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Re: Paladin Steel Storefront

Posted: Sun Aug 30, 2009 4:25 pm
by taalismn
ZINO wrote:you mean this design ( in black)
http://upload.wikimedia.org/wikipedia/c ... Mi-35P.jpg
by the way NICE
ALSO
LOOK
The original bulbous front fuselage has been revamped with a flater planar-faced cockpit more familiar to the Super-Cobra or Mangusta Mongoose attack copters(the flatter cockpit panes causing less reflection and glare for the crew).



Arsenal Mi-24V upgrade — Ukrainian upgrade for Mi-24V
http://upload.wikimedia.org/wikipedia/e ... series.png THE ONE IN THE LEFT SIDE ,THE SIX HIND 24 ON THE BOTTOM ?
WELL ?


Nobody tops the Russians for ugly 'copters....Nobody...The Apache comes close, but the Russians raised the ugly bar....

Re: Paladin Steel Storefront

Posted: Mon Aug 31, 2009 11:57 pm
by Aramanthus
Cool gear! I like them! I think that we here at the Federated States would like to purchase some of them to test out.

Re: Paladin Steel Storefront

Posted: Tue Sep 01, 2009 9:40 am
by taalismn
Mystic Mister Daveed’s Wooden Wonders---The Happy Hollow Open Porch Workshop Collection
One of our execs, while on vacation on the Fadeland of Martha’s Vineyard, was awestruck and amazed to stumble across this remarkable gentleman he found creating magical creations of wood and other materials. So awestruck and amazed by what he saw, in fact, that he rushed back to work, and showed the rest of us here at Paladin Steel what he’d found...And WE were so awestruck and amazed, that we had to see for ourselves. Well, the reports were true, and we’ve spent the last year or so persuading Mister Daveed to teach us how he does it. We’re thrilled to announce that we’ve managed to obtain a small, but steady, supply of the amazing artifacts that Mister Daveed has designed and created, and are making available to our loyal customers as the ‘Happy Hollow Collection’(named after the little community where Mister Daveed does his work). You’ll be enchanted by these often whimiscal handicrafts, but you’ll also be impressed by their mystic abilities...
Paladin Steel is marketing these magic handicrafts, made(mostly) on the Fade Island of Martha’s Vineyard...Some PS accountants are apalled at the low cost being asked for some of them, but considering that the original source was, in many cases, GIVING his creations away, PS thought it best to keep the asking price low as per Mister Daveed’s stipulations.
The decidedly eccentric Mister Daveed works mainly in wood(common or mystic varieties; it varies), but he also augments his creations with metal, glass, and other materials. Many of the objects show various ethnic influences or inspirations; Mister Daveed readily admitts to being a ‘student of the world’, given to ‘periods’ where he’ll do creations themed on a particular culture or idea, while other times he just lets his creative spirit wander where it will. It is not known what magic practice Mister Daveed uses to endow his creations with power, and in some cases life; his practice seems to combine aspects of Techno-Wizardry, Biomancy, Mysticism, Alchemy, and Elementalism....
Many of the Happy Hollow collection objects can be ‘bonded’ to an owner, so the artifacts respond only to that/those person(s) or exclude them from their effects...The bonding process requires each person to be so bonded to contribute a few drops of blood(to be smeared on the object or worked into the wood), after being nicked with a Magic X-Acto Knife during a brief ritual. Bonded artifacts can offer special privileges to those so Bonded, such as allowing them to activate and command the artifact without PPE cost, or exclusive use of the object, or safety from its effects, to near-Familiar-like levels fo mental linking(especially with animates like bird and animal sculptures). Bonding costs 3,000 credits per person; up to 10 persons can be Bonded to an object.

Antelope Headdresses
“Lemme tie one on and THEN we’ll see who’s the king of the herd here...”
These are African-styled headdresses that are modelled after antelope, ibex, and rams. Strapped to the bare head(cannot be wearing a helmet or other sort of head protection, they give the wearer attributes of the animals. They appear to be made of black, ebony-like, hardwood, though they are occasionally decorated with painted accents, or shell, stone, and metal embellishments. This is one of the few artifacts that CANNOT be bonded, but is general use.
Size: 1-2 ft tall
MDC: 60
Special Abilities:
*Conformal Armor of Ithan---Lasts 6 minutes per activation, has 60 MDC, and can activated 6 times per day
Confer 1d4 of the following abilities, 4 times per day:
1)Superhuman Speed(equiv. to 6th level spell)
2)Superhuman Endurance(equiv. to 6th level spell)
3) Megadamage Haymaker/Headbutt---Allows the wearer to headbutt with the horns, doing 2d6 MD
4) Sixth/Danger Sense
*Can be healed of damage by leaving inside a dimensional pyramid for 24 hours, Mend the Broken or Create (Hard)Wood spell, or 18 PPE/32 ISP
Activation: No activation cost
Cost: 30,000-50,000 credits, depending on abilities

Junk Arrowhead
“One man’s junk is another man’s treasure.”
A large arrow-head shaped sculpture covered in various found flotsam and jetsam found on the beach, this artifact makes for a nice conversation piece hanging on a wall, but it also conveys a number of special powers to the owner, revolving around finding and good fortune; you’ll never lose your car keys in the house if you’ve got this treasure hanging on the wall. The Junk Arrow pays for itself in the small change you’ll be finding!
Size: About one foot long, and 2-3 inches thick
MDC: 7
Special Abilities:(25 ft radius of effect)
*Find Contraband 80%
*Find Valuables----Money, keys, and other valuables(if Bonded to an owner, it will prioritize by what the Bondee considers valuable) within the area of effect will immediately catch the eye of the artifact’s holder(or those searching inside the area of effect). On worlds on the Junkyard Dimension, it gives a +20% to rolls on the Random Find Chart.
*Detect Concealment(magic spell)
Activation: Takes touch contact and 3 PPE/6 ISP for non-Bonded to activate the artifact for 15 minutes of animation; costs Bonded nothing to activate
Cost: 9,000 credits


Tribals
“My knees are bad and I move a lot slower than I used to....thankfully, my husband got me a Tribe to help me with the daily chores...”
Tribals are small humanoid figurines roughly 5-6 inches tall, made of an alien wood that resembles ebony or mahogany. These figurines are crude-looking, similar to any turned out by many African, Asian, and American barbarian tribes, but for their ability to come alive with a touch or spoken command. The animated homuculi can carry out simple commands, stand watch, and be entrusted with basic tasks. Though they cannot speak, they can pantomime or gesture simple responses(like ‘Do Not Understand’, ‘Okay!’, and ‘Danger!’). It is suspected that somehow Mister Daveed has endowed a splinter essence of a nature spirit or Earth Elemental in each of these little figurines.
Individually, Tribals aren’t particularly powerful or effective, but deployed in mass, they can be quite effective in doing various chores, like cleaning and basic home repair and maintenance. If deployed in numbers, they will act in concert to accomplish a task(like moving heavy objects as a team or forming a ladder of themselves to get to a higher location).
Physical Attributes of Note:
P.S.: 4
P.P.: 8
Speed:(Running) 10
(Leaping) 5 ft up/across
MDC: 5
Special Abilities:
*Sense the Coming of Rain/Smoke/Large Fires---80%, 2 mile range
*Invisible to Sensors--Do not register on thermal imagers, lifesign detectors, or infrared systems.
*Can be healed of damage by leaving inside a dimensional pyramid for 24 hours, Mend the Broken or Create (Hard)Wood spell, or 18 PPE/32 ISP, or by planting them in soil, watering them, and waiting 48 hours.
*Actions/Attacks Per Melee: 3
*Skills: (all at 5th level profficiency)
W.P. Blunt
Climbing
Prowl
Carpentry
Vulnerabilities:
*Takes DOUBLE damage from fire and plasma weaponry
Activation: Takes touch contact and 5 PPE/10 ISP for non-Bonded to activate the artifact for 15 minutes of animation; costs Bonded nothing to activate
Market Cost: 3,000 credits, 20,000 credits for lots of ten

Shaman Tribal
“My friend the witch-doctor...”
One in every hundred Tribals is a ‘Shaman’, slightly larger(7-12 inches tall), more robust, often with a different color or overall paint job, and more pronounced features, such as carved jewelry incorporated into their design. They have been compared to miniature primitive idols in appearance. They also exhibit a higher level of intelligence than the other smaller Tribals; they can carry out more complex instructions, can pantomime more complex responses, and can, within the limits of their instructions, show greater initiative. If used to direct teams of Tribals, any task assigned them will take a third less time to carry out.
Physical Attributes of Note:
P.S.: 7
P.P.: 10
Speed:(Running) 15
(Leaping) 5 ft up/across
MDC: 12
Special Abilities:
*Sense Magic/Evil----120 ft/90 ft radius respectively. The shaman figurine’s eyes will glow in the presence of supernatural evil or magic.
*Spell Casting Abilities: (Equiv. to 6th level)(Can cast each 4 times per day)
-Weather Sense
-Light Healing
-Mend the Broken
-Extinguish Fire
-Mystic Alarm
-Lantern Light
-Cleanse
*Sense the Coming of Rain/Smoke/Large Fires---80%, 2 mile range
*Invisible to Sensors--Do not register on thermal imagers, lifesign detectors, or infrared systems.
*Can be healed of damage by leaving inside a dimensional pyramid for 24 hours, Mend the Broken or Create (Hard)Wood spell, or 18 PPE/32 ISP, or by planting them in soil, watering them, and waiting 48 hours.
*Actions/Attacks Per Melee: 3 physical, or 4 spell
*Skills: (all at 5th level profficiency)
W.P. Knife
First Aid
Climbing
Prowl
Carpentry
Vulnerabilities:
*Takes DOUBLE damage from fire and plasma weaponry
Activation: Takes touch contact and 15 PPE/30 ISP for non-Bonded to activate the artifact for 15 minutes of animation; costs Bonded nothing to activate
Market Cost: 8,000 credits

Re: Paladin Steel Storefront

Posted: Tue Sep 01, 2009 11:10 pm
by Aramanthus
Nice gear! Is this from PS? Or is it a spin off company? Or a seperate entity.

Re: Paladin Steel Storefront

Posted: Wed Sep 02, 2009 8:56 am
by taalismn
Aramanthus wrote:Nice gear! Is this from PS? Or is it a spin off company? Or a seperate entity.


Marketed through PS, though MIster Daveed is training some artificiers for us....
It's literally a cottage industry setup with the resulting products being marketed through the larger franchise....

Re: Paladin Steel Storefront

Posted: Mon Sep 07, 2009 12:42 am
by Arnie100
:D Anything new from Paladin Steel, taalismn?

Re: Paladin Steel Storefront

Posted: Mon Sep 07, 2009 10:03 am
by taalismn
Arnie100 wrote::D Anything new from Paladin Steel, taalismn?


Been working off and on , but nothing quite ready to go to my satisfaction...I've been taking advantage of the good weather to spend some time off-computer and digging up tomato plants(the tomato rot was particularly vicious in New England, courtesy of the extremely wet weather we had earlier in the summer...)

Re: Paladin Steel Storefront

Posted: Wed Sep 09, 2009 10:05 am
by taalismn
Didn't know where to put this and I didn't want to start a Random Weapons thread for just one weapon, so here it goes HERE....

BMAGL30MM- 30mm Light Automatic Grenade Launcher(aka ‘Chunka Gun’, ‘Nerfer’, ‘Block-Bomber’)

“In the right hands one of these weapons can bring down a building...In the wrong hands, it can STILL bring down a building, what with the tendancy to spray the clip-load...Even with the top-mounted clip ballasting the thing, it has a nasty tendancy to kick up...On a full burst that creeps up, and if you have to quick-pull a second burst and empty the clip immediately after the first, you can kiss any chance of accurately landing a tight group on target goodbye....There are some after-market mod kits that add a handhold and handle under the barrel, but the quality of the materials is enough to make you cry...Some of them, even if you tighten the bolts enough, break right off while you’re wrestling the bastard during a burst...”
-Deputy Elle Donovich, Houstown Constabulary

“Careful when you’re leaning into a burst; the plastic casing on the thing tends to crack easy, and if the buttstock recoil spring gives way, you not only end up taking the kickback from the last shot right to the shoulder, but you can get shards of plastic and the spring popping up beside your face...That can be rather startling when it happens in the middle of a firefight...Fortunately repairing the assembly’s easy...the parts are cheap, and all that’s really needed is a screwdriver, but it’s a real pain having to constantly be changing the stock-mouldings.”
-Roger ‘Ambush Boy’ McKenner, Headhunter

The Chunka-Gun is a Black Market-spawned weapon clearly meant to appeal to the trigger-happy; it’s a lightweight automatic grenade launcher meant less for accuracy and more for ‘spray-and-pray’ operations. The weapon is fairly handsome in appearance, with a compact, streamlined look, and workings that are straightfoward; largely plastic and composite(the same polycarbonate as used in the popular ‘PlasticMan’ EBA) construction to save weight and cost, with a light alloy internal structure to reinforce it, a pistol grip, basic muzzle brake, and a spring-and-piston recoil-control buttstock that helps take off some of the kickback of the weapon in full automode. The Chunka-Gun uses 30mm grenades...common enough thanks to Northern Gun’s mass marketing efforts...so recoil is far less than it would be than for the larger, and more preferred 40mm rifle grenades, but so is the explosive power. The abomination of the design is that it’s fed by a large plastic clip that drops rounds down into the receiver; the positioning of the magazine eliminates any pretense of accurate fire; just point, shoot, and hope for the best. In close quarters, which seems to be the prefered mode for this weapon, that doesn’t pose much of a problem, but in open field firing, the lack of accuracy can be telling.
The origins of the Chunka-Gun are a mystery; the 30mm format would seem to indicate Northern Gun(which loves the increased sales of their 30mm grenades, but hates th fact that three Chunka-Guns and ammo can be bought for the cost of a single NG-GL10), but the composite-plastic(unusual for a back-alley ‘special’) styling would seem to finger Paladin Steel or Wilks (both of which wince at the quality of construction. Naruni Enterprises is another favorite suspect, but they haven’t taken credit for this weapon. It’s therefore likely to be an independent Black Market design, using talent and ideas they stole from all of the above.
Cheap, easy to operate, and fairly reliable, the ‘Chunka-Gun’ has become a favorite of mercs who value big bang over accurate fire, criminals looking for some fast heavy firepower, and gangs with more money and nerve than common sense, and so the weapon has become an unwelcome(from the perspective of police, firefighters, and residents) addition to the arsenals of urban warriors. The weapon’s distinctive unmuffled firing cycle earned it the nickname ‘Chunka-Gun’, its toy-like appearance has earned it ‘Nerfer’ and ‘PingPong Gun’, and its growing popularity with urban street gangs has led to names such as ‘Block Bomber’ and ‘People-Popper’.
Weight: 15 lbs
MDC: 10
Range: 500 ft
Damage: 2d6 MD to a 6 ft blast area
A 5 rd burst does 1d4x10 MD to an 18 ft area
Rate of Fire: Standard
Note: The weapon suffers a -1 to Strike in burst mode, in addition to the usual penalties for burst fire, due to its tendancy to kick up with rapid shots.
Also, after 100 shots, there’s a 20% chance of the rear recoil spring breaking with each burst thereafter. The damage is easy enough to fix(typically takes 10-20 minutes and about 30-40 credits in spare parts), but until the stock and recoil mechanism is repaired/replaced, the weapon will be -2 to strike for anyone who doesn’t have a P.S. of 19 or better, trying to fire it in anything other than a double-handed brace position.
Payload: 10 grenade clip
Cost: 17,000 credits, grenades cost 400 credits apiece
Options/Accessories:
*Forward Handle---A handle can be installed under the barrel to help control the kickback; costs 200 credits.

