Paladin Steel Storefront - Page 120 (2024)

Paladin Steel/Ironheart Armaments Revisions:
“The Coalitiion may have seized New Kenora, but they didn’t seize its spirit.”

“People don’t care about galactic-tech flying tanks with magic space guns that can fire mini-black holes at a good fraction of the speed of light. They want affordable stuff that WORKS. You wanna know why Chipwell sells so well? Look at the people who buy it. That’s the customer base Paladin Steel should be pitching to, who we -used- to sell to when we started out. Who we should return to serving first and foremost.”

“As glad as I am to see Iron Heart’s genius still sought out and its products still produced, it phazes me just a tad that our biggest factories now are owned and operated by heavy gravity-worlder hyperactive marmotoids.”
---Leslie Madonal, IHA expatriate engineer.

“At first the SerChai national armies were less enthused about the foreign IHA designs than their technologists were. The ChaiChuks are a lot more group-oriented than humans are, and that’s part of the reason their multi-turret tanks work so well for them. To the SerChaian military eye, single-turret tanks, discounting any cupolas and glacis-plate mounts, looked too simplistic and easily disabled to them. They were more interested in our Black Bears than the Iron-series...at least until the first war games trials. THEN they changed their tune, and they couldn’t get their paws on the ‘sports cruiser tanks’ fast enough.”

“Now that the factories on Kampadow are getting into rhythm and turning out an increasing number of shiny new tanks, word is spreading and customers are lining up. The ‘chuks are going to be making money hand over fist even after paying the royalty fees to the old IHA vets.”

“For crying out loud, Paladin Steel is selling hover- and magic-modified versions of the SHERMAN TANK! It surprises you that they’d be producing knockoffs of old Iron Heart stuff? I wonder what took them so long!”

Recent developments have led to renewed interest in Iron Heart Armament’s designs, especially by offworld concens(as Rifts Earth’s reputation for tough reliable hardware design spreads). Though a substantial portion of expatriate IHA staff had been absorbed into the Paladin Steel organization and contributed to its early successes, there still remained a strong interest in the older ex-IHA/New Kenorans in retaining their corporate identity, even if only as a recognized subcontractor/subsidiary of Paladin Steel.
Accordingly, Paladin Steel has authorized several small production runs of revamped classic Ironheart Armament designs, upgraded with newer technologies. If these prove successful it has been hinted that PS may expand the production lines and/or license the production to PS/GNE affiliates.
The new IHA-lines feature improved armor protection, refined powerplants, better life support, and the almost iconic mind-boggling variety of Paladin Steel(and now Aegis Stellar Industries)-provided options, such as alternate weapons fits, protective enhancements, and electronics. There’s GMR-hover variants waiting in the wings, and already talk of technowizardry verions.
The new IHA-line is already produced under licence by the ChaiChuk of SerChai on both the homeworld and their colony of Kampadow, and the bulk of the production from these factories goes to SerChaiian armed forces, but increasingly these factories are producing for sale to other worlds in the PS/ASI/USA trade network .

*PS/IH-12C(Aka ‘Steel Gauntlet’)
“I thought you said you’d JAMMED the command links on those pathetic little crawler drones the talking-meat were trying to use to distract us? THEN EXPLAIN TO ME WHY THERE’S A FORMATION OF THEM RUNNING RAMPANT JUST OUTSIDE MY COMMAND BUNKER?!!!!!”

This is a PS-sponsored variant of the venerable IH-12B Iron Fist MBT. The ‘Gauntlet’ variant sports a new turret design that has provision for mounting a heavy massdriver cannon and mounts a second auxiliary point-defense turret and smoke/flare dispensers. The original armor composition has been swapped out for one of Three Galaxies-tech providence, giving an at least 30% increase in protective values.

Changes/Modifications:
MDC/Armor by Location:
Main Body 600
Main Turret 280
Reinforced Crew Compartment 200
Treads(2) 120 each
Height: 9.6 ft
Market Cost: 2.4 million for liquid fuel(flex-fuel), 3 million for electric ful cell, 23 million credits for nuclear.
Cost is expected to drop as much as 15% as production ramps up.
Systems of Note:
Standard Vehicle/Power Armor Systems, plus:
*NBC Sensor System Cluster---Small compact mini-lab pod that has the following:
---Geiger Counter---Detects radiation, type, and levels.
---Molecular Analyzer---A flow-through air sampler that tests for various common airborne contaminants and toxins, and determines air quality.
---Pathogen Screener---Another air sampler that looks for dust particles and spores, and the enyzme/molecular interactions of organic pathogens

*Extendable Grousers----The ‘Gauntlet’ adopts the Black Bear’s extendable grousers
that effectively widen the treads to better handle soft ground and snow(Effectively moves across these surfaces without penalty). Morphing/de-morhing the treads only takes one melee, and the occsaionally problemtic accidental triggering by electromagnetic fields or electrical discharges has been fixed. .

