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taalismn
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Re: Paladin Steel Storefront

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Paladin Steel ‘Brock’ Infantry Transport Walker
(aka “Walrus’, ‘Aper’, ‘Brik-Brok’)
“The Brock’s another basic armored box PBI carrier, but one with more in the way of mobility options. It’s more heavily armored than a Grenser, but lightly armed, though that doesn’t matter if its complement of troops has enough firepower to compensate. And the Usans LOVE kitting out their peebee-eye and guardsmen with heavy guns. So even if you can drill the clam, the fleas can still kill yah.”

“It may be called a brock or a badger, but with those two big flipper-like forelimbs and protruding twin gun barrels, a lot of people have taken to calling it the ‘Walrus’, despite it swimming like a rock. It’s a lot faster than one of those wallowers, though, and it can tank an astonishing amount of damage.”

“Damnfugitall! I don’t have enough artillery to dislodge those damn knucklewalker things! If this is how their MILITIA fights, I don’t wanna hang around to see their regular ARMY arrive! Drop to the dropships, gang! They can have this damned mudball!”

“The Brock’s a bunker on legs. If the crew can find a good place to plop down and entrench, it can become a right stubborn pillbox or mini-strongpoint, and if its troop complement has heavy weapons and good positions to deploy in, they can killzone even heavy armor. I’d hate to go up against urban defenders equipped with these things, which I believe is the message the Paladins are trying to make with these; don’t come looking for trouble in OUR neighborhoods.”

The ‘Brock’ is another in Paladin Steel’s lower-priced militia and security vehicles, a fairly basic armored personnel carrier configured as a quadruped vehicular robot. It has a squarish box-style main body, covered in thick slanted armor to deflect enemy fire, and is carried on four thick robotic limbs. The Brock can balance and walk on its rear legs, but it typically runs on all fours. Both fore and rear limbs have small extendable powered wheels, allowing it to race more quickly on paved surfaces, reserving walking mode for offroad and clambering over obstacles.
The Brock features a large infantry compartment that can be accessed by sidedoors or a ventral hatch with stairs.
The Brock is very well armored, and its outer armor shell has special baffles that absorb kinetic damage. Its forelimbs also feature broad armored plates that serve as deflection shields for its disembarking complement of infantry to shelter behind if they come under fire.
The Brock is let down, in the eyes of some critics, by its light armament; besides two light bow guns, the Brock is typically only armed with a roof powered gun station mounting one or two light weapons. The Brock can carry additional optional weaponry, but it is not regarded as a main battle robot. This issue has been addressed somewhat with several follow-up variants, but PS likes to keep the Brock design focused on being a well-protected battle-taxi.
The Brock is proving popular in its intended role as a militia mech and urban security vehicle. It is also used by the GNEAS as a base security vehicle.

Type: PS-APCIR03 ‘Brock’
Class: All-Terrain Robot Armored Personnel Carrier
Crew: 3(pilot, two gunners)+10 passengers
MDC/Armor by Location:
Main Body 600
Crew Compartment 150
Bow Guns(2) 50 each
Top Turret 100
Smoke Mortars(2) 45 each
Arms/Forelegs(2) 330 each
Forearm Shields(2) 300 each*
Claw Hands(2) 200 each
Rear Legs(2) 320 each

*Infantry sheltering behind these plates are -2 to be struck by enemy fire.

Height: 25 ft fully upright
There’s 7 ft of clearance under the main hull
Width: 16 ft at shoulders
Length: 18 ft
Weight: 18 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 45
Powerplant: Nuclear Fusion with 20 year energy life
Speed:
(Running) 35 MPH running on two legs, 55 MPH on all fours
(Wheels) 75 MPH
(Leaping) Not possible
(Flying) Not possible
(Underwater) Can run along the bottom at MPH, maximum depth of 1 mile
Market Cost: 32 million credits
Systems of Note:
Standard Basic Robot Systems, plus:
*NBC-shielded crew compartment with air filtration and independent air supply
*Radio----100 mile range
*IR/Normal Light Headlights
*Optical Suite---Low Light/Nightvision Optics, Infrared, Thermo-Imaging, and Laser-Targetting(+1 to strike to ranged weapons)
*Mini-Radar---10 mile range
*Periscope---Standard optics periscope that can elevate up to 6 ft, allowing the tank to remain behind cover while surveying surrounding territory.

*Kinetic Protection---Dead spaces and layers in the armor reduce damage from kinetic attacks and armor-piercing weapons by HALF.

* IED/Mine Resistant Hull---The underside of the Brock’s hull is shaped to deflect blasts from explosives detonating under it, and its legs hold up high enough up of the ground that most conventional explosives only do HALF damage.

*Crash Control/Safety restraints/ Shock-Baffling---Reduces the damage that passengers take in a crash by HALF. The isolation of the inner crew compartment also reduces jostling to the crew and passengers.

Weapons Systems:
1) Hull-mount Light Guns(2)---Mounted in ball-mounts in the forward glacis plate are light weapons, usually operated by the driver. Mounts have a 45-degree arc of fire.
a) 7.62mm Machine Gun
Range: 3,000 ft
Damage: 6d6 SDC single round, 4d6x10 SDC per 10 round burst.
Rate of Fire: Standard
Payload: 600 rd belt. 5,000 rds total carried

b) Light Rail Gun
Range: 4,000 ft
Damage: 1d4 MD single rd. 6d6 MD per 30 rd burst
Rate of Fire: EGCHH
Payload: 600 rd magazine. 5,000 rds total carried
Cost: 60,000 credits

c) Light Pulse Laser
Range: 4,000 ft
Damage: 3d6 MD single shot. 1d4x10+6 MD per triple-shot burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 30,000 credits

d) Ion Blaster---Variant of the popular PSIP-2 ‘Smasher’ series. Mount has a 45-degree arc of fire. Like the handheld version, it can be modified for additional damage effects.
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: Can also use a back-up e-clip system; 30 shots short e-clip, 60 shots long e-clip
Options: Like the handgun version, the vehicle-mounted version can be similarly modified for extra effect/power:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.

*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIP-2 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area. Cost: 5,000 credits

*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 3d6 MD, but boost range to 1,500 ft. Cost: 7,000 credits

*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 400 ft, but up damage to 5d6 MD per shot. Cost: 5,000 credits.

*Laser Sight Module---Another underbarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guidepath’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Cost: 1,000 credits

*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Cost: 4,000 credits

e) Flame Thrower
Range:(Direct-Stream Mode) 230 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).
Note: Payload can be increased by the addition of external armored fuel tanks(150 MDC for the tanks and TRIPLE payload) (the armored two-wheeled trailer normally available to the New Sherman is NOT available to the Vrock, but larger onboard tanks ARE available). The fuel tanks have an ejection features that catapults the tanks up to 25 ft away from the AFV in the event of a leak or fire(this doesn’t exactly endear the tank to accompanying infantry and many garages and motorpools insist on having a fully fueled-up fire-tank parked in its own revetment or away from other vehicles).
Cost: 30,000 credits. 65,000 credits for external tanks

2)Top Turret----A powered mount that can be remotely operated from inside the Brock. It mounts one or two heavy infantry weapons such as light energy cannon, rail guns, automatic grenade launchers, or light missile launchers. The weapons are mounted with a high angle of elevation possible, allowing them to serve as air defense weapons.
Possible Weapons Types:
a)PS-RFL2-33/D ‘Blazer’ Rapid-Fire Infantry Laser
b)PSIC-03 “Scheffer’ Ion Cannon
c)PSBW-11 ‘Super-BAR’ Particle Beam Rifle
d)PSPPR-5 ‘Lewiston’ Light Plasma Cannon
e)PSAGL-40B 40mm Automatic Grenade Launcher----w/ 100 rd magazine
f) 7.62mm General Purpose Machine Gun or Mini-Gun----w/ 300 rd magazine
g)Taskin 20mm Rapid-Fire Autocannon ----w/ 200 rd magazine
h)McMLR-16 Micro-Missile Launcher Rifle ----w/ 24 micro-missiles
i)ASI/UWW-PB-87 ‘Zoran’ Heavy Blast Rifle
j) PSM811 ‘Gunther’ 52mm Infantry Mortar w/ 35 rd magazine

3) Smoke Mortars(2)---Mounted on the sides of the hull are two gas grenade launchers for providing covering smoke.
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

4) VibroClaws---The forelimbs feature extendable vibroclaws
Note: The Brock’s hands CANNOT pick up weapons modules or gunpods; the best it can do is use blunt weapons.
Range: Melee
Damage: 3d6 MD alone of added to a punch.

5)(Optional) Upper Deck Missile Launchers---There’s enough space on top of the Brock to mount a missile launcher alongside everything else.
a) Micro-Missile Pod---25x4 launch cassette stack(100 McMs)
b) Mini-Missile Pod---12 MMs
c) Anti-Tank Missile Launcher---6-Pack Smart Missile Launcher
Range: (Copperhead) 1 mile,
(Cobra) 2.8 miles
Damage: (Copperhead) High Explosive 2d4x10 MD,
(Cobra)2d4x10 MD, no blast radius, but CRITICAL(*DOUBLE) damage on an unmodified strike roll of 18-20
Rate of Fire: Volleys of 1-6
Payload: 6
Bonuses: +5 to strike
Cost: 90,000 Cr, (Copperhead) missiles cost 600 credits each
(Cobra) 11,000 credits per missile


Hand to Hand Combat
Use the Combat Training, plus the following bonuses:
+2 Parry(on account of the broad forearms)
+2 Roll with Punch, Kick, or Impact
Restrained Punch/Slap 1d6 MD
Full Strength Punch 3d6 MD
Power Punch(2 attacks) 1d6x10 MD
Tear/Pry with Hands 2d4+2 MD
Body Block/Tackle 2d6+3 MD + 60% chance of knockdown.
Rear Kick 2d6 MD

Options:

*IR Baffling---A passive stealth system that uses special exhausts for the engine and crew compartment, as well as insulation and heatsink systems, to alter and lower the tank’s thermal signature. -20% to detect/target the tank using thermal imaging. Cost: 18,000 credits

*Camou-Shroud---A variant of PS’s portable ‘scrambler’ shelter, only larger to cover the tank. This is a portable folding shelter that can be erected in minutes, providing protection from the elements, limited megadamage protection, as well as concealment from electronic and infrared/thermographic detection.
The ‘Shelter’ consists of a yard-long ‘can’ that looks like a large drum. When activated, about a dozen articulated ‘spider leg’ structural members of carbon composite branch out, anchor themselves in the ground, and form the skeleton of a dome-shaped igloo roughly 7 ft tall by 20 ft in diameter. The pod then deploys a cover sheet of special plastics, with a camouflage print, and integral sensor-baffling elements.
The Camouflage pattern sheet can be chemo-switched to any one of seven different configurations(later versions incorporate chameleon tech roughly equal to Naruni’s camou-sheets). The support elements create a degaussing ‘bubble’ that scrambles radar signals(incoming and outgoing), as well as disrupting magnetic resonances(fouling Magnetic Anomaly Detectors), while the fabric itself insulates and dissipates the infrared and thermal emissions and signatures of the occupants, rendering those means of detection less effective.
Care must be taken in setting up the Shelter---The igloo is not invisible to naked eyeball optical searches, so ‘blending’ the shelter into the natural landscape contours is essential for best results.
The entire shelter can deploy/retract for stowage in 1 melee
MDC: The tent provides about 60 MDC of protection, however, against explosions, it is less effective(being non-rigid, shockwaves pass through its fabric), so explosives will do HALF damage to the occupants, regardless of how much MDC is left in the tent.
Special Features:
*Waterproofing
*Fire Proofing---Can handle temperatures up to 300 degrees centigrade. Normal fires do NO damage
*Minimal Radiation Shielding--The fabric shell provides some protection against radiation(such as that from expended U-rounds laying nearby, or fallout), but is not recommended for protection in ‘hot’ zones (good for maybe 5-6 minutes of exposure).
*Chameleon-cloth Fabric---Can assume one of seven preset color configurations.
*Thermal Insulation-Infrared and Thermographic sensors are -20% to detect the shelter.
*Electronic Insulation- Radar, MAD, and EM sensors are -15% to detect the shelter
*Extendable Fiber-optic Periscope
Cost: 80,000 credits; currently unavailable outside GNE military forces and approved affiliates.

*External Antipersonnel Fletchette Packs(106)----An effort to further protect slow moving vehicles 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 tank 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.
Because of the Brock’s quadruped design, it’s been possible(and pilots insist necessary) to place claymore pads on the underside of the vehicle, allowing the crew to deal with opponents who manage to get under the robot in its weapons blindspots, while the roof-mounted mines can deal with top-attack anti-armor missiles and opponents attempting to drop on top of the ‘bot. .
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the Brock (sides, front, back, top and bottom) has 10 fletchette packs each(60 total), the forearms each have 15, the rear legs 8 each, for a possible total of 106(!).
Cost: 3,000 credits for the system, 80 credits per plate.

*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 six 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: 27,000 credits.

