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Unread postPosted: Sat Apr 18, 2020 12:25 am
  

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Joined: Wed Nov 12, 2008 8:33 pm
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Some humor:

"I am beyond thankful for your donation of supplies to our organization but if I may ask out of curiosty? Why did you have a dwarf planet storehouse filled with species inclusive toilet paper?"

"Short summary AI uprising has not panned out at all, not my only planetoid of TP, wanted to help out with minion war. You want this donation or not?!"


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Unread postPosted: Sat Apr 18, 2020 1:40 am
  

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Location: Somewhere between Heaven, Hell, and New England
89er wrote:
Some humor:

"I am beyond thankful for your donation of supplies to our organization but if I may ask out of curiosty? Why did you have a dwarf planet storehouse filled with species inclusive toilet paper?"

"Short summary AI uprising has not panned out at all, not my only planetoid of TP, wanted to help out with minion war. You want this donation or not?!"


Honestly....I imagine people hiding inside their homes behind massive walls of TP cases...Maybe it has other properties besides being flushable?

_________________
-------------
"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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Unread postPosted: Wed Apr 29, 2020 9:25 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Paladin Steel/Aegis Stellar Industries PS/ASI-SCG-23‘Pillara’-class Cruiser
(aka ‘Buxomite’, ‘Udder’, ‘Double-Belly’, ‘Muthership’)

“The geners love their ship lineages, and the Pil’s just another modular monster to look out for in a long line of ‘em. Looks like a transport Laffy in long range scans, but if you go in closer, you might find youself facing double the firepower or fighter cover of a regular light cruiser. Your best bet is that the Udder wallows a bit with the extra mass and is slightly slower than the Lafs in straight accel, and if you can get out ahead of it you can try outracing it. The ussahs might have come up with this double-breasted stabber on a whim and in a hurry, but that doesn’t translate into clunker. Respect the guns, if nothing else. ”

The United Systems Alliance’s need to beef up its coordinated defense forces with heavier, and ideally locally-produced, starship units meant that demand to meet that need fell on the recognized Alliance military-industrial giants, WZTechyards and Paladin Steel/Aegis Stellar Industries(though the two were often confused as being one corporate entity). The Pillara-class cruisers were one offering from the latter corporation to bolster Alliance starfleet capabilities.
The Pillara emerged as part of PS/ASI’s ongoing efforts to more efficiently produce less expensive modular warshps that could be tailored to the operators’ needs and technologies, and more easily upgraded with newer technologies as they became available. Though this strategy proved problematic with PS/ASI’s efforts to develop a battleship from existing merchant ship designs, aspects of it showed in the long line of Javelin- and Barong-derivatives that have served GNE and the subsequent USA well. The Pillara was developed as a derivative of the successful LaFayette design, which had already spawned the Mazule, Tabar, and Voulge cruisers.
The Pillara attempts to increase the capacity of the LaFayette class by mounting not one, but TWO, modular lower hulls. Though several configurations of lateral pod and over-and-under hulls were explored, the side-by-side layout was chosen as needing less reconstruction and deck-orientation in the pods to allow for faster adaptation to the ship. The ship itself has required some modification; the forward main hull has been widened, with enlarged structural attachment points fore and aft, and an added section to the middle, lengthening the hull slightly.
Two LaFayette-style lower hull pods can be mounted side-by-side. The mountings do require some revision of the systems attachment trunks and access ways, as well as reconstruction to meet ‘right-’ and ‘left-’ hull side orientations, but these are far easier to accomplish in a shipyard than the other configurations considered.
To compensate for the added mass, the main engines have been modified as well, with an added booster section of thrusters, adding 30% more power. Though the Pillara is actually slightly slower than the baseline LaFayette, it also has stronger shield-strength than the light cruiser. The commonality of spare parts and frames with the existing LaFayette fleet has also made maintaining the new Pillaras an easier matter. Using components already produced in-house has saved the Greater New England worlds, and the United Systems Alliance, the need to subcontract anything for the new design.
The Pillara has thus far been produced in only limited numbers, larger scale production pending evaluation of those already deployed. The cruiser is seeing deployment as a support vessel for taskforces. Already the prominent twin ventral hulls have drawn some derogatory nicknames, though most crews assigned to the ships give them high marks for their versatility and ease of maintenance. Though not a paradigm-breaker of a design, the Pillara adds extra firepower and transport capability to the forces deploying it.

Type: PS/ASI-SCG-23 Pillara
Class: Medium Cruiser
Crew: 250+60 marines
MDC/Armor by Location:
Main Body 18,000
Bridge 4,000
Secondary Modular Hulls(2) 11,000 each
Main Sensor Array 900
Secondary Sensor Arrays(3) 600 each
Heavy Lasers(2) 600 each
Secondary Lasers(14) 300 each
Long Range Missile Launchers(2) 300 each
Point Defense Turrets(10) 100 each
Hangar Bay 3,000
Engines 10,000
Variable Shields( 2,000 each side, 12,000 total)
Height: 160 ft
Width: 200 ft
Length: 1,010 ft
Weight: 160,000 tons
Cargo: 3,000 tons
Powerplant: Advanced Nuclear Fusion w/ 50 years energy life
Speed:
(Atmosphere) Hover to Mach 9(transatmospheric); rarely lands
(Sublight) Mach 9.7
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.97% of light speed per melee)
(FTL) 5 light years per hour
Market Cost: Est. at 3.9 billion credits
Systems of Note:
Standard Starship Systems, plus:

*Long Range Sensors----Pillaras mount large multimedia sensor arrays identical to the LaFayettes. The sensors can pick up on vessels moving at FTL up to 25 light years away, and vessels moving through normal space up to 0.9 light years away.

*Docking Collars(3)----Three external docking collars with extending tubeways for servicing additional starships docked to the Pillara. One is mounted on each side, the third on the underside rear. If not carrying hull pods, an additional pair of ships can be docked to the underside life support core superstructure.

*Tractor Beams(4)--------Effectively each rated for 1,500 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass.
Range: 10 miles in space(NOT usable in atmosphere)(Kitsune Values: 10,000 miles in space).

Weapons Systems:
1)Heavy Lasers(2)---The main bite of the LaFayette-class is the pair of heavy lasers mounted in the forward hull. These have been retained on the Pillara.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d6x100 per blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

2) Secondary Lasers(14)---Another holdover from the LaFayette is its secondary batteries; backing the main laser cannon is a larger array of lower-powered weapons for saturation attacks. Up to six cannons can be brought to bear simultaneously on the same target in a broadside, or all 12 can engage targets in the dorsal and ventral arcs. The expanded lower hull has necessitated widening the hull ‘skirt’ to allow the lower tier of laser cannons to engage targets in the ventral arcs. It has also allowed for the addition of an extra pair of turrets.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 2d4x100 MD per single blast, 8d6x100 for six cannons firing simultaneously
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

3) Long Range Missile Launchers(2)---These launchers are also used to deploy recon drones, probes, and special ordnance.
Range: Varies by Missile Type(Long Range Missiles)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type(Long Range Missiles)
Rate of Fire: Volleys of 1-10
Payload: 120 per launcher; additional missiles may be carried as cargo, and reloaded from storage.

4) Point Defense Turrets(10)----The Pillara mounts PS.ASI-standard dual pulse-laser and mini-missile launcher turrets identical in number and mounting positions to the LaFayettes.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Lasers) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile

Auxiliary Craft
*18 fighters
*20 Power Armors
*3 Shuttlecraft

Options:
The big options on the Pillara are the double Secondary Hull Pods, which can be attached to the lower hull attachment points and core access galleries and outfitted for a variety of different purposes. Rather than formal variants, the SHP allows for a confusing(to enemy sensors) abundance of different configurations, though most ships will stick with one for their entire operational lives. Typically two similar pods will be mounted, but configurations of different pods are possible.
The following are the more common configurations(but not ALL of the possible pod types):

*’B’-Barracks Pod---Adds passenger capacity, housing up to 120 passengers in diplomatic comfort, or 320 troops in more spartan accommodations.

*’C’-Cargo Pod----Dedicated cargo module, adding 10,000 tons cargo capacity.

*’D’-Drive Pod----Removes hangar capacity in favor of an additional engine section, boosting the ship’s sublight speed to Mach 12, or 18 if two D-pods are mounted.

*’E’-Escort Pod---Outfitted with a complement of point defense weapons systems for use in picket and interception duties
-Point Defense Turrets(6)---Adds six more PDS turrets identical to 4) above.
-Tachyon Scatter Guns(4)
Range: (Palladium)6 miles (10,000 m) in space w/ 3 mile wide arc(cannot operate in atmosphere)
(Kitsune Values: 600 miles in space)
Damage: 2d4x10 MD per shot
Rate of Fire: EGCHH
Payload: Effectively Unlimited

*’F’-Plasma Pod---Mounts two heavy plasma torpedo launchers in place of embarked fighters(still retains the shuttles).
---These are direct-fire weapons that fire bolts of plasma trapped in a temporary magnetic ‘shell’ centered on an evaporated ‘seed’ of ultra-dense deuterium ice, allowing the plasma to travel farther without losing cohesion and damage potential, and allowing the plasma to explode with area of effect on target. The result is an energy missile with superior range to normal energy weapons(though still well short of comparable missile weaponry) and potentially unlimited payload. However, the plasma packets CAN be grabbed/deflected by tractor beams(this is how the ship’s gunners can manipulate their energy projectiles at short range and correct their course....each of the launch arrays’ mounted tractor beams being able to grab and direct a volley of plasma bolts), or destabilized by ion or particle beam weapons fire(takes 20 MDC to disrupt the plasma containment).
Range: 20 miles in atmosphere, 200 miles in space
(Kitsune Values: 200 miles in atmosphere, 200,000 miles in space)
Damage: 1d6x100 MD per blast to 100 ft blast radius
Rate of Fire: Each array can launch volleys of 1-8 torpedoes, twice per melee
Payload: Effectively unlimited


*’G’-Gravity Gun Pod---Mounts two heavy gravity guns in place of embarked fighters(still retains the shuttles).
Range: 25 miles in atmosphere, 70 miles in space
(Kitsune Values: 70 miles in atmosphere, 70,000 miles in space)
Damage:(Kinetic Penetrator) 3d6x100 MD to 15 ft radius
(Multi-Munition Fragmentor) 3d6x10 MD to 300 ft radius
(Heavy Plasma) 2d6x100 MD to 150 ft blast radius
Rate of Fire: Three times per melee
Payload: 100 shells per cannon. Additional shells may be stored in the cargo holds and reloaded within 30 minutes(3 shells per ton of cargo)

* ‘H’-Hangar Pod----DOUBLES fighter capacity to 32 fighters.

*’I’-Ion Pod---Adds capacity for four heavy ion cannons and a dedicated powerplant in place of embarked fighters(still retains the shuttles).
Ion Cannon--(ionization rules courtesy of Henning Rogge)
Range: (Palladium) 4 miles in atmosphere, 12 miles in space
(Kitsune Values) 12 miles in atmosphere, 12,000 miles in space
Damage: 1d4x100 MD per blast,
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: Five times per melee
Payload: Effectively unlimited

*’L’-Laser Pod---Adds capacity for three more Heavy Lasers and a dedicated powerplant in place of embarked fighters(still retains the shuttles).
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d6x100 per blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

*’M’-Missile Pod--- Mounts an additional battery of long range missile launchers(identical to those mounted in the main hull) in place of embarked fighters(still retains the shuttles).
Range: Varies by Missile Type(Long Range Missiles)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type(Long Range Missiles)
Rate of Fire: Volleys of 1-10
Payload: 200 per launcher; additional missiles may be carried as cargo, and reloaded from storage.

*’N’-’Net’ Pod---A module fitted with heavy area-of-effect weaponry in place of fighters. Typically used as an anti-fighter/missile picket.
a) Heavy Tachyon ScatterGuns(4, 400 MDC each)
Range: 5 miles (2,500 m) in atmosphere, 10 miles (10,000 m) in space w/ 6 mile wide arc*
(Kitsune Values: 5 miles in atmosphere, 5,000 miles in space)
*Width are reduced to 1/4th in atmosphere
Damage: 1d6x100 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
b)Heavy Rail Guns(2, 500 MDC each)
Range: 40 miles in atmosphere, 80 miles in space
(Kitsune Values: 40 miles in atmosphere, 40,000 miles in space)
Damage:(Exploding/Fragmenting Fletchette): 5d6x10 MD to anything caught in a 120 ft wide cone/’cloud’----Targets are -2 to dodge the ’shotgun spread’
(Penetrator): 2d6x100 MD
Rate of Fire: Four times per melee
Payload: 100 rds per cannon, reloading from the cargo hold takes 1d6 minutes( 200 tons ammunition storage, 1 ton of cargo per 12 rounds)


*’O’- Medical Pod(aka ‘OR’)---Flying field hospital with a capacity of caring for up to 200 patients at a time. Includes 6 fully equipped operating rooms, recovery wards, laboratories, and hangar capacity for 6 shuttles(no fighters).

*’P’-Planetary Assault Pod---This pod carries the launch systems for freefall kinetic and explosive weapons meant to be deployed against surface targets(the ‘superbomber’ concept). Can typically carry up to 8,000 tons of deployable ordnance, such as the following:
a) Kinetic Bomb---Fairly typical 2 ton ‘rod from god’ high density kinetic penetrator
Range: Orbit to Surface
Damage: 2d6x100 MD; effective blast radius of 120 ft. Can penetrate up to 400 ft into solid rock, dropped from orbit.

b) Light Kinetic Penetrator Module ---Works similar to a WWII ‘Earthquake Bomb’. Kinetic weapons have the advantage of leaving little or no radiation to contaminate a battlefield or potential postwar acquisition. The LKP module actually carries three separate RVs on a maneuverable ‘bus’ stage, allowing three separate targets to be hit, or a single target to be bracketed. Each RV does 1d6x100 MD to a 100 ft radius and can penetrate up to 250 ft of loose soil(100 ft of rock or concrete)
Weight: 4 tons

c) Heavy Kinetic ‘Smasher’--- A single-shot warhead(no multiple warheads) weighing 12 tons. Hits with considerably greater velocity and kinetic energy. Does 1d6x100 MD to a 90 ft radius, and does DOUBLE damage to any fixed-foundation structures in a 200 ft radius, due to ground shock.

d) Heavy ‘MaxSlap’ KEW-----Designed to be ‘lobbed’ for maximum kinetic impact, the super-heavy bomb does 1d8x1,000 MD to 250 ft blast radius, and can penetrate up to 500 ft of earth(300 ft of rock or concrete), for attacking bunkers or undercutting larger structures.
Weight: 21 tons

e) Fuel Air Explosive Munition---A single warhead(no multiple warheads) non-nuclear area of effect weapon that disperses a cloud of volatile fuel droplets in a mist over the target area, then ignites it in a rapidly propagating explosion. Besides thermal damage, the real damage from this weapon comes in the massive overpressure shockwave that it creates, capable of forcing its way into open ducts and vents, and imploding vehicles and bunkers. Also known as a ‘Daisy Cutter’, it is often used to simultaneously secure and clear landing zones of obstacles(both sentient and material). The heavy FAEM can do 4d6x10 MD to a 500 ft radius, plus 3d6x10 MD to everything else in a 3,000 ft ft radius. Those caught within the blast radius are also likely (01-88%) likely to be bowled over by the blast and stunned, if not worse....
Weight: 15 tons

f) ElectroMagnetic Pulse Weapon---Designed to knockout unprotected electronics and power distribution networks, exploding at high altitude for maximum effect. Up to four of these weapons can be carried on a common ‘bus’.
Damage: 5d6x10 MD to 100 ft blast radius
EM effects: Used against unshielded power grids(such as cities and towns), the particle blast has a 99% chance of knocking down electrical systems, including vehicles, in an 100-mile radius of the point of detonation. Unprotected computers and other hardware not protected by surge protectors, and hooked into the common power grid, may still be affected up to a hundred miles or more away by power surges through the power lines.
The EMP is less effective against shielded systems such as those on space structures(25%) and military systems(10% for surface military vehicles), which are hardened against radiation.
Weight: 1 ton ‘bus’

g) Heavy Nuclear ‘SunBombs’---These are the heavy PS/ASI-made weapons used exclusively by their forces. They are rarely used against inhabited/habitable worlds(used against exclusively military targets).
Weight: 10 tons
Range: 1,000 miles(4,000 miles in space)
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius

h) X-Ray Laser Bombs
Weight: 10 tons
Range: 1,000 miles(4,000 miles in space)+laser range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+laser range
Damage: 1d4x1,000 MD laser blast; range 70 miles(Kitsune Value: 70,000 miles). Laser-reflective armors do NOT halve X-ray laser damage.---One-shot weapon that destroys itself in the process of firing.
Advanced models can target as many as 10 separate targets within range simultaneously.

i) Plasma Jet Bombs(aka ‘Casaba Howitzer’, or ‘Sunspot Bomb’)---A cousin of the X-Ray Laser Bomb and predecessor to the Plasma Torpedo, the Plasma Jet Bomb is essentially a shaped nuclear charge, generating a conical wave of super-excited plasma and radiation. The Plasma Jet Bomb lacks the range and multiple target engagement capability of the laser mine, but because it doesn’t expend all its force in all directions, it can produce higher damage than a regular omnidirectional plasma warhead.
Weight: 10 tons
Range: 1,000 miles(4,000 miles in space)+plasma range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+plasma range
Damage: 1d6x1,000 MD plasma blast; range 30 miles(Kitsune Value: 30,000 miles), in a cone 30 degrees wide. The radiation also has a 60% chance of blanking out the target’s sensors for 1d6 melees---One-shot weapon that destroys itself in the process of firing.

j) TW Weapons---Based on the work done between Paladin Steel and its allies, strategic TechnoWizardry weapons are a safer, more ‘morally acceptable’ alternative to vaporizing enemy cities with nuclear weapons. TW warheads also have certain advantages against magic-vulnerable opponents. They are also lightweight, allowing more of them to be carried and deployed.
The downside is that strategic TW weapons are hellishly expensive in both the crystal matrices needed to hold the weapons-grade spells, and the high-level mage talent needed to produce and empower them.
Still, PS produces and deploys a wide variety of these weapons, just in case.
Weight: Each RV ‘bus’ weighs 1 ton.

j1)TW Disharmonize---Actually more of an airburst weapon that deploys thousands of small individual grenade-sized TW ‘skeet’ warheads over a wide area, that fall to an appropriate altitude for maximum effect, then explode, causing no initial physical damage, but sowing massive chaos throughout both military forces and civilian populations. Tremendously expansive in terms of magic energy investment, and relatively short-term in its effects, it nevertheless can be an effective weapon in disrupting an enemy’s defenses in advance of a raid or troop landing.
Each MIRV can carry up to 200 ‘skeets’ each
The carrier shell is designed as an airburst weapon(300-1,000 ft up), with the dispersal charge firing the skeets out on wide arc frisbeeing trajectories to cover a maximum area of effect. Each submunition skeet affects a 500 ft radius(some overlap is unavoidable), and effects last 50 minutes. Everyone caught in the area of effect must save versus magic or else lose HALF their attacks per melee, lose initiative, and be -20% to perform all skills. Furthermore
The beauty of this weapon is that the mage-munition officer or loader, if one is available, can , simply by touching the shell before loading and launching, and uttering a safing incantation(Magic telepathy or psionic telepathy will also do the trick), fuze the weapon to affect ONLY enemy soldiers...KNOWN allies are UNAFFECTED by the magic! Of course, if no such trained combat mage or psychic is available , then the ‘generic’ shell will affect EVERYONE in the area of effect.
Needless to say, however, at 150 PPE per submunition, these weapons are awfully expensive.

j2) TW Magma Weapon(RV)---Modified River of Lava spell, that creates a pool 450 ft in diameter instead, that lasts 15 minutes. If deployed in shallow water it lasts only 7 minutes and does HALF damage, but creates huge bubbles, kills local sea life, and produces a massive cloud of superheated steam that blinds anyone on the surface, fouls up thermographic imaging systems, and creates a belching sonar static that can screw up passive sonar systems in the area.

j3) TW Tsunami Weapon(RV)---Designed for attacking coastal targets,this weapon deploys up to 5 independently targeting RVs that each generate a tidal wave.
Each warhead creates a tidal wave roughly 150 ft high, 3,000 ft long, lasts 15 melees, reach as far as 450 ft inland, and does 4d6x10 MD per melee. Also has a 75% chance of capsizing any ships it catches.
Note: This weapon is INEFFECTIVE unless aimed at a sizable body of water, such as an ocean, large lake, or deep river.

j4) TW Hurricane Weapon(RV)----Ocean-attack weapon, but can also be used against large lakes. Each MIRV creates a massive sea storm that covers a 120 ft area, 100-150 mph winds, and 30 ft high waves. Does 3d6x10 MD per melee to large structures, and 1d6 MD to anyone caught out in the open. Effects last 15 minutes.

j5) TW Maelstrom Weapon(RV)---Another ocean-attack weapon, for attacking shipping and submarine warships/installations. Like the Tsunami Weapon, the ‘bus’ can deploy up to 5 independently targeting RVs that each generate a sizable whirlpool in any large body of water they are aimed at.
Whirlpools are 120 ft wide, lasts 15 minutes, and does 1d4x10 MD to anything caught in its center, 2d6x10 MD per melee to large ships, and 1d6x100 MD to hem if they get submerged or if the whirlpool ‘breaks the ship’s back’.

j6) TW Earthquake Weapon(RV)---Each warhead acts as a 15th level Elemental Earthquake spell; 3500 ft area of effect, doing 2d6x100 MD per melee, for fifteen melees. Generates a fissure 900 ft long, doing damage to everything within 600 ft on either side of it. A full spread of Earthquakers can destroy a county.

j7) TW Stormfront Weapon(RV)---Airburst warheads that unleash multiple Tornadoes(one per warhead), and an accompanying Summon Storm, all equivalent to the 15th level Elemental Warlock Spells.
Tornadoes are 100 ft in diameter, last 15 minutes, and do 3d6x10 MD per melee to anything caught by them, and an additional 2d6x10 MD to anything hurled out. Wood, clay, and stone structures take 4d6x10 points of damage(SDC or MDC), and trees are uprooted in one melee round. The tornadoes will also randomly wander about in a half-mile area before dispersing.
The storm element creates a drenching, obscuring downpour that drops 4 inches of rain per hour, does 1-6 points of structural S.D.C. per half hour, immobilizing floods, and reduces visibility to near zilch; storm covers a 14 mile area, and lasts 7 hours

Rate of Fire: Volleys of 1-20
Payload: 80 free-fall RVs. Additional RVs may be carried as cargo(


*’S’-Sentry Pod---Holds an advanced long range sensor system. The ship can now pick up on vessels moving at FTL up to 30 light years away, and vessels moving through normal space up to 1 light year away. Mounting two S-pods does not increase sensor range, but does provide redundancy, though most operators will pair the S-pod with another type of pod, typically a hangar module.

*’T’---Tender Pod---Designed to work with the module-equipped Sunchaser- and Windfola-class corvettes. This pod is an open-framework holding additional modules(up to 30) to swap out with the smaller ships, and the apparatus needed to do it in the field.

*’U’---’Universal’ or ‘Unknown’ Pod----A dedicated science pod with dedicated laboratory facilities. Can be variously outfitted for astronomical or planetary sciences studies, including quarantine facilities for medical research. Has onboard living facilities for up to 30 research staff, although in the more extensive/secured research configurations, the scientists may live entirely in the main hull of the ship, and direct automated systems in the science pod. Some variants on this pod can be detached and deploy station-keeping thrusters and external solar panels and antennae to act as free-flying mini-space stations.

“Y”-Pod---Special designation given to a ventral hangar or drop-pod holding a large submersible vehicle that can be deployed from the LaFayette. Reports that several examples have been used to deploy combat submarines on worlds of the TGE contested by the FWC, or Golgan worlds (especially those contested by nationalist movements) remain unsubstantiated.


Variants:
The Pillara is so new(and modular) that no variants have yet emerged. The only variant under discussion is an up-engined model that would double the size of the engines and potentially boost normal space speed to Mach 10, but some fleet architects in the USA are contesting the economics of such a variant, arguing that for the price of a double-engined Pillar variant, two regular LaFayettes could be produced.

_________________
-------------
"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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Unread postPosted: Thu Apr 30, 2020 8:11 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43716
Location: Somewhere between Heaven, Hell, and New England
PS-LPB-09 ‘Lifeguard’ Light Patrol Boat
(aka ‘tumblekeg’, ‘driftover’)

“You don’t have to drive out to the deep water to find excitement; plenty to be found close to shore. That’s the problem; you need shallow-draft craft to handle situations like that. TOUGH shallow-drafters, because between possible teeth and claws from the deep, and the teeth and claws of a rugged shore, you’re going to want as much protection as you can get.”

PS-LPB-09 ‘Lifeguards’ are small rugged patrol boats used for harbor, in-shore, and inland waterway security and utility work. Some larger vessels even use them as lifeboats(and given their design is drawn from the best of long and esteemed lines fo Coast Guard lifeboats, this is entirely appropriate). Though not meant as long range seaboats, they are built rugged enough to be able to handle rough surf and waves, and survive multiple capsizings, earning them the nickname ‘tumblekegs’.
The stubby little craft are built using PS’s ‘one piece’ molding system, out of tough waterproof megadamage composite materials. The design features sealed floatation chambers, and redundant watersealing around the mechanicals and electronics. The design is self-righting, and uses proven and reliable systems.
LB-09s are not designed for combat, though a few (surprisingly) heavily-armed variants have been produced(making extensive use of technowizardry to compensate for the design shortcomings). Paladin Steel has produced hundreds of these small motor vessels to stock coastal life stations and the design has begin appearing offworld in Greater New England’s colonies. The LPB-09 is also for sale on the open market, with a variety of powerplants and electronic suites.

Type: PS-LPB-09 ‘Lifeguard’
Class: Light Patrol/Rescue Boat.
Crew: 2-6, up to 14-20 under cramped conditions.
MDC/Armor by Location:
Main Body 200
Height: 9 ft
Width: 9 ft
Length: 36 ft
Weight: 9 tons
Cargo: Can carry a maximum of 2,000 lbs of gear
Powerplant: Liquid Fuel, Electric, Nuclear, or TW
Battery/Fuel Cell-Electric(w/ 900 mile range), Nuclear(5 year energy life), or TechnoWizardry
Speed: (Water) 35 MPH
Market Cost: 400,000 credits for LF, 600,000 credits for Electric, 2.8 million credits for Nuclear with a 5 year energy life, and 1.8 million credits for TW

Systems of Note:
*Radio--- 100 mile range
*Sonar---5 mile range
*Depth-finder
*Heated Cabin
*Emergency Air Filter/Recycler(good for 6 hours)
Bonus: The shape and construction of the ‘tumblekeg’ actually gives it a +1 to Roll with Fall, Punch, or Impact.
Weapons Systems: None standard, but 1-2 pintle-mounted heavy rifles/light rail guns/grenade launchers can be fitted(see Variants)

Options:
*Water Pump/Spray Cannon
Range: 200 ft
Damage: Varies. Filled with water, and used against vampires, it does 1d6x10 HP per burst/blast. The water blast also has enough pressure to knock human-sized targets off their feet; 1d6 SDC, and 80% chance of knocking humanoids off their legs and back 1d4x10 ft(lose initiative and 1 APM getting back up)
Rate of Fire: EGCHH
Payload: Can draw directly from bodies of water. An onboard tank can also be fitted, with 200 gallons’ capacity.
Cost: 20,000 credits

*Life Sensor---Available to Rifts Earth courtesy of tech-trade with the Three Galaxies. Detects and identifies lifesigns. Some consider it the ultimate fish-finder. 500 ft range. Cost: 120,000 credits

*Chemical Sprayer---Typically used to dump animal repellents into the water. Sample chemicals:
-*Ink Cloud---Dumps a water-absorbent powder that quickly gels into a thick suspension that blocks light, clogs gills, and fouls sonar. Though not as potent as the Kittani gill-clog material, it’s still fairly effective at choking off gill-breathing pursuit.
-*’Fizz’ Cloud---In the alternative the system can be used to dispense a ’Fizz’ Sonar Defense. This flushes foaming chemical compounds out into the water surrounding the boat. This has a multifold purpose; though it clearly shows up on sonar due to the alka-seltzer-like noise, the persistent cloud of bubbles makes it much more difficult for sonar to get an exact lock on the ‘bot behind the bubbles. Furthermore, many sea creatures are hesitant to cross the cloud of bubbles.
Range: (Ink) Covers a 40 ft area. Depending on water conditions, the cloud can persist for 1d4 minutes.
(Fizz) Roughly 60 ft in diameter. Depending on water conditions, the cloud can persist for 1d6 melees.
Damage: (Ink) Those caught in the cloud are effectively BLINDED; -5 to strike, parry, dodge, and entangle The particulate nature of the material makes sonar systems less effective as well; -60% to attempts to use sonar reading through the cloud. Gill-breathers must roll a 16 or better or be -6 on initiative, -6 to strike, parry, and dodge, and reduce Speed, melee attacks, and skill performance by -50%. Upon exiting the cloud, penalties are reduced by HALF, but persist for 1d6 minutes.
(Fizz) Sonar-guided weapons(and attackers) are -2 to lock onto the submarine. Creatures caught in the bubbles are -5 to strike, dodge, and parry due to the distraction.
Rate of Fire: Once per melee
Payload: An onboard tank can be fitted, with 200 gallons’ capacity.
Cost: 9,000 credits. 190 credits a shot of ink chemical, 200 credits for the fizz chemical.

*Deep Flare/Acoustic Countermeasure Launchers-------Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike, plus acoustic-homing weapons will break target lock to attack the decoy.
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhere up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
Damage: None
Rate of Fire: Can fire off Screamers in salvos of 1 or 2
Payload: 10 per launcher.
Cost: 9,000 credits for the launch system. Individual decoys cost 200 credits each.

*Deep Flares---Deep Flares are fast-burning underwater illumination sources used as distractions in deep sea operations. Though fairly useless as weapons, Deep Flares are effective at night and against deep-sea creatures sensitive to bright light.
Deep Flares will blind surprised targets for 1d4 melees(half all combat bonuses and skill rolls while trying to overcome temporary blindness). Useless against targets using sonar, or without eyes.
Range: 1,000 ft
Damage: 1d4 MD if it scores a direct hit on a target; Otherwise, no damage, aside from possible flash disorientation. : Area of effect: 100 ft area in diameter(suspended silt/debris in the water may limit this).
Rate of Fire: Volleys of 1 or 2
Payload: Each pod can hold up to 6 Deep Flares
Cost: 9,000 credits for the launch system. Individual decoys cost 200 credits each.


Variants:
*PS-LPBROV-09---Semi-autonomous robot-piloted version. LPBROV-09s feature extra sensor systems(in the form of a 360-degree optical-video ‘crown’ reminiscent of that carried by Triax DV-15 Sentry-Bots, as well as several below the waterline) and a modified SAILOR(Subsidiary Artificial InteLligence Oceanic Robotics) AI linked to the helm. LPBROV-09s are sometimes used as fireboats, acting in concert with manned command boats, to combat fires and HAZMAT situations in sensitive ports, and they are also dispatched to search wreck/crash areas, especially if it is suspected that there are dangers in the water. Occasionally, they may be even ‘crewed’ by additional robots like the PS-R-DWB-01 ‘Dweeb’ or PS-R-10 ‘Danbot’ Domestic Work Robots, or even the tougher PS-Rb-02 Magnus.
Changes/Modifcations:
Systems of Note:
*Basic Robot Optical
*Basic Robot Audio
*Motion Detector-----500 ft range. Also tracks current flow.
*Sonar-----5 mile range
*Inertial Compass
*Wind Sensor
*Voice Synthesizer---The SAILOR’s voice can be selected by the buyer. A variety of preselected speech-pattern packages are available, the most popular being ‘Obedient Robot’, ‘Sexy Mermaid’, ‘Salty Old Sailor’, and ‘Eager Midshipman’.
*SAILOR(Subsidiary Artificial InteLligence Oceanic Robotics) AI---Programming:
*Pilot Water Vehicles Motor 86%.

*Pilot Related----Read Sensory Instruments, Navigation(Water), both at 94%.

*Communications---Radio:B asic 94%

*W.P. Spray Cannon---- +2 strike

Actions/Attacks Per Melee: 4
Initiative +1

*PS-LPB-09(TW)---Technowizardry-reworked variant meant as a point defense and patrol boat. LPB-09(TW)s use various TW enhancements and magic weapons systems to make the normally stodgy watercraft a miniature warship in its own right. LPB-09(TW)s have appeared as defense launches around mystic islands and water-surrounded residences.
Changes/Modifcations:
Powerplant:
Supplemental PPE Powerstone Generator(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus-----2 million credits
Systems of Note:
*PPE Sensors---Scaled down ORACLE system; The ship has sensors which the give the ability to detect active magic. Requires no P.P.E. to activate. Range: 3 miles.
Weapons Systems:
1) TW Heavy Weapons Mounts(3)---The LPB-09(TW) mounts three points for heavy TW weapons; one in the prow, one on the foredeck, and one on the aft deck behind the wheelhouse.
a) TK-80 Heavy Machine Gun
Range: 4,000 ft
Damage: 2d4 MD single shot, 3d6 MD 5-shot burst, 5d6 MD 10-shot long burst, and 2d6x10 MD 50-shot full-melee burst.
Rate of Fire: ECHH
Payload: PS-made TK-80s can use PPE clips similar to the Stormspire weapons(260 shots total) or can be linked to another PPE source/generator(1 PPE point for 1 TK shot).

b) TK Grenade Launcher---Looks like a classic Civil War bombard or mortar(though sometimes can appear as a maganol catapult or ballista), but is actually more akin to a grenade launcher that can fire TW Grenades. Drop in the grenade with a special fusing mechanism attached, then fire the cannon to loft the grenade to the target.
Range: 4,000 ft
Damage:(Varies) Use the TW grenades from Rifts: Book of Magic
Rate of Fire: Twice per melee
Payload: 3 PPE for 1 shot

c) TW Water Arc Firfighting Cannon--- Uses a modified Water Spout spell to create a sustained stream of water flowing from the water the boat is floating in to deluge a target.
Range: 300 ft
Damage: Does 3d6x10 HP per melee to vamoires. The water stream is powerful enough to have a 80% chance of knocking humanoid-sized targets off their feet.
Rate of Fire: Can be kept up for 20 minutes per activation.
Payload: 6 PPE for 20 minutes’ duration

d) TW Lobber---Similar in appearance to the TK Grenade Launcher, but more akin to a scaled-up PS/Wul- TWR13 ‘Agniter’ Fireball rifle in that it creates its own ammunition via magic energy-to-mass conversion. Can fire one of several different kinds of magic ammunition:
Range:(IceBall)5,000 ft
(Fireball) 4,000 ft
(Barrage) 4,000 ft
(Meteor)5,000 ft
Damage:(IceBall)2d6 MD on impact, then explodes, 60 ft blast radius, shedding hundreds of icy shards. Human-sized objects caught in its way will get hit with 1d6 shards, each doing 2d6 MD. Fighter- and Robot-sized targets (16 ft or larger) will get hit by 1d4x10 shards. Ships and targets 50 ft and larger will get hit by 2d4x10 shards. Victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative. The Ice Ball has 70 MDC.
(Fireball) 5d6 MD at impact, plus does 5d6 MD per melee for 1d4 minutes.
(Barrage) 1d6x10 MD, plus all other effects as described for the Barrage spell.
(Meteor) 1d6x10+20 MD to a 40 ft radius
Rate of Fire: Three times per melee
Payload: Effectively Unlimited; limited only by the available PPE to generate new ammunition;
(IceBall)25 PPE per shot
(Fireball) 20 PPE per shot
(Barrage)13 PPE per shot
(Meteor) 38 PPE for 1 shot

e)PS/Wul-TWLCF-01 FireFall TW Cannon(Fire Marbles spells created by 13eowulf)----Scaled-up version of the PS/Wul- TWR13 ‘Agniter’ Fireball.
Range: 4,000 ft
Damage: Generates a dozen FireMarbles that fall on a target and burst into flame; 5D4 SDC at the moment of impact, 5D4 additional SDC per melee round, for 1d4 minutes (Damage becomes MD in MDC realms). Can concentrate the fire in a 5 ft area(4d6x10 to the struck target), or spread it to cover a 12 ft wide area(Roll 2d6 to see how many marbles fall on any one target in the area)
Rate of Fire: ECHH
Payload: 43 PPE for 1 shot
Up to 48 FireMarbles(4 shots) can be stored in an attachable ‘hot box’ magazine.
Marble ammo can be for one week, but burns out within 1D4 minutes after it is activated.
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 43 PPE battery shot takes 46 PPE/92 ISP to manually recharge)


2) TW Rocket Launcher---Mounted atop the wheelhouse is a rack for firing TW rockets; 9 TW mini-missiles or 6 heavier rockets. These can be manually reloaded from stores in the hull.

3) Lateral Pivot Mounts(2)---Mounted on either side of the rear deck are two pivot mounts for light weaponry, typically energy rifles, grenade launchers, or light rail guns, but they can be fitted with TW weaponry(light TK machine gun, TK energy rifles, etc.) as well.

4)Optional) Side Racks----Can carry over-the-side deployable racks for 3 mini-torpedoes per side, or 10 microtorpedoes. Or can carry an ABA Type-1 Wrasse or ABA Type-2 Cudda drone.

TW Features:
*TW Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.

*TW Muffler---PS engineers originally experimented with the Sound Sponge spell, but foud it defeated even the ship’s own passive sonar. Instead, they got the best results from the existing TW Sound Cloaking System, allowing the boat to go completely quiet; 10 PPE for 5 minutes’ duration.

* Invisibility: Superior---Many a pirate has complained about not seeing the Greater New England Coast Guard ‘until they were virtually on top of us’, thanks to this gimmick. However, an alert lookout may still be able to see the wake generated by the invisible boat. 20 PPE per 3 minutes’ duration.

_________________
-------------
"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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Unread postPosted: Sat May 02, 2020 9:49 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Paladin Steel/Aegis Stellar Industries PS/ASI-SFG27 Spencer-class Interstellar Frigate
(aka ‘Chisholm’, ‘Comstock’)
“The United Systems Alliance isn’t just signing up new worlds to make headcount. They mean to defend every one of their member systems, or so their PR is proclaiming. That sounds rather ambitious...maybe too ambitious, and smacking of bravado. Some of the more cynical analysts in CAF intelligence figure the ussa will fold and start triaging systems if they ever faced invasion by a REAL threat like the Splugorth or the Kreeghor, rather than lose everything trying to defend everything. According to other sources we’re developing, though, their shipbuilding programs suggest they’ll make a damn good go at protecting their space and making any invader pay for every astronomical unit. They’re building lots of light combatant units and missile platforms and posting them all over their frontiers. Hopefully they won’t have to ever put them to the test against massed capital units, but in the meantime they’re doing yeomen service against the pirates in their sectors.”

“Looks like a hauler, kicks like a cruiser. You’d think word would spread about picking on ussa systems and ussa shipping and the hidden guns waiting in them, but there seems no end to oppportunists willing to come take their chances pirating on the Rim. And the Alliance is willing to oblige them by making their learning curves high and their life spans short.”

“The Spence is a good ship, but of course it has a few shortcomings. Sensors are little better than a regular frigate’s, so long range warning, especially out on the frontier, can be problematic. It’s a good idea to carry a few scoutships in the hangar bays, pair up with another vessel with long-listeners, or link to a satellite sky-search net.”

