N.A.AT
Moderators: Immortals, Supreme Beings, Old Ones
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
XM-250 Mark B Medical Hover Station
Model Type: XM-250 Class:
Military Medical Hover Vehicle Crew:
M.D.C. by Location:
***Force field — 100
***Rechargeable Force Field:
One of the most impressive "new" developments is the mega-damage capacity force field generator that has been integrated into the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial attack. The two drawbacks with the force-field are that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 24 hours. Depleting the 100 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the vehicle . A depleted force field requires a full 24 hours to regenerate to full capacity. Even minor damage (25 M.D.C. or less) will require eight (8) hours to be restored.
Can have more then Force Field generator up six more but add a ton for each field generator that 700 M.D. same rules apply look above
there a heavy Rechargeable Force Field 1d4x100+20 M.D THIS IS NOT BE USE NEAR COALITION STATES this technology is similar to N.E
M-F50B Mega heavy Force Field
This is the most powerful force field available. It looks and weighs the same as the N-F40A field, but is much more intense.
• M.D.C. 1d4x100+20
• Weight: 15 lbs (6.8 g)
• No movement penalties.
or can have variable Force Field 1d6 per side as above rules
A depleted force field requires a full 24 hours to regenerate to full capacity
Speed Flying:
140 mph (224 km) maximum, but cruising speed is usually around 50 mph (80 km).
upgraded to 400 MPH
Weapon Systems
1. Forward Weapon Turret:
Long-range Pulse variable Laser Cannon (1):
The single barrel turret is located on the top of the cockpit. It can rotate 360 degrees and the weapon barrel can be raised and lowered in a 45 degree arc of fire. The forward turret is typically operated by the co-pilot.
Primary Purpose:
Defense
Secondary Purpose:
Anti-Missile
Mega-Damage:
1d4x10 M.D. per single blast
2d6x10 per triple pulse (the triple pulse counts as one melee action).
Rate of Fire:
Equal to the pilot's attacks/actions per melee.
Maximum Effective Range:
6000 feet
Payload
Effectively unlimited.
2. Middle Weapon Turrets:
variable Long-range Pulse Laser Cannons (2):
These two laser turrets are located on the top of the medical station near the midsection. They can rotate 360 degrees and the weapon barrels can be raised and lowered 45 degrees. These turrets are typically operated by the gunner.
Primary Purpose:
Defense
Secondary Purpose:
Anti-Missile Mega-Damage:
1d4x10 M.D. per single blast
or
2d6x10 per triple pulse (the pulse counts as one melee action).
Or
both turrets can fire simultaneously at the same target, inflicting 4D6 x 10 + 6 M.D. (counts as one melee action).
Rate of Fire:
Equal to the gunner's attacks/actions per melee.
Maximum Effective Range:
6000 feet
Payload:
Effectively unlimited.
3. Single Barrel Laser Turrets (2):
A pair of laser turrets are located on top of the medical station toward the rear. These are smaller and shorter range weapons designed mainly as an anti-missile system. As usual, the laser turrets can rotate 360 degrees and the barrels can be raised and lowered in a 45 degree arc of fire. The rear laser turrets are typically operated by the gunner or communications officer.
Primary Purpose: Defense
Secondary Purpose: Anti-Missile Mega-Damage:
1d4x10 M.D. per single blast
or
2d6x10 per simultaneous blast from both turrets firing at the same target.
Rate of Fire:
Equal to the gunner's attacks/actions per melee round (typically 3 to 6).
Maximum Effective Range:
6000 feet
Payload:
Effectively unlimited.
4. Sensors of Note:
Long-range communication all robot features
4. Anti-Missile Chaff Dispenser (4): additional Located in the very tail rear of the vehicle is a chaff dispenser. When tailed by missiles, a cloud of chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack. This defensive feature is usually controlled by the co-pilot or pilot.
Primary Purpose:
Anti-Missile
Mega-Damage:
None,
but roll percentile dice to determine the result.
01-50 Enemy missile or missile volley detonates in the chaff cloud — the threat is over.
51-75 Enemy missile or missile volley loses track of real target and veers away in the wrong direction (may lock onto another nearby aircraft).
76-00 No effect! Missiles still on target!!
Also note that the chaff cloud will temporarily blind gargoyles and other flying monsters who pass through it.
The victims suffer the following penalties:
Reduce melee attacks/actions, combat bonuses and speed by half.
Duration: 1D4 melee rounds (15 to 60 seconds).
However, after that period the creature recovers and can renew his attack.
Payload: 24
Model Type: XM-250 Class:
Military Medical Hover Vehicle Crew:
M.D.C. by Location:
***Force field — 100
***Rechargeable Force Field:
One of the most impressive "new" developments is the mega-damage capacity force field generator that has been integrated into the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial attack. The two drawbacks with the force-field are that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 24 hours. Depleting the 100 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the vehicle . A depleted force field requires a full 24 hours to regenerate to full capacity. Even minor damage (25 M.D.C. or less) will require eight (8) hours to be restored.
Can have more then Force Field generator up six more but add a ton for each field generator that 700 M.D. same rules apply look above
there a heavy Rechargeable Force Field 1d4x100+20 M.D THIS IS NOT BE USE NEAR COALITION STATES this technology is similar to N.E
M-F50B Mega heavy Force Field
This is the most powerful force field available. It looks and weighs the same as the N-F40A field, but is much more intense.
• M.D.C. 1d4x100+20
• Weight: 15 lbs (6.8 g)
• No movement penalties.
or can have variable Force Field 1d6 per side as above rules
A depleted force field requires a full 24 hours to regenerate to full capacity
Speed Flying:
140 mph (224 km) maximum, but cruising speed is usually around 50 mph (80 km).
upgraded to 400 MPH
Weapon Systems
1. Forward Weapon Turret:
Long-range Pulse variable Laser Cannon (1):
The single barrel turret is located on the top of the cockpit. It can rotate 360 degrees and the weapon barrel can be raised and lowered in a 45 degree arc of fire. The forward turret is typically operated by the co-pilot.
Primary Purpose:
Defense
Secondary Purpose:
Anti-Missile
Mega-Damage:
1d4x10 M.D. per single blast
2d6x10 per triple pulse (the triple pulse counts as one melee action).
Rate of Fire:
Equal to the pilot's attacks/actions per melee.
Maximum Effective Range:
6000 feet
Payload
Effectively unlimited.
2. Middle Weapon Turrets:
variable Long-range Pulse Laser Cannons (2):
These two laser turrets are located on the top of the medical station near the midsection. They can rotate 360 degrees and the weapon barrels can be raised and lowered 45 degrees. These turrets are typically operated by the gunner.
Primary Purpose:
Defense
Secondary Purpose:
Anti-Missile Mega-Damage:
1d4x10 M.D. per single blast
or
2d6x10 per triple pulse (the pulse counts as one melee action).
Or
both turrets can fire simultaneously at the same target, inflicting 4D6 x 10 + 6 M.D. (counts as one melee action).
Rate of Fire:
Equal to the gunner's attacks/actions per melee.
Maximum Effective Range:
6000 feet
Payload:
Effectively unlimited.
3. Single Barrel Laser Turrets (2):
A pair of laser turrets are located on top of the medical station toward the rear. These are smaller and shorter range weapons designed mainly as an anti-missile system. As usual, the laser turrets can rotate 360 degrees and the barrels can be raised and lowered in a 45 degree arc of fire. The rear laser turrets are typically operated by the gunner or communications officer.
Primary Purpose: Defense
Secondary Purpose: Anti-Missile Mega-Damage:
1d4x10 M.D. per single blast
or
2d6x10 per simultaneous blast from both turrets firing at the same target.
Rate of Fire:
Equal to the gunner's attacks/actions per melee round (typically 3 to 6).
Maximum Effective Range:
6000 feet
Payload:
Effectively unlimited.
4. Sensors of Note:
Long-range communication all robot features
4. Anti-Missile Chaff Dispenser (4): additional Located in the very tail rear of the vehicle is a chaff dispenser. When tailed by missiles, a cloud of chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack. This defensive feature is usually controlled by the co-pilot or pilot.
Primary Purpose:
Anti-Missile
Mega-Damage:
None,
but roll percentile dice to determine the result.
01-50 Enemy missile or missile volley detonates in the chaff cloud — the threat is over.
51-75 Enemy missile or missile volley loses track of real target and veers away in the wrong direction (may lock onto another nearby aircraft).
76-00 No effect! Missiles still on target!!
Also note that the chaff cloud will temporarily blind gargoyles and other flying monsters who pass through it.
The victims suffer the following penalties:
Reduce melee attacks/actions, combat bonuses and speed by half.
Duration: 1D4 melee rounds (15 to 60 seconds).
However, after that period the creature recovers and can renew his attack.
Payload: 24
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
A.M.C
American mercenary Company
Ground forces
Is the largest turn from a mercenary outfit to the frist P.M.C in Europe .They are seen in many area where Dbee Refugees operate and are seen as helpers ,protector to the point that Dbee have come to the aid .This allowed to be able to get Intel, thearts and info on New Dbee in NGR.
The Brodkil Empire and Gargoyle Empire was given devastating damage to thr A.M.C in the beginning But time and time A.M.C achieved it mission. Sadly at terrible cost .But man was extremely high, the fact they hire and train various area in A.M.C .This Company hired Any one that can be used and triple hazard pay
with benefits which A.M.C always honors. This gave a reputation many want to work in.
The need of close airsupprt was killing many troops .this is what the A-10is the perfect candidate for mission operation.
Designing Player & NPC Mercenary Companies Step One: The Size and Orientation
Massive Armed Forces
This army will have several hundred super-powered and magically and psionically adept agents. It will also have enormous resources and equipment, most of which will be technologically equal or superior to the CS . It will have land, air, and possibly sea support that's AMC ( and NGR in secret ). There is a hundred thousand
combat soldiers and hundreds of support personnel .The support personnel are very capable of combat operations as well.
The was a A.M.C and later AMC
The frist one is American Mercenary Company or A.M.C and the second coming out is a Navy version it started with Tarnow Kingdom The Walesa class cargo
There is over million combat troops and over millions in support personnel and can engage in
They mainly train refugee all over phase world due to the minion war.
They are larger than frontier Militia.
Step Two: Mercenary Company Features
A. Sponsorship Various
Massive Large Mercenary Army.
2. Secret N.A.A.Ts
4. Criminal. Organized Crime
5. Government NGR
B. Outfits
10. Unlimited Clothing.
C. Equipment
3. Electronic Supplies and Good Gear.
4. Medical Equipment
5. Medical Clinic
6. Magic Technologies
7. High-Tech Augmentation (Bionics, Juicers, Crazies)
8. Unlimited Equipment.
D. Vehicles
5. Specialty Vehicles
6. Unlimited Vehicles
E. Weapons, Power Armor & Bots
5. Extensive Weaponry
6. Maximum Firepower
F. Communications
6. Superior Communications
G. Internal Security
6. Impregnable
H. Permanent Bases
4. Fortified Headquarters
5. Company Town
6. Company City
I. Intelligence Resources
2. Scout Detachment
3. Special Military Operatives
4. Psionic and Magic Operatives
5. D-Bee Specialists
6. Infiltration Network
J. Special Budget
6. Mega Bucks
K. General alignment of personnel
6. Scrupulous and Principled
L. Criminal Activity
1. Con Man
3. Cyber-Doc
6. Expert Assassin
5. Smugglers and Sellers of Contraband
7. Psychic Enforcer
8. Special Forces
9. Safecracker/Locksmith
10. Forger
M. Reputation/Credentials
5. Excellent Reputation
[br]N. Salary [/br]
6. Outrageous Salary
Note
10 infantry modern military Army "corp"
10 light cyborg modern military Army "corp
4 full conversion Cyborg modern military Army "corp
2 tank MBT Iron heart modern military Army "division"
5 tank. Abrams MBT modern military Army "division"
2 tank Abrams X MBT modern military Army "division"
1 tank Abrams Hover Tank modern military Army "division"
12 APC A modern military Army "division'
2 jet modern military Army "platoon" F16
1 jet modern military Army "platoon Iron eagle
2 gunship modern military Army "platoon" cobra
3 gunship modern military Army "platoon" Apache
1 gunship modern military Army "platoon"Apache longbow
6 gunship modern military Army "platoon" black hawk
3 modern military Army "division" osprey
3 modern military Army "platoon" Chinook
O.C.C used in A.M.C
Bounty Hunter
Forger
Freelance Spy
Master Assassin
Safecracker
Smuggler
Special Forces Soldier
Super-Spy Thief Professional
Lazarus program
Spoiler:
Abrams Battle Tank MARK VI DONE !!
M113 APC DONE !!
Hummer MKIII DONE !!
Fast Attack Vehicle (FAV)
Spoiler:
This is call Lazarus program
Vehicles and weapons
Golden Age Weaponsmiths all
Improved Abrams Battle Tank
Improved APC M113
Improved Hummer
Special Ops Dune Buggy
Improved Thunderbolt II Fighter
Improved Hercules Airplane'
Improved Apache Helicopter
Improved Chinook
Improved super Cobra gunship
Improved Black Hawk Assault Helicopter
Improved Kiowa Warrior Helicopter
Improved F16
Improved amour design, Weapons system, electric power system or nuclear power system
Mega-Damage conventional weapons
Coalition Vehicles
S.A.M.A.S None in North America
Chipwell Armaments, Inc.
Wellington Industries
Iron Heart Armaments, Inc.
Northern Gun Weapons
And others no Naruni Enterprise are used but can be given to other faction
https://www.deviantart.com/evov1/art/A- ... -199822287
A-10 Thunderbolt II A,B,&C AND Mark I
The Thunderbolt, also known as the "Warthog," is a no-non-sense jet fighter designed for close air support of ground forces. It excels at shredding anything on the ground, especially tanks, with its fearsome GAU-8 Avenger Gatling gun, as well as other armaments. Tough, ugly and mean, the Thunderbolt spells major trouble for anybody on the ground and in its way. The Thunderbolt has been one of the easiest jets to retrofit with manual controls and avionics, largely because the craft
already had a number of manual backup systems built in. However, in Rifts earth this aircraft the Mark I can limited protection to M.D.C alloys .
Because of the need of this aircraft ,there a rush for troop support.
NGR is allowed to manufacture Troop support aircraft, for close air support.
These A10 will have aircraft carriers landing capabilities to land and able to fly high and fast .And able to locate targets from 1.5 miles to 5 miles or more with it weapon Systems.!!!All A-10 will have ultra light armor ,while new A 10 with better armor ,and better weapon features. The result will be seen as a god send to AMC and even NGR troops.