*Appliqué Armor
Light: +80 MDC main body. Cost: 160,000 credits
Medium:+150 MDC main body. Cost: 280,000 credits
Heavy: +200 MDC main body. Cost: 360,000 credits

*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

*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 neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 3,500 credits for the launchers

*Forcefield Generators---Any of PS’s vehicle-mount forcefield generator pods can mounted on the Brock. These vary in protective value from 100-360 MDC, and costing from 90,000 to 1 million 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 enzyme/molecular interactions of organic pathogens
Cost: 80,000 credits

*Mini-Phalanx Turret--Derived from the PSA-11 Power Armor, this system gives vehicles close-range antimissile defense.
Turret Base Cost: 25,000 credits

*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 capacitor battery 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: 200 shot batter
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: 120 shot battery
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: 280 shot battery
Cost: 30,000 credits

Variants:
The Brock’s basic enough that a number of variants have already appeared, most modifying the vehicle to operate in specific environments, or fitting it with different weapons configurations(usually at the expense of passenger capacity).
*PS-APCIR03B----An effort to address the weak glacis-plate armament with heavier weaponry.
Changes/Modifications:
Weapons Systems:
1) Hull-mount Light Guns(2)---Now upgraded to accommodate heavier weapons:
a)PS-RFL2-33/D ‘Blazer’ Rapid-Fire Infantry Laser
b)PSIC-01 Tesla Infantry Ion Cannon
c)PSIC-02 Infantry Ion Cannon
d) PSIC-03 “Scheffer’ Ion Cannon
e)PSBW-11 ‘Super-BAR’ Particle Beam Rifle
f)PSPPR-5 ‘Lewiston’ Light Plasma Cannon
g)‘PPR-3 Serap’ Heavy Plasma Projector
h) PPR-4 ‘Comet Rifle” Plasma Bazooka

2)Top Turret----A proper turret(200 MDC) is added, mounting two heavy weapons. (x2) means that two weapons can be mounted, or one of that type and another of a pair-able type. (x1) means only one weapon of that type can be mounted.
a)12.7mm PS-MRG03 Snub-nose Short Gatling Gun(x2)--- w/ 500 rd magazine each
b)PSPPR-9 TriBarrel ‘HeatWave’ Gatling Plasma Cannon(CT Cartridge) (x1)--- w/ 300 rd magazine
c) PS-M136 Minigun (x1)--- w/ 4,000 rd drum
d) .50 Caliber Machine Gun(x2)---w/ 1,000 rd drum each
e)*PS-MMLR-14 Mini-Missile Launcher (x2)---Knock-off of the Coalition’s CCT-M20 Missile Rifle,complete down to the light laser. 20 mini-missiles.
f)45mm PS-HRG05 'Hellshot' Rail Cannon (x1)---w/ 40 shot magazine
g)M-50B 20mm Reaper Heavy Machine Gun (x1)---w/ 400 shot magazine
h) OCSW-2 ‘Arden’ 25mm Heavy Machine Gun (x1)---w/ 300 shot magazine
i) PS- AMcMLW02 ‘Gelson’ Belt-Fed MicroMissile Launcher(15mm) (x1)---w/ 300 shot magazine
j) PSPPR-20 ‘Supernova’ Heavy Plasma Rifle (x1)
k) ASI/UWW-PB-90 ‘Spatra’ Light Blast Cannon (x1)
l) PSM811 ‘Gunther’ 52mm Infantry Mortar(x2) w/ 50 rd magazine each
m)GrHW-01 ‘Flamma’ Heavy Gravitonic Rail Gun(x2) w/ 400 rd magazine each

*PS-APCIR03E----Law enforcement/security version. This variant adds sirens and flashers, replaces the armaments with less-lethal types(typically stun cannon, sonic projectors, rubber bullet/rear gas launchers, water cannon), adds a chemical sprayer system to the sides(30 ft range, 4d6 HP to vampires if using water, 100 applications), and blinder spotlights.
Some -APCIR03Es mount a jackhammer slung between the forelegs( 95 MDC, melee range, 4 strikes per melee, 3d6x10 MD per strike) for battering down walls and doors.
-------------
"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: 49651
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel ‘Verndari’ Combat Support Robot
(aka ‘Meka-Magen’, ‘Verny’, ‘Scild’, ‘Harker’. ‘Kruncher’, ‘Nut-krakker’)
“The sheer number of Paladin Steel-produced combat robot types is enough to give Ai-phobics nightmares. The fact that the GN and by extension the United Systems Alliance have AIs working for them and in charge of robot soldiery is NOT any comfort to those people.”

“Roughly speaking, the Verndari costs the same as a standard CS skelebot. Now, the skeliy may be faster and quickler , especially with knives, but the verny can soak up a lot more damage, and if it’s quicker on the draw than the deadbot, it can tear or shoot the skelbot to pieces. Deploy them in equal numbers against each other in general combat, and it’s a close call who’s going to come out on top, but in a defensive action, my money’s on the shielder-bots.”

“What with the smarter and faster Mark II Spartois coming out, they needed something less expensive, but still tough enough to soak up damage and plug holes in the line. It’s hard to believe that the Verndari is even SIMPLIER than the Magnus or even the militarized Danbots, even though it looks like something Chipwell would turn out. It’s chunky, hard-angled, and crude-looking, but it’s got Paladin Steel engineering under the plates, so it’s at least reliable. And it’s CHEAP for a walking light tank.”

“That stupid battery-powered monstrosity of a Battle Droid that Chipwell puts out is still the dirt-cheapest piece of robotry available on the market, and its load-out can strip even a Spartoi down to mission-kill, so even the Verndari’s not going to beat it in sales, but at least our ‘bots are smart enough not to be a regular danger to their own troops, and the power cells and linkages mean they can remain in the fight long after the Chippers have shot their ammo tanks and missile magazines dry.”

“The standard Verndari’s meant to be a less expensive stand-in for the heavier Spartoi, but it’s not entirely a dumbed-down version. The standard issue’s got some basic mechanics programs that make it damn useful to field units, like being able to change tires and replace treads, in addition to digging ditches. I hear the next marks of Spartoi are likely to fix the programming range problem, but having the Verndari NOW is a right sure goodness to the troops already in the field. For example, on Fernando we took a few hundred right off the bat to secure the border , and they’ve worked out just fine scaring the local bandit-lords while we built up a substantial militia to keep the peace.”

“We thought we’d detected several large formations of Usan power armor forming up to resist our landings. We hit them with orbital artillery and obliterated them before sending down our own troops.
Too late we discovered we’d hit robot decoys. The REAL militia were hiding under deep cover and came out to mingle amidst our forces and attack them from within. We couldn’t repeat our ground strikes without hitting our own soldiers! Damn Usan tricks!”


The Verndari(named for a Nordic word for ‘protector’) is a low-end combat support humanoid-frame robot drone meant to accompany soldiers in the field adn work closely with them to provide fire support and cover. It is meant to be stronger and more durable than a Magnus, but less expensive than a Spartoi, and thus can be deployed in greater numbers. It is also skill-wise more versatile than a Coalition States Skelebot or even the early mark Spartois, but lacks the full range of sklll programs available to the more humaniform Magnus.
The Verndari is big, angular and bulky, looking very crude in appearance. Its head is small and sited among protective armor plates on its shoulders, while its CPU is concealed in its broad torso. The chest and thighs hold pull-out drawers holding ready-use supplies, and a power take-off system allows the ‘bots to act as field generators and e-clip rechargers. Mechanical jump boosters in its legs give it improved leaping capabilities while its long stride allows it to keep up a fair pace over even rough terrain. It’s still seen as somewhat stodgy with regards to mobility, but it is in fact a good and tireless marcher.
Unlike the Magnus which can don infantry-issue body armor to supplement its own rugged frame, the Verndari is too bulky to do so. Instead it can be repaired more easily using basic plates that can be slipped or welded into place. Heavy armor is key to the design and the Vernadari can soak up a hefty amount of punishment, especially if it carries disposable armor shields/plates to protect itself and any accompanying troops.
In return, the Verndari can dish back damage with shoulder- or arm-mounted heavy infantry weapons, its powerplant providing energy to quite heavy armaments.
The only real complaints, so far, about the Verndari is that they are too big and heavy to ride with regular troops or drive their own transport and too slow to keep up with most vehicles on their own. For fast transport they have to rely on cargo haulers to move them around.
Mass production of the Verndari has started early and in large-orders, given the need of the GNERA and USAJC ground forces for force multipliers. So far the units that have received them have had no complaints about the ‘bots, and the Verndari is expected to do well in distribution to the GNE’s allies and affiliates, including accepting members of the United Systems Alliance.

Type: PS-SASR-13 Verndari
Class: Combat Support Robot
Crew: None; Robot Intelligence
MDC/Armor by Location:
Hands(2) 60 each
Arms(2) 120 each
Legs(2) 160 each
*Head 90
Main Body 300
Shoulder Hardpoints (1-2) ypically 100 each

*The head is small and protected by surrounding plates; -2 to strike, even with a called shot.

Note: The Verndari can be fitted with any additional armor up to HEAVY Cyborg Armor

Height: 7 ft
Width: 3.4 ft at shoulders
Length: 3 ft
Weight: 1,100 lbs
Cargo:
The Verndari has several concealed compartments in its toro(1 lower torso, 1 each side under the arms, and 2 on the lower back) and legs(1 each) for holding equipment and supplies, such e-clips, grenades, med-kits, and tools accessible by infantry. These are generally the same dimensions and capacity as a footlocker(32” x16” x13”).
Physical Strength: Equiv. Robotic P.S. of 35
Powerplant: Nuclear (5 year energy life)
Speed:(Running) 40 MPH
(Leaping) Can leap approximately 14 ft high or across, running leap in access of 30 MPH adds 10 ft to leap
(Flying) Not possible
(Underwater) Can run along the bottom at about 20 MPH. Maximum depth tolerance of 1,000 ft
Market Cost: 3 million credits without armaments.
Systems of Note:
*Advanced Robot Optics w/ IR, UV, thermo-imaging, low-light and telescopic
*Laser Targeting System (+1 to strike w/ range weapons out to 4,000 ft)
*Mini-Radar---3 mile range(rarely used, as its active emissions can be detected)
*Motion Detector---Effective range of 3,000 ft, but terrain, thick walls/structures, and radar jamming, can limit it to 60 ft or less. The 'tracker CAN see through smoke and thin walls/fences.
*External Surveillance System----A surveillance system and ‘black box’ recorder that can be played back to show what it has seen and done(most users regularly check, then erase and reset this system). Typically records up to 48 hours of real time telemetry.
*Radar Detector---Detects the radiation associated with radar systems. 80% efficiency.
*Explosives Detector---Sniffs out explosives. 12 ft range.
*Advanced Robot Audio w/ audio recorder
*Radio w/ Scrambler-50 mile range
(w/ radio tracker---able to follow a worn or implanted beacon on its charges)
*Data Link/Display----The robot’s sensory input can be accessed by accompanying infantry via wireless link, hard-wire jack-line, or a small video display panel attached to the back and covered by a protective hood.

*Inaudible Frequency Transmission
*Basic Voice Synthesizer(voice sounds obviously artificially and deliberately robotic. Not a great conversationalist; laconic and to the point; ‘DANGER!’, “ENEMY POSITION DETECTED AT 120 DEGREES! INCOMING FIRE! TAKE COVER!”...etc.)

*Locking Joints

*Head 360-degree Swivel

*Upper Torso 360-degree Swivel

*Reverse Elbow Articulation----The forearms can bend to grasp, shoot, or fight behind the back.

*Power Outlet---The Verndari comes equipped with a power outlet that allows the ‘bot to be used to power appliances and auxiliary equipment at a campsite, or to recharge batteries and E-Clips; ideal for infantry support operations.

Weapons Systems:
1) Shoulder Hardpoints (1-2)---Copied from Russian hardware, this fits a more traditional shoulder/back-mounted heavy weapon pintle on a powered gyro-stabilized mount. Typically two heavy infantry weapons or a single large power armor weapon are mounted.

2)Forearm Vibroblades(2)---Standard retractable short sword vibroblades
Range: Melee
Damage: 2d4 MD

3) Hand-held Weapons---The Verndari’s hand-manipulators are scaled to hold and use infantry-scale weaponry. Energy weapons can be powered through link conduits in the hands to provide effectively unlimited shots.
The Verndari is typically issued a large infantry shield, battle rifle, and a melee weapn such as a mace, vibro-sword, or ax.

4) Hand to Hand Combat
Actions/Attacks Per Melee: 5
Initiative: +1
Strike: +5, +4 with ranged weapons( in addition to W.P. bonuses)
Parry: +5
Dodge: +5
Roll: +4
Pull Punch: +5
Disarm +2
Critical Strike on a natural 19 or 20
Pin/Incapacitate: +3
Restrained Punch 1d4 MD
Full Strength Punch 2d4 MD
Power Punch( 2 attacks) 4d4 MD
Judo-Style Throw/Flip 1d6 MDC
Body Block/Ram: (2 attacks) 1d8 MD
Kick 2d8 MD

Programming
The Verndari’s programming is a lot more limited than that available for the Danbot and Magnus, with a greater emphasis on general combat, fire support, and field labor.
Military Etiquette 96%
General Maintenance and Repair 85%
Basic Mechanics 80%
Automotive Mechanics 80%
Land Navigation 90%
Radio: Basic 96%

Hand to Hand: Expert(8th Level)
W.P. Energy(all)
W.P. Heavy Weapons
W.P. Automatic Rifle
W.P. Paired Weapons
W.P. Blunt
W.P. Sword
W.P. Ax
W.P. Shield

Up to two additional programming slots can be added to the Verndari’s robot intelligence matrix.
The following Robot Programs are available to the Verndari, at a 25% discount: Military Communications Language Program, Mechanical, Military Support, Specialized Labor: Heavy, Specialized Labor: Mining, Technical: Rescue, Weapons Proficiencies(Ancient), and Weapons Proficiencies(Modern).

Options:

*Strength Enhancement---More powerful actuators and myomers can be added, increasing the robot’s strength to a maximum Robotic P.S. of 40
Cost: + 8,000 credits per point of enhanced strength

*Thermal Armor---More often than not seen on foundry worker cyborgs. 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----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage. Often seen on hazmat response worker cyborgs.
----Cost: +1.1 million credits

*EM Shielding---Protects against radiation and magnetic effects. Cost: 100,000 credits

*External Antipersonel Fletchette Packs----An effort to further protect slow moving tanks and robots against faster power armor and infantry, this system consists of s series of directional ‘claymore’-style fragmentation grenades attached to the outer hull and triggred either by command or by motion detector trip to fill a ‘kill zone’ around the tank with lethal shrapnel and anti-personnel fletchettes.
NOT recommended if traveling with friendly infantry in close proximity.
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 multiple volleys.
Payload: The Verndari can cary two mines on its chest, two on each shoulder plate, two on each leg, and four on the back.
A handheld light-shield can mount two, a medium shield three, and a heavy shield six.

*Stabilization Jacks--- 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. Not recommended for shipboard or wharf work.
Cost: 65,000 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

*Jumpjets--- Copied from Russian cyborg designs(see Rifts: Warlords of Russia) and powered by the ‘bot’s own nuclear powerplant, these ‘jets enable the machine to make leaps of 100 ft up/200 ft across; increase by 30% with a running start. Effectively DOUBLES running speed when leaping. Can also hover in the air, 100 ft up, up to 1d4 minutes at a time.
Cost: 150,000 credits

Variants:
Most variants of the Verndari are merely cosmetic, the angles of the outer armor varying depending on the buyer/operator. Some replace one arm with a heavy weapon or rocket-launcher pod, sacrificing two-handed versatility for extra firepower.
Depending on its intended role, such as minesweeping or picket duty, additional sensors can be added to the ‘bot.
-------------
"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/Aegis Stellar Industries ‘Rielander’---Light Hover Fighting Vehicle
(aka ‘Powergun Pickup’, ‘Slide-Mobile’)

“This is another of the stupidly simple and inexpensive militia vehicles that the USA is churning out and arming settlements all up and down the Fringe. It’s basically a gravi-magnetic repulsor pickup truck with extra armor bolted on and a gun turret installed in the cargo bed. It’s dirt-cheap as a fighting vehicle goes, but it’s a good fast sniper if one uses it right. It’s making raiding the Far Rim akin to kicking over a fire-biter mound.”

“The Zephyr hovertank’s always going to be top dog in the light hover combat vehicles because of its agility and ease of operation, but the Rielander’s a good understudy and support vehicle. Though it’s marketed as a second-echelon militia vehicle, we’ve been seeing some of the smaller planetary nations and colonial polities acquiring Rielanders as part of their regular troops.”

“If you’re using active sensors to hunt aircraft, invest in some extra decoy launchers, a fuzzbuster scrambler rig, and learn to shoot fast and run faster, lest somebody try to touch you back with HARMs.”

“The FWC LOVES these things, especially with the micromissile launchers. They can burst-blast a Kreeghie position, then run away fast. Air pursuit comes after them, they can scatter bursts of fire-and-forget micromissiles in the chasers’ faces. It’s almost like this vehicle was designed with them in mind from the start.”