The Spencer-class FFG is a derivative of Paladin Steel/Aegis Stellar Industries’ Ranger-class ‘task ship’ light cruiser. Though the GNE/Five Star aerospace forces have made the Assegai- and the LaFayette-class light cruisrs their workhorses, the nearly explosive growth in membership numbers of the United Systems Alliance has led to a proportionate growth in the demands on the shared military services. As many of the worlds of the USA are at risk, or lack the resources or infrastructure to develop their own aerospace military forces, PS/ASI has had to create a variety of easily produced and easily maintained ship designs that can provide USA member worlds with at least basic protection. The wide regions of space that need to be covered, especially with regards to trade and supply lanes also impose a burden on available forces, so new vessels had to be built to patrol the traffic routes and fend off pirates.
Q-ships and mercantile cruisers are a common USA tactic to defending against pirates, and the Spencer-class follows that practice. The Ranger-class cruisers earned their stripes as ‘stealth’ vessels posing as regular freighters to get around unnoticed or overlooked, and that worked out very well for their operations. Though not as heavily-stealthed in that regard as the Rangers, the Spencer-class does try to emulate similar medium transports in its appearance and sensor profile, but without the high price tag associated with the Rangers.
The Spencer is slightly shorter than the Ranger, and resembles a standard spine-and-engine-bloc freighter design with attached modular cargo bays running its length. Two flanking secondary engine nacelles suggest extra maneuvering capability to manhandling oversized external loads.
In reality, the forward protruding length of ‘spine’ conceals a sensor array, and over-and-under heavy axial laser cannon and massdriver cannon. The bridge is actually buried farther aft, in the ‘cargo sections’, of which the first third hold small craft bays(three times the size of the BlackJack’s), and the rest crew housing and support systems. Though not considered to be a ‘stealth’ vessel, the Spencer commonly operates such that it is often mistaken on long range scans for a civilian transport.
Spencers lose most of the Rangers’ surface-attack weaponry in favor of antispacecraft capabilities, though their large hangar bays mean that they can be used to carry fighter-bombers or assault shuttles. Some operators use them as dedicated fighter carriers, but most use the extra hangar capacity to accommodate rescue shuttles and lifepods for deep space rescue operations.
Another criticism of the Spencer design is a lack of missile weaponry; many Rim crews like to keep opponents at ballistic missile range and feel that the Spencer is suicidally armed for knifefighting(the massdriver missile launcher system being a potential write-off if the axial weapons are damaged and disabled). For this reason, many operators of the Spencer carry missile-armed fighters/cutters, or convert one of the hangar bays into a missile launcher. PS/ASI has responded by to these concerns by producing a missile-frigate variant of the Spencer, but some users still dislike the approach of ‘either-or’ with regards to balancing small craft capacity and missile strike capability.
Spencer-class frigates are becoming a common sight in star systems affiliated with the United Systems Alliance.

Type: PS/ASI-SFG27 Spencer
Class: Interstellar Frigate
Crew: 100+25 man marine contingent+50 man aerospace complement
MDC/Armor by Location:
Main Body 12,000
Bridge 3,000
Hangar Bay 2,000
Auxiliary Engines(2) 3,500 each
Variable Forcefield 1,800 per side, 10,800 total

Height: 200 ft
Width: 300 ft
Length: 650 ft
Weight: 165,000 tons
Cargo: 3,000 tons
Powerplant: Nuclear Fusion, w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 9
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) 5 light years per hour
Market Cost: 420 million credits
Systems of Note:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars
*Laser Targeting-------250,000 miles
*Communications Suite:---Long Range Radio and Video
* Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 50,000 miles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.

*EW Jamming Systems---In combat, the Spencer will attempt to use its electronic warfare suite to confuse enemy sensors as to the ship’s exact position and activity. Communications Jamming has a 10,000 mile range, is 90% effective against civilian systems, and is 65% effective against more sophisticated channel-jumping military communications suites. Missiles and sensor-guided weapons are -4 to strike.

*Passive Stealth Systems----The Spencer uses passive stealth systems to reduce its sensor signature by as much as 40%, but in order to achieve this, the ship cannot be under acceleration, and its engines must be running ‘cold’.
*Tractor Beams(2)----Effectively each rated for 2,000 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. One emitter is mounted at the hangar bay, the other in the prow.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).
Weapons Systems:
1)Heavy Laser(1)--- The Spencer uses a heavy laser cannon of the same type produced for the LaFayette-class light cruisers.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d6x100 per blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

2) Heavy Massdriver Cannon(1)---Mounted under the main laser cannon is a co-axial massdriver. Besides firing slug-style KEWs, the MC can fire fragmentation rounds, nuclear shells, and even missile-bundles, adding great versatility to the vessel.
Range: 30 miles in atmosphere, 90 miles in space
(Kitsune Values: 90 miles in atmosphere, 90,000 miles in space)
Damage:(Kinetic Penetrator) 3d6x100 MD to 30 ft radius
(Multi-Munition Fragmentor) 3d6x10 MD to 300 ft radius
(Heavy Plasma) 2d6x100 MD to 150 ft blast radius
(Missile Cluster)---This fires, albeit at a slower rate of acceleration, a ‘bus’ carrying a volley of missiles. Once clear of the ship, or after a suitable interval, the missiles light off and continue under their own guidance and propulsion. The Spencer can fire volleys of 12 mini-missiles, 6 short range missiles, 3 medium range missiles, or one long range/cruise missile in this manner.
Rate of Fire: Three times per melee
Payload: 100 shells per cannon. Additional shells may be stored in the cargo holds and reloaded within 30 minutes(3 shells per ton of cargo)

3) Secondary Laser Battery(4)---Four medium-rated laser cannons give the Spencer’s main weaponry a backup.
Range: 10 miles in atmosphere, 40 miles in space
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage:2d4x100 MD per single blast,
Rate of Fire:Twice per melee
Payload: Effectively unlimited

4) Rail Guns(4)---KEW cannon. PS/ASI has modified the rail guns to also be able to fire fragmentation rds.
Range: 10 miles in atmosphere,40 miles in space
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage:1d4x100 MD per 80 rd burst
(Exploding/Fragmenting Fletchette): 2d4x10 MD to anything caught in a 120 ft wide cone/’cloud’----Targets are -2 to dodge the ’shotgun spread’
Rate of Fire:ECHH
Payload: 32,000 rds(400 bursts) per cannon

5) Laser/Mini-Missile PDS Turrets(8 )----These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Rail Gun) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike

Auxiliary Craft:
4 Shuttles
12 Aerospace Fighters


Variants:
*PS/ASI-SFGM27---Missile frigate conversion, that converts most of the hangar space to accommodate several large missile bays.
Changes/Modifications:
Weapons Systems:
6) Missile Bay---- Can hold 8 cells, each of which can hold and fire 160 mini-missiles, 80 short range missiles, 40 medium range missiles, 20 long range missiles, or 12 cruise missiles each
*Remove Aerospace Fighter complement.

*PS/ASI-SFGM27B---(aka ‘Black Pepper’)Missile frigate conversion, going further than the SFGM27, that converts ALL of the hangar space to missile bays armed with ordnance off the PS/ASI Orion II System Monitors. Fleet action analysis showed that the nuclear pulse cruisers showed up too easily on military grade sensors, and thus well-equipped raiders tended to avoid the monitors and their ‘nuclear spam’. By outfitting a ‘low-end’ system patrol frigate with an unexpected nuke-spam capability, especially if it was mistaken on long range sensors as a transport, the United Systems Alliance is experimenting with ‘bloody nose’ tactics(making it costly for larger polities to invade USA space). As the few ‘Black Pepper’(so named in reference to ‘pepperbox’ personal defense weapons) conversions are still in the experimental deployment phases and have yet to see any action, it remains to be seen how effective the concept works.
Changes/Modifications:
Weapons Systems:
6) Heavy Missile Batteries(2)----Originally designed for the Orion II , these heavy missile banks can fire heavy long range or cruise missiles in adition to 20-megaton ‘blaster’ warheads.
Range: Varies by Missile Type(see below)
Damage: Varies by Missile Type(see below)
Rate of Fire: Volleys of 1-50
Payload: 250 missiles per launcher array, 500 total

a) Long Range Missiles
Range: Varies by Missile Type(x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type

b) Cruise Missiles
Range:Varies by Missile Type(x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type

c) Heavy Nuclear ‘SunBombs’---These are the heavy PS/ASI-made weapons used exclusively by their forces
Range: 1,000 miles(4,000 miles in space)
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius

d) X-Ray Laser Bombs
Range: 1,000 miles(4,000 miles in space)+laser range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+laser range
Damage: 1d4x1,000 MD laser blast; range 70 miles(Kitsune Value: 70,000 miles). Laser-reflective armors do NOT halve X-ray laser damage.---One-shot weapon that destroys itself in the process of firing.
Advanced models can target as many as 10 separate targets within range simultaneously.

e) Plasma Jet Bombs(aka ‘Casaba Howitzer’, or ‘Sunspot Bomb’)---A cousin of the X-Ray Laser Bomb and predecessor to the Plasma Torpedo, the Plasma Jet Bomb is essentially a shaped nuclear charge, generating a conical wave of super-excited plasma and radiation. The Plasma Jet Bomb lacks the range and multiple target engagement capability of the laser mine, but because it doesn’t expend all its force in all directions, it can produce higher damage than a regular omni-directional plasma warhead.
Range: 1,000 miles(4,000 miles in space)+plasma range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+plasma range
Damage: 1d6x1,000 MD plasma blast; range 30 miles(Kitsune Value: 30,000 miles), in a cone 30 degrees wide. The radiation also has a 60% chance of blanking out the target’s sensors for 1d6 melees---One-shot weapon that destroys itself in the process of firing.

f) PS Long Lance IV---The Long Lance IV is the next generation heavy anti-spacecraft missile from PS, and was developed after the abysmal failure of most of the launched Long Lance IIs to reach the target during the Dreadnought Crisis . This SLBM-sized weapon is smarter, heavier, and carries its own ECM and countermeasures decoy launchers to give it a better chance of penetrating a target’s defenses.
Range: 1,500 miles(6,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Bonuses/Special:
*ECM----The missile has its own expert system and EW transmitters for jamming enemy radar, as well as evading their sensors. The missile is -6 for guided weapons to strike. 60% chance of evading radar detection to begin with.
*Flare/Chaff Launchers(1, 6 bundles)
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: 150 missiles per launcher array

g) Decoys---Decoy or ‘noisemaker’ warheads are also often used to increase the difficulty of successful missile interceptions, by confusing sensor returns and jamming radar and lidar accuracy. Although this does mean few ‘live’ warheads can be carried to make room for the decoy rounds, against technological opponents the ‘fakers’ can increase the changes of successful volley penetration.

*Remove Aerospace Fighter/Small Craft complement. Still retains lifeboats.

*PS/ASI-SFG27DM----(aka ‘Mailbox’) Dedicated non-FTL variant, meant for planetary/system defense. The FTL drive is removed, exchanged for additional thrusters(Mach 10), and beefed-up shields(4,000 per side, 24,000 MDC total). Popular with local planetary governments because the pricetag is slightly less, but unpopular with crews, who feel the lack of FTL and microjump capability sharply reduces their maneuverability. The PS/ASI-SFG27DM gets its nickname from its boxy appearance and its constant appearance hanging near the worlds it is protecting. For smaller USA star systems, the frigate is often the primary sensor and traffic control platform for challenging and managing interstellar traffic coming into the system.

_________________
-------------
"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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Unread postPosted: Thu May 14, 2020 10:23 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43716
Location: Somewhere between Heaven, Hell, and New England
PS-SAADR-12 Sharktooth Air Defense Robot
(aka ‘Thornback’, ‘Sawder’)
“Oh hell yes, being in a ‘tactical diversionary countermeasure squad’ is fun. We baby-sit a few dozen walking ack-acks while making no move to muffle our sensor signature. We then hope that our passive sensors can pick up incoming soon enough to gives us time to hustle out of the way before the HARMs actually start raining down on the beamer-bots. If we’re especially lucky, the ‘teeth will be shooting down or flare-fooling most of the incoming before it becomes lethal, but there’s the occasional leaker, or if the barrage gets zeked, the enemy just sends in a BIGGER strike. If you like being ringside to a fireworks depot explosion, you’ll LOVE doing duty with a TDCS.”

“They’re like shark teeth alright; we can throw away a few dozen in action and we’ll just grow more.”

“Heh, guess the ‘licks figured their TACMs were big high-tech and would blitz us bloody as we advanced. They didn’t figure on our ‘teeth being able to chew up their bombardment.”

“We’ve got three platoons of ‘bots making noise like they were full-strength brigades maneuvering out between the objective and where the enemy KNOWS we landed. They’re already beginning to draw enemy artillery and air fire; hopefully they’ll keep attacking up there, especially after the ‘bots start shooting back, and not bother checking around down here. We can’t go undetected for long before somebody checks their flanks, but we should manage to get thirty or so miles closer to our target before anybody notices. Let our ‘bots not have sacrificed in vain.”

The growth of the Greater New England nation-state has led to an expansion of its armed forces in response to the greater territory it controls and, by various treaties, protects. This in turn has led to the acknowledgment that the GNE will draw the attention of larger and better-organized opposition(such as the Coalition States and the Splugorth) able to bring large mechanized armed forces to the field. This has further fueled the need to bring larger and more diversely equipped units to the field, in a vicious circle of military upmanship. The establishment of the larger United Systems Alliance with similar force expansion problems(though the Coalition States remains unaware of the GNE’s larger megaversal holdings) has only made this situation worse. To protect its larger military formations in the field, the GNE Armed Services has placed high priority on force multipliers and air defense, with a variety of systems reaching the field.
The Sharktooth is a semiautonomous mobile air defense weapons system building on the success and configuration of the PS-SASR-11SynW Wrektor, but used the chassis of the civilian PS-LRB-UV-2 ‘Volkschlepper’ vehicle, up-armored for military use. The Sharktooth is a bipedal robot walker mounting a multi-weapon turret with a long range pulse laser, twin heavy machine guns, searchlight and a missile pod.
The distinctive ‘fin’ atop the ‘bot is a combined sensor array and EM antennae. The Sharktooth can project radar jamming to foil radar sensors and targeting.
The robot A.I. directing the Sharktooth is just bright enough to move itself from point A to point B without tumbling down cliffs, maintain formation and optimal overlapping fields of fire, and not shoot (programmed-in) allied units, but it cannot formulate its own tactics. The A.I. lacks any form of simulated personality, and its speech capabilities are limited to providing warning to anybody in its vicinity of imminent action and providing updates of its operational status. It is effectively a walking automated antiaircraft gun.
Sharkteeth are typically deployed in pocket positions around other formations, acting as early warning and layered tactical air defense, where they can encounter incoming enemy missiles and air attackers and engage them before the enemy reaches more vulnerable units. They are often networked to share target information with other units, allowing for tightly coordinated fire control. Besides air defense, Sharkteeth have use against ground targets as well, though their fire isn’t quite as accurate due to backscatter from ground features causing target discrimination problems for the robots’ targeting sensor arrays.
It is a sign of the prospering GNE economy and growing GNEAS military budget that, despite its high price tag per unit, the Sharktooth is considered expendable. Besides providing active defense through direct fire and sensor jamming, the Sharktooth can also emit signals to make itself a BIGGER target. The Sharktooth’s EW systems can put EM radiation signals suggesting far larger and important units such as command vehicles.
For this reason, many Sharkteeth are deployed in ‘decoy batteries’; traveling at a distance from other formations. Such units consist of a dozen or so ‘bots, escorted by command and service personnel in fast vehicles such as ‘Grenser’ or ‘Megabago’ HAPCs. By painting themselves as larger targets to enemy sensors, the decoy brigades hope to draw enemy fire and make the enemy waste their offensive HARM and ECM weaponry.
Besides protecting the Greater New England Regular Army, Sharktooth units have also been deployed by the United Systems Alliance’s Joint Command System Army.

Type: PS-SAADR-12 Sharktooth
Class: Infantry Robot Drone, Heavy Weapons, Air Defense
Crew: None; Robot Drone AI
MDC/Armor by Location:
Main Body 200
Searchlight 10
Laser Cannon(1) 60
Heavy Machine Guns(2) 50 each
Missile Pod(1) 50
Legs(2) 100 each
Height: 13 ft
Width: 6 ft
Length: 5 ft
Weight: 1,950 lbs
Cargo: None
Powerplant: Nuclear Power Cell w/ 5 year energy life
Physical Strength: Robotic P.S. of 36
Speed:(Running) 35 MPH
(Leaping) Not possible
(Underwater) Can run along the bottom at 15 MPH. Maximum depth tolerance of 300 ft.
Market Cost: 2.9 million credits
Systems of Note:
Radio 50 mile range
External Cyberjack
External Spotlights---300 ft range
Large Searchlight----2,000 ft range
External Loudspeaker/Siren
*Advanced Robot Optic Suite
Basic/IR/UV/Passive Nightvision optics
Thermo-imaging 2,000 ft
*Laser targeting System +1 to strike w/ranged weapons
*Basic Robot Audio
*Motion Detector System 100 ft range
*External Audio/Visual Surveillance System w/ Recording System
*360-degree Waist Rotation
*Locking Joints
*Micro-Radar---10 mile range
*Jamming Systems----ECM----A broad band area jamming suite that gives the craft a -5 to be struck by radar-guided weaponry. Can also be programmed to pump out misleading radar/radio signatures conforming to other craft,such as manned AAA or command communications vehicles. In an emergency, the drone can pump out so much signature that enemy missiles and sensor guided weapons targeted on another nearby EM source(must be within 5 miles of each other to be effective) will be +4 to strike the drone instead. A common tactic is to ‘go loud’, then draw in enemy fire and counter it with weapons fire or flare/chaff decoys.
The Sharktooth can also broadcast preprogrammed fake communication chatter, misidentifying it as a different unit.

*Network Connection----Sharkteeth robots can be linked into a tactical net by wireless(or, if mobility isn’t an issue, by lightweight fiber optic cable) for sharing targeting data. This allows units in the network to track common targets and optimize engagement fire.

Weapons Systems:
1) Laser Cannon(1)---The main and preferred weapon of the Sharktooth is this long range pulse laser, copied from a Japanese weapon, but eschewing the hardened(and expensive) megachrome armor sheathing for a less durable casing. Highly accurate and damaging, the pulse laser provides excellent target tracking and reliable fire. However, other weapons types may be substituted.
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: +3 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)(This is in addition to the regular ranged fire bonuses, making the laser +6 to strike)
Cost: 270,000 credits

In the alternative, a high-powered ion cannon can be mounted instead. Longer ranged, but less accurate.
Range: 7,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 212,000 credits

OR, a Rail Gun can be mounted; Rail Gun(PS-RFRG30)(2)---PS copy of the C-30R Rail Gun
Range: 2 miles
Damage: 1d4 MD single rd, 6d6 MD per 30 rd burst.
Rate of Fire: ECHH
Payload: 2,400 rd drum
Payload: ECHH
Bonuses: +1 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)(This is in addition to the regular ranged fire bonuses, making the rail gun +4 to strike)
Cost: 90,000 credits

2) Heavy Machine Guns(2)---Twin .50 Caliber Heavy Barrel
Range: 6,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 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 backtrack and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 2,000-rd belt per gun

3) Missile Pod(1)---A modular missile pod provides longer-ranged firepower. ONE of the following can be mounted:
a) MicroMissiles(30mm)
Range: 11,000 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 1-8
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: 6 rds per tube assembly; the SAADR-12 can carry 8 tubes, for a total of 48 micro-missiles.
Cost: 60,000 credits
(Pattern-3a) 90 credits each
(Pattern-3b)150 credits each
(Pattern-3c) 180 credits each

b) Mini-Missiles---10-shot pod

c)L-SAM ‘Black Talon’
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 6 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)

d) Short Range Missiles----4

e)’SkyFlash’ Advanced Short Range Air to Air Multiple Missiles(ASRAAMM)(4 per launcher). This is simply the PS copy/adaptation of the Coalition’s own AIM-180 missile(see Coalition Navy, pg. 88). The ‘Skyflash’ is an MRM that splits in flight to unleash a pack of four smaller SRMs....a surprise that at relatively short dogfighting ranges(10-30 miles) can be devastating, filling airspace with a swarm of corkscrewing projectiles.
Range: 15 miles
Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley)
Bonuses:+3 to strike

f) Flare/Chaff Launcher
Range: Close Defense; 500 ft ‘throw’ range.
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 6,000 credits for the launcher, 60 credits per chaff bundle

Actions/Attacks per Melee: 6
Initiative +1
+3 strike w/ all ranged direct-fire attacks
+2 Dodge
+2 Roll
Kick/Stomp(targets under 4 ft tall) 1d4 MD
Body Block/Ram 1d4 MD


Programming:
Land Navigation 90%
Radio Basic 90%
Electronic Countermeasures 90%
Detect Ambush 50%
W.P. Heavy Military Weapons(+3 to strike)

_________________
-------------
"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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Unread postPosted: Wed May 27, 2020 8:19 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43716
Location: Somewhere between Heaven, Hell, and New England
Paladin Steel HEBA-10 Heavy Kinetic Armor
(aka ‘Stay-Puff’, ‘Pad-Suit’)
PSHEBA-10 Heavy Kinetic Body Armor is a more heavily armored version of the LVEBA-09 ‘Copslick’ body armor, with similar protective properties but much more armor factor to shield the wearer from damage. Resembling a ‘puffier’ or heavily-padded suit of full EBA. the suit has the same protective properties as the earlier suit, albeut wit some impedment of free movement.
HEBA-10 is typically worn by security forces and institutional guards(especially in prisons and mental hospitals).
Weight: 25 lbs
M.D.C. by Location:
Head/Helmet 35
Arms 22 each
Legs/Boots 35 each
Main Body 70
Skinsuit 30

Mobility: Fair; -10% to climb, and -18 % to prowl, swim, and perform acrobatics.
Special Features:
Standard EBA features, plus:

*Kinetic Protection---Reduces damage from punches, kicks, falls, impact damage, and concussive explosions by 1/2. Reduce damage from crashes by HALF.
*Chemical Protection----Reduces damage from acids and corrosives by 1/4
*Thermal Protection---Reduces damage from fire and heat by 1/4
*Helmet Features---Twin visor design(an inner clear faceplate with a heavier one-way transparency outer visor---this allows the police officer to maximize protection and appear ‘faceless’ for intimidation value, or flip up the outer visor to show his face without losing environmental integrity). Comes with low-light optics and a helmet-mount micro-camcorder(2x6 hour disc storage). Also compatible with ‘clip-on’ visor attachments, for advanced optics, such as full nightvision, thermal imaging, PPE Aura readers, and binoculars.

*’Grasshopper Boots’----Quickly becoming a standard in PS armors, this arch-support/augmentation footware uses an internal spring of memory-plastic, and calf-support, to absorb foot impacts and release the stored energy back, reducing fatigue by 10%, and allowing the wearer to leap down from one story without twisting an ankle or breaking a leg. They won’t allow a person to leap small buildings in a single bound, but these boots will make the wearer a little less tired on those long foot patrols.

Cost: 48,000 credits

Options:
*Light Exoframe Augmentation---Adds the following bonuses: +8 P.S., +10 Spd, +10 ft to leaping, reduce fatigue rate by 50%. Cost: +25,000 credits

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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


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Unread postPosted: Sat Jun 13, 2020 8:37 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43716
Location: Somewhere between Heaven, Hell, and New England
Note: The following uses the formats and selection options from the Beyond Heroes 2 website, plus powers copied from the Black Vault, accredited to their original authors, and adjusted where necessary/storyline-necessitated by yours truly...so there is some potential munchkiny power leveling here. You have been warned)

LOUD STINGER---The Tech-Jammer Bio-Aug

“Well....that was ‘neat and tidy’. Guess we all know how many cybertech implants that punk had in him now that you’ve blasted them all out....”

“-And so the mighty war machine grinds to a halt. All that armor, all that power, all that vulnerable COMPLEXITY-”

“You want to be absolutely certain that you’ve turned off your bone-jammers when extracting from a hot battlefield. Nothing sucks more than evading enemy mech-fire and diving aboard the dust-off wagon only to have your own monkeywrenching kill the systems on your rescue boat. It sucks extra hard if you end up putting others at risk in the process. Getting yourself killed is stupid; getting OTHERS killed with you is criminal negligence.”

“That cyber hive-mind’s pretty scary with the hold it has over all its parts, but take away their communications links? Drone’s pretty damn useless as a threat when she’s trying to figure out what to think.”

LOUD STINGER is a Class IV biotech package meant as part of PS’s anti-tech warrior perogatives, building capabilities meant to counter advanced technology, in much the same way as the CyberKnights supposedly evolved. The program was given great support from the Cambridge Jungle biotech tribes who felt somewhat estranged by the cyborg- and AI-heavy GNE culture growing up around them and wanted something to balance the equation in the event the GNE’s hard-tech should somehow be compromised and corrupted. Long advocating a ‘combined arms and the kitchen sink’ approach to tactics and strategy, the GNEAS agreed to support the R&D efforts, in part to have a hole card ready in case their own technology -was- subverted against them(such as the Mechanoids had tried to do over a decade before).
LOUD STINGER builds in organic circuitry into the recipient that is meant to jam and disrupt the communications and sensory signals associated with advanced machinery. The emissions are so powerful that they can, under the right conditions, even interfere with electrical power and control systems, effectively ‘monkeywrenching’ advanced technology. A organitech EM bolt projector is built into one limb and provides a powerful ranged attack. Powering these systems is a electroganic organ system derived from PS’s BLUE RIOT Power Generation Bio-Mod. Backing up all of this is the now fairly standard bio-modification spruce-up giving the recipient greater strength, reflexes, mental strength, and general overall health.
The down sides are that LOUD STINGERs, even with their subdermal armor, are vulnerable to close quarters attacks, which ironically is the range at which their anti-tech capabilities are the most effective. Thus, LOUD STINGERs are advised to work with a team that can protect them; the STINGER jamming/jinxing an enemy ‘mech, while the rest of the ream exploits the disruption and takes the heat off them.

(Note: the following adapated superpowers will have fixed ranges. Being an implanted ability, the augment lacks the incremental experential range increase of the superpower)

Powers/Abilities:
- Tech-Jamming(Major) ---This ability was born from efforts to duplicate the sensor-jamming abilities of CyberKnights. Micro-electronics implants dispersed through the aug’s body act as jammers, producing an EM field that disrupts electronic flows around the person. The field can jam radio transmissions, radar beams, and electronic sensor and control systems. The LOUD STINGER also, unfortunately, jams radios and other electronic devices the person may have on them, and has a detrimental effect on the electronics of vehicles they may be in. Fortunately, the jamming systems can be turned off and on at will.

*Frequency Absorption (Major) by Stone Gargoyle
This is the ability to absorb and negate/cancel/block television signals, cell phone transmissions, radio waves, microwaves and similar transmissions. Unlike the minor version of this power, the character can affect "hard-lines" (i.e., wired telephone and TV cables) by touching them.
Range: 5,000 foot radius around the superbeing, or a distance of 1,000 feet when touching "hard-lines". The character may knowingly reduce the range of effect or target one specific receiver/transmitter device within range (does NOT have to be line of sight).
Damage: None per se; blocks communications. The microwave absorption can, however, be used as an attack for damage (See Absorb and Redirect Microwaves below).
Duration: Ten minutes .
Capabilities:
1. Jam All Transmissions: The character can stop all radio, television, satellite, and microwave transmissions in a radius around himself by concentrating to do so. Includes jamming surveillance and listening devices, GPS transmissions, etc. Uses two melee attacks/actions per melee round. No receiver/transformer within the radius of effect can get or send a signal until the character stops jamming.
2. Radio Communications: The character can think and send his thoughts out on radio frequencies and hear transmissions received in his head as if he were a living shortwave radio. 300 mile range (480 km). This is a two-way communication, able to send and receive. Can also intercept and eavesdrop on radio and cell phone transmissions even if scrambled or laser transmissions. Can also see and listen to television transmissions.
3. Absorb and Redirect Microwaves: The character can absorb microwaves without harm to himself and either cancel the transmissions or absorb enough energy to use it as a microwave blast. Said blast can be shot for 100 feet pet level of experience and does 1d6 damage per level of experience, with the range and damage completely under the control of the character should he wish to shoot a reduced blast. Blast uses one melee attack/action.
4. GPS: The character can also intercept and use GPS satellite information to find his way around the world.
5. Sense Communication Systems: Can sense the source of any transmission within range and pinpoint its exact location with 98% accuracy. This ability allows the character to sense television signals, radio and microwave transmissions. Adds +10% to all Communications, Computer or Sensor (use/operation) skills.

-(Major)Destabilise. [Major] by Iczer
The character can affect machines in an untoward and detrimental manner. The character can affect any machine within a 10 ft range. For the purposes of this power, a machine is any artificial device with both moving parts and a power source (even if that power source is merely muscle power) A lever and a knife are not machines for example.
1) Mere presence: By simply willing it to happen, machines react badly to the character. All attempts to target the character with a machine, be it a camera or a rifle, suffer a -2 or -10% chance
2) Destabilise: By willing it, a character can make machines start to shake apart and break. If the machine has power running though it at the time, it must save (see below) or take 1d6 damage per level. If it has no power running though it at the moment, it takes the damage the next time it does.
Saves for machines:
Simple: muscle powered few moving parts (bicycle) 8+
Basic: few moving parts, simple power (Gun, electric can opener): 10+
Complex: Many moving parts, and types of power (automobile) 14+
Advanced: Mostly electrical (radio's computers) 16+
Insane: Ultra high tech (many hardware devices, superpowered tech) 18+
In addition, any time such a device takes damage, there is a 15% chance of some minor function breaking down. damage inflicted bypasses forcefields and armour ratings. Destabilise can be used up to 200 feet away. If the machine is held or worn, the target may dodge (+3 to strike)
3) Explosive: any object that is reduced to half it's SDC from damage done by this power, explodes in fiery arcs as it tears itself apart. The resulting explosion affects all within 15 feet of the device, and inflicts 4d6 damage plus it's save difficulty (so +10 for a toaster) a character may choose not to affect an object in this way.
4) Wear and tear: instead of shaking the machine apart in this fashion, the character may choose to simply reduce it's effectiveness. this creates friction in the machine, corrosion and innefficiency. The character targets the machine within 200 feet (+3 to strike). If successful, the machine loses 1d4x10% efficiency. A machine reduced to 0% efficiency stops working.

-(Minor)Magnetic Bolt [Minor] by Iczer
Paladin Steel put its previous work on electromagnetic vortex generation and projection weaponry to good use in applying it to bio-augmentation implants. LOUD STINGERs can generate powerful bolts of EM force that strike like kinetic projectiles ad are especially effective in striking metal targets.
Note: Because this is effectively an implant, it does NOT increase with experience(the biotechs have already fixed the performance levels high) unlike the HU power.
Range: 220 feet
Duration: Instantaneous
Attacks: ECHH
Damage: Special. 1d6x10 MD per shot
Bonus to strike +1 with a wild shot, +3 with an aimed shot.
Special effects: Magnetic pulse blasts are far more harmful when directed against metal objects and machinery than against people. The damage increases by 3d6 against these targets. furthermore, the character has a further +6 to strike them. in addition penalties for making called shots against metal or metalic objects are halved (such as shooting a gun out of someone's hand).
Sensitive electronics struck by this blast have a 30% chance of becoming scrambled .
If a target has a handy source of ferrous material nearby, at least massing half his body weight, the beam is likely to veer off course. such targets are -10 to strike and only suffer half damage.

--Extraordinary Physical Endurance(Minor)---The LOUD STINGER mod qualifies as Class IV by making the recipient a minor megadamage being, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.

-Physical Transformation---The recipient of a LOUD STINGER aug is physically optimized; maximimum performance against machines. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

-Wired Nervous System---The bio-mod’s nervous system has been finetuned for faster responses and sensitivity.+6 P.P. and is ambidextrous. +2 on initiative, automatic dodge, paired weapons, and add +5% to skills requiring manual dexterity and or agility such as acrobatics, climb, swim, pick locks, etc.

-Enhanced Speed---The bio-mod has enhanced Juicer-like speed, allowing them to get into range of their jamming abilities...or get back out in a hurry. This aspect of teh mod also benefits from improved reflexes, the better to react to obstacles in their path. SPD x4 and enables the character to leap 5.5 metres straight up and 7 metres across; +1 on initiative, +1 to dodge, and +1 to roll with impact, punch or fall.

-Hypnotic Brain Conditioning----Because of the sheer DANGER of a Class IV bio-mod being suborned and turned against their own people, LOUD STINGER s receive special deep resistance indoctrination and mental shielding; +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save vs all other psionic attacks. Impervious to Possession.

Total bonuses:
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience. Also convert HP and SDC to MDC.
+2d6 Hit Points
+4d6 SDC
+1d6 to P.S., plus is considered to be Extraordinary
+1d6+1d4 +5 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
+6 P.P.
+1d6 SPD (x4)
+3 Initiative
+1 Dodge
Automatic Dodge
+1 Roll with impact, punch or fall
+5 vs mind control
+4 vs illusions
+4 vs Horror Factor
+2 vs Psionics.
Impervious to Possession.
Ambidextrous
+5% to skills requiring manual dexterity
W.P. Paired Weapons

_________________
-------------
"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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Unread postPosted: Mon Jun 15, 2020 12:03 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43716
Location: Somewhere between Heaven, Hell, and New England
SINISTER DIODE---The CyBIO-Knight Aug.
“Bear in mind that this power-up doesn’t come with enchanced senses. Just because the machines can’t see you doesn’t mean you can automatically see them, so pay attention to your own Mark Ones and your other head hole sensors.”

“...Ah, Kowalski?.....where’d you get the light saber?”
“Got it the last time I visited my doctor.”
“…I don’t even get a lollipop when I visit mine…”

“Having your own built-in plasma torch is handy for all sorts of things! Cutting through armor, pruning bushes, slicing up thunderbeetle steaks, chopping up scrap metal, toasting bread, ...oh, and reducing the headcount of the local ‘borg gangs.”

<<“Oh $#!+, there’s some nut hacking at my hatch with a blazing sword! Where did that maniac come from?! He’s-(scraaaakkkk)>>

“DIODE won’t allow you to go hand to hand with a Skullsmasher, but it will allow you a better chance of crippling one.”

SINISTER DIODE is a Class IV bio-mod developed to address some of the deficiencies of the earlier Class III LEAD MONGOOSE. While LEAD MONGOOSE was strong enough to lug around heavy anti-armor weapons, the development of megadamage endurance meant that the Class III was overtaken in toughness. PS/Cambridge Jungle biotechs were also interested in attempting to duplicate some of the abilities of CyberKnights, especially with regards to generating personal energy weaponry and cloaking from sensors.
SINISTER DIODE augs are often teamed with their fellow anti-tech bio-mod LOUD STINGERs, the two types making up a very effective ‘monkeywrenching’ combo. The STINGERs will typically work to jam and bollux enemy technology, while the DIODE operative closes to cut the enemy apart at melee range. Because of their close combat orientation, many, if not most, SINISTER DIODE augments are recruited from experienced Mech-Hunter OCCs.
Compared to proper CyberKnights, it has been pointed out that SINISTER DIODEs lack the added psychic abilities, their powers do NOT affect the supernatural, nor do they increase in experience. As anti-mech troopers, however, there are few that can match them.

(Note: the following adapted superpowers will have fixed ranges. Being an implanted ability, the augment lacks the incremental experiential range increase of the superpower)

Powers/Abilities:
- Techno-Cloaking(Major)---The operative is effectively invisible to digital sensory technology. At best, the augment appears as a barely registering faint blur on digital video and still cameras, motion detectors, and radar systems, Ground pressure detectors will still be able to detect the person, but lasers and other ranged sensor systems are unable to get a lock on the person.
Unlike the canon HU power, SINISTER DIODEs CAN be photographed using chemical film processes.

-(Minor)Radar invisible: [Minor] by Iczer
The character is invisible to high end radar waves, scattering the energy and giving no reading. Apart from being unable to be detected on radar (conventional and superpowered). He is also invisible to Electromagnetic sensors (such as MRI machines). His scattering of high energy waves makes him resistant to electrical attacks (half damage) as well as microwave and raw heat rays (half damage. Normal damage from fire and plasma though---see below for further modifications).

-(Major) Energy Weapon Extension----SINISTER DIODEs can biologically generate sustained short-range plasma blasts that look like psi-swords to observers. The bones of the forearms and hands are laced with non-metallic pseudo-ceramic superconductors, generating containment fields for safely manipulating plasma generated from organs in the forearms. The downside of the biological EWEs is that sensory nerves may be affected; the sense of hot and cold may be reduced 25-30%.
Range: Melee; the plasma plume typically extends 3 ft out from the limb.
Damage: 6d6 MD per strike

-(Minor)Extraordinary Physical Endurance---The SINISTER DIODE mod qualifies as Class IV by making the recipient a minor megadamage being, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.

- Energy Resistance---The same subdermal mesh that generates the interference fields also creates a low-power ‘shimmerfield’ that, while not entirely successful at blocking all energy attacks, causes them(laser, plasma, ion, particle beam, electrical) to all do HALF damage.

-Physical Transformation---The recipient of a SINISTER DIODE aug is physically optimized; they are icons of (literally) glowing good health. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

-Wired Nervous System---The bio-mod’s nervous system has been fine-tuned for faster responses and sensitivity. +6 PP and is ambidextrous. +2 on initiative, automatic dodge, paired weapons, and add +5% to skills requiring manual dexterity and or agility such as acrobatics, climb, swim, pick locks, etc.

-Hypnotic Brain Conditioning----Because of the sheer DANGER of a Class IV bio-aug being suborned and turned against their own people, SINISTER DIODEs receive special deep resistance indoctrination and mental shielding; +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save vs all other psionic attacks. Impervious to Possession.

-Mind/Body Attunement---The recipient’s nervous system is amped to be more in tune with themselves; +1 APM, +2 on initiative, +4 save versus Horror Factor, +1 save versus poison and disease, and +2 save versus possession.

Total bonuses:
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience. Also convert HP and SDC to MDC.
+2d6 Hit Points
+4d6 SDC
+1d6 to P.S., plus is considered to be Extraordinary
+1d6+1d4 +5 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
+6 P.P.
+1d6 SPD
+1 APM
+4 Initiative
+1 Parry
+1 Dodge
Automatic Dodge
+5 vs mind control
+4 vs illusions
+8 vs Horror Factor
+2 vs Psionics.
+1 save versus poison
+1 save vs disease
Impervious to Possession
Ambidextrous
+5% to skills requiring manual dexterity
W.P. Paired Weapons

_________________
-------------
"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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Unread postPosted: Sat Jun 27, 2020 7:54 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43716
Location: Somewhere between Heaven, Hell, and New England
(PPE sensors courtesy of Kitsune, Hauberk destroyer courtesy of omegagundam)

*PSS-DDES-13 Godendag Rapid Deployment Space Destroyer( PSS-DDES-12 Brandestoc Variant)

“The Godie’s a Brandie with a Brunel fart-pipe stuck to its rear. Looks uglier than the usual Brandie, but damn but does that thing go!”

The DDES-13 Godendag-class Fast Destroyer(sometimes referred to as the Brandestoc Bloc V) is an attempt to extend the operational life span of the DDES-12 Brandestoc Rapid Deployment Space Destroyer design by tacking on an extended propulsion section with improved engines. The new section adds an extra 85 ft(bringing overall length to 605 ft), and adding 800 tons of additional mass, but the extra powerplant size boosts normal space speed to Mach 18, FTL speed to 5.8 light-years/hour, adds +1,000 MDC to the main hull, and increases variable forcefield strength to 1,200 per side, (7,200 total), with an improved shield refresh rate of 10% per melee. The improvements also increase the price per unit by 30%. The Godendag is meant as a faster interception warship for interdicting enemy units well before they can threaten larger targets, such as convoys and colony worlds.
The new destroyers have already come under criticism for losing some of the smaller Brandestoc’s agility, and for adding mass and speed, but not additional armaments. Another complaint is that the added mass strains the limits of the new CELESTE DYNE bio-interface drive augmentation, as the metapsychics have a harder time moving the greater mass. Those naval units that have already received the new warship, however, have been enthusiastic about the faster performance, especially in the interception/interdiction role.


*PSS-DDES-14 Larna-Pe class Heavy Destroyer
(aka ‘Two-Face’)
“Let me hear you say that again? EIGHTEEN ####ing PDS turrets? On a frame that size? Hell, even if you avoided the big guns and tried boarding a ship like that, you couldn’t land on the hull without putting your gun down a PDS barrel!”

“Funny looking as hell, but take a clue from nature: the funny-looking ones usually have some trick up their sleeves that makes them effective survivors.”

“Designed with minimal effort to extend the life of an old design, enabled by a freak situation of geopolitics, financed by economic desperation and assembled by make-work projects...yet it works. By coincidence that seems to be the story of half of Paladin’s and Wiztech’s designs, and half the worlds in the Alliance, so no wonder they thought it could work.”

“It looks like an unfortunate shipyard collision resulting in one Brandie with its head up the ass of another . I was going to ask if there were any survivors willing to admit they were at the helm when it happened.”

