Temporary or Portable Military Fortifications in 3 Galaxies

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Temporary or Portable Military Fortifications in 3 Galaxies

Unread post by Warshield73 »

I am working on the layout of a temporary facility on a planet in the Three Galaxies. In the past whenever I needed something like this I have kind half-a$$ed it but I was hoping to do a little more.

If anyone has already worked some of this up I would love to see it.

To be clear I am trying to think about what kind of military fortifications the CAF, TGE, FWC or other tech heavy power might use for a FOB (Forward Operating Base) or combat out post or even a larger temporary facility on planet with active operations. Not really worried about a fully constructed military base as I usually just piece those together from old Robotech 1e and CS stuff from the Tolkeen War books.

In phase world we have nothing for this, in Rifts we have slightly more than nothing.
- Rifts: Merc Ops, page 118 we have some basic fortification materials, half are SDC barbed wire.
- Rifts WB 31: Triax 2, page 178 we have the drop fort but it as almost no description of what it actually does.
- Now Rifts WB 34: Northern Gun 2, page 206-207 has the all purpose trailers that have great stats and can be used as a basis for some of these

When looking at this I made some assumptions
- These would use the standard cargo containers or cans from DB 6: The Three Galaxies, page 159.
- They would take up as little space as possible while shipping and then expand when deployed like military air beam structures
- I was also thinking they might use something like container baskets (think Hesco Bastions ) but I'm not sure what they would fill it with to stop MDC attacks
- I also thought they might deploy from a modified combat shuttle (like the CAF Assault Shuttle) so they can use the power plant and and weapons for defense but it seems wasteful to use a combat shuttle like this

Thoughts, questions, dirty jokes? Has anyone created anything like this? Any ideas on stats?
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Re: Temporary or Portable Military Fortifications in 3 Galax

Unread post by Jefffar »

Well I expect portable force field generators play a role.
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Re: Temporary or Portable Military Fortifications in 3 Galax

Unread post by taalismn »

Would this help?
(some stats cropped for sanity)

Paladin Steel Modular Housing System(MHS)

“OKAY, AIRLIFTERS COMING IN THREE! EVERYBODY CLEAR OUT OF THIS FIELD! YOU THERE! MOVE IT! THE HOSPITAL’S LANDING THERE! SIGNALS! BLUE FLARES OVER THERE! I WANT THE SUPPLY PODS OVER THERE! COMM TENTS A HUNDRED YARDS -THATAWAY-! BARRACKS SHELTERS OVER -HERE-! MOVE IT PEOPLE! I WANT US SET UP AND RECEIVING REFUGEES INSIDE THE HOUR! PEOPLE ARE SUFFERING!”

An extension of PS’s reusable modular shipping crate system, the MHS uses the basic Heavy Cargo Container/Truck Pod s the basis of a variety of prepacked, ready-to-use camp facilities, ranging from simple barracks modules to complete mini-hospitals.
The MHS units use a slightly higher quality of MDC materials in their construction, and the folding units fold their panel roof and walls down to form a platform on which an MDC plastic panel and fabric shelter is raised.
*Basic MHS Unit---The basic Type 6 45 ft MHS (8 ft x45 ft x9 ft) weighs 10,000 lbs, has 300 MDC, and costs 25,000 credits

*Basic Expanding MHS Barracks Unit(EMHS-B1) opens up to 10 ft tall, 45 ft long, and 26 ft wide, providing some 1,170 square feet of floor space. The fabric shelter has 120 MDC, and has basic air filtration and passive temperature stabilization. Also has an Internal Water Recovery Lining--Traps respired water, sweat, and humidity and filters it to produce potable water.
Cost: 30,000 credits

* Basic Field Medical Hospital(EMASH-01)---Comes with air/water filtration, hepa-filter system, sterilization autoclave, 120 gallon water tank system, air condition/temperature control, internal sliding partitions, and several cabinets filled with standard medical supplies and gear.
Cost: 250,000 credits

*Field Communications Center(EFCOMMC-01)---A fold-out field command-communications post with its own dedicated generator system(internal combustion, fuel cell, or nuclear mini-pac), LAN wiring for laptop-style computer stations, folding map tables, cabinets for data solids, paper files(typically stored in 20 MDC cabinets with the option of passcode locks and anti-tampering incendiary charges), and office supplies, multiple radio transmitters(typically one with 500 mile range, another with shorter 30 mile range), and twin erectable 25 ft antennae masts.
Cost: 380,000 credits