Weapons Systems:
1) Main Gun---The 120mm main cannon can be replaced with one of the following alternative weapons:
a) 80mm MB Gauss Cannon(PS-MDJ80M)
Weight: 5,800 lbs (2.9 tons)
Range: (Direct Fire)25,000 ft (5 miles)
(Indirect Fire) 62,500 ft (12.5 miles)
‘Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 120 rds
80mm AP shell weighs 12 lbs
Cost: 500,000 credits

b) 84mm S-HVAC HyperVelocity Assault Cannon----A SerChaiian development, the S-HVAC is an oversized ramjet cannon firing rocket-propelled ammunition, developing most of its speed outside of the barrel. Megadamage metallurgy has given the weapon’s ammunition an especially tough and dense armor-piercing core. The weapon lacks the versatility of either the 120mm cannon or the massdriver, but does excellent damage in the anti-armor role. It is mainly found with SerChaiian units due to the specialized ammuition.
Range: 4 miles
Damage: (Armor Piercing Ramjet) 1d4x100 MD out to 7,000 ft, 2d6x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 100 rds
Cost: 800,000 credits

c) Laser Cannon
Range: 2 miles
Damage: 1d6x10 MD per blast
Rate of Fire: ECHH
Bonuses: +2 to Strike
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 1.8 million credits

d) Particle Beam Cannon
Range: 8,000 ft in atmosphere, 16,000 ft in space
(Kitsune values: 8,000 ft in atmosphere, 800,000 ft/160 miles in space )
Damage: 5d6x10 M.D. per shot
Rate of Fire:(Model A) Once every five seconds (3 times per round)
(Model B) EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
(Model A) Tied directly into the nuclear power supply, but can only fire 30 times an hour before needing time to cool down (otherwise the barrel overheats and begins to warp, reducing damage by 1d6x10 per five shots until the barrel collapses).

(Model B) Effectively unlimited. hooked into military-spec powerplants. Improved heat dissipation materials and systems eliminate the overheating problem.

Cost: (Model A) 4.8 million credits
(Model B) 5 million credits

e) Light X-Ray Laser Cannon---This is a vehicle mounting of the PTICS-01(Plasma-initiated Tactical Infantry Cannon System)(CT Cartridge)
MDC: 110
Range: 10,000 ft
Damage: 2d4x10+10 MD per shot. The x-ray laser component ignores laser-reflective armors, including laser-resistant window tinting.
Rate of Fire: Single shot, ECHH
Payload: 400 rd bin
Cost: 150,000 credits. 40mm cadmium-telluride cartridges cost 95 credits each.

f) Plasma Cannon----This is the same triibarrel plasma projector as mounted on PS’s venerable Black Bear MBTs.
Range:6,000 ft
Damage: 1d6x10 MD single barrel, 2d6x10 MD double barrelled blast, 3d6x10 MD per triple barrel
burst)counts as one attack).
Rate of Fire: EGCHH
Payload: 45 shot battery per conventionally powered models; recharges at 1 shot per 10 minutes. Effectively unlimited for nuclear models.
Option: *Hot-shotting---This option feeds deuterium gas from a pressurized reservoir into the plasma stream, increasing damage by 50%. The cryogenic tank is mounted externally(and can be jettisoned when damaged or empty) and hold enough refined liquid deuterium for 150 shots. Many tank crews note that the tri-plasma weapon has a notable kick-back when firing ‘supercharged’ shots.
Cost: 180,000 credits. 45,000 credits for the Hot-shotting system.

g) Dual Ion Cannon--Same as carried on the PS-MBT-T-34, only rwo are mounted side-by-side and firing in concert. The main draws of this configurarion are low maintenance and the ability to upgrade the weapons to multi-modes.
Range: 4,000 ft
Damage: 1d6x10 MD per blast, 2d6x10 MD per dual blast.
Rate of Fire: EGCHH
Payload:200 shot battery per barrel. Effectively unlimited if attached to a nuclear powerplant.
Cost: 400,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft. Cost: 12,000 credits

2) Co-Axial Gun---The underbarrel weapon has also been made modular, allowing for customers to mix-and-match according to their operational needs, budgets, and desires. Options include energy weapons, which can be powered by a turret-mounted battery pack if the tank is conventionally powered, or tied into the reactor if nuclear-powered.
a) PS-100 Rail Gun(copy of the venerable IH-100)
b)GrHW-01 ‘Flamma’ Heavy Gravitonic Rail Gun
c) .50 caliber HGPMG(often loaded with tracer rds to spot for the main cannon)
d) PSIC-03 “Scheffer’ Ion Cannon
e)PSIR-17 ‘Zonn’ Ion Rifle
f)PS-RFL2-33/D ‘Blazer’ Rapid-Fire Infantry Laser
g) TK Mchine Gun(includng extended-range models)

3) Cupola-Mount Rail Gun---This mounting can carry a regular PS-100 Rail Gun(copy of the venerable IH-100), but other weapons are gaining popularity, such as the even more venerable .50 caliber HGPMG, PS-RFRG30(copy of the C-30R Rail Gun), GrHW-01 ‘Flamma’ Heavy Gravitonic Rail Gun, or a variety of energy weapons(powered by a turret-mounted battery pack if the tank is conventionally powered, or tied into the reactor if nucelar-powered).

4) Point Defense Turret(1)---This is taken off the PSPA-11 Power Armor where it was first deployed, then later adapted as part of Paladin Steel's emerging BAMSP: Battlefield Asset Management System Package.

A) Pulse Laser Turret: The Pulse Laser is intended as an anti-aircraft/anti-missile system, and can be remote-linked to an air defense grid system, such as the Meles AAAV, Rattlesnake AAV, or the Vixen Fighter/Recon Pod,
Range: 6,000 ft
Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: Unlimited
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)
Cost: 45,000 credits

b) Light Ion Blasters:
Range: 1,600 ft
Damage: 3d6 MD single shot, 1d6x10 MD pulse burst
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: Effectively Unlimited
Cost: 30,000 credits

4) Glacis Plate Weapons Mount---The front-mounted weapon has been made modular, for custom refits with alternative weapons.
a) 7.62mm Machine Gun
Range: 3,000 ft
Damage: 6d6 SDC single round, 4d6x10 SDC per 10 round burst.
Rate of Fire: Standard
Payload: 600 rd belt

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

c) Light Pulse Laser
Range:4,000 ft
Damage: 3d6 MD single shot. 1d4x10+6 MD per triple-shot burst
Rate of Fire: EGCHH
Payload: 300 shot battery per gun for conventionally powered models. Effectively Unlimited w/ nuclear powerplant
Cost: 30,000 credits

d) Ion Blaster---Variant of the popular PSIP-2 ‘Smasher’ series. Mount has a 45-degree arc of fire. Like the handheld version, it can be modified for additional damage effects.
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: 300 shot battery for fuel cell models, effectively unlimited for nuclear-powered models. Can also use a back-up e-clip system; 30 shots short e-clip, 60 shots long e-clip
Options: Like the handgun version, the vehicle-mounted version can be similarly modified for extra effect/power:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.

