Thanks to Raven, again, for his Keratech weapons....
Paladin Steel ‘Firedrake’ HoverTank (Cut in to ANNOUNCER, wearing Huntsman demi-armor and camous. Behind him we can see a cliff edge, a small low-lying shack near the edge. On the ground at the foot of the cliff , we can just see a dust cloud coming closer.)
Announcer: “Good evenings folks! Because of recent rumors that Paladin Steel’s recently released Firedrake Hovertank is a second-rate combat vehicle and a high budget deathtrap, we’ve decided to lay those loose tongues to rest, showing how tough and reliable the Firedrake really is, by driving one(gestures to the side) through THAT Coalition outpost(points at the shack) , off THAT cliff, and down on top of THOSE oncoming Deadboy reinforcements!”
(Camera pans right to focus as we see a Firedrake suddenly come flying from offcamera, fans screaming, rapidly accelerating towards the shack, with no indications of slowing down, despite several glowing hotspots that appear on its hull, indicative of some serious laser weaponry being deployed against it. As the speeding tank nears the shack, we see a sidedoor that suddenly bangs open and several figures in black armor come pelting out, running pelll-mell for cover, moments before the tank crashes into the shack.
Half of the shack, along with several Deadboys who were late out of the gates, goes flipping up into the air, as the other half gets plowed ahead of the tank as it continues racing for the edge of the cliff...and off...
Camera continues to track as the obscured tank, still entangled in shack, falls and flips several times before slamming into the ground, raising an enormous cloud of dust....then bounces free, flying forward into the approaching Coalition forces, plowing into them like a runaway rail car. The lead DeathTrooper happens to get hit first, exploding like an egg as the tumbling tank rolls over it, scattering arms, legs, and a bouncing head over the landscape. The second DeathTrooper gets bisected as an armored wedge comes blowing out of the dust, pins it up against the side of one of the APCs, then THROUGH it as the hovertank staves in the side of the Coalition vehicle. Then the APC is flipped over onto its back. The second APC applies its brakes and comes to a screeching halt, begins backing up, its main rail gun turret swinging in to bear on the tangled mess of tank and APC, but the tank’s turret gun beats it to the punch....
We finally see the Firedrake whine to a stop, blasted, busted, bent, sending out smoke and sparks, but obviously still functional...A hatch opens in the top and an arm emerges,..as the camera comes in for a close-up, we see the hand flash a weary thumbs up, before falling back inside...
Announcer: “And there you have it! Proof positive that the Firedrake is NOT a piece of crap!”(behind him we see a wheel, smoking slightly, from one of the APCs come crashing down, then wobble away, before konking into one of the remaining Coalition soldiers, hands over their heads, being herded back away from the edge of the cliff by several mercs in battle armor)
“Back to you, Bob!”
---Paladin Steel Promo Spot for the Firedrake
“I hear a lot of folks consider the Firedrake to be second-line design that you only buy when there ain’t the money for something like a Cestus or a Bandersnatch...but the Firedrake isn’t second-rate hardware. Most of the design is lifted straight off the Lynx, including most of the controls, which has the benefit that alot of city militia boys who cut their teeth on the security garrison Lynxes, can more easily make the transition to the Firedrake. Most of the components are readily available as well, and there’s enough tolerance in the design specs that the hover turbines can even be replaced with salvaged parts from Coalition and Northern Gun designs...a quick fix, mind you, not a permanent solution..and you better be careful of the power transfer linkages.....most of the weapons are GNE general market designs, and the rest can be found in any good outfitter’s. That means that pretty much every part of the Firedrake’s been thouroughly tested in the field and your mechanic isn’t going to be flummoxed by some new, hard to get, and nearly impossible to repair system. That’s what I want in a front line unit!“
----Captain Daniel Hasbro, Black Horse Guards
The Firedrake is another concept for a main line hovertank for the GNE armed forces. The designers of the Firedrake, the same people responsible for the Megabago, were under pressure to come up with a vehicle that was simpler, less technologically complex, and less expensive to produce and operate than the Cestus and Bandersnatch hovertanks, while still being cutting edge and hard hitting. Another consideration had to be future commercial sales, so easy adaptability for open market distribution had to be built in. The resulting compromise design was the Firedrake, a conservative design that appealed to both the conservative pennypinchers and the cutting-edge innovators.