“This thing reminds me of pictures of those old bombers like the Flying Fortress; festooned with gun turrets pointing every which way. Anybody attempting an attack run from the side, expecting to face only half a Brandie’s maximum salvo’s going to be rudely surprised. This thing has a veritable GROVE of turrets that can point front and back and to the sides.“

The Larna-Pe class Heavy Destroyer is another effort to extend the working life of the Brandestoc design and production lines. The Larna-Pe takes advantage of advances in production technology and reduced operating costs to essentially double up on major components of the Brandestoc design, similar to the philosophy used on the Pillara. The Larna-Pe grafts an extra stretch of hull aft of the turret ring on the Brandestoc, adds a second turret-ring like the first, and mounts a larger engine module featuring upgraded propulsion units to the rear. The added turret arrangement don’t increase the maximum salvo strength, but do allow the maximum gun-laying to take place at any angle the ship takes. The added firepower also allows for engagement of multiple targets at the same time.
The Larna-Pe benefitted from the so-called Cynoceran Spring, the political and economic collapse of the Cynoceran Republic-cum-militant-police-state that left the sector with a surplus of un-utilized military shipyards and mountains of equipment. The Cynocerans’ original colonial sponsor and once-time rival, the Odina Federation, asked WZyechyards to take charge of securing and repurposing the defunct Cynoceran military-industrial infrastructure. When WZT was looking for new designs to promote and jump-start the reopened-under-new-management Cynoceran military shipyards, ASI suggested the Larna-Pe as a project, and rented a yard to build the initial class ships. With the techbase disparity between the old Cynoceran military standard and the Brandestoc not that great, conversion was not a difficult matter, the onsite availability of adaptable materials pushed costs down and an eager workforce expedited the ship construction. An example: to push the added mass of the expanded hull, the Larna-Pe uses several modified main propulsion units from uncompleted Cynoceran Kenno-class cruisers, with the added pleasant surprise that the Cynocerans were designing stealth emission control into their military thrusters. The continued reliance on older type fusion drives instead of newer lucerin-fueled powerplants is not seen as a liability, given the ship's designed deployment areas in the Fringe and its overall construction from 'off the shelf' components. Though not all parts could be produced locally, the first Larna-Pes still came in under initial budget estimates.
Though the Larna-Pe’s designers were accused of ‘lazy engineering’ and derided as producing ‘one destroyer for the price of two’ , the resulting ship has proven surprising durable and maneuverable. The expanded hull allows for more comfortable quarters, an expanded marine contingent. The larger engines produce enough extra power to provide a small improvement in speed over the original Brandestoc, power the extra firepower, and increase shield strength. The initially scorned armament configuration gives ample protection and projection on all angles , especially against missile spam attacks and swarmers, though the sheer number of weapons (one interdimensional weapons specialist enigmatically compared it to a ‘Soviet warship; more weapons than crew to man them’) surely taxes the fire control systems.
Touted as an improved escort ship, the Larna-Pe earned its battle stars during the Enders’ Gates rearguards against the Chor’ii and at Synthar against the Sorm, where the destroyers’ multiple turrets could reap multiple attackers.
The Larna-Pe has begun limited production(while the new Hauberk general-purpose destroyer undergoes trials to see how it will shake out in the AJC TOE) in at least two yards across USA space, including the Cynoceran yards where it was first assembled. Ironically one of the non-Alliance buyers of new Larna-Pes is the Odina Federation, purchasing warships assembled in shipyards that once built military craft meant to oppress them.

Type: PSS-DDES-12 Larna-Pe
Class: Heavy Space Destroyer
Crew: 64, plus 50 marines +15 passengers
MDC/Armor by Location:
Main Body 11,500
Bridge 2,000
Main Engines(2) 4,000 each
Armatures(8) 1,500 each
Heavy Rail Cannons(4) 200 each
Heavy Laser Cannon(16) 200 each
Missile Launchers(2) 200 each
Point Defense Turrets(14) 80 each
Hangar Bays/Slips(5) 900 each
Variable Forcefield 1,500 per side, (9,000 total)

*Shield Refresh Rate is 20% per melee
Height: 140 ft
Width: 200 ft
Length: 820 ft
Weight: 23,900 tons
Cargo: 500 tons
Powerplant: Nuclear Fusion, w/ 50 year energy life
Speed:(Atmosphere) Hover to Mach 3; transatmospheric.
(Note: The vessel CANNOT make planetary landings without seriously damaging its lower hull; 2d6x100 MD to the lower wings, and main hull. The ship is limited to powered re-entries, hovers, and escapes)
(Sublight) Mach 15
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.5% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Not possible
Market Cost: 870 million credits
Systems of Note:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars---Maximum Resolution Range of 3.5 million miles
*Laser Targeting-------100,000 miles
*Communications Suite:---Long Range Radio and Video
*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 50,000 miles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.

*EW Suite---Active stealthing features, improved from the original Brandestoc suites, such as an electronic ‘blanket’ to reduce telltale EM emissions from the drive systems by as much as 70%(it’s been discovered that the repurposed Kenno engines were designed with emissions stealth already in mind). Engaging the ‘stealth mode’, however, reduces drive efficiency, by as much as 25%.
The Larna-Pe also mounts a more conventional, but again improved, EW suite for jamming enemy communications and targeting systems. Communications Jamming has a 9,000 mile range, is 95% effective against civilian systems, and is 75% effective against more sophisticated channel-jumping military communications suites. Missiles and guided weapons are -5 to strike.

*Oracle Mk V---Standardized PPE sensor system,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). Linkage to the Ectofiber Grid has increased the sensitivity and effectiveness of this system.
See Aura: Slightly different than the spell in that it can scan an entire target such as a ship or station. The enchantment can be used to target a single individual but only have one tenth normal range when being used in that matter. Costs 60 P.P.E. per activation due to extended range. Range: 1,000 miles (1,610 kilometers) in space and 1 mile (1.6 kilometers) in an atmosphere. Effects / Abilities: Gives an approximate count of the number of life forms onboard. Gives the average level of experience, highest level of experience, and lowest level of experience [Given in these terms: Low (1-3), medium (4-7), high (8th and up).] Tells if there is any magic onboard. Gives if there are any psychics onboard (Mind Block will prevent detection), Gives a general count on the amount of P.P.E. the target has (basically the P.P.E. of the crew and any devices which store P.P.E.). Detects if there is any kind of possession. Finally sees if the crew or ship has any unusual aberrations.
• See the Invisible Sensors: The ships has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: 2,000 miles (3,220 kilometers) in space and 2 miles (3.2 km) in an atmosphere. Effects / Abilities: Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies.
• Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: 200,000 miles (322,000 kilometers) in space and 200 miles (320 km) in an atmosphere. Effects / Abilities: detects the presence of magic if within detection range of ship and gives bearing on magic and basic range although not exact position. Detects active enchantments but will not generally detect spell casters in general.
• Sense Rifts: Ship has sensors which effectively allow Rifts to be detected. The system can be (requires no P.P.E. to activate). Range: 500,000 miles (805,000 kilometers) in space and 500 miles (805 km) in an atmosphere. Effects / Abilities: Detects the presence of Rifts (including those created by Rifts Drives) and unlike when detecting magic gives position very accurately.


Weapons Systems:
1)Heavy Rail Cannons(8, 4x2)--- The Larna-Pe doubles up the rail gun turrets of the Brandestoc. Mounted on the ends of the four armored vertical armatures, these weapons can pivot for maximum arc of fire.
Range: 10 miles in atmosphere, 40 miles in space
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage: 1d4x100 MD per 80 rd burst. 2d4x100 MD for a full blast from two cannons firing at once.
Rate of Fire: ECHH
Payload: 32,000 rds(400 bursts) per cannon

2)Heavy Laser Cannon(8)---The Larna-Pe doubles up the number of laser cannon turrets of the Brandestoc....two on each of the eight ‘wing’ armatures, four coupled in the same armatures as the heavy rail cannons.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d6x100 MD per cannon; a full salvo from eight on one target does 8d6x100 MD!
Rate of Fire: Twice per melee
Payload: Effectively unlimited

3) Ion “TKO” Cannon(2)-----The Larna-Pe retains the Ion TKO cannon of the Brandestoc, hidden behind armored housings and exposed only in combat, are a pair of high-powered ion cannons, used to incapacitate enemy vessels by knocking out their electrical systems, making them vulnerable to boarding and capture.
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 5 miles in atmosphere/ 5,000 miles in space)
Damage:(Special) 3d6x100 MD per blast, 6d6x100 MD Dual blast
Shields take 1/4 damage from ion blasts
Does NO PHYSICAL damage to hull, but attacks the electrical systems:
For every 10% of total main body MDC damage inflicted on a target by Ion Cannon fire, the target will be -1 to strike, parry(if applicable), and Dodge. Acceleration will be reduced by 15%.
At 60% or more main body damage from ion blasts, the ship is disabled completely.
Rate of Fire: Once per melee
Payload: Effectively unlimited

4)MRM/LRM Missile Launchers(4)---Mounted in the main hull, just under the KKC turret-pylons fore and aft, are four multi-configuration LRM/MRM launchers.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: MRMs: 160 miles in atmosphere, 80,000 miles in space
LRMs: 3,400 miles atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1-10
Payload: 60 missiles per launcher, 240 MRMs total
OR 120 LRMs total, 30 missiles per launcher, or any combination thereof.

5)Point Defense Lasers(18; one on each weapons armature, two flanking the main engines, 8 on the forward main hull)---- Standard energy-based PDS.
a) Laser PDS
Range: 1 mile(4 miles in space)
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited

b)Dual Laser/Mini-Missile Launchers---Alternate fitting . These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense. The lasers are less powerful and shorter ranged, but the mini-missiles have volley capability against fighters and missiles. Any or all of the eighteen PDS turrets can be replaced with these turrets in place of the standard lasers.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Lasers) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike

Auxiliary Craft:
1 Shuttle, 4 Armed Pinnaces
Typically 32 Powered Armors

Variants:
*PSS-DDES-14Ex1----“You know, if we simply offset the aft turret ring off by forty-five degrees in relation to the forward ring, we COULD double the maximum fore- and aft-volleys without them fouling each other’s arcs of fire. Broadsides could still be accomplished with the guns at maximum elevation, but it could still be done. Symmetry would be thrown off, but that’s a small sin for maximum firepower, and we’re already criticized for the Larnie’s odd looks.”
“We still got any spare parts left in the yard?”
“I reserved a spare slip on the delta station and set aside enough in the donut budget to give the dock workers time and a half if they’re willing to stay after their regular shifts.”
“Let’s do this.”

_________________
-------------
"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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Unread postPosted: Sat Jun 27, 2020 8:41 pm
  

D-Bee

Joined: Thu May 08, 2008 11:04 pm
Posts: 47
And that's my cue to start posting.

Paladin Steel/Aegis Stellar Industries Hauberk Destroyer
    ('berk, Wiz'berk, Hyper Hunter, Lego Ships)

"The fire arcs for the big guns aren't quite as good as they were on the Sangu, but you can always get at least 3 guns to bear at almost any angle, and they are a hell of a lot less likely to break the old Arkon War armatures were. The big missile bays being moved to a external add-on has the bonus feature of not being anywhere near as vulnerable golden BBs taking out the entire nose section, which has happen more often here in the Three Galaxies than PS is willing to admit. The lack of speed is a bit of a downer, but its simply so much less of a general headache that most captain's I've talked to that have made the transition are fine with it. A lot less likely to snap in half if something goes wrong too, which really puts veteran crewmen's minds at ease. The Hauberk is simply designed to have actual operational endurance, and that makes it far different than the pure 'attack boat' that defined old coat hanger."
----Commodore Tsien Hmung, VFS


"The Hauberk can be considered to embody the dawning realization among the CAF leadership and Consortium Assembly of just how long in the tooth most of the fleet is. The fact that no Hunter upgrade or replacement project has gotten anywhere in the past two centuries is making the rounds on the holochannels, and there blood in water as the newer shipyards circle around the traditional giants. My contacts on Koga have passed on word that there are a lot of new aerospace and light combatant projects getting the green light, and just about every design archive worth mentioning has been cracked open inspiration. The biggest sign I can point to is that Shaw of all people is openly getting praised, and isn't that a sign of the times."
----Captain Captain Vicen Trancluw, CAF

"Mounting the Heavy Tach-Shotties means the interference is too big put any in the PD mounts, but it can cover huge amount of space. Its also comically effective against the really low end Juicer-esc light interceptors without a shield, and I know for a fact that Golgan Jesstras have standing orders to avoid ships armed with them like they were Demon Stars."

Created as the replacement for the fragile and overburdened Sangu, the Hauberk is intended to become the USA’s lower end destroyer to fill in for the more expensive Aurora-A. Lacking the Aurora’s complicated TW systems, the Hauberk can be built in much larger numbers, leading to it composing the bulk of the AJC’s desired post-Minion War fleet. While technically a descendant of the Sangu, many would argue that it shares little beyond the exterior hull layout, and is thus an entirely new design. Paladin Steel engineers point to their chain of design alterations as their justification, but it is at best a ‘Ship of Theseus' situation.

The most notable change is the engines, with the large and problematic Aegis-Mercury 220s replaced with smaller and easier to maintain Aegis-Gemeni 400s, powered by a more powerful yet smaller Lucerin-fusion reactor. While this does result in a somewhat lower thrust profile, it is still well above average for galactic destroyers, and allows for far more to be done with the freed up volume. The second most significant change was the elimination of the self contained life section/escape pod, which was found to be of limited use in the wider galactic environment. Any engagement that would result in the loss of the larger hull would almost inevitably also result in the destruction of the pod, making it worthless. It’s removal allowed for a major expansion of available crew space, making it far less painful to operate and maintain, most notably in the side blisters becoming much more prominent bulges. This also allowed for a substantial increase in hull armor, helped by the removal of the obsolete external comms array.

Improvements in weapon design allowed for the primary turrets to be made modular, increasing versatility and simplifying logistics. This was then expanded by replacing the forward missile batteries with a pair of large side mounted hardpoints, eliminating the need for essentially all of the Sangu’s FTL capable variants. The Hauberk has a tremendous firepower advantage over the near-half millennium old Hunter, and combines it with a much faster and more durable hull. Additionally, the price tag is only half again that of a stock Hunter, making it very cost effective. The forward hardpoints only improve its capabilities, making it a natural choice as the primary light warship of the USA. It is thus highly ironic that the largest user of the class is the United Worlds Warlock.

In a strange turn of fate, the UWW would come to a foreign company for a military design, but the aftermath of the Minion War left the Warlock Marine direly short on hulls and with nowhere near enough time to replace them with their traditional designs. As an expedient solution, overtures were made to acquire the design of the Aurora from ASI, which had rapidly caught the attention and admiration of the UWW’s observers. ASI would disclose that the Aurora would require a significant redesign to use UWW’s existing industry, but a developmental side project had given a solution in the form of a Technowizard variant of the Hauberk. Done as an engineering exercise to familiarize several dozen Techno-Smithies that ASI had managed to hire with their design methods, it used UWW standard components and materials, and Rhilith was readily able to supply the remaining technological systems. While having a similar price tag as the Arcane patrol ship, the Hauberk-TW was far more capable in all respects, and was primarily constructed with industries that were unconnected with normal UWW warship building, allowing it to be produced in massive numbers. The Rhilith yards more than a hundred hulls every year, and there is no sign of slowing down.

Type: PSS/ASI-DDS-15 Hauberk
Class: General Purpose Destroyer
Crew: 30 crew, up to 10 marines

MDC/Armor by Location:
    Main Body---------------7,500
    Bridge:--------------------2,000
    Main Engines (2)-----------3,500 each
    Medium Turrets (4)--------800 each
    Forward Hardpoints (2)----1,000 each
    MRM Launchers (4)--------450 each
    Point Defense Turrets (6)--150 each
    Variable Forcefield---------1,000 per side (6,000 total)

Statistics
    Height: 72 ft
    Width: 105 ft
    Length: 350 ft
    Weight: 8,000 tons

Cargo: 500 tons

Powerplant: Advanced Lucerin-Fuelled Nuclear Fusion w/ 25 year energy life

Speed:
    (Atmosphere) Hover to Mach 3; transatmospheric.
    (Sublight) Mach 12 (typically cruises at Mach 8 )
      (Kitsune Values: 60% of light speed; Accel/decel at 1.2% of light speed per melee)
    (FTL) 5 light years per hour
    (Underwater) Can land and take off from water, but cannot operate underwater.

Market Cost: Estimated at around 480 million each.

Systems of Note:
    Standard (PW) Starship Systems, plus:

    *Long Range Sensors: Maximum Resolution Range of 4 million miles

    *ORACLE Mk V---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).
      • See Aura: Slightly different than the spell in that it can scan an entire target such as a ship or station. The enchantment can be used to target a single individual but only have one tenth normal range when being used in that matter. Costs 60 P.P.E. per activation due to extended range. Range: 1,000 miles (1,610 kilometers) in space and 1 mile (1.6 kilometers) in an atmosphere. Effects / Abilities: Gives an approximate count of the number of life forms onboard. Gives the average level of experience, highest level of experience, and lowest level of experience [Given in these terms: Low (1-3), medium (4-7), high (8th and up).] Tells if there is any magic onboard. Gives if there are any psychics onboard (Mind Block will prevent detection), Gives a general count on the amount of P.P.E. the target has (basically the P.P.E. of the crew and any devices which store P.P.E.). Detects if there is any kind of possession. Finally sees if the crew or ship has any unusual aberrations.
      • See the Invisible Sensors: The ships has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: 2,000 miles (3,220 kilometers) in space and 2 miles (3.2 km) in an atmosphere. Effects / Abilities: Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies.
      • Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: 200,000 miles (322,000 kilometers) in space and 200 miles (320 km) in an atmosphere. Effects / Abilities: detects the presence of magic if within detection range of ship and gives bearing on magic and basic range although not exact position. Detects active enchantments but will not generally detect spell casters in general.
      • Sense Rifts: Ship has sensors which effectively allow Rifts to be detected(requires no P.P.E. to activate). Range: 500,000 miles (805,000 kilometers) in space and 500 miles (805 km) in an atmosphere. Effects / Abilities: Detects the presence of Rifts (including those created by Rifts Drives) and unlike when detecting magic gives position very accurately.

Weapons Systems:
1) Forward Medium Turrets (2): Mounted dorsal and ventral on the forward hull. Each can house one of the following;
    a)Dual Laser Cannon
      Range: (Palladium) 6 miles in atmosphere, 12 miles in space
        (Kitsune Values) 12 miles in atmosphere, 1200 miles in space
      Damage: 1d4x100 MD per shot
      Rate of Fire: Four shots per melee
      Payload: Effectively unlimited

    b)Dual Particle Beam Cannon
      Range:(Palladium) 4 miles in atmosphere/ 8 miles in space
        (Kitsune) 8 miles in atmosphere/ 8,000 miles in space
      Damage: 2d4x100 MD per blast
      Rate of Fire: Three times per melee
      Payload: Effectively Unlimited

    c) Single Plasma Torpedo Launcher
      Range: (Palladium) 6 miles in atmosphere, 12 miles in space
        (Kitsune Values) 12 miles in atmosphere, 1200 miles in space
      Damage: 1d4x100 MD per shot to a 15 ft blast radius
      Rate of Fire: Four shots per melee
      Payload:Effectively unlimited

    d) Dual KK Rail Cannon: Though based on an early model PS KEWC, these can also throw proximity-fused fragmentation rounds, allowing them to ‘sandblast’ missiles and fighter swarms.
      Range: 10 miles in atmosphere, 30 miles in space
        (Kitsune Values: 20 miles in atmosphere, 20,000 miles in space)
      Damage: 1d4x100 MD per 80 rd burst, 2d4x100 MD for both barrels
        (Frag) 4d6 x10 MD to a 100 ft area, 6d6 x10 MD to a 150 ft area for both barrels
      Rate of Fire:ECHH
      Payload: 32,000 rds (400 bursts) per cannon, ~30 minute reload from stores

    e) Single Heavy Tachyon ScatterGun: Rarely available, and generally thought as being better use on other ships.
      Range: 5 miles in atmosphere, 10 miles in space w/ 6 mile wide arc*
        (Kitsune Values: 5 miles in atmosphere, 5,000 miles in space)
        *Width are reduced to 1/4th in atmosphere
      Damage: 1d6x100 MD per blast
      Rate of Fire: EPCHH
      Payload:Effectively Unlimited

2) Aft Medium Turrets (2): Mounted is the middle of the side bulges. Each can house one of the following;
    a) Dual Laser Cannon: See 1)

    b) Dual Particle Beam Cannon: See 1)

    c) Single Plasma Torpedo Launcher: See 1)

    d) Dual KK Rail Cannon: See 1)

    e) Single Heavy Tachyon ScatterGun: See 1)

3) Forward Hardpoints (2): Port and Starboard of the forward hull. Pods may be different.
    a) Dual Medium Laser Cannons: See 1)

    b) Dual Medium Particle Beam Cannons: See 1)

    c) Single Medium Plasma Torpedo Launcher: See 1)

    d) Dual Medium KKRG Cannons: See 1)

    e) Long Range Missile Launchers
      Rate of Fire: Volleys of 1-8
      Payload: 80 LRMs per launcher-pod, 160 total

    f) Cruise Missile Launchers
      Rate of Fire: Volleys of 1-4
      Payload: 40 CMs per launcher-pod, 80 total

    g) Hangar Module: May host 2 light or medium fighters, but servicing capabilities are limited to rearmament and maintenance. It also adds accommodations for 5 additional personal, composing of the pilots and technicians.

    h) Troop Transport: This assault barracks can host up to 20 soldiers, with a technical bay able to hold up to 10 Power Armor. A larger airlock is at the front for rapid assaults.

    i) Passenger/EVAC Module: Use to provide 'Coast Guard' capabilities, this module includes provision for 5 rescue technicians and up to 25 evacuees, with a trauma center and medium sized airlock to help facilitate operations.

    j) EWAR Array:

    k) Sensor Cluster:

4) Medium Range Missile Launchers (4): Mounted at the intersection of the main hull and the side bulges, dorsal and ventral.
    Rate of Fire: Volleys of 1, 2, 4, 5, 8, or 10
    Payload: 320 total, 80 missiles per launcher

5) Point Defense Hardpoints (8): Each Hardpoint can hold one of the following;
    a)CCW-pattern Dual Laser/MM Launcher: May use Space Stinger Missiles
      Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
          (Kitsune Values: 2 miles in atmosphere /200 miles in space)
        (Mini-Missiles) 1 mile in atmosphere/2 miles in space
          (Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
      Damage:(Lasers) 1d6x10 MD per blast
        (Mini-Missiles) Varies by Missile Type
      Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
        (Mini-Missiles) Volleys of 1-8
      Payload: (Lasers) Effectively Unlimited
        (Mini-Missiles) 32 mini-missiles per turret

    b)Pulse Laser PDS
      Range: 6,000 ft in atmosphere, 2 miles in space
        (Kitsune Values: 2 miles in atmosphere/ 200 miles in space)
      Damage: 2d4x10 MD per blast
      Rate of Fire: EGCHH
      Payload: Effectively unlimited

    c)Particle Beam PDS
      Range: (Palladium)1 mile in atmosphere, 2 miles in space
        (Kitsune Values: 2 miles in atmosphere, 200 miles in space)
      Damage: 2d6x10 MD per blast
      Rate of Fire: ECHH (auto-fire is six times per melee)
      Payload: Effectively unlimited

    d)Ion Cannon PDS
      Range: 6,000 ft in atmosphere, 2 miles in space
        (Kitsune Values: 2 miles in atmosphere/ 200 miles in space)
      Damage: 3d4x10 MD per shot
      Rate of Fire: 4 times per melee
      Payload: Effectively unlimited

    e)Rail Gun PDS
      Range: 6,000 ft in atmosphere, 2 miles in space
        (Kitsune Values: 2 miles in atmosphere/ 200 miles in space)
      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

Auxiliary Craft:
    1 Shuttle
    Up to 10 Light Power Armor (Marine or Rescue Tech use)

Variants:
*PSS/ASI-DDS-15E: 'Export' version. While nominally for export, this non-Lucerin using version is almost always sold to USA members that are more 'logistically challenged'. The maximum thrust is reduced to Mach 10 and the Rate of Fire for the Medium Turrets are reduced by half. With the ORACLE system it costs around $430 million credits, and $400 million without it. Even in this reduced state, it its still all around superior to the Hunter, which is both a compliment to the fusion powered Hauberk and an insult to the antimatter powered Wolven Empire relic. Should logistics change, the ship can be upgraded to Lucerin use for around $80 million.

*PSS/ASI-DDS-15TW: UWW version. Lacking the Lucerin enhancements of the 'standard' version, the Hauberk-TW has half the Rate of Fire on the Medium Turrets. However, the thrust profile remains the same and sensors systems are replaced by a UWW equivalent. The FTL Drive is removed for a Rift Jump Drive and associated PPE Generation and Storage equipment, identical to those on the Arcane Patrol Ship Mk II. Unusual for a UWW ship, the Hauberk-TW retains the conventional variable forcefield of the base model, with the Warlock Marine having suffered many ship losses due to the 'Breach Magical Barrier' spell and wishing to test alternatives. The estimated production cost is in a dead heat with the Arcane Patrol Ship Mk II, and is expected to go for around $550 million credits at minimum should it ever be available on the market.
    TW Enchantments: Commonly include but are not limited to the following;
      *Expel Demons: 35 PPR per activation, Instant Duration, affects the interior of the ship. As spell.

      *Impervious to Energy: 80 PPR per activation, 5 minute Duration. As spell.

      *Star Light: 24 PPR per activation, 20 minute Duration.
        Projects a 2,000 ft sphere that block optical details of the ship, affecting most sensors as well. Sunlight vulnerable monsters take 2d6x10 points of damage if exposed directly to the light and face a Horror Factor of 19 even if not.

      Non-combat ‘internal’ backup-systems are powered by the main systems and emergency PPE-Batteries, and include the following: Sheltering Force (ideal for emergency vac-shelters), Air Bubble, Globe of Daylight, Breath Without Air, Extinguish Fire, Ice (great for temporarily sealing hull breeches), and Mend the Broken.


Last edited by Omegasgundam on Mon Jun 29, 2020 11:15 pm, edited 17 times in total.

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Unread postPosted: Sat Jun 27, 2020 10:22 pm
  

D-Bee

Joined: Thu May 08, 2008 11:04 pm
Posts: 47
While I'm here to post, here part of the background that Taalismn touched on. And while we're at it, meet the GSA Frontier Overwatch USA Desk! After that, I have a good 51 pages of CAF ringside commentary on the PS catalogue.

Brief Summary of the USA’s Strategic Posture and Actions During the Current Crisis
    --Jennene Selcris, USA Room Head, dated 6 months into the Minion War reaching the Three Galaxies.

Cutting to the chase, they got stupidly lucky. The ‘big tent’ approach has resulted in them being spread very thin, but has also caused them to have a tremendous number of trained ground forces to throw at problems, such as the thousands of opportunistic Infernal raids on no-name planets that bypass the orbital phase entirely. Additionally, the overwhelming majority of the riff raff that they have had to go up against are barely interstellar, which makes their lack of heavy metal far less of a problem than it would be if they had gone up against somebody with a battleship worthy of the name. Their primary naval problems, the Sorm and the Chor'ii, are both swarm races where the trick is having enough guns to shoot them with, and the USA’s focus on massed light elements plays wonderfully with the lack of speed of both of them. The AJC is planning on going on the offensive against the former, intending on smashing their industry before they can reverse engineer semi-modern technology.

To be honest, what data we have on the Sorm give no reason to believe they can be negotiated with. Several Noro xenosociologists have tried to come up with a way to rehabilitate them, but have come to the conclusion that it is impossible. Those that have actually interacted with prisoners have been so revolted by what they found that they have outright stated that they are worse than Star Bugs. Several of the TVIA boys we have talked to have explicitly mentioned that Star Hive protocols might be invoked, which coming from them is tantamount to an endorsement of genocide. The Chor’ii are already under them, and their breaking the blockade means it's inevitable that the CAF is going to get called in to glass their worlds. Exactly what we need after the Georgia ******.

Back to the USA, while war the Sorm was inevitable, even they would admit that the conflict with the Chor’ii is a problem mostly of their own making. Their expansion into the Ender Cluster is said to be due to a significant dimensional fault just outside the interdiction line which was A) connected to one of their outdimensional holdings, and B) big enough to bring a fleet through. Naturally, those maniacs felt obliged to set up shop on several planets to exploit several exotic material deposits, which I'm still not entirely certain what consist of. When the majority of the interdiction fleet was recalled (because of course its was), the USA were only ones in position to enforce it, and the Chor’ii chose that moment to send their next wave of expansion fleets to claim more clay. Considering that the systems chosen include several Tannhauser Gates, the AJC didn’t have a choice but to engage and stamp them out. Strategically, it's honestly for the best that they were there, because the bear-bugs would have started spreading like the plague they are throughout the Cluster otherwise. Unfortunately several lesser scout ships were quick enough on the throttle to escape the initial attacks and are on their way back home, so the Chor’ii will know that the lack of contact is due to enemy action, and I don’t even want to think about what they’ll do.

The tactical level against the Chor’ii plays out just like you would expect, with formations of AJC light warships firing off massed LRM barrages against the near helpless Black Claw escorts, while Angel and Archangel fighters hunt down those that break off from the main body. Once all the armed vessels are gone, they roll up the transports and start the butchery, and the 2-3 times the **** managed to land the AJC accepted the environmental damage and dropped anti-city nukes on them. The long range Tachyon sensor arrays that the USA have set up indicate that the Chor’ii are sending out follow up fleets like clockwork, which means the war won’t stop for at least a year and a half. While the AJC is readily able to keep up with the ammunition expenditures and what minor attrition they are experiencing, it's tying up several task forces that they could use elsewhere. They have made it abundantly clear that they have absolutely no intention of creating the Tachyon Drive ships needed to wage an offensive, so we’re going to have to come up with a way to deal with the ******* once the home front is dealt with. Give the UWW a ring?

Other than these two theaters, the primary operations of the AJC are bushfire suppression and counter-piracy ops. Dozens of minor powers have taken advantage of the situation to make aggressive moves of their own, threatening hundreds of systems. Most of them amount to Colony Theft, subjugating or exterminating the population already present and laying claim to it. This has extended to blatant SAAPA-equivalent violations, with the perpetrators counting on the normal enforcers such as the Botwhin being stretched too thin to act. The USA has taken upon itself to address as many of these as they can, and have been doing a surprisingly good job, and have somehow managed to coordinate with the SSN. And before anybody asks, I'm no closer to figuring out just why they work together so often than anyone else it. Counter-piracy is comparatively straightforward, and is arguably the core premise of the AJC, but the sheer demand for it is taxing their resources and hulls. That being said, the visibility of AJC flagged vessels protecting the fringe in this time of need is doing wonders for their credibility, which will have substantial implications in the future.

While a rise in piracy is to be expected in times of unrest, the sheer scale of it over the past year raises some unfortunate questions about the fundamental health of modern society. That there were apparently so many would be outlaws waiting for the opportunity says ill of the veneer between barbarism and civilization. Perhaps worst of all, none of the CCW members or organizations had the slightest inkling that it was this bad, which indicated that we are fundamentally out of touch with the people on the ground. If there is any silver lining to the Georgia fiasco, it is that it has become painfully obvious to even the most detached citizen that the CCW is in dire need of institutional reform, and there are enough bright spots to serve as a nucleus for those efforts.

Their efforts against Infernals are quite similar to their conventional bushfire-ops, dispatching several battalions of mechanized forces to liberate or avenge invaded population centers and doing what they can to deny the demons whatever resources they hoped to claim. In terms of actual effectiveness, they are behind only the UWW and the SSN, with their outdimension forces having no shortage of experience against the supernatural. The GNE formations that are available have proven invaluable distributing experience and expertise against every conceivable opponent, from bandits to Alien Intelligences. However, the AJC lacks the forces to go after major Demon fleets, and has no hope of meaningfully affecting the Demon Planets, so it’ll be up to us and the UWW and SSN to deal with the heavy metal. Fortunately for the USA, and unfortunately for the Consortium, the demons appear to have little interest in using their fleet in the frontier, concentrating on far more lucrative targets in civilized space instead.

The final point of interest is the potential conflict with the Golgans. Apparently some of the USA’s mystic assets have given a reasonably coherent series of prophecies that clearly finger the Golgans as future general belligerents, although they have not opted to share the exact prophecies with us. My UWW contact is more aware of the situation, and is in complete agreement with them on it. My limited understanding of the Republik tells me that the most plausible scenario is that they’re going to make a play to become a respected and/or relevant galactic power, but they are well outside of my area of expertise. You’ll need to ask ---- at the Golgan Room if you want actual informed speculation.



CAF/GSI ‘USA Room’
Neither the CAF or the GSA are actually all that interested in the frontier, but problems have arisen from it often enough that not having somebody keeping an eye out is political suicide should it come time to testify before the Consortium Assembly. Thus, the two organizations decided to join their relevant personnel pools of people they were willing to exile to the fringe in order to fully staff the needed commitments, which has proven to consist of a great many politically inconvenient but not incompetent personnel. Additionally, there is a small core of people that are actually interested in the fringe, which is used to provide the nucleus for new Intel Desks. While there are still issues with authorities not paying attention to the reports generated, it is still far better than flying completely blind, and there is little impetus to do anything more.

As is common with things regarding the USA, the handling of intelligence work relating to them is unusual. Rather than be assembled from the pool, the USA Room is an outgrowth of the GSA’s work to undermine Naruni Industries, building from the contacts established with ASI and (by extension) the GNE. As the GNE is generally thought of as the core of the USA, this pushed the cell into a position of relative prominence, becoming the de facto basis for the team in charge of the wider polity. The USA’s expansion has led to it absorbing several minor Desks, leading to it being recognized as a full Room level department. The resulting personnel shuffling has left it with a reasonably competent staff, but they often run headlong into the issue that relatively few people in the Consortium actually care about the fringe, particularly with the Forge War and later Minion War taking up attention.

Room Head: Jennene Selcris, GSA Frontier Overwatch, Human
A competent administrator, Selcris seems like something of an odd choice to head the intelligence department covering a minor power, considering she has spent the majority of her career investigating and perpetrating espionage in corporate environments. The true reason she is here is that she was one one of the leading voices suggesting that the GSA reach out to ASI as part of their anti-Naruni efforts, arguing that their outdimensional assets and relative detachment from wider galactic politics would make them an ideal asset in the endeavor. As the USA began its rampant growth, she was tapped to take responsibility for covering them, and has overseen the department’s rise from a mere Desk into a full Room. While proud of her accomplishments, she is bitterly disappointed over how few people actually care about her work, but considers it more prestigious than being a mere internal operative.

Personal Equipment Analysis: Colonel Vlar Reltish, CAF Ground Forces, Catyr.
Long part of the CAF’s commando teams, Reltish has been at the point end of the stick too often to write off the minor races. He was posted to a frontier Intel Fesk to keep him out of the way while the heat for a politically toxic op died down, but the ‘Teldrig Affair’ has proven to be a rolling mess of a TVIA investigation, and has no end in sight. He is the one most frequently tapped to serve as a liaison with the AJC, and is often in the thick of things be it against pirates or more exotic enemies. His most notable character trait is his habit of wearing Heavy Battle Armor at all times, having a valid excuse in it serving as a radiation blocker, but is primarily due to him having far too many bad experiences not having its environmental sealing. He is also a vocal critic of all Consortium infantry weapons other than the HI-80 and Revolving Missile Launcher.

Planetary Vehicle Analysis: Major Philip Fredette, CAF Ground Forces, Human.
Fredette was pushed out to the fringe due to being vocal over how ineffective and wasteful the ex-Wolven vehicles are, but became a martyr to the movement that had been building up steam for the past 4 centuries. He is also bitterly disappointed by the inconsistent and slipshod nature of most of the CAF’s ground level logistical support. While initially distrustful of ASI’s vehicle offerings, he came around after he did the math regarding relative protective values given the differences in armor composition. He has spent several months as an observer in the AJC’s efforts against the Sorn, and his opinion of the neo-barbs is unprintable. He has escaped reprimand due to his feelings being shared by the handful of Noro that have tried to engage in dialogue with prisoners, which was taken as an extremely bad sign for the possibility of diplomacy.

Naval Analysis: Captain Vicen Trancluw, CAF Fleet Officer, Wolfen.
Trancluw has long been part of the CAF’s frontier patrol forces, and has seen nearly every ship configuration imaginable. Running into would-be empire after would-be empire has left him jaded as to how Consortium ideology interacts with political and military realities. An engagement with a TGE task force left his victorious Warshield a near wreck, and the Sector Admiral decided to have him assigned to intelligence while he waits for a new command to become available, which has been consistently pushed off due to the needs of the Minion War. He has a pronounced hatred of the Battleram and is a fervent supporter of pylon missile mounts, both of which have become increasingly shared over the last few years. Similarly, he wishes the Packmaster had some actual focus to it, instead of being a half-and-half carrier and assault ship that doesn’t do either particularly well.

Bioscience Analysis: Senior Analysis Awidat, CAF Field Scientist, Noro
Awidat has spent the last few years bouncing between GSA offices as a consultant, providing expertise regarding biological sciences. The USA has proven to be the most fascinating subject he has yet come across, with the GNE’s augmentation efforts exceeding every moderately successful non-Elder Race project he knows of. He would like to talk shop with the ‘Cambridge Jungle Tribes’ he has heard about, but acknowledges that this is politically impossible, and likely logistically as well.


Last edited by Omegasgundam on Sun Jun 28, 2020 2:25 pm, edited 6 times in total.

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Unread postPosted: Sat Jun 27, 2020 11:30 pm
  

D-Bee

Joined: Thu May 08, 2008 11:04 pm
Posts: 47
Heavy use of spoilers so that it doesn't hog up too much screen space. I'm going to split it into 4 parts, because character limits.
This is 51 pages of stuff. Bring a drink, you're going to be here a while.

GSA Analysis of AJC Vehicles and Equipment Deployed in the Minion War
“Alright, we have a directive from higher up, and we are to prepare summaries and analysis of the various pieces of AJC kit that they’ve deployed for far. Reltish, you cover their infantry and cyborgs. Fredette has their planetary vehicles. Trancluw will cover their naval assets. We’ve been loaned Awidat from BioSci to cover the various augmentation programs and other living tech items. It will be distributed as needed to CAF Officers to give them an appreciation of their capabilities.

Ya, ya. Laugh it up. We all know nobody is actually going to look at it while it's still relevant, but we do need to do something like it if only to cover our asses things go even more sideways. And for the love of the Forge, can you make it a professional document before we push it up the chain, or at least remove the office specific humor? Anybody that’s had to deal with hobo-parties will understand why they’re called that, but it's still not an officially recognized term. There wasn’t a specific time frame attached to the directive, which means we likely have a few months before anybody remembers it was sent out, so I’d expect that you all can come up with something presentable. I want your first drafts by the end of the week.”
    ---Station Chief Jennene Selcris, GSA ‘USA Room’, 8 months into the Minion War


ASI/Paladin Steel Personal Equipment
    -- Colonel Vlar Reltish, CAF.
Here’s an experiment. Get a physical copy of the PS/ASI catalogue (I know you have one somewhere in the office, I work here too), and pick out the pages that cover personal weapons. Try to fit your fingers around it. Notice that you can’t.

What. The. ****.

The GNE comes from a special sort of hellworld if this is what is considered rational. For the sake of brevity, we’ll just cover the combat items that see regular use by the AJC. Items marked with a * are not sold or advertised externally, being considered military grade, somehow sensitive, and/or needed by their own forces. Weapons are listed by type and weight.

Looking over these weapons makes it clear that the 3G’s weapons industry is asleep at the switch regarding small arms, as a single company more than a century behind the CCW in technology should not be able to rival what the megacorps make. I honestly can’t say I’m particularly surprised though, as the last time we got a major new or upgraded weapon system was 4 generations ago. The HI-80 I use is effectively identical to the one my great grandfather was issued, right down the furniture. And let's not even go into the crap that Wolfpack calls ‘modern gravanic weaponry’. Another point to the growing ‘Shaw Was Right’ crowd.

(BTW, I measured your fingers for an abortive prank years ago, so don’t get paranoid about it.)

Light Energy Weapons
This includes the intermediary ‘SMG/Carbine’ category weapons for convenience sake, because the long arm section would be way too big otherwise.
Spoiler:
Asp: This laser lacks the range of the HI-30, but that isn’t a concern in most of the situations it's going to be used in. On the plus side, it's cheaper, slightly more accurate, and easier to conceal. And let's be honest, only the first part matters to most buyers.

*Adder: While its heavier and a bit shorter ranged than the HI-10, it’s power efficiency is substantially higher, and it can deliver it much quicker. In most situations I would take it over the -10, particularly if any of the options are relevant.

Bushmaster: Trades a bit of weight and a bit of energy efficiency to vastly increase the range, making it very popular among urban garrisons. Essentially competing with the HI-50, but much handier in close quarters.

Rattler: If you're willing to gut the range, you can do really up the damage, and this cheap beam hose can empty the clip real fast. The HI-50 has all the advantages other than size and cost, but the deployment factors make all the difference.

Zazzer: We don’t see many Ion weapons among galactic powers. This one’s range is astonishing for the type, closer to that of a low end laser rifle than an ion pistol, and the options bring its power up to (or above) the HI-10. It can take bigger E-clips, which makes it very competitive. Considering its going for less than the HI-30 even with its add-ons factored in, we have a winner.

*Keeper: Other than crummy range, this thing is really impressive, as you would expect from a reverse engineered Kittani prototype. Damage per shot is incredible, it almost doesn’t lose any of it when bursting, and the damage per clip is still good despite the power draw. I would readily take it over the HI-10 if I knew I didn’t need range or stealth.