*Field Water Treatment Plant(FWTP-1)----Not an expanding building so much as a field water treatment plant that can be set up to provide fresh water on-site. A multi-mode miracle of compact environmental engineering, the FWTP-1 can serve to filter and decontaminate existing water supplies, desalinate brackish/salt water, or even condense water from the air if no convenient body of water already exists in the neighborhood.
The FWTP-1 can be powered by an external power source such as a micro-fusion power pack, or it unfold its own solar power array(1,530 square feet of solar cell area) that double as condensor /water collection surfaces. The plant can process/decontaminate/desalinate up to 7,000 gallons an hour, and has 4x 1,000-gallon expanding bladder tanks to store the processed water in(additional storage tanks can be hooked up, or the fresh water can be piped directly into an existing piping network.
Cost: 800,000 credits

Options:
*NBC Protection---This fits the tent/shelter with chemical resistant coatings(takes HALF damage from corrosives), a simple fabric airlock system(big enough for two people to stand up in. Cycling the system takes about 5 minutes.), more sophisticated air filtration system, and a rechargeable independent air supply(10 hours). The shelter fabric also provides radiation shielding against fallout.
Cost: 50,000 credits

*Sonic Insect Repellent System---Uses sonics to keep most vermin at bay. Note, however, that the sonic waves will be audible to those with advanced hearing as a telltale(and possibly annoying) low buzz.
Cost: 5,000 credits

*Solar Paneling---High efficiency(50% energy conversion) solar-electric conversion film, visible as black strips on the roof. It can be quickly covered with flaps to preserve camouflage effectiveness. The solar cell coverage(about 1,000 sq ft) on the standard EMHS unit provides about 5 kilowatts in sunny weather, about half that in cloudy weather.
(For reference, 745 watts = 1 horsepower. The average electric golfcart runs on 200-500 watts, the current average electric car 30,000 watts/30Kw, an air liner’s APU-auxiliary power unit- can generate in the 750-1145 Kws...estimate the ‘average’ power armor or exosksleton to run off a 10-40 Kws . Commercially available home gas-powered generators can produce 1-7 Kilowatts)
Cost: 10,000 credits

*Stealth Solar Paneling---Not quite as efficient as the system listed above, but is less obvious. It generates about 2 kilowatts in sunny weather, about half that in cloudy weather.
Cost: 15,000 credits

*BioPack Waste Disposal---Cambridge Jungle-developed bacterial cultures that break down and digest organic waste and yield up usable energy.
The standard fuel-bioreactor is a translucent, tough, plastic sack roughly the size of a hundred-
pound bag of animal feed. Several plastic inlets and hose connections allow for fresh water and
waste to be fed into the bag, which is filled with membraned layers of tailored organisms and
filter-layers. Lower outlets drain out waste water and finished product; a thin, translucent bio-fuel.
Fed on sunlight(or strong light), water, and waste(sewage), the bioreactor can churn out usable
liquid fuel; It typically takes 25 gallons of water and 5 lbs of solid waste to produce a half-gallon of
bio-fuel(this is mindbogglingly efficient, compared to pre-Rifts production) over 24 hours. The
standard fuel bio-reactor ‘bag’ put out by Paladin Steel is good for 3 years +2d4 months of active
usage before the microbe cultures degenerate and fatigue and require replacement(typically in the
last months of effective life, the ratio of conversion of raw material to fuel increases as the ‘bugs’
become less efficient.
Cost: 135,000 credits per bio-reactor

*Camou-Shroud---For extra expense, the deployed tent-shelters can be modified with ‘stealth’ technology, developed originally as PS’s portable ‘scrambler’ shelter, and later applied to quick-deploy camouflage shrouds for vehicles. This technology as well as concealment from electronic and infra-red/thermographic detection.
The Camouflage pattern sheet can be chemo-switched to any one of seven different configurations. The support elements create a degaussing ‘bubble’ that scrambles radar signals(incoming and outgoing), as well as disrupting magnetic resonances(fouling Magnetic Anomaly Detectors), while the fabric itself insulates and disipates the infra-red and thermal emissions and signatures of the occupants, rendering tjose means of detection less effective.
Care must be taken in setting up the Shelter---The igloo is not invisible to naked eyeball optical searches, so ‘blending’ the shelter into the natural landscape contours is essential for best results.
MDC: The tent provides about 120 MDC of protection, however, against explosions, it is less effective(being non-rigid, shockwaves pass through its fabric), so explosives will do HALF damage to the occupants, regardless of how much MDC is left in the tent.
Special Features:
*Water-proofing
*Fire Proofing---Can handle temperatures up to 300 degrees centigrade. Normal fires do NO damage
*Minimal Radiation Shielding--The fabric shell provides some protection against radiation(such as that from expended U-rounds laying nearby, or fallout), but is not recommended for protection in ‘hot’ zones (good for maybe 5-6 minutes of exposure).
*Chameleon-cloth Fabric---Can assume one of seven pre-set color configurations.
*Thermal Insulation-Infrared and Thermographic sensors are -20% to detect the shelter.
*Electronic Insulation- Radar, MAD, and EM sensors are -15% to detect the shelter