The Firedrake takes much of its design from the Lynx Medium Tank, but instead of multidirectional wheel-legs, the Firedrake has four powerful hoverturbines embedded in the greatly uparmored and reinforced main hull. A substantially larger main engine adds nearly three tons of extra weight, but provides more than adequate power to lift the added mass of armor and push it at high speed., though only a few feet off the ground. The turret, also based on the Lynx, has also been uparmored. On top of the beefed up structure, the entire tank has a sheathing of heavy armor that can be upgraded with laser-ablative ceramic armor, allowing it to shrug off laser strikes. Close-in proximity-triggered fletchette packs and strategically-placed directional-charge reactive armor plates offer a welcome measure of protection from shaped charge explosives, projectile weapons, and infantry demolition sappers.
In order to speed the Firedrake’s introduction, PS decided to forgo developing a whole new range of weapons specific to the tank, and instead retained the Lynx’s range of weaponry. Later on in production, however, PS added several new weapons systems , the better to upgrade the Firedrake to a ‘heavy’ unit, as opposed to the Lynx’s ‘medium’ standing.
Most of the Lynx’s security-duty-specific sensor systems have been stripped out to make way for additional targeting sensors and backtrack fire control radars. The Firedrake is meant as an open field front line assault unit---not an urban defense vehicle.
Most users of the Firedrake describe it as a ‘vanilla’ tank....solid, reliable, but not exceptional, and on a par with contemporary GAW and Northern Gun efforts. In the recent Battle of the Saint Francis Basin, which saw a number of tank-on-tank actions, the Firedrake proved it could beat the Coalition’s Linebacker tanks, but PS felt that the margin of victory(7 Firedrakes lost to 12 Linebackers) was too thin to advertise the Firedrake as a ‘Linebacker-killer’. (Incidently, advocates of the Firedrake claim that the Battle of Saint Francis Basin reports are skewed by reports that not all the Firedrakes lost were taken out by enemy tanks, citing the Coalition’s introduction of their new SAMAS units as being really responsible for the upset).
The Firedrake for a time served as the new standard HBT of the GNE Regular Army, until the Bandersnatch and the Cestus were introduced, and the Firedrake was dropped in classification to a medium MBT. The Firedrake continues to serve with Regular Army armored brigades as a line AFV, supplementing or replacing older Black Bear MBTs in service. A large number of Firedrakes have also been sold or transferred to Irregular units and GNE affiliates.
Type:PS-GEV-MBT-15
Class: Heavy Hover Tank
Date of Introduction: 108 PA
Crew: Three
MDC/Armor by Location:
Main Body 550
Reinforced Crew Compartment(main body) 100
Reinforced Crew Compartment(turret) 50
Turret 300
Main Gun 120
Anti-Missile System 50
Glacis Plate Laser 20
Smoke/Gas Dispensers(2) 15 each
*Hover Turbines(4) 120 each
*The hover turbine intakes are heavily shielded and hard to hit; -4 to strike. Destroying 1 turbine lowers the speed by 25% , but otherwise the tank can continue to move. The Firedrake can maneuver on as few as two working jets, but reduce speed by HALF and impose a skill penalty of -15% to the Pilot Hovercraft skill.
Height: 10 ft
Length: 35 ft
Width: 12 ft
Weight: 36 tons
Cargo:Mimimal Cargo Space; about four feet of space for survival gear, supplies, and some personal possessions.
Powerplant: Internal Combustion(600 mile range), electric(600 mile range), or nuclear with 15 year energy life
Speed: 200 MPH, 2-4 ft off the ground
(Water) The Firedrake CAN skim over the surface of small bodies of water, such as lakes and streams, but must revv its engines to maximum; and even then it fairly wallows in a cloud of spray at a clumsy 50 MPH. The best it can manage is Sea State 4; anything greater, and the tank flounders.
(Underwater) Buttoned up, the Firedrake CAN operate underwater, but it flounders along at 7 MPH and kicks up a racket as its turbines suck water. It can remain underwater for 48 hours, and can only survive depths of 100 ft.
Market Cost: 9 million credits for conventionally powered (liquid fuel), 10 million for electric, and 24 million for nuclear w/ 15 year energy life
Systems of Note:
All basic Robot features.
