an attempt to break free, the prisoner gets shocked by 1d6 pts(4d6 if Supernatural Strength) of non-damaging bio-electrical energy that does damage first to SDC and then to Hit Points(or MDC if a natural MDC being). At zero virtual SDC/HP/MDC, the prisoner loses consciousness for 1d6 melees, then recovers their virtual SDC/HP/MDC at a rate of 4d6 (+ any from advanced regeneration abilities +ME) per hour . The harder the prisoner struggles, the more severe the nerve-zap.

*Endurance Tap---Another optional passive dissuasion bio-device; for every 1 pt of Physical Strength used in an escape attempt, the biocell drains 1 pt of P.E.. At 0 P.E. the prisoner falls limp and exhausted.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 47908
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel/Aegis Stellar Industries/WZTechyards ‘Shepherd’-class Light Cruiser
(aka ‘Sechschlepper’, ‘Nurse-cruiser’)

“With a full load of transports linked to its side, a Shep looks more like a momma thornback suckling a litter of quiplings. Still kicks like a hammerlegger, though.”
---Leddek Handsen, Free Spacer

“Trade is the lifeline and lifeblood of the Alliance. We all need it to grow stronger together. It unifies us and it nourishes us. We absolutely MUST protect our trade network and the vessels that sail on it.”
--Thaddius Gringe, Secretary of Commerce, United Systems Alliance

“The new ship should have advanced sensors to detect threats to its flock early, the speed to dart to where it is needed to defend them, and the firepower to drive off opponents. It should also have the ability to extract distressed convoy members quickly and efficiently, so as not to endanger the rest of its charges by absence while engaged in rescue operations. ”
--Vice Admiral Darian Koloff, Greater New England Space Force(Three Galaxies), on the requirements for the new (Requirement 3471-r) escort cruiser.

“The heart of the Shepherd is its twin Eon 8000 HyperSlingers. Those engines have to work hard and reliably, and WZT’s subcontractors in Deudex Drive Systems worked miracles in modifying their hypertug hauler engines to military specs. From coursing to carrying heavy loads within minutes, those engines have proven themselves so reliable maintenance on them’s a breeze.”
--Tibbec Chom, DockMaster, Kambro Station, Eshile System, United Systems Alliance

“You’re not going to be able to take out a raiding Servitude-class cruiser , but if you move fast, you might be able to save some folks from being killed by one. You can give a good thrashing to a Bindas and still be able to walk away, as long as you veer away the moment they try bringing their tail-end cannon into play, Same thing with Smashers; they got the heavy firepower over you, but not the staying power, If you bloody a raider enough, they’ll tend to run and find easier pickings rather than stick around and see if you got reinforcements coming in.”
--Viben Nor, Commodore(ret.), CTRLNavy, Corianus-Typhen-Rosette League

“Every one of these ships that Merchant Defense Force Command gets, frees up another ship for Frontier Defense Force and Ex-Eff-Arr. Better yet, some of the Sheps are paid for by subscription by the Alliance member worlds who are shipping stuff cross-space. Helps build trust and camaraderie amongst the star nations that way, when everybody’s putting what they can towards the mutual well-being.”
--Jennifer Samuels, Commodore, Greater New England Space Force(Three Galaxies)

The Shepherd class cruisers were developed to serve the needs of the nascent United Systems Alliance and its merchant marine. The USA could not rely on all its members to provide space assets to the mutual defense of the Alliance, as many of the worlds were impoverished, damaged, or not yet advanced technologically enough to finance and maintain expensive stellar warships. Indeed, many were dependent on the trade that the Alliance offered just to survive and make their way to some greater degree of prosperity and security. The USA relied heavily on the output of patron industries Paladin Steel/Aegis Stellar Industries and WZTechyards to produce the necessary military craft. Both concerns put out a variety of light- to mid-class warships that were good for escort duties, but given the importance of secure trade to the USA, it was felt that something else was needed that was specifically tailored to the role of mercantile protection.
The Shepherd has a number of features that make it uniquely suited to convoy protection duty. While the Weibb Hayes-class merchant cruiser was a heavy freighter with the firepower of a warship, the Shepherd would be a warship with the ability to act as a heavy transport; and rescue tug. The Shepherd has extra-large engines for high speed, and it has the ability to dock a half-dozen vessels to it and carry them through FTL. Normally, these docking slots are used to carry parasite craft such as heavy patrol craft, gunships, or light freighters/transport barges, but they can accommodate vessels up to Merchant-size. A Shepherd can thus quickly respond to a convoy attack, swoop in, gather up damaged vessels unable to resume FTL transit on their own, and carry them away from pursuers in its own FTL field.
Armament on a Shepherd is abundant, if not individually very powerful, consisting of a mix of lasers and projectile cannon, with a backup armament of long range missiles and a large point defense array. To keep the ship affordable and easier to maintain amongst the less technologically-advanced worlds of the Alliance, PS/ASI/WZTY deliberately chose less powerful/advanced systems for some of the Shepherd’s armaments. The ship retains a ‘growth’ potential, however, with provision made for future upgrades as funds and technology become available.
Physical armor is about average(on the light side) for a cruiser-class vessel, but slightly better than the old Stonewall-class cruisers that many pirate groups still use.
Since their introduction, most Shepherd-class cruisers operate under the command of the Merchant Defense Force, though several have also been sold to USA member nations for their own homeguard fleets. Several Shepherds see double duty as training vessels, acquainting their crews from less advanced worlds with starship operations and technology. Many sport a distinct orange color scheme as vessels of the MDF , similar to that of the System Guards(solar equivalent of Coast Guard units).
Early on, the concept of the Shepherd-class was nearly thrown into doubt when the USASS Sassi responded to an apparent pirate ambush. After driving off the pirates, but detecting heavier reinforcements inbound, the Sassi docked the two damaged merchantmen it found at the scene, preparatory to carrying them to the safety of a USA system. Instead, the crew of the Sassi found out that the two damaged freighters WERE the ambush, as hidden teams of boarders attempted to swarm aboard the cruiser and seize it. Fortunately, the Sassi’s stelmarines were able to repel the pirates and violently detach the freighters far enough for the cruiser’s guns to open up on them at pointblank range. Though heavily damaged in the fray, the USA warship managed to make its own escape and carry word of the tactic, as well as the identity of the pirate organization, back to base. The incident caused a subsequent review of security procedures with regards to distress call response, but the Shepherd program was not canceled.
While Paladin Steel/Aegis Stellar Industries and WZTechyards are still the primary producers of the Shepherd, several of the more advanced members of the United Systems Alliance have acquired licenses to produce their own, initially heavily subsidized by PS/ASI/WZT. The Corianus-Typhen-Rosette League also has a license to produce the escort cruisers.

Type: PS/ASI/WZT-C75 Shepherd
Class: Light Cruiser
Crew: 240+120 marines
MDC/Armor by Location:
Main Body 36,000
Bridge 1,000
Main Engines(2) 3,800 each
Hangar Bays(2) 900 each
Medium Laser Cannons(10) 300 each
Heavy Gauss Cannon(16; 8x2) 500 each
Long Range Missile Launchers(4) 500 each
Light Particle Beam Cannon(4) 400 each
Point Defense Turrets(18) 100 each
Variable Shields( 5,000 each side, 30,000 total)

Height: 380 ft
Width: 390 ft
Length: 1,200 ft
Weight: 780,000 tons
Cargo: 150,000 tons
Powerplant: Nuclear Fusion w/ 50 year energy life.
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 9. W/ a full complement of attached parasite craft, this drops to Mach 7.
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) 5.5 light years per hour. W/ a full complement of attached parasite craft, this drops to 3 light years per hour.
(Underwater) Not Possible
Market Cost: 5 billion credits
Systems of Note:
Standard Starship Systems, plus:

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

*Docking Collars(6)----Six external docking collars with extending tubeways for servicing additional starships docked to the Shepherd. These are operationally used to carry patrolcraft, boarding barges, or small transports, but can carry a full-sized and fully-loaded Merchant-class cargo vessel(all 15,000 tons) in an emergency situation.

*Tractor Beams(6)--------Effectively each rated for 1,500 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass.
Range: 10 miles in space(NOT usable in atmosphere)(Kitsune Values: 10,000 miles in space).


Weapons Systems:
1) Medium Laser Cannons(10) ----The Shepherd mounts ten medium laser cannons. These weapons are of a proven design already used on other PS/ASI warships. Firing in concert, they can do respectable damage to even heavy warships, and their relatively fast rate of fire allows them to engage fast targets.
Range: 10 miles in atmosphere, 20 miles in space
(Kitsune Values: 20 miles in atmosphere, 20,000 miles in space)
Damage: 4d6x100 MD per single blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

2) Heavy Gauss Cannon(16; 8x2)----These are dual-cannon mounts firing variable warhead shells based on Paladin Steel’s earlier kinetic kill cannon ammunition. The decision was made to use rail cannon over more sophisticated g-cannons to allow for maintenance using a lower tech-base, as might be found with many of the outlier worlds of the United Systems Alliance.
Range: 40 miles in atmosphere, 80 miles in space
(Kitsune Values: 40 miles in atmosphere, 40,000 miles in space)
Damage:(Exploding/Fragmenting Fletchette): 5d6x10 MD to anything caught in a 500 ft wide cone/’cloud’----Targets are -2 to dodge the ’shotgun spread’
(Penetrator): 2d6x100 MD per cannon, 4d6x100 MD for a dual burst
Rate of Fire: Four times per melee
Payload: 100 rds per cannon, reloading from the cargo hold takes 1d6 minutes( 500 tons ammunition storage, 1 ton of cargo per 12 rounds)

Bloc Upgrade: A proposed Upgrade would modify half the Shepherd’s Gauss Cannon to triple-barrel mounts capable of inflicting 6d6x100 MD on a synchronized mount-burst.

3) Long Range Missile Launchers(4)----These launchers are slightly less expensive and easier to supply than 3G Cruise Missiles, while still opening up the range between the warship and its targets. The launchers can also be used to launch decoy and recon probe payloads.
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-10
Payload: 80 per launcher; additional missiles may be carried as cargo, and reloaded from storage.

Bloc Upgrade: These launchers can be upgraded to cruise missile launchers.

4) Light Particle Beam Cannon(4)---These backup weapons are a concession to one of WZTechyards’ subcontractors, Megnatomics, who is seeking to introduce their longer ranged particle projection cannons to the market. Though slightly more expensive and larger than the general market PBCs, the weapons are still 75% parts-compatible, and their longer range makes them a good fit for the Shepherd.
Range: 9 miles in atmosphere, 18 miles in space
(Kitsune Values: 9 miles in atmosphere, 9,000 miles in space)
Damage: 1d4x100 MD per blast
Rate of Fire: EGCHH, or auto-fire; 6 attacks per melee
Payload: Effectively Unlimited

5) Point Defense Turrets(18)----These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Rail Gun) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike

Auxiliary Craft:
6 Heavy Shuttles
12 Aerospace Fighters

Options:
*Hardpoint Armament Pods(1-6)---If not carrying ships docked to its cradle-collars, the Shepherd can carry the same weaponized cargo pods as used by PS/ASI’s MCLG-07C Merchant Cruiser version of the Brunel Heavy Freighter; this option is typically only used by training flights or system-defense craft.
a) Habitat Module---Can accommodate up to 200 people. Independent life support(good for up to eight months). If so desired, at extra expense, the Habitat Module can be built with its own independent propulsion system(maximum speed of Mach 3), and can make planetary reentry on its own.

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

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

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

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

f) Medium Lasers(4)----Pod mounts turreted cannon, as well as its own fire control and dedicated powerplant.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d6x100 MD per blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

g) Heavy Lasers(2)----Pod mounts turreted cannon, as well as its own fire control and dedicated powerplant.
Range: 15 miles in atmosphere, 80 miles in space
(Kitsune Values: 80 miles in atmosphere, 80,000 miles in space)
Damage: 1d4x1000 MD per shot
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited

h) Medium Particle Beam Cannons(4)----Pod mounts turreted cannon, as well as its own fire control and dedicated powerplant.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d4x100 MD per blast
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited

i) Heavy Particle Beam Cannons(2)----Pod mounts turreted cannon, as well as its own fire control and dedicated powerplant.
Range: 15 miles in atmosphere, 60 miles in space
(Kitsune Values: 60 miles in atmosphere, 60,000 miles in space)
Damage: 1d6x1,000 MD per single blast, 2d6x1,000 MD per double-barreled blast.
Rate of Fire: Once every melee
Payload: Effectively Unlimited

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

k) Eight-Inch Six-Barrel Rail Gun Gatling(1)----This massive weapon was first fitted as the main armament of the Sangu-class destroyers, and earned a reputation as a ‘Kitty Spanker’ for its ability to shatter Arkhon vessels. A turreted pod mounting one of these guns and a generous supply of ammunition is available to be fitted on the Brunels.
Range: 20 miles in atmosphere, 40 miles in space
(Kitsune Values: 20 miles in atmosphere, 20,000 miles in space)
Damage:(Armor-Piercing Long Rod Penetrator)---- 5d6x10 MD to 40 ft radius per single shot
(High Explosive)---4d6x10 MD to 50 ft blast radius
(Plasma)-----2d4x 50+30 MD to 80 ft radius
Rate of Fire: Six shots per melee
Payload: Has 1,200 rds ready to fire
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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Paladin Steel/Hangar-18B/Republic R-12 ‘Rainbow’ Reconnaissance Aircraft

“Uh-oh! Just picked up electromagnetic radiation....could be a power signature! It’s not so primitive down there as we thought!”

“I swear, the PS design division must be living in a time warp; they keep dragging out these ancient designs, and stuff them full of cutting edge or xeno tech, and hope they sell by the power of Golden Age bronzing. There’s a lot to be said for innovation, too, you know, and not just duplication!”

“Okay, let me put this bluntly; we are NOT calling Emergency Power ‘Rainbow Dash’. You persist in using that term, there’s a very good chance that you will wind up stuffed down the flare release chute.”

“One of the odder-looking aerospace scoutships available on the market, but our crews have been flying one for the last three years and we’ve had no complaints about it!”
---Debor Crisley, Did’roow Planetary Survey(‘Mapping Your New Home’)

The R-12 ‘Rainbow’ is yet another in Paladin Steel’s fantastic remakes of ancient aircraft, upgraded with materials and propulsion systems that make them not only air-worthy, but SPACE-worthy. Furthermore, the R-12 is a ‘second chancer’, based on an obscure pre-Rifts design that, while sound in many characteristics, failed at the time of its introduction due to some lack of appropriate technology or poor timing. Such designs seem to appeal to the eccentric nature of Technowizards, some of whom seem convinced that they can take a failed, but cool-looking, design or concept and make it work through sheer brute force of magic combined with upgraded technology.
The R-12 is based on the Republic XF-12 Rainbow, a design for a long range four-engined photo-recon aircraft that would have scouted Japan for B-29 targets in anticipation of an expected invasion of the Japanese Islands at the end of World War Two. The atomic bomb ended that war before such operations were needed, and the XF-12 was too late to be of any use. Plans to use the two prototypes to develop postwar high-speed airliners failed when the expected markets didn’t develop(by the time commercial air travel DID gear up a need for high speed transport, jets were already arriving on the scene), and the two XF-12s drifted into obscurity(one crashed, the other ended its days on a target range).
Something about the clean lines and overall appearance of the XR-12 appealed to the TW maniacs of PS/H18B, who cooked up a new version of the aircraft using Gorang grav-propulsion systems and aeronautical technowizardry. To keep their resident mage-brainiacs happy, PS management let them pursue the project(in their spare time) to see what they’d come up with. The Rainbow Team delivered up a mix of the old and the new with a dash of technowizard eccentricity. They also produced one of the more graceful examples of retrotech anybody on the PS staff had ever seen.
The new R-12 externally resembles the old XF-12, but a combination of modern and xeno technologies and a healthy dollop of technowizardry has made the new aircraft a far and fast jump up from its piston-powered ancestor.
The four large nacelles in the straight wings contain four powerful gravitic fan-prop drives that project, as a side effect of their operation a forcefield in front of the aircraft(this incidentally also streamlines the aircraft at supersonic speeds, allowing the straight-winged aircraft to break the sound barrier and make atmospheric reentry unharmed). The long trailing ends of the nacelles have been fitted with restartable plasma-jet boosters. Between the two drive systems, the Rainbow is equally capable of flight in an atmosphere and in space with equal proficiency and grace.
The Rainbow lives up to its name with throttles open and boosters engaged; the blue of the drive prop-fields at the front and the glowing red-yellow of the plasma thrusters trailing behind present a colorful sight. The aircraft has quickly gained a reputation as one of the more graceful-looking in the Paladin Steel stables.
The high turn of speed is important; uncharacteristic of Rifts Earth-designed vehicles, the Rainbow is (generally) unarmed. The aircraft relies on its high speed and various countermeasure devices(both technological and magical) to survive hostile encounters.
Inside the Rainbow is accoutered for long range operations. A ventral sensor bay mounts a modular array of sensors, while the cabins have facilities for both in-flight data analysis and crew comfort on long duration survey flights.
Like the original XF-12, the R-12 is a vehicle in search of a mission. For all its glitz and splendor, the Rainbow’s original mission of strategic reconnaissance is better done by drones and orbital satellites(though this is less of an an issue on Rifts Earth, where the upper ceiling Dimensional Turbulence Zone interferes with orbital observation platforms). However, thanks to interdimensional travel and trade, the Rainbow is finally finding its pot of gold in orders for the surveillance aerocraft. Though more modern aerospace designs have proven better at recon and early warning roles than the R-12, there are still certain scouting tasks that the Rainbow has proven adept at. It thus continues in limited production as a ‘flying laboratory’ for scouting new planets and dimensions. Several United Systems Alliance members use R-12s for surveying colonial planets, and the aerospacecraft is occasionally used to ferry diplomatic personnel(in which case its onboard sensors are stripped out, and seating for up to 40 passengers substituted instead). There’s also been a few orders for custom-fitted private aircraft.

Type: PS/H18B/R-R-12 ‘Rainbow’
Class: Long Range Strategic Reconnaissance/Aerial Survey Aerodyne
Crew: 5 +2 passengers
MDC/Armor by Location:
Main Body 500
Reinforced Crew Cabin 100
Wings(2) 150 each
Engine Nacelles(4) 100 each
Tail 130
Grav Forcefield (600 front, 300 each side/top-bottom)
Rear Wall Forcefield 300
Height: 29 ft
Width: 130 ft wingspan
Length: 93 ft
Weight: 67,000 lb empty, 114,300 lb fully loaded
Cargo: Can carry about 3,000 lbs of additional science gear or crew supplies.
Powerplant: Hybrid Nuclear Fusion/TW Powerstonew/ 6 year energy life
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
Speed:(GravProp Drives)Hybrid Nuclear Fusion/TW Powerstone
(Atmosphere) Cruises 480 MPH, but can hit sprint speeds of 975 MPH; no altitude limit thanks to the grav-prop drives
w/ Plasma Thruster boosters engaged, can hit 1,300 MPH
(Space) 13,000 MPH (Roughly Mach 16) Maximum Speed 40% of Light; Accelerates/decelerates at 1.6% of light speed per melee
Market Cost: 23 million credits
Systems of Note:
Standard aircraft systems, plus:
*Spacecraft/Shuttlecraft-grade life support systems, plus extra radiation shielding)especially handy when cruising at high altitude)
*Radar---100 mile range
*Radar/EW Detector---Detects radar or electromagnetic wave activity near the aircraft.
*Laser Detector---Alerts if the ship is scanned or locked by a laser beam
*Molecular Analyzer---Part of the standard sensor package is a set of air samplers that constantly sample and analyze surrounding air for composition chemicals.
*Underfuselage Sensor Pallet---Modular sensor pallets can be mounted, and use 3-sided windows for observation of the landscape below. Typically a set of stereoscopic optics is mounted, with various spectral filters added, but other sensor types can be mounted as well.
*Drop Tubes----The Rainbow has a set of two pressurized launch chutes that were meant to be used to drop illumination flares, but can can be used to drop sensor pods such as sonubuoys, scientific intrumentation pods, jammer decoy modules, message capsules(or up to 10 lbs of cargo), and other expendable drop-canisters. They are ineffective as bomb-chutes, as their placement makes them ill-suited for accurate bombing.