“We’re getting some of the veteran Freeworlders who have come over to our side of the border zone to teach our militia how best to use the new slide-mobiles. Oh, our people have plenty of experience fighting outlaws and the occasional local monster, but the Free Worlds Council has daily hostile contact with one of the top predatory star polities, so they’ve got more insight on fighting a modern mechanized military. We ever get into trouble with the Evil Empire, a few more tricks in our defense repertoire could come in real handy.”

The ‘Rielander’ is another fast, easily-produced light combatant vehicle being distributed throughout the United System Alliance to equip planetary defense forces. It is essentially a hover/GMR transport fitted with light armor, a souped-up propulsion system, and weapons, particularly a rear-deck gun turret. Systems are fairly basic and off the shelf, and operation easy for anybody familiar with hovercraft.
The Rielander features an extended cab that can hold additional passengers, next to the crew. This makes the vehicle suited for recon patrols, as foot infantry and scouts can be carried.
Rielander crews are taught to hit fast and run away, as the vehicles are considered too lightly armored to withstand much damage, though they are well-armored against small-arms fire. The range of their main weapons, especially their ballistic types, allows them to act effectively as light artillery in many cases.

Besides the USA, the FWC also uses the Rielander extensively, or vehicles similar to it, using domestically-sourced hovertrucks as the basis.

Type: PS/ASI-LHAFV17 ‘Rielander’
Class: Light Attack Hovercraft, Gravi-Magnetic Resist(GMR)
Crew: 4; driver, radio-operator/assistant gunner, and two gunners(rear turret). Four additional people can sit in the front cabin.
MDC/Armor by Location:
Main Body 280
Reinforced Crew Cabin 100
Turret 100
Reinforced Turret Compartment 90
Height: 7 ft
Width: 9 ft
Length: 24 ft
Weight: 16 tons
Cargo: Glove compartment and several footlocker-sized compartments in the cab and around the rear gun deck.
Powerplant: Fuel Cell/Electric ( 300 mile range)or Nuclear RTG( w/ 5-year energy life)
Speed:(Hover) Hover to 250 MPH, typically 5-50 ft above the ground, maximum altitude 900 ft.
(Water) Can cross relatively calm water 2-5 ft above the surface, at 120 MPH. Can also float on the surface and use its jets to motor along at 50 MPH.
Market Cost: 2.5 million credits for Fuel Cell/Electric, 3.8 million credits for Nuclear
Systems of Note:
*Military Band Radio(100 mile range)
*Headlights
*Nape of the Earth Radar/Obstacle Avoidance Sensors(effective range of 5 miles)
*Laser Distancer/LIDAR Scanner(effective range of 3 miles)
*Radar Detector
*Target Acquisition Radar----30 mile range. Track/ID 48 targets.
*NBC-Sealed Life Support---W/ air filtration and 24-hour independent air supply.
*Crash Restraints---Reduce damage/injury to the vehicle’s occupants in a crash by HALF.
*Turret Gyrostabilization---This keeps the turret gun steady and on-target, regardless of any tilting, banking, or buffeting the Rielander is undergoing.

Weapons Systems:
1) Rear Turret---The main weapon of the Rielander is a light rapid-fire cannon mounted in a turret in the rear of the vehicle. The preferred weapon is a light missile-gun, but other types can be fitted. The weapon will have its own target acquisition and tracking sensors(generally gives a +1 or +2 to strike).
a) T-410
Range: (T-410)Gun launcher fires the micromissile out to about 8,200 ft, where after the rocket propulsion takes over.
(Micromissiles)8,000 ft for all types

Damage/Bonuses:
(T-410) 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

Bonuses:
(T-410)
(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infrared Sensing Chip.

Rate of Fire: Bursts of 3-40 rds per melee
Payload: Varies; typically feeds from a 10 missile clip, or 180 rd ammunition box or drum, though 200 and 300 rd bins are also available.

Cost: 150,000 credits for the T-410 Gun System

(T-410)
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each

b) Pulse Laser(PS-RFL-25)
Range: 6,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 340,000 credits

c) Extended Range Pulse Laser Cannon(1)---Mounted above and behind the rail gun is am extended-barrel pulse laser cannon normally mounted as a light aerospace fighter weapon in the ASI/WZT modular weapons mount system. Damage may be light, but its range and ability to hold to a target
Range: (Palladium) 2.5 miles it atmosphere, 5 in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 1d6x10 MD per pulse blast
Rate of Fire: EGCHH
Payload: 200 shot battery if fuel cell powered. Effectively Unlimited if nuclear powered.

d) Ion Cannon
Range: 7,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 210,000 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

e) PS-HPBC-20 Particle Beam Cannon---Expensive for a militia vehicle, but it does excellent damage at great range, and has a coaxial laser as well.
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(Unlimited linked to nuclear power source) though smaller vehicles(such as the ‘Vader) have a battery capacitor with a limited number of shots(20 typically) with a recharge rate of one blast per minute.
(Laser) Effectively Unlimited
Cost: 4.2 million credits

f) 30mm Autocannon(Quad-Mount)
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: EGCHH
Payload: 1,200 rds, 300 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

g) 40mm Autocannon(Twin-Mount)
Range:(High Velocity Round)5,000 yards(15,000 ft)
Maximum AA altitude w/ HV shells: 13,300 ft
(Low Velocity Round) 3,800 yards(11,400 ft)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 rounds per minute(or up to 30 rds per melee)
Payload: box magazine of 200 rounds per gun
Cost: 150,000 credits
High Velocity(Fragmentation) shells cost 200 credits apiece, 245 credits for HE
Low Velocity(Fragmentation) shells cost 180 credits apiece, 200 credits for HE

h) 30mm Rail Gun---A rapid-fire massdriver firing bursts of 30mm shells. The Xhn/ASI-GsRG01 ‘Sara’ ‘gausser’ cannon is the preferred weapon.
The inclusion of two magazine bins allows the gunner to mix specialized ammunition types.
Range: 2.8 miles
Damage:(Proximity Fuzed Fragmentation) 4d4 MD to a 10 ft blast radius, 2d4x10 MD to a 30 ft blast radius per 10 rd burst.
(Armor Piercing Tracer) 3d6 MD single shot, 3d6x10 MD per 10 rd burst
Rate of Fire:: EGCHH
Payload: 300 rds per bin, 600 rds total
Cost: 1.2 million credits

2) Coaxial Light Gun---Mounted next to the main gun in the turret is a light rail gun, machine gun, or laser rifle
a) (Typical)Coaxial Rail Gun
Range: 4000 ft
Damage: 1d4 MD single rd. 6d6 MD per 30 rd burst
Rate of Fire: ECHH
Payload: 600 rd magazine

b) Light GPMG
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 600 rpm
Payload: 500-rd belt
Cost: 8,000 credits

c) Light Pulse Laser---Actually an infantry laser ‘machine gun’.
Range: 5,000 ft
Damage: 4d6 MD single shot, 8d6 MD short burst, 2d4x10 MD medium burst( 20 shots, 2 attacks), 3d6x10 MD long burst(40 shots, 2 attacks), 6d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 4d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: EGCHH
Payload: 30 shots from a standard e-clip, 100 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled, or can use a 160 shot power -pack unit. Effectively unlimited for nuclear-powered models
Cost: 52,000 credits

3) Forward Cab Weaponry(1-2)---One to two light weapons can be fitted to the front cab for clearing obstacles. These are usually heavy energy rifles or light rail guns/machine guns that can be linked to the vehicle’s power system for effectively unlimited shots. .

3) Smoke/Chaff Mortars(2)---Anti-missile countermeasure decoy launchers.
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, 24 total.

Options:
Laser head/taillights are a favorite add-on, as well as self-powered jammer modules, tactical forcefield generators, hood rocket/projectile launchers, such as those averrable to other PS/ASI vehicles . Some field modifications have included booster units allowing short bursts of speed(up to 320 MPH). Longer-lived nuclear powerplants are also available at greater cost.
Other turret features have included improved target acquisition/fire control sensors, and bolt-on missile/rocket pods (equivalent to those available for hovercycles).

Variants:
The Free Worlds Council builds its own Rielanders using domestically-sourced hover-vehicles.
A Techno-Wizardry powered/equipped version with ley line boosting and TW protections would also seem likely.
Last edited by taalismn on Tue Apr 22, 2025 5:16 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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SolCannibal
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Re: Paladin Steel Storefront

Unread post by SolCannibal »

So, Space Toyota Hillux technicals?
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Yep, low price, easy operation, lots of options. easily supportable.
And the USA can afford to ship them to clients and affiliates without compromising their first line military technologies, and the worlds that get them aren't getting shanked on defense.

I'm working on a general category of 'technicals' or kit-build 'rumble-wagons' that see widespread militia-use.
-------------
"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
SolCannibal
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Re: Paladin Steel Storefront

Unread post by SolCannibal »

taalismn wrote: Tue Apr 22, 2025 5:12 pm Yep, low price, easy operation, lots of options. easily supportable.
And the USA can afford to ship them to clients and affiliates without compromising their first line military technologies, and the worlds that get them aren't getting shanked on defense.

I'm working on a general category of 'technicals' or kit-build 'rumble-wagons' that see widespread militia-use.
Torpedo Boat Swarm school of strategic territory control, so to speak.
Except those fill in for AFVs and helicopters too, i'd guess.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

I figure there's enough diverse environments to justify a diverse stable of available vehicle types(as well as budgetary, technological, and just plain personal preference niches).
-------------
"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 »

Paladin Steel ‘Medarach’ Medical Assistant Android
(aka ‘CyboSurgo’, ‘Medbot’)
“We have a small courier with a limited crew capacity...specifically three. Of those three, two are bio-modded drive-pushers who are locked in harness during flight operations, are essentially helpless, and ideally need somebody to monitor their vitals and drug gear. We don’t have the accommodations for a dedicated medical officer, but the Company did get us a shipboard Medarach-bot that can handle crew medical maintenance and emergencies. We haven’t had any problems since, and have even broken a few speed records on boosted runs since we installed the whole rig and med-comp bot. Medoss takes good care of us on flights.”

“During a major disaster it was a good thing to have squads of med-bots on hand to staff the round-the-clock medstations handling the triaged lower end treatment cases, otherwise our doctors and nurses would have been overwhelmed.”

“Given how the usans feel about AI, I wouldn’t be surprised if some future mark of this ‘bot would up as Chief of Medicine of some small hospital or medical school.”

“Our zombie-scenario plans call for units of med-bots to examine the injured and handle any suspected infected in quarantine quarters. That way we don’t lose our healthcare workers to casual infection ”

“They’re only ‘medical assistants’ because there’s still legislation preventing them from being regarded as anything but adjutant tools. Truth be known, in some outposts and colonies, the medical-bot is THE primary healthcare provider.”

The ‘Medarach’ is a medical assistance android derived from the successful Cybospinne TTA. It is intended to provide emergency medical assistance or long term health monitoring, ideally with trained medical personnel supervision.
Medarachs retain the biped four-armed humanoid configuration of the TTAs, but substitute an array of medical tools, sensors, and equipment in place of the electrical and mechanical repair systems. The head is also different, with a distinctive large ‘hammerhead’ concealing various medical scanners and surgical lights. The ‘bots are hygienically sealed and plated in pathogen-degrading antiseptic materials.
The ‘Medarach’ borrows heavily from another PS product line, the PS-RX-FC-8 Schweitzer Full conversion Medical Borg, in its various subsystems.
Though the Spinne continued to have a hand in designing the ‘bots, it was insisted that the programming, especially that of the personality interface, be handled by others. Though far from the best conversationalists, the ‘bedside manners’ of the Medarachs are still considered a vast improvement over the clipped typewriter-delivery technical interrogation personas of the TTAs.
Medarachs are popular as medical assistants and emergency medical units aboard small spacecraft. Many major community hospitals in the USA maintain pools of med-bots for emergency response, such as quarantine situations and mass casualty events. However, a lingering suspicion of medical AI, especially unsupervised, continues to hinder acceptance in many communities and polities.

Type: PS-MAA04 Medarach
Class: Semiautonomous Android, Cybernetic Intelligence Medical Assistant
Crew: None; Robot- or Neural-Intelligence
MDC/Armor by Location:
Main Body 60
Head 25
Arms(4) 30 each
Hands(4) 20 each
Legs(2) 35 each
Feet(2) 16 each
Height: 7 ft
Width: 2.8 ft
Length: 1 ft
Weight: 160-300 lbs
Cargo: Small compartment in the chest for tools and accessories, otherwise only what can carried in the arms or strapped to the body.
Powerplant:
-Battery---Most commercial service MAAs are equipped with a rechargeable battery system that affords them 60-80 hours of activity between recharging. An e-clip can give them an additional 1 hour of activity, a long e-clip 90 minutes, and an e-canister three hours. Most MAAs assigned to starships recharge off the ship’s own power systems.
-MicroCell Nuclear----Military service MAAs tend to be equipped with higher-end micro-nuclear power systems with 2-10 year energy lives.

Physical Attributes: Equal to I.Q. 18, PS. 16, PP. 18, SPD. 58 .
Speed: (Running) 40 MPH
(Leaping) Can leap 12 ft up/across, while a full speed running leap(at 40 MPH) will add +10 ft to height/length of the jump.
(Flying) Not possible without a jetpack or vehicle.
(Space) Not needing to breath, most MAAs can operate in a vacuum, but CANNOT fly in space without the use of EVA gear.
(Underwater) Most MAAs are waterproofed and can handle depths of down to 800 ft, but most are limited to walking along the bottom at 5 MPH, unless specially programmed and equipped for swimming.

Market Cost: 380,000 credits for a basic PS-MAA04
Battery Packs cost 1,000 credits each
Fuel Cell Pack costs 12,000 credits each
Micro-Nuclear Pack costs 900,000 credits each

Systems of Note:
*Standard Robot Optical and Audio

*Wireless Modem and Short Range Radio(5 miles)

*Medical Optics---Magnification(7 ft range, 400x mag), Thermo-Imaging,
IR/UV Optics.

*Multi-Spectral Optics---The Medarach can see in the UV and infrared spectrums.

*EM Scanner---The Medarach can ‘see’ EM activity, allowing it to trace power conduits and detect active EM sources. Effective range of 60 ft.

*Radiation Detector

*Medical Sensor Hands(as described in Rifts: Triax, pg. 153) By simply
touching a patient, the ‘bot can glean much information about the
health and condition of the person.
w/Heat Sensor
Epidermic Analyzer
Pulse and Pressure Detector
Stethoscopical Feature
Radiation Sensor
Micro-Metal Detector(5 ft range)---Great for locating shrapnel and
bullets lodged in wounds.
Ultrasound Scanner( Contact, 5 ft range)---perfect for detecting
shrapnel, internal obstructions, checking on fetuses, and, incidentally
detecting flaws and hidden passages in walls and piping.