Stats
Length: 53 feet, 4 inches (16.16 m).
Basic Weight: 51,000 lbs (22,950 kg).
Payload: 16,000 lbs/7,200 kg.
Speed: 500mph
Range: 1500 miles S.D.C. model ,electrical power 2 years
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 300 miles. unless otherwise look at vehicles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 300 mile range .
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
14.Polarized and light sensitive/adjusting tinted visor.
S.D.C. by Location:
A.R.: 14. Deflects any fire under 29 mm or less for M.D.C or S.D.C Rounds .
Main Body: 650
Wings (2): 400 each
Tail (2): 300 each
Engines (2): 450 each
Ultra Light MD
Main Body: 100
Wings (2): 50 each
Tail (2): 25 each
Engines (2): 40 each
Pilot Compartment Armor: 40
Even if a Thunderbolt is shot down, the pilot compartment is likely to remain intact.
Note:
A Thunderbolt can remain aloft with only one engine and while missing large parts of its tail and/or a wing. While so severely damaged, all piloting rolls are made at -25%.
Bonuses: +2 to strike
Armaments:
The primary weapon is the GAU-8 Avenger Gatling gun, which for game purposes is the same as a 30mm chain gun, only each shot does 4D6X100 S.D.C Damage( or 4d6 M.D Damage ), Thunderbolts also have
four wing pylons total for accommodating extra weaponry, such as missiles, bombs, or modified weapons, such as rocket pods, additional machine guns, rail guns.thus system can be replaced with other M.D weapons system.
Crew: One pilot.
Cost:
5000,000 for S.D.C Model fossil fuel Systems
Light armored unit 1 million
Electric power system duration 1 or 2 years
These model are use in NGR but never in North America for various reasons
AMC models have add hover system to aide carrier landing and take off with hooks added
Another is Chaff, flares or Anti-Missile
Chaff Dispenser
Hidden miniature CIW system two per wing one rear or tip for anti missiles system energy base
Heavy force field 420 M.D.C recharging in 1 hour
Weapon Systems can be upgraded
There are 1d4x100 ready to be used at anytime
Carrier model wing fold
Length: 53 feet, 4 inches to 25 feet
There are also 1d6 x100 UAV A-10
Weapon Systems
GUNPOD are place in Hared points and added addition fire power for any jet fighter
GUNPOD M61 20mm Gatling Cannon:
Spoiler:
MAIN GUN 30mm Auto-Cannon:
Spoiler:
MAIN GUN 30mm Ramjet Auto Cannon:
Spoiler:
GUNPOD.50 Caliber Machine-Gun:
Spoiler:
GUNPOD 14mm Machinegun:
Spoiler:
GUNPOD 50 Caliber Six Barrel Machine-Gun or a MiniGun:
Spoiler:
GUNPOD Vulcan Laser Turrets
Spoiler:
GUNPOD Rail Gun:
Spoiler:
GUNPOD Rail Gun Gatling:
Spoiler:
GUNPOD Anti-Tank Laser Rifle
Spoiler:
Missile PER Hard Point
WI-40M Fire & Forget Super-Heavy Missile Launcher The WI-40M
Spoiler:
Air-to-Ground Missiles
Spoiler:
XM-3 2.7 inch Rocket pod/Launchers :
Spoiler:
Short range Missile Rails (2):
Spoiler:
Missile Rails (2):
Spoiler:
Tube/Pod Mini-Missile Launcher
Spoiler:
Mounted Mini Missile Launcher pod :
Spoiler:
Modified AIM-54 Phoenix Air-to-Air Missiles (6):
Spoiler:
Last edited by ZINO on Mon Feb 13, 2023 12:49 am, edited 4 times in total.
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
Part 2
Lazarus program
Spoiler:
Abrams Battle Tank MARK VI DONE !!
M113 APC DONE !!
Hummer MKIII DONE !!
Fast Attack Vehicle (FAV)
Spoiler:
This is call Lazarus program
https://www.deviantart.com/choun1832/ar ... -617595135
UAV/ drone Warthog
Length: 53 feet, 4 inches (16.16 m).
Basic Weight: 51,000 lbs (22,950 kg).
Payload: 16,000 lbs/7,200 kg.
Speed: 420 mph (672 km).
Range: 1200 miles
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 300 miles . unless otherwise look at vehicles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
14.Polarized and light sensitive/adjusting tinted visor.
S.D.C. by Location:
A.R.: 14. Deflects any fire under 29 mm M.D.C or S.D.C Rounds .
Main Body: 650
Wings (2): 400 each
Tail (2): 300 each
Engines (2): 450 each
Light MD
Main Body: 100
Wings (2): 50 each
Tail (2): 25 each
Engines (2): 40 each
A.I Compartment Armor: 40
Even if a Thunderbolt is shot down, the pilot compartment is likely to remain intact.
Note:
A Thunderbolt can remain aloft with only one engine and while missing large parts of its tail and/or a wing. While so severely damaged, all piloting rolls are made at -25%.
Bonuses: +2 to strike
Armaments:
The primary weapon is the GAU-8 Avenger
Gatling gun, which for game purposes is the same as a 30mm chain gun, only each shot does 4D6X100 S.D.C Damage( or 4d6 M.D Damage ), Thunderbolts also have four wing pylons total for accommodating extra weaponry, such as missiles, bombs, or modified weapons, such as rocket pods, additional machineguns, automatic grenade launchers (not recommended, but you've got to make do with what you've got, right?), weapons.
Crew: none
Cost:
1,000,000 for S.D.C Model
Light armored unit 2 million
These model are use in NGR but never in North America for various reasons
AMC models have add hover system to aide carrier landing and take off with
hooks added
Another is Chaff, flares
Hidden miniature CIW system two per wing one rear or tip for anti missiles system energy base
Heavy force field 420 M.D.C recharging in 1 hour
VARIOUS WEAPONS SYSTEM
Main gun
Main gun 30mm Auto-Cannon:
Look part one
Main gun 30mm Ramjet Auto Cannon:
Look part one
Old weapon systems for number two and three
2. Wing Mounted Missiles Pylons (6):
Spoiler:
3. Fuselage Mounted Missile Pylons (3):
Spoiler:
Updated weapon systems for number two and three
2. Wing Mounted Pylons (6) and wing tip (8):
3. Fuselage Mounted Pylons (4):
Can have only on gun pod
Gun pods
XM-134 M.D.C 7.62 mm Mini-Gun: gun pod
Spoiler:
M61 20mm Gatling Cannon: gun pod
Spoiler:
This machine-gun is mounted under the nose position,
Spoiler:
14mm Machinegun: gun pod
Spoiler:
50 Caliber Six Barrel Machine-Gun or a MiniGun: gun pod
Spoiler:
Vulcan Laser Turrets gun pod
Spoiler:
Rail Gun: gun pod
This gun is the defense against enemy planes, although some pilots use it for strafing runs against ground targets.
Spoiler:
Rail Gun Gatling: gun pod
Spoiler:
Anti-Tank Laser Rifle
Spoiler:
Heavy weapons missiles
WI-40M Fire & Forget Super-Heavy Missile Launcher The WI-40M
Spoiler:
Air-to-Ground Missiles
Spoiler:
XM-3 2.7 inch Rocket Launchers :
Spoiler:
Short range Missile Rails (2):
Spoiler:
Missile Rails (2):
Spoiler:
Note
Spoiler:
Tube Mini-Missile Launcher
Spoiler:
Mounted MiniMissile Launcher pod :
Spoiler:
Modified AIM-54 Phoenix Air-to-Air
Missiles (6):
Spoiler:
Anti-Missile Chaff Dispenser (1):
Spoiler:
4. Systems of Note:
The Thunderbolt has all the standard features of robot vehicles as listed in the Rifts® RPG. In addition to the following special features applicable to characters with the Jet Fighter skill; no bonuses for those untrained in
combat aircraft.
Special Bonuses :
One additional melee attack/action per melee round against ground-based opponents , +1 on in initiative, +2 to dodge when flying at slow speeds or at low altitude, +4 to dodge when flying over 325 mph (520 km).
Radar:
Can identify an d simultaneously track up to 96 different targets . Range : 300 miles (4 80 km). The radar
is in the nose and faces forward. Only targets in the forward 60 degree arc of the jet can be targeted. Special ground attack mode identifies and tracks ground targets only. Laser Designator/Targeting System: Mounted on the right side
of the nose, the laser targeting is used with Avenger Cannon shots. The aiming reticle appears on the HUD for cannon shots .
Bonuses:
+ 1 to strike with the cannon .
Range : 2 miles (3 .2 km).
Radar Detectors :
Hidden in the wingtips and tail section, these sensors will display, on a receiver screen, the direction an d
source(s) of radar energy hitting the aircraft . The radar detector system software and sensitivity is so great that it can identify theradar source, direction and type of signal with an accuracy rating of 80%.
Part 3
https://www.deviantart.com/crewshay/art ... -137825015
GAW A-10 Thunderbolt III MARK II and III
Model Type:
GAW A-10 Thunderbolt III MARK II and III , a.k.a. the "Warthog"
Class: Close-support ground attack aircraft.
Crew: One, pilot.
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 300 miles . unless otherwise look at vehicles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
14.Polarized and light sensitive/adjusting tinted visor.
M.D.C. by Location:
Old version
Dual-Rudder Tail - 45
* Landing Gear/Tires (3) - 5 each add
Jet Engines (2) - 55 each
* Avenger Cannon - 20
* Missile Pylons (9) - 5 each
** Wings (2) — 60 each
** Main Body/Fuselage - 140
Reinforced Pilot's Compartment – 60
Updated version
Dual-Rudder Tail - 90
* Landing Gear(3) - 15 each add
*Tires (3)-50 each
Jet Engines (2) - 155 each
* Avenger Cannon - 20
* Missile Pylons (11) - 10 each
** Wings (2) — 160 each
** Main Body/Fuselage - 240
Reinforced Pilot's Compartment – 60 or 240
* Items marked by a s ingle asterisk are small and/or difficult targets to hit and require a Called Shot to strike w ith a -5 penalty to strike when the aircraft is moving faster than 1 00 mph ( 1 60 km ; -2 to strike moving slower than that). Destroying the landing gear w ill result in an emergency landing (same as crash landing but with 0 1 -77% chance of success). The loss of one engine reduces maximum air speed by half and impose a - 1 5% penalty to the piloting ski l l and trick maneuvers . There are three weapon pylons per wing and three under the fuselage. Destroying a pylon prevents missiles or bombs from being mounted to the aircraft. Destroying a missile attached to a pylon will detonate it and inflict damage to the aircraft.
* * Destroying one of the wings or depleting the M.D.C . of the main body will knock the bird out of the sky ! Roll under piloting skill -30% for a successful crash landing (plane i s wrecked, but the pi lot comes out alive).
Speed :
Driving on the Ground: Not possible, taxi speed is 5 mph (8 km) on paved surfaces, 2 mph (3 .2 km ) on rough terrain.
Flying:
The twin turbojets enable the Thunderbolt aircraft to reach a maximum speed of 550 mph in level flight.
Cruising speed is considered 250 mph
(520 km). Stall speed is an impressive 40 mph fuLly loaded.
The landing system is reinforced, making landings possible on rough, level terrain (- 10% to -4 0% or 1d4x10% modifier, any higher results in a controlled crash attempt) and allows it to be positioned near the battlefield. At maximum weight, takeoff distance is only 70 feet (2 1 . 3 m ) !
Maximum Altitude :
The maximum altitude of the Warthog is 60 ,000 feet .
Range :
3000 miles ( 1 600 km) before requiring refueling .
electric power systems 2 years
Statistical Data :
Height: 11 feet (3 . 3 m).
Width: 60 foot ( 1 8 . 2 m) wingspan .nay version 30 feet when floded
Length: 64 feet ( 1 9 . 5 m)
Weight: 1 3 tons empty, 19 tons fully loaded.
Cargo : Minimal storage space for extra clothes, weapons and personal items.
Power System : Conventional twin turbojet engines.
Cost: 38 million credits for a single undamaged and fully armed Thunderbolt.
Weapon Systems:
1. GU-A/8 Mk. II Avenger Cannon (1 ; experimental) : Main gun
This is the centerpiece of the Thunderbolt. It is 21 fe et (6.4 m) long
without the ammo drum (32 feet/9 .8 m with it) . It fires specially, shaped armor piercing Mega-Damage projectiles using a high-yield propellant. It is highly accurate , ab le to concentrate its firepower inside a two foot (0.6 m) area. The cannon's high rate of fire re quires 77 horsepower just to rotate the barrels. The only exposed part of the gun is the armored 2 foot (0.6 m) section under the nose. The rest of it is inside the main body of the aircraft.
Primary Purpose: Assault/Anti-Armor.
Secondary Purpose: Anti-Dragon! Anti-Aircraft.
Mega-Damage :
2D6x1O M.D. to a two-foot (0 .6 m) area per 100 round burst. Ricochets are common against "hard targets" and
do 2D6 M.D. to everything in a 15 foot (4.6 m) radius of the main target .
Rate of Fire: 100 round bursts only.
Effective Range: 5800 feet (1768 m).
Payload :
The ammo drum holds 2000 rounds for 20 bursts, but it' s usually enough to get the job done . The ammo drum can behand-loaded inside the aircraft, but that usually takes 2 hours . Normally a belt driven loader, common to all heavy projectile weapon systems, is used (with reloading only taking 10 minutes). Instead of re loading the drum it can be replaced with an other one. Requires heavy equipment and/or a robotic P.S. of 25 or more.
