Paladin Steel HT-Series Heavy Trucks(aka ‘Schwer-Schlepper’)
http://i408.photobucket.com/albums/pp164/taalismn/part-005_zps46b155c4.jpeghttp://i408.photobucket.com/albums/pp164/taalismn/miningtruck2_zps20ee2bc1.jpghttp://i408.photobucket.com/albums/pp164/taalismn/ETF-truck_zps431e4338.jpghttp://i408.photobucket.com/albums/pp164/taalismn/etf410aweb_zps5cc83ce6.jpg “Outta my way, roadkill! I got deliveries to make!”
“Once we secure the area, I want the heavies moving relief supplies in soonest! That includes our support structure supplies! Can’t do our work proper without the proper tools. And tell the convoy guards to be on the look-out! We may have dealt with the main attack, but there might be stragglers or, gods forbid, a second strike force out there looking to hit the responders! We don’t want them hitting any vital supplies or the consequences could be DIRE! I mean, if they hit the coffee wagon, I’m not going to be able to control my people and there ain’t going to be any prisoners taken!”
Paladin Steel coming out with a new series of heavy modular utility vehicles is nothing new. Paladin Steel coming out with a new series of vehicles based on pre-Rifts designs isn’t anything new either. Paladin Steel coming out with a new truck series that has Triax claiming industral espionage? That’s new. That’s exactly what Triax is declaring about the new HT-series from PS; the German techno-giant is claiming that the new line of modular utility haulers is based on designs that are Triax’s copyrighted property.
Paladin Steel isn’t denying that the HT-series is based on the designs of ETF, a mining and hauling truck manufacturing firm that existed in Germany during the Golden Age, but PS claims that they came about the data legally, from unearthed records and examples found in North America. Triax officials have publicly disparaged this claim, wondering aloud why the United States, already swimming in trade protectionism of their own companies during the Golden Age, would import German vehicles at a time when American and German firms(including a newly-formed Triax, which had absorbed ETF, among other acquisitions....or so they claim) were gearing up as market rivals. Triax has instead implied that PS industrial spies hacked the designs from Triax industrial databases. Paladin Steel has pointed out that the HT-series may have its roots in the ETF design, but it has seen sufficient changes in a manner akin to Triax’s own Glitterboy variant(implying that Triax isn’t paying royalties to the original producers of the Chromium Guardsman*). The to-and-fro’ing over the origins of the HT-series has proven amusing to observers, but all in all is little more than yet another trivial spat between the two national-industrial rivals, which hasn’t impacted the production or sales of the vehicles in question one whit.
The HT is a large modular-frame wheeled truck, with a long chassis-bed, forward ‘glass cabin’ with maximum visibility, and the powerplant mounted directly behind the cab. A central ‘monorail’ chassis can be fitted with as many as four to seven axel units, each tire group on a side consisting of two large all-terrain tires mounted on an aircraft landing gear-style pivot unit. A central pressure unit can alter the tire pressure, optimizing traction(and fuel/power efficiency) for hard or soft roadbed conditions, as well as making for a smoother ride. A modular ‘powerpack’ system allows for the quick mounting and replacement of engines, allowing engineers to quickly modify the power configuration, and even add more engines if the need arises for more power.
The HTs do differ from the original ETF designs on several points. More durable materials and a range of more compact, more powerful, and more energy efficient powerplants are all part of the HT-series. PS offers the HT with a range of liquid fuel, electric, nuclear, and even technowizardry powerplants. What was on the original ETF rigs a large engine-cooling system mounted over the cab, is on the PS vehicles actually a large armored blast shield that can be dropped down over the armor-glassed crew cab for additional protection. The resemblance between this and the armored visor on the GNEAS’s PS-manufactored EBA has led to the HTs being nicknamed ‘visor trucks’.
Four basic models of the HT-series exist, all numbered conveniently by their cargo capacity. All four basic models share common components; wheels, suspension units, cab, equipment housings, basic frame members, and ‘plug-in’ power units that allow for a corresponding increase in power-to-weight simply by adding additional powerplants. And of course, Paladin Steel offers up a long list of options and accessories, many of them familiar to long-time PS customers as proven technology.
Though not designed for combat, the HTs are armored for the rigors of work and travel on Rifts Earth and in alien environments. Provision has been made for defensive armament to mounted, and inevitably the chassis has been used as the basis of mobile rocket and missile launcher platforms. The GNE Armed Services uses an increasing number of these vehicles as prime movers and mobility platforms for various command/control/sensor and missile/artillery systems.
