Munchkin Slappin GM wrote:Number 7 on the weapon systems, the fletchette packs is a pretty cool idea.
it's also a real thing. if my memory serves correctly, (and google/wikipedia are showing a good likelihood of that) it's called reactive armor.
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Munchkin Slappin GM wrote:Number 7 on the weapon systems, the fletchette packs is a pretty cool idea.
ZINO wrote:is this a pre-rift tank????????????
ZINO wrote:
is the design American , German , Russia?????
Munchkin Slappin GM wrote:Shark_Force wrote:Munchkin Slappin GM wrote:Number 7 on the weapon systems, the fletchette packs is a pretty cool idea.
it's also a real thing. if my memory serves correctly, (and google/wikipedia are showing a good likelihood of that) it's called reactive armor.
I know what reactive armor is, and this is a little different.
My like of the weap. system is based more on the fact that taalismn didn't leave a modern defence system off of his creation, which Palladium has done.
Munchkin Slappin GM wrote:Shark_Force wrote:Munchkin Slappin GM wrote:Number 7 on the weapon systems, the fletchette packs is a pretty cool idea.
it's also a real thing. if my memory serves correctly, (and google/wikipedia are showing a good likelihood of that) it's called reactive armor.
I know what reactive armor is, and this is a little different.
My like of the weap. system is based more on the fact that taalismn didn't leave a modern defence system off of his creation, which Palladium has done.
glitterboy2098 wrote:heck, the Mk-II is basically a crewless version of the Von Stueben above, only more deadly....
taalismn wrote:glitterboy2098 wrote:heck, the Mk-II is basically a crewless version of the Von Stueben above, only more deadly....
"Night of the Trolls'...classic early Bolo marks up against each other...
Shark_Force wrote:i'm envisioning it as a self-repairing tank armor (well... tank might be a bit of a strong word... but it would still turn a regular vehicle into a much tougher vehicle, and you could repair armor damage by spraying it and waiting... )
abtex wrote:Russian Arms Museum there are some strange versions of Russian firearms in these pictures. You might be able to base something on them.taalismn wrote:Yeah...saw some of those 'Russian Rayguns' earlier....
Veritas476 wrote:He's welcome to all the 'Russian Rayguns' that he wants.
The Museum of weapon has a large collection of sporting, hunting and decorated arms. The true masterpieces are guns, which were produced and finished in commemoration of the Tsars` visits to the factory. Some of them were displayed at the World Exhibition in Paris in 1900 and were marked with a Big Gold medal.
Among the modern pieces the special fire-arms are of the most interest. They are small-sized submachine-guns, soundless assault-rifles and pistols, underwater weapons, a shooting knife for a scout.
The museum also exhibits cannons and machine-guns for air-crafts, helicopters, ships and armed-vehicles.
abtex wrote:How long behind the Hangar-18B start adding MagePlate armor material to their aircraft designs?
Ever bomb loads, 100 lb bomb that only weights 25 or 50 lb till the plane gets near the target, then 'repair' it to full weight.
taalismn wrote:As for lighter bombs? Not going to happen...the bulk of weight in bombs is the explosive filling, and that just can't be made of the new TW armor materials...If one was making a solid kinetic penetrator that relied entirely on its weight for kinetic umphf, the idea MIGHT work, but MagePlate isn't really a good material for making penetrators...depleted uranium and the like for THAT(and we all know how well DU and magic get along together)...
taalismn wrote:Paladin Steel Cybermals
abtex wrote:abtex wrote:How long behind the Hangar-18B start adding MagePlate armor material to their aircraft designs?
Ever bomb loads, 100 lb bomb that only weights 25 or 50 lb till the plane gets near the target, then 'repair' it to full weight.taalismn wrote:As for lighter bombs? Not going to happen...the bulk of weight in bombs is the explosive filling, and that just can't be made of the new TW armor materials...If one was making a solid kinetic penetrator that relied entirely on its weight for kinetic umphf, the idea MIGHT work, but MagePlate isn't really a good material for making penetrators...depleted uranium and the like for THAT(and we all know how well DU and magic get along together)...
Finely found it, lost link in hard drive crash and could not remember the right search phase. But here it is In Next-Gen Bullets and Bombs, Even the Casing Explodes. This could be made by adding an Explosive or like spell to MagePlate material, maybe.
taalismn wrote:As for Cybermals with Stone to Flesh?