Upgrades
Main gun 30mm Auto-Cannon:
Spoiler:
Main gun 30mm Ramjet Auto Cannon:
Spoiler:
Old weapon systems for number two and three
2. Wing Mounted Missiles Pylons (6):
Spoiler:
3. Fuselage Mounted Missile Pylons (3):
Spoiler:
Updated weapon systems for number two and three
2. Wing Mounted Pylons (6) and wing tip (8):
3. Fuselage Mounted Pylons (4):
Can have only on gun pod
Gun pods
XM-134 M.D.C 7.62 mm Mini-Gun: gun pod
Spoiler:
M61 20mm Gatling Cannon: gun pod
Spoiler:
This machine-gun is mounted under the nose hardpiont ,
Spoiler:
14mm Machinegun: gun pod
Spoiler:
Spoiler:
50 Caliber Six Barrel Machine-Gun or a MiniGun: gun pod
Spoiler:
Vulcan Laser Turrets gun pod
Spoiler:
Rail Gun: gun pod
Spoiler:
Rail Gun Gatling: gun pod
Spoiler:
Anti-Tank Laser Rifle
Spoiler:
Spoiler:
WI-40M Fire & Forget Super-Heavy Missile Launcher The WI-40M
Spoiler:
Air-to-Ground Missiles
Spoiler:
XM-3 2.7 inch Rocket Launchers :
Spoiler:
Short range Missile Rails (2):
Spoiler:
Missile Rails (2):
Spoiler:
Note
Spoiler:
Tube Mini-Missile Launcher pod
Spoiler:
Mounted MiniMissile Launcher pod :
Spoiler:
Modified AIM-54 Phoenix Air-to-Air Missiles (6):
Spoiler:
Anti-Missile Chaff Dispenser (1):
Spoiler:
4. Additional Systems of Note: can be added to Mark I models if electric power
The Thunderbolt has all the standard features of robot vehicles as listed in the Rifts® RPG. In addition
to the following special features applicable to characters with the Jet Fighter skill; no bonuses for those untrained in combat aircraft.
Special Bonuses :
Spoiler:
Radar:
Spoiler:
Laser Designator/Targeting System:
Spoiler:
Bonuses:
+ 1 to strike with the cannon .
Range : 2 miles (3 .2 km).
Radar Detectors :
Hidden in the wingtips and tail section, these sensors will display, on a receiver screen, the direction an d
source(s) of radar energy hitting the aircraft . The radar detector system software and sensitivity is so great that it can identify the radar source, direction and type of signal with an accuracy rating of 80%.
additional armor can add up to 240 for the following locations Jet Engines,Wings,,Main Body/Fuselage
also can add force field
Motion Detector and Warning System: [/b]
Spoiler:
Motion Detector:
Spoiler:
Laser communication systems
Spoiler:
Data combat net systems:
Spoiler:
Infrared variable lighting systems:
Spoiler:
Additional sensor or optic system
Each sensor or optic system is numbered to indicate the features of each one of the ten sensor bulbs. If individually targeted by an enemy (a rarity) or if the Spider Probe is dam-aged in some other way and loses one or more of its reconnaissance features, the G.M. can pick one (or some) or 10 for random determination.
1. Multi-Optics system:
Spoiler:
2. Telescoping zoom lens
Spoiler:
CIWS Beam /Gatling Rail Guns (2):
Spoiler:
CIWS Beam Gatling Guns (2):
Spoiler:
varies Rechargeable Force Field:
Standard Rechargeable Force Field:
Spoiler:
Improved Rechargeable Force Field:
Spoiler:
Phase world Force Field:
Spoiler:
Number 11 Magnetic Deflection Shield
Spoiler:
Gravitonic Technology variable Force Field
Spoiler:
Example of Variable Force Fields:
Spoiler:
The Walesa class cargo
Model Type:
TC-B 100 Class: Cargo Transport
Crew: Typically 25-50: Captain,
first officer,
two chief officers (in charge of navigation, sensors, engineering and weapon systems respectively),
two medical officers,
three communication technicians,
6 engineers/mechanics,
a cook and two assistant cooks,and seamen.
The ship can be piloted by a skeleton crew of eight, but at half efficiency.
Troop Capacity:
The cargo ship typically has two sea stars and a dozen sting-ray power armor suits. In the capacity as a troop carrier the ship can carry a full company of 160 men or power armor troops and 30 tons of additional equipment. The inclusion of robots or vehicles will reduce the area available for troops.
Cargo Capacity:
110 tons
M.D.C. by Location:
Spoiler:
* Depleting the M.D.C. of the main body will cause the ship to sink in 4D6 minutes. Inflatable rafts (enough for twice the maximum crew) are stored in special compartments on the ship.
Speed: 40 mph (64 km)
Statistical Data:
Height: 50 feet (15 m)
Width: 40 feet (12 m)
Length: 150 feet (45.7 m)
Weight: 300 tons
Power System:
Nuclear, with an average life of 20 years. Black Market Cost: 70 to 80 million credits.
Weapon Systems
1. Missile Launchers (2)
Spoiler:
2. Depth Charge Launchers (2):
Spoiler:
3. Additional Weapon Systems can be added:
These can include four to six laser or rail gun turrets, mini-missile launchers, power armor troops, helicopters, and so on.
One dual weapon Systems one per side
Pick two different weapons system
From below
And Anti-Missile Chaff Dispenser one per side
Gun pods
XM-134 M.D.C 7.62 mm Mini-Gun:
Spoiler:
M61 20mm Gatling Cannon: gun pod
Spoiler:
This machine-gun is mounted under the nose position,
Spoiler:
14mm Machinegun: gun pod
Spoiler:
50 Caliber Six Barrel Machine-Gun or a Mini Gun: gun pod
Spoiler:
Vulcan Laser Turrets gun pod
Spoiler:
Rail Gun
Spoiler:
Rail Gun Gatling
Spoiler:
Anti-Tank Laser Rifle
Spoiler:
Heavy weapons missiles
Spoiler:
XM-3 2.7 inch Rocket Launchers :
Spoiler:
Missile (2):
Spoiler:
Tube Mini-Missile Launcher
Spoiler:
CIWS Beam /Gatling Rail Guns (6):
Spoiler:
CIWS Beam Gatling Guns (6):
Spoiler:
Anti-Missile Chaff Dispenser (6):
Spoiler:
Power Armor Crew:
Several crew members may use the sting-ray power armor and 4sea star power armor units and/or 5TC-R3 and R2 robots are typically part of the ship's resources.
There aslo 5 Modified sea S.A.M.A.S
Last edited by ZINO on Mon Feb 13, 2023 12:50 am, edited 3 times in total.
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
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- Joined: Mon Jul 14, 2008 5:02 pm
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Re: N.A.AT
PART four
https://www.deviantart.com/heckthor/art ... 5425&qo=10
Quote:
artist comment
https://www.deviantart.com/heckthor/art ... 5425&qo=10
A-10 redesigned to take off vertically
VTOL A-10 by ~heckthor
Digital Art / Photomanipulation / Conceptual ©2011 ~heckthor
JET FIGHTER : A-10 Thunderbolt IV ( VTOL or STOL )MARK V
The A-10 has superior maneuverability at low speeds and altitude because of its large wing area, high wing aspect ratio, and large ailerons. The high aspect ratio wing also allows for short takeoffs and landings, permitting operations from primitive forward airfields near front lines. The aircraft can loiter for extended periods and operate under 1,000 ft (300 m) ceilings with 1.5 mi (2.4 km) visibility. It typically flies at a relatively slow speed of 300 knots (350 mph; 560 km/h), which makes it a much better platform for the ground-attack role than fast fighter-bombers, which often have difficulty targeting small and slow-moving targets.
Engine exhaust passes over the aircraft's horizontal stabilizer and between the twin tails, decreasing the A-10's infrared signature and lowering the likelihood that the aircraft can be targeted by heat-seeking missiles fired from the ground. The placement of the engines behind the wings partially shields them from anti-aircraft fire. The leading edge of the wing is honeycomb panel construction to provide strength with minimal weight compromise. Honeycomb panels of this type on the A-10 include the flap shrouds, elevators, rudders and other sections of the fins.
The A-10 has integrally machined skin panels. Because the stringers are integral with the skin there are no joint or seal problems. These panels, fabricated using computer controlled machining, reduce the time and hence the cost of production. Combat experience has shown that this type of panel is more resistant to damage. The skin is not load-bearing, so damaged skin sections can be easily replaced in the field, with makeshift materials if necessary.
The ailerons are at the far ends of the wings to gain greater rolling moment, as with many aircraft, but there are two distinguishing features. The ailerons are larger than is typical, almost 50% of the chord, providing improved control even at slow speeds. The aileron is also split, making it a deceleron.
The A-10 is no longer refueled, rearmed, and serviced with minimal equipment. Also, most repairs can be done in the field. An unusual feature is that many of the aircraft's parts are interchangeable between the left and right sides, including the engines, main landing gear, and vertical stabilizers. The sturdy landing gear, low-pressure tires and large, straight wings allow operation from short rough strips even with a heavy ordnance load, allowing the aircraft to operate from damaged airbases. If runways are damaged in an attack, the A-10 can operate from taxiways or straight roadway sections.
The new A-10has new engine systems call VTOL .Durability A vertical take-off and landing (VTOL) aircraft is one that can hover, take off and land vertically. This classification includes fixed-wing aircraft as well as helicopters and other aircraft with powered rotors, such as tiltrotors. Some VTOL aircraft can operate in other modes as well, such as CTOL (conventional take-off and landing), STOL (short take-off and landing), and/or STOVL (short take-off and vertical landing). Others, such as some helicopters, can only operate by VTOL, due to the aircraft lacking landing gear that can handle horizontal motion. VTOL is a subset of V/STOL (vertical and/or short take-off and landing). This give a incredible turn rate that the enemy are caught off guard think it just a fix wing and the abilities to do of a attack helicopter
Besides the ubiquitous helicopter, there are currently two types of VTOL aircraft in military service: craft using a tiltrotor, such as the Bell Boeing V-22 Osprey, and aircraft using directed jet thrust such as the Harrier family. Generally speaking, VTOL aircraft capable of V/STOL use it wherever possible, since it typically significantly increases takeoff weight, range or payload over pure VTOL.
The A-10 is exceptionally tough. Its strong airframe can survive direct hits from armor-piercing and high-explosive projectiles up to 29 mm M.D.C Rounds . The aircraft has quadruple redundancy in its flight systems, with mechanical systems to back up triple -redundant hydraulic systems. This permits pilots to fly and land when hydraulic power or part of a wing is lost. Flight without hydraulic power uses the manual reversion flight control system; this engages automatically for pitch and yaw control, and under pilot control (manual reversion switch) for roll control. In manual reversion mode, the A-10 is sufficiently controllable under favorable conditions to return to base and land, though control forces are much higher than normal. The aircraft is designed to fly with one engine, one tail, one elevator and half a wing torn off.
Its self-sealing fuel tanks are protected by fire-retardant foam. The A-10's main landing gear is designed so that the wheels semi-protrude from their nacelles when the gear is retracted so as to make gear-up belly landings easier to control and less damaging to the aircraft's underside. Additionally, the landing gear are all hinged toward the rear of the aircraft, so if hydraulic power is lost the pilot can drop the gear and a combination of gravity and wind resistance will open and lock the gear in place.
The cockpit and parts of the flight-control system are protected by 1,200 lb (540 kg) of titanium armor, referred to as a "bathtub". The armor has been tested to withstand strikes from 29 mm cannon fire and some strikes from 57 mm rounds. It is made up of titanium plates with thicknesses from 0.5 to 1.5 inches (13 to 38 mm) determined by a study of likely trajectories and deflection angles. This protection comes at a cost, with the armor making up almost 6% of the aircraft's empty weight. To protect the pilot from the fragmentation likely to be created from impact of a shell, any interior surface of the tub that is directly exposed to the pilot is covered by a multi-layer nylon spall shield. In addition, the front windscreen and canopy are resistant to small arms fire.
Proof of the durability of the original S.D.C version A-10 was shown when Captain Kim Campbell, flying a ground support mission over Baghdad during the 2003 invasion of Iraq on 7 April, suffered extensive flak damage to her A-10. Enemy fire damaged one of the A-10's engines and crippled its hydraulic system, which required the aircraft's stabilizer and flight controls to be operated via the back-up mechanical system, this being known as 'manual reversion mode'. Despite this damage, Campbell managed to fly the aircraft for nearly an hour and landed safely.
There are several reasons for the unusual location of the A-10's General Electric TF34-GE-100 turbofan engines. First, the A-10 was envisioned to fly from forward air bases, often with substandard, semi-prepared runways that present a high risk of foreign object damage to the engines. The height of the engines decreases the chance that sand, or stones will be ingested. This also allows engines to keep running while the aircraft is serviced and rearmed by ground crews, reducing turn-around time. Without the limitations imposed by engines, the wings could be mounted closer to the ground, to simplify servicing and rearming.
The engines' high 6:1 bypass ratio provides the A-10 with a relatively small infrared signature, and their position directs exhaust over the tailplanes further shielding it from detection by heat-seeking surface to air missiles. The engines are angled upward by nine degrees to cancel out the nose-down pitching moment they would otherwise generate due to being mounted above the aerodynamic center of the aircraft. This avoids the necessity to trim the control surfaces against the force. The heavy engines require strong supports, so their pylons are connected to the airframe by four bolts.[45]
The old fossil or nuclear version replace all this fuel system components are protected in multiple ways. All four fuel tanks are located near the center of the aircraft, reducing the likelihood that they will be hit or have their fuel lines severed. The tanks are separate from the fuselage; thus, projectiles would need to penetrate the aircraft's skin before reaching the outer skin of the tank. The refueling system is purged after use so that all fuel in the aircraft is protected from fire. All fuel transfer lines self-seal if they are compromised; if a tank is damaged beyond its ability to self-seal, check valves prevent fuel flowing into the compromised tank. Most of the fuel system components are inside the tanks so that fuel will not be lost in case a component were to leak. Most importantly, reticulated polyurethane foam lines both the inner and outer sides of the fuel tanks, retaining debris and restricting fuel spillage in the event of damage. The other source of possible combustion, the engines, are shielded from the fuel system and the rest of the airframe by firewalls and fire extinguishing equipment. Even in the event of all four main tanks being penetrated and all contents lost, sufficient fuel is carried in two self-sealing sump tanks to allow flight for 230 miles (370 km).
Weapon systems
The fuselage of the aircraft is built around the gun. The gun's firing barrel is placed at the 9 o'clock position so it is aligned on the aircraft's centerline. The gun's ammunition drum can hold up to 1,350 rounds (later 2000 rounds) of 30 mm ammunition, but generally holds 1,174(later 2000 rounds) rounds. The damage caused by rounds firing prematurely from impact of an explosive shell would be catastrophic, so a great deal of effort has been taken to protect the 5 feet 11.5 inch (1.816 m) long drum. There are many armor plates of differing thicknesses between the aircraft skin and the drum, to detonate an incoming shell before it reaches the drum. A final layer of armor around the drum protects it from fragmentation damage. The gun is loaded by Syn-Tech's linked tube carrier GFU-7/E 30 mm ammunition loading assembly car.