Weapons Systems:
1)Main Turret Gun
a)120mm Main Gun---Taken directly from the old Iron Fist, the IH/FC-B AutoCannon is a proven and reliable design, and was the first choice for the Firedrake because of its familiarity and availability.
Range: 6000 ft
Damage:High Explosive(HE) 1d6x10 MD to 20 ft blast radius
High Explosive Anti-Tank(HEAT) 2d6x10 MD to 10 ft blast radius
Armor Piercing(AP) 1d4x10 MD
APSD: 2d4x10 MD
Rate of Fire: 3 attacks per melee
Payload: 80 rds
b)100mm LB Massdriver Cannon (PS-MDJ100L)--- This is a massive and powerful gauss cannon that would quickly become the favored weapon of choice, replacing the older PS-FC-120B. This powerful linear accelerator cannon is capable of firing in both the direct and indirect fire mode, and currently is equipped to fire in two modes, a direct-fire, flat trajectory(especially armor-piercing APFSDSDU(Armor Piercing Fletchette Discarding Sabot Depleted Uranium) rounds), and indirect ballistic fire.
The PS-MDJ100L would become STANDARD equipment for all new-production GNE-based FireDrakes after 110 P.A., replacing the 120mm cannon, but would NOT be offered as an option to Black Market production models(hence it is presented here, and not in the Options section).
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: 1 ton ammunition stowage
100 mm AP shell weighs 25 lbs( 80 shots per ton)
Cost: 2.7 million credits
2)IH/FC-100 Rail Gun---Mounted co-axially to the main cannon is another IHA favorite, this high-powered rail cannon. Some users and GNE units replace it with a light pulse laser or other energy weapon.
Range: 4000 ft
Damage: 1d4 MD single rd, 1d6x10 MD per 60 rd burst
Rate of Fire:EGCHH
Payload: 12,000 rd drum
3)Cupola-Mount Gun----Controlled from inside the command cupola, this can either be an IH/FC-105 Rail Gun(4000 ft, 1d4 MD single rd/1d4x10 MD per 40 rd burst, 8,000 rd drum), a grenade launcher, light micro/mini-missile launcher, or energy weapon.
4)Lateral Anti-Missile System---Given that PS relies heavily on vehicles for battlefield support, and the growing use of stand-off missile-launching anti-armor weapons like the Wellington Arms SAW Mine among PS’s enemies, it has become a trend to refit older vehicles with anti-missile systems such as the ‘Button Gun; gatling cannon, and newer vehicles are designed with provision for similar systems. The FireDrake’s turret has been designed to accommmodate wither a ‘Button Gun’ or any of PS’s other point defense systems.
a)PS-L-CIWS Vulcan Chain Guns(aka “Button Guns”)---This installation, introduced on the Minotaur Battler, then adapted as an air defense weapon option for the VW Camper Gunship, has been adapted for shipboard use as PS’s standard light maritime weapons system. The system is a very compact and neat installation that takes up little space, and has been compared to the pre-Rifts Russian ADMG-630 30mm Gatling CIWS that saw extensive service aboard Russian warships. The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload: 4,000 rd drum(100 bursts)
Alternately, the following can be mounted:
*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 anti-aircraft/anti-missile system, and can be remote-linked to an air defense grid system, such as the Meles AAAV, Rattlesnake AAV, or the Vixen Fighter/Recon Pod, (Part of Paladin Steel's emerging BAMSP: Battlefield Asset Management System Package).
Range: 6,000 ft
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: +4 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
5)Smoke Mortars(2)---Mounted on the turret are two smoke grenade launchers
Range: 500 ft
Damage: Smoke or chemical to 15 ft radius
Rate of Fire: Volleys of 1, 2, 3, or 4
Payload: 4 shells per launcher
6)Turret Hardpoints(2)---The turret has two hardpoints for additional cargo racks or armament modules. See below for options.
7) Fletchette Packs----Located around the hull and turret 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 arnor 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 tank(sides, front, back) has 10 fletchette packs each(40 total), the turret has 6 each side, three on top(15 total)
Glacis Plate Laser Cannon---A holdover from the old Iron Heart Armaments designs, this is a twin-barrel pulse laser operated by the driver.