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

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

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

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

*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: One MD shot equals 10 SDC shots
Cost: 4,000 credits

5) Flare/Smoke/Chaff Launchers (2) ---’Universal’ launcher-mortars that can deploy smoke grenades, or decoy flare/chaff(both Triax and Northern Gun -standard types).
Range: 6,000 ft, creates a 30 ft cloud, +10 ft per each additional chaff/flare launched in the volley. Cloud lasts 2 meless before dissipating(or less in a very strong wind).
Damage: None
(Triax Style)
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
(Northern Gun Style)
10% chance per chaff cloud deployed of decoying missiles, up to maximum of 60%
Aircraft, power armor, and beings flying through the chaff will be -6 on perception, -3 on initiative, -5 to strike, -2 to parry, -2 dodge, and lose 1 melee attack that round(or the next). Sensory and Piloting rolls are at -20% for as long as the characters are caught in the cloud, and the next as they recover.
Payload: 12 per launcher

Variants:
*PS/IH--12UGV---Unmanned drone version that can run either by remote control or by onboard A.I. A development of the SerChaiian factories on Kampadow. These vehicles have been used as both expendable adversary forces in live-fire exercises at the Kugrin Armored Warfare School, and as combat units.

Programming:
*Pilot Ground Vehicles---- Tracked/Construction 90%, plus Combat Driving.
*Pilot Related----Read Sensory Instruments, Navigation(Land), both at 94%.

Actions/Attacks Per Melee: 4
Initiative +1

*PS/IH--12GMR---GraviMagnetic Resist version of the venerable Iron Fist. Does away with the treads, slides a GMR lift platform underneath the tank chassis, adds several maneuvering thrusters and piloting assist avionics. The -12GMR can hit speeds of 200 MPH, flying up 10 ft off the ground. Cost: +1.4 million credits.

Options:
*Advanced Armor----This oprion sheathes the tank in a combination of composite layered armor and foam insulation that help keep it light enough to float, but also insulate and protect the tank from concussive and thermal damage.
*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.
Cost: +1.3 million credits.

*Optical Cluster---Mini-optics turret similar to those mounted on helicopters and aerodynes
Sensors: Telescopic (2 mile accuity, 4-10x50 magnification)
IR/UV(2,000 ft)
Thermo-Imaging (3,000 ft)
Audio-Video-Survellance System w 48 hour recording capability
Laser Illuminator---’Paints’ targets for laser-guided weaponry. Range of 2 miles and gives a +1 to strike for L-G ordnance.
Cost: 18,000 credits

*Sensor Cluster--Small sensor dish on a turntable
MDC: 25
Sensors: Mini-Radar--5 mile range
Motion Detector--200 ft range
Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munnitions/weapons
Laser targetting System(+1 to strike)
Cost: 18,000 credits

* Lance Scanner---Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic mines, but takes twice as long).
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordnance.
Cost: 40,000 credits

*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered accoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics(3,000 ft).
Cost: 10,000 credits

*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2,000 ft
Cost: 35,000 credits

*Flechette Packs----Located around the hull are special ‘reactive armor’ panels that can be also be triggered as antipersonnel grenades.This is one of several similar systems currently in service/under development by PS.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the tank can be fitted with 12 flechette packs each, while the front and back can each take 8.
Cost: 200 credits per flechette pack

*Flamer Defense System---This can be an add-on to an existing flame-thrower system, or be wholly separate/independently installed. Based on an experiment in efforts to deter the tankerman’s worst nightmare, demolition-charge-armed infantry swarming up close, the system consists of four short-range flame projectors set up to surround the tank with a four-fan ring of flame.
Range:(Direct-Stream Mode) 100 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flame-thrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 20,000 credits.

*PS/IH-1C(Aka ‘Steel Hammer’)

“Line of sight linked missile defense on the new Hammers’ nothing short of a bleepin’ miracle! I rode out a missile barrage with a tight formation of the Seventy-Nine Rolling Iron when they came under enemy CAS missile fire and the co-orded point defense caught every incoming before it could score any golden hits. Shockwaves still knocked us around on the ground and rocked us on our treads, but that beat the alternative!”

This is a PS-sponsored variant of the venerable IH-1B Iron Hammer MBT. The variant sports a new turret design that has provision for mounting a heavy massdriver cannon and mounts a second auxiliary point-defense turret and smoke/flare dispensers. The main hull has been upgraded with reactive armor panels. The original armor composition has been swapped out for one of Three Galaxies-tech providence, giving an at least 30% increase in protective values.