I've toyed with idea...back in the day some of my friends liked the idea of 'meat grenades' and 'rock-stew pots' that made meat from rock using the spell...Most people, however, assume that the spell only works on previously enchanted flesh-to-rock, and discount the effect, but unofficially and off-camera I've made it a major source of protein in the GNE continua to feed the working masses and space workers...Not sure if it would really work with cybermals, but I'll consider it as a programmed 'last resort' in event the animal is cut off from re-supply ...a micro-AI 'keeper' would start looking for suitable rock to convert to keep the critter fed until it could re-establish contact with a handler...
taalismn wrote:Kera-Tech/Paladin Steel KT-IPXP-7 ‘Refresher’ Logistical Contra-Gravity Jump Pack
(Raven...don’t kill me...but it had to be done in my opinion)
(IPXP-7 TW only)
<snip>
* Multi-Dimensional Pocket Refrigerator---Looks no larger than a large toaster, but its dimensional pocket actually has about 6 cubic feet of space
*(Options) Replace the Refrigerator with TW Tuberware containers
-TW Meat Grinder---Uses the Stone to Flesh spell to convert rock, sand, and gravel to edible meat.
abtex wrote:taalismn wrote:As for Cybermals with Stone to Flesh?
I've toyed with idea...back in the day some of my friends liked the idea of 'meat grenades' and 'rock-stew pots' that made meat from rock using the spell...Most people, however, assume that the spell only works on previously enchanted flesh-to-rock, and discount the effect, but unofficially and off-camera I've made it a major source of protein in the GNE continua to feed the working masses and space workers...Not sure if it would really work with cybermals, but I'll consider it as a programmed 'last resort' in event the animal is cut off from re-supply ...a micro-AI 'keeper' would start looking for suitable rock to convert to keep the critter fed until it could re-establish contact with a handler...taalismn wrote:Kera-Tech/Paladin Steel KT-IPXP-7 ‘Refresher’ Logistical Contra-Gravity Jump Pack
(Raven...don’t kill me...but it had to be done in my opinion)
(IPXP-7 TW only)
<snip>
* Multi-Dimensional Pocket Refrigerator---Looks no larger than a large toaster, but its dimensional pocket actually has about 6 cubic feet of space
*(Options) Replace the Refrigerator with TW Tuberware containers
-TW Meat Grinder---Uses the Stone to Flesh spell to convert rock, sand, and gravel to edible meat.
Just wondering you used on your portable 'Mess Hall' Grav-Pack and was curiosity.
taalismn wrote:Paladin Steel/Hangar-18B/Grumman F9F-8 ‘Sea Cougar’ (TW)
“See? It was worth sitting underwater for three hours! Those slavers weren’t expecting three entire squadrons to pop off outa the water just as they were about to hit that resort! Just about every one of us made ace with what we bagged!”
Paladin Steel’s line-up of rebuilt naval aircraft was already full up when it was suggested that they do the F9F ‘Panther’ naval aircraft. The Hangar-18B division decided that the idea had some merit, but decided that they wanted to do something entirely different and new with it. Instead of producing a replica of the F9F-5, they decided to produce a new Techno-Wizardry aircraft based on the later F9F-8 ‘Cougar’. The Cougar was an attempt by Grumman to extend the lifespan of the straight-winged F9F-5 Panther design by incorporating the new swept-wing architecture that was becoming the standard of jet fighter designs. Sadly, however, Grumman’s effort was too little, too late(too late for Korea and too old for Vietnam), and the F9F-8 only enjoyed a very brief(compared to its predecessor) deployment period before being overtaken by more advanced designs, and the Cougar was kicked back to training and recon roles.
Hangar-18B, however, thought that the thick swept wing and bullet-like body were perfect for a dual air-water submersible fighter, and worked to adapt the Cougar into the Sea Cougar. This required some innovative re-design of the Air Eliminal powerplant to accommodate both air- and water-propulsion, resulting in the advanced ‘Water Spout’ cyclonic propulsion unit. The airframe also had to be substantially reinforced for handle water pressure and abrupt air-water transitions. A slick new hull skinning of synthetic ‘sharkskin’ had to be developed and applied to maximize air/fluid flow over the fuselage. The new F9F-8 adopts the wingtip fuel tank pods of the straight-winged F9F-5, but not as fuel tanks; instead they hold a set of powerful sonar transducers and spotlights for underwater operations, as well as further streamline the wings in the denser marine medium.