Range: 4000 ft
Damage: 6d6 MD per blast
Rate of Fire: EPCHH
Payload: 1000 dual blasts. Unlimited if nuclear powered
Options:
*******Ram Prow---Adds an angled reinforced armored ‘snowplow’ to the front of the tank for clearing debris and ramming targets. However, cut top speed by 15%, as the heavy plow tends to unbalance the air cushion vehicle and drag slightly at the front(shooting up some rather spectacular sparks). Still, some units(especially FreeWah Rocky Mountain armored units) carry these as standard for snow clearing(using a combination of the plow and the hoverjets’ slipstream to clear the road).
MDC of Plow: 150
Damage:1d6x10 MD from a half-speed ram,
2d6x10 MD from a full speed ram.
Cost: 80,000 credits
*Chaff/Flare Launchers(2-4)---These are most effective against heat seeking and radar-guided missiles, and tend to be less effective(or not effective at all) against shoulder-launched mini-missiles and optically-sighted laser-rider ordnance.
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, 300 per flare/chaff bundle
*Laser Ablative Ceramic Armor----Orbital-grade anti-laser protection can be applied to the whole tank for a modest additional cost. Unlike Glitterboy Chrome, variable-frequency lasers CANNOT be adjusted to overcome the effectiveness of the ceramic-based multi-layer armor.
Effects: Lasers do HALF damage
Cost: 3 million credits
*******Swap out the 120mm Cannon for:
a) KTH-65 32mm Assault Rail Gun--Trades the range for rate of fire and damage. PS LOVES this Kera-Tech designed weapon, and has been mounting it on any available platforms they can, despite howls from the Kera-Tech engineers that the weapon currently in PS production is only an alpha-model.
Range: 5,000 ft (1 mile)
Damage: APFS-DU (Armour 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 (16ft) radius
HEG (High Explosive, Guided) - 2D6x10 to a 2m (7ft) radius
Rate of Fire: Single shot, ECHH
Payload: 300 rounds. APFS-DU round take up TWICE as much space as a regular shell, and count as 2 shots for space purposes.
Cost:NOT AVAILABLE TO THE MARKET;EXCLUSIVE TO GNE/KT.
b) Heavy Laser Cannon---A straightout remount of the reliable PS-AWD-MTL-1D Tri-Laser weapon.
Range: 6,000 ft
Damage: 4d6 MD single shot
1d4x10 +6 MD double blast
1d6x10+10 MD triple blast
Rate of Fire: EGCHH
Payload: 200 shot battery (if conventionally powered). Effectively Unlimited w/ nuclear powerplant
Cost: 300,000 Credits
c) Particle Beam Cannon---Adapted from Kera-Tech’s own ‘Storm Lance’ Hovertank, the KTPB-40 has earned the nickname ‘Supershooter’ from PS engineers, who like its low-maintenance design, and superb range. This mounting is actually the first time this weapon has been seen on Rifts Earth outside Kera-Tech’s forces, and, as such, is NOT available to the general market(exclusive to PS and its affiliates)
Range: 9,800 ft(nearly 2 miles!)
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload: 150 shot battery (if conventionally powered).Effectively Unlimited w/ nuclear powerplant
Cost:NOT AVAILABLE TO THE MARKET;EXCLUSIVE TO GNE.
d)KTPPB-2150 ‘Howler’ Plasma Cannon---Competition was fierce between this Kera-Tech model using an energy cartridge system and a Paladin Steel plasma projector of more conventional design, but less range and damage. The cadmium-telluride cartridge system has a finite ammunition supply, but is quite compact, without the need for heavy coolant systems and power transmission gear for the battery packs...and is a helluva lot safer and easier on the nerves than the other plasma cannon Kera-Tech wanted to mount!.
Range: 4,000 ft
Damage: 2d6x10 MD per blast
Rate of Fire: EGCHH
Payload: 400 shot drum
Cost: 250,000 credits, Each shell costs 100 credits
e) Magbolt Plasma Launcher---Yet another fine weapon in the Magbolt series of weapons. Capable of firing a magnetically-cocooned plasma ‘shell’, or of firing seperate magnetic vortices. It can fire a particularly devastating ‘shotgun blast’ of invisible mini-vortices that can barrel through infantry and cut down a squad like hay.