Since their (re)introduction, the HT-series has been selling like hotcakes, both locally and abroad(including other dimensions), much to Triax’s ire, especially since sales of the HT-series are undercutting WR-5050 Super Hauler sales in some areas.
(*And Freedom Station’s KLS Corporation, arguably the direct-line inheritors of the KLS mantle and original Chromium Guardsman patents, if they were still respected, would be in line to collect on licensing royalties and copyright infringement penalties if they bothered paying any attention to the wranglings of terrestrial corporations)
Type: PS-HT-170/240/320/400
Class: Heavy Multipurpose Industrial Truck
Crew: One, but the cabin can hold up to four people comfortably.
MDC/Armor by Location:
Main Body(HT-170) 300
(HT-240) 350
(HT-320) 380
(HT-400) 400
Cabin 100
Blast Shield 150
Wheels(HT-170)(8; 2x4) Each wheel unit has 80 MDC
(HT-240)(10; 2x5) Each wheel unit has 80 MDC
(HT-320)(12; 2x6) Each wheel unit has 80 MDC
(HT-400)(14; 2x7) Each wheel unit has 80 MDC
Height: (all)21 ft
Width: 18 ft
Length:(HT-170)69 ft
(HT-240) 72 ft
(HT-320) 81 ft
(HT-400) 90 ft
Weight:(HT-170) 50 tons
(HT-240) 68 tons
(HT-320) 75 tons
(HT-400) 96 tons
Cargo:(HT-170) 170 tons( 155 metric tons)
(HT-240) 240 tons( 218 metric tons)
(HT-320) 320 tons( 290 metric tons)
(HT-400) 400 tons( 363 metric tons)
Powerplant: Liquid Fuel:
(HT-170)(1 unit) 450 mile range
(HT-240)(2 units) 450 mile range
(HT-320)(3 units) 400 mile range
(HT-400)(4 units) 380 mile range
Electric Fuel Cell:
(HT-170)(1 unit) 500 mile range
(HT-240)(2 units) 500 mile range
(HT-320)(3 units) 450 mile range
(HT-400)(4 units) 420 mile range
Nuclear(1-20 year energy life), or TechnoWizardry(1-10 year energy life)
Speed: 45 MPH
Can ford water as deep as 10 ft
Turning Radius:(HT-170) 25.1 meters
(HT-240) 29 meters
(HT-320) 31.2 meters
(HT-400) 34.3 meters
Market Cost:
(HT-170) 6 million credits for basic vehicle
+500,000 credits for liquid fuel
+800,000 credits for electric
(HT-240) 6.3 million credits for basic vehicle
+1 million credits for liquid fuel
+1.2 million credits for electric
(HT-320) 7 million credits for basic vehicle
+2 million credits for liquid fuel
+2.8 million credits for electric
(HT-400) 8 million credits for basic vehicle
+4 million credits for liquid fuel
+4.4 million credits for electric
Nuclear powerplants cost the same regardless of the size of the truck:
800,000 credits for 1 year power life
1.8 million credits for 2 year power life
4 million credits for 5 year power life
7 million credits for 10 year power life
13 million credits for 20 year power life
TechnoWizardry powerplants cost the same regardless of the size of the truck:
1 million credits for 1 year power life
2.5 million credits for 2 year power life
3.7 million credits for 5 year power life
6.6 million credits for 10 year power life
Systems of Note:
Standard Truck Systems, plus:
*Air Conditioning/Air Filtration(70% effectiveness at filtering out airborne toxins)
*Internal Fire Extinguisher System
*Land-Train Linkage---Up to four HT-series trucks can be physically linked into a larger land-train commanded by the cabin in the front truck. Each attached truck imposes a cumulative -5% penalty to overall speed and a -5% to the Pilot: Truck skill with regards to maneuvers.
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Weapons Systems: None standard, but provision is made for a pintle- or powered-turret weapon mount atop the cab. Other weapons can be mounted on the cab sideboards, though these positions are likely to be covered up when the blast shield is lowered. See also Options.
Options:
*Standardized Cargo Bed Modules:
-Dump Bucket--Fairly standard around mining and construction sites. Features tilting and rotating bed so that contents can be discharged over the back or the side.