Another commonly used weapon is the air-to-surface missile, with different variations for either electro-optical (TV-guided) or infrared targeting. The Maverick allows targets to be engaged at much greater ranges than the cannon, a safer proposition in the face of modern anti-aircraft systems. During Desert Storm, in the absence of dedicated forward-looking infrared (FLIR) cameras for night vision, the Maverick's infrared camera was used for night missions as a "poor man's FLIR". Other weapons include cluster bombs and Hydra rocket pods( M.D.C rocket ). Although the A-10 is equipped to carry laser-guided bombs, their use is relatively uncommon. The A-10 has not been equipped with weapon control systems for accurate bombing as of 2000. A-10s usually fly with an ALQ-131 ECM pod( look at features ) under one wing and two AIM-9 Sidewinder air-to-air ( replaced with short range / medium range /long range missiles even mini-missiles )missiles under the other wing for self-defense.
Modernization:
https://upload.wikimedia.org/wikipedia/ ... ight-2.jpg
Since the A-10 flies low to the ground and at subsonic speed, aircraft camouflage is important to make the aircraft more difficult to see. Many different types of paint schemes have been tried. These have included a "peanut scheme" of sand, yellow and field drab; black and white colors for winter operations and a tan, green and brown mixed pattern.
The two most common markings applied to the A-10 have been the European I woodland camouflage scheme and a two-tone gray scheme. The European woodland scheme was designed to minimize visibility from above, as the threat from hostile fighter aircraft was felt to outweigh that from ground-fire. It uses dark green, medium green and dark gray in order to blend in with the typical European forest terrain and was used from the 1980s to the early 1990s. Following the end of the Cold War, and based on experience during the 1991 Gulf War, the air-to-air threat was no longer seen to be as important as that from ground fire, and a new color scheme known as "Compass Ghost" was chosen to minimize visibility from below. This two-tone gray scheme has darker gray color on top, with the lighter gray on the underside of the aircraft, and started to be applied from the early 1990s.
Many A-10s also featured a false canopy painted in dark gray on the underside of the aircraft, just behind the gun. This form of automimicry is an attempt to confuse the enemy as to aircraft attitude and maneuver direction.
Nicknames
The A-10 Thunderbolt class received its popular nickname "Warthog" from the pilots and crews of the USAF attack squadrons who flew and maintained it. The A-10 is the last of Republic's jet attack aircraft to serve with the USAF. The Republic F-84 Thunderjet was nicknamed the "Hog", F-84F Thunderstreak nicknamed "Superhog" or recently “MEGA hog” for VTOL , and the Republic F-105 Thunderchief tagged "Ultra Hog".A less common nickname is the "Tankbuster". The saying Go Ugly Early has been associated with the aircraft in reference to calling in the A-10 early to support troops in ground combat.
https://images-wixmp-ed30a86b8c4ca88777 ... Pcea_XH2-0
Features
1. Radar: look below
2. Combat computer: add +2 strikes rail gun, +3 auto cannon ,+4 dodge when in flight at max, also add +3 attacks, +5 to dodge weight
3. Laser targeting add +1 to all weapons systems back up systems
4. Radio standard 100 miles, or N.A.A.T uses 30 miles back up systems
5. External audio pick up: same as robots
6. Spotlight range 5 mile optional
7. Ejection systems: zero to zero launch systems
8. N.A.A.T ADD Self-Destruct systems note use any long range missile war head the most powerful in that part of rifts earths
9. Voice actuated locking systems
10. Complete environmental pilot and crew compartment Weight add
11. N.A.A.T ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike
12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 1 tons
13. N.A.AT Can add Five TW Features 5 offensive and 5 defensive of any type plus 10 P.P.E batteries each has 100 points each total 1000 points
14. N.A.A.T ADD Special amour: able to reflect any beam or physical attack range weapons (no damage) 50 M.D.C or less to any location this applies to Force field as well. On the second hit is 45 M.D.C and third hit 40 M.D.C and the firth hit 40 !!!
15.Any female pilot or partial Borg get a plus 1d8 to initiative plus a +1 to strike at range + 2 strike in hand to hand combat , dodge ,+2 roll +2 parry , or add +3 total 5 Arm shields
Male pilots get this at third level 1d4 initiative
16. N.A.A.T ADD Advance E.C.C.M systems similar to #13 but design for pilots to have less crew and let this systems work against ECM and ECCM as well. The systems is a learning and changes starts as a drone but if not erased if goes up at simple level intelligence to level 2 them goes to robot intelligence the level 3 goes to Neural intelligence at this point able to move IF necessary to help the pilot and can refuse if it an enemy pilots getting into the cockpit compartment , but will help any allied during the mission or given go codes plus can tell if lying( humans 98% note If I.Q, OR M.E OR M.A is 16 or better for each point it gets -1% ,so a 17 is a -2% , a 18 -3 and so on ). A combat bonus is that of robot, at level 5 is almost a human being (part of the pilot’s minds and abilities are transfer to level call equal transfer intelligence and can mimic pilot’s combat bonus!!!!
17. Advanced Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the main body and rear total 3 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-70 Enemy Missile or volley detonates in chaff and threat is neutralized
71-85 Missile/Volley diverts and may pursue/lock on to other targets
96-00 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: 240
18. Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons
19. N.A.A.T Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 auto dodge +1 plus any other bonus !!!
20. Basic EVA systems (back up)
21. N.A.A.T V.R systems able to see 360 degrees add +5 to roll, look below
22. Special laser coms suite for friendly or other must be at least 100 miles feet and has link the following 1. , 2. , 3. , 4. , 11., 13., 14.
Sensor System Note: Has all the standard robot sensors and systems, as well as the following:
23. Vertical Take-Off and Landing (VTOL): The aircraft can land on any flat surface the width of its wingspan, including irregular terrain.
24. Enhanced Radar: Can identify and simultaneously track up to 96 different targets. Range: 500 miles (800 km)able to look down with radar as well
25. Reduced Radar Cross Section: Makes the A-19 S.O.T.L/V.O.T.L This stealthy aircraft, and attempts to locate it with radar incurs a penalty of - 25% to the operator's read sensory equipment skill.
26. H.U.D. Helmet: Significantly improves the reaction time of the pilot for firing weapons (missiles & laser). Look below . pilot don’t need to get at six oclock potion or rear of an aircraft .
27. Advance Fly-By-Wire System: Vastly increases the agility of the fighter aircraft. Bonuses of +1 on initiative (in addition to that from H.U.D. helmet above), add+6 to dodge, and +40% to piloting skill on aerial and combat maneuvers.
28.Sensor System
Note: The A-10 has all the standard robot sensors and systems, as well as the following:
29. Vertical Take-Off and Landing (VTOL): The aircraft can land on any flat surface the width of its wingspan, including irregular terrain.
30. Enhanced Radar back up systems : Can identify and simultaneously track up to 96 different targets. Also, in a look-down configuration it can be used to accurately map the ground on reconnaissance missions. Range: 500 miles (800 km).this is also look down radar systems
31.limited Stealth Package: To achieve almost total radar stealth, similar to Dagger was designed to have an extremely small radar cross section - less than that of most song-birds -and is also coated with radar absorbing material. As a result, the A-10 is virtually invisible to modern sensory equipment and attempts to locate the aircraft using radar incurs a whopping -70% penalty to the operator's read sensory equipment skill to rifts earth ! Note: If the A-10 is armed with external long-range missiles (weapon system number 4 above), the penalty to detect the bird with radar drops to -25%.
32. Advanced Laser Targeting System: Can "paint" targets at ranges of 200 miles (64 km) and can be used to designate targets for friendly aircraft that are far beyond line of sight. Confers a bonus of +3 to strike.
33. Advanced Closed-Circuit Camera System: A sophisticated closed-circuit camera is in the serval parts of the aircraft that can be used to identify enemy aircraft at ranges of 150 miles (80 km). Great for maintaining stealth, since the camera will not give the enemy warning of the Dagger's presence like active radar does.
34.Advanced Infrared Imager: A forward-looking infrared imager that has incredible resolution and allows the aircraft's computer to identify targets from their heat signatures alone. Thus the A-10 can distinguish between Grinning Skull and Iron Hammer tanks, or between Nightwing and Grey Falcon jets, using just the imager AT range of 200 miles away!!!.
35. Hardened Circuits & Avionics: The computer circuits used in the A-10 avionics systems have been hardened to withstand the effects of scramblers and electro-magnetic pulses.
36. Chaff: In the rear area of the aircraft is an 24 chaff launcher that fires cylinders holding thousands of small, reflective aluminum streamers. When released, these streamers mask the A-10 radar signature and also confuse incoming missiles
(50% chance of deflecting normal missiles). Located in all wings, main body rear, bottom
37.The VTOL A-10 war hog
• Add one additional 2 attack against ground targets’
• add + 3 to all, against any sub sonic speed targets’
• Advanced 360 directional radar systems and laser designator / targeting systems range 300 miles and can target 210 air or ground targets’
• 360 helmet H.U.D systems able to lock on targets from pilots view range 200 http://upload.wikimedia.org/wikipedia/c ... System.jpg miles 360 degree H.U.D. Helmet: Significantly improves the reaction time of the pilot for firing weapons (missiles & laser). Gives a bonus of +1 on initiative and +1 to dodge, unless the pilot is surprised
• Radar /radar detectors in all wings as well as front nose , rear bottom and top section of main body
M.D.C by location
[1] [5]Wings (2): 400 each
[2] Elevators (2): 100 each
[2] Rudders (2):100 each
[1] [5]Cockpit: 340
[3] [5]Tilt Engines systems (1): 300 each
[3] [5] Engines systems (2): 300 each
Landing Gear (3): 50 each
[4] [5]Main Body/fuselage : 800 for N.A.M.E.S AND N.A.A.Ts
[5] force field 100 to 400 in each section or 1d4x100
[1] Destroying a Wing will cause the plane to crash or Destroying Cockpit will cause the plane to crash
[2] Destruction of rudders or one elevator will still allow the fighter to be controlled by the varying of power levels of the engines but the fighter has a penalty of -15 to dodge, and a -10 TO 40% ( 1d4x10%) penalty to all piloting rolls. Destruction of both of the elevators will leave the plane uncontrollable and pilot must eject to survive.
[3] The destruction of one engine will reduce the fighters top speed by half and give the pilot a -1 penalty to dodge as well as giving a -5% penalty to piloting. Destruction of both engines will cause the aircraft to crash. Pilot may attempt an emergency landing or pilot can choose to eject.
[4] Depleting the M.D.C. of the main body will shut the Aircraft down completely, rendering it useless and causing it to crash if in flight if damages foes to negatives it blow up in the air or land auto ejection systems kick in 99%
[5 ] force field is the first to take damage ,it take 12 hours to rechargers if nuclear powered but fossil fuel systems not possible
Stats
• Crew: 1
• Length: 53 ft 4 in (16.26 m)
• Wingspan: 57 ft 6 in (17.53 m) wing can fold for NAVY Models 25 feet
• Height: 14 ft 8 in (4.47 m)
• Wing area: 506 ft² (47.0 m²) wing folded 304 ft
• Airfoil: NACA 6716 root, NACA 6713 tip
• Empty weight: 50,000
• Loaded weight: 30,384 lb (13,782 kg) On CAS mission: 50,00lb
On anti-armor mission: 50,00lb
• Max takeoff weight: 50,000 lb
• Powerplant: 2 × General Electric TF34-GE-100A turbofans, 9,065 lbf (40.32 kN) each
Performance
• Never exceed speed: 590 mph,
• Cruise speed: 340 mph, 560 km/h
• Stall speed: 30 mph !!!!!
• Service ceiling: 75,000 ft (13,700 m)
• Rate of climb: 6,000 ft/min (30 m/s)
• Wing loading: 99 lb/ft² (482 kg/m²)
Armament
Guns:
1× M.D.C 30 mm (1.18 in) GAU-8/A Avenger gatling cannon with 1,174 rounds (later 2000 rounds)
Hardpoints:
16 (8× under-wing and 4× under-fuselage pylon stations) with a capacity of 16,000 lb (7,260 kg) and provisions to carry combinations of.
Weapons systems
GAU-8/A Avenger
Type The General Electric GAU-8/A Avenger is a 30 mm, hydraulically-driven seven-barrel Gatling-type rotary cannon that is mounted on the United States Air Force's Fairchild Republic A-10 Thunderbolt II. It is among the largest, heaviest and most powerful aircraft cannons in the United States military. Designed specifically for the anti-tank role, the Avenger delivers very powerful rounds at a high rate of fire.
The GAU-8 was created as a parallel program with the A-X (or Attack Experimental) competition that produced the A-10. The specification for the cannon was laid out in 1970,[2] with General Electric and Philco-Ford offering competing designs. Both of the A-X prototypes, the YA-10 and the Northrop YA-9, were designed to incorporate the weapon, although it was not available during the initial competition, and the M61 Vulcan was used as a temporary replacement. Once completed, the entire GAU-8 assembly (correctly referred to as the A/A 49E-6 Gun System) represents about 16% of the A-10 aircraft's unladen weight.
The gun is placed slightly off center in the nose of the plane with the front landing gear positioned to the right of the center line, so that the actively firing cannon barrel is directly on the aircraft's center line. The Russian Gryazev-Shipunov GSh-6-30 is a similar class of weapon, although it is lighter with a higher fire rate, but has a lower muzzle velocity and overheats faster.
The A-10 and its GAU-8/A gun entered service in 1977. It was produced by General Electric, though General Dynamics Armament and Technical Products has been responsible for production and support since 1997 when the division was sold by Lockheed Martin to General Dynamics.
The gun is loaded using Syn-Tech's linked tube carrier GFU-8/E 30 mm Ammunition Loading Assembly cart. This vehicle is unique to the A-10 and the GAU-8.
he GAU-8 itself weighs 620 pounds (280 kg), but the complete weapon, with feed system and drum, weighs 4,029 pounds (1,828 kg) with a maximum ammunition load. It measures 19 ft 5 1⁄2 in (5.931 m) from the muzzle to the rearmost point of the ammunition system, and the ammunition drum alone is 34.5 inches (88 cm) in diameter and 71.5 inches (1.82 m) long. The magazine can hold 1,174 rounds, although 1,150 is the typical load-out. Muzzle velocity when firing Armor-Piercing Incendiary rounds is 3,250 feet per second (990 m/s), almost the same as the substantially lighter M61 Vulcan's 20 mm round
The standard ammunition mixture for anti-armor use is a four-to-one mix of PGU-14/B Armor Piercing Incendiary, with a projectile weight of about 15.0 oz (425 grams or 6,560 grains) and PGU-13/B High Explosive Incendiary (HEI) rounds, with a projectile weight of about 12.7 oz (360 grams or 5,556.25 grains). The PGU-14/B's projectile incorporates a lightweight aluminum body, cast around a smaller caliber depleted uranium penetrating core. The Avenger is lethal against tanks and all other armored vehicles.