Smasher: Heavier still, but has appreciable range and the damage is still quite appreciable. Energy efficiency is good as well. I’d readily take it over the HI-50 in close quarters.

Cheven: A bit heavier but more energy efficiency and more compact, which can really matter in close range firefights.

*Kurang: I can count the number of worthwhile Particle Beam Pistols I’ve ever seen on one hand, and this near carbine joins that list. Every tech I’ve talked to about it says that it has to be expensive as hell, but in the right hands that doesn’t matter. They keep this one close to the chest with no exports, but I know a few Marine officers that are starting to mutter about it.

Incendii: Said to be derived from an experimental Kittani design, this plasma hand cannon can do an impressive amount of damage on a single clip when you add in the hot shot mix. While not as efficient as the Keeper, it has a slightly better range and makes less noise. Heat it a bad choice against Infernals though, so it sees less use than normal.

Saber Rifle: This oddball design really makes me scratch my head, as it's a short range plasma gun and a plasma sword in one. It's light enough to not be a hassle, and I can see the utility in Spec-Ops, but it’s biggest advantage is its novelty. Nowhere near the strangest thing they’ve done though.

*Hotspur: This is notable for 2 things, being a non-Naruni plasma cartridge weapon, and being better than the Naruni equivalent, the NE-350. Sales of it and the other cartridge weapons are effectively non-existent right now in order to not **** the squid heads off, but with Naruni on the backfoot that might change in as little as a decade. The non-cartridge version is the Salamander, which does less damage. There’s supposed to be a lighter revolver pistol as well, but it hasn’t been spotted.

Light Kinetic Weapons
Exploding rounds make chemical slug throwers relevant, and Cov- and Spec-Ops have no end of uses for concealable MD weapons without a power spike.
Spoiler:
Astra-Omega: It sits between the GR-10P and the GR-45HP, but is closer to the former than the later. Better overall performance than the -10, and has a reasonably effective burst mode. The only thing it lacks over the -45 is per shot damage, and it comes reasonably close. Considering it uses the same clips as the -10, that would be impressive if Wolfpack’s engineering wasn’t archaic. Sales are slow due to its lack of reputation, but once it gets one I expect it to sell like hot cakes.

M-120: Lets face it, nobody really expects chemical pistols to accomplish much, but this comes pretty close to the GR-10P. Which says more about the former than the later. If you have to use a weapon without any sort of energy signature, this is as good as a one handed weapon can reasonably get without getting into really silly and expensive gimmicks.

Nu Calico: Perhaps the cheapest usable weapon they offer, this is the weapon of choice for low end rentacops. Using exploding rounds, it's at least on par with the Jackhammer in an office building, and is much lighter.

Jasta: While the damage is mediocre, its ability to use anti-supernatural rounds and trivial cost make it attractive to the bottom end market. Most AJC armories have a crate or two of these ready to go should something come up, which is why they’re listed here.

Fhizer: This police weapon is well above average to the type, and the full mil-spec construction and features makes it useful for cov- and spec-ops. A few dozen are handed out in colonization kits to deal with civil disturbances.

Sandman: Of all the disabling pistols I’ve come across, this is the most practical and convenient. Even with the electrical discharge, it is far less noticeable than every energy based method, and it's far less of a pain in the ass to use than chemical darts. It doesn’t work through armor or on MDC beings, but most alternatives don’t either.

Light Ordinance Weapons
Yes. These are things that exist. They’ve made some really huh??? caliber pistols for Cyborgs and Augments, each of them sillier than the last. There’s also some micro missile weapons, but those are mostly niche without an external guidance system. And then there’s the ******* Thunderbunny, which must be seen to be believed.

Medium Energy Weapons
The actual production list is even longer, but this is just what is military appropriate. While the HI-80 remains the top dog in my eyes, it actually faces legitimate competition from some of these, which is something I thought I would never say. Some of them are even outright better in certain semi-common niche cases, which will keep the guys at HI-Industries awake at night.
Spoiler:
Partisan: While heavier than the HI-50 and gets clobbered by it in damage, it costs far less and has even lighter maintenance requirements. Compared to the usual trash that gets handed out to frontier militias, it's well above average.

Priene: Truly exceptional range for a man portable energy weapon, making it the definitive frontier sniper rifle. Always going to be more of a specialist weapon, but I can see it’s niche cropping up regularly.

*Maximus: The GNE’s primary long arm, it trades some of the HI-80’s damage for range and a bunch of extra features that are at least marginally useful. I can’t really agree with the idea, as it takes an awfully skilled or talented soldier to actually hit something at that range even with a laser. And that’s assuming you have line of sight that far out.

*Chintis: A mechanical clone of the HI-80 in a Maximus shell. A better gun in urban and forested environments. I expect the GNE to at least partially swap over as problems with their range focused doctrine seep in. While the weight is something of a downer, it comes with one of the most fantastic battlefield scopes I’ve ever seen, so I’d take it without reservation.

*Widower: Replaces some of the Maximus’ less useful features for a grenade launcher and a target designator. I can see the range being useful here, as it's usually in the hands of the designated marksman. The GL and TD are likely going to be ported to its siblings.

Viper: Basically an EPR-8, but useful underwater and with a recharging gimmick.

*Vandegrift: While the damage is a bit disappointing for an Ion weapon, it manages to reach laser rifle ranges with good energy efficiency. They don’t openly sell it in order to have an edge in underwater engagements, but if you're at least somewhat trusted it's easy to get a hold of. For its niche, there isn’t anything competitive that’s remotely wide spread, so it's the king of the heap by default.

*Nova: While having **** for range and mediocre energy efficiency, this Particle Beam Rifle is stupidly light and packs a wallop. Don’t expect to see it outside of the hands of the elite any time soon though.

FlareHammer: Sacrificing some of the Nova’s lightweight for a bearable price tag, this sledgehammer of a gun is one of the most common anti-armor weapons of the more well off militia units.

*Bluebolt: Cripes. If you’re willing to spend a **** ton of cash, you can make something really impressive. Put it in the hands of one of their aug soldiers and you can actually use the range consistently, and on a good hit it does an impressive amount of damage.

Super-BAR: While objectively decent for a Particle Beam Rifle, this older weapon just can’t compete with the (BS) newer models above. Better than average energy efficiency though.

Nimro: Plasma weapons, unless you’re Naruni or stepping on their tentacles, generally struggle in the 3G. This one isn’t helped by being as much an engineering tool as it is a weapon, which substantially removes its combat effectiveness. More practical though.

*Flarestarter: Once again, they managed to improve on Naruni’s staple and eclipse the NE-11. It has a burst mode for ****** sake. Holding off so the squids don’t go after them, and they DEFINITELY WOULD for this one.

*Comet: I almost overlooked it at first glance, but then I noticed it had a burst feature. Range and energy efficiency is impressive for a plasma weapon, and dear Forge can it make a mess when bursting hotshots.

Medium Kinetic Weapons
Despite having Grav weapons for a while, they’ve stuck with EM or chemical weapons for the most part. I believe this is mostly due to the GR-15AR being greatly subpar by their standards, thanks to it being a PoS in general. As a result, they’ve managed to really push what old school kinetics can do, which translates to making Wolfpack look as bad as they should.
Spoiler:
Thumper: They somehow managed to boost the damage and drop the weight of the short barrel GR-15AR, pulling it up to a level they consider usable, and then gave it alternative ammo types. I know for a fact that Wolfpack Armaments has completely lost its **** over it, and is rushing an equivalent into production.

BAR2: A big part of the reason they don’t care for the GR-15A, this electromagnetic bad boy clobbers it in everything but weight.

Stoner: This chemically propelled oddball can play 4 different rolls if a weapons tech looks at it right, and it's stupidly cheap. Lack of any sort of electronics makes it useful for special situations.

Sniper Weapons: They also have a range of chemically propelled long range rifles for assassination purposes, along with some much larger pieces for Cyborgs for anti-material work. Even we use similar weapons when we’re trying to be subtle.

Medium Ordinance Weapons
The traditional home of single man portable grenade launchers and mortars, PS adds in micro missiles, which have use against drones and other light fliers.
Spoiler:
Sneezer: The cheapest way to give infantry an effective anti-PA weapon, it's light enough for half a squad or so to have them as secondary armaments. Damage method has problems against most forms of force field though. This is something that we really need to look at, because there is no end of uses for this sort of close range demolition capability.

China Lake: Ok, it's not actually militarily significant, but I swear, it seems like every species in the 3G has developed this exact model of pump action grenade launcher at some point. This just happens to be a higher than average quality version.

Laggie: The revolver version of the above, which gives it a fast reload option. Common among low and mid-tier formations as a squad support weapon.

Esben: A more sophisticated long range burst capable light grenade launcher. A lot cheaper and lighter than most of its alternatives, although the recoil is a hassle to the unprepared.

Gunther: Single man mortars will always be relevant, and this one has access to TW warheads. Considering it’s niche, they’re likely not going to bother with an EM or CG version.

Fire Orchid: MANPAD for anti-drone and -missile use. The issue is having reflexes fast enough to use it as the later.

Fire Rose: The best way to think of it that I’ve seen is as a really long range guided grenade launcher, but even that misses some important details.

Unzipper: 25 micro-missiles on a man-usable weapon. Often has a light pulse laser attached to if for defensive purposes. It has enough boom to threaten most non-heavy vehicles, and can **** up a heavy if it hits the right spots.

Heavy Energy Weapons
In addition to this list, they have a bunch of older stuff that they sell the unaffiliated militias. This is just what the AJC bothers to acquire, and even some of that is on the way out.
Spoiler:
Blazer: Ye olde laser machinegun. Its damage and energy efficiency is honestly crap, but it's good at keeping heads down. Honestly see’s far more use as a vehicle pintle mount, which generally solves the efficiency problem.

*Exel: Following the basic formula of dumping a lot of an E-clip into a single shot, the damage isn’t all that impressive honestly. On the other hand the range is really nice, so it gets used as an anti-material rifle.

*Scheffer: The range on this Ion Cannon approaches what they consider desirable and it has a blast mode. There’s also some older models that they’re phasing out of frontline service.

*Partistorm: While it's heavy and expensive as hell, sweet Forge does it hurt. It's basically a vehicle weapon in a Cyborg portable housing, which explains the energy requirements.

Lewiston: While it doesn’t do a tremendous amount of damage by plasma standards, the range is absurd for the type, and the energy efficiency is decent. I’m personally ambivalent on it, but it has a following.

Serap: The real draw here is the blast mode, which can really **** up exposed systems in a hurry. Sees more use as a mounted weapon than as an infantry held one though, and even the militia’s are phasing it out.

Supernova: More of the above, but the weight takes it out of reach of non-augmented humans.

*Heatwave: An alternative to the NE-200 and -700. The weight limits it to PA and Cyborgs, but it has a far better range and price tag than what Naruni’s pushing. Not advertised, or even talked about really, for obvious reasons.

*Sunstorm: Unfortunately PS hasn’t mastered the big cartridges yet, with this monster being all out worse than the comparable NE-75. Give them a decade and they’ll fix it.

Heavy Kinetic Weapons
Interestingly enough, they don’t have a domestically designed man portable heavy EM machinegun. They’ve appropriated a variety of rapid fire grenade launchers to fill the niche, and it seems to work out well for them.
Spoiler:
Flamma: Once again, their contempt of conventional CG weapons makes a persuasive argument. This thing clobbers the GR-25ER in its damage output and price tag, at the relatively minor cost of being almost twice the mass. Augmented or exoskeleton soldiers can use it easily.

Taskin: This rapid fire grenade launcher is one of their most common heavy weapons, and it's easy to see why. Its only real drawback is the weight of ammunition.

Fritz: The simplest alternative to a heavy EM machinegun, the Fritz is broken out for anti-supernatural purposes thanks to its alternate ammunition. It is apparently a really old design, but as usual nobody I could talk to knew details.

Arden: Assuming you can tolerate the short range and combined weight, this thing can shred a squad of armored troops like nothing else.

Heavy Ordnance Weapons
It seems that PS never developed their own human portable mini-missile launcher, and are currently just making do with copied CAF Repeating models for the most part. They must not have been able to come up with any additional features to shoehorn into it. Fredette is covering the towed and vehicle mounted pieces, so I won’t go over them here. These are listed by unloaded weight, as it can get silly otherwise.
Spoiler:
Boombox: 125 micro-missiles shoehorned into something man portable with exo-skeletons.

‘Missile Rifle’: Apparently an improvement of something reverse engineered, this is a more conventional stacked mini-missile launcher with a small laser rifle attached to it for use by PA and Cyborgs. Something of an older design, which explains why the laser is basically useless for anything that can hold it. It's more accurate than the cheaper Slammer, much less of a headache to swing around due to its shape, and can fire the quad shots that are generally preferred. Other than improving the laser bit, there really isn’t anything more you can do for this sort of weapon, as the working bits are the missiles.

Slammer: A cheaper cluster tube launcher that can dump 19 mini-missiles in a hurry when need be. Considered semi-disposable due to its cheap construction.

Sooperzoka: An LRM warhead on an SRM body. Most of the guidance package is sacrificed, but the blast area is usually more than enough to compensate, particularly when using mini-nukes (which they keep a leash on). It is just barely small enough to be used by heavy PA and Cyborgs, and even they have trouble at times.

Snapdragon: Bog standard old school crew serviced mortar. Likely going to be replaced with a CG model soonish, considering they’ve made a larger howitzer version. Barring good infantry level PD, these will always have a role to play on the battlefield, particularly urban ones.

Additional Munitions
If you have a decently sized projectile, you have the volume to get creative with.
Spoiler:
*Dum-Dum Rounds: A form of TW munition, it causes a temporary lobotomy in its target. I shouldn't need to say just how useful it is in kidnapping missions.

*Fear Shots: More TW bullets, these ones inflict psychological trauma and ****** up unit cohesion. We all know how panicking soldiers are easily killed, and this makes it happen.

*Silent Death Rounds: Again, TW bullets. These completely kill the sound of the bullet and the target, which makes it a great Cov-Ops tool.

Gravity Munitions: They’re the ones that realized the obvious, and by far the most prolific user. The calls to get it banned are disappointing in that they show just how damn coddled the CCW is, because trying to make ‘humane’ weaponry in an MD environment is like screwing for virginity. It's nothing more than a grav-clip built wrong people, we honestly should have had them before we had grav-guns for the Forge's sake!

Reduced Gravity Munitions: Far less of a future legal war crime, this just flings people around. Which can be a death sentence all the same, but it's less messy.

Banger: A novel form of demolition warhead, it is spectacularly effective against structures.

*Biothan Shell: A bio-weapon that’s going to give the TVIA fits, this thing can make a forest grow in less than 5 minutes.

Switchblade: Something relatively normal, this mini bomb drone is perfect for Spec-Ops.

Krackler: Man portable cluster bomb. Absolutely brutal in a building.

Rifleman’s Assault Projectile: A bowling ball of squash-head plastic explosive death.

*Cutter Mine: Monofilament fun for the infantry man, this is going to maim countless people in gruesome ways, and it's too simple and obvious to ban just like the Grav Grenades. It’s just monowire made wrong after all.

*Air Web: Simple monofilament claymore to deal with low altitude fliers. Great against low end supernatural fliers and power armor. In a pinch it can also be used as a last-ditch defense against heavy missiles, and the Sorn have become a bit nuke happy when trying to take AJC positions.

*A-Theron: While they don’t talk about it, they have an anti-PPE weapon, although I don’t know what the exact effects are. We should honestly look into it, because anti-supernatural has proven to be a massive hole in our doctrine.

*Eldrencher Fire: Alchemical napalm. It's only available in very limited quantities, but it's incredibly effective against magic infused materials. One of my UWW contacts says they’ve had their own version for a few millennia, but they’re not particularly happy for others to get their own.

Armor
In addition to what’s listed below, PS also produces some oddball designs that they haven’t bothered to export to the 3G, and some overly generic crap that nobody bothers to keep corp names attached too.
Spoiler:
Skinsuits: Mostly galactic standard fare here, but they also developed a psi-crystal one like the Noro. They’ve also managed to duplicate the Splugoth Blind Warrior Unitard, which isn’t a trivial accomplishment.

Armored Clothing: Again, galactic standard capability wise. The difference is that far more of their people see the need for it.

Space Suits: Galactic standard for the most part, but with a far stronger emphasis on combat use than normal. They also make them for giants and smallkin.

Police/Paramilitary Armors: There’s few different varieties, but the most common is the ‘Bushman’. Also used by not-completely dirt poor militia units.

‘Plastic Man’: Frontier militia armor through and through. Will probably fail after eating the first HI-Laser burst, but it's cheap enough that even dirt farmers can buy it in bulk. ASI gives them away by the thousands as part of their colonisation kits.

*Raptor: GNE’s old standard armor. A bit short of LCA in terms of raw durability out of the box, but the extra features do much to compensate for it. An additional armor kit makes up for the protection at the cost of a massive increase in weight, but there are plenty of situations that warrant it.

*Guardsman: The new standard armor. Catches up with Heavy Battle Armor and the extra features push it well over. Extremely limited distribution in the 3G so far, as nearly all the production lines are on the GNE homeworld which is currently cut off.

*Starman: Stelmarine armor. Laser resistance really helps against most enemies, and it has even more features for survival in space. The weight is compensated by the exo-frame.

Aquatic Armor: They have a few models, and they see use.


Cyborg Chassis
While the Central Alliance is what most people think of when the word cyborg is said, the USA is also a heavy investor. The GNE (what most consider the heart of the USA) has long appreciated the capabilities of full body conversions, and their near-nationalized manufacturer Paladin Steel has developed a great deal of expertise on the subject. In their typical fashion, PS has created more chassis designs than can be rationally explained, with nearly all of them being more refined and sophisticated that the vast majority of what the Central Alliance uses. General Noldek is said to be in negotiation for establishing a corporate branch to supply his forces. PS has also developed a list of honest-to-Forge Technowizard models, which I have no idea how to judge so I’ll leave for your UWW contacts to fill you in on.

Light Cyborgs
Most don’t think of cyborgs as being subtle or sophisticated, but these frames dispute that. Removing biological needs is useful in a wide variety of military tasks, and there’s a whole separate list of civilian designs that contest the premise that you lose something with your body.
Spoiler:
Schweitzer: An unexpected combination to say the least, these guys are incredible at dealing with infectious diseases.

Parahunter: Once you think about it, this is a good idea if you have the tech. Cyborgs are less vulnerable to a lot of supernatural effects, and are more survivable than a normal soldier. Plenty of crippled volunteers nowadays as well.

*Stalker: Spec-Ops the Cyborg. As usual, a good strike team can put out a bushfire before anybody knows it's there.

Angela: The Sexy Flight Borg, this has become absurdly popular in the Central Alliance for women that want to retain some beauty.

*Darkhammer: Another unexpected combo, cyborg reflexes and endurance are a massive help. They work very well with Stalkers.

*EgoMeister: If a Noro was forced to borg up, it would be in this. Still has its flaws, but it works.

Montoya: Looks REALLY questionable to me, but if they can make it work they can make it work.

Neutralizer: Natural combination, and it can be slipped into when needed.

Heavy Cyborgs
What most people consider ‘combat cyborgs’, these are often used as alternatives to Power Armor. Not needing to get out does wonders for operational readiness, which is important against teleporting enemies.
Spoiler:
Scimitar/Radiac/Reaper: 3 different melee borgs that makes me wonder why they aren’t just configuration variants of each other. They make a degree of sense against teleporting demons, but there are limits.

*Midas: One of the GNE’s primary heavy chassis, the laser resistance helps against most opponents. I personally think it lacks the versatility of other standard heavies, but that’s just me.

*Shield Warrior: While mostly a bog standard Heavy chassis, it has one hell of a party trick in the form of a bubble forcefield. The shield strength is still a bit lackluster due to the tech being in an early stage of development, but it has great promise.

*Zhu-Rong: A jumble of light ordinance pieces that were combined into a cyborg. The diversity of munitions is what puzzles me, as it doesn’t make much logistical sense.

*Aries: The GNE’s other standard heavy chassis, the Aries has limited flight and a list of option packs. If you’re not going up against laser using enemies, this is the better choice.

Kageru: Wat. How? Why?! Who?!

Hexer: Just a basic heavy with 3 sets of arms. Primary use is to carry multiple (very) heavy weapons, and be less of a pain in the neck to deal with than the specialist multi-arm designs.

Anarchist: A melee specialist version of the Hexer, most have swapped to non plasma blade arms for the duration.

Super-Heavy Cyborgs
The USA are the only people other than the CA to use multi-ton cyborg designs with any frequency, and even they consider them more niche than not.
Spoiler:
*Chromus: I haven’t heard of any being deployed to the 3G, but it's said to be a cyborg version of the Glitter Boy PA. There’s some cultural stuff attached to it, but that’s not my department.

*Hayate: Oddball flying dragonoid cyborg. See’s a lot of use contesting low airspace from demon fliers, but we haven’t seen that very often in the 3G. Might be rolled out for the Demon Worlds, but I doubt the AJC will be willing to risk their quite finite assets after the hammering they’ve been getting.

Terrapin: This bunker bot has its uses, but everybody considers it something of a dead end.

*Helmunth: Embodying the ‘brick wall with guns’ approach, it's used when relatively slow sledgehammers are considered more appropriate than agility. The only one here that can be considered ‘common’.

*Kishru: Basically a really low end light starfighter in the shape of a cyborg. The CA has already begun on knock offs.


Smallkin
*insert hour long string of profanity here*
If you aren’t horrified by what sapient rodents can do in the realms of Spec-Ops, you’re too stupid to work here. Beyond that, PS has put a non-trivial amount of effort into providing them with effective weapons and armor. You will never look at an air vent the same way again.
I’m going to collaborate with Fredette on this, because their ‘vehicles’ really push just how you define the word.
Spoiler:
SunSting: A working squirrel size laser rifle. By far the longest ranged option beside the missile launchers, and thus the most popular.

Glister: A tiny 10 shot Sandman. Just what every infiltrator wanted. No seriously, it's fantastic, and normal people can use it as well.

Menie: Tiny pistol with just enough damage to pulp a normal human. Not a good thing to run into in a shower.

Derginger: Dual shotgun slugs to the back of the neck.

Ratfang: This tiny assault rifle can turn a sleeping barracks into a bloodbath.

Venter: Tiny hand held Claymore mine to bring to briefing rooms uninvited.

Frenzy: Imagine an MG nest under your bed.

Fenwick: Tiny grenade launcher. It can make a mess out of a room full of fragile things. Like server racks.

Micro-Grenades: That nut is actually a bomb, and they can put it under your pillow.

Micro-Missile Launchers: McMs were arguably developed for them, and they are a constant threat with how hard they are to pin down and how long ranged they are.

Armor: The most popular are miniature skinsuits and muscle augmenting hardshells. Using them sort of blows their cover though, so they’re not used on infiltration ops.


Technowizard Creations
You’re better off getting the UWW’s report than talking to me. I know you have a good relation with their station chief, and it's unlikely he has a reason to not share his own work on the subject with you.


Last edited by Omegasgundam on Mon Jun 29, 2020 11:02 pm, edited 7 times in total.

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Unread postPosted: Sat Jun 27, 2020 11:31 pm
  

D-Bee

Joined: Thu May 08, 2008 11:04 pm
Posts: 47
ASI/Paladin Steel 2nd/3rd Tier Planetary Vehicles
    ---Major Philip Fredette
Paladin Steel’s host nation (the GRE) is surprisingly young, but their hellhole of a homeworld have given them plenty of cause to develop a wide range of combat vehicles. While nearly all of them have an equivalent here in the 3G, it's unusual to say the least for them all to be present in the same force, which results in the USA’s AJC having an extremely wide pool of domestically produced vehicles. While much more primitive than what the CAF uses, one of the simple truths is that ground level ops are often the second fiddle at best in procurement decisions, which makes ‘cost-effective’ low tech systems and platforms very desirable. Add in the actual performance difference between the high and low end not being all that great when you get into the fine details, and you can understand why these vehicles are considered relevant. Even in the 3G, low-tech bare-bones designs (in one form or another) are the sorts of things that are expected to stay in service until the heat death of the universe, because the fundamental demands placed on them don’t change much.

The Minion War has given both the GRE and the USA reason to drag the boneyard relics back into service, bulking up their ground forces for the bushfires and low end warzones that they need to respond to. In addition to combat vehicles, there’s a legion of support platforms in the rear, but those sorts of things are the same the megaverse over. I’ve attached a list of what combat platforms are considered to play a significant role, along with any thoughts I have on them.

Wheeled Ground Vehicles
Here in the frontier there are many occasions where simplicity is a goal in and of itself, and it's hard to get simpler than wheels. PS has established a network of branch factories to supply the dispersed USA holdings, with relatively hearty export sales to the surrounding Thundercloud planets.
Spoiler:
Jeep-Warrior: It's a Jeep. Bored troops find new and exciting ways to use/abuse it, and it ends up in situations that boggle the mind. PS’s infamous options list only expands the ‘fun’, making it quite attractive to the adventurous.

Skywatcher: Classic Flak Truck. Provides reasonable low end anti-air capability, and the gun is surprisingly powerful, but its at its best against missiles and light drones. The latter more or less covers the various primitive rust buckets neo-barbs use, so it see’s a lot of use all over.

Daniel Boone: An odd combination of wheel and hover, this is something of a low profile design. Recon/exploration focused, and reasonably good at it when the sensors are upgraded. I guess there’s a market for it, but damn if I know what it is.

Colter: Everybody has a need for an ugly low-cost box van, and the Colter is the one PS brings to the table. While not intended as a combat vehicle, it gets dragged into firefights often enough for there to be several ‘best of’ compilations.

Dancat: Most often found in urban police forces, this light IFV is almost as maneuverable as a hovercraft on level ground. While not quite replacing the common squad car, it comes close at times.

Arrabian: A light ATV that gets used for and dragged into everything. We all know the type.

Wolfhound: A simple yet effective combat car. Has a light cannon, a decent sensor set, and can carry most of a squad. No end of uses for it, so we find it all over the place.

Rattlesnake: One of their oldest designs still in production, this simple ‘Metal Box’ APC is nearly identical to just about every other bottom end wheeled APC in existence. Parallel evolution in action. Like its peers, its empty boxiness has led to it being the basis for a wide range of support vehicles.

Clysdale: A bigger metal box with all the electronics and environmental systems you’d expect out of a normal combat vehicle, the Clysdale is famous for having a stupidly long list of modifications even for PS. There’s supposed to be a history behind it, but I haven’t been able to talk to any GNE natives that would know what it is.

Lynx: A shockingly mobile wheeled tank, with a lot of firepower and reasonable durability for its size. Despite being one of the more expensive wheeled vehicles, it is popular among the slightly less impoverished militias.

GAAB: Classic ‘Armored Bus’. Has tremendous use as an evacuation transport, and they can’t keep up with demand for them.

Sand Demon: An open plain/desert specialist, this MBT is popular anywhere there’s large amounts of open terrain. While much slower than a hover vehicle, it's also far cheaper and easier to maintain, which is a major plus for most of the USA’s struggling members.

Tracked Ground Vehicles
Most of the USA is under developed, and their cash cow resource extraction facilities are often in hazardous terrain. Thus, all terrain combat vehicles are a priority among nearly all militias, particularly those that lack the technical resources for massed hovercraft. Even the front line AJC formations make heavy use of them, with Thundercloud having no end of exotic environments that hinder blowers and CG craft.
Spoiler:
Winsor: Basic tankett with a heavy infantry weapon and a list of support variants. You’ve seen one of these types of things you’ve seen them all, but they’re still useful.

Lindon: ‘Metal Box’ APC on treads. Used and shot at everywhere.

Mongol: The usual ‘Small Tank, Big Gun’ formula. Has enough armor to be considered somewhat survivable, which leads it seeing massive deployments in the bushfires here in Thundercloud.

Chelydra: ‘Moderate Tank, Big Gun’, and uses the additional mass to increase speed and add low-visibility features. Big enough to use some proper vehicle weapons, which substantially increases its effective range.

Kodiak: Extremely low end light/medium tank. Only used by the dregs of the USA, but it's at least worth what they pay for it.

Gunripper: Traditional medium direct-fire AA track. As usual, it is most effective against swarm enemies, which describes a depressingly large fraction of what the AJC is going up against.

Sherman: Somewhat less low end than the Kodiak, the Sherman is primarily used by the same sorts of people. Its primary gun has a much longer range, but often doesn’t have the targeting systems to make the use of it.

Black Bear: Despite being ugly as hell, the Black Bear is a rather effective low tech MBT. If you can’t operate a hover tank, you get this instead, and the robot leg bits compensate for most of the remaining terrain problems. There’s also a good SAM hauler version, which is always useful.

Kerkat: Traditional Heavy Tank. Lack of mobility sees that it’s only really used in garrison duties or opposed landings, but once it gets into the fray it can clobber an Phalanx. Not that that's a great accomplishment these days.

Von Stueben: Most people never bother developing a tracked tank this big, with the lack of mobility being a deal breaker. Apparently the GNE’s bases get attacked by heavy ground forces often enough for this to make some amount of sense, and I’ve seen a number of reports of it being used to good effect against Metlza.

‘Blower’ Hover Ground Vehicles
Old school blowers are still used on frontline vehicles by the TGE, and nobody (whose opinion matters) seriously calls that a bad decision. PS’s offerings may fall short of the Dark Slayer, but they are more practical and cost effective as well.
Spoiler:
Minismeg: This is a new one apparently. While sticking a mortar onto a hovercycle is an odd combination, it has already proven itself to be a fantastic raiding and skirmishing craft.

Asateague: Bare-bone flying 'hockey puck’ that everybody does sooner or later. The battery powered version is cheaper than most forms of body armor, which results in these things being used as an alternative to light exoskeletons. The USA dumps ship loads of them absolutely everywhere, so it's not uncommon to see them deployed by the hundreds.

Merlin: Hover-jeeps never go out of style, and the Merlin has a PS sized list of options to allow it to match any nominal peer out there.

Grenser: ‘Metal Box’ APC on blowers. Actually rather slow for a hovercraft, but still better than all of its ground bound cousins. Support variants include useful mortar and AA platforms.

Tizon: An obvious upgrade of the Kittani Land Skimmer, this thing is stupidly popular across Thundercloud. It apparently REALLY ticks the Kittanni off, which is a plus as far as most people are concerned.

Megabego: It would be a typical heavy hover truck, but the default ‘RV’ version comes with a stupidly powerful PPC. It is ludicrously popular among the ‘Hobo Adventurer’ crowd, which leads to it being a prominent feature in firefights across the 3G.

Brabant: Typical Hover MLRS, but the AJC has some better than average SAMs to go with it.

Firedrake: A blower version of the Lynx, it likely would have been the GNE’s primary hovertank if the Bandersnatch didn’t come along. It fills out the ranks of the intermediate USA members, being not too expensive to operate in numbers but being more effective than tracked vehicles.

Chandar: A Firedrake with an energy focus and an exotic protection method. While very effective, the armor is a logistical pain in the ass, which greatly limits deployment.

Psudo-CG Hover Ground Vehicles
I had to look up what GraviMagnetic Resist is, but it turns out it's a lower tech offshoot of normal Contra Gravity technology. While it has some fundamental limitations, most notably needing a magnetic field to work off of and needing a source of forward propulsion, they are far simpler to produce and maintain than normal CG engines, which makes them far more practical out here in the frontier.
Spoiler:
Sebb: PS’s answer to the Naruni Combat Pod, this is likely going to clobber the squid heads in sales unless they do a dramatic price cut, and we all know how likely that is. The drone version is only going to help this along.

Vader: This squad level flying disc looks like it's going to replace the Merlin in the long run as the USA’s preferred hover-jeep, with an options list going on for 7 pages for the weapons alone.

Astrobago: A GMR Heavy Hover Truck. Gets into just as many messes as the Megabago, but is slightly better at handling them.

Crosack: Likely the cheapest hover tank around, this is the upper hull of the Kodiak on a commercial GMR cargo platform. It has a distinct lack of any support systems, making it very inflexible, but for a purely defensive role that’s acceptable.

Shaw: The Sherman equivalent to the Crosack, the Shaw is substantially slower but has a much larger list of options, most importantly missile launchers.

Bruno: If it looks like a floating armored train, that’s because it is. It serves as an escort for ground convoys and as a high security personnel transport. It also serves as a mobile command center when the larger Slepnir is too excessive. As is the theme of their heavy vehicles, I would give it good odds against a Phalanx once they put some massdrivers in the turrets.

Oddball Ground Vehicles
Then we get to the head scratchers. Because PS gonna PS.
Spoiler:
Zerkat: Everybody has a light weapons carrier, and this is the USA’s. The differences here is that it has three different movement options because why not. Its most extreme version is a short range nuke lobber, which you don’t see everyday.

Akkorukami: You remember that story right? The one of the poorly surveyed resort planet and the robots? These are the robots made usable by people. They made heavier ordinance and APC/IFV variants as well.

GAAAR: Their only fully CG planetary vehicle, it’s basically an upgraded GAAB produced in conjunction with a 3G native firm, Locke-Snye Industries. The exact details of that arrangement is beyond me, but I do know that LSI is making more money than they ever have thanks to its popularity. While not as simple as GMR, it being relatively conventional by 3G standards removes most of the marketing problems. The biggest question I have is how in the name of the Forge did none of the big firms have their own equivalent out centuries ago, because it’s such a brain dead simple concept that even Wolfpack should have stumbled across it by accident.

Air Breathing Flyers
Even with their GMR technology, Contra Gravity production is out of reach of developing planets, which is a threshold that most of the USA can only dream of. The ‘disruption’ of the normal galactic supply chains have put the normal manufacturers out of reach, and not having an air force is a near death sentence. Fortunately for them, Paladin Steel is an interdimensional oddball, and is still developing and producing less sophisticated atmosphere bound combat aircraft, so they have begun locally producing these far less complicated designs to fill the rosters of the USA’s militias.
Spoiler:
Taon: A Kittani Combat Pod taken seriously. Their augmented warriors often use it as an alternative to flying power armor, with reflexes compensating for the lack of protection.

Kingbird: Low end militia air-to-mud platform. It's dead meat against actually capable fighters or air defenses, but those are in short supply in the frontier. Against the less exotic monsters and barely interstellar neo-barbs that it usually goes up against it’s more than sufficient.

Fang: New design, it's a decent airspace contention craft. Not as capable as the Sky Tiger, but substantially easier to produce, so you see a lot more of them. Actual maintenance is dirt simple, being near pre-spaceflight in most aspects, which results in it being distributed as part of basic colony packages.

Dragonfly II: All purpose squad-level assault dropper the likes of which are popular anywhere flight is possible. We all have our own, and we all use them the same ways. I’m personally surprised it doesn’t use GMR for safety reasons, but it's supposed to pre-date that being practical by a few years. They’ll likely add a GMR hull spar in the next version, along with a fixed force field.

Bateleur: Modern air-to-mud platform, focusing less on maximum throw weight and more on getting it there. It can handle the low end trash that the frontier neo-barbs put up, which results in more sorties over a given timeframe.

Bigger Birds: Their homeworld has a list of problems longer than your arm, and one of them is a dimensional interference boundary that makes orbital firesupport essentially impossible. This makes truely old school atmospheric bombing craft practical, and they have a good stable of designs. None of them have been commercially exported to the 3G due to lack of utility, but some of the really big ones have been used in outdimension expeditions as planetary survey craft.

GMR Aerodynes:
The better off USA members can afford to equip themselves and the AJC’s mobile assets with these basic CG craft, which compare favorably to most paramilitary conversions of CCW civilian designs. While well behind what is considered proper military by the CAF and upper end IDFs, these are middle of the pack for the domestically supplied groups of the latter, which is significantly above what the USA’s general tech level would suggest.
Spoiler:
Yellowjacket: While it's objectively little more than a militarized CG pod, the next step down is a rotor blade or lift fan craft, and that’s just suicidal. It fills the normal scouting and special forces roles these types do.

Gravhawk: A low-medium CG pod craft, this one is most notable for having a nice gunship configuration in addition to the normal transport.

Arakeen: The high-medium CG pod. It's maneuverable enough to be survivable, but any troops it carries will likely wish they didn’t. Most common variant is a missile boat for use against swarm targets, which again are in no short supply.

Tercel: While technically a full aerospace fighter, it’s performance is pathetic against anything but reaction craft. However, it remains fully effective in atmosphere, and needs only a 3 to 1 advantage to take out a modern Flying Fang. It's likely going to be phased out as soon as they can swap to a WZT design.

Moth: Arguably qualifying as a proper shuttle, the Moth is still most at home in a planetary atmosphere. Surprisingly durable as well.

Cavorite: Taking the CG pod idea a bit more literally than normal, it’s more civilian focused than the Moth, but it has plenty of hard points if need be.

Frontline Vehicles
In addition to all the second string clunkers, we now have some hard data on what the USA and the GNE consider to be modern frontline vehicles.
Spoiler:
Tsen: While the Sebb is considered an export design, the internal use craft is quite similar. Other than hull form, the primary differences are that it's faster, more agile, and has additional harpoints for disposable missile pods.

Xaos: The GMR version of the Asateague, it has an even wider list of options. It is a firm competitor with most light power armors, and runs rings around lower tech forces.

Airshark: Compared to other modern 3G stealth scout vehicles, this is perfectly average, which is a minor accomplishment for their tech base.

Zephyr: Said to be their first functional combat GMR craft, they really hit it out of the park. When combined with its variants, the Zephyr fills nearly all of the light combat vehicle roles, and is surprisingly stealthy.

Bandersnatch: An exceptional medium hovertank, the Bandi as a near pear to the Dark Slayer, which is impressive considering its less than a fourth the mass. Said lack of mass makes it difficult to upgrade the primary weapon to something with better range, and most of the heavy kinetic weapons are non-viable due to the recoil.

Shadowfist: The ‘Fist is really two branches of related vehicles, the conventional Cestus and the Stealthy TW-enhanced Shadowfist, the latter of which is the original design. While effectively all Shadowfists are deployed on the GRE’s homeworld, a few companies of the Cestus have seen use in Thundercloud in high-priority missions. It's only true issue is its lack of speed, but it compensates with having vastly more armor and range than the Phalanx, which is impressive considering it only masses 70 tons. The speed on the Cestus will likely be fixed as they optimise the engine for non-stealth operations.

Slepnir: This hover-bunker can be thought of as their equivalent to the Phalanx, only it's actually useful at something other than providing close range brute force. While it's objectively more fragile than the Phalanx in several aspects, it’s far faster and has 4 times the range of its primary weapon. Its systems are still a bit crude, but that only highlights just how far you can push things if you know what you're doing, and has no less than 10 major variants. While its core systems are finalized, it looks like the platform is still considered developmental, as shown by the lack of available options. A full 3G version is likely.

Sky Tiger: Likely the precursor/prototype for the Star Tiger, this air breather is more than capable of seeing off the ex-Golgan cast offs and neo-barb rust buckets that infest so much of the fringes of Anvil and Thundercloud. Pricing data is difficult to get a hold of due to the lack of any local production, but it's cropping up on mediocre planets, so it's likely not too high. Once their economy builds up, they’ll likely develop a more refined version for their mid level members.

Morningstar: Ground attack gunship with a bunch of options that nobody will ever use or not effective against 3G technology. Kills less sophisticated forces in job lots though, being the recurring theme here. We’ve only seen a handful so far, which tells me they’re still developmental.

Power Armor
Every technologically competent military invests heavily into PA, and the AJC is no exception. PS is (as usual) the primary driving force, with none of the other domestic manufacturers currently having a presence in the market.
Spoiler:
Pikeman: Don’t dis the low end near-exoskeletons. They’re small enough to be carried in almost as large numbers as normal marines and just as capable as larger designs at boarding actions, which is the bread and butter of AJC’s normal operations.

Swashbuckler: Said to be a derivative of an aquatic design, this urban specialist is considered quite effective when in its element, and not bad when out of it.

Fury: An oddly new design, the airborne Fury has a few variants based around the propulsion method and level of finish. The most basic model is not as good as the Warlord II, but the better versions have electronics and forcefields to make up for it. All of them are far cheaper than the W2 knock-offs though, so the USA is more than happy to buy them in bulk. Production lines are still being built, but they are not skimping out on them.

Guisarme: The primary PA family of the GRE and thus the AJC, this medium frame is what first comes to mind when you think of ‘Paladin Steel Modularity’. There is a lot of economic grunt behind mass producing it, which results in it showing up everywhere the USA touches. The only real flaw I can see in this one is the dated armor composition they use in the most baseline model, which gives it about half the protection you would expect out of a galactic standard one. I know their frontline models have been upgraded with stuff only 2-3 generations behind us, but I don’t have firm values on hand.

Xebenn: A very new unit, we don’t have much intel on it. It's apparently a recovered throwback design, and isn’t expected to become the primary grunt suit. The overhead weapon mounts are odd, but give it even more versatility than normal. Armor is just shy of the Warlord II, which is around what I’d expect for their current material science.