Cost: 200,000 credits; currently unavailable outside GNE military forces and approved affiliates.

Paladin Steel QDAW-01 AutoWall
“It won’t stop a truly dedicated foe, but it should slow’em down!”
The PS Quick-Deploy Autowall System comes packed in a standard Type 6 cargo module (8 ft x45 ft x9 ft, 15,000 lbs) that can be set down and activated, revealing a series of sliding panels of light MD alloy and megadamage plastic that unfold into a length of MD wall. Special memory plastic anchors bite some 3 feet into the ground to provide support as well as provide some measure of protection against shallow tunneling under the wall. The top features mounting spikes/crenelations for barbed wire or security cameras. When fully deployed(takes 1 minute once set in place), the resulting wall is 11 ft high, 1 ft thick, is 360 ft long, and has 100 MDC per 10 ft section.
A Type 2 Autowall is also available; it is only six inches thick, but can extend 720 ft, and has 60 MDC per 10 ft section.
Cost: (Type 1) 200,000 credits
(Type 2) 95,000 credits
Option: Mega-Flex Backing---For 95,000 credits/144,000 credits respectively extra, the wall can be reinforced with Mega-Flex mesh for greater resistance to ramming and impact damage. Due to its fiberous construction, shrapnel, concussion, and physical blows(kicks/punches, rams) do HALF damage to the material(rail guns and other projectiles do normal damage).

Paladin Steel Expandable Shelter System(ESS)

“Welcome to Q-Ville! Over there’s your quarters that you’ll be sharing with twenty other gomers like you! Over there’s where your gun-sled’s going to be housed in slightly better splendor! Make yourself at home, but don’t get too attached to the place, ‘cause as soon as we take the Ruyner Ridge, we’re pulling up stakes and moving shop, outhouse and all!”

The ESS is essentially a modern updating of the Qousent/Nissan Hut, a modular prefabricated shelter that can be produced cheaply, and set up easily. The ESS is even easier to set up, using memory plastics and alloys, micro-actuators, and inflatable elements to go from a compact folded unit to a fully deployed shelter.
ESSs come as semi-circular ‘flats’ that are set down on their flat diameters, and cranked open by either electrical actuators or air pump pressure. The ESS opens out accordion-fashion, lengthwise until reaching full extension, locks stiff, and is ready to be moved in and furnished. As it opens up, the ESS deploys its own groundsheet, and can be spiked down to the ground, though it is recommended that the ESS be put down on a prepared lot (gravelled and compacted ground, or vitrified soil)or platform(plank or concrete).
If so desired, the structures can be made permanent by injecting the insulation spaces with quick-set MD biphase plastic gel(goes in liquid, but sets to a megadamage solid---increase MDC by 30%), or plated with megadamage paneling or concrete.
Four general classes of ESS exist; Types 1 and 2 are intended as small storage sheds, individual quarters, and squad barracks, Type 3 is appropriate for larger halls and warehousing, and the Type 4 for hangars.
All ESS come with a 2 ft roof overhang at the ends, basic aperatures, and a basic air filtration system(equivalent to a gas mask for efficiency at removing airborne contaminants).
Size: (Type 1) 20 ft wide, 40 ft long, 10 ft radius, 1.5 tons(compact)
(Type 2) 20 ft wide, 50 ft long, 10 ft radius, 2 tons(compact)
(Type 3)20 ft wide, 100 ft long, 10 ft radius, , 3 tons(compact)
(Type 4) 60 ft wide, 100 ft long, 30 ft radius, 15 tons(compact)
MDC:(Type 1) 130
(Type 2) 150
(Type 3) 300
(Type 4) 600
Cost: (Type 1) 80,000 credits
(Type 2) 100,000 credits
(Type 3) 200,000 credits
(Type 4) 500,000 credits


Paladin Steel ReadiPlex Modular Bunker System
“Home Sweet Home!”