*Basic Voice Synthesizer(voice sounds obviously artificially and deliberately robotic)

*Locking Joints---Can freeze or brace in place

*360-degree Waist Rotation

*Extra Pair of Arms---+1 APM

*Tool Arms(4)---Typically two are fitted with tools, while the other two are fitted with sensors;
a) Ultrasound---Contact device for doing ‘echo’ soundings of materials

b)Cyber-Diagnostic Scanner---This system plugs into and scans a patient's
cybernetics and bionics for problems. For Paladin Steel cyborgs and
cybernetics/bionics, this can be done with 90% accuracy; all other makes
and models with 60% accuracy.

c) Circuit Reader---Built into one of the forearms is an advanced Schematic
Sensor that allows the 'bot to "read" a cyborged patient's electronics
systems, even if they don't have plug-in diagnostic access. Can effectively diagnose common Black Market and PS/GNE cyberware at 95%, while more recent Triax and Republic of Japan designs can only be effectively diagnosed at 75%. Experimental human-based designs can be diagnosed at 50-65%, while truly alien systems implanted in humans and common D-bee races are only able to be identified and diagnosed with 30% effectiveness(largely working from comparison to more conventional/better-documented systems).

*Internal IV Reservoirs---Located in the shoulders and chest are special
fluid containers for holding blood plasma and other fluids in stable,
sanitary containment until needed. The Schweitzer has four such reservoirs,
each holding a liter of fluid(4 liter totals).

*Molecular Analyzer/Chem-Scanner-----Essentially an automated and highly-compact biochemical lab capable of performing blood typing, simple pregnancy and tissue-typing, and quick sampling of blood and tissue for common compatibility and rejection factors(especially important when working with multiple species services and communities). This allows the medic a better chance of administering the proper drugs and blood substitute solutions.

*Floodlights---The Medarach’s head sports powerful illumination sources, including bacteria-killing UV light.

* Drug Injectors---A powerful needle or hypo-injector, for administering drugs. The needle can be replaced between uses, or can be laser-sterilized by a modification of the finger laser-scalpels.
Range: Melee
Damage: 1 SDC plus chemical/drug effects
Payload: 5 doses of up to 4 different chemicals, 20 doses total.

* Chemical Sprayer System---The Medarach is fitted with a chemical
sprayer system. Though this is intended to be used to spray antiseptics
and fire-suppressant chemicals around the 'bot, it can also be used to
deliver incapacitating agents like tear gas, or sedative spray.
Range: 10 ft radius
Damage: By dispersed agent
Rate of Fire: ECHH
Payload: 20 individual doses (as many as five different chemicals
can be carried)

*Cardiac Resuscitation Shock Contacts---Special panels in the palms of
the 'bot's hands can be used to deliver a short, powerful shock...at lower
power levels this can be used to shock a failing heart back into action,
but at higher levels can be used used to stun.
Range: Melee-contact
Damage: 1d4 SDC at high level, plus stunned for 1d6 melees; -10 to
strike, parry, and dodge, and -50% to all skill rolls.
1d6 SDC at extreme level, stun automatic, plus 20% chance
of stopping the victim's heart(target gets a save vs death/coma)
Rate of Fire: Twice per melee

*Hand Scalpels and Laser Cutters---The hands/forearms are fitted with a
variety of precision cutting instruments for surgery or cutting through
entangling debris. Since the Medarach may be expected to cut patients out
of MDC armor(or, god forbid, cut the armor OUT of the patient), or operate
on beings with natural MDC protection, some of the cutting tools inflict
megadamage.
Range: Melee -6 ft
Damage: (Scalpel Fingers) 1d4 SDC
(Laser Finger) 1d6 , 3d6 SDC, or 1d6 MD, or 2d6 MD.
(Laser Cutter Wand) 1d4, 1d6, 2d6, or 3d6 SDC, or 1 MD
(Retractable Drill) 3d6 SDC or 1d4 MD
Rate of Fire: ECHH
Payload: Effectively unlimited

*Anti-Tampering Software---Medical robots are specially programmed with regularly-updated operating system protections to prevent detrimental hacking attempts: -20% to Hacking/Computer Programming attempts to alter the software.

Weapons Systems: None(aside from possible use of its medical instruments).
Hand to Hand Combat: None standard
Actions Per Melee: 6 standard

Programming:
MAA04s are typically programmed with Medical, Science and Technical tasks in mind
As an Artificial Intelligence, the Medarach has the General Labor Program, Advanced Medical Program and THREE selections from Nonmilitary Skill Programs, although an additional one will be medically-related*.
Rarely ever given combat programming.

(*This can include the Science and ‘Other’ Skill Program options available to Heroes Unlimited AIs....PS/ASI is constantly coming up with new specialized program packages, especially species-specific diagnostic and treatment procedures)

Options:
Upgrades to the medical databases and additional (often species-specific) diagnostic and treatment tools are constantly in development and on offer, as PS Heart(Medical) Division improves its technology and expands its markets.

Variants:
* PS-MAA04C----A recently introduced variant featuring a more streamlined body frame and bulbous head with enclosed sensors, The body is sheathed in a soft flexible oversuit of stain-resistant fabric that is easier to clean(has 25 MDC). Performance and programming is otherwise identical to the MAA04.
-------------
"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 Novak-Set Boosters(drug program)
(aka ‘Jump-juice’, ‘Hyper-tonic’, ‘Flit-fire’, ‘Hyper-Blood’, ‘Star-Sweat’)
“You’d think that with all the investment in biotech that Celester-augs are subjected to, that they won’t dare try to tamper any more with their biochemistry, but I imagine it’s the drive to go faster and faster that made them get auged in the first place that pushed them to start experimenting on their own. Then the flight surgeons caught them doing it and, realizing they couldn’t stand guard over all the overdrive-jocks out there all the time, tried to provide them with at least a safer alternative.
Oh, there were those who claimed that there were more powerful boosts out there on the black pharma market, but the flight-docs had them called in and psych-evaled before they could kill themselves playing chemical roulette. Truth is, the company-supplied rush is WAY better than unregulated and unvetted junk. Anybody taking chances otherwise doesn’t belong on a starship, and will be lucky to allowed to drive a bus.”

“The restraint harnesses may look unnecessarily fetishy, but they really do help when in a deep drive fugue. Besides holding all the IVs, catheters, and sensors in place, they keep you from breaking your bones, ripping your muscles and twisting your limbs out of joint. And if you redline and go flatline, the rig will put you in medical stasis. But though that rarely happens, your bod’s going to be getting a harder than conscious workout. Because when the stardrive boots up and the Set kicks in, your mind’s in a whole other place. I and my drive-sister have imagined ourselves as fiery horses pulling a wind-chariot across a starry sky, geysers exploding fom the earth, wind-spirits threading massive dark canyons, dolphins swimming the galactic disc, and, yes, having mind-blowing sex among the stars.”
---- YonenoZaia, CELESTE DYNE CoSynch-Drive Augmentor, USA Courier Starship Swiftau.

The Novak-Set is a series of drug regimens and computer-monitored treatments developed for CELESTE DYNE bio-augments. Development started when auged- courier crews were caught experimenting with stimulants to enhance their abilities to boost starship propulsion speed and efficiency. After threatening to scrub out anybody caught using unapproved means to push their performance, the United Systems Interworld Health Organization and Paladin Steel Heart Division(BioMedical Branch) set out to create safer alternatives.
The Novak-Set is designed to temporarily enhance a CELESTE DYNE-aug’s abilities, then stop and reverse any damage incurred in the process, minimizing long-term deleterious effects on the aug’s physiology. Administered by a bio-comp system while the DYNEr is connected to a ship drive, the combination of IV-delivered stimulants and nutrients provide the aug with a temporary pool of extra endurance and vitality they can burn through for a longer period of time. Then, if and when the bio-comp detects the CELESTE DYNE approaching redline limits threatening their health, the system floods with the aug’s body with counter-agents and buffers(aka ‘the Wash’) that neutralize any toxic metabolic byproducts of the fugue.
The exact composition of Novak-Set drugs remains a corporate secret(and can vary from individual to individual; there is no such thing as ‘generic’ Nova k-Set drugs) and, like the CELESTE DYNE bio-augment, is available only from Paladin Steel/Aegis Stellar Industries.
Being composed with the Class-IV CELESTE DYNE bio-augments as the recipients, the Novak-Set cannot be used by normal(un-auged) beings. Those attempting to use them can suffer fatal abreactions, including death.

(In game terms, the Novak-Set provide the aug with a temporary pool of extra Physical Endurance and Hit Points that can ONLY be used for booster purposes. It also makes the physiology of the bio-mod temporarily better able to channel and direct drive energies)

- Instead of duration measured in minutes, drive-pushing can be measured in PE/2 x20 minutes, so a 20 PE Celester, even without the P.E./HP boost, can maintain maximum drive for 3.3 hours.

- +10 PE and Hit Points(now that 20 PE Celester can go 5 hours)

- Reduce damage from energy weapons/discharges by 75%, and energy stun weapons have NO effect.

- Improved Performance----Novak-Set enhancement pushes the upper limits of CELESTE DYNE capability, allowing the Celestar to move larger masses more efficiently.
-Small Vehicles(up to 400,000 lbs/ 200 tons, roughly the weight of a small commercial jet ) Increase speed by 15% per level of experience
-Medium Vehicles( to 900,000 lbs/ 600 tons, roughly the weight of a large military air-lifter) Increase speed by 10% per level of experience
-Large Vehicles( 600 tons +, up to a maximum of 20,000 tons, roughly the weight of a modern naval frigate or a small starship) Increase speed by 5% per level of experience

-Bonuses from Superhuman and Supernatural physiologies are adjusted accordingly.

-If used in conjunction with a proper medcomp rig, recovery time from the post-drug ‘crash’ is HALF.

Note:
Non-augs(but having the Bio-Overdrive psionic power) attempting to use Novak-Set drugs must roll versus lethal poison or take 4d6 Hit Point damage. Even on a successful save, the effects are only a +2 P bonus and drive-pushing will be measured in PE/2 x7 minutes.

Cost: Though not for general sale, a complete Novak-Se bio-comp system would run about 4 million credits, and a single use drug cocktail dose would cost 10,000 credits if made available on the Black Market. Only available from Paladin Steel/Aegis Stellar Industries.

“The Model Seven B-drive suspensor rack’s nearly twice as expensive as the standard, but it’s all about safety. Knowing that a disaster in space is more than likely to hit so fast that you’re not going to have time to free yourself from the rig, pull on a suit, and dive into an escape module, it instantly triggers. encases you in a life-locker capsule and crash-gel, pops you into protective bio-stasis, and at the same time ejects you free from your ship. If you’re anticipating trouble, it’s worth the extra cost for the peace of mind it will afford you.”
-------------
"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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ZINO
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Posts: 4120
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Paladin Steel Storefront

Unread post by ZINO »

Paladin Steel Novak-Set Boosters
nice!!!!
this reminds of the Expands series in amazon when need to do High G maneuvers
let your YES be YES and your NO be NO but plz no maybe
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

‘Rumble-carts’---Militia Vehicles
“Despite having an absurd and frankly obscene inventory of low-end combat vehicles available to them at discount from Paladin Steel, the colonial militias of the USA have assembled a massive number of what could be called ‘technicals’....civilian or commercial-frame vehicle conversions into armed security vehicles. The availability of armaments, armor, and even DYI conversion kits put out by PS to facilitate this shows that the Paladins are well-aware of the tinker-mentality in the colonial frontiers and even encourage it.
Most of these gun-carts wouldn’t stand a chance against real Galactic combatcraft, and most of them are typically used for hunting local wildlife or policing the rowdier and more lawless settlers and transients, but they are not to be underestimated for their value as on-site patrol and guerilla recon units.
What it means is that any would-be raider or invader of a USA-affiliated world is likely to find stiff resistance to their aggression. A LOT of stiff resistance.”


“We like to tinker in our spare time. Got some spare ore-hauler wheels, built a turbocharger from some high pressure pumps, got some chobham plates from the Paladin depot, modified a cherrypicker with a top-bucket gunmount so’s we can shoot from behind cover---”

“Nobody bothered to check the enviro-profile on the planet; turns out the local homesteaders hunt sauroids with vehicle-mounted sabot-cannon. We learned that the hard way when we tried knocking over the local colal mine and found ourselves punched full of holes by the local ground car militia!”

‘Rumble-carts’ are light colonial militia security vehicles, homebrewed ‘technicals’ based on local offroad-capable vehicles, usually wheeled or tracked types. These vehicles are typified by good offroad performance, extended endurance, low profiles, light to medium armor (enough to survive small arms fire and maybe one or two heavier vehicle weapon hits), and one or more crew-served weapons (typically light anti-armor or rapid-fire antipersonnel types) mounted on them. Some may carry light ballistic artillery or rocket-launcher racks. Military-grade radioes are standard equipment, and sensor moduels are a tack-on option. They come powered by a variety of means, from local hooch-fueled internal combustion engines, through solar-recharged electric units and fuel cells, to miniaturized nuclear power modules. Environmental body armor is recommended, as few rumblecarts are environmentally sealed against nuclear, biological, or chemical hazards.
More recently the ‘rumblecart’ moniker has come to mean a combined smallkin/bigfolk complement of crewmembers, especially vehicles converted to be driven by smallkin, but with the capability to carry larger(human-sized) passengers and gunners.
Rumble-carts are most often found in the service of ‘backwater’ outlier and homesteader communities, rather than with the larger and better-sponsored militia/national guard organizations and corporate security. However, even there, some colonies and settlements have built quite large fleets of these improvized combat vehicles to patrol their frontier lands. Another subtle advantage is that many of these vehicles being homebrewed, they instill a certain degree of local pride in frontiersmen and pioneer groups. Many frontier constabulary groups operate rumble-carts to counter similar ‘technicals’ employed by bandits and other lawless elements.

Paladin Steel/Aegis Stellar Industries ‘Paramounter’-Armored Fighting Vehicle
(aka ‘Raizer’)
“It’s not a tank by any stretch, and a couple of hits with a heavy gun can take it out, so it’s gotta carry a big gun or two of its own, preferably rapid-fire, with a good damage curve per hit, because you’re going to be shooting wild, but you want your hits to count. Keep the other guy from aiming at you well enough to put you out, permanently.”

“Good thing we’re not much more developed in this ‘burgh, otherwise we might have trouble snagging power and telecomm lines racing through town with our gun-towers raised. And some of the lunkheads I got for deputies? Well, they got courage and gumption, but forgetting to lower the gundecks would be one of their regular failings.”

“Dealing with these things has been compared to an oversized game of ‘whack-a-mole’, except that the damn moles can usually get off a burst of shots at you before you can take a swing at them. And enough of those shots land to do damage.”

One of the more unusual ‘standardized’ rumble-carts(in that the design has been copied and blueprints/kits made available for distribution), the ‘Paramounter’ AFV is a four-wheel-drive ATV that shares many chaarcteristics with the large body of PS/ASI and indie jeeps, light trucks, and large dune-buggy rovers. The large all-road tires have extending axles, allowing the vehicle to widen its wheel-base for greater high-speed stability.
The Paramounter’s most distinguishing feature, however, is its rear gun deck, which can be elevated as high as 25 ft. A fully enclosed ladderway in the ‘trunk’ allows crewmembers to access(or escape) the elevated gundeck without exposing themselves to fire or the elements. This allows the vehicle to hide behind cover while still observing the surrounding terrain and it gives the gun-crew/observers a higher vaintage point. This has made the Paramounter popular with border patrol security forces. peacekeeper units, and sentry squads.
The Paramounter’s wide wheel-base makes it a stable platform, even with its rear gun deck fully-elevated.