Changes/Modifications:
MDC/Armor by Location:
Main Body 900
Main Turret 450
Reinforced Crew Compartment 200
Treads(2) 180 each
Height: 9.6 ft
Market Cost: 4 million for liquid fuel(flex-fuel), 6 million for electric ful cell, 35 million credits for nuclear.
Cost is expected to drop as much as 15% as production ramps up.
Systems of Note:
Standard Vehicle/Power Armor Systems, plus:
*NBC Sensor System Cluster---Small compact mini-lab pod that has the following:
---Geiger Counter---Detects radiation, type, and levels.
---Molecular Analyzer---A flow-through air sampler that tests for various common airborne contaminants and toxins, and determines air quality.
---Pathogen Screener---Another air sampler that looks for dust particles and spores, and the enyzme/molecular interactions of organic pathogens

*Extendable Grousers----The ‘Hammer’ adopts the Black Bear’s extendable grousers
that effectively widen the treads to better handle soft ground and snow(Effectively moves across these surfaces without penalty). Morphing/de-morhing the treads only takes one melee, and the occsaionally problemtic accidental triggering by electromagnetic fields or electrical discharges has been fixed.

Weapons Systems:
1) Main Gun---The 200mm main cannon can be replaced with one of the following alternative weapons:
a)80mm LB Gauss Cannon(PS-MDA80L)
Weight: 5,800 lbs (2.9 tons)
Range: (Direct Fire)25,000 ft (6 miles)
(Indirect Fire) 62,500 ft (14.5 miles)
Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 150 rds
80mm AP shell weighs 12 lbs
Cost: 600,000 credits

b) Heavy Rail Gun
Range: 11,000 ft
Damage: 3d4x10 MD per 40 rd burst; can only fire bursts.
Rate of Fire: ECHH
Payload: 8,000 rd drum(200 bursts)
Cost: 250,000 credits

c) Gatling Cannon---PS-XGECAL 50 “Ripkiller”---Based on the pre-Rifts .50 caliber GECAL 50 Six Barrel Machine Gun, this weapon fires high explosive shells(based on the Wellington Industries Heavy Explosive shells) over three miles, to devastating effect. It has excellent range and hitting power, and can be used in both the ground suppression and antiaircraft roles.
Range: 19,000 ft
Damage: 1d4 MD single shot, 1d4x10 MD per 12 shot burst(1 attack), 2d4x10 MD per 24 rd burst(2 attacks), 4d4x10 MD per 60 rd burst(3 attacks), 1d4x100 MD per 120 shot burst(takes ALL attacks that melee)
Rate of Fire: ECHH
Payload: 2,400 round drum (20 full-melee bursts)
Cost: 250,000 credits

d) Heavy Pulse Laser
Range: 8,000 ft
Damage: 4d6 MD single blast
1d4x10 +6 MD double blast
1d6x10 +10 MD triple blast
Rate of Fire: EPCHH
Payload: 300 shot battery.Unlimited linked to nuclear power source
Cost: 3.7 million credits

e) Series 2098 Heavy Ion Cannon
Range: 6,000 ft
Damage: 3d4x10 MD per shot
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: 4 times per melee
Payload: 250 shot battery.Unlimited linked to nuclear power source
Cost: 1.2 million credits

f) Heavy Plasma Cannon
Range: 4,000 ft
Damage: 1d4x10 MD per blast
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
Rate of Fire: EGCHH
Payload: 300 shot battery.Unlimited linked to nuclear power source
Deuterium Gas Reservoir has enough gas under pressure for 45 shots.
Cost: 3 million credits, plus 1,200 credits per deuterium ‘hotshot’ cartridge.

g) Particle Beam Cannon---A rapid-fire particle beam cannon, adapted from the KLS Mrk IV Glitterboy PB-20 Rapid Acceleration Particle Beam Cannon.
Range: 11,000 ft
Damage: 4d6x 10 MD single blast
Rate of Fire: ECHH
Payload: 300 shot battery.Unlimited linked to nuclear power source
Cost: 4.2 million credits

h) TW Lightning Cannon----This weapon requires that the tank be fitted with PPE generators to power it. Calls down a vertical blast of mystic lightning on the target.
Range: 9,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 15 PPE per shot
Cost: 1.9 million credits

i) 115mm S-HVAC02 HyperVelocity Assault Cannon----A SerChaiian development, the S-HVAC is an oversized ramjet cannon firing rocket-propelled ammunition, developing most of its speed outside of the barrel. Megadamage metallurgy has given the weapon’s ammunition an especially tough and dense armor-piercing core. The weapon lacks the versatility of either the 120mm cannon or the massdriver, but does excellent damage in the anti-armor role. It is mainly found with SerChaiian units due to the specialized ammuition.
The S-HVAC02 is simply a larger-caliber model of the 84mm S-HVAC.
Range: 6 miles
‘Damage: (Armor Piercing Ramjet) 1d6x100 MD out to 14,000 ft, 3d6x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 90 rds
Cost: 900,000 credits

2) Co-Axial Gun---The underbarrel weapon has also been made modular, allowing for customers to mix-and-match according to their operational needs, budgets, and desires. Options include energy weapons, which can be powered by a turret-mounted battery pack if the tank is conventionally powered, or tied into the reactor if nuclear-powered.
a) PS-100 Rail Gun(copy of the venerable IH-100)
b)GrHW-01 ‘Flamma’ Heavy Gravitonic Rail Gun
c) .50 caliber HGPMG(often loaded with tracer rds to spot for the main cannon)
d) PSIC-03 “Scheffer’ Ion Cannon
e)PSIR-17 ‘Zonn’ Ion Rifle
f)PS-RFL2-33/D ‘Blazer’ Rapid-Fire Infantry Laser
g) TK Mchine Gun(includng extended-range models)

3) Cupola-Mount Rail Gun---This mounting can carry a regular PS-100 Rail Gun(copy of the venerable IH-100), but other weapons are gaining popularity, such as the even more venerable .50 caliber HGPMG, PS-RFRG30(copy of the C-30R Rail Gun), GrHW-01 ‘Flamma’ Heavy Gravitonic Rail Gun, or a variety of energy weapons(powered by a turret-mounted battery pack if the tank is conventionally powered, or tied into the reactor if nucelar-powered).