Weapons Systems: None standard(see Options)

Options:
*Wingtip Armament Pods----Most Rifts Earth-trained pilots don’t trust anything that doesn’t carry at least ONE gun for self-defense, so PS engineers decided not to trust entirely to speed, and give the Rainbow the option of some active self-defense. Wingtip pods can be be mounted, featuring two weapons, one facing forwards and one aft.
Each pod has 120 MDC, and two hardpoints, each of which can accommodate ONE of the following:
a) Mini-Missile Launcher ----19 shot pod. Can accommodate TW mini-missiles.
b) Short Range Missile Launcher ----6 shot pod
c)15mm Missile Gun---While researching the Northrop NF-89, Paladin Steel engineers came across tantalizing mention of a ‘T-110 rocket gun’, also mentioned as part of project designate MX-2014...The weapon was mentioned as a possible armament of the NF-89, with four being mounted in each wing-pod. However, little additional data was found, aside from the mention that it was to fire 70mm rockets. The best that PS engineers could guess was that the T-110 was an automatic-feed single-tube rocket launcher using a low-powered cartridge to blow rockets out of the weapon, whence the projectile would develop the bulk of its thrust and speed outside the barrel as its rocket propulsion ignited, similar to the short-lived ‘gyrojet’ weaponry experiments of the time. Having no suitable 70mm projectiles yet available to them for experimenting with a similar system, PS engineers instead attempted to develop a system using their existing 15mm micromissiles. Fitting the MiniMs with a propulsive cartridge, PS created a launcher gun that blasts the micromissile out through the barrel where the projectile lights off like a ramjet bullet, and streaks off to its target. The gun-launch system extends the range of the rocket projectiles to those of conventional gun systems.
The micromissile ammunition for the PS-McMPG110 system are modified versions of the standard PS Pattern McMs; aside from the propulsive cartridge, the missiles have also been strengthened systems-wise for the more severe acceleration they get, over the relatively low-velocity launch speeds of the infantry models.
One of the advantages of the McMPG110 system is that with their internal guidance and onboard propulsion, the micromissiles tend to be more accurate. Also, with laser-homing guidance, one of the tactics currently under evaluation and field-testing is to use air- or ground-based laser illuminators to guide a burst of rocket-shells onto a target similar to larger missiles and bombs.
Range: Gun launcher fires the micromissile out to about 4,000 ft, where after the rocket propulsion takes over.
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expenditure of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a predetermined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.

Cost: 50,000 credits
Pattern-1A 65 credits per RG-enabled McM
Pattern-1B 72 credits per RG-enabled McM
Pattern-1C 100 credits per RG-enabled McM
Pattern-1D 135 credits per RG-enabled McM

Rate of Fire: Bursts of 3-10 rds
Payload: Each cannon has 150 rds/McMs (600 rds total per pod)

d) 20mm Cannon-----Standard long-barrel twenty-millimeter aircraft cannon, typically firing proximity-fused shells.
Range: 7,200 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Rate of Fire: EGCHH
Payload: 350 rds per gun
Cost: 20,000 credits

e) Rapid-Fire Rail Gun
Range: 4,000 ft(8,000 ft/1.6 miles in space)
(Kitsune Values: 160 miles in space)
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst per single gun
Rate of Fire: EGCHH
Payload: 12,000 rd drum(200 bursts)
Cost: 80,000 credits

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

g) Ion Blaster---’Artificial lightning on demand’.
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits
Options:*Ion Scatter-Shot Mode---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft. Cost: 12,000 credits

h) Tachyon Scatter-Gun--Borrowed from PS/ASI’s spacecraft armaments program.
Range: 1.5 miles (2,500 m) in atmosphere, 6 miles (10,000 m) in space w/ 3 mile wide arc*
* Scatter width is reduced to 1/4th in atmosphere
Damage: 2d4x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 280,000 credits

i) Particle Beam
Range: 6,000 ft
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 450,000 credits

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

k) Extended Range TW Starfire Cannon
Range: 5,000 ft(double on ley lines)
Damage: 2d6x10 MD per single shot
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited; powering spells must be recast every six months. 50 shot ‘back-up’ PPE clips
Cost: 900,000 credits


*Stealth----This covers the aircraft in a matte-black coating of radar-stealthing composite. However, if the aircraft takes more than 30% damage to a respective part, the benefit of this coating is lost. Note that the MagePlate Armor(Formulation-1C) ability to repair itself does NOT cover this layering(it’s a separate application). Aircraft is -15% to be detected by radar and laser rangefinding systems
Cost: 12 million credits

*Laser-Reflective Armor----Mirror-finish armor reduces laser damage by HALF. Cost: 9 million credits

*Sunflare Bombs---The original XF-12 had provision for carrying over a dozen air droppable flares for use in illuminating the ground for aerial photography. The advent of more advanced low-light, thermal and laser imaging systems removes much of the need for such measures, but PS engineers saw keeping the capability as an opportunity for advanced countermeasures.
The R-12 can now drop TW Sunflare Bombs, more powerful and advanced applications of the Starburst spell.
Range: Can be dropped, with any accuracy, from 10,000 ft.
Damage: 3d6 MD + temporary blindness; unless eyes are shielded, victims are temporarily blinded(-10 to strike, parry, dodge, and other combat moves) for 1 melee round, + 7 seconds per additional Starburst fired at them in the same melee round. Targets are -2 to dodge. Vampires suffer an additional 1d6 damage and are blinded twice as long.
Rate of Fire: Volleys of 1-2
Payload: 18 can be carried
Cost: 1,000 credits per flare

*Flare/Chaff Launchers--The R-12 can mount flare and chaff dispensers to counter enemy sensors and missiles. Up to four(4) launchers can be mounted; two in the tail and one on each wing.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 20 per launcher
Cost: Basic Launcher Unit costs 2,000 credits. Flare/Chaff bundles cost 120 credits each

*MagePlate Armor(Formulation-1C) Armor--- F-1C armor; an advanced ectoplasm-impregnated composite material with limited self-repair capabilities.
When it became clear that F-1B had problems with vulnerabilities to magic attacks, PS engineers learned from their mistakes and sought to reformulate the armor composition to remove its most glaring defects. Formulation-1C is only now reaching field deployment; it lacks F-1B’s vulnerability to magic, but takes DOUBLE the PPE to repair...1 MDC=2PPE/4 ISP.
This system CANNOT replace a wing or tail that’s been blown off, but it CAN repair damaged fuselage armor, damaged flaps, and other barely-functional, but still attached, parts of the aircraft.
Cost: 7 million credits

*Armor of Ithan---------100 MDC, duration 40 melees(10 minutes). Activation PPE/ISP: 15PPE/25 ISP
Cost: 900,000 credits

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

*Leyline Booster(Accelerates the aircraft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
Cost: 800,000 credits

*Feather-Light----This turns the runway dependent aircraft into an STOL, or even a VTOL aircraft, by allowing the feather light aircraft to fall gently to the ground! However, this is worse than useless in strong wings, unless the plane is going at power against the wind, otherwise the featherweight plane is tossed about by the wind!
However, with a piloting roll(-10%), the plane can gently land on a rooftop or a small clearing. Conversely, Feather-Light can allow the plane to take off from a small space, provided that there is some sort of updraft, or if the engines can be vectored, or otherwise manipulated to generate lift. Takeoff pilot roll at +5%
Duration: 1 minute per use
PPE Usage: Can be used 10 times before needing recharging, or 20 PPE per use
Cost: 300,000 credits

*Wing De-Icer----Ideal for flying in harsh weather. Lasts 2 hours per 5 PPE
Cost: 240,000 credits

*Penetrating Vision Optics---These use a new spell;, to peer through cloud and even into the water as if these barriers to clear observation didn’t exist! When engaged, the optics have a range of roughly 7,000 ft, so flying at an altitude of 5,000 ft, the bombardier can actually see down 2,000 ft through the water! The downside, of course, is that the optical field is fairly limited(think Nordon Bombsight), and the more powerful TW optics burn PPE at a higher rate; 10 minutes per 10 PPE.
Cost: 75,000 credits

*Doppleganger-Cloak----This amplification of the Multiple Images Spell allows the aircraft to project multiple ‘ghost’ images of itself(up to 3 separate images). These multiple images can carry out a series of preprogrammed ariel maneuvers(can also simulate weapons fire/gun flashes, but only if the mothership is also firing at the same time), but must remain within a mile of the the projecting aircraft(or they vanish without a trace). Also note that the images don’t show up on radar or thermo-imaging, and cannot be used to fool homing missiles, though they DO give off a PPE trace similar to the projecting aircraft.
Range: ‘Ghosts’ can be projected up to 5,000 ft away
Duration: 5 minutes per activation
PPE Activation Cost: 20 PPE per activation
Cost: 2 million credits

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

*Foo-Fighter Defense Drone System---A variant combination of the Magic Warrior and Ball Lightning spells, this TW-projector creates an attendant ‘parasite’ fighter to protect the aircraft and harass pursuers or intercept missiles. The Foo-Fighters are semiautonomous and can be released/directed at specified targets then sent on their way to do their damage, or they can be remotely directed by a gunner/weapons officer on the generating aircraft. The Magic Warrior ‘drone’ can be chosen to appear to appear as a robot aircraft, smaller version of the aircraft, winged animal, flying knight, or a miniature whirlwind/air elemental accompanying the aircraft. Foo-Fighters attack by ramming or by firing short range bolts of eldritch lightning at their targets. Foo Fighters can be targeted and destroyed by conventional means, but Dispel Magic and Anti-Magic Cloud spells stop them dead. Multiple Foo-Fighters are also possible, though each materialized ‘escort’ costs an additional 60 PPE
Range: Typically the Foo-Fighter will stray no more than 6,000 ft from the creating aircraft.
MDC of Foo Fighter: 110
Speed: 400 MPH
Damage: Does 3d6+10 MD per electrical bolt(1,500 ft range)
Duration: 10 melees (roughly 5 minutes) per activation
PPE Activation Cost: Costs 60 PPE per fighter per activation
Bonuses: Each Foo-Fighter has 5 actions/attacks per melee, +5 to strike, roll, and dodge, and +4 on initiative
Cost: 5 million credits

*Rainbow Streak---One of the technowizards assigned to the XR-12 project thought this would be a funny option; engaging this spell causes the aircraft to generate a rainbow streak behind it. This is extremely beautiful, and is often used in demonstrations of the aircraft, for public relations, or to signal a successful mission. Some commanders, seeking a more practical use for the effect, will use the streak to designate the aircraft as a pathfinder or shepherd plane for moving other aircraft into formation.
More pragmatically, anybody flying immediately behind the aircraft will be blinded by the lightshow; unless eyes are shielded, victims are temporarily blinded(-10 to strike, parry, dodge, and other combat moves) for 1 melee round.
Range: Streaks out 5 miles behind the aircraft
Duration: 15 minutes
PPE Cost: 30 PPE
Cost: 380,000 credits

Variants:
*XR-12D---(aka ‘Duplex’, ‘X-bow’) One of the more unusual variants of any aircraft in the Paladin Steel lineup, the XR-12D ‘Duplex’ adds a second wing in a cranked biplane configuration, doubling the number of engines, speed, and shield strength. Blazingly fast, the XR-12D is also three times as expensive and the added power-draw by the extra grav-props reduces powerplant life by HALF. The XR-12D is also known for requiring extra maintenance. It has appeared more frequently with PS/GNE’s offworld exploration services than anywhere else, though reportedly there’s at least one sold to a private owner/operator.
MDC/Armor by Location:
Wings(4) 150 each
Engine Nacelles(8 ) 100 each
Grav Forcefield (1,200 front, 600 each side/top-bottom)
Speed:(GravProp Drives)Hybrid Nuclear Fusion/TW Powerstone
(Atmosphere) Cruises 480 MPH, but can hit sprint speeds of 1,660 MPH; no altitude limit thanks to the grav-prop drives
w/ Plasma Thruster boosters engaged, can hit 2,100 MPH
(Space) 13,000 MPH 21,000 (Roughly Mach 28) Maximum Speed 40% of Light
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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89er
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Re: Paladin Steel Storefront

Unread post by 89er »

Ok, i admit flying in a colorful barnstormer is a better way to scout out other worlds than just deploying a few auto probes.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

We'll develop a strangle-proof scarf that will still flare dramatically in the wind, just for you. :-D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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eliakon
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Comment: Palladium Books Canon is set solely by Kevin Siembieda, either in person, or by his approval of published material.
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Re: Paladin Steel Storefront

Unread post by eliakon »

Other than this thread is there a place to post custom gear?
If not does Paladin Steel sell missiles on consignment from secondary sources?
The rules are not a bludgeon with which to hammer a character into a game. They are a guide to how a group of friends can get together to weave a collective story that entertains everyone involved. We forget that at our peril.

Edmund Burke wrote:The only thing necessary for the triumph of evil is for good men to do nothing."
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Well, starting your own thread is generally the way to post customized gear on the forums.

In-universe, Paladin Steel, or rather the nation state of Greater New England, allows commerce from other companies, especially smaller companies, to take place in its communities.
Mainly because smaller companies that set up shop in Greater New England typically buy their materials from GNE-based outfits(that's good for the economy) or from PS itself(also a good thing).
Paladin Steel itself has a policy of encouraging smaller companies under its wing...they generate ideas, and if they're really good, PS makes them an offer to license-produce their products(often farming out the work to out dimension colonies with access to resources) using their vaster transportation and distribution network, or outright buying the company and incorporating it as a sub-division of PS.

So yes, if Thimble Dynamics sets up shop in what used to be Worcester, MA, then there's a very good chance that you'll find Thimble Dynamics products in Paladin Steel general outlets, along with the occasional Wilks, Northern Gun, or even Triax product( civilian vehicles, e-clips, survival gear, repair kits, spare parts, etc.). In general, depending on the winds of corporate espionage and politics, you'll NOT find a major presence of NG or Triax gear(no power armor or robot vehicle outlets) available in PS/GNE territory(or the reverse situation either), though most everybody agrees they don't want Naruni squatting in their territories either.

And munitions? Yeah, you need special license to bring explosives into the GNE, but merchants in good standing can sell them in the GNE(again, special licensing and handling codes apply), and one can certainly arrange to buy munitions through the GNE communications, banking, and commercial regulation systems, and pick them up outside the GNE's borders.

PS/GNE will also buy and redistribute/re-sell ordnance from secondary sources(this is quite common with sources offworld, such as contractors in the United Systems Alliance, WZT, or Corianus-Typhen-Rosette League), though all such munitions are inspected for quality before being resold. Especially when PS's own in-house munitions divisions can't keep up with demand(especially true during the Minion War).
-------------
"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/SG-R01 ‘Ogrent’ Robot Vehicle
(aka ‘Chunkster’, ‘Brickster’, ‘Stubbinator’)
“Every successful vehicle company has its share of clunkers, design studies, testbeds, or concept prototypes meant to prove ideas or test the market with something new and exotic. Some of these actually wind up flying, others enter production, but are so watered down from the original, they’re new designs, and others wind up as ugly ducklings hardly anybody looks at. The Ogrent is one of the latter. It is easily one of Paladin Steel’s uglier-looking designs and counterintuitive at that. ‘Grace’ and ‘Speed’ are words that will never be used to describe it, except if prefaced by ‘no’. “

“And yet, despite the fact that this one’s a slogger, the Paladins aren’t going to go broke producing it. There’s just enough interest in this thing, and new tech, what with all the mix and match options PS makes available, that there’s going to be buyers.”

“It’s a personal bunker on legs is what it is.A safe room that can get up and walk away. It’s heavily armed and heavily armored because it HAS to be; you’re not going to be able to run away in this thing, you either have to weather the storm or fight your opponent.”

“It’s SUPER-DEFORMED! What’s not to like about it?! It’s nuclear-powered, blast-hardened, lazah-armed, car-crushing CUTENESS!!!”
“...you worry me, Tanaka.”


“The Baroness of Gwenfadda bought one of these and had it installed on her estate on Saquist. When the Kreeghor-instigated Vahnkist riots broke out, the properties of the landed got particularly hard-hit, and Gwenfadda was no exception. They dropped her place with truck bombs, but not before she managed to scramble into her Ogrent in the cellar. Dug her way out of the ruins, waddled that thing like a rock-zombie through the mobs in the street, and escaped to the spaceport, leaving a swath of destroyed vehicles and burning anarchists in her wake. You’d have thought the mob would have been able to concentrate their fire on the thing, but in the close confines of the streets there they just couldn’t flank before they got pistoned and pushed through walls, run over,or vaporized. And the heavy armor shrugged off anything the Vahnkists could bring to bear, unless they wanted to start nuking city blocks just to swat her. By the time they DID bring in tank-killers from the other side of the planet, the Baroness had decamped aboard the light-jumper she’d hidden at the port. Gwenfadda apparently raises its nobility to the old standard of nobility meaning ‘able to afford to buy and use combat armor to break heads’.”

“Is it a ‘bot with a tank mode, or a tank with a ‘bot mode?”
“It’s a brick with delusions of being a sports utility vehicle.”

The Ogrent is a collaboration between Paladin Steel and the Shemarrian Steel Gaian fringe tribe in residence in Greater New England.
The Ogrent seems to be an exercise in heaping obscene amounts of armor protection on a small frame, at the expense of mobility. It’s rumored that Paladin Steel might have been inspired by the A-1 Avenger Power Armor, but, while getting the armor protection right, couldn’t equal the Avenger’s mobility. Survivability is the aim here, and it shows in the design.
The Ogrent is a short, squat, stubby, robot that seems hardly able to move, so heavily overhung with armor is it. Hinged armored panels protect obvious joints and junctures from attack, and thick plate overlays provide deflecting curves. Internal bracing helps absorb kinetic shocks, dissipating energy from impacts and explosions. The cockpit is a snug reinforced and cushioned survival capsule buried in the main torso.
Its legs being so thick and stubby, the Ogrent fairly waddles in walking mode, barely able to move faster than a running human. To offset its lack of mobility, the designers have given it an alternate propulsion mode in the form of two tread units concealed in its legs. These allow the ‘bot to roll along firm roads and decks more adroitly, rather than awkwardly waddle. They’ve also given it an alternate mode, in that it can recline on its back where two additional tread units are concealed, and transform into a crude tank configuration. This affords it some improvement in mobility.
For all its shortcomings, however, all agree that the Ogrent is insanely tough. Its reinforced frame is weighted with the maximum amount of high-tech armor and, as mentioned beforehand, its specially designed internal actuators double as shock absorption, allowing the ‘bot to safely handle high speed collisions, falls, and tumbles. Options allow for the addition of specialized armor overlays, reactive armor, and forcefield generators.
The Ogrent can also dish out considerable damage. Its armament consists of one or two arm-mounted heavy weapons, an array of lasers in the head and torso, and a set of concealed missile launchers. Given that it cannot outrun an opponent, the Ogrent has to settle for destroying them.
Regarded as a ‘nicher’ design with a narrow focus, the Ogrent has seen only limited production. The Ogrent is considered to be too expensive and slow to be deployed on a large scale in any budget-conscious military, but its impressive weight of protection, coupled with its firepower, have led to a few being commissioned and acquired for security duties. Others have been bought by PS/GNE clients as personal defense vehicles, and several more have been acquired by various GNE agencies to experiment with. At least one is used as a weapons test vehicle, testing some of the more advanced weapons that would be later offered as optional(the argument being that the Ogrent was more likely to survival any close proximity explosions in the event one of the test weapons catastrophically failed).