Though arguably not as versatile as the other rebuilds, the Sea Cougar has proven a good seller to naval concerns looking for a good dual-mode fighter. As word of the New Navy and its flying submarine fighters spreads, there is word-of-mouth identification between the New Navy and the new ‘retrotech’ submersible fighter with the old U.S. Empire design lineage, which has only helped sales(PS is doing little to discourage this association, seeing the publicity as good for business). Innovative users have found ways to use the multi-environment performance of the Sea Cougar to best advantage; one notable example used by PS’s public relations for the Sea Cougar was the use, out-dimension, of several squadrons of Sea Cougars to surprise an airborne slave raid on a coastal resort. The Sea Cougars prepositioned themselves in shallow waters near the resort and, when alerted by a nearby lookout posing as a sport fisherman, jumped up out of the water to surprise the incoming slavers.
Type: PS/H18B/G-F9F-8 Sea Cougar (TW)
Class: Multi-Environment Submersible Naval Fighter
Crew: One
MDC/Armor by Location:
Main Body 200
Reinforced Cockpit 90
Wings(2) 95 each
Tail 95
Height: 12 ft
Width: 34 ft
Length: 44 ft
Weight: 12,250 lbs empty, 18,390 lbs fully loaded
Cargo: Survival pack in ejection seat
Powerplant: Captive Air ‘Eleminal’---The containment spells need to be renewed every six months or the critter will escape.
---150 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Bonuses: The use of the Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
Speed: (Flying) 704 MPH, maximum altitude 50,000 ft
(Underwater) 95 MPH, maximum depth 500 ft
Market Cost: 24 million credits
Systems of Note:
*Ejection Seat
*HUD-Head Up Display
*Environmental Protection/Life Support---Pressurized cabin(though pilot typically wears pressure suit/EBA for additional protection).
*Long Range Radio----500 mile range
*Long Range Radar---100 mile range
*Radar Detector---Picks up enemy radar emissions and weapons locks
*Laser Rangefinding/Targeting----+1 to strike with cannon and rockets
*Arrestor Hook---For carrier landings
*Folding Wings
*Sonar---50 mile range
*Emergency Flotation Bags---Gas-cartridge inflated float bags go into operation in an emergency, keeping the aircraft afloat, or carrying it to the surface from underwater.
Weapons Systems:
1)20mm Cannon(4)---Four nose-mounted autocannons.
Range: 9,000 ft (supercavitation rounds have a 3,600 ft range underwater)
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 150 rds per gun
b) Alternately, some buyers elect to have the PS-ammo-specific 20mm cannon replaced with TK cannon that can operate equally well in air or underwater;
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst. Damage x4 for the synchronized fire from all four guns)
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be re-cast every six months. 200 shot ‘back-up’ PPE clip
Cost: 600,000 credits
c) Blue-Green Laser Cannons(4)
Range: 5,000 ft in air and underwater
Damage:4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: EGCHH
Payload: 200 shot battery per gun
Cost: 650,000 credits
2) Underwing Hardpoints(6)---The Sea Cougar can carry up to 3990 lbs of ordnance under its wings.
a) Mini-Missiles---19 shot pod
b) Short Range Missiles---2 per pylon
c) Medium Range Missiles---1 per pylon
Can accommodate the Harpoon III Missile----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
d) ‘Sea Comet’ Air/Sea Missiles---1 per pylon
PS Sea Comets are an adaptation of the ‘Sea Fire’ Sea/Air attack projectile, modified for the ASM role. Like the Sea Fire, the Sea Comet can be launch-dropped like a normal torpedo to perform a subsurface run-in, popping up at the last moment to bypass torpedo nets and other countermeasures, or it be set to be air launched, then plunge below the water to attack as a super-cavitating torpedo. The Sea Comet is lighter than the larger SEa Fire, and does less damage, but shares most of the same performance characteristics, and is more easily adapted to smaller launch platforms like helicopters and fighters. The Sea Cougar was the first combat-line aircraft to be approved for use of this new system.
The Sea Comet is actually based on a pre-Rifts Russian design for a rocket-powered torpedo, the ‘Shklav’, which used a special ‘shockwave conduit’ to produce a ‘water vacuum’ or ‘air skin’ along the body of the torpedo, thus streamlining its movements. The major problem with the torpedo was, at least initially, that the high speed and ‘air skin’ prevented the effective use of a conventional homing sensor head...a problem that was solved by giving the torpedo the ability to slow down periodically, take sensor readings, and re-orient itself on the target.