4) Point Defense Turret---This is taken off the PSPA-11 Power Armor where it was first deployed, then later adapted as part of Paladin Steel's emerging BAMSP: Battlefield Asset Management System Package.

A) Pulse Laser Turret: The Pulse Laser is intended as an anti-aircraft/anti-missile system, and can be remote-linked to an air defense grid system, such as the Meles AAAV, Rattlesnake AAV, or the Vixen Fighter/Recon Pod,
Range: 6,000 ft
Mega-Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: Equal to the gunner’s combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: Unlimited
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)
Cost: 45,000 credits

b) Light Ion Blasters:
Range: 1,600 ft
Damage: 3d6 MD single shot, 1d6x10 MD pulse burst
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: Effectively Unlimited
Cost: 30,000 credits

5) External Antipersonel Fletchette Packs(55)----An effort to further protect the slow moving tank against faster power armor and infantry, this system consists of s series of directional ‘claymore’-style fragmentation grenades attached to the outer hull and triggred either by command or by motion detector trip to fill a ‘kill zone’ around the tank with lethal shrapnel and anti-personnel fletchettes.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the tank(sides, front, back) has 10 fletchette packs each(40 total), the turret has 6 each side, three on top(15 total)

6) Flare/Smoke/Chaff Launchers (2) ---’Universal’ launcher-mortars that can deploy smoke grenades, or decoy flare/chaff(both Triax and Northern Gun -standard types).
Range: 6,000 ft, creates a 30 ft cloud, +10 ft per each additional chaff/flare launched in the volley. Cloud lasts 2 meless before dissipating(or less in a very strong wind).
Damage: None
(Triax Style)
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
(Northern Gun Style)
10% chance per chaff cloud deployed of decoying missiles, up to maximum of 60%
Aircraft, power armor, and beings flying through the chaff will be -6 on perception, -3 on initiative, -5 to strike, -2 to parry, -2 dodge, and lose 1 melee attack that round(or the next). Sensory and Piloting rolls are at -20% for as long as the characters are caught in the cloud, and the next as they recover.
Payload: 12 per launcher

Variants:
*PS/IH-1UGV---Unmanned drone version that can run either by remote control or by onboard A.I. A development of the SerChaiian factories on Kampadow. These vehicles have been used as both expendable adversary forces in live-fire exercises at the Kugrin Armored Warfare School, and as combat units. Bonuses and programming the same as for the PS/IH--12UGV.

*PS/IH-1StnX---A small limited production batch of Steel Hammers were made with a skinning of exotic stenthamine armor plating. These tanks have proven to take only 25% damage from kinetic impacts such rail gun rounds, armor-piercing ordnance, and even giant fist and lkick attacks. The rariity and expense of refined stenthamine, however, means that unless an substantial inhouse source of the mineral is found, the handful of -1StnXs and several other vehicles made with it will remain interesting experiments.

*PS/IH-1GMR---GraviMagnetic Resist version of the venerable Iron Hammer. Does away with the treads, slides a GMR lift platform underneath the tank chassis, adds several maneuvering thrusters. The -1GMR can hit speeds of 180 MPH, flying up 10 ft off the ground. Cost: +2 million credits.

*PS/IH-APC-10---Iron Maiden Update
(aka ‘Steel Satin’)
“Now, at least, we can shed the nickname of ‘trooper toaster’ these things earned from the Coalition. Decent armor and a decent main weapon provide some real protection and power projection. Embarked infantry will always be at risk in their transports, but at least they have a better chance of survival with the changes made to the ol’ Iron Maiden.”

The ‘Iron Maiden’ has long been seen by PS engineers as needing a make-over, with an eye towards lighter and more powerful weapons, and a streamlined production process to lower costs. The original armor composition has been swapped out for one of Three Galaxies-tech providence, giving an at least 30% increase in protective values.

Changes/Modifications:
MDC/Armor by Location:
Main Body 500
Main Turret 220
Reinforced Crew Compartment 200
Treads(2) 95 each
Height: 9.5 ft
Market Cost: 1 million for liquid fuel(flex-fuel), 1.2 million for electric ful cell, 13 million credits for nuclear.
Cost is expected to drop as much as 15% as production ramps up.
Systems of Note:
Standard Vehicle/Power Armor Systems, plus:
*NBC Sensor System Cluster---Small compact mini-lab pod that has the following:
---Geiger Counter---Detects radiation, type, and levels.
---Molecular Analyzer---A flow-through air sampler that tests for various common airborne contaminants and toxins, and determines air quality.
---Pathogen Screener---Another air sampler that looks for dust particles and spores, and the enyzme/molecular interactions of organic pathogens

*Extendable Grousers----The ‘Iron Maiden’ adopts the Black Bear’s extendable grousers
that effectively widen the treads to better handle soft ground and snow(Effectively moves across these surfaces without penalty). Morphing/de-morhing the treads only takes one melee, and the occsaionally problemtic accidental triggering by electromagnetic fields or electrical discharges has been fixed.