Type: PS/SG-R01 Ogrent
Class: Heavy Exoarmor, Transformable Frame
Crew: One.
MDC/Armor by Location:
Main Body 870
Crew Compartment 100
Head 200
Arms(2) 200 each
Hands(2) 35 each
Shoulder Modules(2) 180 each
Jet Thrusters(24) 15 each
Gun Module 150
Legs(2) 300 each
Tread Units(4, one each leg, two on the back) 50 each

Height: (Robot Mode) 10 ft
(Tank Mode) 8 ft
Width: (Robot Mode) 7 ft at shoulders
(Tank Mode) 7 ft
Length: (Robot Mode) 6 ft
(Tank Mode) 10 ft
Weight: 6 tons
Cargo: Small space in crew compartment for a survival pack, sidearm(s), and a few small personal possessions.
Physical Strength: Robotic P.S. of 40
Powerplant: Nuclear Fusion with 20 year energy life
Speed:
(Running) 20 MPH
(Leaping) Cannot make a standing jump(legs aren’t designed for it) but can make a jet-powered leap of 30 ft up/60 ft across
(Treads) 25 MPH on two, 45 MPH on all four
(Flying) Not possible
(Underwater) Can run along the bottom at 5 MPH, maximum depth of 1 mile
Market Cost: 25 million credits
Systems of Note:
Standard Basic Robot Systems, plus:
*360-degree Waist Rotation---One thing NOT slow about the Ogrent is its ability to snap its upper torso around FAST.

*Crash Protection System---Reduces the damage that passengers take in a crash by HALF.

*Kinetic Protection----The special configuration of the armor and internal structure absorbs and dissipates kinetic energy, so that purely physical strikes, such as punches, kicks, concussion blasts, falls, rail gun and shell strikes, all do HALF damage.

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

Weapons Systems:
1) Heavy Gun Module(1-2)----This is a heavy arm-mounted weapons module that gives the Ogrent a heavy ranged punch. Typically only one such weapon is carried, leaving the other arm and hand free, but some operators carry two and double up on the heavy firepower.
a) PS-US-RG14PS Boom Gun---PS produces a high-powered rail gun akin to the Glitterboy’s RG-14, only with a different mounting, style, and lack of laser-reflective armor
Range: 11,000 ft
Damage: 3d6x10 MD per shot
Sonic shock effects remain unchanged.
Rate of Fire: ECHH
Payload: 180 rd drum
Cost: 280,000 credits

b) Mass Driver Cannon---The old 60mm Snapfire artillery weapon.
Range:(Direct Fire Mode): 6,000 ft
(Artillery Mode) 2 .5 miles
Damage:(Direct Fire Mode) 3d6x10 MD, no blast radius
(Artillery Mode) Everything within the 30 ft blast radius takes 2D6x10 M.D. and has a 75% chance of being knocked flat.
Rate of Fire:(Direct Fire Mode) EPCHH
(Artillery Mode) Three times per melee
Payload: 50 rds
Bonuses/Penalties: +1 strike in direct fire mode. -2 to strike in Artillery mode.
Cost: 250,000 credits

c)Laser Cannon Pod---A heavier single-barrel laser cannon, based on a weapon acquired from South America(the ATL-7 Anti-Tank Laser)
Range: 3,000 ft
Damage: 3d6x10+10 MD per single shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited
Cost: 180,000 credits

d)PS-RG-60 Heavy Rail Gun( a copy of an imported Russian design)
Range: 5,000 ft
Damage: 1d6x10 MD per 20 rd burst
Rate of Fire: EGCHH
Payload: 3,000 rd drum
Cost: 100,000 credits

e) PS-HPBC-20 Particle Beam Cannon------Based on the KLS Mrk IV Glitterboy PB-20 Rapid Acceleration Particle Beam Cannon, complete to pairing with a coaxial small laser
Weight: 660 lbs
Range: (PBC) 11,000 ft(double in space)
(Laser) 2,000 feet (double in space)
Damage: (PBC) 4d6x 10 MD single blast
(Laser) 4d6 MD single blast
Rate of Fire: (both) ECHH
Payload: (PBC) Conditionally unlimited; battery capacitor with a limited number of shots(20) with a recharge rate of one blast per minute.
(Laser) Effectively Unlimited
Cost: 4.2 million credits

f)Tri-Laser(PSMBL-3E)---Adapted from the Glitterboy No. 7 of South America
Range: 8,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 300,000 credits

g) 45mm PS-HRG05 'Hellshot' Rail Cannon: An early attempt to equal the power of the infamous "Boom Gun" carried by the Glitterboy, these fearsome weapons fire a much larger heavy metal kinetic energy penetrator with a massive punch. Unfortunately, the engineers were unable to equal the Boom Gun's long range or build the projectiles any smaller, limiting the payload.
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot only; EGCHH
Payload: 12 shots
Cost: 120,000 credits per cannon, 800 credits per penetrator round

h) Heavy Plasma Cannon----Adapted from a Three Galaxies starfighter weapon. Does incredible damage per blast, but at short range and a slow rate of fire. It has been modified with PS’s plasma weapons enhancement technology to also fire an area of effect blast.
Range: 600 ft
Damage: 1d4x100 MD per blast or 3d6 x10 MD to a 30 ft wide area.
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
Cost: 5.4 million credits

i) Ion Cannon
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 200,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft. Cost: 12,000 credits
*(NEW!) Shock-Zone----Adapted from the PSIC-01 Tesla Infantry Ion Cannon, this option generates a region of ionized air some 400 ft in front of the barrel that is roughly 75 ft wide and does 4d6 MD per melee to targets caught in the zone of effect. Cost: 38,000 credits

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

k) KTH-65 32mm Assault Rail Gun (Raven)----Designed with the needs of a heavy infantry squad in mind, Kera-Tech Industries developed the KTH-65 for long range combat in both atmosphere and in space. Firing on full auto mode, the KTH-65 can penetrate virtually any known armor with ease. With the enhanced capability of variable rounds, numerous different combat roles can be filled by the KTH-65. The weapon is manufactured under license by Paladin Steel on the East Coast.
Weight: 150 lbs
Range: 1600m (1 mile) in atmosphere
Damage: Varies by shell type
Shell Types:
APFS-DU (Armor Piercing Fin Stabilized, Depleted Uranium) - 5D6x10, no
blast radius
HESH (High Explosive Squash Head) - 5D6 MD plus 5D6 SDC to the person(s)
inside the object.
HE (High Explosive) 1D6x10 to a 5 (16 ft) radius
HEG (High Explosive, Guided) - 2D6x10 to a 2m (7 ft) radius
Rate of Fire: single shots
Payload: 40 rds per drum, 80 rds total
Cost: 200,000 credits

l)*20mm/60mm PS-HACP-02LB ‘GobbStomper’ Assault Cannon Pack (Handheld--2 hands)---Paladin Steel has produced this ‘ultimate’ heavy over-and-under 20mm autocannon- and - 60mm heavy cannon-pod for assault forces, power armors, and the heavier and stronger cyborgs. Nicknamed the ‘GobbStomper’ for obscure reasons, this goliath of a gun assembly can wipe out a fortified city block in the right(or wrong) hands. The 20mm cannon uses the familiar PS ‘Taskin’ action and ammunition, while the 60mm cannon uses a modified 60mm Anti-Tank Weapon shell, available as a high explosive area of effect munition, a High Explosive Squash Head(HESH---effective at ‘spalding’ interior armor), and as a High Explosive Armor Piercing (HEAP) projectile.
The -LB model was developed for vehicle mountings, such as the Ogrent, and as such features a heavier recoil-control mounting, auto-feed mechanism feeding from larger ammunition magazines, and a longer barrel on the 60mm cannon, allowing for substantially greater range.
Range: 20mm Cannon: 4,000 ft
60mm Launcher: 5,000 ft
Damage:
20mm Cannon: 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
60mm Launcher:(HE) 1d6 MD to 50 ft blast radius
(HEAP)3d4x10 MD per round
(HESH )(High Explosive Squash Head) - 6D6 MD plus 6D6 SDC to the person(s) inside the object....Particularly effective against power armors and vehicles without a reinforced pilot’s compartment
Rate of Fire:: ECHH
Payload: 20mm Cannon: 1,000 rounds
60mm Launcher: 18 rounds
Cost: 290,000 credits.
A box of 100 20mm ‘smart’ rds costs 800 credits. A box of 100 20mm ‘smart’ PS rds costs 3000 credits. 60mm shells cost 1,700 credits, 1,250 credits for HESH rounds, 1,000 credits for HE rounds.


m)EMVC-07 ‘MagStorm’ ElectroMagnetic Vortex Cannon---The light artillery scale-up of the EMV cannon, meant to be vehicle-mounted. It fires a larger ‘bolt’ of EM force that expands out into a shockwave that can bowl over massed infantry or light vehicles.
Range: 6,000 ft in air and underwater
Damage: 1d4x10 MD at point of impact
Within a 60 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(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).
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.
Rate of Fire: ECHH
Payload: Effectively unlimited
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge.
Cost: 120,000 credits
Options:(NEW!) *Force Wall Generation----Inspired by the PS/PP -SFR-01 Hardtack Force Rifle, this modification allows the Vortex Cannon to generate a wall of force in place of firing forcebolts.
Range: (Force Shield) A rounded square(roughly 25 ft in diameter and covering a 180-degree hemispherical arc) of force is shaped and appears 5-10 ft in front of the projector. The Force Shield CAN move with the user/operator/projector. The Vortex Cannon CANNOT shoot force bolts in this mode. MDC: 160

n) ‘Blazerite’ Laser/ Rail Gun Under-and-Over Gun Pack----Bundles a (PS-RFRG30)---PS copy of the C-30R Rail Gun---with a PS-RFL2-33 ‘Blazer’ Rapid-Fire Infantry Laser.
Range:(Rail Gun) 2 miles
(Laser)4,000 ft
Damage:(Rail Gun) 1d4 MD single rd, 6d6 MD per 30 rd burst.
(Laser) 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: ECHH
Payload:(Rail Gun) 2,400 rd drum
(Laser): Effectively unlimited
Cost: 175,000 credits

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

p) 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) 2000 ft
(Plasma Bolt) 1500 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: Effectively Unlimited
Deuterium Gas Reservoir has enough gas under pressure for 50 shots.
Cost: 100,000 credits, plus 2,400 credits per deuterium ‘hotshot’ cartridge.


q) PS-862 AC Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the Triax TX-862FC)
Range: 10,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst
Rate of Fire: EPCHH
Payload: 800 rds, 400 rds per cannon
Bonuses: Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner
Cost: 500,000 credits

r) 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

s) Sonic Cannon(PS-UHFSC-02)
Range: 2,000 ft
Damage: 1d6x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage and range underwater)
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 95,000 credits

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

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

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


Rate of Fire: Bursts of 3-40 rds per melee
Payload: Varies; 300 rd bin.

Cost: 120,000 credits for the T-310 Gun System
(T-210/310)
Pattern-1A 65 credits per RG-enabled McM
Pattern-1B 72 credits per RG-enabled McM
Pattern-1C 100 credits per RG-enabled McM
Pattern-1D 135 credits per RG-enabled McM

u) MegaZap-Shocker---This is a bundle of a rapid-fire pulse laser(X-RLR-18 ‘Exel’ Heavy X-Ray Laser Rifle) and an overload projector(PS TSC-01 Shock Cannon, PS’s copy of the Triax TX-275 ‘Lightning’ Arc Charge Blaster), both wrapped in a heavy cooling jacket .
Range:(X-Ray Laser) 6,800 ft
(Shock Cannon) 2,000 ft
Damage:(X-Ray Laser) 2d6x10 MD per single shot; laser resistant armor does NOT apply to stopping x-ray lasers.
(Shock Cannon) 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: ECHH
Payload: Effectively Unlimited
Cost: 500,000 credits

v) TZ-03 Gun Module---(aka ‘Tap & Zap’) A fifty-caliber heavy machine gun mounted over and under with a rapid-fire pulse laser.
Range: (Machine Gun) 9,000 ft
(Pulse Laser) 4,000 feet
Damage: (Machine Gun)(SDC) 7d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1d4 MD single shot, 5d6 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d6 MD per rd, 1d6x10 MD per 10 rd burst, 2d6x10 MD per 20 rd burst, 4d6x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
(Pulse Laser) 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: (Machine Gun)Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
(Pulse Laser) ECHH
Payload: (Machine Gun) 2,000 rds(50 bursts)
(Pulse Laser) Effectively Unlimited
Cost: 59,000 credits

w)TZ-04 Gun Module---(aka ‘Tag and Zorch’) A long-barrel rail gun((PS-RFRG30---PS copy of the C-30R Rail Gun) mounted over and under with a rapid-fire plasma cannon(PSPPR-5 ‘Lewiston’). The inert kinetic projectiles of the rail gun are less susceptible to damage and cooking off from heat buildup of the plasma cannon than the fifty-caliber rounds of the TZ-03.
Range:(Rail Gun) 2 miles
(Plasma Cannon) 3,300 ft
Damage:(Rail Gun)1d4 MD single rd, 6d6 MD per 30 rd burst.
(Plasma Cannon) 5d6 MD per shot, 2d4x10 MD for a four-shot burst

Rate of Fire:(Rail Gun) ECHH
(Plasma Cannon) ECHH
Payload:(Rail Gun) 2,400 rd drum
(Plasma Cannon) Effectively Unlimited
Cost: 123,000 credits


2) Laser Headlights(3, one in the head, two in the chest)
Range: 4,000 ft
Damage: Variable settings; 1d6, 2d6, 3d6, 4d6, or 6d6 MD per blast .
Firing in concert all three can fire in a combined attack(counts as one attack) can do 18d6 MD(or 2d4x10+28 MD)
Rate of Fire: ECHH
Payload: Effectively unlimited

3) Mini-Missile Launchers(2)---Concealed behind sliding plates in the shoulders are two mini-missile launchers. In the alternative, these can be replaced by anti-armor missiles or grenade launchers.
a) Mini-Missiles--6 per launcher
b) Copperhead Anti-Armor Missiles----(Range: 1 mile, Damage: High Explosive 2d4x10 MD, Rate of Fire: Volleys of 1, 2, or 4, Payload: 4, Bonuses: +5 to strike, Market Cost: 50,000 credits for the launcher, 8, 000 credits per missile)---4 shot pod

c) Grenade Launchers
Range: 3,000 ft
Damage: Frag rounds do 4d6 MD to a 12-foot radius. AP rounds do 1d4x10 to a 3-foot blast radius, and Plasma rounds do 1d4x10+10 to a 5-foot radius. A 3-round burst of frag shells does 1d4x10 to a 15-foot radius, a burst of 3 AP shells does 2d4x10 to a 5-foot radius, and a burst of 3 plasma shells does 3d4x10 to an 8-foot blast radius A 5-round burst of frag shells does 1d6x10 to a 20-foot radius, a burst of 5 AP shells does 2d6x10 to a 6-foot area, and a burst of 5-plasma shells does 3d6x10 to a 10-foot radius. A 10-round burst of frag shells does 2d6x10 to a 40-foot radius. A 10-round AP burst does 3d6x10 to an 8-foot area, and a 10-round plasma burst does 4d6x10+10 to a 15-foot radius!!
Rate of Fire: ECHH
Payload: 150 rounds

4) Smoke Dispensers(2)---Mounted on the upper back are several small smoke mortars/tear gas/grenade launchers
Range: 500 ft
Damage: Varies by warhead type; equivalent to standard hand grenades.
Rate of Fire: Volleys of 1,2,3,4, or 5(all)
Payload: 5 per launcher(20 total)

Hand to Hand Combat
(Use the Basic and Elite Robot Combat Training for the bonuses; no other adjustments aside from the following)
+2 Roll with Punch, Kick, or Impact
Restrained Punch: 1d4 MD
Full Strength Punch 2d6 MD
Power Punch(2 attacks) 5d6 MD
Tear/Pry with Hands 1d6 MD
Body Block/Tackle MD
Stomp Not possible
Kick 1d4 MD
Flying Stomp(3 attacks) 2d4x10 MD

Options:
The Ogrent has become subject to a variety of option fit-outs, most aimed at increasing the survivabillity of the ‘bot ad its pilot. It’s even been considered fitting the cockpit with a whole-pod emergency ejection system or stasis module.

*Chemical Dispersal System----The stabilizer/jump jets can be used to spray chemical aerosols in the immediate vicinity of the ‘bot. Good for spraying pesky infantry and other forms of vermin.
Range: 50 ft
Damage: Varies by the chemical agent used. If using water, does 4d6 HP to vampires
Rate of Fire: ECHH
Payload: 100 blasts of chemical/liquid
Cost: 200,000 credits

*Flamer Defense System---This can be an add-on to an existing flame-thrower system, or be wholly separate/independently installed. Based on an experiment in efforts to deter the tankerman’s worst nightmare, demolition-charge-armed infantry swarming up close, the system consists of four short-range flame projectors set up to surround the tank with a four-fan ring of flame.
Range:(Direct-Stream Mode) 100 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flame-thrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 20,000 credits.

*Laser Ablative Armor(Option)---PS laser-ablative ceramic, based on alien materials. Lasers do HALF damage. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----Cost:+800,000 credits(Rarely available to outsiders)

*Thermal Resistant Heat-Refractory Tile Armor(Option)---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(Option)----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

*Reactive Armor/External Antipersonnel Fletchette Packs(44)----An effort to further protect the slow moving tank against faster power armor and infantry, this system consists of s series of directional ‘claymore’-style fragmentation grenades attached to the outer hull and triggered either by command or by motion detector trip to fill a ‘kill zone’ around the ‘bot with lethal shrapnel and antipersonnel fletchettes.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each leg has 6 fletchette packs each, front torso has 9, rear torso has 9 , head has 2, and 6 each shoulder(42 total)
Cost: 200 credits each pack.


*Shoulder Mini-Turrets---This replaces one or both shoulder missile launchers with mini-turrets that can act as automated point-defense against missiles and other projectiles. The basic turret design debuted on PS’s PSA-11 power armor, and have become increasingly common on PS vehicles as part of their integrated battlefield PDS.
Turret Base Cost: 25,000 credits
Turret MDC: 55

*1A) 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: credits

*2A) 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 antiaircraft/antimissile 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
Mega-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

*3A) 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

*4A) Light Ion Blasters:
Range: 1,600 ft
Damage: 3d6 MD single shot, 1d6x10 MD pulse burst
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

*Plasma Arc---Modified PSPSR-1 ‘Saber Rifle’ Multi-Mode Plasma Carbine, fitted to a forearm
Range:(Heavy Bolt) 1,000 ft
(Light Bolt) 2,000 ft
(Plasma Saber) 3 ft
(Plasma Lance) 18 ft
Damage:(Heavy Bolt) 5d6 MD
(Light Bolt) 2d6 MD
(Plasma Saber) 2d4 MD
(Plasma Lance) 6d6 MD
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 20,000 credits

*Lumer Scanner---A derivative of Anti-Theron Projector research and the PPE Scanner copied from Japanese designs, this device resembles a large aperture flashlight clipped under the weapon muzzle. Instead of visible or infrared light, this device projects a stream of invisible particles that fluoresce when they hit magically-charged objects---especially magically invisible beings. The Lumer is relatively inexpensive, and extremely easy to use, but is limited by the short range of the beam and its narrow scope of effectiveness. The particle-source is a PPE-reactive metal held in hardened gel-suspension in a replaceable cartridge that clips into the device, and is powered by the ‘bot’s own powerplant.
Range: 100 ft, with an 18 ft wide beam at maximum effective range
Damage: None; causes PPE-imbued(15 or more PPE) objects to light up
Cost: 2,000 credits.