Caliban: A straightforward application of pure brute force, this gunboat is normally considered somewhat problematic due to its all projectile loadout. However, it has proven to be spectacularly effective in assault drops on Infernal raiding forces, and is able to take advantage of their material weaknesses. It's also quite useful in short duration strongpoint assaults, leading to the EFR using it relatively heavily. Protection is quite strong.

Cameron: Wherever you find asteroid miners, you’ll find people that have been forced to bring them into a fight. Coming from a transdimensional Hellworld, the Cameron is better at it than most, and it can also be used for planetside exploration. I’m firmly in the ‘Any PA is better than no PA’ camp, which makes this militarily relevant.

Raptor Rex: At the lower end of the ‘PA or robot’ intersection, this heavy frame fills the ‘light airborne gunship’ slot for the frontline AJC units. While the CG using version is pricey, it handedly trumps the Warlord II, and the lower end models are still better thanks to their vastly superior firepower. One of their convoluted history designs, but again I can’t get any details.

Robot Vehicles
If you thought the normal vehicles were all over the place, you’ve seen nothing yet. A large chunk of these were acquired from one of PS’s interdimensional contacts, so none of the locals I’ve talked to could help me with details. There’s apparently a large number of limited production/ exotic designs on their homeworld, but it's currently in a lockdown state due to extremely heavy infernal activity. Most of what is listed here are approaching the limits for what their frames can do, so the next gen units are going to be descendants rather than derivatives for the most part.
Spoiler:
Ikaka: Another upgrade of a Kittani design, this transforming water mech has the advantage over its competitors in that it exists, which is a massive leg up in real world fights. There’s also a bunch of rumors of a more advanced 3G spec version, which is obvious enough that I believe it.

Gondol: For an obsolete civil defense bot, it isn’t too bad. Admittedly, this is because the chicken walker is built around a set of hard points that don’t go obsolete, but it's at least something. There’s at least one outdimension source building them that isn’t cut off, so it's available in numbers when desired. This admittedly isn’t all that often.

Scolii: Arguably more of an air-blowing hovercraft than a true robot, this Kittani derivative is listed as the later, and is exceptionally fast for a non-CG vehicle. If it’s unable to make use of its speed, it's dead meat.

Yootan: A rebuild of the Gondol, the mech is now wrapped around a pair of non-Naruni plasma cartridge gatling guns, and the results are considered more than worthwhile. Even considering how fragile it is, it still lacks in combat endurance due to its small magazine, but I think that encourages them to pull back before they **** the enemy off enough to swat them. Only used in ‘no witnesses’ situations due to the potential blow back from Naruni.

Mongrel: A lost and recovered design, it floats in the awkward spot between very heavy power armor and proper robots. The general consensus is that it is substantially closer to the later than the former, but it is still deployed with PA formations. Beyond being a good performer for its tech level, it is also exceptionally good at urban warfare and rescue operations. Recent refits have improved the armor composition.

Jayhawk: What do you know, yet another Kittani upgrade. It's like their deployed kit is **** or something. While it's at the low end of what we consider acceptable for a flying robot, and more than a bit fragile, it still manages to push out most similar tech level ground attack aerodynes.

Skuttler: This utility spider walker is popular due to its non-combat use, but it can fit a tank turret assembly or missile battery if need be. Being near mil-spec to begin with, it does better than most of these sorts of conversions.

Pathfinder: Exploration bots being dragged into war is an old story, but this one is better at recon than most. Actual combat ability is considered borderline, but it can play host to a commando team.

Arcos: A paramilitary labor bot, PS’s modularity makes it a meaningful bottom-tier combataint, although this is naturally considered a sign of desperation.

Grelac: A combat bot that can do labor. The most common ‘true’ combat bot after the super-lightweights due to its utility. Most often sees use as rear line close range anti-air defense, protecting the facility they are working at.

Bardolph: As close to an outright colonial design as true combat robots get, and is ideal for green pilots. Actual firepower is so-so, but more than sufficient against anybody that isn’t an actual military. Also sees use as a frontline labor bot.

Jackalope: A Bardolph that trades armor and ease of use for a bit of speed, a substantial increase in firepower, and a decent stealth system. Reasonably common in forward deployed forces, but is far too specialised form widespread militia deployment.

Carnage: A much larger chicken walker gun mech, it can trash nearly any similarly light combatant in short order. The Bombard being the primary exception of course, as it's honestly sort of ridiculous compared everything else out there.

Mantis: While it apparently has an absolute trainwreck of a design history, the Mantis is a reasonably effective anti-armor specialist. However, the PS options list is combined with decent mobility, which allows it to full many roles if need be.

Ziz: This space bot is an upgrade to an apparently disliked design, and has an impressive amount of gun power. Generally used as a defense craft for orbital installations.

Giliath: While this medium bot is considered vanilla, an array of variants has been developed to solve this un-PS-like situation. As usual for most of these, the book armor composition is long in the tooth, so don’t be surprised if you run into refit models with 20-30% greater effective protection.

Firepike: Straightforward sniper bot, with a secondary role of direct fire AA. It needs sensor support to make the most out of its weapons, but that’s common for these types of units at this tech level. It's also known as a pathetic melee combatant, which is again common for the type.

Nemo: Another specialist water mech, this one is a flat out brawler. It's proven to be a nasty surprise for the local aquatic races, who take their control over the ocean for a given. I don’t think there’s a currently accessible production facility, but the attrition rate is low enough that it won’t matter for some time.

Hekker: A new design, it looks like a decent all-purpose brawler thanks to its modular weapons. From what accounts have filtered down the pipe, its melee ability is considered very useful against Infernals, as the demonic bastards constantly cheat their way into close quarters to avoid being blasted at range. There’s also mining and firefighting versions if you can believe it. Before you ask, yes, comparisons to that Shemarian warmount have been made, and there are rumors flying around.

Mandril: As far as heavy bots go, this is an exceptionally versatile firesupport platform, and is fully capable of brawling with close range designs. It's noted as having a substantial Kittani influence, being primarily designed by escaped slaves that had been trained by them.

Fireshriek: One of the better sub-Naruni-tech heavy combat robots I’ve seen, with enough firepower to give a careless cutter trouble if it blunders into range. There isn’t really a good analog for it in common galactic use, and comparing it to the Battleram would insult it. The Fireshriek that is, not the Battleram. The closest is the Imperator, but it has more than twice the mass and far more firepower. Funnily enough, it's actually smaller in terms of volume.

Landmaster II: I honestly have no idea what they were originally thinking with this landship, but apparently people use them as mobile starport batteries. They can fit a pair of Destroyer guns or a full Cruiser turret, and it's about as durable as most fixed positions, so it's not the worst idea I’ve ever seen. Fit it with a shield off a Runner and it's good to go.

Watercraft
While most people don’t bother with oceans, the GNE apparently shares one with the home of Lord Splynn, the preeminent of the Splugorth, who has apparently not bothered to conquer the planet because of reasons. Combined with the rest of their ****** hellscape of a homeworld, they naturally have a very large interest in aquatic matters. Thus, PS has a large catalogue of kit with which to wage war on the seas, leeding to them being one of the few such manufacturers with a galactic presence in the 3G. Naturally, the things that actually get sold are either tiny surface pipsqueaks that are too small to draw attention, or submersibles that can sink to avoid it.

Combat Drones/AI Platforms
Beyond ‘normal’ autonomous combat robots, they also field a wide array of purpose built drone vehicles. I can see the argument, with wheels and treads having a lower needed techbase to maintain, and then there's the aerial and aquatic branches. As far as I can tell none of them use any form of CG tech, which increases their relative expendability.

Speaking of robotic drones, they have a handful of ‘normal’ Combat AI platforms as we would understand them. The Magnus is a basic human-replacement, and is more or less exactly what one would expect from a ‘cost-effective’ low end model. The much larger Spartoi is basically an AI-controlled power armor, proven by them having a manned version. This is followed by the just introduced Sharktooth AA platform, which is as much expendable distraction as combat asset. The relative oddball is the locally developed Wrektor, which is little more than a cargo lifter with guns and armor to be thrown at swarms. I’ve seen them get put through ringer against the Sorn, and they are exactly the sort of disposable asset that is most effective against those animals.

Vehicle Ordinance
Having working brains, they use them to create new methods of mayhem and destruction. Most of them are the sorts of brain dead simple ideas that make you scream at the procurement department.
Spoiler:
Mini-Turret: Unlike most, they bothered to standardize on a common mini-turret, which says something about how many they make. It’s armed with a pair of automatic grenade launchers and a choice of light infantry weapons. The system is cheap, the ammo is where they make the money.

Chewer: Taking ‘spray and pray’ to a new level, this area denial weapon is incredible against swarms. The Sorn have apparently given them a variety of insulting names.

Quad-Flak Gun: Classic towed direct fire AA battery. Consists of 4 reasonably powerful and long ranged autocannons on an AA mount, and is predictably good against light fliers and munitions. Usually controlled from a remote station to keep crew losses down. Also available as a tank turret, which also has a reasonable amount of use.

*GraVex Howitzers: We should have thought of this, but I guess we take orbital fire support for granite. Some of my contacts say heads are rolling at Wolfpack’s development office, and it might just go up to the board.

Multi-Caliber Artillery: If your logistics are in the pits, this can make sense, but the AJC doesn’t have to deal with those sorts of logistical CFs often. FWC does though, and I heard that a somewhat suspicious number have turned up in their hands. Cheaper than the GraVex guns, but limited to actual artillery munitions as opposed to whatever the hell you can fit in the barrel.

*Boom Ball: A demolition warhead that doesn’t have the PR issues of a mini-nuke. Still something they keep track of.

*TangleTorp Warhead: TW missile, this thing delivers a variety of disabling spells onto the target from beyond pistol range. The UWW has been using them since its formation, but they don’t get much press.

*MAULER: Big warhead on a small missile. Effectively the vehicle mounted version of the Superzooka.

*JASSM: Similar concept to the MAULER but for flyers. Assuming you don’t need the range, it's more practical against hard ground targets than normal missiles.


Smallkin
I’ll let the Awidat and Reltish fill you in on the exact details, but PS has also put a lot of effort into equipping their microscale forces. While there’s only a few colonies in the 3G so far, that’s almost certain to explode soon, so more info is desperately needed on them. Their combat vehicles are predominantly conversions of normal scale single man designs, and their Robots are derived from drones, Cyborgs, and Power Armor. While most of these are in their open catalogue, a few of them we learned about from the rumor mill, but the ideas are so obvious that they can be considered sound.
Scamper: They make power armor for rodents. Once you realise it isn’t an odd drone, the huh??? factor kicks in and buys them time to shoot you in the nuts. There’s both a true drone and a TW version.

Darter: Then they made one for birds. And if you feed it magic, it can repair itself. The TW version is selling like hotcakes to Fairies.

'Robots'
Spoiler:
SpiderMite: Conversion of a scout drone. With an intelligent pilot, it can do all sorts of antics to infiltrate facilities. Its most truly dangerous weapon is its target designator, and experienced operators can lash a few pounds of micro-explosives on it for sabotage purposes.

Pincher: Conversion of a quadropedil light combat drone. Very effective in forest patrols.

McDee: Derived from the Pikeman. Not considered any more or less effective than the regular version.

Duelist: Light Chassis direct fire support. Not a melee combatant.

Farelane: Light chassis micro-missile boat. Also not a melee combatant

Rohbar: Heavy chassis with no specialty. While more expensive by default, it's faster and has more weapon options.

McBee: Derived from the Guisarme. Having multiple crew helps control mass weapon configs.

*BarcoBot: Because you don’t expect the sofa to join the fight.

*VendorBender: Or the vending machine.

‘Conventional’ Vehicles
So far the combat worthy ones are converted normal scale personal vehicles or ground drones, but we know they’re working on more sophisticated models.
Spoiler:
Tom Thumb: Based on a light utility drone. Considered about as effective as a standard soldier, with tactical implications good and bad by being so damn small. While not as mobile as the Scamper, it's just as easy to hide and can pack a heavy infantry weapon, most often something nasty in close quarters like grenade launchers or ion weapons.

Piranha: Scalewise, it's a multi-crew tank for them, which solves the problem of trying to use turrets on a fast hover vehicle. I’ve seen a few with 3G weapons and Naruni force fields. A version based on their Nor'Easter CG hoverbike has to be in the pipes somewhere.

Flying Vehicles
They started with conversions of RC planes and a guided munition, and have moved on to ground up designs. They’re best compared to high end drones, but the existence of a pilot makes them far smarter. TW versions are almost as common as conventional models do to relative expense factors, and really up the survivability.
Spoiler:
Uchi: A converted helmet as a cockpit and a jetpack for the body, it can carry an impressive amount of firepower and ordinance for its weight. Once their CG production base is more built up they’ll start on a Grav-pack version, which will allow them to really up the effective mass.

Saberkit: Massed infantry machine guns, even extremely small ones, can pose a major threat to anybody caught in the open without a deterrent.

MiniThunder: While not having the close range gunpowder of the above, it outranges most infantry long arms and can carry a substantial amount of ordinance. The most vulnerable to interception, but that’s relative against 3G tech. It's slow enough that a conversion to a grav-pack propulsion method wouldn’t have a downside, and would open substantial maneuvering capabilities.

Vinja: The current high end of their line up, this purpose designed craft is a bit slower than some of the others but not enough to make a difference for any reasonably capable AA system. It has the second largest ordinance throw weight, and the largest guided throw weight. I’d eat my shoes if they weren’t working on a 3G variant.

Blitzer: The guided munition conversion, this manned HSAW is considered disposable and can be easily hidden. Largest throw weight by combined ordinance mass, even if it requires some work to use. It’s arguably the most commonly used here in the 3G, with it being yet another good counter to swarm enemies.


WZT Platforms
The USA’s other industrial concern, WZTYards, also produces a few (predominantly) atmospheric use platforms. They all see use to one degree or another, but only two of them aren’t considered to be overly specialized.
Spoiler:
Manta: ASI has its own aquatic designs for defensive garrisons, but the ERF uses the higher spec Manta when it becomes relevant.

Jammer: The best atmospheric craft currently around, it is also the most expensive and difficult to maintain. On average, every Jammer is one less fighter in the black, so procurement comes down to the operator’s tactical and strategic preferences. ASI is likely going to develop an upgraded SkyTiger to replace it, and there isn’t a lot of enthusiasm among the older WZT members to keep it on top.

Silver Swan: Most of what the USA ends up fighting are still vulnerable to the ‘CM Pop-Up Ambush’, so the Swan sees use in the low and mid range member planets. ASI offers a decent drone control system for those that don’t want to send pilots up as sapient sacrifices, but a surprising number of operators do.

Pteropus: Without the Naruni replacement angle the AJC has little to no need for it, and it's too expensive for them to justify anyway.

Wraith: A guerilla fighter if there ever was one. Other than the Hadazad, none of the AJC see a serious need for it, but tensions with the Golgans might change that.

Death Moth: Not as pricey as the Pteropus, it sees use in high priority landing ops. ASI has a list of additional weapon mounts, including more powerful lasers.

Magus: The ERF has a squadron or two, but nobody else sees the need for this level of concentrated ground support. ASI has managed to fit some PD turrets on the ones they have.

Mecha Ray: Being the original contractor, Hadazad uses them prolifically, and they’ve managed to acquire meaningful tactical proficiency via osmosis from the GRE.


Last edited by Omegasgundam on Sun Jun 28, 2020 1:47 am, edited 1 time in total.

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Unread postPosted: Sat Jun 27, 2020 11:33 pm
  

D-Bee

Joined: Thu May 08, 2008 11:04 pm
Posts: 47
AJC Naval Assets
    ---Captain Vicen Trancluw

The AJC is a predominantly ‘colonial’ navy, using designs that can be maintained using the less sophisticated technical base of their predominantly frontier worlds. Its stated purpose is to counter the piracy epidemic in the backwaters of the Three Galaxies, and this is indeed the vast majority of their operations. However, the USA has found itself engaged in many bushfire conflicts with minor powers and neo-barb tribes, resulting in the need for substantially heavier units than what is normally needed for law enforcement. This has also led to a demand for ‘penny-packet’ ground forces deployments, with Battalion and Regimental scale assaults being constantly done to suppress local hotspots, and counter-invasions against Sorn inclusions often escalating to the Division level due to the number of bodies needed. This has led to an eclectic miss-match of purpose built military craft and converted civilian designs serving side by side, providing the hulls needed to meet their force commitments.

The AJC predominantly buys its equipment from ASI (now known as a subsidy of Paladin Steel) and the infamous WZTechYards consortium, which ASI is a member of. They also buy whatever second hand military vessels they can, but the offerings have traditionally been quite slim out here in the frontier, which is why most parties have traditionally used converted civilian ships. Unlike Reltish and Fredette, my responsibility is small enough that I can go over all of the currently produced designs. This includes a good deal of low end/civilian chaff that gets used by hobo parties without a budget, but I wanted to be thorough.

ASI/Paladin Steel Aerospace Craft
With a few notable exceptions, all of these are inferior to their CAF equivalent, but they come far closer to consistently matching the Flying Fang than nearly all non-major power designs. This gives the AJC a major leg up against anybody that’s not willing to pay Naruni, and puts them at a dead heat at worst with those that are. If the AJC considered the situation a truly high priority (or the local government has the money to burn), they spring for the WZT designs, which are some of the best around.
Spoiler:
Star Tiger: While sluggish, the Star Tiger’s hand point flexibility and defensive systems more than compensate if the pilot isn’t an idiot. An upgraded version is inevitable, but we’d be working mostly from speculation as to what it would look like. If they go with a simple and straightforward rebuild, they’ll likely limit it to adding a forcefied and improving the default engine, which will make it a solid primary fighter for some time.

Hesperia: A very conventional fighter, the Hesperia was an early attempt to use Galactic technology. By that standard, it was rather good, but it’s second-tier on today’s battlefield.

Almar: The Almer is a cut down Hesperia that focuses on the void role, and features impressive firepower and agility. Accel is still poor though, so its best as a defensive escort.

Gandiva: ASI’s equivalent to the Scorpion, it is thought to be lacking in combat endurance. However, most pilot’s I’ve talked to consider it to be superior to the Scorp in all rolls, although the increased size makes it harder to house in bulk. The design has potential though, so they’ll likely revise it in a few years.

Star Fox: While still crude in places, the Star Fox promises to be the start of something great, matching or surpassing the Katana in every way but speed and shield strength. If they upgrade to WZT’s exotic crystal reactor they can solve both, and they can take the opportunity to use slightly better armor materials in the process. Add in the fact that their pilots are all bio-modded into NEXT DAGGER super-Turbo Jockeys and you have a nightmare. The first production runs were incredibly expensive due to their cruder technical base, but acquisition of 3G methods has caused this to plummet.

Mammatan: An upper-end Fighter-Bomber, the Mammatan fills a weight class that we don’t really think of normally. The only things the Black Eagle has over it are gunpowder and a smaller profile, and the Gunfighter variant solves the former. It's also big enough for an EWAR variant, which really changes the dynamics of missile engagements.

Chimbane: While near useless as a carrier based platform, this odd dual-craft is a quite capable system defense platform, with an integral FTL drive to give striking capability. It's also extremely cheap for its capabilities, which allows the AJC to muster an incredible amount of anti-ship power at its key bases. Its fatal flaw is that it’s near impotent against interceptors that can reach it, but the AJC has no shortage of their own to counter.

Gannet: While not as heavily protected as the Proctor, the Gannet comes closer to matching it in most aspects than most. The default assault shuttle configuration is too large to fit the majority of their current transports, but their bushfire ops commonly peter out at the battalion level, allowing them to use their near-military light cargo ships. The cutter configuration is actually better than the Proctor in terms of damage potential, but is still more fragile. Its biggest problem is the lack of a good FTL engine, which limits it to near system activities. However, its crude technology gives it a great amount of growth potential, revisions will almost certainly solve this.

WZT Aerospace Craft
Fighters are what really make up the lion’s share of WZT’s military relevance, and they have no shortage of options. Most of the USA can’t afford to operate them, relying on lower tech ASI designs, but the planets with meaningful wealth spring for these more capable fighters. While only a few of them are true rivals for the Black Eagle, they all cost far less than what General Galaxy was extorting pre-war, and are comically cheaper in comparison now. The Proctor equivalents are nice as well, and unlike the Proctor are currently available in numbers.
Spoiler:
Enryu: Being relatively low tech, this drone is by far the most common, often making up most of the MDF’s embarked fighter wings. It doesn't have the ranged firepower to meaningfully threaten a military vessel, but bottom-tier pirates usually can’t afford to take a kamikaze strike or three.

Bolt: Considered not quite worth the price tag, but the AJC is interested in tachyon equipped fighters for missile defense. ASI isn’t thought to have in house production capability for them yet, but it's just a matter of time.

Ecto: Lets face it, everybody uses it in some capacity for deniability. The USA happens to have much closer ties with WZT than most, allowing them to get their hands on them more often.

Atom: Fragility and lack of firepower limit its overall popularity despite the low cost, but CHF forces that expect to face off against non-standard energy weapons pick it rather than the Angel. There’s an upgrade for the fixed weapons which help with gun strength, but the lack of missiles is an unsolvable problem due to how small it is. While it's a new design, I give decent odds on them developing a larger version to provide room for ordinance.

Angel: Always a popular pick, this little bastard is one of the primary reasons star fighters will continue to mount some form of kinetic weapon. Its raw firepower is a bit light and base engine power is lackluster, but its energy antics are well known. Like the Atom, it’s biggest flaw is the lack of ordinance, which makes long range interception problematic. The FRF has a few squadrons of each taskforce composed entirely of them, but they are simply too inflexible to use as the primary fighter craft.

Solace: If you have the money, the Solace is the better alternative to the Hesperia. While requiring different tactics, many operators like not having to wait until the enemy closes into mutual engagement rage. Naturally popular in the MDF, but the FRF preferes the faster Starcross for interception duties.

Skirmisher: While the AJC is big into force multipliers, the ASI designs are usually thought of as being more cost effective drone conversions, and the aquatic capability is rarely needed. I've heard from reliable sources that WZT is going to slash the price and downgrade the engine life though, so the comparison is going to heat up soon.

Gazorg: They’re not THAT desperate for defensive craft, and the Rebliss are keeping more of their production at home for obvious reasons.

Starcross: While fragile and vulnerable to getting missiled off the field, the Bottlerocket is still an exceptional interceptor. The recent mods to the Scorpion have reduced it’s lead significantly though, which has prompted WZT to begin revising it. The most obvious change I can think of is removing the second crewman (who fills no useful purpose as far as I can tell) and filling the spot with something like an ECM suite or improved forcefield. The wings look large enough to mount some light missile pylons, but I would have to look at the internal structure to see if that's actually possible. They also might want to replace the guns with something more efficient. It's all up in the air really.

Tanto: The AJC would prefer to use it as their primary medium fighter, but cost, logistics, and back orders keep pushing it off. WZT will likely put out a more refined/modular version out soonish, which will make it compete against similarly upgraded ASI StarTigers.

Kryzbyn: The USA has little to no interest in it.

Wasp: While technically a Runner, we all know it's a heavy starfighter. GA is still ***** about it, but the war has convinced the TVIA to shut them up for the duration. AJC currently has production priority, as they’re the ones that most often guard WZT facilities, and the other host nations get their own cut. The AJC gives theirs to their high end hobo parties, who use it to work strategic miracles and make Cosmo Knights look bad.

Volley-Master: The missile dumpster as effective against raiders as ever, and it's still a perfectly capable orbital tug. This leads to it being very common across the USA, and has already been used to good effect against the Sorn neo-barbs.

Raiju: Given the numbers fielded, the AJC has to be getting a discount on these beasts, which wouldn’t be a real surprise considering how close WZT and ASI are to its political apparatus. The AJC uses some of their larger transports as long range motherships to get around the crew endurance problems, which also allows for more frequent servicing. I can confirm that ASI has developed a TW variant, and is working hard at switching over their production entirely. They’ve also set up magical facilities to produce and store the antimatter, but it's nowhere near enough to supply full on warships yet.

Archangel: Being far more expendable than either the Raiju or Windfola, and being at least as survivable against most opponents, the AJC uses it as their shipboard Proctor equivalent. Its seen the most use against the Bear-Bugs, on account of them not having any non-laser PD and their missiles being comicially ineffective against fighters.

Slingshot: The AJC isn’t quite desperate enough for CM boats to compete for production runs with larger powers, so any procurement will happen after this mess is over.

Raptor: The UWW is buying all of them to keep up with attrition, and the AJC didn’t have any interest in it beforehand.

Aerospace Speculation
Like the CAF, small craft are one of the AJC’s strengths. Quite often their biggest advantage is that they simply have them, which allows them to crush far slower and less agile opposition without risking their more valuable ships. While ASI’s offerings are currently on the crude side of things, we can expect that to change radically as their production centers become more capable of handling advanced technology. We can also expect that ASI will work more closely with the greater WZT conglomerate to make more capable designs, with the Raiju being merely the first example. The StarTiger and StarFox have plenty of room for developmental growth in them, and the Mammatan and Raiju are already stellar performers. The StarTiger in particular has the potential to become a true Black Eagle equivalent with WZT’s exotic crystal reactor.

WZT is likely going to focus on the more exotic side of things, with craft such as the Angel and Archangel having become thought of as their signature. They also have the lead in interceptors, with the Atom and Starcross being thought of as exemplars of the type. A functional hybrid of the two would be highly desirable, particularly if they can get it to carry an appreciable amount of ordinance. They also have a monopoly of the absurd Wasp, and there are meaningful rumors of them developing a slightly larger version with the Proctor’s full independent patrol capability.


ASI Civilian/Paramilitary Vessels
Say what you will about ASI’s design priorities, they are extremely well suited for frontier operation and intermediate level conflicts. Coming from an interdimensional hellhole, their near paranoia regarding potential conflict serves them in good stead in the current 3G, and the Minion War serves as (pardon the pun) one hell of an exclamation point. Concentrated demonic activity is relatively low out here in the fringes, but there are still countless opportunistic snatch and grab ops along with the local belligerents taking advantage of the chaos. ASI’s propensity for overbuilding and modular designs makes it easy to refit their civilian ships for paramilitary purposes, which has resulted in an absolute explosion of available assault transport hulls. Additionally, the ludicrous increase in galactic piracy has made their overgunned transports a distressingly superior and cost effective option out here in the frontier, with civ-space freighters needing extensive escorts to even try to venture out.
Spoiler:
CANOU: I’ve heard a few stories about a stealth insertion pod, and it generally lines up with what you would expect from an ultra specialized craft. It's the sort of thing that everybody develops an equivalent to if they have any presence in the black-ops scene, and I know we have our own. This one seems to focus on the fundamentals rather than exotic tech, so its capabilities shouldn’t be out of the ordinary. I’ve also heard rumors of an expensive replacement, but details are inconsistent at best. Seems quite plausible though.

Aquarius: A stellacommutta/runabout pushed into service, with its most notable features being that it has a less atrocious navcom and is truly all environmental. It also has some oddball options, but they’re only of interest to low techs or hobo parties.

Parus: We already have a proper analysis of the zippercraft, and its living up to its potential here in the frontier. It does everything you can want a small craft to do, and is reasonably good at all of them. They’re also popular or Technowizard conversions, having both a good base line and being widely available, and I’ve seen some barmy antics pulled with them. I know the original conclusion was that we could really use an equivalent, but the logs I’ve gathered push it up to being mandatory. If the rumors of literal bureaucratic bloodletting I’m hearing are true, it won’t take a decade and a billion credits either.

Roswell: A classic flying saucer design, the Roswell looks like an exemplar of the type. While having nowhere near the Proctor’s weapons or armor, it’s a good all purpose light scout craft, and is selling like hot cakes on the hobo party market. TW mods are available straight from the manufacturer, and I’ve heard stories of a spec-ops version called the Chakram.

Angon: Bigger scout ship that can also serve as a black-ops tender. Typical of the type, and I haven’t heard of any surprises. It's relatively old though, so it's likely being replaced.

Kepler: Bottom-level light transport. Typical ‘flying ball’ design, but overbuilt enough to be considered survivable and is as stupidly modular as you’d expect a stable design to be from these guys. Slow as molasses though.

Cosgrove: Typical mud-to-orbit light cargo hauler. It has a few militarized variants that are equally typical of the type, but coming from ASI its overbuilt enough to survive being used as such. Its too slow to be used offensively, but they make decent picket ships and trans-lunar troop transports

Concord: Their other meaningful light hauler. Full mobility, relatively low cost, easy to operate, and can take a pounding. What more can be asked of a light non-smuggling craft? Primary military variant is a company level assault ship, and is more or less their equivalent to our Assault Shuttle. Gunship version is an effective convoy escort.

Auriga: Typical light scout ship. ASI traits make it very popular among hobo parties, but other than that there’s nothing really outstanding about them.

SunChaser: The original analysis holds, making it near ideal for local governments, paramilitary forces, and hobo parties. While not quite perfect for it’s techbase, it comes quite close, and it's far easier to maintain out here in the fringe than anything we’d make. The USA has managed to wrangle a spectacular array of hobos, and they’ve done some amazing work defusing crisis points, so expect the SunChaser to be a Fringe World icon after this over.

Trireme: Brick hauler. Apparently comes from recycled primitive warships, which explains their durability. I personally find its configuration a bit questionable, but to each their own.

Hikyaku: Stupidly fast courier craft. Recycled warship like the above. Operational costs are too high for civilised space, but par the course for groups that work out here.

Carpathia: First of the near-military transports. They make a lot of sense out here, and the Minion War is only making them more popular. The other primary bushfire assault ship along with the Concord.

Nao: An update to an old Foraker design, and fills the same role of fringe spec medium hauler. Basic hull has been reused for a few military vessals, and like most ASI craft it's easy to bring into paramilitary spec.

Roamer: Another update to a Foraker, this one a long range heavy flex hauler. The rush for the Thundercloud resulted in a massive demand for these sorts of craft, so there’s no small number floating around.

Bering: Yet another Foraker, even bigger than the last. This one is a classic boom and boxcar design, making conversions trivial. Some of the originals are still serving out here in the fringe, so the update is very popular. It being locally produced only helps things.

Monmra: While it looks like a space pile up, the Monmra is an effective merchant cruiser, with more than enough firepower to ward off casual raiders. It currently sees a lot of use as an Evac mothership thanks to its extensive life support systems.

Tsiolkovsky: Bigger basic sphere ship. Has a very impressive cargo fraction, or it can move an impressive number of refugees. Lacks the Kepler’s versatility, but it's also not as slow.

Brunel: You will never run out tasks for a heavy tug, and this one hits all the high notes for the type. It also has a surprisingly capable mini-factory, allowing it to serve as an even better mobile depot. Only issue is that it's only armed up to civilized standards, which is something of a liability right now.

Weibbe Hayes: The rise in piracy has made it sadly justified in the frontier, with required escorts driving normal shipping costs up enough for it to be competitive. Beyond its MDF use, the AJC also uses them against the Sorn as combat evacuation ships. In addition to being able to carry an impressive number of sapient sardines, the Hayes’ tech advantage is enough that it can go one-on-one with the rust buckets the Sorn call capital ships, freeing up actual warships for use against greater threats.

Ramey: We already have an analysis on it, but it's proven to be near perfect for this theater. While it needs escorts, it serves as a wonderful hub for a bushfire taskforce, and it's a fully functional medium carrier. It's always been 'civilian' in parentheses, but its only become clearer just how thin that line is since then.

Tychan: Under normal circumstances, this thing would make absolutely no sense. These are not normal circumstances. The Hayes is more than sufficient against the primitive Sorn, but against powers that are less than two millennia behind the CCW something more is needed, and the Tychan provides.

Bharmar: One of the better mobile factories I’ve seen. Its armaments are perfectly justified considering its value and environment, and have come in extremely handy in the Minion War.

Goethals: The biggest erector set of them all, the Goethals is the largest tug I can find with a meaningful production run. While the Immense can move more goods in one trip, the sheer speed of the Goethal allows for a wide range of uses.

WZT Civilian
Interestingly enough, there isn’t that much overlap between ASI and WZT’s offerings. This is almost certainly due to ASI being an affiliate member, and choosing to not develop directly competing designs. ASI is involved in the manufacture of several of these as well, so its also to avoid stepping on their own toes.
Spoiler:
Fenlock: Being designed by the Tmelains, it's easy to convert into a Q-ship, and the missile boat config is a staple of the MDF.

Quest: The USA’s expansion efforts lead to a constant need for these diplomatic ships, and nobody blinks about it being armed out here.

Behemoth: Everybody needs container haulers, and the USA is no exception.

Dampier: Serves as the step between the Nao and the Roamer. Being a Runner vessel, it sees all sorts of modification to whatever roll you can think of.

Komodo: Reasonably common in the merchant fleets, being at least moderately survivable and not needing a particularly technically adept crew. The escortee rather than the escorter.

Piecemeal: Again, the USA’s expansion into the frontier ensures a constant need for them.

Firestorm: Ditto

Transol: Doesn’t do anything that their other ship’s don’t already do, and they have little need for a passenger liner. ASI might pick up the production later though, considering they have all of the other Forraker castoffs.

Immense: While less than 6 member worlds have enough imports and exports to warrant these monsters visiting them, the ones that do use them as their primary links to the larger intergalactic economy, and are thus vital to the USA.

Frontier: If they need a large non-specific space station as something more than an orbital warehouse, this is what they use. ASI’s GMR platforms are more economical for planetary use.

‘Civilian’ Speculation
While both ASI and WZT have gone in really odd directions at times, we can reasonably expect them to stick to the basics for civilian and paramilitary use. WZT is (for once) the more straightforward, as their utilitarian designs are going to be used whenever they are appropriate. ASI on the other hand has already used several of theirs as sources for mil-spec derivatives, and some of them (the Carpathia, Ramey, and Tychan primarily) arguably already are mil-spec. Of the mostly civilian ships, I expect them to use the Concord and Nao as the basis for more outright military designs.


ASI Warships
One of ASI’s primary issues with their warships is that they lack easy access to good AM plants, which really eats into their effective mass and energy budget. While WZT could provide, that would then run into the issue of keeping them operational in the USA territories. Among other things, this really hurts the range of their cruiser’s energy weapons, which is the reason why they focus on missiles so much. The primary advantage they have in their favor are Technowizard systems, which are commonly installed on their higher end ‘worthwhile’ designs. WZT hulls are also common, providing much of their patrol boats and long range escort ships.

The overwhelming majority of their operations consist of anti-piracy patrols and small scale planet/station assault operations, which falls well short of what we would consider a meaningful combat experience. For proper military engagements, their doctrine focuses on long range missile duels, with Cruise Missiles being the primary weapon. While their current launcher designs have problems generating the salvo density to get past the PD of CAF or TGE fleet units, the overwhelming majority of lesser powers fall well short of that level of protection. Its comforting to see that they don’t fall victim to that absolutely idiotic brain bug that ship mounted CMs are short range weapons, but that bit of stupidity is quickly dying in the face of actual combat experience. If only it didn’t take as many friendly ships and crews with it.

Note: The Lasser descendants are much tougher than originally indicated, with the previous armor values being in error due to a 7-century old database **** up on the Lasser’s entry.
Spoiler:
Barong: The lesser of the two light patrol ships, the Barong and its variants are used for whatever roles the larger Windfola can’t be easily fitted for. Its primary issue is that its FTL drive is too slow for how dispersed their territory is, which limits it to near-system patrols. It's also far too large to be used as a parasite, considering that even the CAF and TGE Assault Shuttles are borderline at best. Speaking of which, there have been attempts to develop an Assault Transport variant, but results are said to be lacking so far and they need the combat hulls more anyway.

Falx: Old Nuke Skow. Popular among the somewhat impoverished USA members, as they’re not too far out of their tech level. Combat endurance is negligible, but its oversized missiles can threaten low end cruisers. Civilians tend to be leery of having weapons that powerful laying around, but the USA is much more pragmatic than most.

Orion II: Newer Nuke Skow. Substantially more expensive, but can dump far more CMs in a hurry. This makes it far more effective against ships that aren’t more than a generation or two behind the CCW, which has become a moderate concern of the USA members closer to the TGE and Golgans.

Windfola: While it does mass almost as much as a Hunter, the ‘Missile-Pony’ is best thought of as the AJC’s primary Proctor equivalent (and in a pinch Berzerker). As usual, long term operations are problematic due to limited crew accommodations, but the low (if inconsistent) price makes it popular as a local patrol vessel. ASI’s modularity obsession allows it to be quickly fitted for nearly any roll you could ask of such a light craft, baring major structural alterations.

Masakari: Old gun-monitor. If you’re willing to deal with the operational problems, it can be thought of as their first Hunter alternative, and I have to say that the greater range gives them the decisive advantage in closing engagements. Very effective against anybody without a decent light cruiser, which is (as usual) nearly everybody out here in the frontier. CHF units worthy of the name have a squadron or two, but the FRF prefers more versatile designs.

Sangu: Their other alternative to the Hunter, it focuses on speed to a perhaps unhealthy degree. Armament and durability more or less line up with what you would expect for a fusion powered Hunter, but trades the parasites and the near useless CML for heavy kinetic guns and a pair of LRMLs. While not as long ranged as the Masakari, it still surpasses the Hunter and is far faster, allowing it to dance around the smaller ship when in the hands of a competent crew. FTL is a bit slow for the FRF’s tastes, but it will use them if nothing faster is available. I’d put money on there being a replacement model in the works to serve as an easier to produce alternative to the Aurora.

Aurora: While we only have the rumor mill as a source for these, the Aurora is said to be the next generation replacement for the older destroyers. Its primary claims are Range, Speed, and Technowizard systems, the last of which is almost certainly going to be the most problematic to deal with. We haven’t heard anything regarding their power source, but it might be antimatter if the larger Vogue is anything to go by. Production is likely to fall well short of what they would want, with TW systems being ‘problematic’ to produce in bulk.

Bullet: The actual wisdom for such an over-specialized ship is generally dubious, but the relative lack of (capable) heavy metal in the frontier theater drags the effective opposition weight down enough to compensate. While the Bullet has problems in killing major raiders, it can easily ward them off, and that’s what’s needed more often than not.

BlackJack: For all of the Scimitar’s flaws, it is a good general-purpose long range patrol craft. The BlackJack just happens to be the first good alternative that isn’t an outright knockoff, and it's arguably more effective. Its fusion plant alone makes it much more practical to operate. While General Galaxy is going to complain about their market share being cut into, the fact is that we’re going to be rebuilding our forces for decades, so they don’t have a leg to stand on. Not that that’ll stop them.

Brandestoc: Old gun destroyer. Quite effective as a system defense craft, and is popular as a heavy customs cutter. It's also fast enough that the FRF will use it without major reservations, but they would prefer more versatile designs. It's plausible ASI will refurbish them to remove niggling design and ergonomics issues, but the overall design is likely considered to have reached the end of its development life.

Lightoller: A Nao built to full mil-spec, the Lightoller serves as a light assault ship and an evacuation transport. Thanks to its heavy defenses, it can force its way past mobile air-defense platforms. It's faster and can carry more vehicles than the Concords, but is not available in anywhere near the same numbers yet.

Javelin: Older missile boat cruiser. All the hulls we know of have been converted into the more useful Sagadag. From what I’ve heard they did reasonably well against that opponents the GNE dared use them against, which if nothing else shows an understanding of the limits of their capabilities.

Sagadag: A true light carrier, the Sagadag is properly laid out for flight deck operations, which puts it well ahead of nearly all merchant conversions. The hull was taken from the Javelin, which explains the guns and armor, and allows it to take care of light raiders by itself. Some of its systems are crude by modern standards, but they are theater appropriate for the most part. Compliment wise, 24 craft may not seem like a lot for its tonnage, but the AJC’s fighters usually outclass their opponents, so it evens out.

Tongia: A proper medium assault ship, the Javelin-derived Tongia is good for a first attempt, but mediocre in comparison to its peers. The USA solves this by buying the Dark Justice from WZT, and having the production lines build more Sagadag. However, the Tongia does have a useful cargo configuration, which has proven itself to be an effective convoy escort.

Mazule: I have no idea what Smithpakinson was talking about, considering this thing is clearly not advertised for its protection. While the whole ‘overgrown Berzerker with a rocket up its rear’ concept is non-functional against formations with modern missile defenses, that excludes nearly everybody with any interest in the fringe, and the ones that are left are the nasties that I wouldn’t want to risk a full Sector Fleet against. The real problem I have with them is that I don’t think the AJC needs a ship so specialized at this point, as the pirates and neo-barbs they predominantly run up against can be handled by generalists, and the AJC needs more patrol capable hulls than anything else.

Assegai: The largest member of the older Javelin family, this is their primary Warshield equivalent. From a strictly combat perspective, it's only way it meaningful falls short is its relatively pittifull missile throw weight. The primary operational failing is that its lack of crew makes it somewhat problematic to maintain for extended periods. Considering it runs on a Fusion plant, that’s impressive. The AJC is pushing it out of its frontline formations in favor of its missile boats, but that leaves it to the patrol duties that are perhaps its greatest strength.