Type: PS/ASI-LAFV71
Class: Light Armored Fighting Vehicle, Militia
Crew: 2 in cabin, 1-3 on Gundeck
MDC/Armor by Location:
Main Body 150
Wheels(4) 40 each
Reinforced Cabin 80
Armored Windshields(2) 50 each
Armored Windshield Covers(2) 80 each
Rear Gundeck* 100
Partial Gunshield* 80
Full Turret 100
Headlights(2) 10 each

*These offer partial cover to the occupants; -6 to strike, -3 to strike on a called shot.
Height: 10ft, 25 ft with rear gundeck fully elevated
Width: 14 ft w/ wheels at full extension; 8 ft retracted.
Length: 20 ft
Weight: 2.8 tons
Cargo: Glove compartment and small lockers in the cab and gun deck.
Powerplant: Liquid-Fuel(150 mile range), Electric/Fuel-Cell(200 mile range), or Mini-Nuclear RTG(5 year energy life)
Speed:(Ground) 100 MPH. offroad is typically 40-60 MPH.
(Water) Can ford bodies of water up to 5 ft deep. If rigged for amphibious operations, with the gun deck fully elevated, it can go as deep as 20 ft.
Market Cost: 90,000 credits for basic LF, 110,000 credits for Electric/Fuel-Cell, and 2.2 million credits for nuclear.
Systems of Note:
Standard features include anti-lock brakes, all-wheel drive, run-flat wheels, radio(100 mile range) , normal light/IR headlights, winch and cable, intercom(between cab and gundeck), fire extinguisher system, and basic air filtration.

Weapons Systems:
1) Gun Deck Mount---The main weaponry of the Paramounter is a heavy weapon mounted in the elevated rear gun deck. This is typically a light rapid-fire autocannon or two, or lighter energy cannon on a turntable, with either a partial ‘splintershield’ or fully-enclosed turret.
Common fit-outs include:
a) 20mm Cannon (x2)
Range:(20mm)4,000 ft, 7,200 ft for the Model 2N
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: 500 rd drum per gun
Cost: 40,000 credits. 50,000 credits for the Model 2N
A box of 100 20mm ‘smart’ rds costs 800 credits. A box of 100 20mm ‘smart’ Super-HEX rds costs 3,000 credits

b) 30mm 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.
Rate of Fire: EGCHH
Payload: 400 rds per
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

c) 40mm Cannon
Range:(High Velocity Round)5,000 yards(15,000 ft)
Maximum AA altitude w/ HV shells: 13,300 ft
(Low Velocity Round) 3,800 yards(11,400 ft)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 rounds per minute(or up to 30 rds per melee)
Payload: Box magazine of 200 rounds
Cost: 150,000 credits
High Velocity(Fragmentation) shells cost 200 credits apiece, 245 credits for HE
Low Velocity(Fragmentation) shells cost 180 credits apiece, 200 credits for HE
d) Laser Cannon (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: 200 shot battery or Effectively Unlimited, if nuclear-powered.
Cost: 270,000 credits

e) Plasma Cannon---Typically a PPR-3 Serap’ Plasma Projector.
Range:(Plasma Stream) 2,000 ft
(Plasma Bolt) 1,500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: 200 shot battery or Effectively Unlimited, if nuclear-powered.
Cost: 80,000 credits.
Options:
“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the Serap, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike). HotShot modding costs 8,000 credits, and a recharged cylinder of refined d-gas costs 700 credits(500 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 30 shots.

f) Ion Cannon---Typically a PSIC-03 “Scheffer’ Ion Cannon
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: Standard
Payload: 200 shot battery or Effectively Unlimited, if nuclear-powered.
Cost: 32,000 credits

g) Particle Beam Cannon---Typically a ASI/UWW-PB-90 ‘Spatra’ Light Blast Cannon
Range:(Particle Vortex) 4,000 ft
Damage:(Particle Vortex) 2d4x10 MD to a 6 ft blast radius single shot, 4d6x10 MD to an 8 ft blast radius triple shot burst
Rate of Fire: Standard
Payload: 200 shot battery or Effectively Unlimited, if nuclear-powered.
Cost: 86,000 credits.

h) MagBolt Gun
Range: (EM Bolt) 4,000 ft
(Vortice) 3,000 ft
Damage: (EM Bolt) (Variable) 4d6 SD, 1d6x10 SD, or 5d6 MD per shot
(Vortice) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knock-down(lose 1 APM and Initiative) for beings of 350 lbs or less, 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Rate of Fire: EGCHH
Payload: 200 shot battery or Effectively Unlimited, if nuclear-powered.
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 64,000 credits

i) Rocket Cannon
Range: Usually about a mile for the missiles, 2,000 feet for the laser
Damage: Depends by missile type. The Laser does 2d6 MDC
Rate of Fire: Volleys of 1, 2, or 4 for the missiles, Single shots with laser.
Payload: 20 missiles total (10 per tube), laser has 20 blasts on a short clip, 30 on a long.
Bonuses: +1 to strike from laser targeting
Cost: 70,000 Cr

j) Mini-Missile Launcher---Adapted aircraft missile launcher pod with 24 mini-missiles

k) 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

2)(Optional) Driver’s Cabin Gunmount----Many Paramounters feature a light rapid-fire gun(heavy laser rifle or light rail gun) firing from the driver’s compartment over the front hood. Typically operated by the co-driver.

3)(Optional) Hood Armaments---These are typically triggered by the driver.
a) Light 20mm Autocannon
Range: 3,000 ft
Damage:(20 mm) 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 TX-1)4d4 MD per shell
1d6x10 MD per 5 rd burst
2d6x10+4 MD per 10 rd burst
Airburst does 4d4 MD to 2 ft blast radius(single shot)
(Wood rds) 6d6 SDC per shell(1d6x10 HP to vampires)
2d4x10 SDC per 5 rd burst(2d4x10 HP to vampires)
2d4 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds)humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174)
Rate of Fire:ECHH
Payload: 400 rds
Cost: 20,000 credits

b) Machine Guns(2)---Twin-Mount cyborg-standard MGs
Range: 2,000 ft
Damage: 1d6x10 SDC per 10 rd burst, or 1 MD per explosive round, 2d4 MD per burst of 10 rds, per single gun. Can also fire silver and wood rounds, and rubber riot bullets.
Rate of Fire: Standard
Payload: 600 round box magazine per gun
Cost: 16,000 credits

c) Flamethrower------400 ft range, does 3d6 MD per burst, plus does an Additional 2d6 MD per melee for 1d6 melees, 10 shots, 30,000 credits

d)Grenade Launcher---Modified rifle-grenade launcher firing larger(and more destructive) projectiles than those associated with underbarrel ‘shotgun’ or pump-action launchers...This is basically a four-shot ‘spigot mortar’ assembly allowing up to four rifle-grenades to be mounted on the forward hood and fired by an electronic switch attached to the dashboard. The launchers can be angled upto a 45-degree angle. Can sometimes be mistaken for a mini-missile launcher.
Range: Typically 1,800 ft
Damage:
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 10 ft blast radius.....lose initiative and 1 APM for that melee(cost: 80 credits)
(Fragmentation-SDC) 2d4x10 SDC to 20 ft blast radius(cost: 100 credits)
(Fragmentation-MD) 3d6 MD to 25 ft blast radius(cost: 280 credits)
(High Explosive) 6d6 MD to 10 ft blast radius(cost: 360 credits)
(Anti-Armor HEAT) Very heavy projectile(range drops to 120 ft) Does 2d4x10 MD to a 1 ft diameter area(shaped charge)(cost: 800 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 12 ft blast radius, plus does 1d4 MD per melee for 2d4 melees(cost: 350 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)(cost: credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost: 15 credits)
Note: Additional grenade types, including TW munitions, are constantly in development.

Rate of Fire: Volley of 1-4
Payload: 4. Must be externally hand-reloaded. Typically takes 2 APMs to reload a single round
Cost: The firing assembly costs 8,000 credits. Rifle grenades cost extra.

e) Mini-Missile Launcher----Holds up to 4 mini-missiles(fires volleys of 1-4). Cost: The firing assembly costs 9,500 credits. Mini-missiles cost extra.

f) Micro-Missile Launcher---The advent of PS micro-missiles has led to a variety of different new mountings being tried. The JW has been tested with a large, wide, multi-tube ‘xylophone’ box launcher that fires the earlier Pattern-1A and -1B missiles. Though damage per individual missile is low, their range is quite good, and their small size means that many missiles can be carried, and fired, to devastating effect, in a volley. The actual launcher consists of four launcher boxes arrayed across the front of the vehicle. Bringing to mind the ‘Metalstorm’ guns of the past, each box-cassette has 25 micro-mssiles(5 rows of 5) for a total of 100 projectiles, and can fire them in volleys of 5 to all 100 at once. The entire set-up weighs in at 80 lbs,
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

Options:
Depending on local techbase, resources, and budgets, options can include smoke discharger mortars, laser designators, water cannon, variable-mode laser headlights, and other
*Stablization Pylons---Some Paramounters feature quick-deploy stabilization mounts to better handle recoil fron the platform guns and destabilizing factors like high winds. Using them, however, requires the vehicle to come to a complete stop.

Variants:
Some variants do away with the guncrew on the deck and use a remote control system managed by the co-pilot from the cab.
-------------
"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 »

PS/ASI-LRV20 ‘Paneshi ’ Light Recon Vehicle
(aka ‘Blender-Wagon’, ‘Wardove’, ‘Pipitshi’, ‘Kabotar’, ‘Kabby’)
“There’s been lots of efforts to create practical ‘convertiplanes’ or ‘roadables’ on low-tech worlds, but few have panned out. By the time the technology gets to the point that they’re possible, there are other better alternatives. There’s even fewer efforts to militarize such vehicles, and a smaller percentage of actually successful ones. So the ‘Wardove’ stands out.”

“The rotary members have to be the toughest part of tge vehicle; they double as roadwheels and air impellers. Between having to survive gravel, dirt, and airborne trash, they’re testimony to M-factor material science.”

“There’s definitely faster, better armed, better armored, and more agile, but the Kabby has its followers, especially with the backwoods folk. And they know enough to skitter out of the way for the most part, ulss their homesteads are being threatened, in which case you’ll see these flaptraps being used in near-suicidal actions; I’ve even seen them used in hand grenade and fusion block bombing runs.”

“You have to remember this is coming from a company that thought manufacturing M-factor prop-driven BIPLANES was a marketable idea.”

The ‘Paneshi ’ is essentially a light car with folding wings(fold along the back) and six wheels that double as lift/drive rotors. A small CG/GMR unit provides enough initial lift to allow the wheels to rotate into aerial mode, though the vehicle still needs a short take-off run. The ‘insect leg’ suspension system cushions rough field landings, and acts surprisingly well in traversing unimproved terrain.
The ‘Paneshi ’ is too fragile to engage in hard combat; its best defense is to retreat quickly from a fight and report in its findings from outside enemy weapons range.. Nevertheless, many operators fit their vehicles with light armaments, though these are usually used to pot game from the air, herd animals, and snipe at bandits.
The vehicle is considered a good choice for worlds where contra-gravity systems are hampered or cannot operate at all.
The ‘Paneshi ’ faces competition with the regular military’s PS-LAFV17 ‘Daniel Boone’(which also has a flying hovercar mode) in the combat-scout mode, so it hasn’t seeb much, if any, official military service orders, but is more likely to enjoy a second career in the civilian markets.

Type: PS/ASI-LRV20 ‘Paneshi ’
Class: Light Roadable/Flyable Reconnaisance Vehicle
Crew: 1-2. A third passenger can squeeze into the back.
MDC/Armor by Location:
Main Body 120
Armored Windshield* 60
Armored Side Windows(2)* 50 each
Side Doors(2)* 60 each
Top Hatch* 60
Headlights(2)* 10 each
Wings(2) 90 each
Wheels/Rotors(6)*/** 50 each
Tail 90

* Small targets that are -4 to strike on a called shot

** The Paneshi can fly with as few as three rotors still functional, but if it loses more than that, it will start to crash(can potentially still glide)

Height: 7.3 ft
Width: 6 ft wheelbase, 36 ft wingspan
Length: 21 ft
Weight: 2,400 lbs
Cargo: Small space in cabin for survival packs, sidearms and a few small personal possessions. If not carrying a passenger, up to 300 lbs of additional gear can be packed in the rear seat,
Powerplant: Battery-Electric (350 mile range)or mini-Nuclear RTG(3 year energy life).
Speed:(Driving---Ground) 70 MPH
(Air) 210 MPH, maximum altittude of 12,000 ft.
Market Cost: 925,000 credits for electric, 1.2 million credits for nuclear
Systems of Note
Standard Light Aircraft Systems, plus:
*Bsic Heating/Air-Conditioning and Air Filtration.

*Radio---200 mile range

*Radar---60 mile range

*High-Lift Wings---The ‘Paneshi ’ uses ‘Fiesler-style high-lift wing devices to give the vehicle very short takeoff and landing characteristics(in as little as 100 ft), and even limited hover capability. It can even fly backwards.

*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF.

*Sensor Racks---Mounted directly above the cockpit cabin is a rack for various sensor modules. Another rack is on the underbelly, just behind the cabin, that draws up when the vehicle is in ground-mode. Typical sensor configurations include IE/ThermoGraphic Optics, radio signal trackers, and look-down mini-radar/lidar scanners.

*Good Handling---The multiple mini-props and light stick give the ‘Paneshi ’ a high degree of maneuverability; it is +5% to Small Aircraft piloting skills, and has a +10% to trick flying.

*Quiet Operation----Flying, the ‘Paneshi ’ is remarkably quiet in flight, and gets an effective Prowl roll of 60%.

Weapons Systems:
1) Laser Headlights(2)----Two headlights are variable -power laser projectors.
Range: 4,000 ft
Damage: Variable settings; 1d6, 2d6, 3d6, 4d6, or 6d6 MD per gun.
Rate of Fire: ECHH
Payload: 250 shot battery per gun. Effectively unlimited linked to a powerplant.

2)(Optional) Roof Gun(s)---One or two heavy rifles can be mounted atop the cabin. If a passenger is carried, they can serve as a gunner, swiveling the weapon(s) to cover the rear arc.
Favorites include paired 7.62mm GPMGs(200 rds per gun), .50-caliber HMG(200 rds), 20mm light autocannon(150 rds) , PSFA-LC3701'Hamil-Smytes' 37mm Light Cannon(40-60 rds), GrHR-01 ‘Corbett’ Heavy Gravitonic Rifle, PS- AMcMLW02 ‘Gelson’ Belt-Fed MicroMissile Launcher(15mm), 1-2 PS-RFL2-33 ‘Blazer’ Rapid-Fire Infantry Lasers, 1-2 PSPPR-5 ‘Lewiston’ Light Plasma Cannon, PSIC-03 “Scheffer’ Ion Cannon or PSIC-02 Infantry Ion Cannon.
Energy weapons will be battery-powered(100 shots on average) unless the vehicle is nuclear-powered, in which case theycan tie into the power system for effectively unlimited shots.