*Laser Designator----When you don’t already have enough firepower on hand to kill something, and need to call for help. Give’em the laser finger.
Weight: 4 lbs
Range: 3 miles
Damage: None. Illuminates the target for laser-guided munitions.
Cost: 7,000 credits

*Forcefield Generator------Some operators can’t get ENOUGH protection, so they mount a forcefield generator for extra protection. Surrounds the ‘bot with a 150 MDC forcefield. Regenerates at a rate of 5% per melee.
Cost: 150,000 credits

*Flare/Chaff Launcher(1-6)---Additional countermeasure launchers can be added on points around the ‘bot’s frame. Fires 30mm grenade/smoke/flare cluster mortars. Can also be fitted to fire Triax- or Northern Gun-style flare/chaff countermeasure bundles.
Range: (Smoke/Grenades) 1,200 ft
(Triax Style) 500 ft
(Northern Gun Style) 6,000 ft, creates a 30 ft cloud, +10 ft per each additional chaff/flare launched in the volley. Cloud lasts 2 melees before dissipating(or less in a very strong wind).
Damage:
(Smoke) Smoke in a 30 ft radius+15 ft per additional round launched in the volley.
(30 mm Grenade)(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.
(HE) 2d6(12 ft blast radius)
(Chaff-Triax Style)
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
(Chaff-Northern Gun Style)
10% chance per chaff cloud deployed of decoying missiles, up to maximum of 60%
Aircraft, power armor, and beings flying through the chaff will be -6 on perception, -3 on initiative, -5 to strike, -2 to parry, -2 dodge, and lose 1 melee attack that round(or the next). Sensory and Piloting rolls are at -20% for as long as the characters are caught in the cloud, and the next as they recover.
Rate of Fire: Volleys of 1,2,3, or 6
Payload: 12 flares/smoke charges per launcher
Cost: 2,000 credits per launcher, Smoke grenades cost 60 credits each, standard 30mm HE grenades cost 400 credits each, armor-piercing cost 550 credits each. Triax flares/chaff cost 75 credits a bundle, NG-style flares/chaff cost 65 credits each.


*Autodoc/ Internal Medical Mini-Comp---Especially important if you’re exploring on your own and become injured or sick; who’s going to take care of you in an emergency?An onboard medical system, combining a biometrics package with an internal IRMSS and RMK medical kits, and an autodrug injector, that can be quickly hooked up to the pilot to monitor and diagnose life signs, and administer common medications and broad-spectrum drugs. . The system monitors the pilot’s vitals, and checks for signs of hypoxia, panic, and blood toxins, and applying any necessary treatment such as tri-ox injections or anti-shock. This option is especially popular with operators who expect that they might be wounded and in need of medical assistance when climbing i.
+10% to medical rolls when used by a competent medical technician, or can be considered to have a First Aid skill of 40%.
Cost: 40,000 credits. Drug refills cost extr
Last edited by taalismn on Mon Sep 02, 2019 8:37 pm, edited 1 time in total.
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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"

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Re: Paladin Steel Storefront

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Variants:(Ogrent)
* PS/SG-R01DSV---Deep Submergence variant, designed for deep water operations. The Ogrent’s durability was considered an asset for surviving abyssal pressures and hostile deep sea life. Extra reinforcement around the seams and joints, variable buoyancy chambers, plus hydrojets replacing the stabilization jets, make the Ogrent, slow and cumbersome on dry land, a quite effective submarine.
Changes:
Speed:(Water) Swim using hydrojets at 32 MPH.. Maximum Depth of 2.5 miles
Systems of Note:
*Periscope Boom---8 ft extension
* Sonar----60 mile range
*Underwater Communications Suite---Combination of blue-green com-laser and acoustic modem systems.

*Forearm Mount/ Tool Pod----A utility pod with two extendable micromanipulators capable of fine work, a plasma torch(or laser welder), shielded optic, and close-range ultrasound scanner(good for testing welds and inspecting waterseal/tank integrity). Other tool complements may be used as well(see Bionic Tools for standard models).

Weapons Systems:
1) Heavy Gun Module Options:
*Sonic Cannon(PS-UHFSC-07)---This latest evolution of PS sonic weaponry combines aspects of several previous weapons
Range: 2,000 ft(4,000 ft underwater)
Damage: Wide Low Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d6x10 MD per blast in air,
2d6x10 MD plus 3d6 MD to a 20 ft diameter area around the blast area underwater
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per se, it does affect the hearing and inner ears of crew members, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or un-insulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 250,000 credits

2) Laser Headlights---Modified for blue-green frequencies

3) Mini-Torpedo Launchers---Shoulder pods can be fitted with mini-torpedo launchers .
Range: 1 mile
Damage: 1d6x10 MD
Rate of Fire: Volleys of 1-6
Payload: 6 per launcher

* PS/SG-R01M(TW)--- TechnoWizardry-enhanced variant. Adds a PPE powerstone to allow the powering of TW features such as protective embendments and accessory weaponry.
Changes:
Cost: 32.9 million credits
Powerplant:
*PPE Powerplant---A supplemental TW Powerstone system that generates PPE for TW systems. 400 PPE capacity that, once exhausted, recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus.

Systems of Note:(Magic Options)
*Impervious to Energy---( 5 minutes per 20 PPE)

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

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

*Chameleon Cloaking System---(1 hour per 5 PPE)

*Invisibility(Superior) System---(3 minutes per 20 PPE)

Weapons Systems:
1) Heavy Gun Module Options:
a)*TW Lightning Cannon---- Launches a horizontal blast of mystic lightning.
Range: 9,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: ECHH
Payload: 15 PPE per shot
Cost: 1.9 million credits

b) *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: ECHH
Payload: (Hail)10 PPE per shot
(Ten Foot Ball of Ice)25 PPE per shot
Cost: 1.8 million credits

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

d) 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: ECHH
Payload: 10 PPE per shot
Cost: 450,000 credits

e) 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: ECHH
Payload: 12 PPE per shot
Cost: 1.2 million credits

* PS/SG-R01S--- Space operations variant. It was proposed that micro-gravity would offset the Ogrent’s mobility issues, so a couple of units have been modified as deep space testbeds, inspired by the success of the PS-MUERV03 .
Changes:
Speed:(Space) Mach 3

Systems of Note:
*Enhanced Electromagnetic Radiation Shielding---Both passive insulation and an active Magtech field protect the ‘armor from radiation. Incidentally, particle and ion beam weapons do HALF damage when this system is up. However, due to the EM field this system sets up, electronic cloaking and stealthing CANNOT be used simultaneously.
*Magnetic/Molecular Clamps---Allow the ‘bot to secure itself to a hull, space station, or rock asteroid.

Weapons Systems:
3) Mini-Missile Launchers---Can now accommodate the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) ’ is essentially a one-man, infantry-portable, ‘smart’ short-range, hypervelocity, anti-air/spacecraft missile. The program has had its first successes with a space-based missile, owing to the fact that the vacuum of space negates the need for streamlining the weapon. As a result, the missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching from the carry canister). The S-Sting is heavier and more powerful than its atmosphere-based cousin, the ‘Black Talon’ L-SAM.
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
Damage: 2d6x10 MD to a 15 ft blast radius
Rate of Fire: ECHH
Payload: 6 shots per launcher
Cost: 80,000 credits. 10,000 credits per missile

* PS/SG-R01AGSX--- Rumored to be a more advanced version of the PS/SG-R01S, only using Three Galaxies technology. Echoing the rumors that the Ogrent was originally inspired by the A-1 Avenger, the PS/SG-R01AGSX is supposedly testing the use of contra-gravity propulsion to overcome mobility issues. Little is known of the specific capabilities of the PS/SG-R01AGSX, but some claims have the ‘bot able to fly in excess of Mach 3 in an atmosphere, and Mach 11 in space.

* PS/SG-R01NNAZMATHV---HAZMAT vehicle, equipped to handle tough chemical spills, radiation events, and environmental hazards. The heavy weapons are replaced with special manipulator arm extension modules. Also features an over-the-shoulder extendable gantry-crane armature.
Changes:
MDC/Armor by Location:
Shoulder Robot Armature 80
Heavy Shield 200
Systems of Note:
-Comes standard with chemical sprayer system
-Chemically-Inert Armor---Acids and corrosive chemicals do NO damage to the hull.
*Hull Hardpoints---The ‘bot mounts multiple attachment points for carrying such basic gear as cable spools, wiring harnesses, tow chains, plants, construction beams, fascines, tow lugs, and A-frame assemblies.

*NBC Sensors---Combined suite of molecular analyzers, radiation detectors, and air filtration samplers that come in handy not just for detecting military threats, but for detecting industrial pollutants, radiation contamination, and dangerous mold concentrations(often associated with ancient pre-Rifts tunnel complex cracking).

*Forearm Mount/ Tool Pod----A utility pod with two extendable micromanipulators capable of fine work, a plasma torch(or laser welder), shielded optic, and close-range ultrasound scanner(good for testing welds and inspecting waterseal/tank integrity). Other tool complements may be used as well(see Bionic Tools for standard models).

*Rocket Anchor---For bridging and self-extraction purposes, the ‘bot mounts a large heavy earth-anchor device mounted on its shoulder, that can be fired off using a mini-missile propulsion stage(or an electromagnetic catapult---performance is the same), trailing a cable, to find purchase in distant ground, after which the engineers can use the line to winch across additional cabling, or winch the vehicle itself out of a river or deep gully.
Range: 350 ft.

*Heavy Radiation Shielding


*Robotic Arm(1)---The ‘bot is fitted with a single turret-mounted robot manipulator arm that can extend out to 35 ft, and has an effective Robotic P.S. of 30. The end of the arm can be fitted with a variety of manipulators, remote sensors, and bomb disposal tools, such as cutters, imploders, acid sprayers, and even TW devices(such as a PPE-clip-powered Multiplexor with the spell Implosion Neutralizer). A lifting lug on the underside allows it to be used as a crane.

*Heavy Shield(Optional)---This is a large barrier shield that can be dropped in place to provide a shelter for accompanying HAZMAT workers. It is heavily leaded to stop radiation, and is shaped to deflect explosions(explosives do 1/4 normal damage to it anything immediately behind it).

Weapons Systems:
1) Heavy Gun Module Options:
a) Water Cannon---Remote-controlled lateral nozzle mounts feeding from a central tank in the main body.
Range: 500 ft
Damage: None usually, but if used to throw water at vampires, does 1d4x10 H.P. per blast. Used against a human-sized being, it has a 50% chance of bowling them over from the water pressure(lose initiative and 1 APM while getting back up)
Payload: Has about 100 blasts worth of water capacity. Includes a mini-pump to allow the ‘bot to tank up from an external source, or hook up to a fire hydrant system.

b)Spray Cannon
Range: 300 ft
Damage: Varies by chemical carried; Some examples:

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

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

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

Rate of Fire: ECHH
Payload: 100 gallon internal tank, or can be attached to a trailer holding up to 200 gallons
Cost: 10,000 credits


c) *0-C CryoLaser(‘Oh-Cee’)---Developed from a shoulder-mounted option for the ‘FireDog’ power armor. 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 an 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.


d) Cold Gun---After experiments with the Cryo-Lasers led to a high risk of collateral fatalities in urban firefighting situations, PS engaged the services of the think-tank Paragon Progress to come up with a ‘superpower’ alternative. They delivered with the ‘freeze ray’. It is not known what the exact nature of this device is, but it is based on a cyclotron-style generator. Though less effective as a weapon, the Cold Gun has proven effective in icing down situations and cooling down heated environs just as effectively as the Cryo-Lasers.
Range: 200 ft
Damage: Can cover/encase a 20 ft wide area in six inches of ice per shot. Layering ice , the ice has 200 lbs of weight, 100 SDC, and an A.R. of 10, plus 200 lbs, 100 SDC, and +2 A.R. for every additional six inches of ice added on after that. If used as a weapon, encasing somebody in ice does 4d6 points of SDC damage to unprotected flesh per melee of exposure, or 4d6 points per minute for protected skin. Hypothermic or frostbitten beings are -10% to skills, and -2 to strike, parry, and dodge for 2d6 minutes after being freed. Breaking free requires an intense heat source or a P.S. of 25 or higher, or Supernatural P.S. of 16 or better 1 minute per six inches of ice to break free.
(See Heroes Unlimited, page 245, for additional notes on trapping people in ice).
Used against Water Elementals, it can slow down the beings by 25% for 1 melee, or, if the entire being can be frozen, stop them for 1 melee per successful hit.
Rate of Fire: EGCHH
Payload: Conditionally Unlimited; the ‘cold generator’ holds enough capacity to deliver 30 shots, then takes 5 minutes to regenerate one shot.

5) Sample Armature Fit-outs----The following are a few of the devices that can be fitted to the robotic armature.
a)Hydro-Saw---An industrial tool, field-mounted. Rather than use a vibroblade or psuedo-diamond cutting edge, the Hydro-Saw uses high velocity water, pumped at near-supersonic velocity by a magnetic peristaltic pump, then laced with fine ceramic grit, to rapidly cut through materials, acting as both blade and coolant at the same time. The cut is remarkably clean and quick. This device is devastating if used as a weapon, especially against vampires, but its extremely short range limits its effectiveness as a combat weapon.
Range: 50 ft
Damage: 6d6 MD per burst, 1d6x10 MD for a full melee cutting burst.
Does 2d6x10 hit point damage to vampires
Rate of Fire: EPCHH
Payload: 300 full melee bursts
Cost: 30,000 credits

b)Spray Cannon
Range: 300 ft
Damage: Varies by chemical carried
Rate of Fire: ECHH
Payload: 200 gallon internal tank, or can be attached to a trailer holding up to 400 gallons
Cost: 10,000 credits

c) Arm Electromagnets---The robotic arm claws can be fitted with powerful electromagnets, particularly useful for sorting ferrous metals out from other debris and garbage.
Cost: 5,000 credits

*PS/SG-XHVR01---Experimental Paladin Steel variant created to attempt to solve the mobility problem. The XHVR01 replaces the tread units with hoverjets and beefs up the stabilizer/jump jets. While this improves the speed of the Ogrent considerably, it also raises the cost per unit by an estimated 40%.
Changes:
Speed:(Hoverjets) Hover to 90 MPH, 1-5 ft off the ground.

*SG-ORE01---(aka ‘Shegrents’,‘Gaidols’, ‘Orie’) The Steel Gaians have kept a few for their own use. Unbeknownst to their GNE hosts, these ‘bots have been fitted with A.I.s(though they can still accommodate an internally-carried passenger, hence the reason they’re not known to be autonomous robots). These self-aware oreseme typically guard the Steel Gaians’ encampments. Shegrents are notable for carrying large barrier-shields. About a third of them are also of the PS/SG-XHVR01 type.
It is rumored that the Steel Gaians may have originated the entire idea of the Ogrent after a visit from the Darkwater Orseme NeShemar and Awakened Triax X-700 ‘Fat Boy’ Glitterboy Otto Steelbender.
Those ‘Shegrents’ in Steel Gaian employ have been most often been sighted guarding the approaches to the Steel Gaian reservations, standing watch at checkpoints, and helping conducting maintenance and repair on what power lines and service trunks tie the Steel Gaian communities into the Greater New England utility grids.

Changes:
MDC/Armor by Location:
Arms(3) 200 each

Systems of Note/Special Features:
*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by the Ghost Riders. These systems repair 4d6 MD per hour, and can repair 100 MDC before needing material stocks to convert to MD repair material.

*Forearm Mount/ Tool Pod----A utility pod with two extendable micromanipulators capable of fine work, a plasma torch(or laser welder), shielded optic, and close-range ultrasound scanner(good for testing welds and inspecting waterseal/tank integrity). Other tool complements may be used as well(see Bionic Tools for standard models).

Weapons Systems:
1) Heavy Gun Module Options:
a)‘Goddess Hammer’ Gatling Cannon---This weapon consists of six rail gun barrels(adapted from the Shemarrian ‘carbine’) in a gatling arrangement, set for rapid-fire, trading range for sheer volume of fire. At full auto, the damage spread of this weapon is devastating and has been known to shred robot vehicles and smash down fortifications in a single melee! The devastation the ‘Goddess Hammer’ can dish out is matched only by the thundering racket it makes spitting out rounds.
Range: 4,000 ft
Damage: 2d4x10 MD per round, 4d6x10 MD for a three shot burst, 8d6MDx10 for a six shot burst(!)
Rate of Fire: ECHH
Payload: 820 shot drum

b)Tri-Barrel Super Rail Gun--Identical to that carried by the Kittani Equestrian Power Armor(Rifts Atlantis, pg. 141). Typically battlefield salvage. The weapon lacks the light laser and targeting system of the original
Range: 6,000 ft
Damage: 1d6x10 MD per 40 rd burst
Rate of Fire: ECHH
Payload: 4,000 rd drum

c)Twin Barrel Pulse Cannon--Identical to that carried by the Kittani Equestrian Power Armor(Rifts Atlantis, pg. 142). Typically battlefield salvage.
Range: 4,000 ft
Damage: 5d6 MD single shot, 1d6x10 Md dual blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

d) Laser/Plasma Gun---Shoulder gun salvaged from a Kittani Destroyer Power Armor(Rifts Underseas, pg. 178 )(rarely available)
Range: (Laser) 4,000 ft in air and water
(Plasma) 3,000 ft in air, 1,000 ft underwater
Damage: (Laser) 1d6x10 MD per single blast, 2d6x10 MD per double blast
(Plasma) 1d6x10 MD in air, 1d4x10 MD underwater
Rate of Fire: ECHH
Payload: Effectively unlimited

5) *Barrier Shield---Heavy shield with 300 MDC and integral 20-shot mini-missile launcher

6) *Third Arm---Mounted on the shoulder and stowed on a sliding mount on the back is a third arm, identical to the other normally situated pair. Initially mistaken for a gantry armature like that carried by the PS HAZMAT variant, it has since been observed that it is fully articulated. Normally the third arm ends in a large melee weapon, such as a power-blade(1d6x10 MD per strike) or Kittani-style plasma blade(1d4x10 MD energized strike, 1d4x10 MD energt blast, with 200 ft range), the arm also has special clamps on its top that allow it to quickly take up the Heavy Combat Shield and use it to protect the ‘bot.

Skills:( Awakened Neural Intelligence)

Barter 75%
Basic Electronics 92%
Basic Mechanics 90%
Camouflage 85%
Cryptography 90%
Computer Operation 98%
Computer Hacking 70%
Computer Programming 90%
Demolitions 96%
Demolitions Disposal 94%
Demolitions: Underwater 92%
Detect Ambush 65%
Detect Concealment 60%
Electronic Countermeasures 92%
Excavation 85%
Find Contraband 75%
General Repair & Maintenance 90%
I.D. Undercover Agent 80%
Intelligence 95%
Imitate Voices & Sounds 83%
Land Navigation 94%
Language/Literacy
- American English 94%/90%
-Euro 94%/90%
- Dragonese 94%/90%
- Shemarrian 94%/90%
- Techno-Can 94%/90%
- Gobbeley 94%/80%
- Latin 94%/80%
- Spanish 94%/80%
Lore:Post-Apocalyptic 75%
Lore: D-Bees 35%
Lore: Demons & Monsters 75%
Mathematics: Basic 98%
Military Etiquette 98%
Public Speaking 75%(often to warn off/intimidate trespassers)
Radio: Basic 98%
Read Sensor Equipment 98%
Salvage 80%
Streetwise 60%
Surveillance 90%
Tracking(People) 85%
Wilderness Survival 94%
(8th Level )
W.P. Energy Rifle
W.P. Heavy M.D. Weapons
W.P. Heavy Military Weapons
W.P. Rifles
W.P. Blunt(+3 strike/parry)
W.P. Knife(+3 strike/parry)
W.P. Sword(+2 strike/parry)
W.P. Pole Arm(+3 strike/parry, +2 strike thrown)
W.P. Spear(+2 strike/parry, +2 strike thrown)
W.P. Staff(+3 strike/parry, +2 strike thrown)
W.P. Chain(+3 strike, +2 parry)
W.P. Shield(+3 parry)
W.P. Paired Weapons
Note: As an Ecotroz-Awakened Neural Intelligence, the SG-ORE01 gets THREE Secondary Skills at levels 2, 4, 6, 9, 12, and 15. The ‘Shegrent’ has an effective IQ of 2d6 +11.