Re: Paladin Steel Storefront

Posted: Wed Sep 09, 2009 11:26 pm
by Aramanthus
Nice new weapon. I'm looking forward to trying it out. Please keep them coming!

Re: Paladin Steel Storefront

Posted: Thu Sep 10, 2009 9:24 am
by taalismn
Bear in mind it's NOT a PS weapon...could even be a Chipwell weapon, though they really don't work in plastics/composites....
Actually got the Chunka-Gun idea after messing around with the PimpMyGun website...you can spin out cheap weapons(for the artistically non-inclined) for hours....and if you have Photoshop, you can use the your creations as bases and rework them with a little flare...then stat them up....

PSAGL-30B 30mm ‘Banger’ Grenade Launcher
(Aka ‘Supa-Bloopa’, ‘Super-Nerfer’, ‘Nerf-Bat’, ‘Death-Bugle’)

“Okay, I want half the grenadiers covering the doors...Mixed anti-personnel and light anti-armor...Once we start the attack, I figure we’ll see both the domestic help and the guard details coming out in a hurry before they figure it’s safer indoors...The other half will be watching the windows with armor-piercing loads....If there’s armor-glass or shutters, I want them to lose that protection if the flash-bangs and smokers can’t get inside....Sergeant! Detail three troopers with RGLs to cover the garage...they might decide to gun it in an escape run and this guy’s GOTTA have armor on his vehicles. Load your bangers, secure your clips, and move out, apes, we got a housecall to make!”

(...as the distant screaming dies away...)
“Okay...I know that guy was a T-man and tough as a light cyborg...and he was a slave driver and a slave KEEPER....and by all accounts was a real bastard...But shooting him in the CROTCH with a grenade launcher?...Isn’t that little...vindicative?”
“What can I say? I got issues with guys like that. Deal with it.”

Faced with the popularity of the Black Market’s 30mm ‘Chunka-Gun’ which was sometimes, much to the company’s mortification, attributed to PS, Paladin Steel decided to develop their OWN clip-feed 30mm format AGL, just to prove what they could really do. Using the AGL on the PSLR-50 Widower Recon Laser Rifle as the basis, PS built a handsome, rugged, weapon with the usual hallmarks of PS engineering; ceramic-composite construction, reliability, and multi-munition versatility. Larger than the ‘Chunka-Gun’, the PSAGL-30B uses a more conventional underside-mounted clip- or drum-feed magazine that allows for unobstructed aiming and greater accuracy. Over all the weapon has been described as looking like the offspring of an M-16 and its underbarrel M203 grenade launcher, with an enlarged receiver, more extensive handguarding/shock absorption around the launcher barrel, and a more elaborate recoil-absorbing stock assembly.
In GNE service the ‘Banger’ is typically issued to Militia, reserve, and security forces. It has proven quite popular with Irregulars and affiliated mercenary-adventurer units, though the weapon hasn’t enjoyed nearly the popularity as the ‘Chunka-Gun’ it was meant to overwhelm in the market, due to the latter’s relatively dirt-cheap cost.
Weight: 12 lbs(20 lbs with a 24-shot drum magazine attached)
Range:1,200 ft
Damage:
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius

*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)

(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.

The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire: ECHH
Payload: 12 shot magazine, 18 shot ‘saddle drum’, or 24 shot drum
Note: The Drum magazines are fully caompatible with the PS ‘Drum Mine’ system that allows large-caliber ammunition drums to be converted into boobytraps/mines.
Special Features:
*Top Carrying Handle
Cost: 19,000 credits; SDC rounds cost 40-60 credits each, Crowd Control rounds cost 20 credits each, standard 30mm HE grenades cost 400 credits each, armor-piercing cost 550 credits each, micro-fusion(rarely available on the open market) cost 1,500 credits each, Incendiary cost 600 credits each.

Re: Paladin Steel Storefront

Posted: Sat Sep 12, 2009 6:02 pm
by taalismn
PS GPMG M43 ‘Fritz’ General Purpose Machine Gun
(aka ‘Hans Helldrummer’, 'Long Rip', 'ZippaGun')
“This thing’s a blast from the past---Anybody who thinks that ‘light’ machine guns can’t do squat, never was on the receiving end of a long burst of explosive rounds from a mile away...with the right ammo, the ‘old clunkers’ can chew through your armor before you know where the fire’s coming from!”

“GNARSH! You don’t use a machine gun single-handed like that!!!!”
“I don’t?! But it just feels...right...”

Triax would be royally annoyed to learn that Paladin Steel is manufacturing and selling this weapon without paying royalties to the NGR; the M43 is essentially a PS modified version of the iconic German-made MG34/MG42 series of general purpose machine guns. PS has applied megadamage materials, dry self-lubricating finishes, and their insane reliability engineering to an already great weapon, resulting in a gun that can take just about anything, including periodic maintainence neglect, and keep on firing reliably when needed. The GPMG M43 also enjoys phenomenal range compared to comparable weapons; GNE soldiers particularly enjoy this characteristic of the weapon(GNE military doctrine placing a strong emphasis on engaging enemies at long range). For those who can’t afford rail guns like the NG-101 or the NG-303, the M43 is a perfect alternative. PS sells these weapons far and wide, including to its European allies in Dantegard and the New Roman Republic. In GNE service, the weapon is mainly found with Militia and Irregular units, though many Regular Army units carry them as back up to more powerful projectile weapons, like the 23mm Arden autocannon and 30mm sniper rifles.
Weight: 24 lbs
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 800 rpm
Payload: 250-rd belt or 75-rd saddle drum
Special Features:
*Air-Cooled, Recoil-Operated
*Barrel Changing Handle---Even PS-made ceramics overheat, so to facilitate barrel changes when the component in question is glowing white-hot, an insulated handle is incorporated to facilitate changes when the gunner isn’t wearing gloves.
*Bipod Mounting
Cost: 8,000 credits

PS USR-11’Strakker’ Sonic Rifle
(aka ‘Meat Hammer’)
http://i408.photobucket.com/albums/pp164/taalismn/PS-USR-11copy_zps28f4143b.jpg

“Fire one of these things inside a metal structure like a submarine or a battleship? The resonance backfeed is ungodly...The whole place rings like a giant bell for long minutes it seems, after you’ve fired....Can drive a person deaf, or drive them out into the open to get away from that sound...That’s why I love Strakkers for boarding actions and I don’t feel like smashing or burning the prize up trying to root out anybody aboard...”
---Captain Lotus Malrechian, Privateer

The ‘Strakker’ is a later development of the USR-10 ‘Howler’ Sonic Rifle, which was more of an early model proof-of-concept design for GNE forces than anything else. With the USR-11, PS refined its understanding of sonic weaponry, making for a lighter, more efficient, more easily handled, and more powerful weapon. In terms of performance, it’s a compromise between the USR-10 and the larger USC-02 Sonic Cannon.
The Strakker has a compact, submachine-like shape, with a rear handle and magazine-style foregrip for easy holding and stabilization. In place of the large emission bulb or muzzle resonance chamber, the Strakker’s firing end sports three by four rows of resonance spikes, lending it the nickname ‘meat tenderizer’ or ‘meat hammer’.
The Strakker, because of its low damage curve, isn’t terribly popular with regular troops, but it is finding some support with specops troops and police who have tried it. It’s also finding a following among Naval personnel for its light weight, dual performace in air and underwater, and its ‘shotgun’ damage pattern.
Weight: 6 lbs
Range: 1,200 ft in water, 200 ft in air
Damage: (Variable power settings) 4d6 SDC, or 4d6 MD per blast
Area of effect ‘shotgun’ blast: Half damage to a 10 ft wide area.
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
The sonic vibrations can also be used to set up a resonance in hard armor that can stun or disorient living beings. Humans(and those most like them) will find these subsonic vibrations particularly irritating, the barely audible buzzing setting up painful discordance in their eardrums and auditory apparatus. Beings with enhanced hearing are particularly vulnerable to this attack(DOUBLE penalties and duration of effects). Cyborgs and those with baffled hearing implants will NOT be affected by this.
Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance for 1d6 melees. Roll under P.E. or fall unconscious for 1d6 melees.
Power Armor and EBA-wearers will be more susceptible to the effects of resonance, owing to their close proximity to the materials being affected. The effects are greatly diminished to occupants on a vehicle owing to the many interior structures that serve to disipate and insulate the sound waves.

Rate of Fire: ECHH
Payload: 30-shot E-clip(1 MDC shot equals 10 SDC shots), 50 shots from a long E-clip
Special Features:
*Neutral Bouyancy--Like other PS underwater weapons, the USR-11 is balanced and floated so it neither sinks like a stone, nor bobs to the surface like a balloon if released/lost.
*Folding Wire Buttstock
*Top Sight Rail
Cost:Currently not available for sale, but if a functional example were to make it to the Black Market, it could expect to fetch
80,0000 credits
(Update) By the current time(Post-114 PA era), the ‘Strakker’ has proven itself and is being produced and issued to a larger user base, starting with GNEN units, maritime security forces, and Naval Irregulars. It is proving quite popular with these groups. It has also begun to appear with some Orbital and Aerospace forces.

Re: Paladin Steel Storefront

Posted: Sat Sep 12, 2009 8:21 pm
by ZINO
and here is a MG 34
http://upload.wikimedia.org/wikipedia/c ... /Mg_34.jpg
OR A MG 42
http://upload.wikimedia.org/wikipedia/c ... MG42-1.jpg

NICE !!!!!!


PS GPMG M43 ‘Fritz’ General Purpose Machine Gun[/b]
(aka ‘Hans Helldrummer’, 'Long Rip', 'ZippaGun')
“This thing’s a blast from the past---Anybody who thinks that ‘light’ machine guns can’t do squat, never was on the receiving end of a long burst of explosive rounds from a mile away...with the right ammo, the ‘old clunkers’ can chew through your armor before you know where the fire’s coming from!”

“GNARSH! You don’t use a machine gun single-handed like that!!!!”
“I don’t?! But it just feels...right...”

Triax would be royally annoyed to learn that Paladin Steel is manufacturing and selling this weapon without paying royalties to the NGR; the M43 is essentially a PS modified version of the iconic German-made MG34/MG42 series of general purpose machine guns. PS has applied megadamage materials, dry self-lubricating finishes, and their insane reliability engineering to an already great weapon, resulting in a gun that can take just about anything, including periodic maintainence neglect, and keep on firing reliably when needed. The GPMG M43 also enjoys phenomenal range compared to comparable weapons; GNE soldiers particularly enjoy this characteristic of the weapon(GNE military doctrine placing a strong emphasis on engaging enemies at long range). For those who can’t afford rail guns like the NG-101 or the NG-303, the M43 is a perfect alternative. PS sells these weapons far and wide, including to its European allies in Dantegard and the New Roman Republic. In GNE service, the weapon is mainly found with Militia and Irregular units, though many Regular Army units carry them as back up to more powerful projectile weapons, like the 23mm Arden autocannon and 30mm sniper rifles.
Weight: 24 lbs
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 800 rpm
Payload: 250-rd belt or 75-rd saddle drum
Special Features:
*Air-Cooled, Recoil-Operated
*Barrel Changing Handle---Even PS-made ceramics overheat, so to facilitate barrel changes when the component in question is glowing white-hot, an insulated handle is incorporated to facilitate changes when the gunner isn’t wearing gloves.
*Bipod Mounting
Cost: 8,000 credits


Re: Paladin Steel Storefront

Posted: Sun Sep 13, 2009 8:41 am
by taalismn
Farnborough Avionics/Paladin Steel Douglas A-1 Skyraider Ground Attack Aircraft
(Aka ‘Spad’, ‘Sandy’)

“Guess what, boys and girls? We get to make a housecall today! Command wants us to make a call on a nice residence in the upscale part of Tao-Kano Kingdom and deliver a nice ‘We Hate You!’ ‘gram to some middling aristo-lord...Accuracy counts here, so we slow-boats are going in to knock in the door without shooting up the neighbors...Shoot’em up, and flatten the place, so’s he knows the place is coming down around his ears, and that it’s personal....Call sign for this mission will be ‘North Star’. Any questions?”

The last major single-seat, single-engine, prop-driven combat aircraft to see service in the US Navy, the Skyraider became best known as a ground-attack workhorse in the Korean and Vietnam Wars, where its ability to haul incredible amounts of ordnance and deliver them on target in the close air support role became legendary. The A-1 is a robust, reliable ground attack aircraft (or ‘bomb pickup truck’ as one mercenary pilot described it) with some air-to-air combat capacity.
Farnborough Avionics has decided to resurrect this pre-Rifts American design to supplement the more common TW-Typhoon in the ground-attack role, with dedicated squadrons of Skyraiders acting as tactical bombers, supported by escort flights of Typhoons that can act more effectively as fighters once their bomb and rocket loads have been expended. Besides upgrading the design with modern megadamage materials and avionics, FA has added several technowizardry augmentations to further protect the aircraft in its assigned role of close support attack aircraft. This includes a magical forcefield and multiple attack-specific resistance spells. The original av-gas powered radial engine can been replaced by a TW PPE-powered version instead, extending the already impressive loiter-over-target capability to near infinite duration, increasing overall speed slightly, and giving the Skyraider a transoceanic ferry range. The use of a ‘clean’-running PPE powerplant has also eliminated the very distinctive heavy streaking on the sides of the aircraft just behind the engine cowling....left by oil blasted out with the exhaust by the radial engine....so much so that aircrew attempting to duplicate the original pre-Rifts look of the aircraft(seen in photographs) often paint on false oil streaks(insisting either that it’s part of the original design, or just for ‘good luck’)!.
To improve the Skyraider’s anti-aircraft capabilities(so it isn’t entirely vulnerable to airborne enemies), FA has upgraded their version with radar sensors and an appropriate targeting/fire control system linked to the hardpoints, allowing the Skyraider to successfully fire air-to-air missiles.