Weapons Systems:
1) Main Turret-----PS engineers typically replace the original IH-10RJ 30mm Ramjet cannon with other weapons:
a) 30mm Cannon
Range: 10,000 ft
Damage: 4d6 MD single round, 1d6x10 MD two rd burst.
Rate of Fire: ECHH
Payload: 2,000 rd drum

b) 15-20mm Rocket Guns
Range:
(T-210)Gun launcher fires the micromissile out to about 4,000 ft, whereafter the rocket propulsion takes over.
(T-310)Gun launcher fires the micromissile out to about 8,000 ft, whereafter the rocket propulsion takes over.
(T-210/310)
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft

(T-410)Gun launcher fires the micromissile out to about 8,200 ft, whereafter the rocket propulsion takes over.
(Micromissiles)8,000 ft for all types

Damage/Bonuses:
(T-210/310)
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode

(T-410)
Pattern-2a---4d4 MD to 2 ft blast radius
Pattern-2b----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-2c----(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees

Bonuses:
(T-210/310)
Pattern-1A(None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.

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

Rate of Fire: Bursts of 3-40 rds per melee
PS is rumored to be experimenting witb versions that can fire as many as 100 missiles in a melee round(or 400 mimis in a minute!) or more!
Payload: Varies; typically feeds from a 10 missile clip, or 180 rd ammunition box or drum, though 200 and 300 rd bins are also available.

Cost: 50,000 credits for basic T-210 Gun System
120,000 credits for the T-310 Gun System
150,000 credits for the T-410 Gun System

(T-210/310)
Pattern-1A 65 credits per RG-enabled McM
Pattern-1B 72 credits per RG-enabled McM
Pattern-1C 100 credits per RG-enabled McM
Pattern-1D 135 credits per RG-enabled McM
(T-410)
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each

c) PS-M-64 60mm ‘Snapdragon’ Gun-Mortar System
Range:(Direct Fire Mode): 6,000 ft
(Artillery Mode) 12,700 ft
Damage:
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 20 ft blast radius.....lose initiative and 1 APM for that melee(cost: 160 credits)
(Fragmentation-SDC) 2d4x10 SDC to 40 ft blast radius(cost: 200 credits)
(Fragmentation-MD) 3d6 MD to 50 ft blast radius(cost: 560 credits)
(High Explosive)6d6 MD to 20 ft blast radius(cost: 720 credits)
(Anti-Armor HEAT) Very heavy projectile( Does 3d6x10 MD to a 2 ft diameter area(shaped charge)(cost: 900 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 24 ft blast radius, plus does 1d4 MD per melee for 2d6 melees(cost: 710 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)(cost: credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost: 15 credits)
Note: Additional grenade types, including TW munitions, are constantly in development.

Rate of Fire: EGCHH.
Payload: 90 rds
Cost: 250,000 credits

d)PS-M-82D ‘Townshend’ 81mm Mortar Cannon. The original revolver magazine for power armor and pintle mounts has been replaced with a larger carousel-feed magazine
Range:(Direct-fire) 6,000 ft
(Indirect Fire) 2.2 miles
Damage:(High Explosive) 1d6x10 MD to a 20 ft blast radius
(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
Rate of Fire: EGCHH.
Payload: 60 rounds
Cost: 220,000 credits

e) *PS/FA-A9 2-pounder (40mm)Autocannon---
Range:(High Velocity Round)5,000 yards(15,000 ft)
Maximum AA altitude w/ HV shells: 13,300 ft
(Low Velocity Round) 3,800 yards(11,400 ft)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 rounds per minute(or up to 30 rds per melee)
Payload: Box magazine of 200 rounds
Cost: 150,000 credits
High Velocity(Fragmentation) shells cost 200 credits apiece, 245 credits for HE
Low Velocity(Fragmentation) shells cost 180 credits apiece, 200 credits for HE

f) M-BiLar AT-5000 (PSMBL-5000B)
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: EGCHH
Payload: 300 shot battery.Unlimited linked to nuclear power source
Cost: 270,000 credits

g) PS-AWD-DBPBC-2------Based on the Mechanoid Exterminator Double-Barreled Particle Beam Cannon
Range: 4,000 ft
Damage: 1d4x 10 MD single blast
2d4x10 MD double blast
Rate of Fire: EGCHH
Payload: 300 shot battery.Unlimited linked to nuclear power source
Cost: 1.9 million credits

h) EMVC-07 ‘MagStorm’ ElectroMagnetic Vortex Cannon
Range: 6,000 ft in air and underwater
Damage: 1d4x10 MD at point of impact
Within a 60 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 25% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance.
Rate of Fire: ECHH
Payload: 300 shot battery.Unlimited linked to nuclear power source
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge.
Cost: 120,000 credits

2) Smoke Mortars(2)---Mounted on the sides of the turret are two gas grenade launchers for providing covering smoke. ) Flare/Smoke/Chaff Launchers (2) ---’Universal’ launcher-mortars that can deploy smoke grenades, or decoy flare/chaff(both Triax and Northern Gun -standard types).
Range: 6,000 ft, creates a 30 ft cloud, +10 ft per each additional chaff/flare launched in the volley. Cloud lasts 2 meless before dissipating(or less in a very strong wind).
Damage: None
(Triax Style)
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
(Northern Gun Style)
10% chance per chaff cloud deployed of decoying missiles, up to maximum of 60%
Aircraft, power armor, and beings flying through the chaff will be -6 on perception, -3 on initiative, -5 to strike, -2 to parry, -2 dodge, and lose 1 melee attack that round(or the next). Sensory and Piloting rolls are at -20% for as long as the characters are caught in the cloud, and the next as they recover.
Payload: 12 per launcher