Range:(Plasma Shell) 4,000 ft
(Vortice) 3,000 ft
(‘Shotgun Storm’) 1,800 ft
Damage:(Plasma Shell) 2d4x10 MD to 15 ft blast radius
(Vortice) 1d6x10 MD, plus concussive knockdown:
(‘Shotgun Storm’) 6d6 MD to 50 ft area
Rate of Fire:(Plasma Shell) 4 times per melee
(Vortice) Six times per melee
(‘Shotgun Storm’) Twice pe melee
Bonuses: Magnetic vortices, being invisible, are -8 to dodge
Payload: 300 shot battery (if conventionally powered).
1 Plasma shot equals 2 charges
1 EM Vortice equals 1 charge
1 Shotgun Storm equals 3 charges
Effectively Unlimited w/ nuclear powerplant
Cost:NOT AVAILABLE TO THE MARKET;EXCLUSIVE TO GNE.
f)Twin Rapid Fire Flak Cannon------Adds an advanced fire control system and targeting radar to convert the tank into an anti-aircraft AAA vehicle. Copied from the Triax TX-862FC system, modified with a Paladin Steel ‘Skywatcher’ radar system, and sporting a larger ammunition payload.
Range: 10,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD per six-shot rapid fire burst
Rate of Fire: EGCHH
Payload: Two(2) 600-rd drums, total of 1,200 rds
Sensor Bonuses: +2 to strike on automatic(5 attacks per melee)
+3 to strike if operated manually
Target Acquisition/Fire Control Radar: 50 mile range
Cost: 5 million credits(expect to pay for all that automation and fire control!)
*******Swap out the Co-Axial Cannon for;
a)75mm Snub-nosed Low Velocity Gun-
Range: 6,000 ft
Damage:Smoke Rd: Smoke in a 30 ft area
High Explosive: 8d6 MD to 10 ft blast radius
Armor Piercing: 1d6x10 MD to 3 ft area
Plasma: 2d4x10 MD to 6 ft blast radius
Hellfire: 1d4x10 MD on impact, 4d6 MD per melee for 1d4 melees
Rate of Fire:ECHH
Payload: 25 rds
Cost: 125,000 credits
b) Pulse Laser--Standard PS pulse laser
Range: 4,000 ft
Damage: 6d6 MD per pulse blast
Rate of Fire: EGCHH
Payload: 1,000 shot battery (if conventionally powered).Effectively Unlimited w/ nuclear powerplant
Cost:12,000 credits
c) Light Autocannon---The 20mm Taskin Rifle, mounted in a vehicle
Range: 3,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
(PSX-II) 4d4 MD single shot
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
(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)
Rate of Fire: EGCHH
Payload:500 rd box
Cost: 20,000 credits
d) Flamethrower----Your standard, high-powered flamethrower for torching infantry, forests, buildings, and small vehicles. Similarly, the bow-mounted weapon can be replaced with this weapon.
Range: 500 ft
Damage:3d6 MD per burst, plus does an additional 2d6 MD per melee for 1d6 melees
Rate of Fire: EGCHH
Payload:100 bursts
Cost: 10,000 credits
e) 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
*******Turret hardpoints(2):
a) Micro-Missile Launcher(25 shot micro-missile launcher )
Range:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Rate of Fire: Volleys of 5-100
Payload: 25 missiles per box, 100 total
Cost: 40,000 credits for the launcher
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
b) Mini-Missile Launcher(5-shot missile pod)
Cost: 10,000 Credits(Missiles cost extra)
c) Short Range Missile Launcher(2 per hardpoint)
Cost: 10,000 Credits(Missiles cost extra)
d) Medium Range Missile Launcher(1 per hardpoint)
Cost:20,000 Credits(Missiles cost extra)
e) Shrike III Launcher---A ‘brilliant’ high-accuracy anti-aircraft missile.