3)(Optional) Wing Hardpoints(2, one each wing)
a) Micro-Missile Launcher(15mm-20mm)----25 shot pod per hardpoint
(30mm)----10 shot pod per hardpoint

b) Mini-Missile Launcher---2 per hardpoint

c)L-SAM Black Talon Missiles
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-2(all)
Payload: 2 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)

d)Flare/Chaff Pod
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: 6 per launcher

e)Searchlight Pod---Directable searchlight: 9,000 ft range

f)Mk 24 Illumination Flare Launcher---These are large parachute flares, dropped from altitude. They can drift down for 1d4 minutes, and can illuminate a roughly quarter-mile radius nearly bright as day. 6 are carried per pod, ready to drop. Globe of Daylight flares can be substituted for anti-vampire actions.
Cost: Basic Launcher Unit costs 2,000 credits. Flares cost 120 credits each

Options:
*Flare/Chaff Dispenser---Can be mounted at the rear of the vehicle; identical to the wing-mount option.

*Laser Designator---7 mile range for ‘painting’ targets for laser-guided weaponry. Cost: 35,000 credits.

Variants:
*PS/ASI-LRV20TW---Technowizardry variant, with the following:
-Leyline Booster(Accelerates the aircraft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
-Leyline AutoDrive---Essentially goes on autopilot when on a leyline, cruising at about 40 MPH.

TW Enhancements such as Resistant to Energy/Fire can be added at 25% LESS cost.

Base Market Cost: 1.3 million credits, plus TW Powerstone and extra enhancements.
-------------
"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: 49651
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Magic Base Enhancements(Biotech)
“Okay, we know that psychic energy potentials seem to be endurance-based, if you’re going the conservative route. That also seems to be the healthiest route, since it encourages magic-users to maintain good physical tone. So why aren’t we encountering more mages built like olympic athletes? Seems after some reach a comfortable level, they start going to seed, neglecting to exercise. Others start taking shortcuts, using substances that give them boosts that long-term can lead to premature burnout or addiction. And still others become reliant on external sources of power, like blood sacrifices, alien patrons, or powerstones, all of which have their problems.
Outside of those, coming from a species with inherent magic or a long bloodline invested in psychic potential is your best bet.
We’re looking for ways of safely boosting magic potential, but the magic doesn’t like to be fooled, so while we may be able to produce superhumanly strong and enduring powerhouse bio-mods, we’re not producing supernatural PPE generators of those people. We’re going to have to keep looking and probing the walls magic seems to have against certain performance thresholds.
Now, on a related note, there’s been some interesting findings on those symbiotic plant-forms they found on Cyronias IV in the Thundercloud- ”


Paladin Steel’s biotech divisions have worked incredible things, but combining them with ‘true’ magic has proven a stumbling block.
The WHITE PLUTO bio-mod promised breakthroughs, but it had a number of restrictions for what amounted to a mild bio-borging. It also showed that pushing physical enhancement TOO far interfered with magic potentials that seemed to prefer a slower ‘natural’ route Technowizardry implants offered a ‘hardtech’ solution, but at the cost of abilities that did not ‘grow’ with time and experience.
Diplomatically, a coup was scored when relations with the United Worlds of Warlock grew so close that the UWW shared with the USA knowledge of the drug regimens that enhanced their Warlock Marines. These were adapted in varying degrees by several professional classes in state service of the GNE and USA, and have provided a basis for much additional research into magic enhancement.
PS/ASI is continuing to research other ways of increasing PPE magic potentials, so so far the safest route seems to be increasing the recipient’s Physical Endurance, though, most successful and applicable enhancement regimens don’t only affect the PE aspect, but synergistically boost other physical factors as well. ‘Sound Body, Supernatural Resonance’ seems to be the best course to pursue long-term.
Enhancement treatments seem to work best with younger beings, with bodies still growing and able to adapt better to physiological changes. This means identifying potential magic users early and beginning their training and augmentation while they’re still physically flexible. Not everybody agrees, though, with ‘locking in’ prepubescents into a career-profession line while they’re mentally and emotionally immature and arguably not ready to make a life-changing decision, such as pursuing a life in the Mystic Arts.

There are currently three available(and proven) regimens available to USA-affiliated mages.

Type 1:(The Warlock Treatment)
This has already become part of the training/enhancement of GNE’s Dimensional Pioneers, Line Mages, Mystic Knights, Shifters, Smiters, Stone Masters, and Techno-Wzards. It’s also beginning to be offered to PS/USA-sponsored corporate and civil service mages-in-training.
+1d4 PS, +1d4 SPD, +1 PE, +1 PP,+1D4x10 SDC(or +4d6 MDC)
+4 save vs magic, +3 save vs mind-controlling psionics & drugs, +1 save vs poisons and toxins.

Type 2: (Heroes Unlimited Supersoldier)
The fact that this is a standard part of many bio-mod packages makes it attractive to many, and its application to magic users makes even more attractive, as it can be camouflaged as part of other enhancements.
-Physical Transformation---The recipient of this baseline(and increasingly common/popular) aug is physically optimized, becoming pictures of prime health. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

Type 3: WHITE PLUTO(Bio-Mod)
Despite its shortcomings and limitations, there’s still nothing else like this offered by anybody else. It can also be applied to older recipients. It is also the only one that offers a direct and tangible PPE boost from the start. The expense and complexity of implementation, however, makes it hard to justify applying on large scales, however.
Powers/Abilities:
*Subdermal Enhancement---This is an attempt to duplicate the Extraordinary Physical Endurance(Minor) implants of PS’s other enhancement packages, only using more magic-friendly materials:

*Increased SDC Integrity---DOUBLE the recipient’s starting SDC thanks to the ectomesh reinforcement.

*Magic Resistance---The ecto-mesh also acts as insulation against paranormal energies: +4 save vs magic and psionics

*Enhanced Regeneration---The ectomesh draws upon ambient magic to slowly heal any wounds the aug may receive; typically heals at a rate of 1d6 SDC or 1d4 HP every 5 minutes under most circumstances, 4d6 SDC/2d6 HP per 5 minutes on a ley line, and 2d4x10 SDC/6d6 HP per minute on a nexus. Also gets a +1 save vs coma/death, +1 vs toxins/poisons, and a +4 save vs disease, thanks in part due to a ‘halo effect’ from the magic enhancements.

*Magical Protections----Working from their experience with EctoBionics and implants, PS biotechs have managed to embed a number of mystic protections into the skin, flesh, and bones of WHITE PLUTO recipients. These are fixed-level(typically 10th level) and do NOT increase with the aug’s experience.
- Armor of Ithan( 100 MDC , 3 PPE per activation, 10 minutes duration )
- -Impervious to Energy( 10 PPE per activation, 20 minutes duration )

Plus; choose 3 from the following list:

-Breath Without Air (3 PPE per activation, 30 minutes duration )
-Impervious to Cold( 5 PPE per activation, 200 minutes duration )
-Impervious to Fire( 3 PPE per activation, 50 minutes duration )
-Invisibility to Sensors ( 10 PPE per activation, 20 minutes duration )
-Invulnerability(13 PPE per activation, 10 melees duration )
-Magic-Adrenal Rush( 23 PPE per activation, 10 melees duration )
-Mask of Deceit( 8 PPE per activation, 1 hour duration )
-Mystic Invisibility( 13 PPE per activation, 50 minutes duration )
-Resist Fire( 3 PPE per activation, 200 melees duration )
-Sorcerous Fury( 35 PPE per activation, 10 minutes duration )
-Superhuman Endurance( 6 PPE per activation, 2 hours duration )
-Superhuman Strength( 5 PPE per activation, 20 melees duration )
-Sustain( 6 PPE per activation, 240 hours duration )
-Wakefulness ( 3 PPE per activation, 10 hours duration )

*PPE Boost---+2d4x10 PPE

*PPE Regeneration--- Regains an extra +1d6 PPE per hour of rest, +2d4 PPE per hour of meditation

*Sense Magic--- The ectofiber mesh acts as an antennae for detecting magical energies. The recipient can pick up on magic energies in an 100 ft radius of themselves, feeling it as an almost tactile stimulus in the direction of the magic. This gives them a +1 on initiative against those using magic or paranormal means to cloak themselves and sneak up on the person.

*Magic Attack Power----The WHITE PLUTO aug’s physical hand to hand attacks are considered magical in nature.

Penalties:
*Magic OCC Restrictions---Mystics CANNOT benefit from WHITE PLUTO augmentation. They just won’t have it; they claim that the ‘unnatural’ implants destroy their connection to the natural and mystic world. Nobody’s tried to force the issue to find out if this would prove true. Similarly, many Summoners’ supernatural ‘patrons’ object to their host-avatar-agents accepting enhancements from other sources.
WHITE PLUTO CANNOT be used in conjunction with magic tattoos.
Supernatural and naturally MDC beings, including True Atlanteans, cannot take WHITE PLUTO augmentation.

*Magic Energy Trace----The booster network radiates small amounts of magic energy, making it difficult to disguise from magic senses, unless special measures like masking magic or magic energy insulation is used. .

*Spell Strength Retardation----Recipients of WHITE PLUTO actually LOSE a level in spell strength as they adjust to the new abilities. After adjusting, their magic spell-strength advances as normal with experience.

Total bonuses:
+2 M.E.
+1d4 P.E.
+1 P.S.
DOUBLE SDC.
+2d4x10 PPE
+4 save vs magic and psionics
+1 save vs coma/death
+1 vs toxins/poisons
+4 save vs disease
-------------
"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: 49651
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-M/LAV81331 ‘Ona’ Security Vehicle
(aka ‘War-Wagoner’, ‘Rumble-Wagon’ , ‘Brush-firer’)
“This is a slab-sided paramilitary technical based on an offroad panel truck. Slab-sided, high profile, limited by what its wheels can carry it over. It’s been standardized, so the build-quality’s better than most militia, gang, and insurgent throw-togethers, so it’s got that going for it, but it’s still not a substitute for a good ground-up designed light tank.”

“The Ona’s like the brushfires it’s named for; it can scythe through a rabidon swarm or a poacher gang like a pyro-grass blaze.”

“Musta been quite a surprise to them outriders when their lasers started bouncing off that wagon’s barrier-shields. Those tack-on forcefield generators make a real difference for a good many rumble-battlers.”

The ‘Ona’ is a low-end armored militia security vehicle that sees a lot of deployment as a colonial convoy escort. The prefered platform is the PS M-8100 medium truck, but other similar vehicles have seen conversion using PS/ASI-provided kit.
Armor is substantial, though it doesn’t benefit from sloping. Firepower is abundant, consisting of a light turret on top of the cargo cabin, and two lateral turrets. Additional weapons, such as laser headlights and smoke/grenade projectors can be added. A gunport/grenade slot and gunner with a high-powered rapid-fire weapon is often installed in the back, covering what is often cited as a blind spot in the vehicle’s protection.
Internally, there’s enough space in the rear compartment for a plentiful ammunition supply, extra gunners, and an extra security trooper or two. A crawl-hatch can connect the rear fighting compartment to the forward drivers’ cabin.
The strengths of the Ona are low cost, ease of operation, and ease of repair; many readily-available commercial components can be used to repair even critical systems, and the slab armor requires no special shaping jigs to fit.
The oft-cited shortcomings of the Ona are its lack of armor-slant, high target profile-aspect, a general lack of ballistic weapons such as mini-missiles, and the usual limitations of wheeled vehicles in traversing dfficult terrain.
That having been said, the Ona is proving popular as a militia security vehicle. Some worlds use them to herd or control local problematic herd species. The Ons is also used as a ground covoy escort vehicle.

Type: PS-M/LAV81331 ‘Ona’
Class: Medium Truck/Light Armored Vehicle
Crew: 5(driver, co-driver, three gunners)+ 1-3 additional passengers/troops.
MDC/Armor by Location:
Main Body 200
Wheels(6) 45 each
Top Turret 90
Lateral Turrets(2) 80 each
Height: 9 ft + 2 ft of turret
Width: 8 ft
Length: 25 ft
Weight: 31,000 lbs
Cargo: Glove compartment and seat survival packs in the front cabin, and enough space for up to 500 lbs of additional gear in the back, in addition to any ammunition for the weapons systems.
Powerplant: Liquid Fuel (360 mile range), Electric (400 mile range), or mini-Nuclear RTG(3 year energy life).
Speed: 55 MPH. Can ford 3 ft.
Market Cost: 320,000 Credits (25% extra for electric propulsion)
Systems of Note:
*Standard Power Armor Sensors
*Military Band Radio(100 mile range)
*NBC-Sealed Cabin with 48-hour life support
*Fire Extinguisher Systems
*Armored Wheels----These are solid strung-mesh ‘run flat’ tires that don’t need inflatable inner tubes for shock absorption. 45 MDC each

Weapons Systems:
1) Top Turret---Usually a rapid-fire rail gun, either the PS-100 or the PS-RFRG30. IT benefits from having its own targeting sensor system(+2 to strike).
Typically features its own sensor system.
*PS-100
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EGCHH
Payload:12,000 rd drum(200 bursts)

*PS-RFRG30
Range: 2 miles
Damage: 1d4 MD single rd, 6d6 MD per 30 rd burst.
Rate of Fire: EGCHH
Payload: 2,400 rd drum per cannon

Alternate weapons fitouts include:
a) Plasma Cannon---Usually plasma cannons, such as the PPR-3 Serap or PSPPR-9 TriBarrel ‘HeatWave’ (w/ 500 rds).

b) Ion Cannon(x2)
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: EGCHH
Payload: 100 shot battery or Effectively Unlimited linked to a nuclear power cell.
Cost: 32,000 credits

c) Pulse Laser
Range: 4,000 ft
Damage: 4d6 MD single shot, or 1d6x10+10 MD triple pulse burst(counts as 1 attack)
Rate of Fire: EGCHH
Payload: 100 shot battery or Effectively Unlimited linked to a nuclear power cell.


Range: 6,000 ft in hi-mode, 3,000 ft in lo-mode
Damage: 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
Rate of Fire: EGCHH
Payload: 100 shot battery
Bonus: +2 to strike
Cost: 75,000 credits

d)15mm Micro-Misslle Cannon---Burst-fire ‘smart-bullet’ micro-missile launcher.
Range:
(T-210)Gun launcher fires the micromissile out to about 4,000 ft, whereafter the rocket propulsion takes over.
(T-310)Gun launcher fires the micromissile out to about 8,000 ft, whereafter 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 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. 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.

Rate of Fire: Bursts of 3-40 rds per melee
Payload: 300 rd bin, typically with two additional that can be swapped in.