A very important innovation in the design of the GAU-8/A shells is the use of aluminum alloy cases in place of the traditional steel or brass. This alone adds 30% to ammunition capacity for a given weight. The shells also have plastic driving bands to improve barrel life. They are imposing to examine and handle, measuring 11.4 inches (290 mm) in length and weighing 1.53 pounds (0.69 kg) or more.
The Avenger's rate of fire was originally selectable, 2,100 rounds per minute (rpm) in the low setting, or 4,200 rpm in the high setting. Later this was changed to a fixed rate of 3,900 rpm. In practice, the cannon is limited to one and two-second bursts to avoid overheating and conserve ammunition; barrel life is also a factor, since the USAF has specified a minimum life of at least 20,000 rounds for each set of barrels. There is no technical limitation on the duration the gun may be continuously fired, and a pilot could potentially expend the entire ammunition load in a single burst with no damage or ill effects to the weapons system itself. However, this constant rate of fire would shorten the barrel life considerably and require added barrel inspections and result in shorter intervals between replacement.
Each barrel is a very simple non-automatic design having its own breech and bolt. Like the original Gatling gun, the entire firing cycle is actuated by cams and powered by the rotation of the barrels. The barrels themselves are driven by the aircraft's dual hydraulic system.
The GAU-8/A ammunition is linkless, reducing weight and avoiding a great deal of potential for jamming. The feed system is double-ended, allowing the spent casings to be recycled back into the ammunition drum, instead of ejected from the aircraft, which would require considerable force to eliminate potential airframe damage. The feed system is based on that developed for later M61 installations, but uses more advanced design techniques and materials throughout, to save weight.
Accuracy
The GAU-8/A is extremely accurate and can fire from 2100 to 4200 rounds per minute without complications. The 30-mm shell has twice the range, half the time to target, and three times the mass of projectiles carried by comparable Close Air Support aircraft.[1]
The muzzle velocity of the GAU-8/A is about the same as that of the M61 Vulcan cannon, but its heavier ammunition is more destructive and has superior ballistic properties. Its time of flight to 4,000 feet (1,200 m) is 30 percent less than that of an M61 round, the projectile decelerates much less rapidly after leaving the barrel, and it drops a negligible amount, about 10 feet (3.0 m) over the distance. The GAU-8/A accuracy when installed in the A-10 is rated at "5 mil, 80 percent", meaning that 80 percent of rounds fired at 4,000 feet (1,200 m) will hit the target within a 20 feet (6.1 m) radius circle. By comparison, the M61 is rated at 8 milliradians.
http://upload.wikimedia.org/wikipedia/c ... Type_1.jpg
The GAU-8/A Avenger Gatling gun next to a VW Type 1. Removing an installed GAU-8 from an A-10 requires first installing a jack under the aircraft's tail to prevent it from tipping, as the cannon makes up most of the aircraft's forward weight.
Recoil
Each barrel fires when it reaches roughly the 9 o'clock position, when viewed from the front of the plane. Because the gun's recoil forces could push the entire plane off target during firing, the weapon itself is mounted off-center in the other direction, toward the 3 o'clock position, so that the firing barrel lies directly on the aircraft's center line. The firing barrel also lies just below the aircraft's center of gravity, being bore sighted along a line 2 degrees below the aircraft's line of flight. This arrangement accurately centers the recoil forces, preventing changes in pitch and/or yaw when fired. This configuration also provides space for the front landing gear, which are mounted slight off-center on the right side of the nose.
The GAU-8/A utilizes recoil adapters. They are the interface between the gun housing and the gun mount. By absorbing (in compression) the recoil forces, they spread the time of the recoil impulse and counter recoil energy transmitted to the supporting structure when the gun is fired.
The A-10 engines were initially susceptible to flameout when subjected to gases generated in the firing of the gun. When the GAU-8 is being fired, the smoke from the gun can make the engines stop, and this did occur during initial flight testing. Gun exhaust is essentially oxygen-free, and is certainly capable of causing flame-outs of gas turbines. The A-10 engines now have a self sustaining combustion section. When the gun is fired the igniters come on to reduce the possibility of a flame-out.
The recoil force of the GAU-8/A is 10,000 pounds-force (45 kN), which is slightly more than the output of one of the A-10's two TF34 engines (9,065 lbf / 40.3 kN each). While this recoil force is significant, in practice cannon fire only slows the aircraft a few miles per hour.
Variants
A 40 MM GAU-8/A oh god look out
Or a 30 MM cannon with a ATL (anti-tank laser ) 3d6x10+20 range 2 miles direct fire only nuclear powered R.O.F equal to pilots hand to hand plus one payload : unlimited
Damage
Third generation ram jet rail gun auto-cannon
hyper rail gun ram jet rounds RAIL GUN ROUNDS
This a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D
M.D.C table this is single shot -bursts later!!!!
30MM 5D10 single round
Burst: 10 rounds Burst 5d10x10, 20 round Burst 1d10x100, 40 round burst not possible
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too
H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!
Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
Heavy Plasma same as above but 1d6 per melee round
Both IF signature or other similar equipment is visible by x5 greater or add +2 to strike to hit the target and i night as well
A.S.A.S.P bonus as above but critical 15
H.E.A.P
30 mm -4d6 M.D (max damage 24) single round
Burst 10 round Burst 4d6x10, 20 round Burst 8d6x10, 40 round Burst not possible
A.P.F.S.D.S round
30 mm -1d4x10 M.D( max damage 40 ) single round
Burst : 10 round Burst 5d8x10, 20 round Burst 1d4x100, 40 round Burst 2d4x100
Range: direct fire 2 miles, deflection fire /shot/ leading targets 5 miles
Rate of fire: 10 round Burst, 20 round Burst, 40 round Burst ,
Payload: 1,150 standard rounds but L.E.A.P is 1725 rounds
Bonus:
Deflection
is a technique used for effectively firing a ranged weapon at a moving target, that describes "leading the target"; that is, shooting ahead of a moving target so that the target and projectile will collide. This technique is only necessary when the target will have moved a sufficient distance to fully displace its position during the period of time of the projectile would take to reach the target's range. This can become the case either over long distances (such as a distant target for a skilled sniper), due to fast moving targets (such as an opposing aircraft in an aerial dogfight), or using slow projectiles, such as a crossbow bolt or an arrow from a bow. During World War II, U.S. Navy pilots were taught explicitly on the concept in order to capitalize on the advantages of the F4F Wildcat.
Leading targets is the practice of aiming one's weapon ahead of his or her target so that the projectiles will hit their mark. Over reasonably short ranges, leading is typically unnecessary when using firearms, but it is still relevant for sniping (where the bullet may take up to a second or more to reach its target), as well as for weapons such as bows that use lower-velocity projectiles. It is generally unnecessary for guided projectiles, although the autonomous guiding mechanism may be designed to calculate a flight path to lead its targets on its own, to ensure an interception
Hardpoints:
11 (8× under-wing and 3× under-fuselage pylon stations) with a capacity of 16,000 lb (7,260 kg) and provisions to carry combinations of. But the A-10 S/V.T.O.L Has 42,000 lb or 21 tons
Or
1454 pounds per hard point for standard A-10
But A-10 S/V.T.O.L has 2000 pounds per hard point
The following is for just ONE hard point!!!! There are 11 hard points that 11 tons max 42,000 lb or 21 tons
Or one standard weight long range missiles
Or 4 four standard medium range missiles fire and forget muti-targeting systems
Or 16 light weight medium range missiles fire and forget muti-targeting systems
Or 60 missiles short missile pod that 33 pounds each missile
Or cluster bombs use any missiles damage but 16 pounds or 125 cluster bombs
Or M.D.C Rocket that 10 pounds each or a total of 200 M.D.C Rockets
M.D.C Rocket Damage: 1d4 each H.E Rocket, 1d6 A.P Rocket, 5D6 for H.E.A.T Rocket
R.O.F : 5 or in volley of 10 or volley of 20 or all, volley of 30 or volley of 40 and so or all (look out ) in one attacks
NOTE : mostly at ground targets speed of 600 MPH or less
or
any gunpod look above the other A10 models
additional features
please look above or replace with other weapon systems on the other models MARK I,MARK II ,MARK III
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
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Re: N.A.AT
A.M.C
American mercenary Company
Ground forces
Is the largest turn from a mercenary outfit to the frist P.M.C in Europe .They are seen in many area where Dbee Refugees operate and are seen as helpers ,protector to the point that Dbee have come to the aid .This allowed to be able to get Intel, thearts and info on New Dbee in NGR.
The Brodkil Empire and Gargoyle Empire was given devastating damage to thr A.M.C in the beginning But time and time A.M.C achieved it mission. Sadly at terrible cost .But man was extremely high, the fact they hire and train various area in A.M.C .This Company hired Any one that can be used and triple hazard pay
with benefits which A.M.C always honors. This gave a reputation many want to work in.
The need of close airsupprt was killing many troops .this is what the A-10is the perfect candidate for mission operation.
Designing Player & NPC Mercenary Companies Step One: The Size and Orientation
Massive Armed Forces
This army will have several hundred super-powered and magically and psionically adept agents. It will also have enormous resources and equipment, most of which will be technologically equal or superior to the CS . It will have land, air, and possibly sea support that's AMC ( and NGR in secret ). There is a hundred thousand
combat soldiers and hundreds of support personnel .The support personnel are very capable of combat operations as well.
The was a A.M.C and later AMC
The frist one is American Mercenary Company or A.M.C and the second coming out is a Navy version it started with Tarnow Kingdom The Walesa class cargo
There is over million combat troops and over millions in support personnel and can engage in
They mainly train refugee all over phase world due to the minion war.
They are larger than frontier Militia.
Step Two: Mercenary Company Features
A. Sponsorship Various
Massive Large Mercenary Army.
2. Secret N.A.A.Ts
4. Criminal. Organized Crime
5. Government NGR
B. Outfits
10. Unlimited Clothing.
C. Equipment
3. Electronic Supplies and Good Gear.
4. Medical Equipment
5. Medical Clinic
6. Magic Technologies
7. High-Tech Augmentation (Bionics, Juicers, Crazies)
8. Unlimited Equipment.
D. Vehicles
5. Specialty Vehicles
6. Unlimited Vehicles
E. Weapons, Power Armor & Bots
5. Extensive Weaponry
6. Maximum Firepower
F. Communications
6. Superior Communications
G. Internal Security
6. Impregnable
H. Permanent Bases
4. Fortified Headquarters
5. Company Town
6. Company City
7. state size is this size of small nation on planet scale ( phase world )
8. country again just like state size this the size of a nation or regional planet scale ( phase world )
9. Planetary estate again just like state size this the size of a nation but is a whole planet ( phase world )
10. Planetary Orbit not just the planet but also moon ( phase world )
11. Planetary Artificial Orbit not just the planet , moon but space station ( phase world )
12.Orbital body estates not just the planet , more than one moon but space stations ( phase world )
13. solar estates not just the planet , more than one moon ,space stations but s second planet ( phase world )
14 .Solar systems estates yup you know what this means the solar system ( phase world )
I. Intelligence Resources
2. Scout Detachment
3. Special Military Operatives
4. Psionic and Magic Operatives
5. D-Bee Specialists
6. Infiltration Network
J. Special Budget
6. Mega Bucks
K. General alignment of personnel
6. Scrupulous and Principled
L. Criminal Activity
1. Con Man
3. Cyber-Doc
6. Expert Assassin
5. Smugglers and Sellers of Contraband
7. Psychic Enforcer
8. Special Forces
9. Safecracker/Locksmith
10. Forger
M. Reputation/Credentials
5. Excellent Reputation
[br]N. Salary [/br]
6. Outrageous Salary
Note
10 infantry modern military Army "corp"
10 light cyborg modern military Army "corp
4 full conversion Cyborg modern military Army "corp
2 tank MBT Iron heart modern military Army "division"
5 tank. Abrams MBT modern military Army "division"
2 tank Abrams X MBT modern military Army "division"
1 tank Abrams Hover Tank modern military Army "division"
12 modern APC /modern I.F.V Bradley military Army "division'
10 APC M113 ( or Track battle taxis )military Army "division
10 APC M113 ( or hovercraft battle taxis or ambulances )military Army "division
2 jet modern military Army "platoon" F16
1 jet modern military Army "platoon Iron eagle
6 gunship modern military Army "platoon" cobra
6 gunship modern military Army "platoon" Apache
3 gunship modern military Army "platoon"Apache longbow
10 gunship modern military Army "platoon" black hawk
5 Kiowa Warrior Helicopter gunship modern military Army "platoon" black hawk
5 modern military Army "division" osprey army base no navy
8 modern military Army "platoon" Chinook
15 Hercules Airplane Army "platoon
8 VTOL Hercules Airplane Army "platoo
6 AC 130 Hercules Army "platoon
O.C.C used in A.M.C
Bounty Hunter
Forger
Freelance Spy
Master Assassin
Safecracker
Smuggler
Special Forces Soldier
Super-Spy Thief Professional
Vehicles and weapons
Golden Age Weaponsmiths all
Improved Abrams Battle Tank
Improved APC M113
Improved Hummer
Special Ops Dune Buggy
Improved Thunderbolt II Fighter
Improved Hercules Airplane'
Improved Apache Helicopter
Improved Chinook
Improved super Cobra gunship
Improved Black Hawk Assault Helicopter
Improved Kiowa Warrior Helicopter
Improved F16
Improved amour design, Weapons system, electric power system or nuclear power system
Mega-Damage conventional weapons
Coalition Vehicles
S.A.M.A.S None in North America
Chipwell Armaments, Inc.
Wellington Industries
Iron Heart Armaments, Inc.
Northern Gun Weapons
And others no Naruni Enterprise are used but can be given to other faction
Lazarus program
Spoiler:
Abrams Battle Tank MARK VI DONE !!
M113 APC DONE !!
Hummer MKIII DONE !!