PS modified the design with data they reverse engineered from study of captured Kittani weapons to incorporate a low power Magfield ‘skin’, double the speed of the weapon, and allow the Sea Fire/Comet to also be used in an SSM mode. This was extremely difficult, as the handling characteristics with regard to control surfaces and thrust ratios between missiles and torpedoes are rather different, but PS has managed to give the Sea Fire/Comet a fair degree of accuracy both in and above the water. Of course, the weapon is twice as expensive as a normal MRM, but now has the option of being used as either a sea-skimming weapon, or a deep-diving attack projectile.
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: (High Explosive) 3d6x10 MD to 15 ft radius
Bonuses: (Torpedo)Because of the weapons’ higher speed and advanced targeting systems, the Sea Comet doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Comet 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
e) Bombs/Mines---Up to a 500 lb bomb can be slung from a hardpoint
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
f) Torpedoes---6 mini-torpedoes OR 2 short range torpedoes OR 1 medium range torpedo per hardpoint.
g) TK Heavy Machine Gun Pod
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst. Damage x2 for synchronized fire from TWO mounted pods)
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be re-cast every six months. 200 shot ‘back-up’ PPE clip
Cost: 600,000 credits
h) USC-05 ‘Growler’ Sonic Cannon----An experimental sonic weapon. Lousy range in air, but excellent range and damage underwater.
Range:(Sonic Blast) 5,000 ft underwater, 2,000 ft in air
Damage::Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
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 crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or uninsulated 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: 100 shot energy capacitor
TechnoWizardry Systems:
*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE.
*Impervious to Energy( 5 minutes per 20 PPE)
*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
*Leyline Booster(Accelerates the jet up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
*Senses of the Shark---(1 hour per 15 PPE)---Engages only underwater.
*Sound Sponge---(30 minutes per 30 PPE)---Masks the sea/aircraft’s mechanical noises underwater.
*Sense Direction Underwater---Integral part of the navigation system; no PPE cost, though the system must be recharged every six months.
*Underwater Communications---Known as a ‘Gertrude’ in submariner parlance, this is an encrypted and boosted form of the Speak Underwater spell that uses ultra-low frequency signals to communicate underwater. Effective range 3,000 ft.
taalismn wrote:Yep...."We're having a nice mudstone soup tonight!"
"Oh boy!!!!"
abtex wrote:taalismn wrote:Paladin Steel Cybermals
A snake Cybermal could have a Flexbarrel type weapon system installed. Solid when needed but flexible when moving. Would a idea design for building and open spaces. Some researchers are looking into the form for fire and police robots.
abtex wrote:abtex wrote:taalismn wrote:Paladin Steel Cybermals
A snake Cybermal could have a Flexbarrel type weapon system installed. Solid when needed but flexible when moving. Would a idea design for building and open spaces. Some researchers are looking into the form for fire and police robots.
Was not looking for it but came across an article on Rescue Snakes. Here is the Page.
abe wrote:Ever conceder a trash bomb,geranty a LARGE area covered in "trash" with the opposition in the middle?
taalismn wrote:abtex wrote:taalismn wrote:Paladin Steel Cybermals
A snake Cybermal could have a Flexbarrel type weapon system installed. Solid when needed but flexible when moving. Would a idea design for building and open spaces. Some researchers are looking into the form for fire and police robots.
I'm already getting ideas fro adapting the tentacle limbs off the PS 'Flexman' cyborg for this sort of thing....Thanks!
Munchkin Slappin GM wrote:I like it , but isn't astroid eater a huge jump forward for a small company like PS.
Shark_Force wrote:shouldn't there be a stated number of attacks (or at least actions) per melee for these autonomous drones?
Shark_Force wrote:ah, ok... hidden in amongst the programming options =P
taalismn wrote:Sadly, the babes usually have 'borged-up boyfriends looking to squash anybody who gets too close...
taalismn wrote:Paladin Steel New Colt ‘Thunderbunny’ MegaRevolver
abtex wrote:taalismn wrote:Paladin Steel New Colt ‘Thunderbunny’ MegaRevolver/quote]
Wonder?
Using the Thunderbunny system for delivering other things that 8 inch shell, maybe hot food and supply delivery. Long range over 3 miles. Link it with your Limo for idea meals on wheels for the too rich.