The FA-A1 is produced and sold primarily in England, but the aircraft has recently begun to be manufactured under license in North America by Farnborough-allied Paladin Steel, although it is rumored that several different(but essentially similar) variants(most commonly replacing the wing cannon with more traditional TW weapons) are being produced by various smaller technowizard companies.

Type: FA/PS/H18A-A-100(TW) (Douglas A-1) SkyRaider
Class: Ground Attack Aircraft
Crew: One
MDC/Armor by Location
Engine 70
Reinforced Crew Compartment 50
Main Body 180
Wings(2) 55 each
Tail 60
Height: 15 ft, 8 in
Width/Wingspan: 50 ft, 9 in.
Length: 38 ft, 10 in.
Weight: 12,100 lbs/ 19,000 lbs fully loaded/ 25,000 lb maximum load
Cargo: Small in-seat compartment for a basic survival pack and a few small(wallet-sized) personal possessions
Powerplant: Liquid Fuel, Nuclear w/ 5 year energy life, or TechnoWizardry PowerStone w/ 7 year energy life
Speed: 318 MPH at 18,500 ft
Cruise at 188 MPH at 6,000 ft
Range: (Liquid Fuel) Ferry Range: 1,325 miles. Combat Radius: 900 miles clean
650 miles(w/ 1x 150 gal. drop tank and 8x750 lb bombs
Max. Altitude: 32,000 ft
Market Cost: 16 million credits for liquid fuel, 20 million credits for nuclear w/ 5 year energy life, 24 million credits for TW w/ 7 year energy life
Systems/Features:
*Radio: 200 mile range
*Radar----30 mile range
*Radar Detector---Warns of radar scans and radar-guided weapons systems lock-ons.
*Ejection Seat---Updated safety feature
*Airbrakes---Because the SkyRaider was built with divebombing in mind, it features three large panels, one on each side and one on the bottom, aft of the wingbox, that open into the slipstream to sharply slow down the aircraft.
*Arrestor Hook---For use with carrier deck systems and short runway gear.
Weapons Systems:
1) 20mm Wing Cannon(4)---- Rather than use more traditional energy-based TW weapons as substitutes, Farnborough has retained the munition-dependent projectile cannons, arguing that the twenty-millimeter cannon have better range and a more substantial ‘punch”(especially with DU- or exploding shells) than energy attacks. Originally, these weapons had about 200 rds per gun, but the replacement of the original liquid-fuel engines have allowed the ammunition capacity to be increased slightly(the rest of the volume has gone to reinforced internal structure).
Range: 6,800 ft
Damage: 1d6 MD per shell, 5d6 MD per 5 rd burst
Rate of Fire: EPCHH
Payload: 300 rds per gun

Alternately, the SkyRaider can be fitted with....b) TK Heavy Machine Gun
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short burst(5 shots), 5d6 MD long burst(10 shots), or 2d6x10 MD full melee burst(50 shots)
Rate of Fire: EGCHH
Payload: 200 shot PPE ‘clip’. Effectively unlimited for TW-powered models. Can be recharged at 1 PPE/ 2 ISP per shot.

2) Wing/Fuselage Ordnance Hardpoints--- 8,000 lbs underwing ordnance on 15 stores attachment points(7 under each wing, and one under the centerline---originally meant for a droptank).
Each hardpoint can accommodate ONE of the following(provided overall weight of ordnance does not exceed 8,000 lb capacity):
a) Mini-missiles---19 shot pod per hardpoint(fully loaded pod weighs 550 lbs)
b) Short Range Missiles---One each hardpoint
c) Medium Range Missiles---One each hardpoint
d)Bombs:
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius
Note: The SkyRaider can engage in divebombing maneuvers; doing so means that the aircraft approaches the target in a dive(45-degrees or better), releases its bomb(at 5,000 ft or less distance from the target), and then pulls out. A successful dive-bombing attack requires a Piloting roll at -10%, but the dropped ordnance is +2 to strike, and gets a +2d4 MD for the extra speed assist in penetration.
e) Torpedoes---One short or medium range torpedo per hardpoint
f) Mines---Same damage as for bombs
g)Light Rail Gun---Patterned after the Coalition’s own ‘Dead Man’ light rail cannon(and using the same ammunition), the PS50R has become the standard light weapon of VFS. One per hardpoint
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst(8d6 MD for both guns firing in a dual burst---counts as one attack)
Rate of Fire: ECHH
Payload:4000 rd drum(200 bursts)
h) Napalm/Incendi-Gel Tank---Used for vermin control and ground clearance. Weighs 550 lbs
Range: Depending on wind and altitude, the aircraft can spray a 60 foot wide, 1,000 ft long swath at maximum dispersal
Damage: Does 2d6 MD per melee for 1d6 minutes, plus combustible materials have an 90% chance of catching fire.
Rate of Fire: ECHH
Payload:150 gallons
Cost: 12,000 credits. A full tank-up of Incendi-Gel costs 18,000 credits.
i) PS/FC ‘Black Talon’ Light SAMs---PS’s ‘brilliant’ mini-missile.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 4
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 60 ,000 credits per launcher, 10,000 credits per missile
j) Flare/Chaff Launcher
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: 18 per launcher
k) 300 gallon Drop Tank(Applicable only to liquid-fueled models, and only one can be carried per wing)--Extends range/duration by 30%

Possible/Common Ordnance Loads:
3 1,000 lb bombs(1d4x100 MD to 70 ft blast radius), 6 500-lb bombs(4d4x10 MD to 60 ft blast radius), 6 250-lb bombs(2d4x10 MD to 50 ft blast radius)
OR
8 1,000 lb bombs
OR
14 short range missiles
OR
15 short range torpedoes

TW Systems:
*(Boosted) Ley Line Flier(available only to TW-powered models)---Can fly effectively indefinitely on a ley line at 500 MPH.

*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE.

*Breath Without Air----20 minutes per 5 PPE.

*Protective Energy Field---50 MDC and 10 minutes duration per 10 PPE/20 ISP pumped in.

*Impervious to Energy---5 minutes per 20 PPE/40 ISP pumped in.

*De-Icer---Keeps the wings and windows clear of ice build-up. ---2 hours per 5 PPE, or 24 hours for 60 PPE.


Variants:
*A-100E---This variant has an expanded cockpit that fits in a copilot in tandem seating, with enough space behind for 2 additional passengers(such as observers or EW technicians) to fit in, or another 500 lbs of internal cargo. The A-1E is typically used as a light transport, scout, or as the basis of various Electronic Warfare sub-types, though it retains its full ordnance carriage/attack capabilities.
Cost: +10% to cost

*UA-100E---This variant has an expanded cockpit that fits in a copilot in tandem seating, with enough space behind for 12 additional passengers to fit in, or another 3,000 lbs of internal cargo. The UA-1E is typically used as a light transport or scout, though it loses all its ordnance carriage/attack capabilities except for two hardpoints on each wing.
Cost: +20% to cost

*A-100G---Hangar-18A/Paladin Steel TW version using an Air Eleminal(‘Elemental Animal”) ‘turbull’ powerplant for better all-weather performance.
Changes/Modifications:
Powerplant: Captive Air ‘Eleminal’---The containment spells need to be renewed every six months or the critter will escape.
Bonuses: The use of the Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
Cost: 25 million credits

*F-A200 Skyshark---The XA2D Skyshark was a Korean War-era attempt to create a near-jet performance prop aircraft using the airframe of the SkyRaider and a turboprop engine drive a set of contra-rotating propellors. The program suffered abysmal complications and failed to live up to expectations; a problematic gearbox, lack of visibility in the redesigned cockpit canopy, and a tendancy to shed its entire propellor assembly, all doomed the program to rate as one of the less-well-conceived projects undertaken by Douglas.
Nevertheless, Paladin Steel and Hangar-18A engineers decided to see if they couldn’t make something of the idea using computer modelling and different technologies. They actually succeeded in making something of the concept and managed to finalize a design that was both faster and more heavily armored than the original, and produce it for sale as part of PS’s stable of aircraft...though the added expense of the design, roughly equivalent to many jet fighters, is likely to keep sales down...
The Skyshark resembles the SkyRaider in its tail and wings, but the cockpit is much more built up, with an armored ‘hood’(one of the main complaints about the ‘shark from pilots is that this cuts off the pilot’s peripheral vision), and a sharper, sleeker nose with twin contra-rotating props, in place of the SkyRaider’s pugnacious radial engine ‘face’. Early model PS Skysharks were produced in a slick blue-black paint scheme, but subsequent production runs have been done in more conventional colors.
Changes/Modifications:
MDC/Armor by Location
Engine 90
Reinforced Crew Compartment 90
Main Body 280
Wings(2) 75 each
Tail 80
Length: 41 ft 3 in.
Height: 17 ft 1 in. (at tail)
Weight: 20,960 lbs unloaded
Powerplant: Captive Air ‘Eleminal’---The containment spells need to be renewed every six months or the critter will escape.
Bonuses: The use of the Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
Speed: 510 MPH at 18,500 ft
Cruise at 188 MPH at 6,000 ft
Max. Altitude: 36,000 ft
Penalty: The pilot is -1 to initiative using purely visual senses in a dogfight due to the armored hood design of the cockpit.
Cost: 32 million credits
Weapons Systems: Standard for the SkyRaider, plus:
2) Wing Hardpoints---Add the following options:
m)15mm MicroMissile Launcher
Range:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Payload: 25 shot box launcher pod

n) 20mm Micromissile Launcher
Range: 8,000 ft for all types
Damage: (Pattern-2a) 4d4 MD to 2 ft blast radius
(Pattern-2b)6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
(Pattern-2c)(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1, 3, or 9
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Payload: 20-shot launcher pod

o) 30mm Micromissile Launcher
Range: 10,000 ft
Damage: (Pattern-3a) 4d6 MD single rd to 5 ft blast radius
(Pattern-3b) 1d4x10 MD to a 5 ft blast radius, or 3d6 MDC out to a 20 ft blast radius in fragmentation mode
(Pattern-3c)(Incendiary)2d6 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1-6
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Payload: 10 shot launcher pod

p) ECM/Radar Jammer Pod---5 mile range. Jams radars and radar targetting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). Carrying extra jammer pods does NOT increase the range or effective bonuses of the system, but may provide redundancy and multi-wavelength coverage.

q)30 mm Autocannon Gunpod---Based on the Triax model TX-862FC
Range: 10,000 ft
Damage: 4d6 MD single round, 1d6x10 MD two rd burst, 3d6x10 MD per six-shot burst
Rate of Fire: ECHH
Payload: 120 rds

3) Blades of Death Spinner-Props----A modified application of the Spinning Blades spell, this system converts conventional propellor blades into powerful melee weapons..... A favorite with daredevil pilots who like getting up close and personal with enemy aircraft, or who like flying through swarms of monsters like Gargoyles, Xiticix, and Winged Black Men, shredding them as they fly past. The double set of contra-rotating props on the SkyShark is particularly effective at grinding anything that flies into their area of effect.
Range: Melee(typically 3-4 ft ahead of the props, and up to half the prop radius out(about a 9 ft radius)
Damage: Does 2d6 MD per blade (12d6 MD all total)
Duration: 10 melee rounds( 2.5 minutes per activation)
Bonus: Also has a +6 to parry rail gun rounds, autocannon shells, and other projectiles aimed at the propellers
PPE Activation Cost: 20 PPE per activation

Re: Paladin Steel Storefront

Posted: Sun Sep 13, 2009 4:32 pm
by ZINO
A-1 Skyraider Ground Attack Aircraft
http://upload.wikimedia.org/wikipedia/e ... _va-15.jpg
or
http://upload.wikimedia.org/wikipedia/c ... e_NACA.jpg
or
http://upload.wikimedia.org/wikipedia/c ... 3_1966.jpg

F-A200 Skyshark---The XA2D Skyshark

http://upload.wikimedia.org/wikipedia/c ... yshark.jpg

or
http://upload.wikimedia.org/wikipedia/c ... rk_IFA.jpg

NICE !!!!!!!!!!!!!!!!!!!!!!!


taalismn wrote:Farnborough Avionics/Paladin Steel Douglas A-1 Skyraider Ground Attack Aircraft
(Aka ‘Spad’, ‘Sandy’)

“Guess what, boys and girls? We get to make a housecall today! Command wants us to make a call on a nice residence in the upscale part of Tao-Kano Kingdom and deliver a nice ‘We Hate You!’ ‘gram to some middling aristo-lord...Accuracy counts here, so we slow-boats are going in to knock in the door without shooting up the neighbors...Shoot’em up, and flatten the place, so’s he knows the place is coming down around his ears, and that it’s personal....Call sign for this mission will be ‘North Star’. Any questions?”

The last major single-seat, single-engine, prop-driven combat aircraft to see service in the US Navy, the Skyraider became best known as a ground-attack workhorse in the Korean and Vietnam Wars, where its ability to haul incredible amounts of ordnance and deliver them on target in the close air support role became legendary. The A-1 is a robust, reliable ground attack aircraft (or ‘bomb pickup truck’ as one mercenary pilot described it) with some air-to-air combat capacity.
Farnborough Avionics has decided to resurrect this pre-Rifts American design to supplement the more common TW-Typhoon in the ground-attack role, with dedicated squadrons of Skyraiders acting as tactical bombers, supported by escort flights of Typhoons that can act more effectively as fighters once their bomb and rocket loads have been expended. Besides upgrading the design with modern megadamage materials and avionics, FA has added several technowizardry augmentations to further protect the aircraft in its assigned role of close support attack aircraft. This includes a magical forcefield and multiple attack-specific resistance spells. The original av-gas powered radial engine can been replaced by a TW PPE-powered version instead, extending the already impressive loiter-over-target capability to near infinite duration, increasing overall speed slightly, and giving the Skyraider a transoceanic ferry range. The use of a ‘clean’-running PPE powerplant has also eliminated the very distinctive heavy streaking on the sides of the aircraft just behind the engine cowling....left by oil blasted out with the exhaust by the radial engine....so much so that aircrew attempting to duplicate the original pre-Rifts look of the aircraft(seen in photographs) often paint on false oil streaks(insisting either that it’s part of the original design, or just for ‘good luck’)!.
To improve the Skyraider’s anti-aircraft capabilities(so it isn’t entirely vulnerable to airborne enemies), FA has upgraded their version with radar sensors and an appropriate targeting/fire control system linked to the hardpoints, allowing the Skyraider to successfully fire air-to-air missiles.