Fast Attack Vehicle (FAV)
Spoiler:
This is call Lazarus program
https://www.deviantart.com/evov1/art/A- ... -199822287
A-10 Thunderbolt II A,B,&C AND Mark I
The Thunderbolt, also known as the "Warthog," is a no-non-sense jet fighter designed for close air support of ground forces. It excels at shredding anything on the ground, especially tanks, with its fearsome GAU-8 Avenger Gatling gun, as well as other armaments. Tough, ugly and mean, the Thunderbolt spells major trouble for anybody on the ground and in its way. The Thunderbolt has been one of the easiest jets to retrofit with manual controls and avionics, largely because the craft
already had a number of manual backup systems built in. However, in Rifts earth this aircraft the Mark I can limited protection to M.D.C alloys .
Because of the need of this aircraft ,there a rush for troop support.
NGR is allowed to manufacture Troop support aircraft, for close air support.
These A10 will have aircraft carriers landing capabilities to land and able to fly high and fast .And able to locate targets from 1.5 miles to 5 miles or more with it weapon Systems.!!!All A-10 will have ultra light armor ,while new A 10 with better armor ,and better weapon features. The result will be seen as a god send to AMC and even NGR troops.
Stats
Length: 53 feet, 4 inches (16.16 m).
Basic Weight: 51,000 lbs (22,950 kg).
Payload: 16,000 lbs/7,200 kg.
Speed: 500mph
Range: 1500 miles S.D.C. model ,electrical power 2 years
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 300 miles . unless otherwise look at vehicles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
14.Polarized and light sensitive/adjusting tinted visor.
S.D.C. by Location:
A.R.: 14. Deflects any fire under 29 mm or less for M.D.C or S.D.C Rounds .
Main Body: 650
Wings (2): 400 each
Tail (2): 300 each
Engines (2): 450 each
Ultra Light MD
Main Body: 100
Wings (2): 50 each
Tail (2): 25 each
Engines (2): 40 each
Pilot Compartment Armor: 40
Even if a Thunderbolt is shot down, the pilot compartment is likely to remain intact.
Note:
A Thunderbolt can remain aloft with only one engine and while missing large parts of its tail and/or a wing. While so severely damaged, all piloting rolls are made at -25%.
Bonuses: +2 to strike
Armaments:
The primary weapon is the GAU-8 Avenger Gatling gun, which for game purposes is the same as a 30mm chain gun, only each shot does 4D6X100 S.D.C Damage( or 4d6 M.D Damage ), Thunderbolts also have
four wing pylons total for accommodating extra weaponry, such as missiles, bombs, or modified weapons, such as rocket pods, additional machine guns, rail guns.thus system can be replaced with other M.D weapons system.
Crew: One pilot.
Cost:
5000,000 for S.D.C Model fossil fuel Systems
Light armored unit 1 million
Electric power system duration 1 or 2 years
These model are use in NGR but never in North America for various reasons
AMC models have add hover system to aide carrier landing and take off with hooks added
Another is Chaff, flares or Anti-Missile
Chaff Dispenser
Hidden miniature CIW system two per wing one rear or tip for anti missiles system energy base
Heavy force field 420 M.D.C recharging in 1 hour
Weapon Systems can be upgraded
There are 1d4x100 ready to be used at anytime
Carrier model wing fold
Length: 53 feet, 4 inches to 25 feet
There are also 1d6 x100 UAV A-10
Weapon Systems
GUNPOD are place in Hared points and added addition fire power for any jet fighter
GUNPOD M61 20mm Gatling Cannon:
Spoiler:
MAIN GUN 30mm Auto-Cannon:
Spoiler:
MAIN GUN 30mm Ramjet Auto Cannon:
Spoiler:
GUNPOD.50 Caliber Machine-Gun:
Spoiler:
GUNPOD 14mm Machinegun:
Spoiler:
GUNPOD 50 Caliber Six Barrel Machine-Gun or a MiniGun:
Spoiler:
GUNPOD Vulcan Laser Turrets
Spoiler:
GUNPOD Rail Gun:
Spoiler:
GUNPOD Rail Gun Gatling:
Spoiler:
GUNPOD Anti-Tank Laser Rifle
Spoiler:
Missile PER Hard Point
WI-40M Fire & Forget Super-Heavy Missile Launcher The WI-40M
Spoiler:
Air-to-Ground Missiles
Spoiler:
XM-3 2.7 inch Rocket pod/Launchers :
Spoiler:
Short range Missile Rails (2):
Spoiler:
Missile Rails (2):
Spoiler:
Tube/Pod Mini-Missile Launcher
Spoiler:
Mounted Mini Missile Launcher pod :
Spoiler:
Modified AIM-54 Phoenix Air-to-Air Missiles (6):
Spoiler:
Last edited by ZINO on Thu Aug 31, 2023 1:59 am, edited 4 times in total.
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
Lazarus program
Spoiler:
Abrams Battle Tank MARK VI DONE !!
M113 APC DONE !!
Hummer MKIII DONE !!
Fast Attack Vehicle (FAV)
Spoiler:
This is call Lazarus program
https://www.deviantart.com/dbuilder/art ... -791363545
Hercules Airplane C-130 Lockheed
Hercules, which is arguably the finest military transport plane ever made. Golden Age Weaponsmiths has retrofitted and sold hundreds of these vehicles to a variety of users, including merchants, independent kingdoms, shipping companies, mercenary groups and major corporations like Wellington Industries and Wilk's. The transport can carry 92 fully equipped troops, 64 paratroopers, or cargo loads of up to 21 tons!
This is the work horse even more in Post-Apocalyptic era is vital. However needs to be upgraded to fits Rifts Earth is needed, even S.D.C Vehicles are needed. There several types Hercules VTOL,AC130 ,AC 130 VTOL ,Their varies and total of five models. In Europe they are heavily used as VTOL , while in North America they varies by model and are high popular the MARKII and MARKII are for general sales but the rest are for mainly N.A.A.Ts and all merc outfits.
Thus is the workhouse for all NAATs and
Mercenary outfits
Model Type: Hercules MARKII
Class: Heavy lift transport aircraft.
Crew:
Three, plus up to 92 fully equipped soldiers or 64 para troopers.
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 500 miles . unless otherwise look at vehicles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
14.Polarized and light sensitive/adjusting tinted visor.
M.D.C. by Location: MARKII. G.A.W MODEL
* Landing Gear/Tires (3) - 15 each
* Engines (4) - 45 each
** Wings (2) - 80 each
** Main Body/Fuselage - 180
Reinforced Pilot's Compartment - 60
M.D.C. by Location: MARKIII
* Landing Gear 30
Tires (3) - 50 each
* Engines (4) - 180 each
** Wings (2) - 160 each
** Main Body/Fuselage - 360
Reinforced Pilot's Compartment - 120
M.D.C. by Location:MARKIV
* Landing Gear 45
Tires (3) - 50 each
* Engines (4) - 380 each
** Wings (2) - 360 each
** Main Body/Fuselage - 560
Reinforced Pilot's Compartment - 240
M.D.C. by Location:MARKV
* Landing Gear 45
Tires (3) - 50 each
* Engines (4) - 380 each
**** amour Engines 240
** Wings (2) - 360 each
**** amour wing 240
** Main Body/Fuselage - 560
**** amour Body/Fuselage 240
Reinforced Pilot's Compartment - 240
**** amour Reinforced Pilot's Compartment 240
**** amour Reinforced crew Compartment 240
* Items marked by a single aster
isk are small and/or difficult to hit, requiring an attacker to make a Called Shot to hit with a penalty of -2 strike. Destroyed landing gear will result in emergency landing rules.
The loss of a single engine will reduce maximum air speed by 25% and impose a -15% penalty to all piloting rolls (penal ties are accumulative with each engine lost). Losing all four en gines will cause the plane to crash.
** Destroying one of the wings or depleting the M.D.C. of the main body will knock the aircraft out of the sky! Roll under piloting skill -50% for a successful crash landing.
**** amour is special plate amour that add protection and is the frist to take damage making a flying tank
Speed:
Driving on the Ground:
Not possible, taxi speed is 2 mph (3.2 k m) on paved surfaces.
Flying:
The powerful engines of the Hercules enable the plane to reach maximum flying speeds of 374 mph (598 km), even with a maximum load.
Cruising speeds vary according to the situation but tend to be slow, usually between 110 and 240 mph (176 and 384 km).
At maximum weight, takeoff distance is approximately 900 feet (274 m).
Later models propeller change to jet engines speed
plane to reach maximum flying speeds of 600 MPH, even with a maximum load.
Cruising speeds vary according to the situation but tend to be slow, usually between 200 and 400mph .
At maximum weight, takeoff distance is approximately 400 feet .
Maximum Altitude:
The maximum altitude for the Hercules is 33,000 feet (10,058 m).
Later models propeller change to jet engines speed
maximum altitude for the Hercules is 45,000 feet
Range:
3000 miles (4800 km), due to its newly designed engines. These are fossil fuel Systems. And they have air refuelling as well.
Later models propeller change to jet engines speed
Statistical Data:
Height:
38 feet, 1 inch (11 .6 m).
Later models 40 feet
Width:
132 feet, 7 inches (40.4 m) wingspan.
Navy version model wing folds to 66 feet
Length:
97 feet, 9 inches (29.7 m).
Later models 100 feet
Weight: 78 tons.
Cargo:
Internal cargo stowage of up to 21 tons
or 92 troops.
Power System:
Conventional jet engines.
Later models have either Electric power system with 2 year constant power
Add 1 million credits
Or
Nuclear power system from 2 year to 20 years
Varies 5 million credits for 2 years
Look at other cost
Cost:
12 million credits for a single undamaged Hercules. New models will low err the cost of MARK II models by 3 million, there are MARKI this version is S.D.C fossil fuels system 2 million credits
MarkIII 6 million credits
Weapon Systems:
None, exclusively transport. Mark II
For each newer model add 5 million
MarkIII and up has added as standard issue
Additional features
CIWS Beam /Gatling Rail Guns (6):
Spoiler:
CIWS Beam Gatling Guns (6):
Spoiler:
Anti-Missile Chaff Dispenser (6):
Spoiler:
Towed Decoys (4):
Spoiler:
Optional Force field system varies for MARKIII and up
Spoiler:
https://www.deviantart.com/jimmyjimjim/ ... -177344507
Hercules VTOL Transport
Hercules VTOL
Look.above
Model Type: Hercules VTOL Transport
Class: Heavy lift transport aircraft.
Crew:
Three, plus up to 92 fully equipped soldiers or 64 para troopers.
M.D.C. by Location
Can be MARK II to MARKV
Flying:
The powerful engines of the Hercules enable the plane to reach maximum flying speeds of 374 mph (598 km), even with a maximum load.
Cruising speeds vary according to the situation but tend to be slow, usually between 110 and 240 mph (176 and 384 km).
At maximum weight, takeoff distance is approximately 100 feet (274 m).
Later models propeller change to jet engines speed
plane to reach maximum flying speeds of 600 MPH, even with a maximum load.
Cruising speeds vary according to the situation but tend to be slow, usually between 200 and 400mph .
At maximum weight, takeoff distance is approximately 400 feet
can take vertical like Helicopter and very agile for it size add1d4x10% to Piloting skills
Pilots and Copilot use VR Helmets credits in cameras around it hull
360 radar system and Multiple laser designator build into the hull
This has Statistical Data:
Height:
38 feet, 1 inch (11 .6 m).
Internal cargo 37 feet
Later models 40 feet
Internal cargo 37 feet
Width:
66 feet, 7 inches (40.4 m) wingspan.
Internal cargo 35 feet
Length:
97 feet, 9 inches (29.7 m).
Internal cargo 80 feet
Later models 100 feet
Weight: 100 tons. Weight 50 tons empty
Cargo:
Internal cargo stowage of up to 21 tons
or 92 troops.
Internal cargo weight 50 tons
Power System:
Conventional jet engines.
Later models have either Electric power system with 2 year constant power
Add 1 million credits
Or
Nuclear power system from 2 year to 20 years
Varies 5 million credits for 2 years
Look at other cost
Cost:
12 million credits for a single undamaged Hercules. New models will low err the cost of MARK II models by 3 million, there are MARKI this version is S.D.C fossil fuels system 2 million credits
MarkIII 6 million
Range:
3000 miles (4800 km), due to its newly designed engines. Thus fossil fuel Systems. And they have needvair refuelling as well.
Statistical Data:
Height:
38 feet, 1 inch (11 .6 m).
Later models 40 feet
Width:
132 feet, 7 inches (40.4 m) wingspan.
Navy version model wing folds to 66 feet
Length:
97 feet, 9 inches (29.7 m).
Later models 100 feet
Weight: 78 tons.
Cargo:
Internal cargo stowage of up to 21 tons
or 92 troops.
Power System:
Conventional jet engines.
Later models have either Electric power system with 2 year constant power
Add 1 million credits
Or
Nuclear power system from 2 year to 20 years
Varies 5 million credits for 2 years
Look at other cost
Cost:
12 million credits for a single undamaged Hercules. New models will low err the cost of MARK II models by 3 million, there are MARKI this version is S.D.C fossil fuels system 2 million credits
MarkIII 6 million credits
AC 130I Spectre
https://www.deviantart.com/fxevo/art/AC ... -195199881
AC 130I Spectre can be any models for NAATs and Mercenary Outfits only
All above stats
MARKII to MARKV
Armaments:
32,000 feet all weapons range
Two 20mm Vulcan cannons
Spoiler:
Two 40 mm Bofors cannon
Spoiler:
One 120mm Hybrid Rail gun this combination of rail gun with 120 mm tank round with fin stabilizer for additional speed range and damage .It can do two Amour perpetrator with a blast radius or air burst of 20 feet each round . Any roll of 16 or better goes half damage to pilot or crew reinforce compartment if they straight to pilot or crew
Spoiler:
Heavy beam Cannon
Spoiler:
https://www.deviantart.com/unspacy/art/ ... -940848505
AC 130 VTOL
Like the VTOL Hercules but four
Wingspan as a Hercules
Statistical Data:
130 feet each can fold to 66 feet
Weight the game 71 tons fully loaded
M.D.C. by Location: MARK II to MARKV
Speed
same as Hercules model
Power System:
Same as Hercules model no fossil fuel Systems
Additional features same as Hercules
Armaments same as AC130
Same bonuses as HERCULES VTOL
Last edited by ZINO on Mon Feb 13, 2023 12:51 am, edited 4 times in total.
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
Lazarus program
Spoiler:
Abrams Battle Tank MARK VI DONE !!
M113 APC DONE !!
Hummer MKIII DONE !!