“Remember, static defenses are all very well and good, but DO NOT BECOME COMPLACENT! No wall or barrier exists that cannot be flanked, surpassed, overflown, or bypassed. The enemy gets behind you, your bunker becomes a rat trap unless you can bug out fast and regain superior positioning on your enemy. That having been said, a well-prepared defensive position can eviscerate an enemy attack, break his teeth, and whittle him down to size so that you can use YOUR mobility to counter attack, whether it’s to drive him from your territory, or drive into his.
Remember the lessons of Tolkeen; the mage armies held out behind their fortifications, broke the Coalition offensive, and turned the tables on them. Remember also that they got outflanked, and badly, because they didn’t watch their backs. Don’t get fixated on a static defense.”

“Hmmmm... Seven T-1s, eight T-2s, connectors for same, extra heavy plating for same, three heavy turrets, ten pop-up mini-turrets, automated fire control for same, long duration life support and deluxe communications for same, model eighteen fusion powerplant...razor wire....claymores....plasma display screens...quite the fortress somebody’s building....?”
“It’s a love nest, our little cottage by the lake.”

The ReadiPlex system is PS’s offering in modular bunker and fortification systems. Derived from their megadamage shipping container systems, the ReadiPlex system is reinforced for surviving combat damage and heavy topside loads, as the modules are primarily intended for burial underground. These modules are designed to interlinked, even stacked, into modular underground complexes, often with an overhead armored sheet-plate, and re-buried. Security doors can be set in place at the ends, and connected to concealed tunnels, entrances, and surface bunkers. The units come with standard electrical and ventilation trunking already installed(plumbing and water supply can be added and customized).
The main Type-1 ReadiPlex module is a basic 3.15m(3.46 yards/10 ft) x3.15m(3.46 yards/10 ft) x 6.56m(7.2yards/21 ft) reinforced box-crate, with 30cm-thick walls, and weighs in at 5 tons. MDC: 400
Cost: 300,000 credits
The Type-2 module shares roughly similar dimensions, but is cylindrical in cross-section, with thicker walls(40 cm), and weighs in at 9 tons. MDC: 450
Cost: 350,000 credits

Connector Ways are typically squared-off or cylinderical tubing, roughly 7 ft wide, reinforced against crushing load-bearing. MDC: 100 per 10 ft long section
Cost: 40,000 credits per 10 ft long section

Note: Paladin Steel has also acquired plans for the AirPortable Bunker developed by Tolkeen during their war with the Coalition States and manufactures their own version, marketing it for 250,000 credits(less expensive than it might otherwise be, thanks to PS’s mass-production orientation).

They also produce their own version of the Tundra Rangers’ TR-500 Heavy Laser Turret/Bunker, with laser and mini-missile launcher for about 360,000 credits(less expensive than it might otherwise be, thanks to PS’s mass-production orientation).

Options:
*Chemical Toilet and Septic Tank: Cost: 5,000 credits
*Mini-Shower/Stall: Cost: 5,000 credits
*Refridgerator---A larger refridgerator; holds up to 500 lbs of food. Cost: 2,000 credits
*Kitchenette----A compact, easy-maintenance food preparation module. Electric stove, w/3 burners, a micro-wave oven, fume hood/fire control lid, easy-clean cutting board, small sink and water supply, and an asortment of durable, attractive, cutlery and dining ware from Domiwear(a subsidary of PS Plate), comes standard. Cost: 3,000 credits


*Turrets---Turrets are a common feature of bunker complexes, and PS offers a variety of turret systems, the most common being derived from existing vehicle subassemblies. The most popular is simply the heavy turret from the PS-MBT-07 ‘Black Bear’ medium tank, complete with all the various weapons options available to it, set atop a rotation ring in either a T-1, or T-2 module(which can be set on their ends for greater depth). The turrets can be manned or remote-controlled.

The following are just among the more common/popular turret systems available:

General Turret Options:
*Smoke/Grenade Launcher Clusters--- These mini-multi-tube grenade/smoke launcher clusters can be added to the turret. Up to 4 can be added.
Range: 1,200 ft
Damage: Varies by Grenade Type
Rate of Fire: Volleys of 1-3
Payload: Each launcher has 12 30mm grenades or smoke shells
Cost: 2,000 credits per launcher

*External Antipersonnel Fletchette Packs----An effort to further protect the slow moving tank against faster power armor and infantry, this system consists of a series of directional ‘claymore’-style fragmentation grenades attached to the outer hull and triggred either by command or by motion detector trip to fill a ‘kill zone’ around the tank with lethal shrapnel and anti-personnel fletchettes.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-4
Payload: The turret has 4 each side, three on top(11 total)
Additional charges can be laid around the bunker proper.
Cost: 300 credits per charge.