Actions/Attacks per Melee: 6
Initiative: +2 (+1 from the Ecotroz entity for a total of +3)
Strike:+9
Parry::+9
Dodge::+3
Roll: +3
Pull Punch: +3
Disarm +2
Critical Strike on Unmodified 18-20.
-------------
"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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89er
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Re: Paladin Steel Storefront

Unread post by 89er »

Superb now we have a proper testbed for the following:
-Scornfire Irradiated Flamer gel
-Zoomsledge Portable relativistic mass driver
-Bullets made of supernatural ore mined from a "Hell ajacient" planet affectionate called Modus Scab.
-Cinderella Mist or "Glass Gas" Nano-chemical weapon
Science thanks you all.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Superb now we have a proper testbed for the following:
-Scornfire Irradiated Flamer gel
-Zoomsledge Portable relativistic mass driver
-Bullets made of supernatural ore mined from a "Hell ajacient" planet affectionate called Modus Scab.
-Cinderella Mist or "Glass Gas" Nano-chemical weapon
Science thanks you all.



'Cinderella Mist'? Is that anything like Beer Goggles?
"You look a lot better looked at through this stuff." :P
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Posts: 1264
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Re: Paladin Steel Storefront

Unread post by kronos »

taalismn wrote:
89er wrote:Superb now we have a proper testbed for the following:
-Scornfire Irradiated Flamer gel
-Zoomsledge Portable relativistic mass driver
-Bullets made of supernatural ore mined from a "Hell ajacient" planet affectionate called Modus Scab.
-Cinderella Mist or "Glass Gas" Nano-chemical weapon
Science thanks you all.



'Cinderella Mist'? Is that anything like Beer Goggles?
"You look a lot better looked at through this stuff." :P


I'd say more something like it affects the outer layer (or even deeper) of a target and alters it to become more brittle, and easily damaged, like glass..??
Do explain more, 89er. I'm curious of these weapons.
I'm assuming Scornfire Irradiated Flamer Gel = radioactive napalm basically? Burn those pesky supernaturally healing buggers and make sure they stay burned!
Zoomsledge = a sledge hammer powered by a mass driver?
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

kronos wrote:[
Zoomsledge = a sledge hammer powered by a mass driver?



My first thought for ZoomSledge might be a trailer-portable aircraft catapult for zero-length takeoffs for non-VTOL aircraft. Other than that, the applications of such a device would be rather limited.

The other possibility might be a remote-controlled high speed contra-gravity drone that's used to ram the hell out of things.
-------------
"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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89er
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Re: Paladin Steel Storefront

Unread post by 89er »

To those asking, yes radioactive napalm, yes advanced brittle agent/transmutation weapon, but no to gravity hammer or ramming drone.

The ZoomSledge is supposed to be the near endpoint of the railgun aka launching projectiles at near light speeds. Take several sublight engines, discard the nonessential and fit it into something loosly portable sized for a superheavy cyborg or power armor. Have the projectile be durable enough not to break apart when fired or traveling to the target. The name was not important, only that it is tested and working.

Not sure about the Modus Scab, that was made on a whim.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Sanitizer Grenades
(aka ‘SaniGrens’ , ‘Scrubbombs’)

“It’s like breathing bleach, is how I’d describe it.”

“Restroom situation like that, it’s either scrub-grenade it, or raze it with napalm.”

‘SaniGrens’ are chemical ordnance developed by Paladin Steel to meet a customer requirement for chemical munitions useful in extreme cleaning/public sanitation operations. Both 30mm and 40mm rounds, as are shotgun-compatible rounds, are available and work on the same principle; a liqui-gel solid material that quickly evaporates into an astringent antiseptic vapor. The vapor can be considered to be mildly poisonous while active, so it is not recommended that unprotected persons remain in an area hit with sanigrens.

Range: Will instantly fill an area 50 ft in diameter with acrid vapor. Depending on local atmospheric conditions/circulation, the fumes can remain potent for up to 45 minutes(it’s common practice to turn off ventilation and close up a room so-grenaded to let it ‘soak’ for a while).
Damage: The acrid fumes act like aerosol tear gas or mild acid if they make contact with sensitive tissues, such as mucus membranes, eyes, or lungs. -10 strike, parry, dodge, -30% to speed and skill performance requiring sight is impossible. Anybody breathing in the vapor takes 1d6 SDC/hit points per melee. Effects generally last for 2d6 melees. The real intent of the aerosol is to chemically sanitize an area.
Cost: 40 credits for a box of 20.

UV Grenades
(aka ‘purple flashers’, ‘uvers’)

“Once a month I go over to Gart’s, bust his door down, pin Gart to the floor, and throw one of these things in his refrigerator. Our neighborhood priestess and mystic sez doing so stops her nightmares of rising horror, destruction and death, usually involving egg salad. “

UV grenades are optical illumination devices designed to deliver intense flashes of ultraviolet light, sanitizing the area. There are two versions; disposable units in which both the bulb and power source burn out and are not reusable, and reusable versions that can be recovered and recharged for further use.
UV Grenades are used mainly to sanitize areas or degrade light-sensitive chemical spills. They are also effective against some species sensitive to bright light, as well as some forms of nanotechnology. They do NOT work against vampires,
While UV Grenades don’t do serious damage per say, their intense UV radiation can deliver up painful sunburns, which may lead to more serious conditions for those with sensitized skin(such as albinos, or those with a susceptibility to skin cancer). They can also cause temporary blindness.

Range: Instantly flashes a 50 ft radius
Damage: Unprotected skin takes instant sunburn damage. Unprotected eyes will be temporarily blinded; -10 strike, parry, dodge, -1 APM, -1 initiative for 2d4 MINUTES(the UV is more intense).
Special Features:
-Rechargeable units can be set to radiate UV for an extended period of time; up to 6 minutes, allowing them to ‘soak’ areas with sustained UV bombardment. This has proven sufficient to degrade the protein coats of most viral pathogens.
-Can be recharged off an e-clip; 1 point worth of MD = 60 minutes of UV bombardment.
Cost: 40 credits for a box of 20.
Rechargeable models cost 80 credits for a box of 20.
-------------
"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 »

Ari-Kane---Plantation Colony Outpost(Thundercloud)

“The jungle folk we lifted from that bronze-age world actually have adapted to the alien environs around Ari-Kane pretty well; better, in fact, than most of the alt-aussies we rescued from their nuke shatterworld. Only real problem was that some of them, once they saw some of the big sea monsters lurking in the deep waters off the weed-isles, had to be convinced all over again that we weren’t going to sacrifice them to the monsters, like their old culture was going to do back in their old homeland.”

“I was a car salesman in Melbourne selling expensive Rolls Royces when the bombs flew. One day, and no more Rolls Royces. A month later, it looked like no more world, no more Australia, no more humanity when the fallout started coming down. Pretty much gave up then, ready to slip out with everyone else before the radiation claimed us.
Now I’m a shipping clerk for Tanney Tantric Teas, working in a jungle island on the other side of space-time, rubbing shoulders with a bunch of stone-age trbespeople, magic science-druids. armored spacemen, and ocassionally freaky aliens from all over. Things are still kinda rough and wild in this place, but the understanding is that I work for the Company, I can spend my off-time improving a place in the plantation town so in another few months the missus and my boy can leave the refugee camp they’re living in on Mars, or some dusty place like it, and come join me here where there’s fresh air and food and room to walk around in. Don’t know if my kid will ever see another Rolls Royce if ever, but I’m not complaining; at least he’ll have a life to look forward to.”


“Okay, I KNOW you’re out there listening, Tarantuleia! I recognize that scratch mark pattern from that prank you pulled on the 41st on Hispanola! I wasn’t amused when I had to track you down back then and I’m not amused now! So just return the newbies and the generator packs and we’ll call it even against the future patches of hide I’ll end up taking out of you otherwise, you overclocked horror-shop animatronic mannequin!!!”

“Ah! Now I recognize your name, sergeant! You served with the Hyboria Lowlands expedition, didn’t you? Promoted you from corporal for your heroism, did they? And now they’ve rotated you here on the strength of your experience to teach jungle tactics? Excellent! I’ve heard about you from that girl you rescued from the jungle monsters of her old homeland. She can’t stop talking about the mighty warrior that swooped in and freed her from the sacrificial altar, faced down an entire tribe, shielded her from an obsidian blade, punched out the head blood priest, faced down a giant god lizard-ape, and whisked her away to a land of wonders before disappearing on her before she could express her gratitude! She’s one of our more promising young agronomists here and she’ll be very happy to learn you’re here and staying for a while! So once you’re settled down in barracks and off-duty, come back here and we’ll tell her the good news! I’m sure she’ll be delighted to see you again!”

Ari-Kane is the GNE colony-enclave on the Shemarrian Star Nation world of Moyanon. In return for various technology exchanges and trade concessions, the SSN has permitted Greater New England to establish a colony claiming several islands.
Ari-Kane is a starting colony, settled primarily with refugees from other worlds, primarily an alternate Earth ravaged by nuclear war(the survivors are Australians, New Zealanders, and Patagonians), and a small number of jungle-folk from a primitive bronze-age world(they are mainly survivors of tribes forcibly assimilated by an Aztec-like culture). It also serves as a training ground for jungle forces recruits. It is located on one peninsular ‘lobe’ of a larger jungle mass covering and connecting several coral island atolls.
Ari-Kane has distinguished itself already for a number of features:
-It supports a thriving plantation growing various medicinal plant species, both native and imported.
-A Mystic Herbalist and Druidic Dryad, married, have established a small school teaching mystic herbalism and holistic medicine to promising students among the colonists.
-Biotech Infrastructure---Ari-Kane has seen the deployment of self-constructing biotech structures created by the genetechs of the Cambridge Jungle.

The GNE colonies are effectively state-appointed hierarchies, though the colonists are encouraged to elect spokesmen to pass on their concerns to the colonial administration.
Ari-Kane is on generally good terms with its Shemarrian neighbors, and the administrative and security staff know their opposite numbers in the nearest Shemar/Neshemar Horrorwoods community, but marauding Lost Eclipse members have become an annoyance to the jungle warfare school.

Colony:
Ari-Kane
Sponsoring Organization:
Greater New England
Colony Size:
11,000 colonists, plus a rotating military trainee population of 2,000, training in jungle warfare. Plans are to expand it to 95,000 over the next two years, so there’s a rotating construction crew contingent preparing new housing and infrastructure. The GNE is eying several additional islands as possible resettlement zones for displaced d-bee humans(mainly Australians and New Zealanders) that were rescued with Radiant Edge help from their nuclear war-contaminated alternate Earth.
General Alignment:
Principled
Economy:
Agricultural---GNE is looking to exploit Moyanon’s rich ecology for food, materials, and phytochemicals. Ari-Kane is already showing a great potential for growing various medicinal plant species, both native and imported
Trade Policy:
By the book. Ari-Kane conducts some trade with the neighboring Shemarrian enclaves, and the conditions are well spelled out in the settlement agreement.
Environment Around Colony:
Jungle, with multiple lakes and several fairly large rivers. It is some fifteen miles from the sea.
Notable/Special Natural Resources:
Jungle and Fertile Soil
Notable Buildings/Facilities:
*Communications Center---Run by the military side of the colony, it contains a Tachcomm unit.
*Lumber Mill---Adjunct to the garages and machine shops. Some of the colony cabins have been made from the tough local timber.
*Flour Mill---Actually a compact food processing facility. Ari-Kane is already self-supporting with regards to basic nutrition derived from grown crops.
*Bio-Domes---Used to cultivate specialized plant strains, as well as to test the viability and interaction of nonnative plants and biotech before employing them in the open fields.
*Supply Depot---Because of expansion plans for Ari-Kane, supplies are already being pre-positioned for future colonists.
*Refrigeration Plant---Ari-Kane’s tropical environment means that perishable supplies and products must be kept refrigerated. This is a large multi-room warehouse facility providing for both incoming and outgoing cargo.
*Laboratories---Ari-Kane sports three separate labs, one for studying the local biology, another for studying the crops being cultivated, and a third overseeing the biotech being used on site.
*“The Brewery”---This facility processes and distills a number of useful phytochemical concoctions. It’s adjacent to the holistic medicine shoppe and herbalist academy run by the resident Mystic Herbalists.
Medical Facility:
Hospital---A full medical center, able to treat all but the most serious injuries and diseases.
Primary Energy Source:
Fusion power, supplemented by wind and solar.
Primary Source of Transportation:
Hovercraft are the main means of moving around
Security/Fighting Force:
Besides a small colonial constabulary, the military jungle warfare training school has a permanent staff of 300, and a rotating military trainee population of 2,000. The base garrison can provide several dozen hover combat vehicles able to negotiate the dense jungle, and an assortment of rangers and jungle forces infantry.
Outside Threats:
-Local Sea Life----Though Moyanon’s most dangerous sea life sticks to the deep water, occasionally juveniles or sick/elderly specimens will travel close to the islands and even journey up the inland waterways in search of refuge. These creatures can be quite dangerous to the unwary.
-Lost Eclipse----Upon learning of the GNEAS’s plans to use their enclave on Moyanon as a jungle training facility, the Lost Eclipse Tribe of the Shemarrian Star Nation decided they were going to be the GNErs’ ‘friendversary’ and have become an enthusiastic pain in the ass to the training garrison. Every training exercise in the jungle runs the risk of the unannounced participation of the Nightmare Tribe. While the civilian colonists are mainly left alone, unwary military trainees risk being terrorized by Lost Eclipse marauders looking to point out gaps in the GNErs’ training and situational awareness. Though nobody’s been harmed(yet), some of the greener recruits have suffered blown nerves after enjoying the attentions of Nightmares.
The Lost Eclipse merely claims that they’re training their newbies as well, but GNEAS milintel suspects that the Nightmares on Moyanon are veteran Elite on leave, enjoying a holiday ‘counting coup’.

*Notable Local Wildlife:
-Timbermites---The local equivalent of coconut grabs. Large land-dwelling crustaceans---frightening in appearance, but essentially harmless, they are very prolific and can quickly infest a section of jungle, Though they can give a good pinch to the slow and unwary, their real annoyance comes from their habit of creating burrows in the forest floor, posing a hazard to incautious hikers’ ankles, and undermining planted fields. A popular punishment detail for Jungle Warfare School trainees is to sweep the reservation grounds of timbermites, a painstaking and near-futile activity, as fresh timbemites quickly move in to claim the cleared territory nearly as quickly as it is cleaned out. The discovery that the Lost Eclipse had planted robotic timbermites on the grounds of the training camp has given the punishment detail new urgency.

-Gayzo----A form of flying fish adapted to dwell in treetops. They are insectivores, so the colonists have learned to tolerate occasional buzz-strafes by the creatures.

-Yoover---A long(roughly 12-18 ft) millipede-like creature and rapacious herbivore that can devour a small tree, or defoliate a crop field, in minutes. They are a regular agricultural pest.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by Prole »

I am back.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Prole wrote:I am back.


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

--------Rudyard Kipling
------------
Prole
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Posts: 89
Joined: Mon Feb 04, 2019 10:55 pm

Re: Paladin Steel Storefront

Unread post by Prole »

Do you remember who statted the LeMat Revolver?
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Prole wrote:Do you remember who statted the LeMat Revolver?


Well, I did do a version of it, as the PS R-7 'Dekar' in .357 w/ a 12-gauge under barrel.
Had the .357 doing 5d6 SD(though Palladium canon stats would place it in the 1d8 range?) out to 180 ft and HALF that out to 300 ft, which may be a little much for the type.
Likewise, the shotgun shell did 5d6 SD out to 100 ft, and buckshot doing 4d6 SDC to a 5 ft wide area.

That's before specialized ammo like baton rounds, and MD exploders or ramjets.
-------------
"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 »

*CQW11 DivvieMaster TW Battle-Ax
(aka ‘Supachuppa’, ‘Gashmaster’, ‘Starrax’)

“All one really needs is a good pair of boots, a warm cloak, a sturdy belt, and a sharp blade one knows how to use, to make kingdoms tremble. All else is mere decoration.”
--- Tevazan saying

“Never argue with a woman with a glowing battle ax.”
---GNE Regular Army saying

“I like this star-weapon. It is beautiful and effective. It speaks to me in the language of my creed, not in words, but in actions. I like it alot.”
----Anonymous Tevazan Amazon Wanderer

The innocuously-named DivvieMaster is a TW-enhanced heavy double-bladed battle-ax. The shaft is seemingly made of a single piece of blue sapphire crystal, but is in reality a super-hard megadamage synthetic concealing an actual star sapphire crystal and PPE powerstone.
The DivvieMaster was recently introduced to the protectorate world of Tevaza, where it has proven so popular with the Amazon warriors there who have taken GNE service oaths, that PS has hired Tevazan Amazon craftsmen to do custom work for weapons sold(the only complaint many Tevazans had was that the stock mass-produced weapons were rather ‘bland’ when it came to weapons style). Thus the ax head and haft can be embellished with decorative flourishes that add nothing to the effectiveness of the weapon(though some added holy symbols seem to have a most satisfactory deleterious effect on certain creatures of magic), but do add a sense of style to what is otherwise a most brutally effective combat weapon.

Weight: 6 lbs
MDC: 75
Range: Melee
Damage:(Ax-Unpowered) 2d6 SDC + P.S. bonuses
(Ax-Powered Vibroblade) 2d8 MD
The flat of the ax blades can also be used to deliver a blunt force bash: 1d4 SDC + P.S. bonuses
Rate of Fire: ECHH
Special Features:
*Silver/Cold Iron Inserts---The double blades of the DivvieMaster are actually four blades, each head-blade having a channel down its blade, which can hold inlays of silver or cold iron, making the weapons more effective against supernatural creatures susceptible to either material. This also allows for quick replacement of the inserts(the Cold Iron often rusting under serious use and environmental exposure). Other materials may be used as well, adding damage and effect when dealing with creatures susceptible to those materials.
Magic Features:
*Power Weapon---Increases damage by 25%. 5 minutes’ duration, 18 PPE per activation.
*Flaming Weapon --- When activated, the blade seems to glow with blue flames. 3d6 MD for fire alone, or +3d6 MD to a strike. 4 minutes’ duration per level of experience of the wielder, 7 PPE per activation,
*Bio-Manipulation---Those struck with the ax also may have to save versus a Bio-Manipulation attack---Pain, Paralysis, or Stun, 4d4 minutes’ duration, 5 PPE per strike.
Cost: 316,000 credits + Powerstone cost.
Options:
The DivvieMaster comes with a variety of possible options, starting with a choice of powerstone. Other options built on the magic, or further toughen the weapon for the rigors of melee combat.
Cosmetic/aesthetic additions are also popular; craftsmen and artisans can add embellishment to the weapon, increasing the final cost as much as 25%, depending on the materials used and elaborateness of the designs added. Some of these embellishments, however, may have actual mystic usefulness, as some buyers/owners add, for example, religious symbols that have profound effect on certain creatures of magic.

Merrill Armaments ‘Greenstar’ PPE Clips:
*’Light’---75 PPE capacity, cost: 9,000 credits
*’Light’--- 100 PPE capacity, cost: 12,000 credits
*’Heavy’---200 PPE capacity, cost: 24,000 credits
*’Max’---300 PPE capacity, cost: 36,000 credits
recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid.

*Starglow---The PPE powerstone normally emits a low-level glow, but it can be increased to glow with a Globe of Daylight spell, illuminating an 84 ft area around it, for 21 minutes per single PPE. Cost: 10,000 credits

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

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

*Third Blade---Some buyers have a third broad crescent or longer sharper blade added to the top of the haft, allowing the weapon to do 1d6 MD or 2d4 MD on a stab/jab. Cost: 7,000 credits for a crescent blade, 9,000 credits for the short blade.

*Reinforcement----This adds an Armor of Ithan spell to the weapon that reinforces it for parrying and blocking actions. Applies ONLY to the weapon, adding 50 MDC to it for 5 minutes. 5 PPE per activation. Cost: 50,000 credits.