Fast Attack Vehicle (FAV)
Spoiler:
This is call Lazarus program
Rifts Earth Kiowa Warrior Helicopter
https://www.deviantart.com/shawnamac/ar ... -349566260
Kiowa Warrior Helicopter in the American military the Kiowa Warrior was employed as a scout helicopter working in conjunction with the AH-64 Apache. It is a small target, difficult to detect, and agile, allowing the helicopter to scout for enemy positions and then feed the targeting data to nearby combat choppers, which can attack from a distance without risking damage to the Apache. The bird remains popular on Rifts Earth with mercenary companies and armed forces as a workhorse reconnaissance and transport helicopter with light combat capabilities. Due to the fact that it can transport up to 6 passengers it is also used to insert and extract special forces squads into enemy territory.
Adding better Amour Protection, new weapon systems sensor equal to robots and was the silent killer .
Model Type:
Kiowa Warrior
Class:
Scout helicopter.
Crew:
Two, pilot and communications officer, plus up to 6 passengers.
Plus weapons system
Features
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 30 miles (48 km). unless otherwise look at vehicles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
13.Polarized and light sensitive/adjusting tinted visor.
M.D.C. by Location:VARIOUS MODELS
M.D.C. by Location: MARK II G.A.W
* Main Rotors (4) - 8 each
* Tail Rotor Section - 12
* .50 caliber Machine-Gun - 5
Reinforced Pilot's Compartment - 15
** Main Body/Fuselage - 75
Senor Dome 25
M.D.C. by Location: MARK III
* Main Rotors (4) - 100 each
* Tail Rotor Section - 55
* .50 cal Machine-Gun - 5
Reinforced Pilot's Compartment - 40
** Main Body/Fuselage - 150
Senor Dome 25
M.D.C. by Location: MARKIV
* Main Rotors (4) - 100 each
* Tail Rotor Section - 125
* .50 cal Machine-Gun - 5
Reinforced Pilot's Compartment - 140
** Main Body/Fuselage - 250
Senor Dome 25
M.D.C. by Location: MARK V for N.A.A.Ts only and allies
* Main Rotors (4) - 100 each
**Armor section Tail Rotor Section - 125
* Tail Rotor Section - 200
* .50 cal Machine-Gun - 5
Reinforced Pilot's Compartment - 240
** Main Body/Fuselage - 350
**Armor section Main Body/Fuselage -200
**Armor section underbelly 225
Senor Dome 25
MARK II AND UP
***Force field — 100(varies look below )
* Items marked with a single asterisk are small, moving and/or difficult targets to hit and require a Called Shot to strike, but even then the attacker is -4 to strike (-7 if the helicopter is f lying faster than 100 mph/ 160 km). The loss of a single main rotor blade will reduce maximum air speed 25% and impose a -25% to all piloting skill rolls (penalties are accumulative with each blade lost). Losing three or all main rotors, or losing the tail rotors completely, will cause the helicopter to crash.
** Depleting the M.D.C. of the main body will knock the he licopter out of the sky! Roll under piloting skill -40% for a successful crash landing by auto-rotating.
****Amour section has a thin layer of 240 M.D that section is designed to take damage first if doesn't have Force field or if the Force field fail, unless you are under the vehicle the underbelly of armor section design from enemy fire or if it crashes,then damage is transfer to vehicle, then Reinforced Pilot's Compartment finally the crew .If they are inside the vehicles
***Rechargeable Force Field: N.A.A.Ts only and allies
One of the most impressive "new" developments is the mega-damage capacity force field generator that has been integrated into the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial attack. The two drawbacks with the force-field are that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 24 hours. Depleting the 100 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the vehicle . A depleted force field requires a full 24 hours to regenerate to full capacity. Even minor damage (25 M.D.C. or less) will require eight (8) hours to be restored. THIS SYSTEMS IS DESIGN TO BE THE FIRST TO TAKE DAMAGE!
there a heavy Rechargeable Force Field 1d4x100+20 M.D THIS IS NOT BE USE NEAR COALITION STATES this technology is similar to N.E
M-F50B Mega heavy Force Field
This is the most powerful force field available. It looks and weighs the same as the NE-F40A field, but is much more intense.
• M.D.C. 1d4x100+20
• Weight: 15 lbs (6.8 g)
• No movement penalties.
or can have variable Force Field 1d6 per side as above rules
A depleted force field requires a full 24 hours to regenerate to full capacity
Speed
Driving on the Ground:
Not possible.
Flying: 147 mph (235 km), being a helicopter it is capable of hovering and VTOL (Vertical Take-Off & Landing) operations as well as low altitude attacks and maneuvering through city streets and around buildings.
Maximum Altitude:
The maximum altitude for the helicopter is 15,000 feet (4572 m).
Range: 1400 miles (2240 km),
due to its electric engine.
Later models are electric ( Solid Oxide Fuel Cells )power system for two years weight 1008 lds )
Statistical Data:
Height: 12 feet, 11 inches (3.94 m).
Width: (rotors) 35 feet (10.67 m).
Length: 42 feet, 2 inches (12.85 m).
Weight: 4 tons.
Cargo: Minimal,
can carry about 100 pounds (45 kg) in gear, in addition to pilot and passengers
Power System:
Electric engine. Cost: 325,000 credits. Or standard 56 hours for MAKRII
Add 100,000 credits for each newer model for two years
Weapon Systems summary can be upgraded
Spoiler:
Two 50 Caliber Machine-Gun: one per side
Spoiler:
Tube Mini-Missile Launcher (1):
Spoiler:
Other weapons system can be added
updated Weapon Systems:
XM-134 7.62 mm Mini-Gun:
Spoiler:
https://upload.wikimedia.org/wikipedia/ ... issile.jpg
Modified XM-3 2.7 inch Rocket Launchers (2):
Spoiler:
Short-Range Missile Rails (2):
Spoiler:
M.D.C M-23 7.62 mm Machine-Gun:
Spoiler:
M.D.C M-23 7.62 mm Machine-Gun:
https://www.deviantart.com/polish3d/art ... -866425837
Spoiler:
Chaff Dispenser
• Anti-Missile Chaff/Flare Dispenser (1): Use the same effects as the model. However, each time the system is engaged, the system fires off one chaff and 1D4 flares. Rifts Earth decoy systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
Effect:
01-50 Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
76-00 No effect, enemy missile or missile volley is still on target.Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds.
Payload: 20 chaff, 40 flares. Each time the system is engaged, the system fires off one chaff and 1D4 flares.
Hidden miniature CIW system two per front one rear or tip for anti missiles system energy base [/b]
CIWS Beam /Gatling Rail Guns (6):
Spoiler:
CIWS Beam Gatling Guns (6):
Spoiler:
Heavy force field 100 M.D.C recharging in 24 hour
Or other other force field
https://www.deviantart.com/peter193/art ... n-52791464
GUNPOD are place in Hard points or chin mount nose and added addition fire power for any fighter
GUNPOD M61 20mm Gatling Cannon for chin gun or Hardpoints
Spoiler:
GUN 30mm Auto-Cannon:
Spoiler:
GUNPOD.50 Caliber Machine-Gun: for chin gun or Hardpoints
Spoiler:
GUNPOD 14mm Machinegun: for chin gun or Hardpoints
Spoiler:
GUNPOD 50 Caliber Six Barrel Machine-Gun or a Heavy MiniGun:
Spoiler:
GUNPOD Vulcan Laser Turrets for chin gun or Hardpoints
Spoiler:
GUNPOD Rail Gun: for chin gun or Hardpoints
Spoiler:
GUNPOD Rail Gun Gatling: for chin gun or Hardpoints
Spoiler:
GUNPOD Anti-Tank Laser Rifle for chin gun or Hardpoints
Spoiler:
Missile PER Hard Point only
WI-40M Fire & Forget Super-Heavy Missile Launcher The WI-40M
Spoiler:
Air-to-Ground Missiles
Spoiler:
https://upload.wikimedia.org/wikipedia/ ... issile.jpg
XM-3 2.7 inch Rocket pod/Launchers :
Spoiler:
Short range Missile Rails (2):
Spoiler:
Missile Rails (2):
Spoiler:
Tube/Pod Mini-Missile Launcher
Spoiler:
Mounted Mini Missile Launcher pod :
Spoiler:
Modified AIM-54 Phoenix Air-to-Air Missiles (6):
Spoiler:
addtinal Systems of Note:
The Kiowa Senor Dome T.A.G ( Target a ) system has all the standard features of robot vehicles as listed in the Rifts® RPG, plus a radio with a range of 500 miles (800 km), optics systems include passive night vision 10 miles), laser designator (+1 to strike) and radar: tracks 96 targets within a 500 mile range
Spoiler:
• UPDATE
Spoiler:
Last edited by ZINO on Thu Feb 16, 2023 10:41 pm, edited 1 time in total.
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
Lazarus program
Spoiler:
Abrams Battle Tank MARK VI DONE !!
M113 APC DONE !!
Hummer MKIII DONE !!
Fast Attack Vehicle (FAV)
Spoiler:
This is call Lazarus program
Apache Helicopter
https://www.deviantart.com/shooter1970/ ... -210778526
A retrofitted version of the old US Army attack helicopter, the AH-64 Apache combat assault helicopter was upgraded us ing modem M.D.C. materials. A very capable aircraft that ex cels at missions of close air support and tank-busting.
Model Type:
Apache Class
Ground attack helicopter.
Crew: Two; one pilot and one gunner.
Features
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 150 miles . unless otherwise look at vehicles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 50 miles , as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
13.Polarized and light sensitive/adjusting tinted visor.
M.D.C. by Location: VARIOUS MODELS
M.D.C. by Location: MARKII G.A.W
* Main Rotors (4 blades) - 15 each
* Tail Rotor Section - 20
*G-I09 Enhanced Rail Gun (1) - 12
* Short-Range Missile Rails (2) - 3 each
* Mini-Missile Pods (2) - 15 each Reinforced Pilot's Compartment - 30
** Main BodyfFuselage - 112
M.D.C. by Location: MARKIII G.A.W
* Main Rotors (4 blades) - 55 each
* Tail Rotor Section - 50
*G-I09 Enhanced Rail Gun (1) - 12
* Short-Range Missile Rails (2) - 3 each
* Mini-Missile Pods (2) - 35 each Reinforced Pilot's Compartment - 60
** Main BodyfFuselage - 224
M.D.C. by Location: MARKIV
* Main Rotors (4 blades) - 75 each
* Tail Rotor Section - 100
*G-I09 Enhanced Rail Gun (1) - 12
* Short-Range Missile Rails (2) - 3 each
* Mini-Missile Pods (2) - 35 each Reinforced Pilot's Compartment - 100
** Main BodyfFuselage - 324
M.D.C. by Location: MARKV
* Main Rotors (4 blades) - 100 each
* Tail Rotor Section - 150
*G-I09 Enhanced Rail Gun (1) - 12
* Short-Range Missile Rails (2) - 3 each
* Mini-Missile Pods (2) - 45 each Reinforced Pilot's Compartment - 200
** Main BodyfFuselage - 424
M.D.C. by Location: MARKVI
* Main Rotors (4 blades) - 170 each
* Tail Rotor Section - 175
*G-I09 Enhanced Rail Gun (1) - 12
* Short-Range Missile Rails (2) - 3 each
* Mini-Missile Pods (2) - 50 each Reinforced Pilot's Compartment - 240
** Main BodyfFuselage - 524
M.D.C. by Location: MARKVII
* Main Rotors (4 blades) - 170 each
* Tail Rotor Section - 175
***Amour section Tail Rotor Section
*G-I09 Enhanced Rail Gun (1) - 12
* Short-Range Missile Rails (2) - 3 each
* Mini-Missile Pods (2) - 50 each Reinforced Pilot's Compartment - 240
***Amour section Reinforced Pilot's Compartment
** Main Body/Fuselage - 524
***Amour section Main Body/Fuselage
Main BodyfFuselage underbelly
* Items marked with a single asterisk are small, moving and/or difficult targets to hit and require a Called Shot to strike, but even then the attacker is -4 to strike (-6 if the helicopter is f lying faster than 100 mph/160 km). Destroying one of the missile pods or an attached missile will detonate the ordnance and inflict damage to the helicopter. The loss of a single main rotor blade will reduce maximum air speed 25% and impose a -25% to all piloting skill rolls (pen alties are accumulative with each main rotor lost). Losing three or four main rotors or losing the tail rotors completely will cause the helicopter to crash.
** Depleting the M.D.C. of the main body will knock the he licopter out of the sky! Roll under piloting skill -50% for a suc cessful crash landing by auto-rotating.
***Amour section has a thin layer of 240 M.D that section is designed to take damage frist if dosen't have Force field or if the Force field fail, unless u are under the underbelly of armor section design from enemy fire or if it crashes
***Rechargeable Force Field: N.A.A.Ts only and allies
One of the most impressive "new" developments is the mega-damage capacity force field generator that has been integrated into the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial attack. The two drawbacks with the force-field are that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 24 hours. Depleting the 100 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the vehicle . A depleted force field requires a full 24 hours to regenerate to full capacity. Even minor damage (25 M.D.C. or less) will require eight (8) hours to be restored. THIS SYSETMS IS DESIGN TO BE THE FRIST TO TAKE DAMAGE!
there a heavy Rechargeable Force Field 1d4x100+20 M.D THIS IS NOT BE USE NEAR COALITION STATES this technology is similar to N.E
M-F50B Mega heavy Force Field
This is the most powerful force field available. It looks and weighs the same as the NE-F40A field, but is much more intense.
• M.D.C. 1d4x100+20
• Weight: 15 lbs (6.8 g)
• No movement penalties.
or can have variable Force Field 1d6 per side as above rules
A depleted force field requires a full 24 hours to regenerate to full capacity
Speed
Driving on the Ground: Not possible.
Flying: 184 mph (294.5 km), being a helicopter the64 is capable of hovering and VTOL (Vertical Take-Off & Landing) operations as well as low altitude attacks and maneuvering through city streets and around buildings.
Maximum Altitude:
The maximum altitude for the Apache is 20,000 feet (6096 m).
Range:
1200 miles (1920 km) before requiring refueling.
Later models pilots endurance
Statistical
Height: 16 feet, 3 inches (4.95 m).
Width: 48 feet (14.6 m) rotor blades. Length: 50 feet, 9 inches (15.47 m). Weight: 8 tons.
Cargo: None.
Power System:
Conventional combustion engine.
Cost: 350,000 million credits. Starting cost
For each additional models add 100,000
Later models electric power system 9 hours to month's 12 to 24 months
Some on nuclear power system varies by system
https://www.deviantart.com/shikyokamai/ ... -199362438
Weapon Systems:
G-I09 Rail Gun:original weapon systems upgraded
A modern rail gun was installed in the nose of the GAW-64 Apache, instead of its old mini-gun.