Cost: 50,000 credits for basic T-210 Gun System
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

e) 40mm Grenade Launcher(x2) w/ 800 rds ready to fire.
Range: 7,000 ft
Damage: Identical to the WI-GL20;
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: Standard
Payload: 250 round box magazine
Special Features: None
Cost: 50,000 credits

f)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
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: Effectively 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

2)Lateral Turrets(2) --- These are extendable side weapons with a full 180 degrees’ arc of fire, allowing them to shoot forward and back and to the sides. Usually plasma cannons, such as the PPR-3 Serap or PSPPR-9 TriBarrel ‘HeatWave’ (w/ 300 rds). though the PSIC-01 Tesla Infantry Ion Cannon is also a popular fit(specially as it has the added benefit of being able to generate an area of effect ‘shock field’ to the sides of the vehicle). Weapons are normally powered by large battery packs, but if the Ona is nuclear-powered, they can tap into the RTG for effectively unlimited shots.

Options:
The Ona benefits from the large range of readily-available options Paladin Steel produces for customizing vehicles. Smoke mortars, improved sensors and communications, and extra protective measures are the most popular:
A(by no means complete) list of the most oft-requested options:
*Applique Armor---Adds additional protection(and weight) to the main body. Up to 100 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.
*Reactive Armor----An effort to further protect against faster power armor and infantry, this system consists of s series of directional ‘claymore’-style fragmentation grenades attached to the outer hull and triggred either by command or by motion detector trip to fill a ‘kill zone’ around the tank with lethal shrapnel and anti-personnel 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-
Payload: 6 plates on the front, eight on the back and 10 each side is possible.

*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

*Panel Camouflage---Folding panels can be used to cover the side and top turrets, giving the gun-truck the appearance of having a wider and taller cargo area, especially when observed from the air. On several occasions this has allowed colonial militias to hide the true strength and field deployments from aerial reconnaissance and even from surface scouts. A flip of a switch folds or unfolds the panels.
Cost: 8,000 credits

*Forcefield Generator---Any of PS/ASI’s self-powered forcefield generators can be installed aboard the Ona.

*Motion Detector----In addition to alerting the driver of approaching objects, it can also tell them from what direction a projectile attack came from. 50 ft range
Cost: 500 credits


*Headlight “Eyeball” Lasers---This system replaces the standard headlights with variable mode laser illuminators, that can act as normal headlights, or as high-power lasers. The ‘eyeball lasers’ can also be moved independently, or slaved to act in tandem, in a 90-degree arc of fire.
Range:1,600 ft
Damage: 2d6 MD single shot, 4d6 MD double shot blast
Rate of Fire: EPCHH
Payload: 100 shots battery-powered, Effectively unlimited if nuclear-powered.
Cost: 130,000 credits


Variants:
There’s four-wheeled versions of the Ona, based on similar colonial-manufacture ground-trucks, Performance remains the same.
-------------
"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 »

‘Fly-Traps’----Electronic Decoys
“Well, Farmer Joez, thanks to you letting us set up a decoy battery on the far end of your fields! With last night’s attack, after the hazmat boys finish sweeping for shrapnel and propellant residue, you now got a nice half-dozen small crater-ponds to use for something!”

‘FlyTraps’ or AERSADs(Active Electronic Radiation Source Attractant Decoys) are relatively inexpensive(by Three Galaxies economics) disposable radar transmitters deployed by the armed forces of Greater New England as part of their air defenses. Though they contribute to the network of detection means in sensing and illuminating approaching airborne threats, the AERSADs’ real purpose is to radiate on the same wavelengths as search and targeting radars, in order to lure opposition forces into deploying their air defense suppression radar-homing munitions/missiles(HARMs) prematurely. By getting enemies to use up their weapons on unimportant decoy sites, the GNEAS shield their actual air defense sites from detection and suppression, until their networks can active them and spring defensive fire on the opposition. Thus an enemy has to make a decision every time they detect radar signals; ignore them and leave themselves vulnerable or use their limited supplies of HARMs. It adds yet another complication to penetrating GNE airspace.
AERSADs can also be programmed to switch on and off and rotate waveband frequencies in imitation of common air defense practice against HARMs. This has proven useful in confusing alert enemy EW/weapons officers and ‘smart’ missiles as to the legitimacy of the radiation source.

AERSADs are typically set up in remote areas away from any targets of importance, though they may also be installed on mobile platforms such as truck beds and aerostats.
AERSADs are also used extensively in the GNE’s offworld territories(and the United Systems Alliance, where the electronics are stamped out cheaply and en mass).

A typical AERSAD is the size of a small satellite TV dish antenna plus a small electronics cabinet hooked up to a battery system. Typical radiation range for detection is 10-50 miles. The average cost of a comprehensive radar emitter is 25,000 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
Priest
Posts: 49651
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

(TW sensors are courtesy of Kitsune)
Paladin Steel “Tigershark” Airborne Assault Submersible
(aka ‘Heavy Skate’. ‘Sea-Burner’)
“This sled’s effectively the naval aviation equivalent of the spaceforces’ Derecho or Raiju heavy strike fighters; it’s big, fast, and heavily armed like an old atmo-bomber. It looks something like a flying fluke-anchor, and it hits like somebody swung one in your face.”

“Hitting the Horune when and where they least expect it has done wonders for the morale of our navy; we’re no longer REACTING to their attacks on our shipping, we’re proactively killing them in their darkports and preventing them from sallying out. I can’t tell you the full extent of our operations, but suffice to say, we’re doing them some real damage in waters they’ve long thought their own.”

The specter of the Splugorth is an ever-present boogieman to the nations and communities along the Atlantic coast. More than a little disturbed by reports coming out of Atlantis, and the increased activity in Newfoundland, Paladin Steel and Greater New England have poured billions of credits into fortifying the coasts, setting up defense-in-depth, and developing new weapons systems to counter Slaver raids into their territory. One of Paladin Steel’s secret initiatives has been the Tigershark.
The Tigershark was inspired by a few tantalizing glimpses that PS engineers caught of a flight of New Navy ‘Manta Ray’ Attack Ships parked at Montro Bay during a supply stop by one of the New Navy’s subcarriers. Realizing the value of a multi-environment combat vehicle, PS set about designing a similar craft, albeit on a larger scale. Development of the Tigershark began several months before the Day of Wrath, and several early prototypes were actually in service when Splynn was blasted by an angry coalition of alien pantheons. With the Splugorth temporarily neutralized by the Grand Banks Accords, the Tigershark was pushed to the side as PS rushed to field other projects, but work continued on the basic platform, and on adapting new technology to it. With the gradual deterioration of the Grand Banks Accords becoming apparent nearly seven years later, PS again returned full force to the Tigershark, completely redesigning the original craft and updating it with the latest hardware, in anticipation of renewed hostilities with the monster-dominated island nation.
A fast, deadly, advanced tech vessel capable of operating as a deep-diving killer-sub, a high-speed surface hydrofoil attack boat, and a low-altitude attack aircraft the “Tigershark” is unabashedly a pure war machine, with no concessions made for utility or other purposes. The Tigershark was developed in secret, using the finest technology available, as a counter to Splugorth activity in the Atlantic. PS has attempted to design and built a machine capable of meeting the enemy under the waves and in the clouds and besting them....and, despite great difficulties in research, and expensive development and production, they have succeeded to a degree.
Roughly the size of a medium bomber, the Tigershark has a sleek, flat, skate-like appearance(it was initially suggested that the vehicle be named the ‘Skate’ rather than the ‘Tigershark’), with a thin chord central body, broad, flat, spade-like wings, and a long stinger-like tail. It sports advanced, lightweight composite armor, armament comparable to a tank or ground-attack aircraft, and the advanced avionics to manage all of it. Propulsion is cutting-edge, consisting of a combination GMR-lift coil and turbofan for atmospheric propulsion, and a silent hydro-magnetic drive for underwater propulsion. The Tigershark has also been fitted with the recently developed sonic-transduction ‘skin’ system, that uses hypersonic sound waves to create a thin ‘air layer’ around the craft, serving to streamline the vessel. Combined with the powerful engines, this system allows the ship to reach previously unheard of high speeds, rocketing through the water like a missile. Unfortunately, engaging this system also negates the acoustic masking systems and greatly diminishes the stealth capabilities of the craft, making the transducer ‘skin; useful only for brief sprints and charges. The Tigersharks also mount extensive ELINT, ECM, and countermeasure equipment to defeat detection and confuse opponents. The weaponry would be more at home on a destroyer or heavy frigate, with the ability to chew apart armored warships in just a few passes. To sow confusion among the ranks of their enemies, the GNE Alliance has gone to great lengths to outfit the ships with weapons systems secretly copied or acquired from other non-Alliance sources, with an emphasis on energy weapons or munitions that eliminate their own forensic evidence, particularly weapons systems used by the Splugorth themselves, or by groups known to be inimical to the Splugorth. Though considered a really long shot, PS hopes that the use of such weapons will confuse the Splugorth, and possibly even decoy them into believing that they are being attacked by other, more immediate rivals such as the Naut’yll or renegade Minions.
The Tigershark is so sophisticated in fact, that it hasn’t been made public knowledge nor slated for general release. Currently, only a handful of special forces units in the GNE Alliance have access to these machines, operating them in covert operations against Splugorth Slavers along the Atlantic seaboard and abroad, and are sworn to silence about their actions(the units are nominally listed as ‘reserve’ or ‘support’ squadrons operating ‘service craft’ on the military lists). The GNE Alliance has furthermore launched a disinformation campaign, spreading the rumor through sources not traceable to them of a new weapons company or alien race responsible for these new, unidentified craft. To further the deception, the Tigersharks are crewed by d-bees and the new ‘Akula’-type cyborgs, and they operate from special secret fortified bases along the Canadian coast, and it’s rumored, Africa, Iceland, and Europe. The executive boards of PS and the GNE figure it won’t fool anyone for very long, but any edge they can hold in operations is welcome, if only for a short time....So far, the Tigersharks have managed to gain invaluable information on Splugorth activities and shipping, and have made a number of successful attacks on slave ships, and especially Horune raiders. This has led to some stepped up security on the part of the Minions, but currently Splynncryth is having more trouble with Nauty’ll raiders, and the threat of the Black Wing(a group of augmented ex-slaves turned privateers), to really notice or care about a handful of aero-subs skulking about the edges of the Splugorth Puddle. Still, many of the Minions are eager for some payback, and the GNE is well aware of it.....

(Note: Aircraft matching the Tigershark’s description have begun appearing with planetary naval forces in the United Systems Alliance)

Type: PS-MEAS-10 Tigershark
Class: Multi-Environment Attack Ship
Crew: 2, plus 1-2 additional crew/passengers(typically two additional ECMtechs or weapons operators)
MDC/Armor by Location:
Main Body 700
Reinforced Crew Compartment 100
25 mm GAU-90 4-barrel Rotary Cannon* 100
Wings(2) 200 each
Short Range Missiles/Torpedo Launchers(2) 120 each
Mini-Missiles/Torpedoes Launchers(2) 100 each
Tail 350
Engine Thrusters(2) 120 each
Rear-Mounted Magblaster Cannon* 90

*Small targets, hard to hit; -4 even on a called shot.
Height: 17 ft
Width: 40 ft
Length: 70 ft
Weight: 90,000 lbs
Cargo: Minimal; enough space in the pilot’s compartment for a survival pack and a few(small) personal possessions.
Powerplant: Nuclear Fusion w/ 15 year energy life
Speed:
(Surface-Hydrofoil/WiG Mode) 300 MPH. Max altitude: 16 ft
(Submersible Mode) 60 MPH. Max depth: 3,300 meters/ 2 miles
Using its sonic transduction ‘skin’ and booster jets, the Tigershark can hit speeds of up to 500 MPH, but this negates the stealth bonuses.
(Flying): Mach 1.5. Max altitude: 7,000 ft
Market Cost: NOT AVAILABLE FOR SALE! Costs PS roughly 90 million credits to build one of these vehicles.
Systems/Features:
*Radar: Range 100 miles and can track up to 250 targets at once.
*Collision Warning System: 200 foot range, sounds an alarm to warn the pilot of impending collision.
*Radio/Video Communications: Wide band and directional, radio and
video transmission capabilities with a 300 mile range.
*Standard Video Optics plus:
*Thermo-Imaging/IR/UV Optics
*Telescopic/Image Enhancement Optics
Low-Light/Nightvision system
*Extendable 10 ft periscope boom
*Laser Targeting
*Headlights/Spotlights: 300 foot range.
*Ejector Seats
*Heat & Radiation Shields
*Independent Oxygen & Circulatory System
*Combat Computer: The Tigershark is equipped with an advanced combat computer that can store and analyze data during combat with hostile forces. Data collected by the combat computer can be displayed on the virtual environment cockpit of the mecha (see below), which allows the system to display large amounts of data to the pilot and even highlight enemies and missile attacks with overlaid graphics.
The combat computer tracks and identifies specific enemy targets, and has a database of over 10,000 images stored in memory. The computer can identify and track up to 250 targets simultaneously.

*Virtual Environment Cockpit: This cockpit layout provides monitors below and around the pilot in addition to the HUD cockpit dome. In operation, these monitors display what is below and behind the unit, giving the pilot a tremendous field of view that is unparalleled by any other mechs and aircraft .
This wide view in addition to the combat computer's cockpit overlays gives the aircraft a +1 to dodge and initiative rolls in addition to any other bonuses.

*Sonar---The Tigershark sports a long-range sonar suite; 90 mile range

*MAD---Mounted under the tail is a deployable boom for a Magnetic Anomaly Detector, that can be used to detect the presence and movement of large metallic masses(i.e. ships) by the ‘displacement’ wave they make in relation to the Earth’s magnetic field. Range: 5 miles, and has a 70% chance of detecting submerged vessels(-20%) for nonmetallic objects, and no chance of detecting organics).

*Stealth---The low profile body design, low emission signature, and use of an advanced composite ‘smart skin’ hull covering(which is a dull gray-black in color) give the Tigershark stealth performance in confusing, if not wholly negating the effectiveness of, sensor systems. -20% to Read Sensory Equipment rolls to detect.

*ECM-----Electronic Countermeasure Suite, Radar-guided weapons are -6 to strike.

*ORACLE Mrk IVF---Scaled down fighter-portable TW magic sensors---Given that the sort of ‘special missions’ Tigersharks often fly involve paranormal targets, it was considered worth the cost of outfitting the fighters with the appropriate detection systems:
• 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 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 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.
• Sense Rifts: Ship has sensors which effectively allow Rifts to be detected. The system can be (requires no P.P.E. to activate). Range: Fighter Mount: 500 miles (805 km) in an atmosphere.

Weapons Systems:
1) Twin Heavy Blue Green Lasers(2, one each wing)---Mounted in the wings, these lasers provide a powerful punch above and below the water.
Range: 4,000 ft in air and underwater
Damage: 3d6 MD single blast, 1d6x10+20 MD per triple pulse blast
2d6x10+40 MD per simultaneous burst from both cannon(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively unlimited

2) 25 mm GAU-90 4-barrel Rotary Cannon---Mounted in the centerline position on the hull, this powerful and massive rotary weapon can throw out a veritable typhoon hail of projectiles, shredding small craft and creatures with a single burst. To reduce the chances of spent casings being traced back to PS/VFS, the GAU-90 is based on a Coalition-designed munition(though a Read Object spell or psychic reading will quickly indicate that the projectiles weren’t made in a Coalition factory...PS is hoping that few enough projectiles will be recovered in any recognizable shape and amount to be so read). The GAU-90, based on the Coalition’s own C90R CIWS Gatling rail Gun, has been deployed ONLY on the Tigershark.
Range: 6,000 ft above the water, 4,000 ft below
Damage: 3d4x10 MD per 60 rd burst, can only fire bursts
Rate of Fire: EPCHH
Payload: 12,000 rd drum(200 bursts!)