*Haft Blaster----The battle ax can be reversed, a pommel cap flipped, and the powerstone can be used to fire off magic blasts:
a) TW Laser Blast----1,200 ft range, 1d6+12 MD per blast, 3 PPE per blast. Cost: 15,000 credits
b) TW Starburst----210 ft range, 3d6 MD + temporary blindness; unless eyes are shielded, victims are temporarily blinded(-10 to strike, parry, dodge, and other combat moves) for 1 melee round, + 7 seconds per additional Starburst fired at them in the same melee round. Targets are -2 to dodge. Vampires suffer an additional 1d6 damage and are blinded twice as long, 6 PPE per blast. Cost: 65,000 credits
c) TW Firebolt ---- 135 ft range, 4d6 MD per shot, +4 to strike, 5 PPE per shot. Cost: 28,000 credits
d) TW Forcebolt---700 ft range, 1d6+1 MD per bolt and is +3 to strike. 4 PPE per shot. Cost: 44,000 credits

*Beat Insurmountable Odds----A reality-warping spell that some purchasers have added as a means of delivering that all-important ‘shot in a million’, same as the spell. Applies only to those holding the ax or being touched by it, and CANNOT be used in conjunction with another active spell/enhancement(so one cannot be attempting a death-from above attack with the Flaming Blade on). 45 PPE per activation. Cost: 350,000
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
Prole
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Posts: 89
Joined: Mon Feb 04, 2019 10:55 pm

Re: Paladin Steel Storefront

Unread post by Prole »

Would Paladin Steel be up for a partnership to release a modern reproduction of the L85 SUSAT sight for the Chipwell CBW-5-56 "submachine gun" assault rifle?

Across timelines, it's a popular sight with explorers and despite being fairly primitive, was at least close to "bomb-proof". We're hoping to cram the internals of a "ACOG" within the sight, while retaining the shape, feel, and endurance of the SUSAT.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Prole wrote:Would Paladin Steel be up for a partnership to release a modern reproduction of the L85 SUSAT sight for the Chipwell CBW-5-56 "submachine gun" assault rifle?

Across timelines, it's a popular sight with explorers and despite being fairly primitive, was at least close to "bomb-proof". We're hoping to cram the internals of a "ACOG" within the sight, while retaining the shape, feel, and endurance of the SUSAT.




Normally I'd say yes to a deal, but as Chipwell is essentially a Coalition States company very much in the CS's favor, and PS/GNE are at loggerheads with Prosek's regime("Hell, we're shooting at each other!"), cutting a deal with Chipwell except under the most unusual/desperate of circumstances(like the Minion War causing a universal ceasefire of Earth factions in order to deal with the common threat), would be VERY unlikely.

But if you're looking for a high tech company to outsource Chipwell's order for high-tech sights, you could always work up some drama by having Chipwell make a backroom deal with the Black Market, with the sights coming from an unknown source(could be a high-tech kingdom, that may or may not know the ultimate destination of the sights they're shipping out), The drama is that the deal may be be kosher by either the CS's edicts or by the manufacturer's policies, and the source of the cheap but good sight-gear may be cut off. The prices go up as the supply diminishes('Get them while supplies last!") and Chipwell looks to find another partner. Meanwhile, the original manufacturers. who have twigged that what they're making is a potentially hot product, repackage the gear and sell it under their own brand name, or sell the design to another high-tech firm with a more favorable reputation or relationship to the makers.

That makes a reliable and GOOD piece of Chipwell gear something of a collector's item.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
Prole
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Posts: 89
Joined: Mon Feb 04, 2019 10:55 pm

Re: Paladin Steel Storefront

Unread post by Prole »

We don't need to talk to them, to make after-market parts right? I don't know any weapons companies that ever got sued for making attachments, rails, or stocks.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Prole wrote:We don't need to talk to them, to make after-market parts right? I don't know any weapons companies that ever got sued for making attachments, rails, or stocks.


True.
However, in Rifts Earth, where international law is pretty much that of the gun, corporate disagreements often become mini-wars in themselves.
But that doesn't mean, for example, that, for example, Chipwell, who can't, for the foreseeable future, get their allies in the CS high command to divert enough reliable high-tech capacity to build them sights, doesn't cut a deal with the Black Market, who arranges to buy big custom orders of optics from Wilks, and big orders of electronic circuitry from Paladin Steel. Alone, each order can't do anything in and of itself, though each company can guess that they're going into a sensor system to be assembled elsewhere. Each company might wonder why the BM doesn't buy complete sights from their respective catalogues, but because the parts don't contain sensitive or proprietary technologies vital to their corporate security, they don't have any real reason to block the sales. Meanwhile, the parts go to another company, like Los Alamos, or GAW, who assembles the parts to Chipwell specs, and ships the finished product to Chipwell.

Later, Wilks and PS, who are regularly checking what other companies are doing, dismantle a few new sights being sold by Chipwell, and, even with the parts serial codes scrubbed off, recognize their parts. Not much they can do about it, because they ship thousands of the same parts, tweaked slightly for customers' orders, to other third party firms all the time, and they can't identify which orders are going ultimately to parties they like, or are gong to 'fall off the back of a truck' Into the hands of somebody like the CS. Long term, both companies might decide to copy or modify the complete assembled 'Chipwell' product and sell their own versions on the market, making THREE companies selling three slightly different versions of the same product, but for a time Chipwell can crow that they got their foot in the market with a particularly good product first, and the others are just imitators.

Part of it is the power of the Black Market, who are the most powerful distribution network around. To avoid such double-dealing, Wilks and PS, independent of each other, might try to limit themselves to finished and sealed products delivered by their own distribution networks direct to end-users, but that cuts out a fair amount of their business in components and causes other problems as well. It's also expensive as hell for anybody who doesn't have a big megacorp with plenty of capital to throw around. Naruni might get away with that, because they are BIG Business, and can afford to send hit teams, or Lawyers, out to deal with miscreants.
-------------
"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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Orin J.
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Re: Paladin Steel Storefront

Unread post by Orin J. »

taalismn wrote:
Prole wrote:We don't need to talk to them, to make after-market parts right? I don't know any weapons companies that ever got sued for making attachments, rails, or stocks.


True.
However, in Rifts Earth, where international law is pretty much that of the gun, corporate disagreements often become mini-wars in themselves.
But that doesn't mean, for example, that, for example, Chipwell, who can't, for the foreseeable future, get their allies in the CS high command to divert enough reliable high-tech capacity to build them sights-


(gonna step in here juuust a second to say the lack of sights wasn't a tech issue but a cost point choice. the casings are extruded tubes cut to shape, and the short ranges that most militas and security forces find themselves operating means they're not very important so they didn't need to add a step to the production process just to attach them. Chipwell is cheap stuff, and you get what you pay for. carry on.)
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Orin J. wrote:[(gonna step in here juuust a second to say the lack of sights wasn't a tech issue but a cost point choice. the casings are extruded tubes cut to shape, and the short ranges that most militas and security forces find themselves operating means they're not very important so they didn't need to add a step to the production process just to attach them. Chipwell is cheap stuff, and you get what you pay for. carry on.)



That makes it even easier for Chipwell to steal a march. Give an order to the Black Market to buy some low-end (but still very accurate and durable) PS(or Northern Gun, or whatever high-end firm you want) milling machines, extruders, or quick-but-accurate-and-cheap-one-station process machine tool hardware, which the BM buys from the source under the guise of acquiring them for a small community in need of a machine shop or such like sob story, then sells to Chipwell. It's cheaper than developing it themselves or getting one from the CS.
Though, down the line, Chipwell likely won't be able to get factory maintenance from PS/NG/Triax/whoever, but by then they probably got some of their own consultants to look at the stuff and figure patches or workarounds.
-------------
"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 Aerodynes

“Classic lines and sound designs with the advantages of improved technology. Some things DO get better with age.”

In an effort to bolster the economies and increase the industrial strength of their new territorial possessions in the former Connecticut Baronies, Greater New England’s national corporation Paladin Steel invested in the development and production of a new series of aerodyne aircraft, patterned after the designs of the regional industrial powerhouse pre-Rifts corporation Sikorsky, but incorporating new technologies, especially anti-gravity. Though bearing a superficial resemblance to the ancient designs, the new aerodynes are very much different machines in terms of technology and performance, as well as names assigned them. By adapting the airframe appearance and designations, Paladin Steel hopes to evoke a sense of regional pride for the Connecticut production lines, and promote a Golden Age nostaglia association on the part of potential buyers. However, the new technology hasn’t kept a few historically-minded wags and critics from dubbing the entire line ‘Si-klone-ski’.

PS-GMRUAV-34 Choctaw II Aerodyne
(aka ‘Flying Minnow’, ‘Hissy’)

“Chockies look pudgy and comical, but they’re contragravity vehicles; that means that they can manuever like demons and they don’t have to worry about fouling props or choking intakes. That means they can get down close in among trees and buildings, just fine for urban extractions, troop or cop drops, or rescue work.
Maintenance-wise, Chockies get high marks too. That big nose of theirs looks pugnacious, but the front-mounted powerplant is easy to access and replace. Hangar mechanics LOVE how easy it is to reach the innards of a Chockie.
So it’s not the fastest or the most heavily armed or armored aerodyne out there, it’s still inexpensive, versatile, and easy to use. Militias operate a lot of them, and even more are headed into the commercial sector, so expect to see a lot winding up in the hands of adventurers and Irregular units.”


The PS Choctaw-II bears a superficial resemblance to the pre-Rifts S-58 Choctaw utility helicopter in having a similar size, and high-cockpited, blunt-nosed, tapering tail fuselage, but the post-Rifts version is a very different machine. Where the original design was a liquid-fuelled rotor-borne helicopter, the Paladin Steel version is a nuclear-powered jet-thruster-and -AG-coil-borne aerodyne. The main engine is still located in the bulbous nose, but rather than drive a turboshaft through the cockpit to top-mount rotor blades, the mini-fusion-bottle powers a set of lift jets on the underside of the fuselage, a pair of gimbaled winglet-thrusters just on either side of the nose, and a drive fanjet in the redesigned tail. Access to the large lower passenger/cargo compartment is still via sliding side hatches.
The Choctaw-II isn’t the best armed, toughest, or fastest aircraft to take flight in the skies of Rifts Earth, but it is very agile, versatile, and very inexpensive. The basic vehicle has been bought up by commercial interests and adventurers, many of whom buy the aircraft and then modify them to taste(At least one buyer has fitted out his aircraft as a mobile home).

Type: PS-GMRUAV-34 Choctaw II
Class: Gravitic Resist Utility Aerodyne
Crew: 1+1 copilot+18 passengers
MDC/Armor by Location:
Main Body 200
Cabin Windshields(4) 40 each
Tail 110
Maneuvering Winglets(2) 60 each
Landing Gear(2) 30 each
Height: 14 ft
Width: 13 ft
Length: 40 ft
Weight: 7,800 lbs
Cargo: 5,000 lbs
Powerplant: Nuclear Fusion w/ 18 year energy life
Speed: Hover to 220 MPH, maximum altitude of 13,000 ft
Market Cost: 1.2 million credits
Systems of Note:
Standard Aircraft Systems, plus:

*Radar----25 mile range

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

Options:
*Nose Lasers---Two light nose lasers can be added, controlled by the crew.
Range: 2,000 ft
Damage:(SDC Mode) 6d6 SDC per shot
(MDC Mode) 2d6 MD per bolt, 6d6 MD per triple burst per laser.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 15,000 credits per laser

*Nose Ion Blasters---Two light nose ion blasters can be added, controlled by the crew.
Range: 2,500 ft
Damage: 3d6 MD per shot; cannot fire bursts
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 20,000 credits per blaster
In the alternative, a shorter-ranged, but more powerful, pulse ion weapon can be installed instead.
Range: 2,000 ft
Damage: 3d6 MD per single shot, 1d6x10 MD per triple shot burst.
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 42,000 credits per ion blaster

*Hardpoints(2)---Two side-mount hardpoints can be added to the sides of the forward body; each one can hold ONE of the following:
a) Mini-Missile Launcher---14 shot pod

b) Short Range Missile Launcher----2 per hardpoint

c)L-SAM ‘Black Talon’ Launcher
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-3(all)
Payload: 3 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: 40 ,000 credits per launcher, 10,000 credits per missile

d) Copperhead Anti-Tank Missile Pod---Uses PS ‘smart’ armor killers for more accurate fire.
Range: 1 mile
Damage: Armor-piercing:2d4x10 MD, no blast radius
Rate of Fire:Volleys of 1-2
Payload: 2
Bonuses: +5 to strike
Cost: 9,000 credits per missile

e) Medium Range Missile ---1 per hardpoint.

f) Depth Charge(typical)---1 per hardpoint.
Range: Can be set for down to 2 miles deep
Damage: 2d4x10 MD to 100 ft radius, and 4d6 MD to an additional 30 ft radius

g) Torpedo---1 short- or medium-range torpedo per hardpoint

h) Iron Bomb---Typically a demolition charge. 1 per hardpoint.
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius

*Waist Guns(1-2)---Most buyers spring for crew-operated weapons stations at the passenger compartment doors.
Cost: 4,000 credits, plus the cost of the mounted weapons

*Remote Control Tail Turrets(1-2)---One or two small remote control tail turrets, each holding a light rail gun or energy rifle equivalent, can be mounted on the tail, guarding the rear arc of the aircraft.
a) Rail Gun
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst.
Rate of Fire: ECHH
Payload: 2,000 rd drum per cannon
Cost: 70,000 credits

b) Laser Cannon
Range: 2,000 ft
Damage:(SDC Mode) 6d6 SDC per shot
(MDC Mode) 2d6 MD per bolt, 6d6 MD per triple burst per laser.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 15,000 credits per laser

c) Ion Blasters
Range: 2,000 ft
Damage: 3d6 MD per single shot, 1d6x10 MD per triple shot burst.
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 42,000 credits per ion blaster

*Flotation Units----Special ‘ring-booties’ and hull-side pods can be added, that allow the aerodyne to land safely on water for short periods of time, and take off again.
Cost: 11,000 credits

*Side-Mount Winch---Powered winch with 80 ft of high-test cable, able to lift up to 1,000 lbs.
Cost: 9,000 credits

*Reinforced Crew Compartment---A special megadamage fabric and composite ‘cage’ is added to reinforce the cockpit(50 MDC). This affords the pilot and copilot some scant extra protection, but don’t go teasing SAMAS or gargoyles, thinking this will protect you for long!
Cost: 90,000 credits

*Additional Armor----Additional composite armor can be added to reinforce the airframe and fuselage; this is more expensive than adding the equivalent amount of MDC protection to a ground vehicle, because of the lighter, and more advanced, aviation-grade megadamage armor, but travellers swear by the added protection.
Cost: 25,000 credits per 10 MDC(up to an extra 180 MDC)*
*Note: Being a specialist-producer of MDC materials, PS charges rather less for MDC material than the going market rate.
Penalties: Adds 100 lbs per 20 MDC, and armoring over 100 MDC reduces overall speed by 20%

*Flare/Chaff Launchers(1-4)---These can be added to the sides and 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
Cost: 3,000 credits per launcher; additional flare/chaff bundles cost 200 credits each


Variants:
*PS-GMRUAV-34TWE---TW version with basic TW features. It’s become popular as the basis of a good number of post-market TW mods.
-Ley Line Flier---Can fly effectively indefinitely on a ley line.
-Breath Without Air----Enables the aircraft to fly at high altitude without standard pressurization reinforcement----10 minutes per 10 PPE.
-TW Fire Control System----Supplements the regular fire extinguisher system, and is often more effective at controlling electrical and chemical fires. Costs 4 PPE per minute/activation.
Market Cost: 1.3 million credits

*PS-GMRUAV-34TWE(A)---Air Enimal-powered TW version. Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
The -34TWE(A) can also perform the following feats twice per 24 hours:
- Calm Storms---Instantly calms inclement weather in a 360 ft radius for 1 hour.
- Summon Rain---Calls forth a cloud over or under the aerodyne that drops rain in a two mile radius, lasting for 2 hours.
- Whirlwind---Whips up a mystic whirlwind roughly 20 ft in diameter, that lasts 16 minutes.

On the minus side, the -34TWE(A) runs cold; the cabin is drafty(even with windows and doors shut) and internal heaters barely maintain a comfortable temperature. Insulated clothing is virtually considered mandatory on long flights.

Market Cost: 4.8 million credits

*PS-GMRUAV-34TWE(F)---Fire Enimal-powered TW version. The -34TWE(F)takes HALF damage from plasma- and heat-based attacks, and suffers NO penalties for icing.
The -34TWE(F) can also perform the following feats twice per 24 hours:
- Cloud of Smoke---Range: 100 ft radius; and persists for 6 minutes
- Cloud of Ash---Range: 30 ft radius; and persists for 3 minutes
- Circle/Wall of Flame---Range: 100 ft radius; and persists for 12 minutes
- Screaming Circle/Wall of Flame ---Range: 100 ft radius; creates a ‘ring of death’ from a 15 ft radius(making the walls 85 ft thick), and 7 ft high, of the copter out to 100 ft(so one could conceivably hide directly under the helicopter from this attack). 2d4 MD per melee of being caught in the flames. Lasts 3 minutes.

On the minus side, the -34TWE(F) runs hot; heat-guided weaponry gets a +1 to strike the aerodyne, and the cabin can get uncomfortably warm.
Market Cost: 5.2 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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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-GrAR-05 Gravitonic Assault Rifle
(aka ‘thumpa’, ‘humpa’)

“Now, the Humpa...it’s a lady’s weapon...MASSIVE damage, but hardly any recoil. It’s not going to get you in the arms or the back using it.”

“Mina’s programming prevents her from taking the offensive, but defensive’s a whole different matter. We didn’t give her a Humpa because, as somebody said, it’s lady-like, but because with it she can take down, and quickly, just about any damned bastard that moves to threaten her and whatever she’s protecting.”

“I heard some buzz about how the add-on co-ax laser costs more than the Humpa itself. That’s because the real cost of the grav-gun’s in the ammunition you’re going to burn through using the thing. E-clips are CHEAP; g-clips cost big wahunas, especially in a war zone.”

Yet another in Paladin Steel’s projects to apply their previous expertise in chemical and gauss projectile weapons to gravitonic weaponry, the GrAR-05 is a compact, but powerful, carbine-style weapon using standard Three Galaxies g-clips. The weapon is prgrammed to use the g-clip batteries to provide a much harder, but shorter, g-pulse to provide a shorter-ranged, but harder-hitting, kinetic strike from the same ammunition as the GR-15AR uses.
The GrAR-05 uses gravitonic baffling extensively to cut recoil and damp out excessive vibration to allow for high accuracy in holding the weapon on target. This makes the weapon extremely useful in micro-gravity conditions, as the baffling eliminates most of the recoil that would normally throw the gun(and its user) flying off-balance with a burst. This also allows fairly weak shooters to handle the weapon and use its burst fire mode effectively without extra penalty.
Though shorter-ranged than 3G-equivalent rifles, the GrAR-05 has accuracy and hitting power on its side, being able to strip apart most personal body armors in just a few bursts. The weapon also has the advantage of using standard and widely available g-ammo clips(that incorporate both the projectiles and the battery power in the same clip). The GrAR-05 has also seen PS’s first experiments in specialty amumunition types using the same e-clip/magazine format.
GrAR-05s first appeared with GNEAS Space Force vehicle crews for self-defense, as the short range, compact design, and savage damage curve were all very useful in detering unnwanted boarders. The design almost immediately thereafter became popular with adventurers and bodyguard contingents wanting a good PDW(personal defense weapon).