The FA-A1 is produced and sold primarily in England, but the aircraft has recently begun to be manufactured under license in North America by Farnborough-allied Paladin Steel, although it is rumored that several different(but essentially similar) variants(most commonly replacing the wing cannon with more traditional TW weapons) are being produced by various smaller technowizard companies.

Type: FA/PS/H18A-A-100(TW) (Douglas A-1) SkyRaider
Class: Ground Attack Aircraft
Crew: One
MDC/Armor by Location
Engine 70
Reinforced Crew Compartment 50
Main Body 180
Wings(2) 55 each
Tail 60
Height: 15 ft, 8 in
Width/Wingspan: 50 ft, 9 in.
Length: 38 ft, 10 in.
Weight: 12,100 lbs/ 19,000 lbs fully loaded/ 25,000 lb maximum load
Cargo: Small in-seat compartment for a basic survival pack and a few small(wallet-sized) personal possessions
Powerplant: Liquid Fuel, Nuclear w/ 5 year energy life, or TechnoWizardry PowerStone w/ 7 year energy life
Speed: 318 MPH at 18,500 ft
Cruise at 188 MPH at 6,000 ft
Range: (Liquid Fuel) Ferry Range: 1,325 miles. Combat Radius: 900 miles clean
650 miles(w/ 1x 150 gal. drop tank and 8x750 lb bombs
Max. Altitude: 32,000 ft
Market Cost: 16 million credits for liquid fuel, 20 million credits for nuclear w/ 5 year energy life, 24 million credits for TW w/ 7 year energy life
Systems/Features:
*Radio: 200 mile range
*Radar----30 mile range
*Radar Detector---Warns of radar scans and radar-guided weapons systems lock-ons.
*Ejection Seat---Updated safety feature
*Airbrakes---Because the SkyRaider was built with divebombing in mind, it features three large panels, one on each side and one on the bottom, aft of the wingbox, that open into the slipstream to sharply slow down the aircraft.
*Arrestor Hook---For use with carrier deck systems and short runway gear.
Weapons Systems:
1) 20mm Wing Cannon(4)---- Rather than use more traditional energy-based TW weapons as substitutes, Farnborough has retained the munition-dependent projectile cannons, arguing that the twenty-millimeter cannon have better range and a more substantial ‘punch”(especially with DU- or exploding shells) than energy attacks. Originally, these weapons had about 200 rds per gun, but the replacement of the original liquid-fuel engines have allowed the ammunition capacity to be increased slightly(the rest of the volume has gone to reinforced internal structure).
Range: 6,800 ft
Damage: 1d6 MD per shell, 5d6 MD per 5 rd burst
Rate of Fire: EPCHH
Payload: 300 rds per gun

Alternately, the SkyRaider can be fitted with....b) TK Heavy Machine Gun
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short burst(5 shots), 5d6 MD long burst(10 shots), or 2d6x10 MD full melee burst(50 shots)
Rate of Fire: EGCHH
Payload: 200 shot PPE ‘clip’. Effectively unlimited for TW-powered models. Can be recharged at 1 PPE/ 2 ISP per shot.

2) Wing/Fuselage Ordnance Hardpoints--- 8,000 lbs underwing ordnance on 15 stores attachment points(7 under each wing, and one under the centerline---originally meant for a droptank).
Each hardpoint can accommodate ONE of the following(provided overall weight of ordnance does not exceed 8,000 lb capacity):
a) Mini-missiles---19 shot pod per hardpoint(fully loaded pod weighs 550 lbs)
b) Short Range Missiles---One each hardpoint
c) Medium Range Missiles---One each hardpoint
d)Bombs:
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius
Note: The SkyRaider can engage in divebombing maneuvers; doing so means that the aircraft approaches the target in a dive(45-degrees or better), releases its bomb(at 5,000 ft or less distance from the target), and then pulls out. A successful dive-bombing attack requires a Piloting roll at -10%, but the dropped ordnance is +2 to strike, and gets a +2d4 MD for the extra speed assist in penetration.
e) Torpedoes---One short or medium range torpedo per hardpoint
f) Mines---Same damage as for bombs
g)Light Rail Gun---Patterned after the Coalition’s own ‘Dead Man’ light rail cannon(and using the same ammunition), the PS50R has become the standard light weapon of VFS. One per hardpoint
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst(8d6 MD for both guns firing in a dual burst---counts as one attack)
Rate of Fire: ECHH
Payload:4000 rd drum(200 bursts)
h) Napalm/Incendi-Gel Tank---Used for vermin control and ground clearance. Weighs 550 lbs
Range: Depending on wind and altitude, the aircraft can spray a 60 foot wide, 1,000 ft long swath at maximum dispersal
Damage: Does 2d6 MD per melee for 1d6 minutes, plus combustible materials have an 90% chance of catching fire.
Rate of Fire: ECHH
Payload:150 gallons
Cost: 12,000 credits. A full tank-up of Incendi-Gel costs 18,000 credits.
i) PS/FC ‘Black Talon’ Light SAMs---PS’s ‘brilliant’ mini-missile.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 4
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 60 ,000 credits per launcher, 10,000 credits per missile
j) Flare/Chaff Launcher
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: 18 per launcher
k) 300 gallon Drop Tank(Applicable only to liquid-fueled models, and only one can be carried per wing)--Extends range/duration by 30%

Possible/Common Ordnance Loads:
3 1,000 lb bombs(1d4x100 MD to 70 ft blast radius), 6 500-lb bombs(4d4x10 MD to 60 ft blast radius), 6 250-lb bombs(2d4x10 MD to 50 ft blast radius)
OR
8 1,000 lb bombs
OR
14 short range missiles
OR
15 short range torpedoes

TW Systems:
*(Boosted) Ley Line Flier(available only to TW-powered models)---Can fly effectively indefinitely on a ley line at 500 MPH.

*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE.

*Breath Without Air----20 minutes per 5 PPE.

*Protective Energy Field---50 MDC and 10 minutes duration per 10 PPE/20 ISP pumped in.

*Impervious to Energy---5 minutes per 20 PPE/40 ISP pumped in.

*De-Icer---Keeps the wings and windows clear of ice build-up. ---2 hours per 5 PPE, or 24 hours for 60 PPE.


Variants:
*A-100E---This variant has an expanded cockpit that fits in a copilot in tandem seating, with enough space behind for 2 additional passengers(such as observers or EW technicians) to fit in, or another 500 lbs of internal cargo. The A-1E is typically used as a light transport, scout, or as the basis of various Electronic Warfare sub-types, though it retains its full ordnance carriage/attack capabilities.
Cost: +10% to cost

*UA-100E---This variant has an expanded cockpit that fits in a copilot in tandem seating, with enough space behind for 12 additional passengers to fit in, or another 3,000 lbs of internal cargo. The UA-1E is typically used as a light transport or scout, though it loses all its ordnance carriage/attack capabilities except for two hardpoints on each wing.
Cost: +20% to cost

*A-100G---Hangar-18A/Paladin Steel TW version using an Air Eleminal(‘Elemental Animal”) ‘turbull’ powerplant for better all-weather performance.
Changes/Modifications:
Powerplant: Captive Air ‘Eleminal’---The containment spells need to be renewed every six months or the critter will escape.
Bonuses: The use of the Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
Cost: 25 million credits

*F-A200 Skyshark---The XA2D Skyshark was a Korean War-era attempt to create a near-jet performance prop aircraft using the airframe of the SkyRaider and a turboprop engine drive a set of contra-rotating propellors. The program suffered abysmal complications and failed to live up to expectations; a problematic gearbox, lack of visibility in the redesigned cockpit canopy, and a tendancy to shed its entire propellor assembly, all doomed the program to rate as one of the less-well-conceived projects undertaken by Douglas.
Nevertheless, Paladin Steel and Hangar-18A engineers decided to see if they couldn’t make something of the idea using computer modelling and different technologies. They actually succeeded in making something of the concept and managed to finalize a design that was both faster and more heavily armored than the original, and produce it for sale as part of PS’s stable of aircraft...though the added expense of the design, roughly equivalent to many jet fighters, is likely to keep sales down...
The Skyshark resembles the SkyRaider in its tail and wings, but the cockpit is much more built up, with an armored ‘hood’(one of the main complaints about the ‘shark from pilots is that this cuts off the pilot’s peripheral vision), and a sharper, sleeker nose with twin contra-rotating props, in place of the SkyRaider’s pugnacious radial engine ‘face’. Early model PS Skysharks were produced in a slick blue-black paint scheme, but subsequent production runs have been done in more conventional colors.
Changes/Modifications:
MDC/Armor by Location
Engine 90
Reinforced Crew Compartment 90
Main Body 280
Wings(2) 75 each
Tail 80
Length: 41 ft 3 in.
Height: 17 ft 1 in. (at tail)
Weight: 20,960 lbs unloaded
Powerplant: Captive Air ‘Eleminal’---The containment spells need to be renewed every six months or the critter will escape.
Bonuses: The use of the Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
Speed: 510 MPH at 18,500 ft
Cruise at 188 MPH at 6,000 ft
Max. Altitude: 36,000 ft
Penalty: The pilot is -1 to initiative using purely visual senses in a dogfight due to the armored hood design of the cockpit.
Cost: 32 million credits
Weapons Systems: Standard for the SkyRaider, plus:
2) Wing Hardpoints---Add the following options:
m)15mm MicroMissile Launcher
Range:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Payload: 25 shot box launcher pod

n) 20mm Micromissile Launcher
Range: 8,000 ft for all types
Damage: (Pattern-2a) 4d4 MD to 2 ft blast radius
(Pattern-2b)6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
(Pattern-2c)(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1, 3, or 9
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Payload: 20-shot launcher pod

o) 30mm Micromissile Launcher
Range: 10,000 ft
Damage: (Pattern-3a) 4d6 MD single rd to 5 ft blast radius
(Pattern-3b) 1d4x10 MD to a 5 ft blast radius, or 3d6 MDC out to a 20 ft blast radius in fragmentation mode
(Pattern-3c)(Incendiary)2d6 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1-6
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Payload: 10 shot launcher pod

p) ECM/Radar Jammer Pod---5 mile range. Jams radars and radar targetting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). Carrying extra jammer pods does NOT increase the range or effective bonuses of the system, but may provide redundancy and multi-wavelength coverage.

q)30 mm Autocannon Gunpod---Based on the Triax model TX-862FC
Range: 10,000 ft
Damage: 4d6 MD single round, 1d6x10 MD two rd burst, 3d6x10 MD per six-shot burst
Rate of Fire: ECHH
Payload: 120 rds

3) Blades of Death Spinner-Props----A modified application of the Spinning Blades spell, this system converts conventional propellor blades into powerful melee weapons..... A favorite with daredevil pilots who like getting up close and personal with enemy aircraft, or who like flying through swarms of monsters like Gargoyles, Xiticix, and Winged Black Men, shredding them as they fly past. The double set of contra-rotating props on the SkyShark is particularly effective at grinding anything that flies into their area of effect.
Range: Melee(typically 3-4 ft ahead of the props, and up to half the prop radius out(about a 9 ft radius)
Damage: Does 2d6 MD per blade (12d6 MD all total)
Duration: 10 melee rounds( 2.5 minutes per activation)
Bonus: Also has a +6 to parry rail gun rounds, autocannon shells, and other projectiles aimed at the propellers
PPE Activation Cost: 20 PPE per activation

Re: Paladin Steel Storefront

Posted: Sun Sep 13, 2009 6:32 pm
by abe
how about a tree bomb that PLANTS trees instead of destroying them?

Re: Paladin Steel Storefront

Posted: Mon Sep 14, 2009 3:25 am
by Arnie100
Definetely nice job with the Skyraider!!

Re: Paladin Steel Storefront

Posted: Mon Sep 14, 2009 11:27 am
by taalismn
abe wrote:how about a tree bomb that PLANTS trees instead of destroying them?


Good idea...Seems to me I remember an article about a proposal to make special bullet-shaped 'dropcanisters' similar to those used in Vietnam to drop remote sensors, only smaller, each of which would hold a seedling, and the bullets were made of a bio-degradeable material and were perforated for the roots to grow out...the idea was to air-seed forest fire wastes to promote new growth...
I believe that there are several Earth Elemental spells that could be adapted to the purpose, and the ocean magic Weed Snare spell(which I used for my TangleTorp warheads) could be adapted to spur growth...especially if one was planning on growing instant forests for combat purposes(providing cover, slowing down enemy movements, etc...)...

Re: Paladin Steel Storefront

Posted: Sun Sep 20, 2009 3:45 pm
by taalismn
Paladin Steel ‘Tom Thumb’ Main Battle Micro-Tankette
“You gotta be kidding me...they want WHAT?!”
“Dude...You’ve been working here for over ten years...you should know better than to ask a question like that!”

“I hope that the contract for this was gone over thoroughly by a company lawyer, and that somewhere in it, we’re absolved of all responsibility in the event that somebody comes looking to sue us because their apartment building is infested by tank-equipped mice....”

“FORWARD THE REDWALL PANZER BRIGADE!!!!”

“George! An armored company of squirrels is here to seize the kitchen!”
“Ma’am, we’re lemmings...Squirrels are special forces, mice are infantry, and rats are rangers...and we’re not here for the kitchen...we’re here for the gasoline in your garage. Com’on, lady, your husband’s in charge of the Militia fuel dump for this hamlet! We gotta refuel if we wanna make Turniptown by sundown! Time’s awastin’!!!”