Range: 75 miles
Damage: 3d4x10 MD
Rate of Fire: Volley of 1
Payload: 1 per hardpoint
Bonus: +6 to strike
Cost:NOT AVAILABLE TO THE MARKET;EXCLUSIVE TO 5ST.
f) Heavy Hitter Anti-Armor Missiles---Laser-guided anti-armor missiles
Range: 1 mile(5,000 ft)
Damage: 2d4x10 MD
Rate of Fire: Volleys of 1,2,3,or 4
Payload: 4 shot pod per hardpoint
Bonus: +5 to strike ground targets(Aircraft are only +2 to strike)
Cost: 20,000 credits. 6,000 credits per missile
g) PS/FC ‘Black Talon’ Light SAMs---PS and Free Canada’s ‘brilliant’ mini-missile.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 4
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 60 ,000 credits per launcher, 10,000 credits per missile
h) 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
i) Radar Cluster---MDC 100, Range: 80 miles
Cost: 100,000 credits
******Replace the Main Turret with:
a) Command Model---This replaces the standard turret with a slightly larger one(the added size disguised as ‘equipment racks’ on the outside) able to accommodate extra electronics and an additional crewmember.
Features of the Command Variant:
*Fire-Linking---The C-tank serves as the switchboard and command node of an interlinked network of vehicles, allowing them to share targeting data via short range comm-links(or directional laser or hardline fiber optics). In operation, this allows up to 10 vehicles to use the highest ‘To Strike’ bonuses among them to strike a target within mutual range of their weapons. The system also grants a +1 to Initiative to all units firelinked.
The shortcomings of the system are a susceptibility to jamming for radio-linked units(laser comm and fiber optic-linked units are not so vulnerable, but laser-linked units must be in line of sight of each other and can fall afoul of anti-laser aerosols, while hardline-linked units are essentially stationary batteries).
*ECM----Effective range of 5,000 ft. Enemy radar-guided and EM-guided weapons are -4 to strike anything in that area as well.
*ECCM----The C-Tank carries more sophisticated frequency-jumping, scrambling, and directed burst-packeting to defeat enemy jamming. 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 recieved by that unit alone(other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equiped unit. Magic/psychic jamming is NOT affected by this system.
*Enhanced Communications---Includes more sophisticated en/decryption systems, and switchboard management for handling the flood of communications a command vehicle is expected to handle. Radio range is DOUBLED.
*Internal Holographic Display Panels----Not quite the equivalent of a full-blown Situation Room, these expanded holographic display consoles never theless do an excellent job of displaying terrain and sensory data. Includes a combat computer with data-shifting, looking for pre-determined sensory criteria , and highlighting them for the attention of the crew. This gives the Command Model a +2 to Perception Rolls(if you use them), or else a +1 to initiative, +10% to Detect Concealment and Detect Ambush rolls. The Pointman III system available to the FireDrake is cruder and less sophisticated than that installed in the more advanced PS Cestus and other high-end vehicles, but the system is more than adequate for most mercenary units and well within their often limited technical resources to repair and maintain.
Command Variant Cost: +2.2 million credits
Variants:
*PS-GEV-APC-15C ‘Bankshot’
The ‘Bankshot’ is the APC variant of the ‘Firedrake’, requested by the Vermont Free State Regular Army to replace the wheeled Timber Wolf and Rattlesnake APCs that clearly could not keep up with the power armors so common to the GNE’s mechanized infantry. The larger Firedrake, it was felt, could make a good GEV APC conversion, being well-armored, fast, and dependable. So a quick-and-dirty conversion was laid out and rushed into production shortly thereafter.
The ‘Bankshot’ replaces the main turret and rotation gear with a casemated personnel compartment with two side-drop-down ramp-doors and a ‘skylight’ roof hatch(enabling troops to fire from the comfort and protection of the vehicle, or jetpack/power-armored troops to rapidly exit). The ‘Bankshot’ retains a single small turret, the bow plate gun, anti-missile system, smoke mortars, and AP fletchette packs, as well as all the armor protection.
Like the Firedrake, the Bankshot has met with mixed acceptance by the Vermont Free State(and later Greater New England) military. While happy to get it and replace their slower-moving wheeled and treaded APCs, most experienced units regard it as a stopgap, until more sophisticated vehicles like the Moth GMR APC, or the promised Maximillan-class large APC become more available. Auxiliary and merc units affiliated with the GNE love the Bankshot, however, and have placed large orders for it, reasoning that the shared logistics and parts compatibility between it and the Firedrake MBT ease logistical overhead in mixed Bankshot-Firedrake cavalry units. The most frequent complaints about the vehicle are the side hatches(the placement of the tank engine at the rear of the main body make the installation of a rear hatch problematic), the close quarters, and noise level, but the Bankshot gets high marks for speed, armor protection, and the ability to keep up with its debarked power armors.