Weight: 9 lbs
MDC: 45
Range: 1,000 ft
Damage: 4d4 MD per shot, 1d6x10 MD 3-shot burst, 3d6x10 MD 10-shot burst.
Rate of Fire: Single shot, 3-shot burst, or 10-shot long burst.
Payload: 30 shot clip
Special Features:
*Top Sight Rail----The OICW-OTS04 Rifle Scope is standard, though some users mount the OCSW-TAT02C.
*NO Recoil---Negate the HALF bonus penalty for firing bursts due to the weapon generating a counter-gravitonic pulse to damp out recoil.
Cost: 24,000 credits
Options:
*Co-Axial Laser---To compensate for the short range of the gravitonic accelerator, a strap-on light high-intensity laser can be added to the weapon, mounted on one side of the barrel.
Weight: +3 lbs
Range: 2,000 ft
Damage: 2d6 MD per blast
Rate of Fire: ECHH
Payload: 30 shots per e-clip
Cost: 27,000 credits
A 30-rd clip costs 2,000 credits

*Specialized Ammunition Types----Once Paladin Steel began producing its own g-clips, they began experimenting with producing specialized ammunition.
---VaporNeedles---These are g-rounds made of a crystalline chemical that rapidly subliminates once fired, effectively evaporating into harmless vapor beyond effectve range. They are meant as a safety measure in firefights in close quarters, especially aboard spacecraft and spacestations, where stray rounds zinging around damaging vital life support are not desired. Range can be dialed between 50 and 500 ft.
Cost: Increase clip cost by 20%

---Incendiary---These are g-rounds made of a crystalline chemical that rapidly begins combusting once fired, producing a shower of napalm-like flakes that stick and burn. ---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Cost: Increase clip cost by 25%
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by taalismn »

PS-FCMcCFCR-02L ‘Farlane’ Smallkin Cyborg Frame Combat Robot
(aka ‘’FireArcher’, ‘FireRain’)

“There’s rumors of more powerful smallkin-compatible ‘bots out there, but PS isn’t allowed to sell the ‘micro-dee’ series anywhere around the parts of the Web. But that’s just fine, because what they CAN sell easily enough gives the weefolk respectability enough in these parts.”

“Nutkin armored using Farlanes, with chipzar scouts in Scamper and Darter suits laser-designating for the Nutters’ beam-rider missiles chewed seven kinds of ass out of the Travesdeen raiders before the slavers even knew they were being shadowed. From the comm intercepts we picked up while they were taking sustained missile fire for nearly forty-five minutes the Travies thought they were being ambushed by a full artillery battalion instead of a line platoon. Makes me want to see what a full smallkin company would have done.”

The ‘Farlane’ is a new Smallkin-scaled robot vehicled inspired by the success of the PS-FCMcCFCR-01 Rhobar Cyborg Frame Combat Robot. Rather than use a Heavy Machine chassis this time, PS engineers decided to use a lighter cyborg frame and focus on one or two integral weapons systems.
The Farlane’s forearms are heavily equiped with hand manipulators, a pulse laser, and a micro-missile launcher each. Though the weaponry configuration may seem light compared to other cyborgs, the Paladin Steel micro-missiles actually allow the Farlane to punch above its own weight and keep out of harm’s way...as long as it has missiles. The integral lasers give the ‘bot an ammunition-independent weapon, but most soldiers consider the range of them to be modest at best and a defensive weapon in a serious firefight. Fortunately, the Farlane has a good amount of armor on its frame, is quite durable, and is very fast and mobile, able in most cases to outrun most enemies.
The Farlane lacks the extensive modularity of the Rhobar, but it is arguably less expensive and easier to maintain. The use of off-the-self systems already in wide distribution sped development time and reduces maintenance costs.
Farlanes are generally used in mixed smallkin-bigfolk formations, such as recon units and patrols. The Farlane’s speed and armament make it a good missile-sniper, fire support, and raider. Besides Regular Army units, a number of Smallkin milita units use Farlanes, the ‘bots being concealed in phonebooth-sized hangers in smallkin territory.

Type: PS-FCMcCFCR-02L Farlane
Class: Cyborg Frame Combat Robot(Light Machine)
Crew: One, mutant animal or small-statured sentient of Size Level 1 or 2
MDC/Armor by Location:
Main Body 180
Head 80
Arms(2) 60 each
Hands(2) 25 each
Micromissile Launchers(2) each
Legs(2) 85 each
Feet(2) 25 each
Height: 6 ft
Width: 2.4 ft at shoulders
Length: 2 ft
Weight: 400 lbs.
Physical Strength: Equivalent P.S. of 30
Cargo: Whatever can be carried. The pilot’s compartment has room for a small survival pack and sidearms(typically a derringer-styled weapon) appropriately scaled to the crew.
Possible hidden compartments in the legs.
Powerplant: Nuclear Powercell w/ 15 year energy life
Speed:(Running) 120 MPH
(Leaping) 12 ft up/22 ft across; increase by 50% with running start
Cyberjet-boost allows for leaps of 25ft up/ 50 ft across.
(Flying) Not possible
(Underwater) Can run along the bottom at about 7 MPH, maximum depth of 1,000 ft
Market Cost: 870,000 credits
Systems of Note:
Standard Power Armor Systems, plus:
* Built-in language translator
* Built-in radio receiver & transmitter
* Clock calendar
* Gyro-compass
*Multi-optic eyes
*Nightvision/Thermal Imaging Optics
* Built-in loudspeaker
*Headmounted Spotlights

*360-degree Waist Rotation

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

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

Weapons Systems:
1) 15mm Micromissile Launchers(2)---Each forearm mounts a large boxy PS McMLR-06 McM launcher. This gives the ‘bot a considerable bite for its size.
Range:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Rate of Fire: Volleys of 1-25(all)
Payload: 25 micro-missiles each arm
Cost:
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Pattern-1C 60 credits per McM
Pattern-1D 95 credits per McM
Pattern-1E 220 credits per McM


2) Pulse Lasers(2)--Mounted coaxial with the micro-missile launchers along each forearm is a pulse laser. Point and shoot.
Range: 1,600 ft
Damage: 6d6 MD per pulse burst
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Vibroblades(2)----A retractable bayonet vibroblade is mounted in each forearm.
Range: Melee
Damage: 2d4 MD

4) (Optional) Handheld Weapons---The Farlane can potentially pick up and use infantry-scale weapons.

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

Options:
*Applique Armor----The Farlane can be up-armored with additional armor platung equivalent to Light Cyborg Armor

*Reload Trays---Two racks can be added to the chest area for carrying mico-missile reloads. Up to two additional 25-shot cassettes can be mounted, ready for use. When the Farlane uses up its forearm launcher missiles, it can eject the empty cassettes and reach up to its chest to snap on the backup magazines.

*Blur Mesh---The ‘bot can be skinned in special light-refracting material that obscures its exact location by several inches, making it hard to target specific locations.
MDC: 10 before being rendered inoperable
Bonuses: The faster the wearer moves, the greater the distortion; at speeds of 3 or less, no bonus, 4-10; -1 to strike the wearer, 10-16; -2 to strike, 16-22; -3 to strike, 23 or greater, -4 to strike
Cost: 25,000 credits

*Fiber Optic Pre-Programmed Camouflage Scheme Surfacing----Can switch the overall color scheme of the armor to any one of 16 different pre-programmed designs(held in microchip memory). Changeover takes 30 seconds(2 melees) to take place.
Cost: 5,000 credits
-------------
"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/ASI-MInstel -SC11 Carpathia-class Medium Interstellar Freighter
(aka ‘Carp’)

“There’s better armed, better armored, and faster, but few more reliable than the Carp.”

“Nominally I’m still captaining a warship, which takes the edge off being in charge of an interstellar delivery van.”

The ‘Carpathia’-class MInstel freighter is often mistaken for a cargo conversion of the PS/ASI-SCG-17 LaFayette Light Cruiser, or, at the least, a re-tasked understudy design for that vessel. In fact, the Carpathia can be considered a sidereal extension of the Brandestoc , Javelin, and Assegai design lineage. The Carpathia uses the same forward hull ‘pod’ as the Bradestock, and spare engine modules from the Javelin series, mated to a lower hull reminiscent of the LaFayette’s modular ventral structure. Extended lateral cargo blisters mate the front and rear hulls together.
Because of their use of military-grade components, Carpathias are fast, durable, and well-armed. Thus, they are often used as military transports and high security cargo carriers. The United Systems Alliance uses a substantial number of Carpathias as mid-range government transports, convoy escorts, and training vessels. Sales outside the Alliance have been less enthusiastic, given the Carpathia’s fairly small payload versus its cost(the Catpathia is more expensive than the average Merchantman cruiser), but PS/ASI is hoping that as word of the ‘Carp’s” speed, durability, and reliability spread, the ship will appeal to more operators, especially those shipping smaller, but more important, cargoes.

Type: PS/ASI-MInstel -SC11 Carpathia
Class: Medium Interstellar Freighter
Crew: 21
MDC/Armor by Location:
Main Body 4,000
Bridge: 2,000
Hangar Bay 900
Drive Section 1,200
Auxiliary Engines(2) 900 each.
Point Defense Turrets(6) 100 each
Forcefield 4,000
Height: 65 ft
Width: 90 ft
Length: 550 ft
Weight: 5,900 tons
Cargo: 3,000 tons
Powerplant: Nuclear Fusion, w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 9
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) 5.3 light years per hour
Market Cost: 230 million credits
Systems of Note:
Standard Starship Systems, plus:
Weapons Systems:
1) Point Defense Turrets(6)-------- Standard energy-based PDS.
a) Laser PDS
Range: 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
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 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

Auxiliary Craft: 2 light shuttles
Options:
*Additional Point Defense Turrets(1-6)---Up to an additional six PDS turrets can be added.

*Weapons Turrets---An additional two turrets mounting two Light weapons or one Medium Weapon can be added.

*Upgraded Shields---Adds Variable Forcefields with 800 MDC per side(4,800 total)
*Shield Refresh Rate is 10% per melee


Variants:
*PS/ASI-MInstel -SGC11---Interstellar rescue cutter with advanced sensors and a medical bay/quarantine facility in place of cargo bays. Carries a light tractor beam(900 ton capacity) for grappling with other vessels. Typically carries a 25 man rescue team and has capacity for 60 ICU patients.

*PS/ASI-MInstel -SC11C---Heavy Courier variant. Reduce cargo capacity by HALF, but increase local space speed to Mach 11(and 55% of light speed), and FTL speed to 6 light years per hour. Distinguished by having two extra engine nacelles(950 MDC each) flanking the engines.

*PS/ASI-MInstel -SC11AVQ--- Q-Ship variant. Has more advanced Variable Forcefields with 900 MDC per side(3,600 total) and Shield Refresh Rate is 10% per melee. The lateral cargo bays split open to reveal two Medium Weapons, in addition to the existing provisional two medium weapons(6 total).

*PS/ASI-MInstel -SC11-DSVLS---Amphibious Lander able to land on/in and take off from water.
Speed:
(Underwater) 45 MPH, and can dive to depths of 1.4 miles.
Systems of Note:
*Large Airlock Cargo Bays---The main cargo bays can be safely flooded and pumped dry, allowing for underwater loading/unloading(or disembarkation of amphibious troops/passengers/vehicles).

*Sonar----Range: (Passive) 10 miles, (Active) 50 miles

Weapons Systems:
1) Short Range Torpedo Tubes(4, nose)----These are smaller torpedoes meant for self-defense and dealing with smaller attackers.
Range: 5 miles
Damage: (High Explosive-heavy) 2D4x10 MD to 10 feet blast radius
(Armor Piercing -heavy) 2D6x10 MD to 3 feet blast radius
(Plasma-heavy) 2D6x10 MD to 12 feet blast radius
Rate of Fire: Volleys of 1-4
Payload: 40
Bonuses: +3 to strike
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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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/ASI-HInstel-SC717 Monmra-class Heavy Interstellar Freighter
(aka “Big Seven’)

“The Monnie’s got so many internal reinforcing braces and compartments that the ship can take a hard beating and hardly lose any atmosphere. It’s also become the bane of pirates, provided they can catch this thing, because they can’t just quickly empty out one hold; they’ve got six main bays plus several score of smaller storage compartments and strongrooms they have to cut their way into individually. And the United Systems Alliance also likes to use these ships as merchant cruisers because they can load the firepower on. Fast for a civie and armed to the teeth, not what your average pirate outfit likes to be facing. ”

“Many of the United Systems Alliance worlds may be dirt poor and struggling, but that hasn’t deterred the pirates, because the rest of the worlds in the Alliance are either working to support their less well-off neighbors, or helping them become attractive investments. That means aid convoys and commercial shipping, resource development shipments of hardware, and, going the other way, raw materials. Real attractive to pirate corporations looking for discount materials and equipment. Especially so since the Alliance is young and has limited military budgets...or so the pirates be thinking. Alliance space looks real nice right about now, because they’re young and weak, or so the Rim believe.
No wonder the Alliance likes merchant cruisers. Some of them can outgun a destroyer, and the Merchant Defense Force has got all sorts of tricks up its sleeve for catching pirates in the act. The Moammies are a case in point; some of the civie-looking haulers cruising around Alliance space are actually full-fledged battle carriers in disguise, and the Alliance spaceguard’s got little mercy for pirates and even less for slavers.
Not for anything would I want to be a pirate believing in the crap about Alliance shipping being easy pickings, I’d rather try to take raw meat from the jaws of a Kreeghor Hound.”


The Monmra-class heavy transport is a multi-role interstellar transport recently introduced to the galactic market. At first glance, the ship resembles to many observers three or four of PS/ASI’s HInstel-SC420 Roamer Long Range Heavy Interstellar Transports stacked together. This is in error, though the ships share a common ancestry in being built from designs started by now-defunct Forraker Aerospace, but never completed before the company was forced into bankruptcy. The company’s files were acquired by WZTechyards that allowed Aegis Stellar Industries to further develop them into modern designs.
The Monmra shares many features with the Roamer, including the distinctive ‘arrowhead fins’, of which the Monmra has six, now used as sensor arrays. Another Forraker touch is the dorsal habitat ‘pagoda’ dome.
Though slightly slower than the Roamer, the Monmra is larger and more robust, with an FTL speed better suited to the long distances between settlements expected in the Thundercloud Galaxy, where the Monmra is seeing its biggest sales.
The Monmra has been considered as the basis of a mid-sized passenger liner, based on its redundancy and reliability, though the same multiple compartmentalizing bulkheads that insure the safety of the crew and passengers, also cut short the long sweeping expanses of lounge and corridor that are the current trend in luxury carriers.

Type: PS/ASI-HInstel-SC717 Monmra
Class: Long Range Heavy Interstellar Transport
Crew: 30+ provision for 1-800 passengers
Main Body 25,000
Bridge 3,000
Observation Deck 2,000
Engine Bloc 8,000
Sensor/Communications Arrays(6) 600 each
Shuttle Deck 500
Forcefield(Default) 18,000
Height: 190 ft
Width: 270 ft
Length: 720 ft
Weight: 250,000 tons
Cargo: 54,000 tons, distributed between six internal bays and three smaller (large) cargo holds. Can carry an additional 18,000 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: 30% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Can land on water, but cannot operate underwater
Market Cost: 550 million credits
Systems of Note:
Standard Starship Systems, plus:
*Long Range Sensors---In keeping with a frontier-cruiser, the Monmra has better-than-average sensors.

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

*Detachable Bridge & Observation Decks---Both the entire forward pagoda-saucer and the amidships observation decks of the Monmra can detach to become large lifeboats. 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. The observation deck saucer has provision for 100 people and a less powerful thruster system that can make Mach 3. Both sections have eight months’ worth of supplies.

*Lifepods--- Monmras come standard with provision for lifepods for 150% of rated crew. Passenger models may increase this with added lifepods in the remodeled cargo bays.

Weapons Systems:
None standard, but comes with provision for up to 30 PDS stations, 18 light weapons stations, and 10 medium weapons stations.

Auxiliary Craft: (Standard Complement)
4 Aerospace Shuttles

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

Variants:
*HInstel-SC717AVQ---Q-ship variant of the Monmra, extensively modified for anti-pirate work. Maximum armaments on all known weapons mounts, two of the cargo bays have been converted into missile launchers(medium range, 400 MRMs each), two are hangar bays for fighters(6 fighters each, for a total of 12), and the remaining two are used to deploy decoys and countermeasure pods(including fake lifepods and inflatable shuttlecraft). Variable forcefields replace the commercial shields and the command bridge has been relocated to a heavily armored and EM-baffled citadel deep inside the main hull.
The HInstel-SC717AVQ apes the PS/ASI-FA/MC-317 Bering Medium Interstellar Transport Q-ship variant in having detachable hull components that double as combat craft. The bridge has been as noted above, relocated to an interior position, and both the detachable lifeboat bridge and Observation Deck sections are in reality fully maneuverable gunboat sections(or the rear observation deck dome can be replaced with a modified PS/ASI-LAT025 ‘Cosgrove’ Light Aerospace Transport). These heavily-armed Q-ships act as either escorts for convoys, or cruise around alone to bait pirates into attacking a target of opportunity.
Changes/Modifications:
Crew: 35, plus 50 marines
MDC/Armor by Location:
Internal Armored Bridge Citadel 4,000
Variable Forcefield(Main Hull) 1,000 per side, 6,000 total
(Lifeboat/Bridge)
Concealed Short Range Weapons Turrets(3) 150 each
Point Defense Turrets(4) 100 each
Variable Forcefield(Bridge/Observation Decks) 500 per side, 3,000 total

Speed:(Lifeboat/Bridge/Observation Decks) Mach 9
Cargo: Reduce cargo capacity to 600 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.

*False Damage Simulators----Special generators around the drives can emit energy signatures suggesting various propulsion problems, such a reactor leak/breach, or mistuned contragravity drives. A portion of the cargo bays and payload is turned over to countermeasure launchers, ‘debris’ launchers, and various panels that can be mounted on the hull to simulate space debris impacts.

Weapons Systems:
(Main Hull)
The main hull armaments max out with 30 PDS stations, 18 light weapons stations, 10 medium weapons stations, and two large MRM launcher batteries.

(Forward Detachable Gunboat)
Crew of 6. Can mount 4 point defense weapons and three short range weapons emplacements.

(Dorsal Detachable Gunboat)
Crew of 16, plus up to 20 marines. Can mount 8 point defense weapons and four short range weapons emplacements.


*HInstel-SAGS717----A handful of Monmras have been outfitted as deep space survey and surveillance vessels. These variants have extended forward sensor vanes and a large sensor array in place of the dorsal observation deck. Most of the cargo space is taken up by servicing and storage for probes and folding array surveillance-satellites. Both the GNEASF and the United Systems Alliance operate examples of this subtype.
-------------
"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
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Re: Paladin Steel Storefront

Unread post by taalismn »

Bloc II Joshua Norton II Space Battleship
(aka ‘Jayntu’, ‘Super Gun Scow’, ‘Hammer-Barge’)

“It’s nice to have some heavy iron with staying power.”

“On paper the JayNorton Two outguns a Protector, even TWO Protectors, and potentially an Executioner-class or two, but in reality the CCW and TGE boys have speed and experience on their sides, which would be critical in actual combat. Plus the Jayntu’s meant to anchor a taskforce, and the Alliance can’t field many taskforces currently, even with the nice deal we got building our own ships.”