“Don’t laugh....I’m with New Boston Arcology Animal Control...we get a report of an infestation of vampire flat worms in the underground pipes, we call up the Rat Patrol...We truck over a dozen or so of their tanks and crews on one of our flatbeds, drop the ramp, and watch those little guys go driving off into the lines....A few hours later, they come rolling back with video feed and, if they have to, re-arm and refuel to go back in to finish the job....Beats crawling down there ourselves, or sending a remote...sometimes the control lines foul....”

The ‘Tom Thumb’ Micro-Tankette has to be one of the strangest vehicle commissions Paladin Steel has ever undertaken. Basically, PS was approached by a nation of sentient MICE who wanted to commission a series of combat vehicles to protect themselves...scaled to their diminutive size.
PS delivered. The ‘Tom Thumb’ is essentially a modified ‘HandiTrac’ robot frame reworked for greater speed and endurance, with a fighting compartment and weapons turret. It’s a scaled-down MBT, but before anybody calls it a ‘toy tank’, it should be noted that its weapons are capable of doing megadamage, and it can take quite a beating.
The engine selection includes a modified riding lawnmower engine, the sensor-suite consists of modified bionics systems, and accessory systems are various adapted infantry tools and off-the-shelf commercial components, like flashlights, handcomms, and pocket winches.
Armament-wise, the Tom Thumb is pretty heavily armed for its size; the turret can be fitted with a number of modified machine guns, automatic shotguns, or light grenade launchers, a top rack holds a micromissile array or single-shot mini-missile launcher, and there’s even a glacis-plate mount and turret-top pintle mount for a light energy weapon or modified automatic pistol.
The tiny size of the Tom Thumb limits its capabilities; its low profile prevents it from being able to effectively fire over, or negotiate around, obstacles, and its limited speed and power supply keep it from engaging in offensive operations(unless it is supplied in the field with fresh fuel or powerpacks). On the other hand, its low profile makes it hard to hit, and its unexpected firepower can catch opponents offguard, especially at close quarters. One early combat report tells of a Coalition SCorpion-Skull Walker being disabled by a pair of Tom Thumbs that got under its main hull, between its legs, and proceeded to shoot its legs out. Overall, the Tom Thumb is considered equivalent in armor and firepower to a heavy infantryman.
The Tom Thumb has been produced in small numbers for various mutant animal enclaves, including several in the GNE, but reports have surfaced of at least one Tom Thumb being worked on, if not actually crewed, by members of the Fraanid(known more commonly as the ‘Faerie Bot D-bees’).
Type: PS-MBmT01 Tom Thumb
Class: Main Battle Micro-Tankette
Crew: 3 Size Level-2 Animals (driver, gunner, and commander)
MDC by Location
Main Body 80
Reinforced Crew Compartment 30
Main Turret 60
Height: 1.1 ft
Length: 2 ft (5 ft w/ long barrel gun)
Width: 1.3 ft
Weight: 65 lbs
Cargo: Can carry about 5 lbs of extra weight without problem
Powerplant: Onboard Battery(good for 24 hours of continuous operation), E-clip(6 hours of operation per e-clip), or liquid fuel (20 mile range)
Speed: 15 miles per hour
Can clamber over 9-inch obstacles and get up a 60-degree grade; can withstand falls of up to 25 ft without damage.
(Underwater) Can crawl along the bottom at about 3 MPH, maximum depth of 200 ft
Cost: 35,000 credits
Features:
*Radio(10 mile range)
*Laser Targeting
*IR/Normal Light Spotlight
*Basic Robot Optics(effective range 3,000 ft)
*Basic Air Filtration
*Waterproof/shockproof construction
*Optical Periscope---Extends up to 6 ft.
*Mini-Winch--w/ 60 ft of line, 100 lb test strength
Weapons Systems:
1) Main Turret---The main turret has a full 360-degrees of rotation, and a 45 degree elevation capability. It can mount ONE of the following
a) 7.62mm Machine Gun---Adapted version of the PS GMG M43, with a 20 inch barrel
Range: 7,500 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 800 rpm
Payload: 250-rd belt
Cost: 8,000 credits

b) 12 Gauge AutoShotgun
Range:(12 Gauge)) 300-1,000 ft(varies by ammunition type)
Damage:(12 Gauge)
*Standard Shotgun shell--300 ft range, 5d6 SDC
*Standard Buckshot shell---300 ft range, 4d6 SDC to 5 ft area
*Teargas shell---300 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---300 ft range, 2d6 SDC, plus 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).
*S-9Dex Incapacitation Munition ---300 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 300 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---1,000 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 1,000 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---1,000 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---1,000 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armour & roll versus knockdown (14)
Rate of Fire:(12 Gauge) Standard
Payload:(12 Gauge) 20 rd ‘banana’ clip(up to 4 clips can be carried internally)
Or a 50 shot drum can be added
Cost: 9,000 credits

c)30mm Automatic Grenade Launcher
Range:1,200 ft
Damage:
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius

*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)

(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.

The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire: ECHH
Payload: 12 shot magazine, 18 shot ‘saddle drum’, or 24 shot drum
Note: The Drum magazines are fully compatible with the PS ‘Drum Mine’ system that allows large-caliber ammunition drums to be converted into boobytraps/mines.
Cost: 19,000 credits; SDC rounds cost 40-60 credits each, Crowd Control rounds cost 20 credits each, standard 30mm HE grenades cost 400 credits each, armor-piercing cost 550 credits each, micro-fusion(rarely available on the open market) cost 1,500 credits each, Incendiary cost 600 credits each.

d) 5.56mm Medium Machine Gun---This is an adapted version of the P-631 Series modular automatic weapon, firing caseless ammunition. 15 inch barrel.
Range:
Effective Range: 3,300 ft, maxmum range 8,000 ft
Damage:(5.56mm) 5d6 +3 SDC single shot or 2d4x10+9 SDC per 3 shot burst at ranges under 3,300 ft, 3d6+1 SDC or 6d6+3 SDC per 3 rd burst beyond 3,300 ft .
(PSX-1) 1d6 MD per single shot or 3d6 MD per 3 shot burst(no damage reduction)
Can use any standard 5.56 mm-format specialized munitions, including explosive rounds and megadamage armor-piercers.
Rate of Fire: Selective fire; bursts of 5, 10, 20, 30, or 50 rds.
Payload: 180-rd Belt
Cost: 3,800 credits

e)Laser Cannon---Adapted model of the PS-RFL2-33 ‘Blazer’ Heavy Infantry Laser
Weight: 27 lbs
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch.
Cost: 75,000 credits

f) Heavy Ion Cannon--Adapted model of the PS PSIC-01 Tesla Ion Infantry Cannon
Weight: 28 lbs
Range:(Ion Bolt) 1,900 ft
(Lightning Blast) 2,500 ft
(Shock Zone) 200 ft, and affects a 55-ft wide area
Damage: (Ion Bolt) 5d6 MD single shot, 2d4x10 MD five-shot burst
(Lightning Blast) 1d6x10 MD
(Shock Zone) 3d6 MD per melee caught in the zone of effect
Rate of Fire: ECHH
Payload:(Ion Bolt/Burst Shot) 10 shots standard e-clip, 20 shots long e-clip, 55 shots e-canister
(Lightning Blast) Each blast takes 2 shots
(Shock Zone) The shock zone uses up 1 shot per minute of operation
Special Features:
*Sighting Laser---+1 to strike in single-shot mode
*Motion Detector---Activated in Shock Zone Mode, range of 200 ft
Cost: 25,000 credits

g) Ion ‘Long Gun’----Adapted from the PS PSIR-9 ‘Murchison’ Ion Rifle, complete with underbarrel bayonet lug.
Weight: 13 lbs (52 inches long)
Range: 2,500 ft
Damage: 3d6 MD per shot; cannot fire bursts
Rate of Fire: single shot, ECHH
Payload: 20 with a standard e-clip, 35 with a long e-clip
The Tom Thumb version is typically fitted with a heavy regenerating e-clip that has 75 shots and regenerates at 5 shots per hour, and can self-renew four times before needing to be overhauled.
Special Features:
*Underbarrel Bayonet Lug
*Laser Spot Sight---+1 to strike on an aimed shot
Cost: 22,000 credits

h)Ion Gattler---Adapted model of the PSIP-15 Ion Arc Pistol--Short range, but light weight, and superb shor-range effects against multiple targets.
Weight: 7 lbs
Range: 800 ft
Damage: 6d6 MD per bolt to primary target.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning disipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(3d6 MD).
Does only 1/4 of the original damage if the secondary targets are non-metallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: Standard
Payload: 12 shots standard E-clip, 20 shot long e-clip
The Tom Thumb version is typically fitted with a heavy regenerating e-clip that has 60 shots and regenerates at 5 shots per hour, and can self-renew four times before needing to be overhauled.
Bonuses: +2 to strike metallic targets
Cost: 20,000 credits

i) Plasma Cannon---Adapted model of the PS PSR Nimro Plasma Rifle, complete with options.
Weight: 10 lbs
MDC of Weapon: 20
Range:(Stream) 1,500 ft
(‘Popper’) 1,000 ft
(Cutter) 10 ft
Damage:(Stream) 1d6x10 MD per blast
(‘Popper’) 4d6 MD to 10 ft blast radius
(Cutter) 1d6x10 SDC, 1d6 MD, 4d6 MD, or 4d6x10 MD per full melee burn
Rate of Fire: Standard
Payload: 10 shots standard e-clip, 16 shots long e-clip
The Tom Thumb version is typically fitted with a heavy regenerating e-clip that has 45 shots and regenerates at 5 shots per hour, and can self-renew four times before needing to be overhauled.
(Cutter) 1 shot equals 2 MD torch blasts/cuts or 20 SDC blasts. A full melee cut will use up three shots worth of charge
Bonuses:+1 to strike from the mini-HUD targetting display and laser range finder.
Special Features:
*Integral Laser Range Finder---This system not only designates the target with a ‘red dot’, but also provides a precise range and measurement to the HUD. The laser can also be set to produce a visible horizontal or vertical red line , allowing the engineer to ‘sketch out’ a cut for companions.
Cost: 35,000 credits
Options:
*SprayFire Barrel Modification Kit---PS weapons engineers seem to have discovered a fetish for area of effect shotgun-style weaponry, because just about every weapon they’ve put out has subsequently been modified for such; the Nimro is no exception. This mod mounts a ‘watering can’ of multiple short projection coils on the barrel, splitting the plasma discharge into a dozen smaller plasma mini-bolts. Range drops to 500 ft, but the bolts do 3d6 MD to a 20 ft wide area.
Cost: 9,000 credits

*Barrel-Mount Heat Screen---This is a folding ‘fan-brella’ mesh of special heat-refractive light alloys that wraps around the barrel, and expands into a 2.5 ft diameter shield. It has only 30 MDC, but its special design and materials reflect and shed heat very efficiently; plasma and heat-based attacks do only 1/3 normal damage.
Cost: 8,000 credits

*Supercharger---This is a 20-lb, 40 MDC backpack with armored cable(10 MDC) that feeds the rifle with extra power, coolant, and plasma-reactant gas, allowing the torch-mode to burn hotter, longer(just perfect for cutting into those Coalition Black Vaults). Expand the payload of normal blasts by x4, increase plasma torch damage by +2d4 MD and add a new higher damage rating for the plasma torch mode of 6d6x10 MD for a full melee burn.
Because of the Tom Thumb’s small size, this system typically has to be towed in a small trailer behind the microtank(has 40 MDC).
Cost: 10,000 credits

*Metal-Mister---This originated in solder-application devices mounted on the barrel, but some engineers took it it further. This allows the weapon in tool mode to produce a fine mist of metallic vapor, for spray-plating surfaces in a quickset metal paint or, with repeated applications, thicker coatings. Used offensively, this can be used to clog air intakes, cover sensors, and mess up sensitive external electronics on machines; against living targets the metal mist is stinging and burning on bare flesh, blinds if hitting unprotected eyes, and can prove lethal if inhaled.
` The material usually used is solder, lead- or aluminum-based, though some engineers have experimented with nearly pure silver(spraying a vampire with it will do 4d6 HP...and spraying a vaporous-form vampire with silver will cause it to drop out of its vaporous form---bear in mind, though, it will be at best 60 ft away from the shooter, so have help ready with better weapons).
Range: 60 ft range; short range because the vaporized metal condenses quickly. A single application can be typically used to cover a 12 ft square area of surface with a thin (paint-thin) coating of metal.
Damage: Does 4d6 SDC burn damage against unprotected flash, 3d6 Hit Point damage if directly inhaled. Can cause (60%) chance of permanent blindness if sprayed into unprotected eyes. Will clog air filters within 1d4 melees. If sprayed on electronic antennae, it interferes with their operation(cut range and effectiveness by 1d8x10%), and if sprayed on artificial optics, the cooling metal becomes congealed and difficult to remove(victim is effectively blinded until the coating is removed....typically takes 1d4 minutes).
Payload: Typical soldering rod can give up to 3 spray applications....A ‘melt’ takes 1/3 of a normal MD shot(1 MD shot = 3 spray-melts)
Cost: 9,000 credits


2)Light Missile Launcher---A light missile/projectile launcher is mounted on one side of the turret.
a) Micro-Missile Launcher
Range:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Payload: 8 shot cassette
Cost: 14,000 credits
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Pattern-1C 60 credits per McM
Pattern-1D 95 credits per McM
Pattern-1E 220 credits per McM

b) Mini-Missile Launcher---Single shot
c) RAP Launcher---Single shot
Range: 4,800 ft
Damage: 4d4x10 +40 MD to 6 ft blast radius, plus 1d4x10 SDC to anyone inside the armor(or 6d6 SDC to anyone within 10 ft of the other side of the wall). HALF that if used against composite ‘meshed’ armors designed to flex, rather than spald(most power armors are contructed to have a certain amount of ‘warp’ to their structure, but cheaper armors, like Chipwell and early Northern Gun designs, lack this protection).
More advanced modern armors, such as those used by the Coalition, Triax, and other very high tech nations(the Kittani, for instance), for their EBA, power armors, robots, some vehicles, and special purpose fortifications(such as high echelon command bunkers) are designed NOT to spald, due to multiple composite layers of megadamage fabric and netting.....for these armors, spalding/bleed-through damage may be reduced to 1/4, or may not apply at all(GMs, use your discretion). Normal blast damage still applies, though, as the ouuter layers of armor are blown off/vaporized.
Rate of Fire:Single shot
Payload: Single Shot(reloading takes 2 melee actions)
Penalties: The RAP is rather slow (250 ft per second) and is meant to be used against stationary and slow-moving targets(like vehicles)...Against faster, more agile, targets like power armors and hovercycles that actually get a dodge, the RAP is -2 to strike.
Cost: Adaptor: 500 credits, Projectile: 2,000 credits each