In the alternative, the Rotary Cannon can be replaced with one of the following:
a) Heavy Ion Cannon
Range: 6,000 ft above the water, 4,000 ft below
Damage: 3d4x10 MD per shot
Rate of Fire: 4 times per melee
Payload: Effectively unlimited

b) Heavy Blue Green Laser----This is a blue-green version of the PSMBL-3E---Adapted from the Glitterboy No. 7 of South America
Range: 8,000 ft in air and 4,000 ft underwater
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

c) CT Cartridge-Powered X-Ray Laser ---This is a more powerful x-ray laser powered by expendable cadmium-telluride cartridges
Range: 7,200 ft in air and 4,000 ft underwater
Damage: 1d6x10 MD per single shot, laser resistant armor does NOT apply to stopping x-ray lasers.
Rate of Fire: Single shot, ECHH
Payload: 12,000 rd drum(200 bursts!)

d) CT Cartridge-Powered Plasma Gatler---Plasma weapons are not very effective underwater, but they are still devastating above the waves, so the Tigershark has the option of carrying a cartridge-powered heavy plasma cannon.
Range: 8,500 ft
Damage: 1d4x10 MD per single blast(4d6 MD at ranges beyond 7,000 ft out to maximum), 3d4x10 MD per three-shot burst(1d6x10 MD at ranges beyond 7,000 ft out to maximum), 4d6x10 MD per six-shot burst(2d6x10 MD at ranges beyond 7,000 ft out to maximum), and a whopping 8d6x10 MD(4d6x10 MD at ranges beyond 7,000 ft out to maximum) for a twelve-shot burst per single cannon.
Rate of Fire: EGCHH
Payload: 360 rd belt.

e) EM Bolt Cannon---EM Bolt weaponry has proven quite effective both in air and underwater, although the sharp EM emission spike can give away the position of the sub to magnetic anomaly detector gear.
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 linked to a suitable powerplant.
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge.

f) Triple-Barrel Particle Wave Cannon----One of Paladin Steel’s recent breakthroughs, and one they’ve kept secret, is the acquisition and successful duplication of the Naut’yll particle wave weaponry. So far, these exotic weapons are allocated only to special attack units. The Tigershark can carry only ONE of these powerful weapons on the centerline position, and its high power drain limits the rate of fire somewhat, but the weapon is VERY powerful, and a popular choice for raiders.
Range: 5,000 ft in air and underwater
Damage: 1d6x10 +6 MD single blast, 2d6x10+12 MD double blast, and 3d6x10+20 MD triple blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

g) Rotary TK Cannon---An attempt to duplicate the 25mm rail cannon with TW, this weapon was actually the first-pick choice of primary weapon for the Tigershark’s original configuration, which was to rely heavily on TechnoWizardry. However, PS engineers felt that high concentrations of magic, even in stored form, were too easily detected, and the decision was made to stick to more conventional ‘mundane’ tech as the basis of the Tigershark. Design work continued on the RTKC, as it was too promising to ignore, and PS felt confident that magical firepower would be appreciated in many circumstances, especially when dealing with the Splugorth.
Range: 4,000 ft(double on a ley line)
Damage: 2d4 MD single shot, 3d6 MD short burst, 5d6 MD long burst, and 2d4x10 MD full melee burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited, but the powering spells must be renewed every six months

3) Rear-Mounted Magblaster Cannon-----One of PS’s most powerful designs to date, this high-power EM-bolt projector fires invisible electromagnetic ‘vortices’ that are invisible, travel easily through both water and air alike, and strike with the force of kinetic projectiles. At the time the Tigershark was being designed, PS figured that MagTech, still in its relative infancy, would be unknown to the Splugorth, who would be unable to counter the invisible, hard-hitting, magnetic projectiles, and would be unable to associate them with Paladin Steel/GNE.
The tail-mounted position of this weapon means it can only be engaged when the Tigershark is facing AWAY from an opponent, but its virtually undetectable operation(a magnetometer will detect its firing) means that a pursuing enemy is unlikely to know that they’re under attack until after they’ve been hit. The Magblaster Cannon is a potent weapon for both offensive and defensive operations, allowing the ship to attack an enemy while retreating(or seeming to), and to surprise pursuers.
Range: 6,000 ft in air and water
Damage: 4d4x10 MD per vortex shot, or can be used to produce a ‘shotgun blast’ spray of invisible projectiles that do 6d6 MD to everything a 40 ft area.
Rate of Fire: 4 times per melee
Payload: Effectively unlimited
Bonus: Because of their invisible nature, Magnetic Vortices are -6 to dodge.

4) Short Range Missiles/Torpedoes---Mounted on the upper wing surface are two racks for short range missiles
Range: Varies by missile/torpedo type
Damage: Varies by missile/torpedo type
Rate of Fire: Volleys of 1, 2, 4
Payload: 24 per launcher, 48 total

5) Mini-Missiles/Torpedoes---Mounted on the upper wing surface are two racks for mini-missiles
Range: Varies by missile/torpedo type
Damage: Varies by missile/torpedo type
Rate of Fire: Volleys of 1, 2, 4
Payload: 30 per launcher. 60 total

6) Torpedoes---Mounted in the underside of the wings are multiple launch racks for torpedoes. The standard fit-out includes the new sonic disruptor torpedoes and TW Warlock torpedoes for maximum effect
Range: Varies by missile/torpedo type
Damage: Varies by missile/torpedo type
Rate of Fire: Volleys of 1, 2, 4
Payload: Each launcher can hold 8 Heavy Torpedoes, OR 18 Medium Torpedoes, OR 24 Light Torpedoes, OR 48 MIni-Torps
*Sonic Disruptor Torpedoes--Sonic Disruptor Torps are a new weapon that uses a fast-burning thermal explosive to generate a high-pitched sonic frequency that, in addition to doing shock wave damage, stuns aquatic predators and frogmen, and scrambles sonar systems. Sonic Disruptor Torpedoes are considered HEAVY Torpedoes for range purposes. PS is currently working to develop less powerful, smaller warheads for medium- and short-range weapons.
Range: 100 ft radius, plus sonic effects extend an additional 200 ft.
Damage: 2d4x10 MD, plus sonic effects;

7) Hull Shock System---The hull of the Tigershark can be electrified to discourage boarders, divers, and entangling tentacles.
Range: Hull contact plus 10 ft area around the sub
Damage: 2d4 MD per jolt
Rate of Fire: Three per melee
Payload: Effectively unlimited

8 ) Flare/Chaff/Screamer Launchers(2)---Mounted in the trailing edge of the wings are two countermeasure launchers. In addition to regular antimissile chaff/flares, the launchers can also deploy sonic ‘screamer’ decoys for underwater operations.
a) Flares/Chaff
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.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 bundles are available per pod

b) Sonic Scramblers(“Screamers”)----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 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, plus acoustic-homing weapons will break target lock to attack the decoy.
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 anywhere up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
Damage: None
Rate of Fire: Can fire off Screamers in salvos of 1 or 2
Payload: Each launcher holds 6 Screamers in addition to flare/chaff charges.


9) Optional Weapons Pods(1-3) ---As if the above standard weapons fit-out weren’t enough, the Tigershark can carry additional weaponry in external option pods. The Tigershark has enough space for three option pods, one on each wing and one on the center body, behind the cockpit.
The downside is that carrying any pods interferes with the smooth flow of air and water around the ship and the stealth covering configuration(even with the pods themselves covered in stealth materials)...reduce maximum speed by 25% and stealth bonus drops to -15%.
a) Heavy Ion Cannon
Range: 4,000 ft
Damage: 2d6x10 MD
Rate of Fire: Four shots per melee round
Payload: Effectively unlimited, linked to vehicle’s nuclear powerplant

b) Heavy Blue Green Laser
Range: 6,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: Five shots per melee round
Payload: Effectively unlimited, linked to vehicle’s nuclear powerplant

c) Mini-Missile/Torpedo Launcher
Range: Varies by missile/torpedo type
Damage: Varies by missile/torpedo type
Rate of Fire: Volleys of 1, 2, 4
Payload: 32

d)Short Range Missile/Torpedo Launcher
Range: Varies by missile/torpedo type
Damage: Varies by missile/torpedo type
Rate of Fire: Volleys of 1, 2, 4
Payload: 24

e) Medium Range Missile/Torpedo Launcher
Range: Varies by missile/torpedo type
Damage: Varies by missile/torpedo type
Rate of Fire: Volleys of 1, 2, 4
Payload: 12

f) Long Range Missile/Torpedo Launcher
Range: Varies by missile/torpedo type
Damage: Varies by missile/torpedo type
Rate of Fire: Volleys of 1, 2, 4
Payload: 6

g) SeaFire Missile/Torpedoes
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1,2, 4, 5, 10, 15, or 20 (all)
Payload: 24
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

h) Mine Pod---This dispenser pod can seed an area with mines, including PS’s CapTor mines(a torpedo-launching aquatic mine canister)
Payload: 6 Heavy Mines,
OR 12 Medium Mines
OR 24 Light MInes
OR 48 Micro-Mines
(Or any combination thereof. )

i) EM Scrambler ---A more powerful scrambling system with area-of-effect, so it can be used to cloak and protect other vessels, jam enemy communications, and mask the Tigershark’s approach more effectively, used offensively, to foil ALL radar-guided weaponry in a 5 mile radius(-3 to strike), providing protective coverage to other friendly units in its area.
-Jammer-----A powerful radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 25 mile radius.
Multiple pods DO NOT add to bonuses, but merely provide system redundancy.

j) El-Drencher Flame-thrower Pod---Fires at sea still hold considerable terror for seamen, and this armament option is meant to exploit it with a floating napalm-like incendiary mix that can turn a ship into a floating inferno. For added damage, the sprayer is compatible with PS’s magic-eating ED alchemic napalm that has proven particularly devastating against Horune Dreamships. Its main shortcoming is its short range, but despite this, the weapon is popular with the more fearless crews because of the continuous damage it can do to targets like Horune Dreamships.
Range: 500 ft and covers a 50 ft area
Damage:
(Eldrencher Fire)---A munition developed late in the Elf-Dwarf War, to defeat the new generations of magically-reinforced armor plate. This napalm-like incendiary shell spreads a viscous, flaming goo that actually does MORE damage to magically-enhanced armors(such as those used in Demon Ships, many technowizardry vessels, and even some Haunted Ships), feeding on a portion of the ensorcelled energies to enhance thermal effects. PS engineers are VERY interested in applying this alchemy to other munitions as well. Does 3d6x10 MD to 50 ft blast radius, plus the lava-napalm continues to burn for 1d6 minutes, doing 6d6 MD per melee. It is especially dangerous in that it has been known to drip down through decks and down air shafts, doing additional damage to the interior of targets. Supernatural BEINGS caught by Eldrencher Fire take 50% more damage, and supernaturally-enhanced structures take DOUBLE damage. It takes massive quantities of water(it even burns underwater for 2d4 melees) , chemicals(x10 what it would take to suffocate a normal fire), or magic to extinguish.
Rate of Fire: Once per melee
Payload: 18 shots

k) Mage Pod--A more powerful version of the classic PS modular magic weapons system. Each pod comes with its own PPE Battery Pack(can only be replaced/recharged at base), and five different spells/spellcards per pod.
Range: Varies by spell, range x 10.
Damage: Varies by spell and level of experience of the creator(typically 10th level)
Rate of Fire: ECHH
Payload: 200 PPE battery per pod

l) Heavy MagTorp Launcher----Essentially the same weapon as is mounted in the Tigershark’s tail
Range: 6,000 ft in air and water
Damage: 4d4x10 MD per vortex shot, or can be used to produce a ‘shotgun blast’ spray of invisible projectiles that do 6d6 MD to everything a 40 ft area.
Rate of Fire: 4 times per melee
Payload: Effectively unlimited
Bonus: Because of their invisible nature, Magnetic Vortices are -6 to dodge.

m) J-series 80mm Gauss Cannon---PS has taken advantage of the large payload capacity of the pods to fit the Tigershark with their latest J-series MassDriver Cannon.
-80mm MB Gauss Cannon(PS-MDJ80M)
Weight: 5,800 lbs (2.9 tons)
Range: (Direct Fire)25,000 ft (5 miles)
(Indirect Fire) 62,500 ft (12.5 miles)
‘Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: Varies: Typically carries 1-2 tons of reserve ammunition
80mm AP shell weighs 12 lbs( 166 shots per ton)

n) Heavy Sonic Cannon---Paladin Steel was able to acquire a few examples of Japan-based Ichto Robotics’ IR-2060 Banshee robot, aided in their effort by Ichto’s liberal policies of selling these warmachines to anyone with the cash; OTAR was able to acquire theirs secondhand as war booty from the defeat of a shipload of Horune pirates. Of particular interest to PS engineers was the Sonic Cannon, and PS has begun producing their own, and variants thereof.
Range: 2,000 ft(4,000 ft underwater)
Damage: 1d6x10 MD, plus 3d6 MD to a 15 ft diameter area.
Double damage and blast area underwater
Rate of Fire: EPCHH
Payload: Effectively Unlimited

o) PSKUW-8 Double Barreled Laser Cannon----Another Kittani-knockoff, this time from the Kittani Destroyer Power Armor.
Range: 4,000 ft in air or water
Damage: 1d6x10 MD single blast, 2d6x10 MD double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

p) PSKUW-7 Quad-Barrel Plasma Cannon---Copied from captured Kittani War Crab robots
Range: 1,000 ft underwater, 3,000 ft in air
Damage: 1d6x10 MD single blast, 2d6x10+ MD double blast, 3d6x10 MD triple blast, and 4d6x10 MD quadruple blast!
Rate of Fire: ECHH
Payload: Effectively Unlimited

Variants:

*PS-MEAS-10B---(aka ‘Bullshark’) This variant is being developed in anticipation of the Tigershark’s stealth cover being blown and the type recognized as a PS/GNE combat type. The PS-MEAS-10B trades away or downgrades several individual systems for a more robust frame and armaments configuration.
Changes/Modifications:
MDC/Armor by Location:
Main Body 800
Reinforced Crew Compartment 200
Wings(2) 300 each
Engine Thrusters(2) 250 each
Systems of Note:
-Stealth---Downrated in favor of more advanced armor. -10% to Read Sensory Equipment rolls to detect the -MEAS-10B.
Weapons Systems:
-(Optional)Replace the Short-Range and Mini-Missile/Torpedo racks with consolidated Seafire launchers(2), each holding 16 Seafires.
-(Optional)Replace the hardpoints with launch racks for the PSAGM-258 or ASSM-06 HammerDart (one per hardpoint)
Cost: Estimated price per unit drops to 75 million credits.
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"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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