“That’s no freighter! Hard a’port! Flank speed! Get us out of range of thei-”

One of PS/ASI’s shortcomings as a spacecraft producer has been a frustrated desire to build heavier warship designs. The GNE in general may be considered guilty of suffering from a case of ‘battleship envy’ of its larger neighbors, while its military aerospace forces have bemoaned a lack of ‘stand and slug’ firepower, even though their current operational stance of ‘shoot and scoot’ was more appropriate to their budget and status as a very young galactic polity. When the GNE became core to the United Systems Alliance, though, a new emphasis was placed on developing heavier units that could defend the various worlds of the USA, especially in the face of determined heavy invasion.
The Joshua Norton-class, a military conversion of the very successful Goethals-class deep space transport, was initially touted as a ‘space battleship’ and one done on the cheap, but it soon became evident that ‘battleship’ was inadequate bluster born of inexperience and nationalistic zeal. While not lacking for firepower, the ‘Jaynorts’ were more equivalent to a cruiser in terms of armor protection, a fact quickly realized by GNEASF crews when they received their first J-Norton deployments. After several harrowing engagements which nearly cost the new ‘battleship’ squadrons, the GNEASF quietly reclassified the Joshua Nortons as ‘arsenal ships’, and Paladin Steel/Aegis Stellar Industries just as quietly dropped the ‘battleship’ description from theri public relations and marketing, and went back to the drawing board. Fortunately, the indigeniously-produced Constitution-class heavy cruisers/battlecruisers debuted soon after and the attention elsewhere allowed the Jaynort debacle to sink into corporate obscurity. Though PS/ASI continued to produce Joshua Nortons, they were more correctly marketed and deployed as ‘arsenal ships’ or stand-off missile platforms, FTL-capable scucessors to the Orion II System Monitor. In the meantime, the GNEASF pursued the purchase of heavy fleet units from their WZTechyard allies and the Corianus Typhen Rosette League(CTRL).
However, PS/ASI engineers though that the Jaynort concept had some good features and, seeking to redeem the design, set to work redesigning the ships. Under the smokescreen of researching a ‘Bloc II’ upgrade to the Jaynort, as much to disguise their intent from their own budgetary home offices as from corporate spies, the engineers at the Baylor Shipyards set to work revamping their ideas and researching new techologies that could be applicable to improving them.
The ‘Joshua Norton II’-class is actually a combination of features and components of two merchant-conversion ‘battleships’, the original Jaynort and the (S)BB08 ‘Dewey’ conversion of the Bradford-class heavy transport. Specifications called for enough firepower and armor to take on Splugorth Servitude-class cruisers in open combat, and hold ground in the face of multiple heavy cruiser attacks.

The Joshua Norton II continues the idea of a modular multi-role platform that can be used for both defense and offense, combining the potential of acting as a dedicated battleship or a supercarrier. The ship retains the elongated ‘corncob’ appearance of the Goethals, but rather than use off-the-shelf civilian conversion components, the Jayntu houses them in specially fabricated hull housings that give the ship a more solid and streamlined look. The weapons modules, however, are cellular in structure, compartmentalizing damage and allowing for faster repairs and upgrades, as well as weapons layout reconfigurations, even in civilian shipyards, provided the modules are available. The ‘Jayntu’ uses the engines of the Bradford to beef up the structure of the basic JN core. Adding additional powerplants and contragravity drive rings, though taking more time to develop and adding to the cost per unit, give the Jayntu enough speed to keep up with its contemporaries.
The Jayntu carries both a primary and a secondary variable shield system, a holdover from the multiple shield systems of the Jaynorts. Though both shield systems cannot be up simultaneously, the redundancy offsets the still-weaker(compared to other Three Galaxies battleships) physical armoring of the Jayntus, and allow the ships to stay in a fight longer.
The downside of the Jayntu is that it is still not as strong protection-wise as its contemporaries, and being larger, cannot maneuver as well, though it has equal speed and acceleration/deceleration profiles. Though not as expensive in its basic stripped-down configuration, the Jayntu is still expensive for the United Systems Alliance to produce, compared to the sheer mass production and crewing capabilities of the CCW or the TGE. Still, the Jayntu can respectably bloody a battleship of either star nation, and certainly can face down the Splugorth Servitudes and Taskmasters it was specified to be able to fight.

Though initially upset with the deception by their own engineers, PS/ASI and the GNEASF soon found much to like about the Jayntu. Though not as inexpensive as the original Jaynorts promised to be, the JNII was still relatively easy to produce, thanks to the advance of PS/ASI’s technology and production of various systems made for the Providence/Constitution-class battlecruisers.
Another disappointment about the inception of the class was that by the time the GNEASF learned of the new design, the original project name ‘Joshua Norton II’ had become stuck in shipyard usage, and the first of the ‘new’ class, the San Francisco, was nearing launch. Rather than change the name, the GNEASF decided to expand on the shipyard deception to describe new battleships as ‘Bloc II’ upgraded (S)BB01s, as an upgraded PS/ASI-(S)BB01B really was planned and known(the SBB01B plan would go ahead, but as part of the Jaynort Arsenal Ship Program). This decision has paid off in deceiving a number of adversary organizations about the true capabilities and disposition of the GNEASF and United Systems Alliance Joint Armed Services. As it is, early reports from exercises with the Jayntus show that the battleships can still show up on long range scanners as commercial superhaulers...at least until their drives fire up and their shields energize.
With a proper battleship of their own at last(if one unexpected), the GNEASF is now experimenting with the best ways to use the battleships. Current thinking is to build Frontier Defense or Expeditionary Reserve Force taskforce fleets around a core of battleships.

Type: PS/ASI-(S)BB09 Joshua Norton II
Class: Space Battleship
Crew: 980 + 250 flight deck crew
MDC/Armor by Location:
Forward Hull (1/3 of the ship) 40,000
Midships Hull Section(1/3 of the ship) 30,000
Engines(rear 1/3 of the ship) 30,000
Forward Ablation Shield 25,000
Bridge 20,000
Heavy Particle Beam Cannon Turrets(4) 600 each
Medium Laser Turrets(8 ) 450 each
Weapon Modules(28 ) 11,000 each
Point Defense Turrets(80) 100 each
Hangar Bays(4) 7,000 each
Variable Forcefield (6 ) 9,000 each (54,000 total)
Secondary Shield System Forcefield (6 ) 5,000 each (30,000 total)

Height: 950 ft
Width: 950 ft
Length: 4,700 ft
Weight: 18 million tons
Cargo: 630,000 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 9
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) 5.6 light years per hour
(Underwater) Not Possible
Market Cost: 30 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.

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


Weapons Systems:
1) Heavy Particle Beam Cannons(4 forward)---These are the integral big guns of the J.Nortons, and have been carried over to the Jayntu, but doubled for extra firepower.
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 have been carried over from the originnal Jaynorts, and were part of the secondary weapons hulls(themselves originally part of Barong corvette construction). The laser turrets now have their own places on the main hull of the Jayntu.
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. Like the Jaynort, the Jayntu’s PDS turrets can be long range high-powered lasers or combination lower-powered lasers and mini-missile launchers.
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 Modules (28; 4x7)--- The JNorton IIs retain the modular armaments bays that were such a big seller on the original J.Nortons. The main teeth of the battleships are their seven rings of modular podded systems arranged four each around the main core. 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 and the Jay Norton IIs 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.
Rather than use the standard converted cargo spheres common to the Jaynorts and the Brunel- and Goethals-mercantile conversions, the Jayntu uses all new purpose-built armored modules(although it can carry the original heavy pods of its predecessors) to accommodate newer weapons and systemry.

a) Aerospace Hangar Pod----Has provision for handling 12 fighters or 3 heavy shuttles
.
b)’B’-Barracks Pod---Adds passenger capacity, housing up to 120 passengers in diplomatic comfort, or 320 troops/crew)often required for any extra systems mounted in other pods) in more spartan accommodations. 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.

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

d) ’Ion Cannon Turrets(4; 2x2)---Adds capacity for four heavy ion cannons(double-barrel mounting in two turrets) and a dedicated powerplant.(ionization rules courtesy of Henning Rogge)
Range: 12 miles in space
(Kitsune Values) 12,000 miles in space
Damage: 1d4x100 MD per blast, 2d4x100 MD for a double-barrel 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

e) Tachyon Projector Turrets---Heavy Tachyon ScatterGun
Range: 10 miles (10,000 m) in space w/ 6 mile wide arc*
(Kitsune Values: 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

f) Medium Lasers(4; 2x2)----Module mounts two turreted double-barrel medium laser 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, 4d6x100 MD double-barrel blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

g) Quad Heavy Laser Cannon(4x1)---Four-barrel laser turret models taken from the Constitution Battlecruiser program.
Range: 200 miles in space
(Kitsune Values) 200,000 miles in space
Damage: 1d8x1,000 MD per full four-barrel blast(a single barrel does 2d10x100 MD)
Rate of Fire: Once every other melee; up to 6 turrets can be brought to bear on a single target in a single salvo
Payload: Effectively Unlimited

h) Medium Particle Beam Cannons(4, 2x2 mountings)----Module mounts turreted cannon, as well as its own fire control and dedicated powerplant. The two double-barrel turrets allow for a more rapid rate of fire, though less range and damage.
Range: 14 miles in space
(Kitsune Values: 14,000 miles in space)
Damage: 4d4x100 MD per blast. 8d4x100 MD double-barrel blast
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited

i) Heavy Particle Beam Cannons(2x1)----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)---A holdover from the earliest heavy warships in PS/ASI’s warship program; the triple-mount heavy kinetic cannons are reliable, versatile and still very capable.
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)

l) Long Range Missile Launchers
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)
(Option)TW Breaching System(optional)---This can be fitted to any LRM missile prior to firing. Despite its high-PPE installation cost, the system is popular because it allows PS’s relatively low-tech missiles to penetrate high-tech energy shielding, and deliver a surprise knockout blow! Uses the Energy Disruption spell to penetrate enemy defenses. If facing a known magic-using enemy, this system may be enhanced with Dispel Magic Barrier. The system(values taken from Siege on Tolkeen 1, pg. 69) costs 495 PPE to install, 20 PPE to activate per minute of operation.

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

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


n) Cruise Missile Launcher---Thanks to its WZT connections, Aegis Stellar Industries has able to acquire access to reliable supplies of cruise missiles and cruise missile launcher designs. These weapons have begin to be deployed with capital units.
Range: Varies by missile type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: From 1-12 missiles can be fired in one volley
Payload: 36 Cruise Missiles per launcher, ready to fire. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 6 missiles). 120 missiles per pod

o) Medium Range Missile Launchers(2)---Anti-spacecraft/anti-missile module mounting two large MRM launch arrays.
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)

p) Plasma Torpedo Bay-----This is a large, multiple-emitter ‘bank’ of launchers grouped with a tractor beam mount for targeting. These packets of plasma energy have the disadvantages of short range and low individual damage potential per ‘shot’, but have the pluses of area of effect, effectively limitless payload, and the ability to be launched in large salvoes, saturating enemy defenses and posing a real threat to multiple smaller targets. Each array fires bolts of plasma trapped in a temporary magnetic ‘shell’ centered on an evaporated ‘seed’ of ultra-dense deuterium ice, allowing the plasma to travel farther without losing cohesion and damage potential, and allowing the plasma to explode with area of effect on target. The result is an energy missile with superior range to normal energy weapons(though still well short of comparable missile weaponry) and potentially unlimited payload. However, the plasma packets CAN be grabbed/deflected by tractor beams(this is how the ship’s gunners can manipulate their energy projectiles at short range and correct their course....each of the launch arrays’ mounted tractor beams being able to grab and direct a volley of plasma bolts), or destabilized by ion or particle beam weapons fire(takes 20 MDC to disrupt the plasma containment).
Range: 20 miles in atmosphere, 200 miles in space
(Kitsune Values: 200 miles in atmosphere, 200,000 miles in space)
Damage: 1d6x100 MD per blast to 100 ft blast radius
Rate of Fire: Each array can launch volleys of 1-18 torpedoes, twice per melee
Payload: Effectively unlimited

q) 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:
* Kinetic Bomb---Fairly typical ‘rod from god’ high density kinetic penetrator
Weight: 2 tons
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.

* 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

* 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.

*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

*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

* 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’

*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

* 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.

*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.

* 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.

*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.

* 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 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.

* 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.

* 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’.

* 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, 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.


r) 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


s)Neutron Beam Cannon---Continued experimentation with both neutral neutron beam ‘discriminator’ systems used to scan missiles for nuclear material, and reverse-engineering of Kittani weaponry has led to an improved neutron cannon that can neutralize some types of nuclear warhead and nuclear fission powerplants.
Range: 10 miles in atmosphere, 20 miles in space
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
Damage: 2d10x10 MD
The beam will also cause fissionable nuclear materials to emit telltale radiation signatures, allowing better targeting on priority threats(such as fission warheads).
(Neutron Flux) On a Natural 16-20, the neutron flux will cause inadequately shielded fission powerplants to overheat, causing a partial meltdown or force an emergency shutdown by the safety systems, disrupting their power. Fission warheads will be rendered inert(and on a Natural 20 will prematurely go critical, suffering an additional 2d10x10 MD, destroying their casing, and likely spreading radioactive materials around).
Rate of Fire: EGCHH
Payload: Effectively Unlimited

t) Science Module----It’s rare, and not considered standard deployment(the concept of the ‘exploring battleship’ is one that PS/ASI/GNE cannot currently afford with so few battleships currently available), but provision has been made for fitting custom laboratory modules in the event the need arises. In the early trials of the Jayntus, dedicated engineering science modules were carried to monitor propulsion and weapons tests.
Depending on the sort of studies underway, science modules can be fitted with extra specialized sensor systems, probe launchers, or isolabs.

u) EW Module---Large high-powered Electronic Warfare (EW) modules useful in jamming or sensor decoy operations can be carried, giving the battleship extra EW capabilities. Each pod is roughly the size of the entire life section of a light cruiser. The pod contains a dedicated powerplant and control stations for ECM operators.
-ECM----- A powerful communications and sensor jamming suite. Communications Jamming has a 250,000 mile range, is 98% effective against civilian systems, and is 80% effective against more sophisticated channel-jumping military communications suites. Radar systems are similarly degraded....they can pick up the emissions, but cannot pinpoint the exact location of the source within the area of disruption. Missiles and sensor-guided weapons are -6 to strike.
The EW Module can also project sensor ‘ghosts’ mimicking ships’ energy signatures...or can make the battleship resemble a much larger vessel(up to cruiser class) on long range scans. The ‘ghosts’ can be projected with a displacement of 1d6x1,000 miles, and 1d6 additional sensor signatures can be generated. Accurate sensor readings are at -70% outside that range, -40% outside a 100 mile range.

v) Starship TW Multiplexor---This is still considered to be an experimental system available only to a few vessels and crews. This option fits the bay with four PPE generators (4 PPE Generators and regenerates at 50 PPE per hour(200 PPE per hour total). Each also has an adjacent PPE Battery Bank, that can hold up to 500 PPE each(2,000 PPE total, 4,000 PPE counting the existing integral PPE generators on the ship) and a large TW Spell Projection Array.
The current model of Starship Multiplexor can carry up to six separate spells, typically of high-level space spells(See Rifts: Fleets of the Three Galaxies). Still, however, this weapons system gives the system a SERIOUS magical bite lacking even in many UWW warships.
-Space Dust(150 PPE per activation, duration of 10 hours per activation, 500 mile range---500,000 mile Kitsune range, and 100 mile radius)
-Solar Flare(250 PPE per activation, duration of 1d6 hours +5 hours per activation, 1,200 mile range---120,000 mile Kitsune range )
-Summon Meteor Shower(150 PPE per activation, duration of 10 minutes per activation, 3 mile range---300 mile Kitsune range)
-Summon Ion Storm--Can generate up to a Level/Magnitude 5 ion storm (150-250 PPE per activation, duration of 1d6x10 minutes per activation, 10 mile range---1,000 mile Kitsune range)
-Gravity Well(550 per activation, duration of 50 minutes per activation, 400 mile range---40,000 mile Kitsune range, 100 mile radius )
-Create Nebula(500 per activation, duration of 10 hours per activation, 20 mile range---2,000 mile Kitsune range, 5 mile diameter)


Auxiliary Craft:
8 shuttlecraft

Variants
None; the Jayntu is too large and expensive to warrant specialized variants; that’s taken care of by its modular pods.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
Prole
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Posts: 89
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Re: Paladin Steel Storefront

Unread post by Prole »

Brah, do you think you could ever get the cost of the DU bullets down? I have no idea why Wellington makes them, if they're going to be in only the caseless version of 10mm, be worse then explosive rounds, and cost the same or more.
Sohisohi
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Paladin_Steel_Storefront.pdf

Unread post by Sohisohi »

We need a way of tracking the most recent pdf.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Prole wrote:Brah, do you think you could ever get the cost of the DU bullets down? I have no idea why Wellington makes them, if they're going to be in only the caseless version of 10mm, be worse then explosive rounds, and cost the same or more.

Puzzling that Wellington produces DU rounds for its SMG, but not for its heavy sniper rifle, which is where I'd invest ammo enhancement.

The fact that its laser pistol uses a forward-sliding clip and seems patterned after a Triax weapon, along with the DU rounds, and goes unmentioned otherwise makes me wonder if they had assistance from Triax, or were just trying to produce knock-offs.

AS for bringing DU round cost down.....I always figure that PS is going 'green', investing in environment-friendly renewable power sources or plasma-fusion, rather than multiple fission piles, which would certainly bring down DU prices. However, given that vehicle and bot/power armor power plants are probably RTGs, that suggests PS has mother piles somewhere(and I believe I made mention earlier on that they recycle/destroy radioactive waste by running it through accelerated atomic evolution by controlled radiation transmutation). Then on the other hand, do they want to spread around lots of point radiation sources(fired ammunition) that need cleaning up?

I may lower DU round prices as produced by PS, but not as much as PS COULD, because I'm picturing part of their profit from selling DU rounds would go, at the insistence of their eco-critics, to developing radiation-sniffing recovery drones('rad-rats'?).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
Prole
Wanderer
Posts: 89
Joined: Mon Feb 04, 2019 10:55 pm

Re: Paladin Steel Storefront

Unread post by Prole »

How much more dangerous is depleted uranium, compared to lead or mercury?

EDIT, How much for a million .308 Ramjet bullets to be moved to Merc Town?
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Prole wrote:How much more dangerous is depleted uranium, compared to lead or mercury?

EDIT, How much for a million .308 Ramjet bullets to be moved to Merc Town?


Normal sales? We ask 5 credits a shot, so that's 5 million credits. and we don't charge shipping and handling if you're willing to pick up the shipment at our Merctown outlet. Offsite special delivery costs extra, depending on your timetable.
If you're on a Valued Customer List(that's defined, among other factors, as spending 25 million credits a year on Paladin Steel goods, or providing an equal value of strategic materials/goods to PS/GNE, and you're not on our 'People we don't want as our neighbors, or even on the same planet' list, we can shave that down to 4 credits a shot). If you're on our PCL and are facing imminent life or death conflict such as Coalition/Splugorth/Mechanoid/Infernal attack, we just might waive the market price and ask for a pittance 1 million or loan-lease favor later on. And toss in free delivery(mind you, if you ask the delivery craft to provide air support, that's separately negotiable).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
Prole
Wanderer
Posts: 89
Joined: Mon Feb 04, 2019 10:55 pm

Re: Paladin Steel Storefront

Unread post by Prole »

So it's not any cheaper for just the bullets and not the casings as well? Hmmm, there goes my plans for loading and offering 300 Blackout. All the weapons in 5.56 could be converted to use 300 Blackout, which uses modified 5.56 casings and .308 bullets.

Normal ammo could be suppressed easily with damage about the same or better then 5.56, and then you could switch magazines for explosive or ramjet ammo.

Granted, we could just suppress AKs, but typically 5.56 weapons are cheaper to make, easier to use,
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Prole wrote:So it's not any cheaper for just the bullets and not the casings as well? Hmmm, there goes my plans for loading and offering 300 Blackout. All the weapons in 5.56 could be converted to use 300 Blackout, which uses modified 5.56 casings and .308 bullets.,


You were asking about ramjets, right? The above price is for the full cartridged and propellant-loaded round.

Mind you, if they were made in the Three Galaxies, you could probably find automated factory tech or sweatshop labor that could make it for less, but then you gotta figure in transport costs....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
Prole
Wanderer
Posts: 89
Joined: Mon Feb 04, 2019 10:55 pm

Re: Paladin Steel Storefront

Unread post by Prole »

I just want the bullets. What about having you produce the .308 bullets, and I will order casings from Golden Age Weaponsmiths. The hand-loading facility will be in Merc Town. You quoted 375 for 100, I'll take that, and charge 500 for 100 rounds.

That will cover all of the costs of production, handloading, and warehousing.
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