3) Bow/Pintle Mounts(2)---Both the bow plate and the turret cupola can mount light weapons; in the case of the bow weapon, it is operated by the driver, and has 30-degree movement, while the turret-top mount is operated by the commander, and has a full 360-degree lateral movement, and 90-degree elevation(to engage aerial targets). ONE of the following weapons can be mounted in each position:
a) 9mm AutoPistol
Range: 650 ft
Damage:(Standard .32 ACP Rd) 2d6 SDC per rd
(Armor-Piercing) 3d6 SDC, and has an armor penetration factor of +1 against
A.R. (Armor Rating)
(Standard Wellington/ Exploders) 6d6 SDC per rd
(PSX-2) 1d4 MD per rd, a three round burst does 2d6 MD
Rate of Fire: Standard; single shot or three-rd burst
Payload: 20 rd standard clip, 50 shot long clip
Bonuses: *Superior balancing gives the weapon a +1 to strike
Special Features:
*Integrated Flash Suppressor
*Muzzle Threaded for Silencer, Flash Suppressor, Rifle Grenade Launcher, or Water-Seal Membrane Attachment(for amphibious operations)
*Standard Attachable Sight Package ---
+Laser Spot Sight
+Lowlite Optics(2,000 ft)
+ Integral Photovoltiac Mini-Solar Cell(extends the battery life of the electronics)
Cost: 2,000 credits
b) Laser Pistol---Adapted PSLP-3 ‘Asp’ laser pistol
Range: 400 ft
Damage: Two fire modes: 2d6 MD or 4d6 MD per shot
Rate of Fire: Standard
Payload: 20 shot E-Clip
Bonuses: +1 to strike from integral laser targeting
Cost: 10,000 credits

c) Ion Pistol
Range: 500 ft
Damage: 2d4 or 3d6 MD per shot
Rate of Fire: Standard
Payload: 18 shot long E-Clip
Cost: 7,000 credits


Options:
*Hedgerow Cutters---Because being so low to the ground, the Tom Thumb frequently has problems getting through undergowth, the bow plate can be fitted witj several retractable vibroblades.
Damage: 2d6 MD
Cost: 10,000 credits

*Suction Cup Treads----Allows the ‘bot to climb most any smooth surfaces at HALF speed
Cost: 400 credits

*Climber Treads:----Special ‘gecko-foot’ ‘smart-pads’ that are more expensive to fit and replace, but allow the HandiTrac to climb just about anything.
Cost: 700 credits

*Oversized Treads---Fits the mini-tank with treads that are twice as large in all dimensions, making it easier to travel over soft ground without bogging down, and scale larger obstacles.Can clamber over 18-inch obstacles and get up a 60-degree grade; can withstand falls of up to 30 ft without damage.
Cost: 600 credits

*Amphibious---Adds a set of mini-ballest tanks/flotation units, a set of props and rudder, and watertight linings for extended underwater operations. Adds 2 MDC, and the unit can now motor/swim along at 5 MPH, maximum depth of 500 ft.
Cost: 9,000 credits

*Sensor Scramblers---Adapted from the sensor jammers popular with Juicers, these active micro-stealth systems render the tankette only 25% likely to show up on thermal optics, motion detector, and radar systems, and guided missiles are -1 to strike them. A single e-clip can power the system for eight hours. Cost: 20,000 credits

Re: Paladin Steel Storefront

Posted: Mon Sep 21, 2009 9:36 am
by ZINO
“FORWARD THE REDWALL PANZER BRIGADE!!!!”




The ‘Tom Thumb’ Micro-Tankette ).
Type: PS-MBmT01 Tom Thumb
Class: Main Battle Micro-Tankette
Crew: 3 Size Level-2 Animals (driver, gunner, and commander)

Height: 1.1 ft
Length: 2 ft (5 ft w/ long barrel gun)
Width: 1.3 ft
Weight: 65 lbs
Cargo: Can carry about 5 lbs of extra weight without problem
Powerplant: Onboard Battery(good for 24 hours of continuous operation), E-clip(6 hours of operation per e-clip), or liquid fuel (20 mile range)
Speed: 15 miles per hour
Can clamber over 9-inch obstacles and get up a 60-degree grade; can withstand falls of up to 25 ft without damage.
(Underwater) Can crawl along the bottom at about 3 MPH, maximum depth of 200 ft
Cost: 35,000 credits

this the close thing i could find!!!!!!!!!!!!!!!!!!!!!!!!! as a picture
http://www.geekologie.com/2008/12/17/rc-tank.jpg

Re: Paladin Steel Storefront

Posted: Mon Sep 21, 2009 11:20 am
by taalismn
Yep...think tiny tank....
And use Live Capture traps, just in case the local rodents believe in the Geneva Convention....

Re: Paladin Steel Storefront

Posted: Mon Sep 21, 2009 11:27 am
by Library Ogre
taalismn wrote:Yep...think tiny tank....
And use Live Capture traps, just in case the local rodents believe in the Geneva Convention....


GenCon?

Re: Paladin Steel Storefront

Posted: Mon Sep 21, 2009 7:13 pm
by taalismn
Mark Hall wrote:
taalismn wrote:Yep...think tiny tank....
And use Live Capture traps, just in case the local rodents believe in the Geneva Convention....


GenCon?


Yeah...The Great Escape Festival...Or Care Package Exchange...Of course, the Geneva Convention's taken a beating in recent decades because you really have to be a signatory to be obliged to uphold it, and even if you're a signatory, if you're dealing with non-official combatants(guerillas, terrorists, and the like) you can try doing an end run around it...
All the same, though...if you find miniature Tiger Tanks coming up from your garage, you wanna make sure the mice can't put you on trial for war crimes...

Re: Paladin Steel Storefront

Posted: Mon Sep 21, 2009 7:38 pm
by glitterboy2098
taalismn wrote:
Mark Hall wrote:
taalismn wrote:Yep...think tiny tank....
And use Live Capture traps, just in case the local rodents believe in the Geneva Convention....


GenCon?


Yeah...The Great Escape Festival...Or Care Package Exchange...Of course, the Geneva Convention's taken a beating in recent decades because you really have to be a signatory to be obliged to uphold it, and even if you're a signatory, if you're dealing with non-official combatants(guerillas, terrorists, and the like) you can try doing an end run around it...

especially if like the US, the latter addendum adding all the stupid rules about fighting such irregular non-government forces wasn't ratified by you.

Re: Paladin Steel Storefront

Posted: Mon Sep 21, 2009 7:59 pm
by Shark_Force
i just find it amusing that i saw the microtank shorly after i saw this.

Re: Paladin Steel Storefront

Posted: Mon Sep 21, 2009 8:27 pm
by taalismn
Shark_Force wrote:i just find it amusing that i saw the microtank shorly after i saw this.


Yeah...and once I convert a quadwheeler into a fast-attack vehicle for hamster-sized combatants...
If a nation-state made common peace with rodent-sized members of its populace, and could trust them, if it could properly equip them, they'd have an incredible manpower source and defensive militia backing it...Individually, a mutant mouse or guinea pig couldn't do much....but teams of them? In an enemy occupied region? Or territory invaded by a hostile force? The invaders would have to gas every square yard and plow up the surface ground down to several yards...'cause a rat with a vibro-stilleto/pen knife, a laser derringer, and a few capsules of explosives or chemical agents, could wreak almighty havoc on the enemy rear lines...

Motorize the little *&*^ers, and you can pack more of them on regular transports...
I'm taking another look at my After the Bomb...

Re: Paladin Steel Storefront

Posted: Mon Sep 21, 2009 9:32 pm
by Shark_Force
taalismn wrote:
Shark_Force wrote:i just find it amusing that i saw the microtank shorly after i saw this.


Yeah...and once I convert a quadwheeler into a fast-attack vehicle for hamster-sized combatants...
If a nation-state made common peace with rodent-sized members of its populace, and could trust them, if it could properly equip them, they'd have an incredible manpower source and defensive militia backing it...Individually, a mutant mouse or guinea pig couldn't do much....but teams of them? In an enemy occupied region? Or territory invaded by a hostile force? The invaders would have to gas every square yard and plow up the surface ground down to several yards...'cause a rat with a vibro-stilleto/pen knife, a laser derringer, and a few capsules of explosives or chemical agents, could wreak almighty havoc on the enemy rear lines...

Motorize the little *&*^ers, and you can pack more of them on regular transports...
I'm taking another look at my After the Bomb...

i'm trying to remember, does paladin steel have a human sized hamster ball yet? =P

Re: Paladin Steel Storefront

Posted: Mon Sep 21, 2009 10:41 pm
by taalismn
Shark_Force wrote:
taalismn wrote:
Shark_Force wrote:i just find it amusing that i saw the microtank shorly after i saw this.


Yeah...and once I convert a quadwheeler into a fast-attack vehicle for hamster-sized combatants...
If a nation-state made common peace with rodent-sized members of its populace, and could trust them, if it could properly equip them, they'd have an incredible manpower source and defensive militia backing it...Individually, a mutant mouse or guinea pig couldn't do much....but teams of them? In an enemy occupied region? Or territory invaded by a hostile force? The invaders would have to gas every square yard and plow up the surface ground down to several yards...'cause a rat with a vibro-stilleto/pen knife, a laser derringer, and a few capsules of explosives or chemical agents, could wreak almighty havoc on the enemy rear lines...

Motorize the little *&*^ers, and you can pack more of them on regular transports...
I'm taking another look at my After the Bomb...

i'm trying to remember, does paladin steel have a human sized hamster ball yet? =P


No...not unless you count the Trundle Bug, and that's more like a motorized wrecking ball....

Re: Paladin Steel Storefront

Posted: Thu Sep 24, 2009 9:41 am
by taalismn
Paladin Steel TW Tractor
(aka...’The Farmers’ Friend’)

Lieutenant Carmichael’s seek and destroy patrol dropped out of their transport like black-clad furies out of nightmare. Asd soon as they cleared the APC, they hurried across the field, eyes forward, as their ride hummed and puffed airborne, off to drop off its other squads. They’d rejoin it in another three hours or so, after they’d swept their area for any resistance. By then, the township in the path of this latest Coalition thrust would be firmly in their hands, and the countryside under their control.
Carmichael motioned her squad forward. Photo recon said there was a farm house half a click away; that would be their first target. Moving quietly, at a brisk, but comfortable, pace, her squad moved in, wary for traps, alert to all possible dangers. They found some tripwire boobytraps on the edges of the fields; they’d been surprised if they hadn’t found them. Mostly warning lines and critter-traps, though one trip-trap incorporated what looked like a Naruni plasma cartridge...for larger vermin, no doubt. No problem; they either went around or disarmed the traps without any trouble.
Suddenly her Dogboy scout gave a growl and craned his head about.
“Sir! Magic source approaching us from the left!! Big one!!”
“Behind us?!”
“Yessir! Slow but big! Heading right at us!”
“****! So much for the element of surprise! Everyone, half-moon defensive line!”
“In range now, sir!”
“Let rip on my mark! MARK!!”
In the dark, the combined barrage of lasers still made only the slightest flicker through raised dust, but at the end of the pitchblack field there was a flare of blue and red, a glimpse of something large and hunched, haloed briefly in crackling energy.
“It’s still coming!!”
“FIRE!!”
Again, another halo of energy, this time closer. But the shape was obscured by energy discharges and vaporized soil, and by a white nimbus that billowed out around it.
Lieutenant Carmichael went pale in her armor as she saw this last.
“Gas!! Seal up!! Get ready for magic attack!!”
As the troops hurriedly checked the seals on their EBA, a cloud of pale vapor billowed around the Deadboys. Between the vapor, the smoke blowing back across their position, and the darkness, the Coalition soldiers were almost blind.
Almost, but not quite. Enough to continue firing; but their hesitation to check their breathing gear had cost them valuable time. Time their opponent had used to close the gap.
Out of the vapor cloud roared a monstrousity of red metal, steaming parts, crackling energy, and spiked wheels, that shed laser bolts and plasma in its single minded plunge into the center of the Coalition line.
“ITS STILL COMING!!!”
“Squad Disperse!!! Flank it!!!”
“What the Hell is this Thing?!!...”

A half-mile away, Jed pushed his family to move faster, hunched as they were in the irrigation trench, with what few possessions they’d managed to grab when the Sorensons’ Magic Pigeon had brought them word of the Coalition attack sweeping across the countryside. He didn’t dare look back for fear he might lose his nerve; it was hard to leave behind what he’d labored so hard to make for his family...
But the temptation was too great, and he risked a look back over his shoulder. It looked like a minor fireworks display was going off in the west fields, what with the flickers of light, bright incandescent flashes, and flames starting across the okra. It looked like the last little surprise he’d managed to set in motion was doing its job; buying him and his family precious time to escape.
“Keep them them busy, Bessie, and know I’m sorry it came to this” Jed murmurred with a tear in his eye, before he hurried on after his family into the darkness.
He’d miss that tractor.