-Liquids Tanker---can hold up to 25,000(30,000 for the HT-400) gallons of liquid
-Vehicle Carrier---Can carry up to 20 regular-sized vehicles( civilian automobiles, up to SUV size, or jeeps/light trucks)
-Tilting Flatbed---The entire rear portion of the HT is fitted with a tilting platform or dumper for carrying vehicles, giant robots, or ore/debris. Cost: 160,000 credits for the basic dumper/platform. More extensive ‘beds, such as service gantries for robots and missiles can cost 2-5x as much, depending on how they’re outfitted.
-Barracks Module---This replaces any dumper module with a passenger module w/ 300 MDC, and accommodations for up to 55 passengers. The roof can be used for a landing pad, or for another 25-30 passengers to ride along on top(protected only by siderails and a tarpuline sunshade roof). Cost: 240,000 credits.
*Laser Headlights----For those times you just HAVE to drive through zombie territory.
Range: 2,000 ft
Damage: 4d6 MD per burst, 8d6 MD for a double headlight blast
Rate of Fire: ECHH
Payload: 200 shot battery conventionally powered models(Recharges 5 shots per hour). Effectively Unlimited w/ Nuclear Powerplant
Cost: 45,000 credits
*Sensor Cluster--Small sensor dish on a turntable, available as a backup sensor system.
MDC: 25
Sensors: Mini-Radar--5 mile range
Motion Detector--200 ft range
Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munnitions/weapons
Laser targeting System(+1 to strike)
Cost: 12,000 credits
*Deep Water Fording Kit---This kit adds watersealing to parts of the hull, and an extendable escape tower (10 ft tall) and snorkel to the main top hatch, allowing the truck to cross bodies of water up to 30 ft deep(reduce speed to 4 MH driving on the river bottom). The kit takes a competent mechanic or tank crew about 30 minutes to fit. Cost: 50,000 credits.
*Engine Upgrade----A more powerful engine and more efficient power train can be added, improving overall speed, but at greater expense;
Speed: Can improve top speed by up to 50%
Cost: 7,000 credits per 10% of improvement over base.
*Range Boost---Adds additional fuel tanks(for liquid fueled models) or battery packs/fuel cells(for electric models). Each unit of Range Boost bought increases base range by x2. Up to four Boosts can be added without cutting into cargo capacity. Beyond that, each additional unit takes up 2 tons of cargo space.
Cost: 9,000 credits per unit for liquid fuel
24,000 credits per unit for electric
*Solar Collector---A means of recharging in the field for electrically-powered vehicles, this option mounts a high efficiency folding solar panel array atop itself.
mostly unobstructed sunlight gives the batteries an 8-hour charge; cloudy and overcast days cut available power to three hours.
Cost: 125,000 credits
*Mini-Radar----8 mile range
Cost: 2,000 credits
*Radar Detector----A dashboard ‘fuzzbuster’ for detecting other folk’s radar sensors.
Cost: 200 credits
*Motion Detector----In addition to alerting the driver of approaching objects, it can also tell them from what direction a projectile attack came from. 80 ft range.
Cost: 800 credits
*Stabilization Jacks---Tired of being knocked over by concussion blasts, or being rolled over by mobs of zombies before your flamethrowers can get to work? This interesting little system uses Glitterboy-style pylon technology to las and hydraulically drive four stabilizer jacks up to 5 ft into the ground, even through concrete and metal gratings, within 5 seconds, affixing you like a barnacle, and able to stay upright in even hurricane-force winds. System can disengage in 2 seconds, for that speedy getaway.
Cost: 9,000 credits
* Smoke Mortars---Mountable gas grenade launchers for providing covering smoke. 1-4 clusters are typically mounted.
Range: 500 ft
Damage: None, smoke(chemical agents such as tear gas can be substituted) in 10 ft radius.
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 6 smoke grenades per launcher, 12 total
Cost: 3,500 credits for the launchers
*Chaff/Flare Launchers---For those of you afraid of eating a missile from your friendly Coalition Highway Patrol....
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 3,500 credits for the launchers
*Magnetometer---Detects disturbances in the local magnetic fields, signalling the presence of metal, active electronic hardware, or other EM-phenomenon.
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Active fusion powerplant containment fields, energetic magnetic anomalies, and powered-up railguns can be detected at TWICE normal range.