LaFayette: As any expert will tell you, the LaFayette is a stretched Lasser, and solves its predecessor’s versatility issues by adding a modular secondary hull. While still fragile for its size, it solves the Lasser’s layout issues, resulting in a more practical craft. It's also meaningfully faster, simplifying tactical formations. I have some questions regarding how the primary-secondary hull combination works under fire, but I can’t get an answer without a copy of the blueprints. I’ve seen a few layouts that can have them work as a combined unit for combat purposes, and at least two of them are applicable to the LaFayette family.

Voulge: An antimatter powered LaFayette, the Volga looks like the precursor to the next generation of ASI Light Cruisers. Their inexperience with the tech has resulted in them having to sacrifice a bit too much versatility to fit the primary mount, but the tactical benefits of it should heavily influence doctrinal development.

Pillara: While just doubling up on the LaFayette’s modular hulls may look like a silly idea, they put a good deal of actual thought into it, which has resulted in a remarkably practical design. It's still faster than the original Lasser despite the added bulk. Their next gen cruiser will likely be a mix of this and the Voulge, resulting in a faster and more modular Warshield, which would fit their strategic needs.

Tabar: A Lasser pushed up to the low end of the Heavy Cruiser category, lacking the versatility of its smaller cousins but having the armor and firepower to make up for it. It's still critically short ranged, but the turret configuration looks amiable to replacing at least 4 of them with proper heavy mounts.

Spencer: Heavy Q-Ship. Something of a knife-fighter, which is a bit problematic considering its role, but it seems to work well enough so far.

Shoup: The (currently) largest proper assault ship built by ASI, the Shoup is derivative of the Brunel. Its role is that of a mobile strong point, landing and serving as a planetary fortress along with deploying a full mechanized battalion and accompanying air support and logistical assets.

Sheppard: The best way to think of the Sheppard is as a mil-spec heavy tug, which is unsurprisingly useful in the frontier. Still not something you want on the front line, but it works wonders in the fleet train.

Constitution: They’ve apparently been working on a Heavy Cruiser/Battlecruiser platform for a while, but it's been stuck in development hell. We don’t know of any appropriately sized hulls being under construction, so likely not going to be relevant for a few years yet. It's almost certainly going to be a TW platform considering the base resource cost, so it will be far more of a headache than you’d expect out for a ship its size. Its definently going to be used as the basis for a few other configurations.

Joshua Norton II: Considering that they didn’t sink the costs into developing and establishing the, well, EVERYTHING that’s needed to create a modern Battleship, they did surprisingly well with this ‘bitzer. The refined version is still fragile, but it's no longer an outright glass cannon. Its lack of strike craft can be problematic, but the USA is building plenty of light carriers to escort it. Assuming they don’t run into anything nastier than a modern Heavy Cruiser, it should work well enough to not be an embarrassment.

Astroid Cruisers: The rumors are true, ASI has managed to get their hands on the full range of Gorang contra-grav technology. Their ‘nickel-iron blimps’ can mount an incredible amount of firepower and protection, but they’re usually used as mobile bases and factories due to their structural issues.

WZT Warships
While more than a bit odd, WZT’s warships are still reasonably cost effective and available. Their offerings generally don’t share size brackets with ASI’s, barring the low end, so there isn’t any real competition for sales. ASI is a close WZT affiliate, although it's difficult to pin down just how close.
Spoiler:
Snark: If you can keep it maintained, the Snark is a good short range patrol boat. It lacks the speed to catch reasonably modern warships, but the lion’s share of pirates fall short of that. The AJC has subsidized its members getting more mobile and versatile craft though.

Blackbird: The Raiju and the Archangel are considered lesser technical headaches, but a few have been acquired for VIP/Diplomat transport.

Meteor Storm: Other than the originating Tmelains, it is also used by the MDF as their small independent escort of choice.

Mogami: While the Sangu is preferred, the Mogami is normally available in greater numbers, and can use submerged hanger facilities. However, saber rattling with the Golgans has led to the Rebliss holding more of them back, greatly decreasing the number on the market.

Blade: For all its oddities, it is a very respectable escort for the MDF, and its variants have been found to be quite useful. It also sees a great deal of use in the hands of Exploration Command, who take advantage of its long range and ease of maintenance.

Daito: Filling a size bracket that ASI hasn’t really touched yet, the Daito is less common than the LaFayette family due to their cost, and complaints regarding its lack of long range energy firepower are common. Then there’s the endurance problems. As a silver lining, Demonstars have made ramming a far more frequent occurrence, making the pig sticker far less stupid. Still silly in my opinion.

Dark Justice: While the AJC is spread even thinner than usual putting out bushfires, the EFR has kept a reasonable stable of these for when they go up against serious opposition.

Shiva: If you don’t have kinetics or exotics, the Shiva is a right bastard to deal with, but it lacks the firepower to make the most of it once it has expended its CMLs. More and more forces have started resorting to fighter swarm CM launches for their anti-ship needs as well, which is another problem. The AJC considers the Tabar to be generally more effective, but has acquired several Shiva to lead their Mazule formations.

Gemiyor: If WZT develops a new-production version it might see use, but as it’s far too expensive to use as a system defense platform. USA’s dispersed nature makes it an even worse choice, so they didn’t buy any when they were available.

Perdition: The AJC uses the few that they have managed to acquire as fleet flagships, but is hoping that their shipyards can develop a proper Battleship or Fleet Carrier sometime soon. The latter is far more likely in my opinion.

Cachalot: The TVIA’s ‘favorite’ non-Kreegor/Splug flying war crime machine. I’ll leave covering their recent operational use to Captain-General Shaw’s reports, as he’s been the one calling the shots in that region. I will note however that the heavy mass drivers have been swapped with planetary defense weapons the Altess had laying around, and the troops replaced with whatever expedient fighters were on hand, so they are functioning as very effective battleships.

Warship Speculation
If ASI can get over their capital ship fixation, they can develop some really impressive light combatants. Their patrol ships are almost certain to be perfectly capable as is for a few decades, so they won’t need to put too much focus there. The Aurora looks like it's going to have deployment problems due to its high-spec nature, so they will likely develop a more traditional/conservative design to flush out the numbers. Their focus on the LaFayette family should allow them to go reasonably far, but the economics of providing sufficient antimatter makes it debatable if they will move on to the more effective power source. WZT would be wise to focus on their missile boats, hopefully removing the silly ramming obsession originating Kai’Shem and making better use of the mass and volume. If the AJC doesn’t move away from their missile focused doctrine, I see them transitioning to revised versions of the Blade and Daito rather than continue with the Lasser derivatives.


Last edited by Omegasgundam on Mon Jun 29, 2020 10:46 pm, edited 2 times in total.

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Unread postPosted: Sat Jun 27, 2020 11:43 pm
  

D-Bee

Joined: Thu May 08, 2008 11:04 pm
Posts: 47
GNE Biological Points of Interest
    --- Senior Analysis Awidat

While we already have formal write ups of the various known USA members, there is substantially less on what I consider to be the most concerning source of biological science, Greater New England. Of all the non-elder race policies that we are on speaking terms with, they have proven themselves to be the most adept and experienced at modifying and enhancing mortal biology. Considering their role in the overall functioning of the USA, it is important to understand why this is so and what it means going forward.

Splugorth Legacy
As a result of the actions of The ZOT demi-pantheon (the T in the is capitalized), the GNE homeland became inundated with escaped slave refugees fleeing from Lord Spynn’s holdings. A substantial number of them thought to grab whatever valuables they could grab, which included a great deal of scientific and mystical lore. As the overwhelming scientific and industrial concern of the nation, Paladin Steel was entrusted with reverse engineering and reconstructing what they can, and have been met with phenomenal success if their biomodification programs are anything to go by. While they are not known to practice what we consider to be ‘traditional’ biowizardry, their ability to manipulate mortal biology is closer to the Gene-Tech than it is to the Consortium.

‘Cambridge Jungle’
The primary source of Paladin Steel’s biological expertise, the inhabitants of this geological region have forsaken metal for flesh, and as a consequence have comprehensively run roughshod over every CCW policy regarding biological alteration (except creating sapients) for more than 2 centuries. Beyond their work with Paladin Steel, they have relatively little interaction with the rest of the nation, which suits both sides just fine. The potential dangers are generally seens as far less of a problem then the, well, EVERYTHING ELSE on their hellscape of homeworld, and the GNE has stated that it is willing to carpet nuke the region if they need to. Considering that they have managed to reverse engineer a good deal of Splugorth Bio-Wizardry, they are clearly not just careless amateurs.


‘Smallkin’
Something of a scientific bombshell, the GNE is apparently home to a range of mutated rodent and rodent sized species that are fully sapient. Without any mystical oddities other than the high PPE environment. This overturns nearly everything we know about the requirements for sapience, and I assure you that the academic bloodletting will not stop for generations. The biggest concern is that they have retained their original size and are able to pass themselves off as ordinary rodents, which Reltish tells me is an absolute nightmare scenario from an infiltration perspective, and I readily agree. A loose squirrel or rat can cause an incredible amount of damage, and how we must deal with the prospect of one with actual malice, a multitool, and a BA in Electrical Engineering. In GNE parlance the term ‘Smallkin’ also includes classical Gnomes and Fairies, which have long been noted to be magical strong. The known species are noted below.
Spoiler:
Rodentia: Catch-all for mutant mice and rats. Thought to lack a strong communal identity.

Nutkin: Mutant squirrels. Noted as being more aristocratic than the other rodent breeds.

Mephites: Mutant skunks. Noted to have developed more capable (and occasionally outright lethal) sprays.

Mendabe: Mutant moles. They have issues relating to other races, and are infamous as being outright cowards, but their knowledge of subterranean activities is second to none.

Nomanser: Mutant rabbits. Said to have the most bizarre history, and have based their culture along Marine Corps lines. EXTREMELY aggressive.

Pee-Vee: Mutant birds. Constant chatterboxes, but are fantastic scouts. Also known as being absolutely fearless pilots, and are universally psionic to some degree.

Noctre: Mutant bats. Notably more loose in terms of morals.

Anowak: Mutant turtles. A mix of terrestrial and aquatic breeds, they are noted for making even less biological sense than the others, and are suspected to be of at least partially mystic origin. Noted for having a partial-cyborg conversion that gives their shells an M factor.


GNE Cybernetic Animals
One of the many controversial programs they conduct is the conversion of non-sapient animals into partial-conversion cyborgs. The ethics of such are ‘complex’ to say the least. The intent behind it is to preserve the animal instinct that makes them much more effective than normal drones, and allow them to use Techno Wizard spell casting devices. They are noted as living more than twice as long as normal members of their species, which helps defray some of the moral accusations.
Spoiler:
Canines: Canines are said to have some of the best supernatural-senses of any domesticated species, which makes them critical in containment efforts on their homeworld. Partial conversions make them at least somewhat survivable against meaningful opposition. Of the two major varieties, one is scouting focused while the other is primarily a sentry unit.

Corvus: These partial conversion birds are exceptional scouts, particularly when the local population can serve as a mask for their presence.

Felidae: Composing of three separate species, these ‘big cats’ have adapted particularly well to being converted, and are noted as being adept at using their ‘Multiplexors’. Just why exactly that is I leave to dedicated (ie UWW) experts.

Ursine: This is what I consider the most questionable, as I have no idea what exact benefits they have over a less complicated combat drone.


GNE Biomod Augmentations
We don’t have hard information on most of the programs, but this is what we have managed to piece together. Their acceptance of them is based around two primary factors, the existence (and acceptance) of other augmentation methods and a very pessimistic look at humanity’s place in the multiverse. The first argument is that if you are willing to undergo a full body cyborg conversion, there isn’t much difference in undergoing a biological transformation. The other argument touches on one of the underlying social problems of the CCW; Humans are fundamentally disadvantaged compared to many other races. As experienced interdimensional travelers, the GNE has come to the conclusion that baseline Humans are only a step or two above vermin on the racial food chain, and inevitably lose control of their own destiny if more capable species choose to exert the time and effort. It isn’t a matter of physical capabilities but rather mental ones, as humans are simply too ‘average’ to resist being pushed out of positions of authority by those that are fundamentally smarter and more capable than them in the long run.

I will refrain from speculating whether they are right or not, but I will note that they come from a world whose overall hostility is substantially greater than that of the Gemeni One of yore, which has resulted in a far more hardened outlook than those native to the Three Galaxies.

Class 1 Enhancements
Nothing more than low level optimization, and most of them aren’t even full spectrum. If it wasn’t for bio-conservatism from the HA, these would be near universal in CCW Humans.

Class 2 Enhancements
More extensive changes that include organ alteration and minor skeletal changes. The only common package that I know of is called FROST DOZE, which focuses on compensating for the most common problems with cryo sleep systems. It is difficult to give an intellectually honest argument against it.

Class 3 Enhancements
This is where it becomes substantial, akin to changing one’s species to another non-MDC variety. Considering the advantages that many races have over humans this makes sense, but puritans will always find reasons to object. Many of them aren’t even intended for military use, rather for hostile environmental survival.

Class 3 ‘Environmental’
There are all intended to help the individual survive unusual environmental conditions. The details are for the most part irrelevant outside of bio-medical circles, so I’ll just give summaries.
Spoiler:
ARID RODE: Desert survival.

BLACK GRAVEL: Deep space survival.

CEDAR PROPHET: Photosynthesis capability. Regarded as more than a bit strange by most.

COLD GRAVEL: Improved deep space/deep cold survival.

KNIFE BEACON: Radiation resistance. The mechanics used extend to energy weapons, but does not include an M factor.

LATE OMEGA: Broad spectrum environmental resistance/survival.

ROUGH PYTHON: Wilderness survival. Almost a 1-1 overlap with military scouts, so arguably a military mod as well.

VITAL GAMMA: Ogre-ization, or what amounts to it. Taken by those that put effectiveness above appearance.

Class 3 'Civilian'
While not survival enhancing (outside of social combat), these help with non military roles.
Spoiler:
JOYOUS MARATHON: Party Animal. Said to be depressingly useful in negotiating high value contracts.

SCHEDULE OSAMU: Psionic healing and diagnostics. You need to know what you’re doing to make the most out of it, but it allows you to always have an ER room on hand.

SLATE FOUR: Executive mental augment. Perhaps the crux of the ‘Humans are rats’ issue.

WHITE FAFNIR: Expedient MD skillset. Has caused fervent debate among their own medical establishment, and I will not rehash their arguments here.

Class 3 ‘Military’
Traditional ‘super-soldier’ programs, the primary two are COPPER SLANT and MERCURY LANGUR, which are intended to duplicate the positive effects of the much simpler legacy ‘Juicer’ and ‘Crazy’ augmentations. For details as to what they are see Log ####, but rest assured the originals have extreme drawbacks due to pushing human biology in unsustainable ways with relatively crude tools. They have also developed a range of other focused combat mods of varying utility. I’ve had to work with Reltish to understand the usefulness of some of these, and the Class 4s are even worse.
Spoiler:
NEXT DAGGER: Enhanced piloting ability. Considering the price tag of their higher end fighters, this is an obvious addition.

OBLIQUE NARCISSUS: Necro-sense. Said to be useful for law enforcement and anti-undead work.

RESTLESS VENOM: High metabolism/speed. Not getting hit helps, but there are apparently quality of life issues.

TOPAZ LACE: Chameleon skin. There’s something we’re not seeing here, because that alone doesn’t explain the value attached to it.

We have also heard mutterings of a RED KINE program, which are most often referred to as ‘Battle Barbies’. Details have proven to be extremely illusive, but it is almost always associated with covert outdimension efforts.

Class 3 ‘Race Change’
These packages do not have official approval, but they are requested often enough that there are standard packages. They make just as much sense to Paladin Steel as they do to us; little to none.
Spoiler:
ALUMINUM SERAPH: Angel form. Regarded as too attention grabbing for a combat mod, but it is popular to give servants among the Altess and the Paradise Federation.

BUNNY BLUE: Bunny People. Considered EXTREMELY dubious.

KITSUNE GOLD: Fox People.

NEKO PINK: Cat People.

Class 4 Enhancements
This reaches the realms of bio-wizardry, with exotic methods used to cause major changes. We only know of most of these via tapping into the AJC rumor mill, which imposes reliability problems to say the least, making them extremely sketchy. Ones marked with a * are what we have encountered directly, and can thus give more weight to. There are almost certainly a multitude that have escaped us entirely, particularly with their homeworld cut off from personnel rotation.

Class 4 Non-M Factor
Interestingly, not all of their Class 4 mods have M factors. Why this is so I can only speculate, but one of the analysts working on filtering the rumors says that it looks like it's concentrated in what is thought to be the older mods, which would show that they have developed their capabilities.
Spoiler:
BLACK REMUS: Canine senses. If it wasn’t for the combat and sensory gains, it would be a vanity mod. Most notable for constant rumors of Shemarian involvement, which is how we heard about it.
*CLOSE ALPHA: Organ donor. The ethics of such will be debated for decades.

GOLD SMOKE: Psionic power. We only heard about it due to the grape vine stories of early losses, which are said to have been due to a major external vulnerability that has been patched.

LEAD MONGOOSE: Anti-mech augments. Lack of M-factor thought to be a major problem.

SANGUINE CLOUD: Super regeneration. The lack of an M factor makes this not very popular, but is apparently valued in non-M factor dimensions. Once again, we only heard about it due to the rumor mill.

TUNGSTEN CREED: All purpose supersoldier. Lack of M factor can be solved by adding MODEST REBAR, but it is widely rumored that they are working on a more comprehensive upgrade.

*TURQUOISE ECHELON:
Mermaid powers. Does not include the tail. Much more extensive than the Class 3 Environmental packages. I’ve actually met a few of them, and they are quite distinct. See Log ##### for details.

ZINC FAHRENHEIT: Supernatural hunter. In addition to sensory benefits, it gains an M factor in high PPE environments, but this is not thought of as something to be relied on generally.

Class 4 Enhancements M Factor
What the common man would consider ‘combat bio-mods’, these packages are as diverse as they are expensive. Compared to the TGE’s ‘Invincible Guardsmen’, they are far more consistent and reliable, with process losses being almost non-existent. They have not yet deployed a package that features ‘Elemental Forms’, but that’s only a matter of time in all likelihood.
Spoiler:
*MODEST REBAR: M Factor. Used as the basis for many (if not most) of the other Class 4s, which puts it at the top of the list.

ARBOR CARBINE: Werewolf power. Lacks the sensory gains of BLACK REMUS.

AQUA PHOTON: Aquatic combat. Widely thought to be an upgrade of TURQUOISE ECHELON, and I am willing to believe it. Considered to be dangerously laid back by some, as they don’t bring body armor to the beach. Hellworlders.

*BLUE RIOT: Living power plant. M factor is apparently sadly necessary more often than not. Reltish talks about in-field recharging, which I can understand being of substantial value.

BRASS NITRO: Adaptive environmental resistance. An extreme combination of the Class 3 mods.

*CELESTE DYNE: Mechanical aptitude/boosting. Once again, said to be a story behind it, but all we can find are scattershot rumors as to what it is. They can function as holomovie engineers, and I can only pray they don’t develop a scientific version.

COBALT EPIC: Metal manipulation. Does things that are difficult to emulate without expensive equipment, which can be an issue for others.

*CORAL SNOW: Super-Buttler/Maid for Azimuth Point Academy graduates. The Altess have licenced it in mass.

*DIAMOND NOMAD: High end space survival. There are no end of wealthy Spacers and Runners that would get it if it was available.

EBONY SHALE: Anti-undead. The fact that they bothered to make it says unfortunate things about their homeworld.

HUMBLE STAR: Anti-Vampire. Again, its disturbing that they felt the need

MAGMA DEVA: Extreme heat resistance. Given to first responders and heat vulnerable species.

MANILA ADJUTANT: Dimensional pockets. Often followed by accusations of kleptocratic tendencies.

PEARL LIGHTNING: Super hacker. The M factor was apparently unexpected.

RED XENOPS: Anti-magic. The Minion war has caused them to distribute it in bulk on their homeworld, but not thought of as being critical in the Three Galaxies.

SOMNOLENT IVORY: Sleep powers? I don’t get the point of this one, but Reltish sees use for it.

*SPECTRUM ROSE: Super chameleon skin. It would be a vanity mod, but has found use by Exotic species diplomats and performers. The Altess are intrigued.

TEAL TWISTER: Extreme telekinetic force fields and manipulation.

Class 5
Considered speculation at best, this is an entirely theoretical level of biological engineering, on par with the elder races of the 2nd Galactic Era. They have firmly stated that they are nowhere close to having a theoretical model as to how to do it, and for all our sakes I hope they’re telling the truth.


Unknown Biomods
Because their intel has holes.

Spoiler:
AMBER ELK
ANGSTROM SCORPION
CYGNET SILVER
EAGER LIGHTNING
GRIZZLY HURICANE
HOT EMERALD
JET OPAL
LOUD STINGER
LUCIN WAVE
MYSTIC EYE
NEON GLACIER
PERWINKLE VAMBRACE
SINISTER DIODE
TEAL GUARDIAN
TORRID ORCHID


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Unread postPosted: Sun Jun 28, 2020 1:12 pm
  

D-Bee

Joined: Thu May 08, 2008 11:04 pm
Posts: 47
And here's some upgrades to the SkyTiger and StarTiger. I'm also introducing some more standardized hardpoint options, which are shared with similarly upgraded WZT craft that I'll post over in the relevant thread once I finish working out some fluff.

WZT/ASI Fighter Hardpoint Weapon Options
WZT and ASI have worked together to standardize on the most effective weapons to place on their widely proliferating flexible hardpoint based weapon systems. These have been chosen as the primary standards, although many craft have additional hull-specific choices. As usual, multiple weapons can be linked together for a larger salvo.

WZT/ASI Light Weapon Mounts: First attached to the Solace-B
Spoiler:
a) Pulse Laser
    Range: (Palladium) 2.5 miles it atmosphere, 5 in space
      (Kitsune Values: 4 miles in atmosphere, 400 miles in space)
    Damage: 1d4x10 MD per pulse burst
    Rate of Fire: EPCHH
    Payload:Effectively Unlimited

b) Particle Beam Cannon
    Range: (Palladium) 1.5 miles in atmosphere, 3 miles in space
      (Kitsune Values: 3 miles in atmosphere, 300 miles in space)
    Damage: 1d6x10 MD single blast
    Rate of Fire: EGCHH
    Payload: Effectively Unlimited

c) Plasma Cannon
    Range: (Palladium) 2 miles in atmosphere, 4 miles in space
      (Kitsune Values) 3 miles in atmosphere, 400 miles in space
    Damage: 2d6x10 MD per blast
    Rate of Fire: ECHH
    Payload: Effectively unlimited

d) Gravity Railgun:
    Range: 2.5 miles in atmosphere, 5 miles in space
      (Kitsune Values: 5 miles in atmosphere, 500 miles in space)
    Damage: 1d6x10 MD per burst
    Rate of Fire: EGCHH
    Payload: 200-500 bursts per cannon

WZT/ASI Medium Weapon Mounts: Originating from the ubiquitous weapon pods of the Tanto, and expanded with the StarTiger II’s catalogue.
Spoiler:
a) Pulse Laser
    Range: 2 miles in atmosphere, 6 miles in space
      (Kitsune Values: 6 miles in atmosphere, 600 miles in space)
    Damage: 2d4x10 MD per pulse burst
    Rate of Fire: ECHH
    Payload: Effectively Unlimited

b)Particle Cannon
    Range: 2 miles in atmosphere, 5 miles in space
      (Kitsune Values: 5 miles in atmosphere, 500 miles in space)
    Damage: 2d6x10 MD per pulse burst
    Rate of Fire: ECHH
    Payload: Effectively Unlimited

c) Plasma Torpedo Pod: Direct fire unless a tractor beam is mounted
    Range: (Palladium) 3 miles in atmosphere, 6 miles in space
      (Kitsune Values)6 miles in atmosphere, 600 miles in space
    Damage: 2d6x10 MD to 15 ft blast radius
    Rate of Fire: Three times per melee
    Payload:Effectively unlimited

d) Ion Projector Pod
    Range: 2.4 miles in atmosphere, 7 miles in space
      (Kitsune Values: 7 miles in atmosphere, 700 miles in space)
    Damage: 1d4x10 MD per blast
    Rate of Fire: ECHH
    Payload: Effectively Unlimited

e) Tachyon Scattergun
    Range: 1.5 miles in atmosphere, 6 miles in space w/ 3 mile wide arc*
      (Kitsune Values:6 miles in atmosphere, 600 miles in space)
      *Range and width are reduced to 1/4th in atmosphere
    Damage: 2d4x10 MD per single cannon firing
    Rate of Fire: EPCHH
    Payload:Effectively Unlimited

f) Gravity Rail Gun Pod
    Range:3 miles in atmosphere, 10 miles in space
      (Kitsune Values: 10 miles in atmosphere,1,000 miles in space)
    Damage: 3d6x10 per 20 round burst
    Rate of Fire: ECHH
    Payload: 3,000 rds (150 bursts)

g) Mini-Missile Pod: 36 MMs per pod

h) SRM Pod: 10 SRMs per pod

i) MRM Pod: 4 MRMs per pod

j) LRM Pod: 2 LRMs per pod

k) Cruise Missile: Single

l) Countermeasure Launcher: Triple normal payload.

m) Electronic Cloaking Pod: Jams enemy communications(radio band) in a 5,000 mile radius in space, 50 mile radius in atmosphere, civilian band communications with 80% effectiveness, military bands with 50% effectiveness. 45% chance of confusing guided missiles (especially ‘beam riders’ or radar-guided types). A single ECP adds +15% chance of eluding sensor detection(or -15% to enemy Read Sensory Instrument rolls). A second pod will only add an additional +10%; the field of electronic cloaking covers a 100 ft radius

n) Cargo Pod: 2,500 lb capacity each

o) Personnel Pod: An environmental (56 hour life support duration) capsule (200 MDC) able to hold a single person. Typically used in evacuation operations and in infiltration/insertion ops.

p) KTH-65 32mm Assault Rail Gun Pod: ASI only, and it's falling out of favor as well
    Range: 1 mile in atmosphere, 5 miles in space
      (Kitsune Values: 5 miles in atmosphere, 500 miles in space)
    Damage: Varies by shell type
      APFS-DU: 5D6x10 MD , no blast radius
      HESH: 5D6 MD plus 5D6 SDC to the person(s) inside the object.
      HE: 1D6x10 MD to a 16ft radius
      HEG (High Explosive, Guided): 2D6x10 MD to a 7ft radius
    Rate of Fire: Single shots, EPCHH
    Payload: 100 rds

q) Combat Multiplexor: A TW weapons pod/spell projector, with its own PPE batteries. The Multiplexor Magepod can select-fire up to five different spells
    Range: Varies by spell; Equal to 10th level spell level x10
    Damage:Varies by spell; Equal to 10th level spell level x2
    Rate of Fire: EPCHH
    Payload: 300 PPE battery reserve

WZT/ASI Heavy Weapon Mounts: Taken from the wing options of the Raiju.
Spoiler:
a) Hi-Laser Cannon
    Range: (Palladium) 2 miles in atmosphere, 6 miles in space
      (Kitsune Values: 6 miles in atmosphere, 600 miles in space)
    Damage: 3D6x10 per single blast
    Rate of Fire: ECHH
    Payload: Effectively Unlimited

b) Particle Beam Cannon
    Range: 2 miles in atmosphere, 4 miles in space
      (Kitsune Values: 2 miles in atmosphere, 200 miles in space)
    Damage: 4d6x 10 MD single blast
    Rate of Fire: EGCHH
    Payload: Effectively Unlimited

c) Plasma-Laser Cannon
    Range:(Laser) 3 miles in atmosphere, 6 miles in space
        (Kitsune Values: 6 miles in atmosphere, 600 miles in space)
      (Plasma) 2 miles in atmosphere, 4 miles in space
        (Kitsune Values: 4 miles in atmosphere, 400 miles in space)
    Damage:(Laser) 3d6x10 MD per shot
      (Plasma) 1d4x10 MD per blast, affects a 50 ft-wide blast area.
    Rate of Fire:(Laser) EGCHH
      (Plasma) 4 times per melee
    Payload: (Laser)Effectively Unlimited
      (Plasma)Has enough deuterium for 100 bursts per gun.

d) Light X-Disruptor Cannon: Knockoff of Golgan tech
    Range: 2 miles in atmosphere, 4 miles in space
      (Kitsune Values: 2 miles in atmosphere, 200 miles in space)
    Damage: 2d4x10 MD at the point of impact, plus 1/4 that in an 18 ft radius.
    Rate of Fire: EGCHH
    Payload: Effectively Unlimited

e) Ion Spray Cannon
    Range: 2 miles in atmosphere, 4 miles in space
      (Kitsune Values: 2 miles in atmosphere, 200 miles in space)
    Damage: 1d6x10+10 MD per blast, to a 50 ft wide area
    Rate of Fire: EGCHH
    Payload: Effectively Unlimited

f) Tachyon Projector
    Range: 1.5 miles in atmosphere, 6 miles in space w/ 3 mile wide arc*
      (Kitsune Values: 6 miles in atmosphere, 600 miles in space)
      * Scatter width is reduced to 1/4th in atmosphere
    Damage: 2d4x10 MD per single cannon firing
    Rate of Fire: EGCHH
    Payload: Effectively Unlimited

WZT/ASI Super Heavy Weapon Mounts: Taken from the various Proctor equivalent Heavy Fighters, these are Starship-scale medium guns on a fighter. The higher rates of fire are for units integrated into the hull, like on the Archangel. The high rate of fire is due to using Lucerin reactors, which produce far more energy than normal fusion plants. If using a lesser power source, reduce the rate of fire to 2 per melee (other than the GR-1000).
Spoiler:
a) Heavy Laser
    Range: (Palladium) 5 miles in atmosphere, 10 miles in space
      (Kitsune Values) 10 miles in atmosphere, 1000 miles in space
    Damage: 1d4x100 MD per shot
    Rate of Fire: 4-6 shots per melee
    Payload: Effectively unlimited

b) Heavy Plasma Cannon
    Range: (Palladium) 4 miles in atmosphere, 8 miles in space
      (Kitsune Values) 8 miles in atmosphere, 800 miles in space
    Damage: 1d6x100 MD per shot
    Rate of Fire: 4-6 shots per melee
    Payload: Effectively unlimited

c) Plasma Torpedo Launcher: Direct fire unless a tractor beam is mounted
    Range: (Palladium) 5 miles in atmosphere, 10 miles in space
      (Kitsune Values) 10 miles in atmosphere, 1000 miles in space
    Damage: 1d4x100 MD per shot to a 30 ft radius
    Rate of Fire: 3-5 shots per melee
    Payload:Effectively unlimited

d) Heavy Particle Beam
    Range: 3.5 miles in atmosphere, 7 miles in space
      (Kitsune Values: 7 miles in atmosphere, 7,00 miles in space)
    Damage: 2d4x100 MD per blast
    Rate of Fire: 2-3 times per melee
    Payload:Effectively Unlimited

e) GR-1000
    Range: 8 miles in atmosphere, 16 miles in space
      (Kitsune Values: 16 miles in atmosphere, 1600 miles in space)
    Damage: 4d6x10 MD per 20 rd burst
    Rate of Fire: EGCHH
    Payload: 20,000 rds (1000 bursts)

f) Wide Spectrum Jamming Set: An automated low-end A.I.-managed, but powerful EW suite that effectively blanket-jams enemy communications and command-directed munitions with 80% effectiveness, Civilian-band communications are 98% jammed, while military communications bands suffer 80% degradation in effectiveness. Radar systems are similarly degraded....they can pick up the emissions, but cannot pinpoint the exact location of the source within the area of disruption. Area of effect: 60 mile radius. It also improves the ECM penalty to guided weapons to -8.

WZT/ASI Countermeasure Options
Spoiler:
[a) Flare/Chaff:
[list]Range: Close Defense
Damage: None; similar to Triax-style chaff
    01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
    51-75 Missile/Volley diverts and may pursue/lock on to other targets
    76-00 No Effect! Missile(s) still on target!
    Will also temporarily blind and impede flying monsters who fly into it.
    Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher, 24 total[/list]

b) NanoPods:
    Effective Range:25 mile jamming radius
    Duration: 5 minutes per pod-spray
    Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
    Payload: 6 swarm packs per launcher, 12 total

c) Grav-Pods:
    Effective Speed: Mach 6
    Duration: 10 minutes per pod
    Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
    Payload: 5 decoys per launcher, 10 total.

“S-Sting” Smart Mini-Missile
The S-Sting (for ‘Space Stinger’) is an ASI attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon. With minor modifications, it can be launched out of any Three Galaxies standard mini-missile launcher.

Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere. HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
    Range: 4 miles in atmosphere, 32 miles in space
      (Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
    Damage: 2d6x10 MD to a 15 ft blast radius
    Bonuses: +7 to strike
    Cost: 10,000 credits per missile


SkyTiger II Supersonic Fighter
(Super-Sky)

“Detecting a score of contacts coming at us on an intercept course from below, Karptan.”
“So, looks like the locals have finally detected us and look to make a sign of defiance. Took them long enough.Now we can get clearing their ‘best’ out of the way and get on to our business here.”
“Kaprptan, they’re closing AWFULLY fast-“
“Bah, primitives and their air breathers! They’ve likely got rocket boosters strapped on and think themselves sophisticates for it! No matter, we’ll swat them out of-“
“Taking fire. Port shield just went out! We’ve lost Number Four engine!-“
“WHA-?!”


"The Super-Sky is a good craft in the 3G, but if CLOWNS all over the Coalition. While Chi-Town is working their ass off trying to get field usable GMR and forcefields, their more than a decade behind us, and that results in them getting rolled over when ever we have a air space dispute. They appreciated them the few times we were forced to work together though, and they simply let us have overall command of the air front when we hit Calgary. Command bringing down in a few orbital DDs for it likely had a lot to do with that last one."


Developed just prior to the Minion War, the SkyTiger II is a redesign of the surprisingly successful platform, which had originally only been intended as a stopgap for the void capable StarTiger. With a decade of technological advancement and an improved understanding of Three Galaxies technology, Paladin Steel chose to go back to the design and incorporate the lessons learned. Beyond the needs at home, it was felt that their interdimensional allies in the United Systems Alliance could use a more effective atmospheric defense craft, particularly those that had difficulty maintaining the complicated contragravity engines of modern star fighters. Taking their cues (and much of the systems) from the WZTechYards Jammer, Paladin Steel went to work on improving the former stopgap into something to be proud of.

The only obvious change was the extension of the fuselage by 3 feet, giving room to install a basic forcefield (with Aero-shaping behavior similar to that of the StarFox) and a substantially improved WZT-sourced engine and powerplant. Combined, they give the SkyTiger II performance almost equal to that of many contragravity propelled designs. WZT’s production files would be raided for several other components, such as the electronics and countermeasure dispensers. Paladin Steel also took the opportunity to replace the original armor with a more advanced composition, improving protection by a meaningful amount. Finally, the wing GMR arrays were replaced with more powerful ones, allowing full VTOL capability when fully loaded in most planetary environments. As a near afterthought, the various components were fully navalized, simplifying operation off of the GNE’s growing blue-water Carrier fleet.

By no means a revolutionary craft, the SkyTiger II has proven to be a worthwhile successor to the original. Its strongest initial selling point to the GNE was that older aircraft could be remanufactured to the new standard, saving the need to buy completely new airframes, but it would come to be appreciated as a good replacement for most formerly frontline designs. Externally, it would prove to be just barely within technical reach of most USA member worlds, making it far more attractive than higher end craft that needed imports to keep running. Additionally, it's far smaller size compared to the older Jammer made it far easier to conceal, allowing it to share the covert hangers built for the less expensive Kingbirds and Fangs during the Minion War. Paladin Steel does not have any plans to sell the SkyTiger II commercially for the foreseeable future, either at home or in the Three Galaxies, with their production lines booked with orders from the GNE and its allies.

Type: PS-F8A SkyTiger II
Class: Air Supremacy Fighter
Crew: One
MDC/Armor by Location:
    Main Body------------------400 (+30)
    Reinforced Pilot’s Compartment---120 (+20)
    Wings (2)-----------------------180 each (+20)
    Tail Fins (2)---------------------100 each (+10)
    Aeroshield Force Field-----------320

Statistics
    Height: 13 ft
    Width: 33 ft
    Length: 48 ft (+3 ft)
    Weight: 9 tons empty (+1t), 14.5 tons (+1t) fully loaded

Cargo: Small space behind pilot’s seat for survival pack and sidearm.

Powerplant: Nuclear Fusion w/ 15 year energy life

Speed:
    (Ground) Limited to taxiing
    (Flying) Hover to Mach 5 (+2.2), maximum altitude 81,000 ft (+11K ft)

Bonuses: +2 to Dodge

Market Cost: 22 million in Phase World credits. The GNE has increasingly moved onto the Three Galaxies standard for their pricing, but it can be inconsistent at times. While costing a full 3 million more than the Jammer, all of its operators consider it well worth it.

Systems of Note: Identical to the original SkyTiger, but upgraded to Three Galaxy standards

Weapons Systems:
1) Nose Kinetic Weapon Bays (4): While the original SkyTiger had fixed 20mm mounts, Paladin Steel had since established orbital facilities to produce Grav-Gun osmium flechettes, leading to them offering the weapons as an option for the forward bays. With their far higher velocities, Grav-Guns have a substantially longer effective range than chemically propelled projectiles, but have proven to lack the shear damage potential of explosive shells. Pilots endlessly debate the merits of both.
    a)Grav Rail Guns (4): Taken off of the Jammer. Larger weapon size compared to the old slug throwers limits the volume of ammunition that can be stored, but the smaller projectiles more than compensates.
      Range: 10,000 ft
      Damage: 2d6x10 MD per 40-rd burst per gun
      Rate of Fire: ECHH
      Payload: 1600 rounds each, or 40 bursts.

    b) 20mm Automatic Cannons (4): Identical to those on the original SkyTiger.

2) Wing High-Power Pulse Lasers (2): Identical to the original SkyTiger. Paladin Steel considered upgrading the PS-RFL-25s, but found that these secondary weapons were not considered critical in the vast majority of situations by their pilots, and thus left them unchanged.

3) Underwing Pylons (6): Identical to the original SkyTiger

4) Centerline Harpoint (1): Identical to the original SkyTiger, but the electronics options have been updated to Three Galaxy standards.

5) Rear Dorsal Laser Mini-Turrets (3): Identical to the original SkyTiger

6) Flare/Chaff Launchers (2): The more advanced model taken off the Jammer improved the payload to 18 chaff pods each.

Variants:
*PS-F8AT: Two-seat trainer with dual controls.
*PS-F8AM: Technowizard version. As the original SkyTiger ‘Magic Jet’.


Paladin Steel StarTiger II Medium Aerospace Fighter
    (Super-Tiger, Greener Missile Wagon)

*whimpering sounds*
---common sentiment among CAN VRRDS Operators whenever the GNEASF brings the GOOD stuff for a territorial dispute.


"We had literally just finished putting the refitted Tigers through their check flight when the scramble order came in. A mid sized Demon fleet was barreling in on Eugena, including a Bone Carrier and a pair of Demon Stars. We didn't know at the time how many of them were fully enchanted with Energy Immunity, so the CAG ordered us to go grav and med missile heavy. It turned out that most of them weren't, but there was enough that it would have been a real problem otherwise. Fortunately the ERF had staged a battle-group on planet so we weren't too worried about being rolled over ground-side, but from what I hear it got real close at some of the pop centers.

When the **** hit the fan, us Tiger jockies were the ones most often stuck with tackling the Bone Fighters, because we had the EM shielding to resist the webbers. The Tantos helped a lot with their T-Shotties, but took half the bite out of the missile exchange, and we were able to hit back way harder. Once their missiles were expended, the Bone Jobs were honestly wimpy on a one on one, but it was usually a much hairier two on one. We did a good enough job that we both won and were intact enough to screen the fleet from the cruise volleys, which would have a nightmare as nearly all of them lacked 'kickers back then. We were close enough to our CLG that we were ordered off the field, but I saw the Chim wings form up for their attack run. From what Intel later put together, the fleet was sent out the test the waters and see if any of the fringe was worth taking a bite at. We took a bite or seven out of it instead."
----Captain Sanders LeBlank, USA FRF.

"Couldn't they just let us feel good about the Black Eagle?"

A comprehensive rebuild of the original StarTiger, it emulates the changes done to the smaller SkyTiger II. The main fuselage has been extended 5 ft to provide room for additional systems, most notably an integral variable forcefield generator and WZT provided Lucerin powered powerplant and thrusters. Despite gaining a full 4 tons of mass, the increased thrust more than compensates, pushing the StarTiger II up to speeds just short of the vaunted Black Eagle. This velocity is severely decreased when the center and wing hardpoints are used, but this is considered more than acceptable for the level of firepower they bring. The fighter’s other systems have also been upgraded to galactic standards, and has tied them into a highly refined combat computer system, based on the electronics suite on the original StarFox. The one significant trade off was the slight reduction in overall armor mass for volume and balance purposes, the use of more advanced galactic composites (merely 1.5 generations behind the CAF) turned it into a slight gain in overall protection.