The TW Tractor emerged from Paladin Steel President Vanderbilt‘s desire to diversify the TW product lines even further, with an eye to cultivating the much-neglected civilian market. While much had been done with technology and magic to improve the endurance, survivability, and firepower of armor and weapons systems, aside from a few relatively minor devices and conveniences, little had been done to benefitt the common people of the land who had little concern beyond eking out a living from the land, and inevitably feeding the hordes of (increasingly) well-armed adventurers wandering the landscape. Paladin Steel had made some steps towards serving the agricultural community, with such amenities as Roach robots for herd protection, and converted MBT tractors(however, a 20 ton tank, no matter how widely dispersed the ground pressure weight, is still a 20 ton tank), among other things, but Vanderbilt felt that with magic, much more was possible. With a bow and sign of admiration for the people who put food on his table, Vanderbilt authorized several major TW designs.
The TW Tractor is the first of these major offerings. Based on early pre-1940’s tractor designs, to the mechanically-disinclined the TW Tractor looks like a mechanical disaster waiting to happen, compared to more modern designs(PS wanted to adopt a more modern look of composites and shaped ceramics, but the TechnoWizards insisted on something more traditional for their first efforts). However, the antiquated exterior, made of cold iron and steel, hides a true wonder of applied technowizardry.
The TW Tractor uses a variety of conventional spells and applied Warlock Elemental magic. Perhaps the most controversial spell feature is the incorporation of a modified Golem spell that allows the tractor to act semi-autonomously, like a simple robot. This means the Tractor can be given simple instructions, like “Stop!”, Plow Fields A and B”, “Pull this over there and stop at the barn”, or “Spray the Fields with water”, and then be set loose to carry them out without the need of a driver.
The TW Tractor is surprisingly cheap for such a sophisticated TW device, a deliberate move on the part of Vanderbilt, despite howls of protest from PS shareholders, who felt the company would definately take losses on such a move. However, Vanderbilt has insisted that the TW Tractor belongs in the hands of farmers, who have enough problems coping without having to decide on buying a TW Tractor or keeping their homes. Besides, Vanderbilt argued, if crops are good as a result of the application of the TW Tractor, the farmers have more surplus to sell, and more money to buy goods, like PS products. To that end, PS has begun sponsoring county fairs and travelling agricultural shows to show off their products and whoop up interest.
Size: 10 ft long
Weight:1,200 lbs
MDC: Main Body 80
A reinforced canopy for the driver is also available, offering 40 MDC
Cost: 1,000 credits
Cargo: Can haul up to 8 tons!
Powerplant: Hybrid PPE Generator/Liquid Fuel engine(can accept gasoline or alcohol). The conventional fuel tank holds enough for 100 miles of range(though range is not the question with a tractor; it's traction and power). The PPE Battery/Power Generator delivers 200 PPE and recharges at a rate of 20 PPE per hour on a ley line(or can be recharged by a psychic or magic-user in the conventional manner).
Speed: 20 MPH(it’s a tractor, what did you expect?)
Market Cost: Costs about 300,000 credits, but PS offers frequent discounts, rent-to-own incentives, and long-term payment plans....special rates for communities.
Mechanical Features:
Headlights
Power Winch
Power Takeoff---Allows the Tractor to provide power for accessory farm machinery like threshers, mowers, baggers, rotary plows, wood chippers, water pumps, hoists, etc.
Trailer Hookup
High Traction Brakes and Wheel Locks---So it doesn’t roll over you....

Spell Capabilities:
Crumble Rock---Great for breaking down stony fields into usable dirt. 400 Lbs of stone can be reduced per application, 10 PPE.
Rock to Mud-----Equally good for breaking down rocky soil for planting. Crumbles 240 lbs of rock per application, 6 PPE.
Grow Plants----Increases the growth and maturation rate of plants. 80 ft area, plant growth doubled, effects last 8 months; costs 8 PPE per application
Circle of Rain----Great for irrigating crops and, incidently, nailing vampires) 120 melees (40 minutes), 480 ft radius, 25 PPE
Fortify Against Disease----A modification of the human healing spell, this spell has been modified for area of effect, and to work only on plants. This spell is designed to protect crops from ergots, fungi, blights, and other plant diseases, but is ineffectual against larger pests like worms and insects. Effects last 16 hours, covers 300 ft area, 20 PPE.
Repel Insects/Animals---Effects last 2d4 days, 70 ft area. 12 PPE per shot.
Repellent Mist---A combination of Miasma, Purple Mist, and Repel Insects/Animals----Does 1d4 SDC/ MDC per melee to non-intelligent lifeforms(does not effect plants or intelligent lifeforms), covers a 300 ft, effects last 8 minutes. Costs 60 PPE
Dig---The TW Tractor can be used to dig trenches or wells; digs through 10 ft of dirt per melee, 5 ft of clay, or 2 ft of stone per melee, for 40 minutes(160 melees), for the cost of 8 PPE!
Armor of Ithan---Another controversial spell to put on a simple agricultural tractor, but Taran insisted that farmers such have some added degree of protection against the odd Xiticix, giant Blood Grub, or other supernatural pest. Spell provides 80 MDC, lasts 32 melees, and costs 10 PPE
Golem AutoDrive----This allows the Tractor to operate semi-autonomously to voice command. The Golem-Tractor is rather simple-minded, and must be given exact instructions or else it will take them literally and keep performing the last command until countermanded or it runs out of power...Thus, it can accept commands like “Go to the end of the field, turn around, and come back parallel..repeat until you reach the north end of the field”, “Stop!!!!”, “Go to the garage and stop just inside the door”, etc...... When engaged, this costs about 10 PPE to start up(no further operating cost, but must be turned off if one doesn’t want to run the tractor down).
The Golem Autodrive can be combined with a Calling spell for an additional 5,000 credits. If this option is bought, it means that the Tractor can signal any change in its status, including damage, or completion of its last assigned task, calling its owner within a 4 mile range.

Actions/Attacks per Melee: 2
Bonuses: None

Re: Paladin Steel Storefront

Posted: Thu Sep 24, 2009 12:49 pm
by abtex
taalismn wrote:Paladin Steel TW Tractor
(aka...’The Farmers’ Friend’)

Nice.
Are you reading my mind?
I have been thinking about Tractor and doing them as modern day chariots. This picture started my brain cell rounding. Even though it has nothing to do with a chariot. Have no idea where it will lead.

Re: Paladin Steel Storefront

Posted: Thu Sep 24, 2009 5:54 pm
by taalismn
abtex wrote:
taalismn wrote:Paladin Steel TW Tractor
(aka...’The Farmers’ Friend’)

Nice.
Are you reading my mind?
I have been thinking about Tractor and doing them as modern day chariots. This picture started my brain cell rounding. Even though it has nothing to do with a chariot. Have no idea where it will lead.


Magic agriculture's been on my mind for awhile...and yep, I'm looking into forestation bombs; already have the basic principles down...just trying to get some specific stats down...

Re: Paladin Steel Storefront

Posted: Fri Sep 25, 2009 10:57 pm
by abtex
taalismn wrote:Magic agriculture's been on my mind for awhile...and yep, I'm looking into forestation bombs; already have the basic principles down...just trying to get some specific stats down...

Oh, going for the farming living are you. No more Time Square for you. Green Acres

Re: Paladin Steel Storefront

Posted: Fri Sep 25, 2009 11:28 pm
by taalismn
abtex wrote:
taalismn wrote:Magic agriculture's been on my mind for awhile...and yep, I'm looking into forestation bombs; already have the basic principles down...just trying to get some specific stats down...

Oh, going for the farming living are you. No more Time Square for you. Green Acres


Nah...gotta feed my work force...and be Green doing it!

Re: Paladin Steel Storefront

Posted: Sun Sep 27, 2009 5:11 pm
by abtex
taalismn wrote:
abtex wrote:Oh, going for the farming living are you. No more Time Square for you. Green Acres


Nah...gotta feed my work force...and be Green doing it!

Ok, Life by Farming then. :D

Re: Paladin Steel Storefront

Posted: Sun Sep 27, 2009 6:40 pm
by taalismn
Just don't think it's fair to feed my citizenry synthetic kibble....
Hmmmm....Thunderbeetle steak, Tritops roast, cranberry sauce, sea maw with tartar sauce, plenty of veggies.....

Re: Paladin Steel Storefront

Posted: Sun Sep 27, 2009 7:08 pm
by abe
How about a fertilizer bomb then?

Re: Paladin Steel Storefront

Posted: Sun Sep 27, 2009 8:23 pm
by taalismn
abe wrote:How about a fertilizer bomb then?



Magic is more impressive when it works in concert with something specifically being seeded and growth-accelerated...as for simply fertilizing ground for whatever is planted there? There are easier ways than incorporating shamanic or biomancer magic into a bomb or other ordnance and simply lobbing it had some stretch of ground.....
The GNE (and PS) have respectively an Office/Department of Resource Management and a Resource Division, that cover, among other things, agriculture...They work hand in hand to coordinate the distribution of recovered materials from waste recycling(including sterilized and de-metaled sewage), proper crop management and rotation, the scheduling of field blessings and enchantments by certified mages, distribution of new strains of plants and animals, and distribution and proper application of fertilizers, appropriate to environ, crop, and season...This can all be accomplished quite well without using Farmer Jo's fields for target practice...
That having been said, there are most likely a number of charms and TW gizmos, both true and fraudulent, available on the open market that promise, if used or buried in the farmers' fields, to increase crop growth and yield...

Re: Paladin Steel Storefront

Posted: Mon Sep 28, 2009 1:10 am
by abtex
abe wrote:How about a fertilizer bomb then?

So loading a Green-tech bomb casing with Earth elemental critter bio-waste or worms and their like, that removes foreign or forgotten objects from an area of land. Is not something that would be possible from the folk in Hanger 18b or someone they know from England? Converting natural waste into compost and refreshing the acreage. Then recalling the elemental worms or letting them/it return home. Maybe paying the PPE cost and keeping them in the area for later work.

But your works as well, taalismn.

Is there a way to harvest byproducts from Elemental critters? Things like milk, wool, eggs, biowaste or something that is strange by normal understanding, but is still a resource that renews itself.

Re: Paladin Steel Storefront

Posted: Mon Sep 28, 2009 2:44 pm
by taalismn
Some 'basic' transportation

Paladin Steel Americus-class Heavy Freighter

“GNESS Upshur; this ship leads a blessed life; carried troops across the Atlantic to help the Brits kick out the Spluggies and the Formors, made several trips to Dantegard and New Rome, traded with North Africa, even made a run to Russia, carries magic materials to and from the Vineyard phaseland---she’s been grabbed by tentacles, hit by hurricanes, attacked by gargoyles, Splugorth, Horune, and Neo-Vikings, and returned home to tell of it....I tell yah, the Paladins build their boats tough, but this boat’s got a little extra under the decks...I can’t tell you what exactly, but it’s gotta be there...”

“The problem with the C3 as a troop transport is that it’s difficult to deploy the troops...The ships aren’t beachable, and they lack a fantail well deck or bow ramps, so troops either have to scramble over the rail and down nets into lowered boats, or clamber into the boats while they’re still divotted, then lower them loaded....Neither very efficient, and especially NOT what you want to do under fire or with hostiles in the water...Typically, then, the troop ships are brought in once the local waters have been secured and reinforcements are being moved up to back up the beachhead units, which already landed in more specialized craft...Or, in a few cases, the troops were all equiped with jet packs or hovercycles, and could jet directly from the transport’s decks...but not everybody has the resources to train and equip their forces like that!”

The success of the Liberty- and Victory-classes encouraged the production of the Americus-class, an adapted and heavily modified version of the ‘Type C-3’ freighter. Larger, faster, and more robust than the previous two freighters, the Americus-class is also proportionately more expensive to build and operate. The design uses many of the same systems, allowing for faster construction and repair, as well as large degree of parts compatibility between the ships.
Besides serving as a transport and landing support ship, the Americus hull serves as a basis for a variety of tanker, fleet logistical support, seaplane tender, and escort carrier conversions.
The Americus is produced at both the New Bath and Paladin Steel West facilities. The class is used extensively by the GNEN, PS, and private operators.
Type: PS-C3 Americus
Class: Large Transport Freighter
Crew:(Standard Complement) 44+ provision for 100 passengers
(TroopCarrier) 1,000 troops(2,400 crowded)+Special Equipment: 3 LCP/Ms, 24 Light Landing Boats(15 man capacity each)
(Hospital Ship) 800 patients(Crew: 123 regular crew, 36 doctors, 45 nurses, 200 attendants. +Special equipment: 160 ton/day distillation/desalination)
MDC/Armor by Location:
Main Body 4,000
Bridge 500
Crane Masts(2) 300 each
Height: 28 ft
Width: 69 ft
Length: 492 ft
Weight: 5,400 tons displacement
Cargo: 12,600 tons
Powerplant:Liquid Fuel/Gas Turbine(10,000 mile range) or Nuclear(w/ 25 year energy life)
Speed: 21 knots
Market Cost: 40 million credits for the basic ship, powerplant, and fittings(no weapons). 52 million credits for nuclear.
Systems of Note:
Standard Ship Systems, plus:
Radio: 500 mile range
Radar: 50 mile range
Sonar: 5 mile range
Water Tanks: 280 tons
Water Distillation System: 6,000 gallons/day
Refridgeration Space: 2,000 cubic feet
Firefighting Systems----The Americus’s emergency firefighting system is designed so that any point on the ship could be reached with a 50-ft hose. CO2 smothering systems are installed in engine spaces.
4x12 inch Searchlights
14 Lifeboats(8 31-person, 6 15-person)
2 steel masts(30 ton-handling capacity),6 cargo booms(30 ton handling capacity), 1 50-ton boom, 10 cargo winches.
*Limited Life Support---The main crew compartments can be sealed airtight and supplied with air conditioned tanked air for up to 48 hours, or filtered external air for 4 days.

Weapons Systems:
Americus-class ships come standard with ten gun tubs for light weapons, and two heavy gun pits(one fore and the other aft) for heavier crew-served weapons. These gun positions are typically open(the crew having little more than a gunshield, armored parapet, and their own personal body armor for protection), but enclosed turrets are possible(especially for the heavy weapons) offering additional armor and some environmental protection(though most merchant crews prefer to be able to abandon their mount in a hurry if so needed, and not get stuck inside a crippled or flame-engulfed turret). Additional gun positions are also possible(typically at 10,000 credits for a light weapons tub- mount with 100 MD of partial protection and 150,000 credits for a heavy tub with 200 MDC of protection), though their placement may interfere with normal ship’s functions and cargo handling.

Options:
The Americus-class is fully compatible with the full range of options available to the Liberty- and Victory-classes.

Variants:
The Americus’s large hull serves as the basis of the Casablanca II CVEs, as well as a number of special purpose transports, hospital ships, and general troop transports.

Re: Paladin Steel Storefront

Posted: Mon Sep 28, 2009 6:56 pm
by ZINO
is this a pre rifts designs?

Re: Paladin Steel Storefront

Posted: Tue Sep 29, 2009 9:29 am
by taalismn
Bits and pieces of several, but it's based primarily on the WW2-era 'C-3' category of freighter...
It may look unimpressive compared to other Rifts vehicles, but it's a building block towards other vessels and more ambitious projects(the note about escort carrier conversions should be a hint :D )

Re: Paladin Steel Storefront

Posted: Tue Sep 29, 2009 2:52 pm
by abtex
taalismn wrote:Bits and pieces of several, but it's based primarily on the WW2-era 'C-3' category of freighter...
It may look unimpressive compared to other Rifts vehicles, but it's a building block towards other vessels and more ambitious projects(the note about escort carrier conversions should be a hint :D )

Aircraft or FighterSub?