Cost: 30,000 credits
*Advanced Molecular Analyzer---A more advanced chemical sampler and sniffer that includes a chemo-spectrograph...Useful for testing for the presence of trace radioactives(and what type), petrochemicals, explosives, and toxics. Includes a deployable ground probe for testing soil. It is typically hooked up to the security system to sound environmental alerts and auto-seal the vehicle in event that it detects an environmental hazard situation.
Cost: 30,000 credits
*Ground Radar---Useful for locating underground pipes, cables, hidden bunkers, basements, and for testing the stability of the ground(can determine if the underlying soil is sandy and soft, or hardpacked and firm). The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordinance.
Cost: 10,000 credits
*Mine Detector-----A detection coil can be installed on the prow, and uses a variety of magnetic, chemical, and ground sonar detection systems to sniff out mines and buried ordinance. 85% accuracy.
Cost: 3,500 credits
*Sensory Cluster----MDC 80---Has the following sensors:
*Motion Detector--200 ft range
*Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munnitions/weapons
*Laser targeting System(+1 to strike)
*Lance Scanner---Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic mines, but takes twice as long). Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordinance.
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered accoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics.
* Optical Cluster--- Telescopic,IR/UV, Thermo-Imaging, Audio-Video-Survellance System
Cost: 80,000 credits
*NBC Sensor System Cluster---Small compact mini-lab pod that has the following:
---Geiger Counter---Detects radiation, type, and levels.
---Molecular Analyzer---A flow-through air sampler that tests for various common airborne contaminants and toxins, and determines air quality.
---Pathogen Screener---Another air sampler that looks for dust particles and spores, and the enyzme/molecular interactions of organic pathogens
Cost: 80,000 credits
*Dozer Blade---This is bulldozer/payloader blade that can be attached to the front, and raised up to 7 ft high by hydraulics, turning the truck into a land clearance vehicle. Very popular in winter for snow removal.
MDC of Blade: 100
Cost: 9,000 credits
*Extra-Wide ‘Corncob’ Tires---These allow the vehicle to wallow effectively through swamp and soft terrain. Effectively DOUBLES the width of the vehicle, but reduces the speed by 25% when crossing muck that would otherwise stop the vehicle dead. 9,500 credits per set.
*Gunports---Use your own handweapons to blast away at the bad guys outside, without compromising your own safety and the vehicle’s environmental integrity, with these special gunports with one-way locks(they let you shoot out, but keep the outside from getting in). Gunports impose a -1 to strike because of the limited field of fire. Heavy Weapons CANNOT fit in the gunports.
Cost: 1,000 credits each
*Chemical Sprayer System---For wiping vermin, mobs, or those equally obnoxious vampires off the car.
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
*Smoke Screen Generator---Generates a thick, obscuring cloud of dense smoke. Each blast covers a 60 ft area and anyone caught in the cloud of thick, obscuring smoke is. Has enough smoke-matrix for 12 clouds.
Cost: 10,000 credits
*Applique Armor---Adds additional protection(and weight) to the main body. Up to 300 additional MDC can be added, at 7 lbs, and 150 credits, per 1 MDC point. Lighter armor can be substituted, at 1 lb per MDC point, but the stronger polycarbonate armor costs 400 credits per MDC point.
*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
*Jettisonable Armor(Option)---Special pre-cut division channels, break points, and integral explosive bolts allow the vehicle crew to jettison the applique armor, shedding it, usually to restore mobility(in the case of medium- and heavy-armors), lose contaminated outer plates, or shed unwanted riders. Once jettisoned, the applique armor CANNOT be re-attached without extensive reconstruction and refurbishment(if anything is left at all of the original material)....Essentially, one has to re-buy the applique and/or jettisonable armor option to regain its benefitts.
OPTIONAL: The explosive bolts, at the GM’s discretion, can explode off with enough force to do 1d6 MD to an 15 ft radius around the vehicle, due to flying armor fragments.
----Cost: +4,000 credits+cost of armor
*Splinter Shielding---This is a set of heavy mesh applique panels mounted on a vehicle and offset by 3-6 inches, ideally to trigger armor piercing warheads prematurely and keeping them from making a more lethal contact angle with the vehicle’s hull.
A Splintershield offers only modest protection against conventional attacks; a typical screen has only 30-45 MDC. However, it still has some effectiveness as defeating missile attacks; on a ‘To Strike’ roll of 6-7, Armor-Piercing missiles bash themselves on the cage bars, doing only 1d4 MD, and on a 8-10, do only HALF damage due to premature detonation or re-direct of their kinetic force. And, for additional cost, it can be ensorcelled with an Armor of Ithan(50 MDC, HALF damage from magic fire/lightning/cold, 5 PPE per 5 minutes, +28,000 credits). Energy Field(60 MDC, 5 PPE per 5 minutes, +12,000 credits), or Magic Shield(60 MDC, 3 PPE for 10 minutes, +25,000 credits) spell.