While costing almost half again the (rarely available) list price of the Black Eagle, the stock StarTiger II is considered to be one of their vanishingly few peers, and has substantially greater firepower thanks to its wing mounts. With the hardpoints, the firepower differential becomes simply overwhelming, but a skilled Black Eagle or Tanto pilot can use their superior speed to stay out of gun range. The AJC began upgrading its fleet just prior to the expansion of the Minion War to the Three Galaxies, and the few units that had received it proved to be vital in countering the early pushes by the Demonic splinter fleets into USA territory. WZT, having been involved in the development process, would respond by offering an upgrade of the Tanto’s weapons (both fixed and optional) after the war was over, but Galactic Armory would have a much harder time improving the ‘young’ Black Eagle to meet this new challenger. Bushido Industries would naturally lag behind, with the Federation having lost half its population and industrial base to the ravages of the great Demon World Cormal, but they managed to salvage their pre-existing development programs and introduced their own upgrade to the Katana within 4 years.

Type: PS-TAV-SF07A Star Tiger II
Class: Multi-Role Medium Aerospace Fighter
Crew: 1-2
MDC/Armor by Location:
    Main Body-------------------700 (+20)
    Reinforced Crew Compartment--120
    Wings (2)----------------------300 each (+20)
    Variable Force Field-------------200 per side (1200 total)

Statistics
    Height:13 ft
    Width: 33 ft
    Length: 50 ft
    Weight: 16 tons empty, 22 tons fully loaded

Cargo: Small space behind pilot’s seat for survival pack and sidearm.

Powerplant: Advanced Lucerin-Fuelled Nuclear Fusion w/ 20 year energy life

Speed:
    (Atmosphere)Hover to Mach 7; transatmospheric.
    (Space) Mach 15 w/o hardpoints, Mach 13.5 w/wing or center mounts, Mach 12 w/both
      (Kitsune: 40% of light speed; Accel/decel at 1.5/13.5/12 PSL per melee)
    (FTL) Not Possible
    (Underwater) Not Possible

Bonuses: +1 to Strike, +2 to Dodge, Cyberlink gains an additional +1 to Dodge and +2 to Initiative beyond normal bonuses. Pilots are also generally NEXT DAGGER augmented as well.

Cost: 65 million PW credits. 55 million without the ECM/ECCM suite, but this is considered penny wise, pound foolish.

Systems of Note:
    Standard (PW) Starfighter Systems, plus:

    *Cockpit Ejection System: Unchanged from original.

    *Cyberlink: Unchanged from original.

    *Enhanced Comms: As Communication Booster and Targeting Link system mounts of the original, but now integral.

    *Enhanced EM Shielding: Immune to most form of EM effects, and +60% base resistance to those that allow a percentile die.

    *ECM Suite: Imposes a -5 to hit against enemy guided weapons

    *ECCM system: Now fully effective against 3G technology, but otherwise unchanged.

Weapons Systems: Spoilered for brevity.
Spoiler:
1) Dual Hi-Laser Cannons: The original forward mounts were quite powerful, but their range left something to be desired. Using Hi-Laser technology, the various technical trade offs were revisited, granting the improved weapons twice the range. It would later be reused as the Hi-Laser Heavy Weapon Hardpoint option.
    Range: (Palladium) 2 miles in atmosphere, 6 miles in space
    (Kitsune Values: 6 miles in atmosphere, 600 miles in space)
    Damage: 3D6x10 per single blast or 6D6x10 per double blast
    Rate of Fire: ECHH
    Payload: Effectively Unlimited

2) Rear Dorsal Laser Mini-Turrets(3):
Coped off of the WZT Enryu Drone
    Range: (Palladium) 4,000 ft in atmosphere, 1.2 miles in space
      (Kitsune Values: 1.2 miles in atmosphere, 120 miles in space)
    Damage: 4d6 MD single shot
    Rate of Fire: ECHH, 5 shots per melee in autodefense mode
    Payload: Effectively Unlimited

3) Centerline Super-Heavy Weapons Bay (1): The older kinetic weapons were vastly inferior to the mighty GR-1000 in all respects, and production schematics were relatively easy to get a hold of. Additionally, the arrangements for larger missiles were improved allowing more LRMs and Cruise Missiles to be carried if desired.
    a) Heavy Laser

    b) Particle Beam Cannon

    c) Plasma Cannon

    d) Plasma Torpedo Launcher

    e) GR-1000

    f) Mini-Missile Launcher: 120 missile system

    g) Short Range Missile Launcher: 24 missiles

    h) Medium Range Missile Launcher: 12 missiles

    i) Long Range Missiles: 6 missiles

    j) Cruise Missile: 2 missiles

    k) Multiplexor Pod: Unchanged from original

    l) Flicker Dodge’ TW Generator: Unchanged from original

    m) Cargo: Unchanged from original

    n) Recon Sensor Pallet: Unchanged from original, but features 3G systems

    0) Wide Spectrum Jamming Set:

4) Leading Edge Medium Weapons Mounts (4): The older options were found to be almost completely obsolete in the face of WZT equivalents mounted on the Tanto, and were swiftly replaced.
    a) Pulse Laser Pod

    b) Particle Beam Cannon

    c) Plasma Torpedo Pod

    e) Ion Projector Pod

    f) Tachyon Scatterguns

    g) Gravity Rail Gun Pod

5) Wing Medium Hardpoints (4-6): Nearly all of the gun pods were found to be inferior to the new Edge mounts, and were replaced. Large missile arrangements were also improved.
    a) Pulse Laser Pod

    b) Particle Beam Cannon

    c) Plasma Torpedo Pod

    d) Ion Projector Pod

    e) Tachyon Scatterguns

    f) Gravity Rail Gun Pod

    g) Mini-Missile Pod: 36 per pod (+16 from origional)

    h) SRM Pod

    i) MRM Pod

    j) LRM Pod

    k) Countermeasure Launcher

    l) Cruise Missile

    m) ECM Pod

    n) Cargo Pod

    o) Personnel Pod

    p) KTH-65 32mm Assault Rail Gun Pod

    q) Combat Multiplexor

6)Dorsal Equipment Bay: Can fit one of the following, all now up to 3G standards;
    a) Combat A.I.: As original, but the shutdown threshold is now 50% of the main body.

    b) Sensor Package: Unchanged from original

    c) Ghost Spoofer: Unchanged from original

    d) PPE Sensor Array: Unchanged from original

    e) PPE Battery/Generator: Unchanged from original

7) Countermeasure Launchers (2): The older countermeasure launchers were replaced with a WZT model, allowing for additional types of deployed defense.
    Flare/Chaff: 12 per launcher, 24 total

    NanoPods: 6 swarm packs per launcher, 12 total

    Grav-Pods: 5 decoys per launcher, 10 total.

Options:
The only meaningful chassis alteration is replacing the Black Eagle derived VFF with that of the Tanto, increasing the cost by 5 million. The mounting for it hasn’t been perfected yet, requiring more maintenance than either the original or the Tanto, but it can be considered worthwhile. Once the technical issues are solved, will almost certainly become the new standard.

Variants:
*PS-TAV-SF07AT: Two-seater trainer with dual controls

*PS-TAV-SF07ASL: Replaces center hardpoint with an FTL drive, 2.2 ly/h, and costs 95 million. Sub-light speed is NOT impaired due to clever engineering.

*PS-TAV-SF07ATW: Technowizard version. Only rumored to exist, but taken as a given considering ASI/PS’s interests.


Last edited by Omegasgundam on Tue Jun 30, 2020 1:56 am, edited 7 times in total.

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Unread postPosted: Sun Jun 28, 2020 8:27 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43716
Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:
And that's my cue to start posting. BTW, what's the next available hull number?]
[/list]


-15, Unless you want to go for a cool number like -16?
But not -22. There's a DDE-22 already, though for the life of me I don't know why I skipped ahead like that, unless -12-21 went to other types.


Annyyyways, thanks to Omegasgundam's much-appreciated monstrous efforts and quality control, I feel inspired to go back and revisit some old stuff, and not just hardware...dig through past fluff and see how it's been in the current Rifts/Phasewordl time, and put some new spins on some old designs.

It will either be the most boring stroll through memory lane and inspire 'Get a Life!' Shatnerism, or it will inspire more epic world-building out there. :wink:

_________________
-------------
"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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Unread postPosted: Sun Jun 28, 2020 11:28 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1114
taalismn wrote:
Omegasgundam wrote:
And that's my cue to start posting. BTW, what's the next available hull number?]
[/list]


-15, Unless you want to go for a cool number like -16?
But not -22. There's a DDE-22 already, though for the life of me I don't know why I skipped ahead like that, unless -12-21 went to other types.


Annyyyways, thanks to Omegasgundam's much-appreciated monstrous efforts and quality control, I feel inspired to go back and revisit some old stuff, and not just hardware...dig through past fluff and see how it's been in the current Rifts/Phasewordl time, and put some new spins on some old designs.

It will either be the most boring stroll through memory lane and inspire 'Get a Life!' Shatnerism, or it will inspire more epic world-building out there. :wink:


I think I suggested some elemental animal powered vehicles, or powers using different types that you hadn't used before, that could inspire some new stuff..


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Unread postPosted: Sun Jun 28, 2020 11:56 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43716
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:

I think I suggested some elemental animal powered vehicles, or powers using different types that you hadn't used before, that could inspire some new stuff..

Yea, and I actually got a start on them, before I got distracted.
Yah, time to finish them off., no? :mrgreen:

_________________
-------------
"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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Unread postPosted: Mon Jun 29, 2020 8:37 pm
  

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Location: Somewhere between Heaven, Hell, and New England
(An idea suggested by Kronos)
Variants:
*PS-MBT-07 Black Bear Medium Tank

The ‘Black Bear’ was one of PS’s earlier indigenous MBT designs and it has been around long enough for the tinkers to get around to experimenting with it.

-PS-TWEMBT-07(x)E “Stonewall’ Earth Elemental-enhanced Medium Tank

“..I could have -sworn- I saw -tanks- rolling across here!”
“Yeah, right, across that field of boulders? Those are natural tank obstacles, NOTHING’s getting through those rocks without blasting!”


Experimental Black Bear MBT variant incorporating an Earth Elemental ‘E-animal’ in a land vehicle, after the success of using the installation of animal-level Air and Fire Elemental essences in TW aircraft. The Black Bear was chosen as the testbed for the viability of incorporating active Earth-essences into terrestrial vehicles. The engine compartment lacks the usual internal combustion or nuclear powerplant, instead having a large reinforced box of dirt or gravel, through which an irregularly-shaped rock sits, rolling around when the tank is on the move. This harnessed Elemental powerplant has the added benefits of giving the tank certain special Earth-Magic characteristics.
Changes/Modifications:
Magic Effects:
-Elemental Terrain Negotiation---The TWEMBT-07E moves across the ground as if it were a part of it; it can negotiate rough, rocky terrain without penalty, and can even climb steep rock slopes and escarpments as if it were an extension of the rock! The treads just seem to merge with the rock, and the tank can run up and cling to sheer slopes, even rock overhangs, provided the stone can carry the extra weight of the tank.

-Steadfast as Stone---Cannot be flipped/knocked over, if sitting on a natural surface(like rock, sand, or dirt).

-Soft Touch on the Earth----Any tank tread tracks left on the ground/impressed in rock behind the Stonewall are erased as if they never were.

-Armor of the Earth--The tank can attract rocks and gravel to roll towards it and cover it in a thick cobble layer that adds extra armor at the cost of speed. +3d6x10 MDC to main body and turret, but increase weight by 50% and reduce speed by HALF. The armor takes 1d4 melees to fully form, and can be reformed without limit per 24 hours, though the previous stone skinning must either be completely depleted or shed before a new coat can be activated.

-Shelter of Stone---The tank can instantly build/raise a bunker of compacted rock completely around itself to weather catastrophe or bombardment. The encasement has 600 MDC, and the tank’s sensors can see through it as if through air. Can perform this feat twice per 24 hours.

-Earth Camouflage---The tank can assume the seamless appearance of a swath of earth or rock. +30% to Camouflage efforts, 90% chance of going unnoticed.

_________________
-------------
"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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Unread postPosted: Tue Jun 30, 2020 1:49 am
  

D-Bee

Joined: Thu May 08, 2008 11:04 pm
Posts: 47
taalismn wrote:
(An idea suggested by Kronos)
Variants:
*PS-MBT-07 Black Bear Medium Tank

The ‘Black Bear’ was one of PS’s earlier indigenous MBT designs and it has been around long enough for the tinkers to get around to experimenting with it.

-PS-TWEMBT-07(x)E “Stonewall’ Earth Elemental-enhanced Medium Tank

“..I could have -sworn- I saw -tanks- rolling across here!”
“Yeah, right, across that field of boulders? Those are natural tank obstacles, NOTHING’s getting through those rocks without blasting!”


Experimental Black Bear MBT variant incorporating an Earth Elemental ‘E-animal’ in a land vehicle, after the success of using the installation of animal-level Air and Fire Elemental essences in TW aircraft. The Black Bear was chosen as the testbed for the viability of incorporating active Earth-essences into terrestrial vehicles. The engine compartment lacks the usual internal combustion or nuclear powerplant, instead having a large reinforced box of dirt or gravel, through which an irregularly-shaped rock sits, rolling around when the tank is on the move. This harnessed Elemental powerplant has the added benefits of giving the tank certain special Earth-Magic characteristics.
Changes/Modifications:
Magic Effects:
-Elemental Terrain Negotiation---The TWEMBT-07E moves across the ground as if it were a part of it; it can negotiate rough, rocky terrain without penalty, and can even climb steep rock slopes and escarpments as if it were an extension of the rock! The treads just seem to merge with the rock, and the tank can run up and cling to sheer slopes, even rock overhangs, provided the stone can carry the extra weight of the tank.

-Steadfast as Stone---Cannot be flipped/knocked over, if sitting on a natural surface(like rock, sand, or dirt).

-Soft Touch on the Earth----Any tank tread tracks left on the ground/impressed in rock behind the Stonewall are erased as if they never were.

-Armor of the Earth--The tank can attract rocks and gravel to roll towards it and cover it in a thick cobble layer that adds extra armor at the cost of speed. +3d6x10 MDC to main body and turret, but increase weight by 50% and reduce speed by HALF. The armor takes 1d4 melees to fully form, and can be reformed without limit per 24 hours, though the previous stone skinning must either be completely depleted or shed before a new coat can be activated.

-Shelter of Stone---The tank can instantly build/raise a bunker of compacted rock completely around itself to weather catastrophe or bombardment. The encasement has 600 MDC, and the tank’s sensors can see through it as if through air. Can perform this feat twice per 24 hours.

-Earth Camouflage---The tank can assume the seamless appearance of a swath of earth or rock. +30% to Camouflage efforts, 90% chance of going unnoticed.

That looks like a right pain the ass to deal with when their on the defensive. And lets face it, that's what tracked tanks are more often then not in RE. I'm thinking about doing the TW version of the SkyTiger II, and an Air-elemental version is definitely in the cards.


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Unread postPosted: Tue Jun 30, 2020 1:53 am
  

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It gets worse....


(An idea suggested by Kronos)
PS-LSI-TWEIYA-08 *’RumbleBug’ Ground Vehicle
(aka ‘RubbleBug’, ‘Boulderbus’)

“What’s that rumbling sound?”

“To my Order, I am Amicus Petras, to the military I am an Elemental Presence Relations Specialist...either one of those titles is acceptable. I will NOT answer to ‘Rock Whisperer’!”

“Ain’t going to find any moss on -this- big bruiser!”

The ‘RumbleBug’ is a TW modification of the LSI TrundleBug Ground Car, a heavily armored spherical ‘roller-car’ modified and manufactured by Paladin Steel in conjunction with partners Locke-Snye Industries in the Three Galaxies. Though the TrundleBug had been received with dubious evaluation by the general market in the Three Galaxies, Paladin Steel engineers and technowizards loved the eccentric ‘Road Bowler’.
Given Paladin Steel’s increasing proficiency with utilizing ‘animal-level’ Elementals, mainly Fire- and Air-types, as main power/augmentation in many of its air vehicles, it was decided that the TrundleBug would make a good exercise in applying Earth-type Elementals to ground vehicles(though some claimed PS technowizards wanted to see if they could make the vehicle into a true ‘Magic 8-Ball’).
The RumbleBug made an earth-moving combat debut in the Three Galaxies when it was deployed in colonial defense efforts against neo-barb Sorm cannibals. Reportedly, once video footage of RumbleBugs riding horizontal avalanches into, over, and through surprised Sorm hordes made their way into the Three Galaxies’ mass-media, stock prices in Locke-Snye Industries jumped 5%.

Note: Whether it’s the nature of the housing or the type of Earth Elemental animal summoned, RumbleBug crews report that, compared to the experiences with the TWEMBT-07E ‘Stonewall’, RumbleBug Earth-enimals exhibit greater spirited or temperamental natures, and it is not unknown for the inhabited vehicles to become obstinate and refuse to move(or move slowly) or go wandering around a parking area(techs have started calling these ‘erratics’ after the glacial deposit boulders). Crews have reported that they have gotten good results in calming or inspiring their Earth-enimals with treats of fine-quality quartz sand or metal shavings(iron and steel seem to work best).

Changes/Modifications:
Magic Effects:
*Earth Rumble---The RumbleBug can let people KNOW it’s coming with this earthshaking spell projection. The giant stony ball seems to vibrate or jackhammer the ground, creating an area of effect 300 ft wide in radius centered on the stationary or moving RumbleBug, and generating a Horror Factor of 14 to anybody hearing/feeling the ground beneath their feet growl and groan. Lasts `10 melees before needing to be reactivated; effectively no limit to the number of times it can be used per 24 hours, but most operators tend to reserve the effect for special occasions, least people become habituated to it.

*Earth-Slide---The RumbleBug can pick up the tremendous inertia of a landslide, or the fluid speed of a mudslide. Engaged, this effect allows the RumbleBug to hit speeds of 90 MPH for as long as 10 minutes at a stretch. Increase ramming damage to 2d4 MD, and an 85% chance of knocking targets over/down. If one of the RumbleBug’s crew/passengers is an Earth Elemental Warlock, (Earth) Elemental Fusionist, or Child of the Earth RCC, they can coax the earth-eleminal to maximum effort; double duration, +1d4x10 MPH, and ramming attacks now do 1d4x10 MD.

*Earth Armor---The RumbleBug can cover itself in an additional layering of gravel armor, adding 1d6x100 MD to its already impressive armor cladding. However, the uneven surfacing reduces the speed of the vehicle by 30%. The armor takes 1d4 melees to fully form, and can be reformed without limit per 24 hours, though the previous stone skinning must either be completely depleted or shed before a new coat can be activated.

*Exploding Earth Armor---The RumbleBug can shed its Earth Armor in an explosive blast like a giant fragmentation grenade; does 2d6x10 MD to an 60 ft blast radius.

* Earth Wave----The RumbleBug can also summon up a rolling wave of loose stone around itself, that acts as ‘active armor’, and can also be used to scour targets in its path. The ‘Rock Wave’ creates the equivalent of a gravel wave 15 ft high and a maximum of 500 ft wide(it can be adjusted). The duration/range of the avalanche is up to 4 miles, and it moves at 70 MPH. Those caught in its path are -5 to dodge, and take 3d6 SDC -1d6+10 MDC (again, damage is adjustable). There is also an 88% chance of knockdown(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees) . Missile weapons aimed at the RumbleBug in the midst of this roller of rock are -5 to strike, and even if they hit, armor-piercing munitions will do HALF damage due to all the moving stone disrupting the focus of the explosives.
The earth-wave summoning is dependent on the mood of the earth-eleminal inside the RumbleBug; 1d4 times per 24 hour period. If one of the RumbleBug’s crew/passengers is an Earth Elemental Warlock, (Earth) Elemental Fusionist, or Child of the Earth RCC, they can coax the earth-eleminal to maximum effort; +1 additional attack per 24 hours, and increase the size and damage of the landslide by 50%.

_________________
-------------
"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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Unread postPosted: Tue Jun 30, 2020 3:29 am
  

D-Bee

Joined: Thu May 08, 2008 11:04 pm
Posts: 47
taalismn wrote:
It gets worse....

PS-LSI-TWEIYA-08 *’RumbleBug’ Ground Vehicle


They they're Earth Elemental Battle Mules.


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Unread postPosted: Tue Jun 30, 2020 5:17 pm
  

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Omegasgundam wrote:
taalismn wrote:
It gets worse....

PS-LSI-TWEIYA-08 *’RumbleBug’ Ground Vehicle


They they're Earth Elemental Battle Mules.


*Boulder to the crotch*

_________________
-------------
"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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Unread postPosted: Fri Jul 03, 2020 8:29 pm
  

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GARNET TWEEZER---Smallkin Enhancement Biomod
“You think being a Squirrelon Ranger is easy? ‘Perfect for infiltrating through drain pipes and ventilation ducts’? You know what’s in a lot of drain pipes and ventilation ducts? Vermin, that’s what. Once you get past the grills and the hepa filters, there’s a lot of open space ripe for colonization for opportunists! I’ve encountered more varieties of scumsucker, giant arachnid, cockroach-analogue, fungoid, carnivorous ameboid, and vermiform than a naturalist on a hellworld! I’ve been bitten and scratched enough times to have my own venom collection! And that’s not counting the traps and poisons that people would howl about if the stuff was put in their office space, but not if it’s spread out of sight and out of mind in the sumps, the crawlspaces, and ceiling ducts! Every time I go on a mission, nine times out of ten I find myself in a hazmat situation, with the added joys of bloodthirsty animals and live booby-traps.”
---Captain N’dakatta Oaklan, 4th Commando Company, Greater New England Armed Services Regular Army

“Don’t bother trying to get the drop on those stinkers. They were bad enough before they got auged. On top of what nature gave them? And training? The little geekers will ALWAYS beat you to the draw.”

While current state of the art biomodification, Paladin Steel can cram only so much into smallkin bodies, so many of the larger and more powerful gross-amplifications are not available to the smaller citizens of the GNE. However, research continues on ways of improving the professional survivability and in an increasingly significant minority in the GNE population.
GARNET TWEEZER is a bio-amp specifically requested by the Smallkin in the armed services SpecOps units, as the Smallkin have carved out a niche role in the order of battle. Smallkin military specialists have become infamous in the circles of the need-to-know for their ability to infiltrate and sabotage,using their small size and overlooked outward nature to gain access to locations larger beings would have trouble. However, smallkin face their own dangers at that scale. often running veritable killer obstacle courses of dangerous local plant and animal life, live steam and radiation, toxins, filth and disease.
To better protect smallkin operatives from these hazards, and allow them to focus on their jobs, PS’s Biologicals Division has created GARNET TWEEZER.
Benefits of the aug include increased resistance to poisons, toxins, and pathogens, an immune system that’s virtually impervious to all known diseases, enhanced reflexes, improved durability, and mandatory mind-protections.
GARNET TWEEZER is considered a high-end bio-mod for smallkin, and both pricy and relatively difficult to implement, but its concentration of benefits kales it well worth the cost and difficulty to those species units that have received it. It's also seen as an affirmation that a big corporation like Paladin Steel is looking out for the interested of its smaller clientele and citizenry.

Powers/Abilities:
*Impervious to Poisons & Toxins(Minor)---Rat poison? Roach killer? Polonium pellets? Hah, we sneer at you! The smallkin’s body has been hardened against lethal poisons, drugs, even magical. So chew through that tasty lead pipe, splash through that puddle of pesticide!

*Impervious to Disease & Illness(Minor)---’Dirty rat’ doesn’t apply to the recipient of this aug; their immune systems are hardened against infection. Nor can they become a parasitic host or carrier of disease; always welcome given some of the places commandos have to visit, as nobody wants them to come back home with unwelcome ‘presents’. It even shields against magic and psionic illnesses, radiation poisoning, and Bio-manipulation! On the minus side, HELPFUL chemicals such as drugs have only half-effectiveness. GARNET TWEEZER operatives are this advised to attend regular checkups with the biotechs for update patches and health checks.

*(Minor)Heightened Sense of Awareness(Minor)---The bio-mod’s nervous system and powers of perception have been amped to the point that they get a +1 Automatic Dodge, +2 on Initiative, +1 to Roll with fall, punch, or impact, and +2 to save versus Horror Factor.

*(Minor)Lightning Reflexes---The bio-mod’s nervous system has been amped. +3 initiative, +1 disarm, +3 pull punch, +2 roll, +2d4 Speed, +1 APM, automatic dodge(+1), and W.P. Paired Weapons

*(Minor) Increased Durability---It’s not as intensive as the basic MODEST REBAR, but it’s a step in that direction. Carbon fibers and subdermal toughening agents give the smallkin bonus toughness of +2d4x10 SDC, +4d6 Hit Points, and +10% save versus coma/death.

*(Minor) Invisibility to Psionics(Minor) (Mr. Twist)---The GARNET TWEEZER recipient’s jacked-up nervous system produces a scrambling field that makes the being effectively immune to psionic sensing, including clairvoyance, object read, and retrospection powers. If a psychic is staring right at the smallkin and attempting to get a reading off them, they might think they were dealing with a robot. PS Biological is rightly proud of this development; other departments are just glad they didn’t try to make them invisible to ALL SENSORS, given the nightmare that would be if any GARNET TWEEZER operatives went rogue.

-Mind/Body Attunement---The recipient’s nervous system is amped to be more in tune with themselves; +1 APM, +2 on initiative, +4 save versus Horror Factor.

-Hypnotic Brain Conditioning----Because they’re likely to be targeted by enemy mind control, GARNET TWEEZERs receive special deep resistance indoctrination and mental shielding; +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save vs all other psionic attacks. Impervious to Possession.

-Increased Physical Agility and Dexterity---Paladin Steel’s biotechs seem to believe that the easiest way to survive damage is to not be hit; that, and lay down hurt on the OTHER guy faster than he can lay down hurt on YOU. In the case of GARNET TWEEZERs, reflexes have been pushed to as close to light speed response times as they can get. Increase P.P. to 22, +1 APM, +2 on initiative, automatic dodge, paired weapons, and +5% to physical skills requiring physical dexterity. The character is also ambidextrous.

- Enhanced Speed---GARNET TWEEZERS can have exceptional speed; Spd x2, can leap TWICE their normal distance, +1 on initiative, +1 to dodge, and +1 to roll with impact, punch or fall.

-Energy Resistance---Again, not as powerful as other more advanced forms available to larger beings, but PS has learned from experience with ‘sparky squirrels’. The same reinforcing enhancements also serve to dissipate and insulate from energy surges and damage. Takes HALF damage from SDC heat, fire, electricity, energy weapons. Effectively immune to energy stun weapons. Still not a good idea to chew on high voltage lines, though you might get away with biting through a household appliance or computer cable with little more than burns on your tongue and gums, and a tendency to twitch and smolder a lot.

Total bonuses:
Minimum P.P. of 22
+2d4x10 SDC
+4d6 Hit Points,
+10% save versus coma/death.
+10 initiative
+1 dodge
+1 disarm
+3 pull punch
+4 to Roll with fall, punch, or impact
Speed, x2 +2d4
+3 APM
W.P. Paired Weapons(+1)
+2 Automatic Dodge,
+10 to save versus Horror Factor.
+5% to physical skills requiring physical dexterity.
Ambidextrous.
+5 save vs mind control,
+4 save vs illusions
+2 save vs all other psionic attacks.
Impervious to Possession.

_________________
-------------
"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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Unread postPosted: Sat Jul 04, 2020 12:49 am
  

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Working off suggestions by Omegasgundam:

Update:
*PS-HST/VTOL-08G “Dragonfly IIG” Assault VTOL
“We’re all about the Edge, and this being a deadly dangerous megaverse, we can’t afford to let that Edge get dull. We always have to be adapting, innovating, changing for the better , sharpening that Edge. It’s a bleeding Edge, but we don’t want to be the blood on somebody else’s Edge. And combat aviation is ALWAYS on the bleeding Edge.”

“Float like a butterfly, sting like a dragonf-no, wait, that doesn’t work.”

“I for one appreciate the added protection and the reduced chance of losing lift if one of my engines gets slacked while I’m on a run upcountry. Really sucks to go down in hostile territory, especially if you’ve had a hand in actively culling the local antiair-capable vermin.”

<<$&@%##wHaT DoEs iT tAKe to TaKE oNe oF tHoSE $#@@/% tHInGs dOwN?!>>

“Don’t get any delusions of invincibility with the forcefield generator aboard; we all know that Triax shield systems get reamed by Naruni tech, and Naruni-tech, at least the low-end craff we see being sold on Earth, gets reamed by Three Galaxies Consortium and Empire tech. Speed is still your best friend, so don’t hang in the air making like a stationary target. You got the new stabilizers on your birds, and they’ve been tweeked to let you engage in speed maneuvers, so use them!”

Updated Dragonfly II, taking advantage of lower production costs and more advanced technology in the Three Galaxies to add some much-needed redundancy to the aerodyne.
The -IIG adds a GMR system in a spinal sheath, the gravi-magnetic resist system giving the aerodyne an added margin of safety in maintaining lift and stability. Though effective use of the system between different worlds takes some adjustment of the GMR coils to work with local gravity values, this is a relatively minor task for competent tech crews, and provides a welcome passive lift factor.
The most radical addition is a light forcefield generator, providing extra protection, not only to the aircraft, but embarking/disembarking passengers during the vulnerable combat landing phase. PS/ASI managed to acquire a source of inexpensive light variable forcefield generators when a Rim aerospace firm producing knockoffs of Galactic Armory starfighters folded after GA successfully brought suite. While legally PS/ASI couldn’t acquire the fighter design the defunct company was producing, nor the airframe assembly line(GA, they COULD buy up the subcontractor providing the VFFGs and their backstock. With another source of fighter-grade forcefields secured, PS/ASI could afford to mount decent protection on its combat aerodynes, while its other FFgenerator production lines could focus on filling other orders.
An improved compact nuclear fusion powerplant provides the extra power needed to run the added systems.
Other minor changes include a 20% increase in armor values due to higher quality materials being used, a more varied countermeasure selection, and redesigned modular latching and quick-swap/install poddage, reducing maintenance turnaround. The Dragonfly IIG is also slightly faster at maximum thrust.
Though limited to atmospheric operations, the Dragonfly IIG has gotten high marks from the in-atmo aircrews issued it. Distribution of the -IIG to units in the Three Galaxies(and other extradimensional theatres) is taking place through the GNE/USA network, with older units being handed down to militia units, or the airframes being converted to other uses(reportedly drones, civilian transports, and technowizard conversions are in the works).
Changes/Modifications:
MDC/Armor by Location:
Main Body 420
Reinforced Crew Compartment 130
Main Thrusters(2) 150 each
Lift/VTOL Thrusters(4) 60 each
Tail 170
Wing Pods(4) 90 each
Landing Gear(3) 25 each
Variable Forcefield 200 per side(1,200 total)
Weight: 23 tons
Speed: (Atmosphere)Hover to Mach 2.2(1,474 MPH), Maximum Altitude: 45,000 ft
Systems of Note:
*GMR Maneuvering Bonus:---Losing a main engine will only incur HALF the normal piloting roll penalties for flying the aerodyne. Losing BOTH engines, the aerodyne will still have lift and limited maneuvering with the VTOL thrusters on auxiliary power, but will be -1d4 to all moves(roll, dodge), able only to move/decelerate at 50 MPH.

Weapons Systems:
4) Countermeasure Launchers(2)---The countermeasure launchers have been upgraded to use a wider variety of advanced decoys.
a) 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: 12 per launcher

b) Nano-Pods-----The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 18 swarm packs

c) Grav-Pack Decoy---The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a preset pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 15 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.


Market Cost: Currently available only to Paladin Steel,/GNE and their affiliates, but can be expected to cost 42 million credits(PW).

_________________
-------------
"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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Unread postPosted: Sat Jul 04, 2020 1:14 am
  

D-Bee

Joined: Thu May 08, 2008 11:04 pm
Posts: 47
A full BE grade VFF is more than I was expecting, but you can count on PS to shoot for the moon if given half the chance.

I have this image in my head of major 3G firm tech comparing PS engineers to Bakalapona, only with an understanding that the laws of physics are things to be worked around rather than ignored.


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Unread postPosted: Sat Jul 04, 2020 2:19 am
  

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Omegasgundam wrote:
A full BE grade VFF is more than I was expecting, but you can count on PS to shoot for the moon if given half the chance.

I have this image in my head of major 3G firm tech comparing PS engineers to Bakalapona, only with an understanding that the laws of physics are things to be worked around rather than ignored.



Since we were drawing on Kitsune, you were using the Osprey as a source of available VFFgs. I figured that were plenty of knockoff fighters and the 200/side generators seem to be the market standard for light fighters, so there's likely a lot of them around.
Add in the knockofffs market and there's likely to be a few firms that run afoul of patent law(close enough to the core to benefit from cheap industry, not far enough out on the Rim to escape the lawyers) and leave their subcontractors with plenty of parts lying around but nothing to put them in. If they're lucky, they get somebody else buying them up quick.
And 'protecting the troops' would be ample justification for mounting variable forcefields. Contested landing zones in the Three Galaxies must be hellacious places...so you either land your troops in heavily armored flying bricks, or in lighter craft with forcefields.
Of course, forcefields can be popped by various barrier-penetrating means(want bet a gravitic munition tuned right could maybe invert or disrupt a forcefield? :twisted: ) whereas bricks can soak up damage passively...but flying bricks cost extra for the lofted mass, so military procurement has to make a choice between the two philosophies of protection.

_________________
-------------
"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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Unread postPosted: Sat Jul 04, 2020 2:49 am
  

D-Bee

Joined: Thu May 08, 2008 11:04 pm
Posts: 47
taalismn wrote:
Omegasgundam wrote:
A full BE grade VFF is more than I was expecting, but you can count on PS to shoot for the moon if given half the chance.

I have this image in my head of major 3G firm tech comparing PS engineers to Bakalapona, only with an understanding that the laws of physics are things to be worked around rather than ignored.



Since we were drawing on Kitsune, you were using the Osprey as a source of available VFFgs. I figured that were plenty of knockoff fighters and the 200/side generators seem to be the market standard for light fighters, so there's likely a lot of them around.
Add in the knockofffs market and there's likely to be a few firms that run afoul of patent law(close enough to the core to benefit from cheap industry, not far enough out on the Rim to escape the lawyers) and leave their subcontractors with plenty of parts lying around but nothing to put them in. If they're lucky, they get somebody else buying them up quick.
And 'protecting the troops' would be ample justification for mounting variable forcefields. Contested landing zones in the Three Galaxies must be hellacious places...so you either land your troops in heavily armored flying bricks, or in lighter craft with forcefields.
Of course, forcefields can be popped by various barrier-penetrating means(want bet a gravitic munition tuned right could maybe invert or disrupt a forcefield? :twisted: ) whereas bricks can soak up damage passively...but flying bricks cost extra for the lofted mass, so military procurement has to make a choice between the two philosophies of protection.


The 200/side does sound relatively packed when you factor in that the damn Flying Fang also has one, which means that everybody else has to have at least that as a base line. In my mind, the Black Ealges's big advantage over prior medium craft is its speed and relative firepower. I'm thinking its a good 3 Machs better than its nearest competitor, has better guns than anything that doesn't cap out at Mach 10. Its problem is that it has become the baseline from our perspective, and being 20 years old means that a reasonable development program could catch up within a practical time frame.


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Unread postPosted: Sun Jul 05, 2020 5:57 pm
  

D-Bee

Joined: Sun Jul 05, 2020 5:39 pm
Posts: 2
Paladin Steel = some of the best Alternate Universe Rifts content that the fan community ever made. Want a tractor, a barge, stats for MDC cement? Paladin Steel had you covered


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Unread postPosted: Mon Jul 06, 2020 8:45 pm
  

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CakeSquid wrote:
Paladin Steel = some of the best Alternate Universe Rifts content that the fan community ever made. Want a tractor, a barge, stats for MDC cement? Paladin Steel had you covered



Why Thank You! :D
We aim to please. :-D
"The Right Stuff, for the Right Cause, at the Right Price." :D

_________________
-------------
"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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Unread postPosted: Mon Jul 06, 2020 8:46 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
PS/ASI MXLCMM01 X-Ray Laser Air/Space Countermeasure Mine Delivery System
(aka ‘Xiller’)
“I thought you told us these types of geener-craft didn’t have tail guns! Then explain to me why me and my wingman just got a faceful of LASER!!”

“Don’t just confuse’em, FRY’em!”

The Xiller is a new aerial munition system that can be refitted into existing vehicular countermeasure launchers, such as aerospace shuttle or fighter racks. The idea is to create a temporary free-flying field of mini bomb-pumped laser mines in the path of an oncoming enemy missile or fighter.
The Xiller uses modified PS Plasma-Pumped Laser Grenades, normally launched off an infantry projectile or laser rifle barrel, but here modified to fit in a countermeasure launcher tube. A data feed from the carrier platform’s targeting computer or sensors feeds target data(sensor signature, general speed and bearing relative to the carrier) before firing/ejection. Once fired, the grenade uses either spin stabilization and micro-fins or small gas jets to orient itself to scan for the target and achieve optimal firing position before detonating, generating a small fusion blast and sufficient energy to power an x-ray laser blast on the target. Deployed in salvo and acting in concert, multiple Xiller PPLGs can blast an incoming missile or volley to vapor, or cripple a pursuing enemy flier.
Though range is limited, and each munition is fairly expensive(especially when deployed in large volleys), the MXLCMM-01 is proving popular with aerospace forces field-testing the system, as it allows a greater chance of destroying incoming missiles, not just diverting them. A growing practice is to mix laser-mines with other countermeasure types to further complicate interceptions, or, if multiple launches are available, making up configurations of mines and decoy pods.

Weight: 2.5 lbs per grenade
Range:(Grenade phase) 2,000 ft in atmosphere, 4,000 ft in space(active burn/boost phase---some operators have managed to delay detonation to allow for timed or command-detonations).
(Laser) 2,000 ft in atmosphere, 6,000 ft in space
(Kitsune values: 6,000 in atmosphere, 60 miles in space, though sensor range and accuracy limit effective accurate range to 10 miles)
Damage:(Grenade phase) 1d6x10 MD to 8 ft blast radius
(Laser) 1d4x10 MD
Laser-reflective armors take FULL damage from the x-ray component of the laser strike.
Rate of Fire: Varies by launcher system; typically launched in volleys of 1-5 to maximize intercept success.
Bonus: +1 to strike
Special Features:
Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infrared Sensing Chip.
Payload: Varies by launcher system; usually 12-18 available launch tubes.
Cost: 2,000 credits per PPLG. +18,000 credits to modify an existing standard PS/ASI flare/chaff countermeasure launcher to accommodate the Xiller system.

_________________
-------------
"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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Unread postPosted: Tue Jul 07, 2020 1:26 am
  

D-Bee

Joined: Thu May 08, 2008 11:04 pm
Posts: 47
taalismn wrote:
PS/ASI MXLCMM01 X-Ray Laser Air/Space Countermeasure Mine Delivery System
(aka ‘Xiller’)
“I thought you told us these types of geener-craft didn’t have tail guns! Then explain to me why me and my wingman just got a faceful of LASER!!”

“Don’t just confuse’em, FRY’em!”

The Xiller is a new aerial munition system that can be refitted into existing vehicular countermeasure launchers, such as aerospace shuttle or fighter racks. The idea is to create a temporary free-flying field of mini bomb-pumped laser mines in the path of an oncoming enemy missile or fighter.
The Xiller uses modified PS Plasma-Pumped Laser Grenades, normally launched off an infantry projectile or laser rifle barrel, but here modified to fit in a countermeasure launcher tube. A data feed from the carrier platform’s targeting computer or sensors feeds target data(sensor signature, general speed and bearing relative to the carrier) before firing/ejection. Once fired, the grenade uses either spin stabilization and micro-fins or small gas jets to orient itself to scan for the target and achieve optimal firing position before detonating, generating a small fusion blast and sufficient energy to power an x-ray laser blast on the target. Deployed in salvo and acting in concert, multiple Xiller PPLGs can blast an incoming missile or volley to vapor, or cripple a pursuing enemy flier.
Though range is limited, and each munition is fairly expensive(especially when deployed in large volleys), the MXLCMM-01 is proving popular with aerospace forces field-testing the system, as it allows a greater chance of destroying incoming missiles, not just diverting them. A growing practice is to mix laser-mines with other countermeasure types to further complicate interceptions, or, if multiple launches are available, making up configurations of mines and decoy pods.