3) Glacis-Plate Weapon---The front-mounted weapon has been made modular, for custom refits with alternative weapons.
a) Lasers---The original IH-34L twin laser mount continues to soldier on.
Range:4,000 ft
Damage: 6d6 MD per dual blast
Rate of Fire: Six times per melee
Payload:1000 blasts battery, unlimited nuclear
Cost: 80,000 credits

b) Lasers---The original reliable, but bulky, IH-34L twin lasers are often replaced with smaller, more up-to-date weapons, such as the Pulse Laser
Range:4,000 ft
Damage: 3d6 MD single shot. 1d4x10+6 MD per triple-shot burst
Rate of Fire: EGCHH
Payload: 300 shot battery per gun for conventionally powered models. Effectively Unlimited w/ nuclear powerplant
Cost: 30,000 credits

c) Ion Cannon---Based on the M-80 “Stormbringer’, but modified through the incorporation of Paladin Steel-manufactured superconductors and ‘Series-2098’ ion technology.
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: Standard
Payload: 300 shot battery per gun for conventionally powered models. Effectively Unlimited w/ nuclear powerplant
Cost: 32,000 credits

d) Ion Cannon---Vehicular mounting of the PSIC-01 Tesla heavy infantry ion weapon.
Range:(Ion Bolt) 1,900 ft
(Lightning Blast) 2,500 ft
(Shock Zone) 200 ft, and affects a 55-ft wide area
Damage: (Ion Bolt) 5d6 MD single shot, 2d4x10 MD five-shot burst
(Lightning Blast) 1d6x10 MD
(Shock Zone) 3d6 MD per melee caught in the zone of effect
Rate of Fire: ECHH
Payload:(Ion Bolt/Burst Shot) 600 shot battery. Effectively unlimited if nuclear powered.
(Lightning Blast) Each blast takes 2 shots
(Shock Zone) The shock zone uses up 1 shot per minute of operation
Cost: 28,000 credits

e) Plasma ---Adapted ‘Nimro’ plasma cutter-rifle
Range:(Stream) 1,500 ft
(‘Popper’) 1,000 ft
(Cutter) 10 ft
Damage:(Stream) 1d6x10 MD per blast
(‘Popper’) 4d6 MD to 10 ft blast radius
(Cutter) 1d6x10 SDC, 1d6 MD, 4d6 MD, or 4d6x10 MD per full melee burn
Rate of Fire: ECHH
Payload: 300 shot battery. Effectively unlimited if nuclear powered.
(Cutter) 1 shot equals 2 MD torch blasts/cuts or 20 SDC blasts. A full melee cut will use up three shots worth of charge
Cost: 35,000 credits

f) Flame Thrower
Range: 300 ft for napalm gels
Damage:
(Wellington plasma napalm) 3d6 MD burst
(MD Gel)4D6 MD Upon contact, burning for 1D6 rounds doing 2D6 MD per round. Anything that the character touches also starts on fire. Any combustible materials within touching distance, clothes, brush, etc. also ignite.
Rate of Fire:Standard
Payload: Enough fuel for 35 blasts
Special Features: *Multi-Fuel Capacity
Cost: 10,000 credits

g) Light Rail Gun
Range:4,000 ft
Damage: 1d4 MD single rd., 6d6 MD per 30 rd burst
Rate of Fire: ECHH
Payload: 600 rd magazine
Cost: 60,000 credits

h) TW TK Machinegun---Standard light TK weapon.
Range: 2,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 4d4 MD short burst(3 shots), 4d6 MD long burst, and 2d4x10 MD per full melee burst of 30 shots
Rate of Fire: EGCHH
Payload: 30 shot PPE ‘clip’. Effectively unlimited for TW-powered models. Can be recharged at 1 PPE/ 2 ISP per shot.
Cost: 80,000 credits

4) Side-Mount Missile Launchers(2)----The MLRS-24 mini-missile launchers have been retained, but their mountings have been made modular to allow rapid upgrading to more advanced models, such as a Vertical Launch Cell system less prone to ground-fouling.

5)(Optional) Turret-Mounted Missile Launchers(1-2)---PS engineers argued that the original M2 Bradley turret-mount ATM confguration may have added weight and height to the turret, but they also were much easier to point at a target, especially when using less-advanced missiles, than the hull-mounted MLRS-24 launchers. The PS/IH-APC-10 has provision for mounting one or two missile launchers on the turret.

a) Micro-Missiles-----50 shot pod

b) Mini-Missiles----6 shot pod

c) Copperhead Anti-Tank Missile Pod---Uses PS ‘smart’ armor killers for more accurate fire.
Range: 1 mile,
Damage: High Explosive 2d4x10 MD, no blast radius
Rate of Fire: Volleys of 1-4
Payload: 4
Bonuses: +5 to strike
Cost: 60,000 Cr, missiles cost 600 credits each
d) Black Talon L-SAM---4 shot pod

Variants:
*PS/IH-AAA-10---Air defense variant, mounting a hexagonal turret and four 30mm autocannon. The passenger compartment now holds ammunition.
Changes/Modifications:
Wapons Systems:
1) Quad 30mm Cannon Turret---Replaces the single cannon with a 4x air defense mounting.
Range:10,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per single gun.
Rate of Fire: EGCHH or 4 attacks in auto-defense mode.
Payload: 800 rds, 400 rds per cannon
Bonuses: Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner
Cost: 500,000 credits

*PS/IH-APC-10UGV---Unmanned drone version that can run either by remote control or by onboard A.I. A development of the SerChaiian factories on Kampadow, these vehicles have been used as both expendable adversary forces in live-fire exercises at the Kugrin Armored Warfare School, and as combat units. The ‘Ten-Guv’ is sometimes used as a remote sensor carrier in hazardous environments, similar to a ROVAR.

*PS/IH-APC-10GMR---Arguably the ultimate upgrade variant of the old Iron Maiden, this model does away with the treads altogether and mounts the upper body of it on a Gravi-Magnetic Resist truck platform chassis, giving it the ability to hover above the ground up to 15 ft, and hit speeds of 240 MPH. Cost: + 600,000 credits.