SplinterShielding is ONLY applicable to ground vehicles and watercraft, and ONLY to the Main Body and wheels/treads (turrets and other features can still be specifically targeted). It CANNOT be fitted to aircraft, robots, or power armor.
Cost: 10,000 credits per 10 ft x4 ft screen
*Morphing ‘Armadillo’ Armor---Enfolds the ENTIRE truck in articulated armor plates, increasing armor protection, but effectively immobilizing the vehicle. Can only be opened from the outside by special electronic passcode(included in cost)
MDC: +400 MDC(to the HT-170 - HT-240), or +600 MDC(to the HT-320 - HT-400) when deployed
Cost: 500,000 credits(for the HT-170 - HT-240), 600,000 credits(for the HT-320 - HT-400) ; 100,000 credits for four Glitterboy-style laser pylons that drive into the ground and anchor the vehicle to the ground(takes a Robotic PS of 40 or greater to uproot the vehicle)
*Shock Blaster Security System---This addition to the standard anti-theft locks and alarms BLASTS the miscreant with bullhorns and industrial-strength strobelights that override passersbys’ normal apathy about car alarms, and limelights the thieving bastards like jack-lit deer, as well as chiseling their eardrums and optical nerves. Imagine a flash-bang grenade going off in your face while you’re trying to coathangar the door-lock.....
Range: 10 ft radius
Effects: Targets without ear and eye protection are temporarily blinded and deafened; -5 to strike, -10 parry/dodge, and 40% chance of stumbling and falling per 10 ft of movement. Has a Horror Factor of 8 to anyone else standing nearby, who think the car just exploded. Effects last 1d4 melees
Cost: 700 credits
*Flechette Packs----Located around the hull are special ‘reactive armor’ panels that can be also be triggered as anti-personnel grenades.This is one of several similar systems currently in service/under development by PS.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the truck can be fitted with 10-30 flechette packs each, while the front and back can each take 6.
Cost: 200 credits per flechette pack
Variants:
*
(HT-)HMRLS---Heavy Multiple Rocket Launch System----This variant mounts the launch boxes off the UT-11LMRLS Light Utility Rocket Launcher Truck. These are standardized trainable modular launchers, that can be quickly reloaded by simply swapping launch tubes/casings for fresh ones when available.
Note that the (HT-)HMRLS does NOT carry target acquisition or active targeting gear. Unless the missiles are pre-programmed ‘fire and forget’ or are equipped to seek their own targets(based on programmed sensor profiles), the missiles are ‘dumb’ or ballistic artillery and the launchers are simply that; launch platforms. For more sophisticated targeting, the (HT-)HMRLS must rely on other specially-equipped vehicles or a fire control network.
(HT-170)---2 launch boxes
(HT-240)---2 launch boxes
(HT-320)---3 launch boxes
(HT-400)---3 launch boxes
Each Launch Box can hold the following:
a) Mini-Missiles----60 per launcher
b) Mrk 3 Mini-Missile ‘Calliope’ Launcher---A larger version of the Mrk 1, with sixty tubes as the the Mrk 2, but with ‘metalstorm-stacked’ mini-missiles similar to the PS Missile Rifle.
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1,2, 4, 6, 12, 20, 30, or 60
Payload: 60 tubes, 4 missiles each tube, 240 mini-missiles total per launcher
c)Short Range Missiles----40 per launcher
d) Medium Range Missiles---16 per launcher
e)Shrike III ‘Brilliant’ anti-aircraft missile. Often used in conjunction with the GAMILON (Ground Armored Mobile Interception Laser Ordnance Network) and the PS/GNE Strategic Defense Network.