Weight: 2.5 lbs per grenade
Range:(Grenade phase) 2,000 ft in atmosphere, 4,000 ft in space(active burn/boost phase---some operators have managed to delay detonation to allow for timed or command-detonations).
(Laser) 2,000 ft in atmosphere, 6,000 ft in space
(Kitsune values: 6,000 in atmosphere, 60 miles in space, though sensor range and accuracy limit effective accurate range to 10 miles)
Damage:(Grenade phase) 1d6x10 MD to 8 ft blast radius
(Laser) 1d4x10 MD
Laser-reflective armors take FULL damage from the x-ray component of the laser strike.
Rate of Fire: Varies by launcher system; typically launched in volleys of 1-5 to maximize intercept success.
Bonus: +1 to strike
Special Features:
Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infrared Sensing Chip.
Payload: Varies by launcher system; usually 12-18 available launch tubes.
Cost: 2,000 credits per PPLG. +18,000 credits to modify an existing standard PS/ASI flare/chaff countermeasure launcher to accommodate the Xiller system.

The only issue I have is that they probably should have tried a Mini or Micro Missile based system first due to the munition costs. 2K credits for a single intercept just seems a bit high for me, but I also think the PPLG is too expensive for a disposable one-shot laser beam, even an X-Ray one. It would be cheaper to use a few Pattern-1E McMs.

If it can use both the grenade part and the beam to make 2 different intercepts that's a different story though.


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Unread postPosted: Tue Jul 07, 2020 3:00 am
  

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Omegasgundam wrote:
[
The only issue I have is that they probably should have tried a Mini or Micro Missile based system first due to the munition costs. 2K credits for a single intercept just seems a bit high for me, but I also think the PPLG is too expensive for a disposable one-shot laser beam, even an X-Ray one. It would be cheaper to use a few Pattern-1E McMs.

If it can use both the grenade part and the beam to make 2 different intercepts that's a different story though.



Actually, when you consider that it's a self-aiming stand-off anti-missile weapon with a bonus to strike, it's pretty cheap, and you can fire it from an existing countermeasure launcher. Sure, compared to chaff/flares it's expensive, but the chaff/flares have a chance of only distracting or decoying a missile, while the PPLG stands a good chance of DESTROYING it.

And, compared t the dumb-throw. CS fusion grenades it's based on, which also cost 2,000 credits BM, it's cheap with the bells and whistles.

However, those are admittedly Rifts Black Market prices. though in Rifts Phase World, it's indicated that Rifts prices and Phase World prices for munitions are generally the same.

I'd have to check myself, though, as to whether I ever indicated that Pattern-1E McMs(or ANY McMs) had any sort of maneuvering capability in space(and that brings up the question of whether missiles in Rifts/Phaseworld are thrust=vectored or aerodynamically steered, which would affect whether they could accurately move under self-guidance in space/microgravity as well as they do in atmosphere.

_________________
-------------
"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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Unread postPosted: Tue Jul 07, 2020 1:08 pm
  

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Joined: Thu May 08, 2008 11:04 pm
Posts: 47
taalismn wrote:
Omegasgundam wrote:
[
The only issue I have is that they probably should have tried a Mini or Micro Missile based system first due to the munition costs. 2K credits for a single intercept just seems a bit high for me, but I also think the PPLG is too expensive for a disposable one-shot laser beam, even an X-Ray one. It would be cheaper to use a few Pattern-1E McMs.

If it can use both the grenade part and the beam to make 2 different intercepts that's a different story though.



Actually, when you consider that it's a self-aiming stand-off anti-missile weapon with a bonus to strike, it's pretty cheap, and you can fire it from an existing countermeasure launcher. Sure, compared to chaff/flares it's expensive, but the chaff/flares have a chance of only distracting or decoying a missile, while the PPLG stands a good chance of DESTROYING it.

And, compared t the dumb-throw. CS fusion grenades it's based on, which also cost 2,000 credits BM, it's cheap with the bells and whistles.

However, those are admittedly Rifts Black Market prices. though in Rifts Phase World, it's indicated that Rifts prices and Phase World prices for munitions are generally the same.

I'd have to check myself, though, as to whether I ever indicated that Pattern-1E McMs(or ANY McMs) had any sort of maneuvering capability in space(and that brings up the question of whether missiles in Rifts/Phaseworld are thrust=vectored or aerodynamically steered, which would affect whether they could accurately move under self-guidance in space/microgravity as well as they do in atmosphere.


Most of the hand used expendable explosives have always seemed high to me then, because you really have to work to make them cost effective. The CS item prices have the excuse of being military contraband, but you'd think it would be less expensive in Phase World where there's a lot more manufacturers with similar items and you can legally get them.


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Unread postPosted: Tue Jul 07, 2020 5:48 pm
  

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So, 50% price slash in PW acceptable? War emergency automated mass-production bulk-stockpiling pricing guidelines?
Of course the USA gives itself a big discount on expendable munitions("Let's face it, when you're facing Chor'ii, 'ran out of ammo due to budget shortfalls' is NOT something you wanna hear in the middle of battle.")

_________________
-------------
"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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Unread postPosted: Tue Jul 07, 2020 8:33 pm
  

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Joined: Thu May 08, 2008 11:04 pm
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taalismn wrote:
So, 50% price slash in PW acceptable? War emergency automated mass-production bulk-stockpiling pricing guidelines?
Of course the USA gives itself a big discount on expendable munitions("Let's face it, when you're facing Chor'ii, 'ran out of ammo due to budget shortfalls' is NOT something you wanna hear in the middle of battle.")

That would work. I imagine that ASI has factory complexes bigger than Chi-Town once it get going.


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Unread postPosted: Tue Jul 07, 2020 9:52 pm
  

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I'll field the laser grenade countermeasure as 'experimental---advanced field trials' and let folks out there decide if it's worth the investment.

But yeah, factories the size of Chi-Town? Arco-facs?
"This here is a Company Town, Cotown....combination industrial park and community, fortress and factory...Kinda like what the original Paladin Steel works were during the Dark Ages, the factory compound becoming a refuge, while the factory techs kept the furnace sand kilns going making more armor to further fortify the place, and later to make weapons to go out and take BACK ground."

-Just gotta be careful to avoid the arcology from being infested by xenomorphs, or becoming. symbol of oppression, like Tyrell Corporation's and GENOM's corporate pyramid complexes.

_________________
-------------
"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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Unread postPosted: Thu Jul 09, 2020 8:55 pm
  

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PS-HST/VTOL-081SF3 “Dragonfly III” Light Transatmospheric Assault Shuttle
(aka ‘Xer’, ‘skittercraft’)

“It should have been a smooth as silk job like the others; go in, zap and wrap the target, and zip back to the institute with her before anyone was the wiser. Hell, even the weather was ccoperating; we had fog thick as coffee creamer obscuring any sight of our hovervan.
Then that damn thing materialized out of the mist over us like a dragon and the whole job went to hell. Something killed our engines and communications, and started punching hulls in our van and my crew. And somebody ELSE busted in, slammed me into the asphalt, grabbed our prize, and made off with her just like that, like they were magic of something! Those are the people you should be going after, officer! We just did a snatch and didn’t harm anybody....those maniacs killed or crippled my crew! And you’re arresting ME?! They were flying hardcore milspec gear! Don’t you have laws about that sort of thing?”


“- I’m really learning to HATE the usans’ love of missile platforms, especially fast-moving missile platforms. It’s like they got an endless supply of missiles coming out of somewhere. I swear they seem to $#!+ missiles. Maybe it’s something in their diet.”

“Damn, but that was crazy! Dodging the Barricans’ security patrols was no easy task, but doing it by flying in amongst the hulls they were asembling in their shipyards and getting their own overzealous gun-pilots to do the job of scuttling their pirate fleet via overkill was ####ing inspired! Saved us the trouble of dropping and trying to plant demolition charges! If it ain’t classified, I want a copy of the combat footage!”

“Ready to hunt Sorm, lads?”
“Great, ano-
“Don’t you DARE say this is just another bug-hunt. We can still drop ramp and you from the mission because you had to get this pen removed from your sinuses.”

“Not getting in an Xer piloted by a pee-vee again. They might not be able to take a piloting aug like NEXT DAGGER, but the new scaled-down inertial dampener cockpit adaptors they developed allow those smallkin to pilot full-scale aerospace craft. Get a pee-vee behind the controls of a supersonic skitter like the Dragonfly? Like a hummingbird on steroids. Great for aerial evasion, not so good on passengers. Even troops WITH class-four bio-augs reach for the airsick bags when a pee-vee starts playing the flight controls. I wasn’t so lucky to have an ack-sack ready, and PS hadn’t yet issued self-cleaning helmets to the crunchies.”

“Craziest mission loadout I ever carried was wingpods loaded with Naibead fireworks and confetti bombs. Not sure what the occasion was, but the target zone looked REAL pretty there when I salvo’ed it.”

“We’re still supposed to be the most agile predator in the sky. We just have an added dimension to our maneuvering.”

This is the long-awaited next generation of the venerable Dragonfly, updated for service in the Three Galaxies. The specifications for the new model called for the ability to make repeated combat drops from space into atmosphere, repeated powered exits from surface to space, combat maneuverability in atmosphere, and at least limited agility in space/microgravity. Improvements in protection, propulsion, and avionics were a must.
Taking advantage of commonly-available contra-gravity and advanced fusion powerplant technology, the Dragonfly III almost completely revises its propulsion system.
The Dragonfly III draws heavily on the success of the Dragonfly IIG, but does not attempt to emulate the -08SF , a stopgap ‘heavy spacefighter’ that was cutting edge for Rifts Earth, but laughably inadequate in the Three Galaxies...and unnecessary, given the large stable of superior space combat vehicles developed by (or otherwise available to) Aegis Stellar Industries(PS’s Three Galaxies branch). Though perfectly capable of operating in space, the Dragonfly III is not recommended as a space combatant; its optimal operating environment is in atmosphere as a light transport and close support vehicle.
PS/ASI has improved flight control and stealth on the Dragonfly III, taking hints from a smaller GMR aerodyne, the PixieHawk, resulting in near-insane levels of maneuverability on the controls. An experienced pilot can easily perform sophisticated aerobatics in the Dragonfly III, or play hide-and-seek with enemy forces in rough terrain, or congested skyscraper complexes. An inexperienced pilot can quickly throw the ship across the sky and fatally into the ground, so DragonFly crews receive special instruction on how to react in an emergency, and get the most out of the new ships.
While other ‘droppers’ have greater capacity, few can equal the Dragonfly’s sheer agility. As such, it’s a favored transport of special ops teams, where discrete finesse is often preferred over firepower or numbers. While the more limited Dragonfly II is likely to remain in production and service with planetary forces for a long time to come, the Dragonfly III seems to be the coming choice of USA special ops teams in years to come.

Type: PS-HST/VTOL-081SF3
Class: Transatmospheric Light Combat Transport Aerodyne
Crew: Three + 10 passengers(or 6 power armor)
MDC/Armor by Location:
Main Body 470
Reinforced Crew Compartment 100
Main Thrusters(2) 200 each
Maneuvering Thrusters(6) 60 each
Tail 150
Wing Pods(4) 90 each
Landing Gear(3) 25 each
Variable Forcefield 200 per side(1,200 total)
Height: 18 ft
Width: 38 ft
Length: 72 ft
Weight: 25 tons
Cargo: Can carry up to 5 tons in the dropbay, or a light armored vehicle
Powerplant: Nuclear Fusion, 20 year energy life
Speed: (Atmosphere) Hover to Mach 5, Maximum Altitude: Transatmospheric
(Space) Mach 9
Bonuses: +3 to Dodge, +5 to Dodge at speeds over 300 MPH
Market Cost: Currently available only to Paladin Steel, GNE, and their affiliates, but can be expected to cost 50 million credits(PW)

Systems/Features:
Radar: Range 500 miles and can track up to 250 targets at once.
Collision Warning System: 200 foot range, sounds an alarm to warn the pilot of impending collision.
Radio/Video Communications: Wide band and directional, radio and
video transmission capabilities with a 300 mile range.
Standard Video Optics plus:
Thermo-Imaging
IR/UV Optics
Telescopic/Image Enhancement Optics
Low-Light/Nightvision system
Laser Targeting
Shoulder Headlights/Spotlights: 300 foot range.
Ejector Seats
Heat & Radiation Shields
Independent Oxygen & Circulatory System
Combat Computer: The Dragonfly is equipped with an advanced combat computer that can store and analyze data during combat with hostile forces. Data collected by the combat computer can be displayed on the virtual environment cockpit of the mecha (see below), which allows the system to display large amounts of data to the pilot and even highlight enemies and missile attacks with overlaid graphics.
The combat computer tracks and identifies specific enemy targets, and has a database of over 10,000 images stored in memory. The computer can identify and track up to 250 targets simultaneously.

*ECM Suite----- Seconded from the aerospace fighter pogrammes, this EW system has a standard ECM suite for confusing sensor-guided weapons; -6 to strike

*Thermal Resistant Heat-Refractory Tile Armor---Special heat-resistant materials designed for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage. Note that this applies only to the underside and leading edges of the airframe.

*Advanced Agility Control---The Dragonfly III borrows from the PixieHawk’s advanced controls in order to better match its namesake. The result is that the DIII is even more maneuverable and light on the controls; +3/+5 to dodge in flight, and +5% to acrobatic trick maneuvers.
(Optional) Penalty: Nonprofessional pilot OCCs will find the aircraft TOO agile, and prone to snake through the air at the slightest provocation. Those who do not have Pilot Helicopter or Jet Fighter as part of their Occupation skills(as opposed to ‘Other’ skill selections), will find themselves piloting the Dragonfly III at -15% to their skill, at least until they hit 5th level of experience.

*Cyberlink: A standard feature is this advanced cybernetic control system that allows the pilot 'jack in', if so equipped, to the plane, linking him with the plane as if by telemechanics. The pilot is so in tune with the plane and their environment that he instantly knows everything involving their plane and its operations.
Bonuses: For anyone with the CyberVehicle Link, the following bonuses apply: +1 to initiative, +1 to strike using the vehicle or vehicle-mount weapons, +1 to Dodge, +1 Action/Attack per Melee, Base Driving skill of 45%, or +10% to existing driving skill. Driver can also ‘tweak’ the vehicle’s maximum speed by 1% per I.q. point. Note that the operator can only be controlling the vehicle while doing this....no other relevant actions(can carry on light conversation, or take a quick bite/drink, but can’t disassemble their weapons or whittle a wooden toy .

Weapons Systems:
1)Chin Turret(1)--- The nose mounts an underside retractable weapons turret with a heavy automatic weapon mounted in it. This mounting is typically used at low speed in support of air-to-ground combat, as deploying the turret at aerial combat speeds tends to cause streamlining problems and impose a -2 to strike with the weapon due to excessive vibration.
a) Heavy 30mm G-Cannon----The old chem-prop cannon has been replaced with a 30mm G-Cannon. This weapon is mounted in a “drop-down” turret snugged under the nose, with 60-degree declination/20-degree elevation, and 240-degree traverse ; when in high-speed flight, the cannon is retracted up under the body, and can only fire in a fixed-forward position.
Range: 4,000 ft in atmosphere, 8,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)
Damage: 1d4x10 MD single shot, 2d6x10+10 MD for a 10 shot burst.
Rate of Fire: EPCHH
Payload: 4000 rd drum(200 bursts)

b) IHA-44L spec Vulcan Laser----Though of equal antiquity to the replaced 30mm chain gun, the vulcan laser is still a good performer, giving the Dragonfly III a recoilless main weapon with effectively limitless ammunition supply.
Range: 4,000 ft in atmosphere, 12,000 ft/ 2 miles in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)
Damage: 3d4x10 MD per burst
Rate of Fire: Up to six times per melee
Payload: Effectively Unlimited

c)Pulse Laser(PS-RFL-25), the so-called “Prosek’s Gift’ thanks to its being derived from a reverse-engineered Coalition weapon!
Note: This is the only weapon that DOESN’T suffer the -2 to strike when deployed at high speed, making it popular indeed with aircrews.
Range: 6,000 ft in atmosphere, 18,000 ft/ 2.5 miles in space
(Kitsune Values: 6,000 ft in atmosphere, 110 miles in space)
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

d)PS-HPBC-20 Particle Beam Cannon------Based on the KLS Mrk IV Glitterboy PB-20 Rapid Acceleration Particle Beam Cannon. More expensive than the other fitouts, but possessing superior range and damage. The lack of a burst capability, however, means that hitting targets, especially at extreme range and while moving, requires a steady hand on the controls of the Dragonfly and the weapon, even with computer assist.
Range: 11,000 ft in atmosphere, 22,000 ft/ 2.5 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 4d6x 10 MD single blast
Rate of Fire: ECHH
Payload: Effectively Unlimited


2)Forward Light Weapons Bays(2)----Mounted in two ventral trays on either side of the fuselage, just behind the cockpit, are option spaces for fixed-forward weaponry. The Dragonfly will typically mount two pods of the same type. With the advanced technology available to the Dragonfly III’s manufacturers however, the options list has seen some adjustments and additions, with upgrades to energy weapons, and the replacement of chemical-propellent projectile weapons with rail guns or g-cannon. One of the following configurations can be fitted.
a) Light Laser ‘Blazer’ Cannon(x2)---The engineers at PS gave the Dragonfly these forward firing energy weapons so the aircraft could keep on fighting even with empty ammo racks or a damaged nose turret. The original light pulse lasers have been upgraded to more durable ‘Blazer’ models with a faster pulse rate and higher damage curve.
Range: 4,000 ft in atmosphere, 12,000 ft/ 2 miles in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst, 4d6x10 MD for both barrels burst-firimg simultaneously, 1d6x10+20 MD for four firing on one target(counts as one attack)
Rate of Fire: EGCHH
Payload: Effectively Unlimited

b) Rail Guns(x2)---PS copy of the C-30R Rail Gun. Low damage, but excellent range.
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 1d4 MD single rd, 6d6 MD per 30 rd burst. 1d6x10+12 MD for both guns firing simultaneously(counts as one attack)
Rate of Fire: ECHH
Payload: 2,400 rd drum per cannon

c) 20 mm Autocannon(x1)---Slightly upgraded version of the standard projectile weapon. Operation in space requires extra insulation, recoil damping, and reformulated propellant. Despite this, some aircrews claim the weapons show a tendency to jam in space.
Range: 21,000 ft in atmosphere, 4 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage:(20 mm) 1d4 MD per shell at 7,500 ft or less, 1 MD per shell up to 21,000 ft
4d6 MD per 5 rd burst(1d6 MD at maximum range)
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1)4d4 MD per shell(1d4 MD per shell up to 21,000 ft)
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 3.5 ft blast radius(single shot)
(Ramjet) 4d6 MD per shell at 4,500 ft or less, 1d4 MD per shell up to 21,000 ft. Bursts not possible
Rate of Fire: ECHH
Payload: 300 rds

d) 30 mm Autocannon(x1)---Based on the Triax model TX-862FC
Range: 10,000 ft in atmosphere, 4 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 4d6 MD single round, 1d6x10 MD two rd burst, 3d6x10 MD per six-shot burst
Rate of Fire: ECHH
Payload: 200 rds

e) G-Guns(x2) ---3G standard g-guns with gravitic baffling.
Range: 4,000 ft in atmosphere, 1.6 miles in space
(Kitsune Values: 1.6 miles in atmosphere, 16 miles in space)
Damage: 1d6x10+10 MD per 40 rd burst, 2d6x10+20 for an 80 rd birst, both guns firing simultaneously(counts as one attack)
Rate of Fire: EGCHH
Payload: 4,000 rd drum per gun; 100 bursts each

f) Ion Cannon(1)---Powerful ion pulse cannon
Range: 4,500 ft in atmosphere, 1.5 miles in space
(Kitsune Values: 4,500 ft in atmosphere, 85 miles in space)
Damage: 4d6 MD per shot,
1d4x10 MD double pulse shot,
1d6x10 MD triple pulse shot
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: EGCHH
Payload: Effectively Unlimited

g) Plasma Cannon(x2)---Coupled ‘Lewiston’ plasma cannons.
Range: 3,300 ft in atmosphere, 1.7 miles in space
(Kitsune Values: 3,300 ft in atmosphere, 60 miles in space)
Damage: 5d6 MD per shot, 2d4x10 MD for a four-shot burst per cannon , 4d4x10 MD for both guns firing simultaneously(counts as one attack)
Rate of Fire: EGCHH
Payload: Effectively Unlimited

h) Plasma Cannon(x1)---Plasma Cartridge-fed type. Long-barrel upgrade of the PPR-9, with improved range, though the spreading problem still persists(some operators see this as a FEATURE, not a flaw). Some analysts claim the inclusion of these weapons make the Dragonfly III arguably PS/ASI’s sought-after rival to the Naruni Fire Eater.
Range: 4,000 ft in atmosphere, 12,000 ft/ 2 miles in space
(Kitsune Values: 4,000 ft in atmosphere, 75 miles in space)
Damage: 5d6 MD per single blast, 2d4x10+10 MD per three-shot burst, 3d6x10 MD to a 6-ft wide ‘spread’ per six-shot burst(2d6x10 MD beyond 2,500 ft in atmo/9,000 ft in space out to its maximum range), and a whopping 6d6x10 MD with an 8-ft spread for a twelve-shot burst(4d6x10 MD beyond 2,000 ft in atmo/6,000 ft in space out to its maximum range)
Rate of Fire: Single shot, three, six, or twelve shot bursts
Payload: 1,200 cartridges per gun


3) Weapons Pods (4)---The Dragonfly mounts four semi-retracting weapons bays on its thick ‘wings’. For ease of loading and replacement, the ends of the wings can be unbolted and swung forward, allowing both bays to slide out sideways and be carried by robot or vehicular stevedores. Each bay can hold ONE of the following configurations:
a) Micro-Missiles---64
b) Mini-Missiles---36
c)Copperhead Anti-Armor Short Range Missiles---16
Range: 1 mile
Damage: High Explosive 2d4x10 MD, (6 ft blast radius)
Rate of Fire: Volleys of 1, 2, or 4
Payload: 12
Bonuses: +5 to strike
d)Short-Range Missiles---18
e)Medium-Range Missiles---9
f) Long-Range Missiles---4
g)Bombs(available only on the two lower racks)----Equivalent to missiles in numbers, but DOUBLE the blast radius

h)PS-AWD-DBPBC-2 Double-Barreled Particle Beam Cannon
Range: 4,000 ft in atmosphere, 12,000 ft/ 2 miles in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)
Damage: 1d4x 10 MD single blast
2d4x10 MD double blast
Rate of Fire: Three Times Per Melee
Payload: Effectively Unlimited

i)PS-AWD-MTL-1 Tri-Laser-
Range: 6,000 ft in atmosphere, 18,000 ft/ 2.5 miles in space
(Kitsune Values: 6,000 ft in atmosphere, 110 miles in space)
Damage: 4d6 MD single blast
1d4x10 +6 MD double blast
1d6x10 +10 MD triple blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

j)PS-AWD-PC3 Plasma Cannon
Range: 4,000 ft in atmosphere, 12,000 ft/ 2 miles in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)
Damage: 1d4x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

k)Plasma Torpedo Launcher---Developed from the smaller Nimro and Seraph weapons, this modified plasma cannon fires ‘bolts’ of plasma in rapid-deterioration magnetic-vortice ‘wrappers’, before exploding with missile-like force and area of effect.
Range: 7,000 ft in atmosphere, 12,000 ft/ 2 miles in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)
Damage: MD to ft blast radius
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited

4) Countermeasure Launchers(2)---The countermeasure launchers have been upgraded and enlarged to use a variety of advanced decoys.
a) 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

b) Nano-Pods-----The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 20 swarm packs

c) Grav-Pack Decoy---The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a preset pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 18 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.

d)X-Ray Laser Air/Space Countermeasure Mines
Payload: 18 per launcher

5) Modular Bay----The troop/cargo compartment of the Dragonfly III has been made even more modular, allowing the aerodyne to be more quickly outfitted for a variety of missions. Most of the existing modules are based on proven systems available to the earlier Dragonfly IIs.
a)*Anti-Aircraft Configuration---Optimized for aerial interception, the Dragonfly carries a rotary missile launcher coupled to the nose radar for long range attacks. The favorite weapon for these dogfighters and aerial sharpshooters is the AIM-79 ‘Impaler’ super-smart missile, but the launchers are also compatible with the PSFlashfire AAM, the Paladin Steel copy of the Coalition’s AMRAAAM(See Rifts: Coalition Navy), and which is just now becoming available in quantity to the front-line air units of the GNE elite security air forces.
Range: 75 miles
Damage: 2d6x10 MD to 20 ft blast radius
Rate of Fire: Volleys of 1,2, or 4
Payload: 20 missiles
Bonuses: +7 to strike

b) *Scatter Bomber Configuration: Rather than carry troops/passengers, or cargo, the Dragonfly can be configured to act as a bomber. On either side of the body, aft of the weapons pods/wing assemblies, two laterally-mounted short-range bomb-missile launchers are installed. Concealed by armored shutters when not in use, these “missile-shelves’ tilt open to deliver their munitions. The launchers can fire either rocket-propelled heavy bombs or conventional short-range missiles.
Range: 1 mile(or can carry short-range missiles instead)
Damage: Varies: equivalent to medium-range missiles
(or can carry short-range missiles instead)
Rate of Fire: Volleys of 1,2, 3,4, 8, 9, 18, or 26(all)
Payload: 26 per side, 52 bombs total

c) *Conventional Bomber Configuration: Replaces the Cargo Bay with a rotary dispenser for conventional “iron” or “smart” munitions.
Range: About half a mile from the drop site
Damage: Varies, same types and damage as the missiles of the same weight class, but triple the blast radius.
Rate of Fire: Volleys of 1, 2, 4, 5, or 10 bombs at a time(or 20, 50, mini-bombs).
Payload: 10 Heavy Bombs, OR 20 Medium Bombs, OR 50 Light Bombs, or 100 Mini-Bombs
Bonuses for ‘Smart’ munitions: Hitting a large stationary target like a building, bridge, or large immobile vessel/vehicle is automatic! To hit a moving target, roll to strike(with a +6 to strike), A volley can target one target, or separate to attack several targets.
Alternately, the Dragonfly can carry 10 “Highball”(5d6x10 MD) or one “Upkeep”(1d4x100 MD) bouncing bomb, or one “Tallboy”(5d6 x10 MD) ‘Earthquake Bomb’ in a semi-exposed external mounting(See Rodney Stott’s material at //www.altnews.com.au/hadrian/palladium/technology/index.htm/)

d)*EW Suite----Replaces any cargo in the dropbay with an electronic warfare module and station for two EW specialists/communications technicians. This system is superior to the standard jamming pods carried aboard most aircraft.
Bonuses:
*Can record and trace radio emissions, as well as perform onboard analysis(determine type of emission, and display transmission for decryption and interpretation).
*Radar-guided weapons are -6 to strike.
*Radio/Communications Jamming---Can jam enemy communications with 95% effectiveness, over an 80 mile radius
*Radar Jamming---Can jam enemy radar into useless static with 85% effectiveness, over an 80 mile radius. It can also attempt to ‘cloak’ itself and any other aircraft flying within 200 ft of it with 70% effectiveness(they just don’t appear on radar). Roll every three melees when entering enemy radar zones(or roll ECM skill +15% for more realism).
*Sensor Jamming---If caught by an enemy search/target-lock radar, either from a manned position or a missile, the Dragonfly can attempt to break the lock. In the case of missiles, the ecmtechs can attempt to take over the missiles’ systems and divert them away(roll on ECM skill to jam....roll again at -15% to take control of the missile and direct it elsewhere...roll each time the ecmtech is attempting to direct the missile through a specific action...i.e. turn 180 degrees...lock on target...switch to second target, etc.).

e)*Recon Configuration---- Makes provision in the cargo bay for a heavy sensor module and photo-recon equipment. Sensors include wide-angle, panoramic optics and cameras, thermo-imaging sensors, IR/UV optics, PPE sensors, and even radiation and molecular analyzer samplers(for detecting hydrocarbon and industrial pollutant emissions). The optics systems on this package have such high resolution that they can make out the lettering on a postage stamp from a mile up under hazy conditions!
The recon Module also includes a flare rack for dropping low-burning parachute illumination flares(10 flares, that burn for 1d4 minutes)


Option Systems:
*Stealth Field----The Dragonfly III borrows from the PixieHawk’s bag of tricks in utilizing a visual camouflage projection. This works in conjunction with the aircraft’s forcefield to produce an area of optical distortion that conceals the Dragonfly from visual detection.
When rolling to detect the aerodyne under the field, imposes a -45% to Surveillance and Read Sensory Instruments skills and has only a 25% chance of being detected with direct eyeball observation.
While the stealth field is up, the Dragonfly can only rely on passive sensors(active sensors like lidar and radar CANNOT be used). It is also only effective at speeds under 120 MPH.

_________________
-------------
"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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Unread postPosted: Fri Jul 10, 2020 2:58 am
  

D-Bee

Joined: Thu May 08, 2008 11:04 pm
Posts: 47
A higher end near cutting edge alternative to the 'run of the mill' improvement. The sort of duality that PS has done forever. Both the 2 and the 3 have their distinct uses.


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Unread postPosted: Fri Jul 10, 2020 8:33 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43716
Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:
A higher end near cutting edge alternative to the 'run of the mill' improvement. The sort of duality that PS has done forever. Both the 2 and the 3 have their distinct uses.


Well, you did set the bar and precedent with the improved PS aerospace fighters.


Worse yet, these rides are favored by PS/ASI-auged troops.

Yeah, to quote Keith Laumer's debonair two-fisted action diplomat Jamie Retief, when explaining to a belligerent alien who was bemoaning human physical superiority(actually, it was because the aliens were two feet tall and couldn't leap worth a damn), "It gets worse; some of us vote twice."

_________________
-------------
"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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Unread postPosted: Fri Jul 10, 2020 11:09 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43716
Location: Somewhere between Heaven, Hell, and New England
Paladin Steel Hyperion III/ Halbard Heavy Lift Vehicle (HLV)
(‘AstroCan’, ‘Dumbo’, ‘Super Dumbo’, ‘Flying Plug’)

“Need to loft a large solar satellite array? Want to move large numbers of people to and from orbit on a regular basis? Need the extra leg room on a lunar jaunt? The Hyperion’s the ride for you, then!”

“If you don’t mind clearing a large area around your spaceport, the torchship version of the Dumbo’s your skyrocket. Even with the GMR coils taking some of the burden off getting off the ground, the fusion thrusters do some big burning to anything too close. From a distance, though, and especially on a night launch, the roar and fire are pretty spectacular to watch, just like the good old days of chemical rocketry.”

“Yeah, I bought an old Halbard military surplus! The hull’s built tough, the shields are still good, and the weapons hardpoints are still in place, which makes it a perfect rockboat for chasing down space coral wyrms and the bouty on them. I’ve already made a small fortune harvesting exolife biota with my gun-tug.”

The Halbard HLV was developed from the pre-Rifts Hyperion Heavy Lift Vehicle, a massive cargo lift rocket that helped pioneer the industrial phase of the Golden Age of space travel. At the height of the Golden Age, nearly a hundred of these craft were operating as space-going ‘trucks’ lofting industry to near-orbit. After the Coming of the Rifts, those ships caught in orbit were converted into OTVs(orbital transfer vehicles) or cannibalized for their materials. When Paladin Steel and the GNE finally made Rifts Earth orbit, they quickly came to know the Orbital community and got to study some of the still in-service craft, especially when they were working to court the many smaller independent spacestation and spacecraft operators. Paladin Steel quickly began manufacturing spare parts and new components for the older ships as a means of currying the owners’ favor, and before long were building and offering for sale entirely new ships. PS then began working on several new craft based on the old Hyperion design, including a military version(dubbed the ‘Halbard’) as a troop carrier for carrying the early versions of the GNEASF’s ‘Stelmarines’ into space and to near-Earth targets.
The Hyperion III is a large blunt cylindrical aerospacecraft that resembles a solid metal badmitten birdy, with a flared rear skirt and bulging lower ‘aeroplug’ surrounded by a circle of lift/drive jets. A more fuel efficient and powerful fusion powerplant and plasma jet drives, along with a GMR system for weight reduction, replaces the earlier hydrox thruster systems, increasing endurance, useful lift capacity, and fuel usage, allowing for more internal volume to be given over to cargo and avionics. This has allowed PS to considerably uparmor the originally thin-skinned HLLV, and add additional weapons systems for defense.
The major shortcomings of the Hyperion/Halbard are its size and its awkward manueverability at lower altitude and low speeds. The aerospacecraft is kept aloft by directed thrust, which lights it up on thermal- and radiation-targeting systems. Thus, a Halbard rarely lands direct on an unsecured landing zone unless it has escort to suppress the local air defenses(despite tall tales of some pilots ‘torching’ an LZ with their drive plasma). The Halbard is also not recommended for use as a shipborne transfer shuttle; its large size prevents it from fitting aboard smaller starships, relegating it to service with the larger vessels or external docking hardpoints.
In the Rifts Earth solar system, the Hyperions/Halbards were, for a while, the biggest product Paladin Steel was producing, with sales to the Orbitals measured in lots of a dozen or more hulls at a time.
With the technical information coming from Aegis Stellar Industries and the adoption of ‘common domain’ contra-gravity propulsion systems, the Hyperion/Halbard saw a major upgrade, producing at least two major variants, a CG-drive local-space ‘shuttle’, and a full FTL-drive equipped interstellar-capable transport. The original fusion drive model remains in production, however, as a base-model transport for those customers with low-tech needs or circumstances.
The Hyperion/Halbard has done less well in the Three Galaxies, where advanced CG technology is far more common. The design is largely dismissed as ‘lumbering cans’ by most spacecraft buffs, and as a dangerously under-armored ‘nuclear blimp’ by 3G standards, especially around the various built-up coreworlds. Operation of the fusion-drive model is forbidden in the near space of the more civilized worlds, Still, out on the Fringe, the Hyperion/Halbard and its derivations are regarded more favorably by businessbeings as good, inexpensive, and reliable transport.
With its entry into the Three Galaxies as a growing power, PS/ASI has been reevaluating its lineup of military vehicles. Despite the updates that have made the Hyperion into a passable intersystem and even interstelalr freighter, the military Halbard version has, in the eyes of many, become too long in the tooth, and the GNEASF has been moving to strike the type from the TOE. Existing ships are likely to handed down to militia transport units or passed on to the civilian sector.


(“**” denotes military equipment/stats for the Halbard)

Type: PS-HLV-08 Hyperion III/ Halbard
Class: Heavy Transatmospheric Lift Vehicle
Crew: 4+6 gunners(passengers in cargo configuration)
MDC/Armor by Location:
Main Body 900 (**1,200)
Bridge Pod 150(**400)
Control Wings(2) 120 each (**250 each)
(Optional)External Hydrogen Tanks(Hyperion II)/Payload Containers(Hyperion III)(8) 100 each
(Optional)Point Defense Turrets( 4-6) 100 each
Height: 80 ft diameter
Width: 80 ft diameter
Length: 140 ft
(note, each External Tank is 90 ft long and 22 ft in diameter)
Weight: 4,000 tons
Cargo: Can carry 450 tons into orbit OR up to 180 passengers, plus 400 tons of cargo in external racks (860 tons total in cargo configuration!)
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed: (Atmosphere) Hover to Mach 7
(Space) Mach 14
Maximum Safe Speed of .003 Lightspeed.
Acceleration: .3 gs
Market Cost: 47 million credits or the Hyperion, 50 million for the Halbard
Systems of Note:
Standard Aerospace Craft Systems, plus:

*Life Support---Spacecraft standard

*Sensor Turret(s)---Include long range optics, thermo-imaging, low-lite, image enchance capabilities

*Long Range Radio and Laser Communications---Radio range: 100,000 miles, Laser range; 200,000 miles, Scrambler/Signal Decryption standard

*Long Range Radar---Includes EM detectors, terrain-following, IFF, low-altitude discrimination. Range: 120 miles(120,000 miles in space)

*Laser Rangefinding/Targeting: +2 to strike

*Thermal Resistant Heat-Refractory Tile Armor---Special heat-resistant materials designed for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage.

**EW Suite---Basic frequency jumping and radar/IR jamming. Radar-guided weapons are -2 to strike the craft

** Decoy/Countermeasures Launchers(3)-----Three separate sorts of countermeasures are available:
The first is simple sensor-reflective chaff and thermo-flares. These countermeasures are inexpensive and very effective against lower-end targeting systems and sensor equipment(such as that used by nations equivalent to the Coalition States on Rifts Earth), but are ineffectual against more advanced technology.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 50 bundles are available per pod

The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 25 swarm packs are available per pod

The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a preset pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 20 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.



Weapons Systems: None Standard but has provision for being fitted with up to four point defense turrets(6 for the Halbard); these are typically one of the following:
a) -RFL-42 Slayer Quad-Laser Cannon---The powerful PS-RFL-40, a new PS laser weapons system with better range and a redesigned coolant jacket.
Range: (Palladium) 6,000 ft in atmosphere, 60,000 ft in space
(Kitsune Values) 1.2 miles in atmosphere, 120 miles in space
Damage: 4d6 MD single shot, 2d4x10 MD short burst (four shots, one from each barrel), 4d4x10 MD medium burst (eight shots, two from each barrel in sequence), 4d6x10 MD long burst (takes two attacks), or 6d6x10 MD full melee burst (takes three attacks).
Rate of Fire: EPCHH
Payload: Effectively unlimited

b) Light Pulse Lasers
Range: 4,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 2d4x10 MD per pulse burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited

c) Point Defense Chain-Guns
Range: 7,000 ft in atmosphere, 3 miles in space
(Kitsune Values: 7,000 ft in atmosphere, 150 miles in space)
Damage: 1d6x10 MD per burst
Rate of Fire: EGCHH
Payload: 250 bursts per chain-gun; reloading an ammunition drop from the cargo holds tales 20 minutes

d) Light Ion Cannons
Range: 4,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 1d6x10+10 MD per shot
Rate of Fire: ECHH
Payload: Effectively unlimited

e) Light Plasma Cannons
Range: 2,000 ft in atmosphere, 1 mile in space
(Kitsune Values: 1 mile in atmosphere, 100 miles in space)
Damage: 3d6x10 MD per pulse-burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited

f) Light Particle Beam Cannons
Range: 1 mile in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 6d6x10 MD per shot
Rate of Fire: EPCHH
Payload: Effectively Unlimited

g) Tachyon Scatter Guns
Range: 1.5 miles (2,500 m) in atmosphere, 6 miles (10,000 m) in space w/ 3 mile wide arc*
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
* Scatter width is reduced to 1/4th in atmosphere
Damage: 2d4x10 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited

Options:
Most Orbital operators customized their new Hyperions with external fuel tanks and different internal life modules.
Later Hyperions were outfitted with Three Galaxies’ commercial forceshielding

Variants:-
*HLV-09H----The first ‘Halbard’ version militarized in more than name; essentially the
Hyperion III optimized as a combat transport. Hull armor was raised to 1,200 MDC . Six weapons mounts were added, sporting point defense lasers.

*HLV-09CG Hyperion V----Using common domain contra-gravity technology, the HLV-09CG replaced the fusion jets with safer and less fuel-hungry CG propulsion systems. This not only allowed for a vast increase in safety and efficiency(the HLLV could operate in areas without the threat of toasting unwary bystanders or the landscape with its plasma jets), the CG-drive system also openned up the outer solar system to the former surface-to-orbit transport design. The Hyperion V is by far the most common of the PS/ASI-manufactured versions.

*HLV-09CGD Hyperion D-V---- Unmanned( and usually unarmed) version, the secondmost common variant of the Hyperion/Halbard, popular because it doesn’t require a crew to operate, risking little in event of an accident. Some operators have attempted to make them into drone gunships with expendable external missile pods or mine deployment racks for rapid transatmospheric ‘pop-up’ attacks on incoming warships.


*FTLV-09CG Hyperion VI---Considered to be the ‘ultimate’ evolution of the Hyperion/Halbard family, the Hyperion VI introduced, at the cost of some cargo capacity(50 tons), faster than light drive propulsion, making the HLLV a true FTL starship. No longer did the Hyperion have to hitch a ride on larger starcraft such as the Brunel Tug; the Hyperion Six could make short interstellar jaunts on its own. FTL speed is a meager 1 light year/hour, but this is upgradeable.


*HLV-09CG-HVI----Considered by many to be the last gasp of the ‘Halbard’ name attached to the Hyperion OTV concept, the HLV-09CG-HVI is a Hyperion VI given milspec equipment, including six CCW-pattern dual laser/mini-missile launcher turrets . By the time the -09CG-HVI came into service, the GNEASF was already receiving its first Tongias, rendering the -09CG-HVI obsolete, and their service as combat transports with the GNEASF was short. The entire line was converted to cargo transports.

_________________
-------------
"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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