The Bankshot’s orginal name was the ‘Pulaski’, after a pre-Rifts regional war hero, but ‘Bankshot’ entered popular usage with the troops after the rough ride inexperienced drivers gave the much faster APC, bouncing off obstacles. Rather than constantly correct its troops as to the proper name, the GNERA elected to call it the ‘Bankshot’ as well, but insisting that it was a reference to the indirect ‘flanking’ attacks its embarked infantry were able to make on the enemy.
Changes:
Type:PS-GEV-APC-15C
Class: Ground Effect Armored Personnel Carrier
Crew:Three, plus 1- 12 infantry, or 1-6 power armors
MDC/Armor by Location:
Remove the Main Turret and replace with:
Reinforced Troop Compartment 200
Side Hatches(2) 100 each
Top Hatch 120
Main Turret 200
Mini-Missile Launcher 80
Market Cost:7 million credits for conventionally powered (liquid fuel), 9 million for electric, and 20 million for nuclear w/ 15 year energy life
Weapons Systems:
1)Main Weapons Turret---Mounted slightly more forward than the Firedrake’s main gun turret, and smaller, mounting lighter weapons.
a) Heavy Rail Gun/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. the KTH-65 can penetrate most any known armour with ease with a high-velocity burst. 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
Mega-Damage: Varies by shell type
Shell Types:
APFS-DU (Armour 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 (16ft) radius
HEG (High Explosive, Guided) - 2D6x10 to a 2m (7ft) radius
Rate of Fire: single shots, ECHH
Maxium Effective Range: 1600m (1 mile) in atmosphere
Payload: 100 rds
b) Co-Axial Pulse Laser---(Note: This can be replaced by any of the options for the Co-Axial Cannon described above)
Range: 4000 feet
Mega Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: EGCHH
Payload: Unlimited
c) Mini-missile Launcher---Box launcher for mini-missiles, mounted to one side of the turret. Holds 12 shots
d) Hardpoint---The smaller APC turret retains one hardpoint on the side opposite the mini-missile launcher---Otherwise, identical to the turret hardpoint described above
2) Glacis Plate Laser Cannon---As above
3)Cupola-Mount Machine-Gun---As above
4)Lateral Anti-Missile System------As above
5)Smoke Mortars(2)---As above
6) Fletchette Packs---As above
*PS-GEV-SPML-15M Missile Tank
This was an attempt to use the Firedrake as a common chassis for a missile fire support vehicle, and was designed by Iron Heart Armaments expatriates. The missile box launcher from the old IH-15 Iron Bolt missile tank was mounted on the Firedrake hull, giving the vehicle 12 LRMs and 120 mini-missiles. The result was the long range firepower of the Iron Bolt and greater speed(and survivability).
The SPML-15M had its share of enthusiasts and detractors; the design’s advocates loved its ability to ‘shoot and scoot’ with its 125 MPH top speed(as opposed to the old IH-15’s 55 MPH). The biggest complaint about it was its top-heavy center of gravity that made the tank tend to ‘drift’ on high speed turns.
The SPML-15M was produced in limited numbers as a stopgap while PS tooled up to produce the SPML-9 Brabant variant of the Megabago, whereafter the units were shifted to second-echelon garrison and reserve artillery regiments. A second major production run of SPML-15Ms, combined with conversion of older Firedrake hulls, was produced for equipping GNE allies (including the New Roman Republic) and affiliated mercenary units.
Other Variants in Development:
PS-GEV-SPG-15(X)---This is little more than the main hull of the FireDrake, stripped open, and mounting a 200mm MassDriver Cannon. The as-yet-unnamed SPG-15(X) is intended as a high speed self propelled gun and fire support vehicle, and currently three are undergoing trials at Mount Defiance. Early reports show that the massive cannon cannot be fired on the move, however, requiring the SPG to land first, deploy shock baffles, then fire, before it can move again. No other details are known about the vehicle, though as a support vehicle, it is likely to be carrying only light armor and light secondary armaments.