Range: 75 miles
Damage: 3d4x10 MD
Rate of Fire: Volley of 1-8
Payload: 16 missiles ready to fire per launcher
Bonus: +7 to strike
f) Long Range Missiles or RPVs----4 per launcher
g) ‘Katyusha’ Artillery Rockets----Basic, much-copied, free-flying solid-rocket artillery projectiles:
Range:(Short) 7 miles
(Long) 13 miles
Damage: Both missile types use a 122mm warhead, typically the following warhead types(damage may vary as much as 50% by the quality of warhead manufacture):
(Fragmentation) 1d6x10 MD to a 60 ft blast radius
(Incendiary) 1d4x10 MD to a 50 ft blast radius, plus 01-75% chance of setting combustible materials aflame
(High Explosive) 2d6x10 MD to a 20 ft blast radius
(Plasma) 3d4x10 MD to a 40 ft blast radius
(Smoke) Covers a 100 ft area in thick obscuring smoke. Typically disperses within 1d6 melees, depending on local wind and humidity conditions.
(Chemical) Varies, but typically used to dispense CS or nerve agents(currently only the Sovietskii uses chemical munitions, though it is rumored that Warlord Sokolov has been seeking to acquire such weapons). Typically covers a 100 ft area. Like the smoke, local weather conditions determine the dispersal rate.
(Submunition)---Detonates airburst style over the target and scatters a small cloud of grenade-like sub-mines, that can be used to infilade an area with contact explosives or delayed-fuze mines. Carries over 18 submunitions, scattering over a 100 ft area, and doing 5d6 MD to a 10 ft blast radius each.
Rate of Fire: Volleys of 1-30
Payload: 40-tube array per launcher
Penalties: Katyushas use the standard rules for unguided artillery with regard to deviation from target. Best fired in salvoes of 4 or more rockets.
Cost: Basic Katyusha launcher costs 400,000 credits, missiles cost 5,000 credits for short range, 10,000 credits for long, plus the cost per warhead; Fragmentation costs 45,000 credits, Incendiary 60,000 credits, High Explosive 70,000 credits, plasma 100,000 credits, smoke 800 credits, sub-munitions 120,000 credits.
h)Harpoon III Missiles---Common with coastal defense batteries, Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close with an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Rate of Fire: Volleys of 1-4
Payload: 16 per launcher
i)ASROC---(Anti-submarine Rocket)---Another weapon common with coastal defense batteries. The Paladin Steel Asroc is the post-Rifts adaptation of the rocket-propelled torpedo commonly used by old U.S. Empire warships. It consists of a short-range torpedo mounted atop a short-range missile booster, and is compatible with most short- and medium-range missile launchers. The chief advantages of the Asroc over conventional depth charge and torpedo launch systems, are response time, stand-off range, and the fact that the sudden arrival of the torpedo from above gives the enemy little advance warning.
Range:(Booster) 5 miles(Torpedo) 5 miles
Damage:2d4x10 MD (HE) or 1d6x10 MD(Plasma)
Bonuses:+3 to strike within 1,000 ft
Rate of Fire: Volleys of 1-4
Payload: 16 per launcher
Cost:10,000 credits per rocket
j) PSML-12/120 Heavy Combo-Bolt Launcher---This is simply the combined long range missile and mini-missile launcher from the old IHA Iron Bolt Missile Vehicle. PS has been copying the design and producing spare parts for the old IHA lines after enough expatriate IHA engineers sought refuge and employment in GNE territories after the Coalition’s seizure of New Kenora, so components of old IHA designs have appeared in a number of PS vehicles. The PSML-12/120 carries and fires 12 long range missiles and 120 mini-missiles per launcher.
MDC: 150 per launcher
Cost:3.3 million credits per launcher unit; missiles cost extra.
*
(HT)SPG/M-200----Self-propelled gun model mounting a massive 200mm massdriver cannon in an enclosed turret(200 MDC), and integrating a small onboard ammunition supply(additional shells can be carried by accompanying vehicles) and deployable stabilization jacks.
200mm MB Massdriver Cannon(PS-MDJ200M):
Weight:49,000 lbs(24.5 tons)
Range:(Direct Fire) 40,000 ft (8 miles)
(Indirect Fire) 100,000 ft( 20 miles)
Damage:High Explosive(HE)---- 5d6x10 MD to 55 ft radius
High Explosive Anti-Tank(HEAT)----6d6x10 MD to 15 ft radius
Fragmentation--- 4d6x10 MD to 75 ft radius
Plasma-----1d6x 50+15 MD to 60 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 8d6x10 MD out to 15,000 ft, 4d6x10+5 MD out to maximum range
Rate of Fire:Once per melee
Payload:Carries 30 rds ready to fire
200 mm AP shell weighs 200 lbs( 10 shots per ton)
Cost: 9.5 million credits