Note:
Iron Bolt Missile Tank
The Iron Bolt has NOT been revised, because PS/ASI instead manufactures the launcher itself and fits it to a variety of platforms, inlcuding trailer mounts and static launchers. This has proven VERY successful in the marketplace.

Engineering Attachments---The following can be attached to the front ends of any of the resurrected IHA designs being produced offworld. They are especially popular with combat engineer APCs.

* Flail Mounting---Inspired by the old WWII Scorpion “Flail Tanks”, this option mounts a long roller-supported assembly on the front of the tank, with a rapidly rotating drum on the end, to which are attached dozens of lengths of high-strength chain. The theory goes that by advancing behind the flailing chains, the tank can safely detonate mines at a standoff distance, triggering them prematurely with the ground-hammering chains. In practice, though, this worked only against the simplest of mines, and the device was easily defeated by time delay fuzes, greater blast radius explosives, and ‘smart’ mines like the Wellington SAW, which could attack targets from the side and from a distance. Most of the flail packages sold by PS ended up being used to clear brush or in riot control. It had some some success against infantry, but as the tank is made rather slow and cumbersome by pushing the flail assembly, it’s easily avoided.
MDC of Assembly:80
Size: The flail assemby adds ten feet to the length of the tank
Range: 8 ft range
Damage: 1d6 MD per chain strike(Roll 1d6 to determine number of chains hitting)
Penalties: Reduce speed of tank by 20%, and -10% to Pilot Tank skill
Cost: 20,000 credits

*Mine Rollers/Plows---Mine rollers and plows are simply heavily reinforced(100-200 MDC) modifications of road and farm equipment designed to be pushed ahead of the vehicle into a suspected minefield. Rollers detonate pressure-contact mines by their greater ground pressure, ideally before the vehicle itself passes over them. Plows work to unearth explosives and push them to the side where they explode with less effectiveness, or else can be more easily detonated by other means. A Mine Roller or Plow assembly typically costs 10,000-30,000 credits, and reduces the vehicle’s speed by 25%

*Hedgerow Cutters---Because tanks frequently have problems getting through undergowth, the bow plate can be fitted with an array of sharp-tined plowshare-like blades, with several vibroblades mounted among them. It also makes the tank look fierce as hell.
Damage: 4d6 MD
Cost: 30,000 credits

*Bulldozer Blade---A bulldozer blade can be mounted on the front, with enough hydraulics to raise and lower the blade. Dozer blade has 80 MDC.
Cost: 15,000 credits

Paladin Steel Storefront - Page 120 (2024)
Top Articles
Bijwerkingen van Rinvoq: wat ze zijn en hoe ze te behandelen?
Enbrel | Medicijn ervaringen en bijwerkingen | mijnmedicijn
Fan Van Ari Alectra
Cappacuolo Pronunciation
How to know if a financial advisor is good?
Jennette Mccurdy And Joe Tmz Photos
Evita Role Wsj Crossword Clue
My Vidant Chart
Obituary | Shawn Alexander | Russell Funeral Home, Inc.
How Many Slices Are In A Large Pizza? | Number Of Pizzas To Order For Your Next Party
4302024447
Wordscape 5832
Dump Trucks in Netherlands for sale - used and new - TrucksNL
Costco Gas Foster City
Fool’s Paradise movie review (2023) | Roger Ebert
N2O4 Lewis Structure & Characteristics (13 Complete Facts)
Moviesda3.Com
Buy Swap Sell Dirt Late Model
Cta Bus Tracker 77
If you bought Canned or Pouched Tuna between June 1, 2011 and July 1, 2015, you may qualify to get cash from class action settlements totaling $152.2 million
Laveen Modern Dentistry And Orthodontics Laveen Village Az
Project Reeducation Gamcore
South Bend Weather Underground
Hdmovie2 Sbs
Lines Ac And Rs Can Best Be Described As
Sienna
Star Wars Armada Wikia
Weather Underground Durham
Log in to your MyChart account
Valley Craigslist
Vadoc Gtlvisitme App
Why Are The French So Google Feud Answers
Rocksteady Steakhouse Menu
Dreammarriage.com Login
Atlantic Broadband Email Login Pronto
Frank 26 Forum
Heelyqutii
Hellgirl000
Telugu Moviez Wap Org
Gary Lezak Annual Salary
More News, Rumors and Opinions Tuesday PM 7-9-2024 — Dinar Recaps
Sofia With An F Mugshot
Saline Inmate Roster
Dickdrainersx Jessica Marie
Citymd West 146Th Urgent Care - Nyc Photos
La Qua Brothers Funeral Home
Ups Customer Center Locations
Phone Store On 91St Brown Deer
Muni Metro Schedule
Random Warzone 2 Loadout Generator
Runescape Death Guard
10 Bedroom Airbnb Kissimmee Fl
Latest Posts
Article information

Author: Eusebia Nader

Last Updated:

Views: 5585

Rating: 5 / 5 (60 voted)

Reviews: 83% of readers found this page helpful

Author information

Name: Eusebia Nader

Birthday: 1994-11-11

Address: Apt. 721 977 Ebert Meadows, Jereville, GA 73618-6603

Phone: +2316203969400

Job: International Farming Consultant

Hobby: Reading, Photography, Shooting, Singing, Magic, Kayaking, Mushroom hunting

Introduction: My name is Eusebia Nader, I am a encouraging, brainy, lively, nice, famous, healthy, clever person who loves writing and wants to share my knowledge and understanding with you.