Re: Paladin Steel Storefront

Posted: Tue Sep 29, 2009 5:44 pm
by taalismn
abtex wrote:
taalismn wrote:Bits and pieces of several, but it's based primarily on the WW2-era 'C-3' category of freighter...
It may look unimpressive compared to other Rifts vehicles, but it's a building block towards other vessels and more ambitious projects(the note about escort carrier conversions should be a hint :D )

Aircraft or FighterSub?


Whatever you can land on deck... :D

Re: Paladin Steel Storefront

Posted: Tue Sep 29, 2009 9:21 pm
by ZINO
USS Hercules (AK-41)


a ordered: as SS Exporter, (C3-E) hull
Laid down: date unknown
Launched: 18 July 1939
Acquired: 15 July 1941
Commissioned: 30 November 1942
Decommissioned: 28 June 1946
Struck: date unknown
Fate: scrapped in 1971
General characteristics
Displacement: 5,150 t.(lt)
Length: 473 ft 1 in (144.2 m)
Beam: 66 ft (20 m)
Draught: 27 ft 2 in (8.3 m)
Propulsion: (system type unknown), single screw
Speed: 16 knots (30 km/h)
Complement: 129
Armament: one single 5"/38 dual purpose gun mount; four single 3"/50 dual purpose gun mounts


something like this ?
http://en.wikipedia.org/wiki/Liberty_ship

or

http://en.wikipedia.org/wiki/Type_C3_ship

????
http://en.wikipedia.org/wiki/Landing_Ship_Tank

Re: Paladin Steel Storefront

Posted: Wed Sep 30, 2009 2:02 pm
by taalismn
Since my work schedule for the next week doesn't leave me much writing time, I figure to get some hard stuff done up and posted NOW....

Paladin Steel Casablanca II Escort Carrier

“Okay, folks...ever since Governor Decenti hired the Blue Guardians to protect his port-city from government seizure by his nominal boss, the presidente, we’re obliged to protect the shipping in and out. Since the presidente’s mosquito fleet ain’t up to challenging the CorpMarines we landed in Losegos, and the port defenses Contract Engineering’s putting in, they’ve decided on economic warfare instead, and are hitting shipping in and out...That, and hiring privateers and mercenaries, while they get up the cajones to risk an open civil war...Up to us to provide right of way for the merchies...Our destroyers will do in-close escort, and we’ll be providing air cover...That, and we’ll be looking over the horizon for threats... Fortunately, we’ve finally gotten those F32 Avengers we’ve been training in; they’ll be replacing the old GyreFalcons...Means we won’t be able to torpedo-bomb like we used to, but we can now hit’em from farther out with wave-skimmers....
Time to earn our pay, Guardians...”

The Casablanca II-class Escort Carriers from Paladin Steel Naval Division follow the same general layout and design as the original WWII Brogue/Casablanca CVEs, and are based on the hulls of Americus-class transports. However, the changes in warfare in the post-Rifts oceans have necessitated a few changes, including a larger variety of weapons, particularly for point defense. Since the embarked aircraft are the main offensive weapon, the ships’ complements of armaments are aimed at close-in defense and countermeasures. Among the additions are a large MRM launcher, Phalanx-style CIWS, and counter measure launchers; however, the armament configuration still heavily favors ammunition-dependent weaponry, which has caused some criticism of the design with regards to long deployments away from ready re-supply.
PS has also improved the design to include an angled flight deck, and launch catapults for heavily laden aircraft and non-VTOL designs. Improved electronics and damage control systems have also been added, improving the ships’ survivability against high-tech opponents.
The Casablancas were rushed into production as quick, fast, naval assets to support GNE shipping. However, their limitations quickly became evident, and they were quickly superceded by the larger and more capable Haven-class CVEs. The older vessels continue to see service with Home Fleet, Coast Guard, and PS company escort units, and PS continues to produce the class for interested buyers.
Type: PS-CVE-01 Casablanca II
Class: Escort Carrier
Crew: 890 (40 pilots)+150 passengers/additional personnel
MDC/Armor by Location:
Main Body 4,500
Bridge 600
Radio/Sensor Tower 400
Flight Deck 1,000
Elevator Platforms(2) 700 each
Medium Range Missile Launcher(1) 200
5-inch Gun Turret(1) 100
40mm Gun Turrets(8) 75 each
20mm Guns(24) 50 each
Goal Keeper CIWS Turret(1) 80
‘Button Gun’ CIWS(4) 100 each

Height: 40 ft, draft of 23 ft
Width: 70 ft
Length: 496 ft
Weight: 15,400 tons fully loaded
Cargo: 2,000 tons
Powerplant: Nuclear Fusion w/ 25 year energy life
Speed: 21 knots
Market Cost: 68 million credits
Systems of Note:
Standard Warship Systems, plus:
*Radar---240 mile range and can simultaneously track up to 96 targets
*Sonar---32 mile range
*Search Lights(6)----4,000 ft range. IR and normal light.

*Lift Cranes----The Casablanca IIs incorporate four lift cranes, each with with a lifting capability of 45 tons.

*Electromagnetic Aircraft Catapult Systems(3)---Replacing the old steam catapults, these more modern systems give fully-laden aircraft a boost off the flightdeck. Two forward and one lateral system are mounted.

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

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

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

*ECCM system: A semi-automatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 55% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.

*ORACLE---Omni-diRectional Aura Classification and Locator Electronics---A TW development of the SNARLS PPE Scanner, this system consists of a series of advanced Technowizardry scanner systems(TW optic mounts, static crystal PPE meters, and whatnot) stationed around the ship, feeding into a central computer system with special TW-derived interface program algorithms. The system is designed to detect incoming magical/paranormal attacks and alert the crew to them(hopefully in time to allow them to take defensive measures). PS hopes to upgrade the system to allow for over-the-horizon and remote-viewing advanced early warning capabilities. The ORACLE Mrk II is currently being retrofitted to most ships-of-the-line of the VFSN/GNEN.
Effective Range: 4,000 ft radius of detection.

Weapons Systems:
1) Medium Range Missile Launcher(1)---These are large box-style multi-purpose launchers, one forward and one aft, that can accommodate a variety of missiles and fire-missions, from anti-air to surface bombardment and ASROC munitions.
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-12
Payload: 12 missiles per launcher; additional missiles can be reloaded from storage(1 ton of cargo per 24 missiles)

2) 5-inch gun(1)---A single large caliber ballistic cannon, mainly used for engaging surface targets, but also capable of acting as an anti-aircraft weapon.
Range:17,575 yards* in a surface role, 37,200 feet in anti-aircraft mode
(RAP/Rocket-Assisted Projectile) 23,770 yards
(*Note: It would take over a minute for shot to hit the target at maximum range...est. 68 seconds)
Damage:
(Fragmentation) 6d6 MD to a 35 ft radius
(High Explosive-Armor-Piercing) 1d6x10 MD to 12 ft blast radius
(Plasma)2d4x10 MD to a 30 ft blast radius
(Flare) Burns for 1d4 minutes, illuminating a 2,000 ft area
(Chaff Round)Spreads radar-disrupting chaff similar to Triax-type chaff
Rate of Fire: 3 rds per melee
Payload:Ready Magazine holds 180 rds.

3)40mm Rail Gun Turrets(PS-862 FC Interchangeable, Recoilless, Anti-Aircraft Flak Cannon(TX-862FC))(16; 8x2)----Eight twin-gun turrets are arrayed around the ship for maximum coverage.
Weight:4.5 tons
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst
Rate of Fire:EPCHH
Payload:800 rds, 400 rds per cannon
Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by pilot

4) PS-OTO-CIWS Goalkeeper(1)
Though the PS couldn’t acquire the plans for the Coalition’s C90R CIWS, they did acquire a similar, if less powerful, system from their European contacts; a modernized upgrade of the OTO Melara Goalkeeper CIWS. The PS-OTO is intended for larger vessels, and is rarely effectively mounted on smaller vessels.
Range: 6,000 ft
Damage: 2d4x10 MD per 60 rd burst
Rate of Fire: 6 attacks per melee
Payload: 12,000 rds per gun(200 bursts each)
Radar Targeting Bonus: +3 to strike

5)*PS-L-CIWS Vulcan Chain Gun(aka “Button Guns”)(4)---This installation, introduced on the Minotaur Battle Robot, then adapted as an air defense weapon option for the VW Camper Gunship, has been adapted for shipboard use as PS’s standard light maritime weapons system. The system is a very compact and neat installation that takes up little space, and has been compared to the pre-Rifts Russian ADMG-630 30mm Gatling CIWS that saw extensive service aboard Russian warships. The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret. Four of these weapons are mounted around the hull, and normally sit flush to the deck, concealed in their individual silos. When activated, however, they pop up and can engage aerial or surface targets with a deadly spray of projectile fire.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload:8,000 rd drum(200 bursts)

6)20-mm(PS Model-2N)(24)---These are individually-manned single- and twin-mount weapons positions.
Range:7,200 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1000 rd drum

7)ASW Projectors(4)---Two forward and two aft. Rocket-propelled light depth charge launchers.
Range: 4,000 ft, 1,000 ft maximum depth
Damage: 7d6x5 MD to 50 ft radius
Rate of Fire: Volleys of 1,2,4, 5, 8, or 16
Payload: LASRW-16: 16 rounds

8)Decoy Countermeasure Launchers:(6)------Paladin Steel has adopted a series of standard countermeasure packages for use aboard their vessels. Notably they have adapted the US Navy Mk 38 Rapid Bloom Off-Board Countermeasures(RBOC-2) launcher system and the Replica radar signature decoy system. The RBOC-2 fires rocket-mortar shells of flares and chaff up to 1.25 miles away, to heights of 3,000 ft(the better to fool missiles coming in over the horizon), and fires clouds of chaff from deck mortars at closer ranges to confuse other guided weapons).
The Replica system resembles a folded-liferaft capsule when in its launcher, but can be fired off up to 300 ft, and rapidly unfolds to become two linked floating radar and sonar reflectors that give the appearance of a much larger object, and hopefully divert enemy fire and attention away from the targeted vessel.
A variant on this system includes attaching active sonar decoys or “Screamers” to attract or confuse acoustic sensors and homing torpedoes.
The Casablanca IIs have 4 RBOC mortar banks(2 forward, 2 rear), and 2 Replica System launchers on the forward deck(so it can launch decoys without endangering embarking/evacuating troops)
Range: The RBOC can toss decoy bundles 1.25 miles, and to an altitude of 3,000 ft
Damage: None. The RBOC is too inaccurate to be used as an effective weapon(oh, it could probably blow a person off the deck if they were standing too close, but that goes without saying) Effects are similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
(Flare/Chaff)Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: Flare/Chaff launchers typically have 10 shells each. A Replica launcher will have 2 decoys per launcher.

Auxiliary Craft:
28 aircraft(Typically a mix of naval fighter craft and ASW VTOLs)
Popular aircraft types in GNE service include the GyreFalcon, SkyRaider, SkyShark, F-32 Avenger, Taon Fighter Pod, Vanstar COD aircraft, StarFire AWACS, Sea Sprite II LAMPS helicopter, Super Sea King ASW helicopter, and Naval Mohawk attack helicopter. Various RPVs, semi-autonomous drones, and captive/free-flying aerostat sensor platforms can also be carried.
Typically has a contingent of 8-12 power armors aboard to assist in self-defense and loading/refueling operations.

Options/Variants:
There have been no major variants of the Casablanca II class(most changes involve different complements of aircraft/power armors), though some operators have attempted to remedy the lack of shipboard energy weapons by swapping out the 5-inch gun for a Heavy Naval Laser Cannon;
Range: 2 miles
Damage:1d6x10+7 MD per blast
Rate of Fire: ECHH
Payload: 120 shot battery. Effectively unlimited if attached to a nuclear powerplant.

Re: Paladin Steel Storefront

Posted: Thu Oct 01, 2009 8:01 pm
by taalismn
abtex wrote:
Is there a way to harvest byproducts from Elemental critters? Things like milk, wool, eggs, biowaste or something that is strange by normal understanding, but is still a resource that renews itself.


I hadn't considered it, primarily seeing the E-Ps as dealing in absolutes(Fire produces Heat, Water produces Water, etc...) but in an infinite Megaverse it's possible that even the Elemental Planes may have shadows and variants, and what looks like just a jet of pure Fire originating from the Fire Plane may in fact consist of various FORMS or substrates of Fire, producing or carrying various byproducts and sub-particles/essences...like Fire-Plankton...and their food and waste products...
It's identifying these (and knowing what to look for!) and then finding ways to use them, harvest them. exploit, or farm them that's the next big hurtle(imagine if all you've known in your cosmology is the Four Elements, and you daily practice identifying them and using them in your day to day life, and somebody drops the Atomic Theory and the periodical table on you and tells you of all the wonderful technology the chemistry based on it makes possible!.....that's what it's going to be like for our explorers of the Elemental Planes and what they encompass!)...
But, hey, as (techno)magical progress grows...comes greater understanding(hopefully before our T-wizards do something boneheaded like crack open an Elemental Plane or accidentally introduce Ice-9 or Eternally Expanding All-Consuming Fire to our world...)!

Re: Paladin Steel Storefront

Posted: Thu Oct 01, 2009 8:43 pm
by ZINO

Re: Paladin Steel Storefront

Posted: Fri Oct 02, 2009 4:30 pm
by taalismn
Yep...'Jeep Carriers' as they were called...cheap(relatively speaking) and quickly produced for all the 'menial' jobs; convoy escort, tactical support, aircraft ferrying, etc....

Of course, this means I'll be doing some more Classic Warbirds conversions of carrier-based aircraft like the MD SkyHawk and the Vought Corsair II to give potential CE operators a wire selection of craft from which to outfit their new carriers... :D

Re: Paladin Steel Storefront

Posted: Wed Oct 07, 2009 2:33 am
by Arnie100
An F-8 Crusader or an F9F Panther would be nice also! :D Great design for a jeep carrier!

Re: Paladin Steel Storefront

Posted: Wed Oct 07, 2009 12:23 pm
by abtex
F7F Tigercat goes with Jeep CVE as well.

Re: Paladin Steel Storefront

Posted: Wed Oct 07, 2009 3:14 pm
by taalismn
Working on A-4 SkyHawks and Corsair IIs as we speak....
So many projects, so little time in the day....