*’Pop-Up’ Concealment
This actually mounts the turret on an extendable elevating hydraulic platform and ‘accordion’ neck that allows the turret to rise up to 7 ft up, allowing the turret to be buried and concealed under loose soil, not being visible on the surface until cleared for firing.
Cost: 30,000 credits

*Light Turret(Modified LBT-01 ‘Stuart’ Turret)
MDC: Turret 100
Turret Cost: 60,000 credits
Weapons Systems:
1)Light Laser Cannon(1, turret-mounted)
2)Co-Axial Rail Gun---


*Medium Turret(Modified ‘DamnThing AutoTank Turret)
MDC: Main Turret/Cannon 100
Sensor Turret 80
Turret Cost: 80,000 credits
Weapons Systems:
1)Indirect Fire Weapon Station(1)---
2)Direct Fire Weapon Station(1)---This is typically a flat-trajectory weapon like a rail gun or energy cannon---
3) Smoke/Gas Mortars(2)(2x3 tubes)

Options:
*Automode---Transplants the robotic fire control of the Damnthing to a static mounting: 4 APMs
+2 strike to w/ all ranged attacks
+3 to strike w/ main cannon/direct fire weapon
Cost: 50,000 Credits


*Medium Turret 2(Modified ‘Cossack’ Hovertank Turret)
MDC:
Main Turret 200
Reinforced Turret Compartment 90
Turret Cost: credits
Weapons Systems:
1)3-Inch(76mm) Gun---2) Co-Axial Light Gun


*Medium Turret 3(Modified Sherman/Shaw MBT Turret:
MDC:
Main Turret 220
Reinforced Turret Compartment 90
Turret Cost: 100,000 credits
Weapons Systems:
1)76mm Cannon(1, main turret)2)Coaxial Light Gun---Mounted next to the main gun in the turret is a smaller secondary weapon, typically used for antipersonnel work.
3)(Optional) Pintle-mount Light Gun


*Heavy Turret(Modified Black Bear MBT Turret)
MDC:
Turret 250
Reinforced Crew Compartment in turret 50
Cupola-mount Rail Gun 60
Main Gun 120
Missile Pod 50
Turret Cost: 150,000 credits
Systems of Note:
Weapons Systems:
1)Heavy Cannon---
2)Co-Axial Rail Cannon
3)Cupola-mount Rail Gun---Standard turret-mounted anti-personnel and anti-aircraft weapon.
4)Missile Launcher Pod--
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Warshield73
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Re: Temporary or Portable Military Fortifications in 3 Galax

Unread post by Warshield73 »

Jefffar wrote:Well I expect portable force field generators play a role.

My feeling too. I created two types:
1 is an expandable dome to protect from bombardment, starts above the tallest structure, I figure this gets the most work
2 ground level to protect from ground attack, reinforces ground level fortifications

I think the biggest thing for this is it means these bases need a lot of power to run these so anti-matter or fusion or fission reactors.

taalismn wrote:Would this help?

Actually it does. I have only skimmed through PS a few times, there is just so much there to get through, but I hadn't noticed these.

We appear to have a lot of the same or at least similar ideas. You have a lot of fold outs where I use inflatable airbeams but similar effect.

I like some of your addons, gives me few ideas, but mostly I like how similar ours are to each other, means mine can't be to overdone.

Thanks
“If I owned Texas and Hell, I would rent out Texas and live in Hell”

- General Philip Henry Sheridan, U.S. Army 1865
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taalismn
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Re: Temporary or Portable Military Fortifications in 3 Galax

Unread post by taalismn »

Warshield73 wrote:Actually it does. I have only skimmed through PS a few times, there is just so much there to get through, but I hadn't noticed these.

We appear to have a lot of the same or at least similar ideas. You have a lot of fold outs where I use inflatable airbeams but similar effect.

I like some of your addons, gives me few ideas, but mostly I like how similar ours are to each other, means mine can't be to overdone.

Thanks



Wanna copy/repost of my fortified outhouse with methane-powered escape rocket? It's perfect for those occasions when you're caught answering a call of nature and really need to shelter in place. :D :bandit:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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