The G-I09 enhanced rail gun is mounted in the nose, as a "chin gun," allowing it a 270 degree arc offire.
Spoiler:
Short-Range Missile Rails (2):
Originally used to carry the Hellfire anti-tank missiles, the rails have been adapted to carry standard short-range missiles, for use against heavily armored targets, like robot vehicles and main battle tanks. Primary Purpose:
Anti-Structures, Robots and Vehicles. Secondary Purpose: Anti-Aircraft. Mega-Damage: Varies with type of missile. Missile Type: Any short-range missile can be used. Rate of Fire: Volleys of 1, 2, or 4. Effective Range: Five miles (8 km). Payload:
Four total. Each rail can mount two short-range missiles.
Mini-Missile Pods (2):
A mini-missile pod is located on both sides of the AH-64 Apache.
Primary Purpose:
Anti-Infantry and Soft Targets.
Secondary Purpose:
Assault and Defense.
Mega-Damage:
Varies with mini-missiles type.
Missile Type:
Any mini-missiles can be used, but standard issue is
High Explosive (5D6 M.D.)
or
Armor-Piercing (ID4x10 M.D.). Fragmentation (5D6 M.D. to a 20 footl6.1 m radius) will be used for anti-personnel operations.
Rate of Fire:
One at a time or volleys of 2, 4, or 6. Effective Range:
One mile (1.6 km).
Payload: 36; 18 missiles per launcher.
original Systems of Note:
The Apache has all the standard features of robot vehicles as listed in the Rifts® RPG, plus a radio with range of
Spoiler:
Other weapons system can be added
Weapon Systems summary can be upgraded
Spoiler:
Weapon Systems:
XM-134 7.62 mm Mini-Gun:
Spoiler:
https://upload.wikimedia.org/wikipedia/ ... issile.jpg
Modified XM-3 2.7 inch Rocket Launchers (2):
Spoiler:
Short-Range Missile Rails (2):
Spoiler:
M.D.C M-23 7.62 mm Machine-Gun:
Spoiler:
Chaff Dispenser
• Anti-Missile Chaff/Flare Dispenser (1): Use the same effects as the model. However, each time the system is engaged, the system fires off one chaff and 1D4 flares. Rifts Earth decoy systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
Effect:
01-50 Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
76-00 No effect, enemy missile or missile volley is still on target.Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds.
Payload: 20 chaff, 40 flares. Each time the system is engaged, the system fires off one chaff and 1D4 flares.
Hidden miniature CIW system two per front one rear or tip for anti missiles system energy base [/b]
CIWS Beam /Gatling Rail Guns (6):
Spoiler:
CIWS Beam Gatling Guns (6):
Spoiler:
Heavy force field 100 M.D.C recharging in 24 hour
Or other other force field
https://www.deviantart.com/peter193/art ... n-52791464
GUNPOD are place in Hard points and added addition fire power for any jet fighter
GUNPOD M61 20mm Gatling Cannon for chin gun or Hardpoints
Spoiler:
GUN 30mm Auto-Cannon:
Spoiler:
GUNPOD.50 Caliber Machine-Gun:
Spoiler:
GUNPOD 14mm Machinegun:
Spoiler:
GUNPOD 50 Caliber Six Barrel Machine-Gun or a Heavy MiniGun:
Spoiler:
GUNPOD Vulcan Laser A.T.L
https://www.deviantart.com/unspacy/art/ ... -949197643
Spoiler:
GUNPOD Rail Gun:
Spoiler:
GUNPOD Rail Gun Gatling:
Spoiler:
GUNPOD Anti-Tank Laser Rifle
https://www.deviantart.com/unspacy/art/ ... -949197643
Spoiler:
Missile PER Hard Point
WI-40M Fire & Forget Super-Heavy Missile Launcher The WI-40M
Spoiler:
Air-to-Ground Missiles
Spoiler:
https://upload.wikimedia.org/wikipedia/ ... issile.jpg
XM-3 2.7 inch Rocket pod/Launchers :
Spoiler:
Short range Missile Rails (2):
Spoiler:
Missile Rails (2):
Spoiler:
Tube/Pod Mini-Missile Launcher
Spoiler:
Mounted Mini Missile Launcher pod :
Spoiler:
Modified AIM-54 Phoenix Air-to-Air Missiles (6):
Spoiler:
Systems of Note for apache MARKIII AND UP:
Spoiler:
Sensor Bonuses:
Spoiler:
https://www.deviantart.com/white0222/ar ... -442900874
Systems of Note:
Spoiler:
Longbow
Spoiler:
AH-64E Apache Guardian
Spoiler:
M.D.C. by Location:
Spoiler:
Systems of Note:
Spoiler:
Heavy Apache
Spoiler:
Apache Longbow
Spoiler:
Model MARKIII and up
Spoiler:
AESA Radar:
Spoiler:
• E.S.M.:
Spoiler:
• FLIR:
Spoiler:
Spoiler:
Super Longbow
Spoiler:
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
Lazarus program
Spoiler:
Abrams Battle Tank MARK VI DONE !!
M113 APC DONE !!
Hummer MKIII DONE !!
Fast Attack Vehicle (FAV)
Apache Helicopter
Rifts Earth Kiowa Warrior Helicopter
Hercules VTOL Transport
A-10 Thunderbolt II A,B,&C AND Mark I
Spoiler:
This is call Lazarus program
Black Hawk Assault Helicopter
https://www.deviantart.com/tacticalcras ... -123769766
The Black Hawk is an all-purpose utility helicopter that is used to move combat troops and military supplies, for airmobile assaults and to transport casualties to medical facilities.
https://www.deviantart.com/bagera3005/a ... k-99660629
Model Type:
Black Hawk
Class:
All-purpose utility helicopter.
Crew:
Two; pilot and gunner, plus up to 12 passengers.
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 30 miles (48 km). unless otherwise look at vehicles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
13.Polarized and light sensitive/adjusting tinted visor.
M.D.C. by Location: G.A.W MODEL MARKII
* Landing Gear -12
* Main Rotors (4) - 10 each
*Tail Rotor Section - 20
* 7.62 mm Machine-Gun - 5
Reinforced Pilot's Compartment - 30
** Main Body/Fuselage - 85
M.D.C. by Location: G.A.W MODEL MARKIII
* Landing Gear -30
* Main Rotors (4) - 100 each
*Tail Rotor Section - 120
* 7.62 mm Machine-Gun - 5
Reinforced Pilot's Compartment - 120
** Main Body/Fuselage - 170
M.D.C. by Location: G.A.W MODEL MARKIII
* Landing Gear -30
* Main Rotors (4) - 100 each
*Tail Rotor Section - 220
* 7.62 mm Machine-Gun - 5
Reinforced Pilot's Compartment - 200
** Main Body/Fuselage - 270
M.D.C. by Location: G.A.W MODEL MARKIV
* Landing Gear -30
* Main Rotors (4) - 100 each
*Tail Rotor Section - 190
* 7.62 mm Machine-Gun - 5
Reinforced Pilot's Compartment - 240
** Main Body/Fuselage - 370
***Rechargeable Force Field :100 or other look below
M.D.C. by Location: N.A.A.Ts and mercenary Outfits MODEL MARKIII
* Landing Gear -30
* Main Rotors (4) - 100 each
*Tail Rotor Section - 220
Amour Tail Rotor Section 240
****Amour Tail Rotor Section 240
* 7.62 mm Machine-Gun - 5
Reinforced Pilot's Compartment -240
** Main Body/Fuselage - 400
****Amour Main Body/Fuselage 240
*****Amour under belly 240
***Rechargeable Force Field:100 or other look below
* Items marked by a single asterisk are small and/or difficult to hit, requiring an attacker to make a Called Shot to hit with a penalty of -3 strike (-5 to strike if the chopper is going 100 mphl160 km or faster). Destroyed landing gear will result in emergency landing rules. The loss of a single main rotor blade will reduce maximum air speed by 10% and impose a -25% penalty to all piloting rolls (penalties are accumulative with each blade lost). Losing three or all of the rotor blades will cause the helicopter to crash. Roll under piloting skill -40% for a successful crash landing.
****Amour section has a thin layer of 240 M.D that section is designed to take damage first if doesn’t have Force field or if the Force field fail, unless you are under the underbelly of armor section design from enemy fire or if it crashes
***Rechargeable Force Field: N.A.A.Ts only and allies
One of the most impressive "new" developments is the mega-damage capacity force field generator that has been integrated into the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial attack. The two drawbacks with the force-field are that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 24 hours. Depleting the 100 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the vehicle . A depleted force field requires a full 24 hours to regenerate to full capacity. Even minor damage (25 M.D.C. or less) will require eight (8) hours to be restored. THIS SYSETMS IS DESIGN TO BE THE FRIST TO TAKE DAMAGE!
there a heavy Rechargeable Force Field 1d4x100+20 M.D THIS IS NOT BE USE NEAR COALITION STATES this technology is similar to N.E
M-F50B Mega heavy Force Field
This is the most powerful force field available. It looks and weighs the same as the NE-F40A field, but is much more intense.
• M.D.C. 1d4x100+20
• Weight: 15 lbs (6.8 g)
• No movement penalties.
or can have variable Force Field 1d6 per side as above rules
A depleted force field requires a full 24 hours to regenerate to full capacity
Speed:
Driving on the ground: Not possible.
Flying:
175 mph (280 km), being a helicopter it is capable of hovering and VTOL (Vertical Take-Off & Landing) operations as well as low altitude attacks and maneuvering through city streets and around buildings.
Maximum Altitude:
The maximum altitude for the helicopter is 19,150 feet (5837 m).
Range:
1500 miles (2400 km), due to its electric engine.
MARK III and up they fully power for 2 year
Electric power system!!
Statistical Data:
Height:
16 feet, 10 inches (5. 13 m).
Width:
53 feet, 8 inches (16.3 m) rotor blades.
Length:
50 feet, 1 inch (15.26 m).
Weight: 8 tons.
Cargo:
Can carry 6,000 lbs (2700 kg) suspended from the helicopter, in addition to passengers.
Power System: Electric engine.
Cost: 550,000 credits.
There are other System
Electric power system 2 years add 100,000
Nuclear power system 5 to 20 years varies by year
Weapon Systems:
https://www.deviantart.com/titan951/art ... -950082953
Other weapons system can be added
Weapon Systems summary can be upgraded ,they come from GUNPOD from aircraft Hardpoints.
Spoiler:
Standard M.D.C M-23 7.62 mm Machine-Gun: for chin gun and Hardpoints
Spoiler:
M.D.C 7.62 mm Mini-Gun: for chin gun and Hardpoints
https://www.deviantart.com/polish3d/art ... -866425837
Spoiler:
Chaff Dispenser
• Anti-Missile Chaff/Flare Dispenser (1): Use the same effects as the model. However, each time the system is engaged, the system fires off one chaff and 1D4 flares. Rifts Earth decoy systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
Effect:
01-50 Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
76-00 No effect, enemy missile or missile volley is still on target.Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds.
Payload: 20 chaff, 40 flares. Each time the system is engaged, the system fires off one chaff and 1D4 flares.
Hidden miniature CIW system two per front one rear or tip for anti missiles system energy base [/b]
CIWS Beam /Gatling Rail Guns (6):
Spoiler:
CIWS Beam Gatling Guns (6):
Spoiler:
Heavy force field 100 M.D.C recharging in 24 hour
Or other force field
https://www.deviantart.com/peter193/art ... n-52791464
GUNPOD are place in Hard points and added addition fire power for any jet fighter
GUNPOD M61 20mm Gatling Cannon: for chin gun and Hardpoints
Spoiler:
GUN 30mm Auto-Cannon: for chin gun and Hardpoints
Spoiler:
GUNPOD.50 Caliber Machine-Gun: for chin gun and Hardpoints
Spoiler:
GUNPOD 14mm Machinegun:
Spoiler:
GUNPOD 50 Caliber Six Barrel Machine-Gun or a Heavy Minigun: for chin gun and Hardpoints
Spoiler:
GUNPOD Vulcan Laser Turrets for chin gun and Hardpoints
Spoiler:
GUNPOD Rail Gun: for chin gun and Hardpoints
Spoiler:
GUNPOD Rail Gun Gatling: for chin gun and Hardpoints
Spoiler:
GUNPOD Anti-Tank Laser Rifle for chin gun and Hardpoints
Spoiler:
Missile PER Hard Point
WI-40M Fire & Forget Super-Heavy Missile Launcher The WI-40M for Hardpoints
Spoiler:
Air-to-Ground Missiles for Hardpoints
Spoiler:
XM-3 2.7 inch Rocket pod/Launchers :
Spoiler:
Short range Missile Rails (2):
Spoiler:
Missile Rails (2): for Hardpoints
Spoiler:
Tube/Pod Mini-Missile Launcher : for Hardpoints
Spoiler:
Mounted Mini Missile Launcher pod : for Hardpoints
Spoiler:
Modified AIM-54 Phoenix Air-to-Air Missiles (6): for Hardpoints
Spoiler:
Systems of Note:
The Black Hawk has all the standard
features common to most robot vehicles,
Spoiler:
Stealth Hawk
https://www.deviantart.com/bispro/art/S ... -239387076
https://www.deviantart.com/gtfir/art/Th ... -851037229 fossil fuel version
Top of the line armor protection and weapons
Spoiler:
Limited Stealth Feature:
Spoiler:
Spoiler:
Spoiler:
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
Lazarus program
Spoiler:
Abrams Battle Tank MARK VI DONE !!
M113 APC DONE !!
Hummer MKIII DONE !!
Fast Attack Vehicle (FAV)
Super-Cobra Gunship
Spoiler:
This is call Lazarus program
Super-Cobra Gunship
https://www.deviantart.com/great-jimbo/ ... -870061591
Older than the AH-64 Apache, but still very effective the Super Cobra is a popular attack chopper. The engines of the Super Cobras have been replaced with high-output electric engines to increase their loiter times and increase their flight ranges. The vehicle is smaller and faster than the Apache, but it doesn't pack the same payload of weapons. It makes an excellent light assault helicopter, scout and reconnaissance vehicle. At the same time it is capable of performing missions of close air support and tank-busting. Super-Cobras are often used as es cort aircraft for air ambulances and downed pilot rescue missions.
The improvement made in armor protection system and weapons system make more then just a scout and more of direct support for infantry, ground Vehicles support or force reconnaissance to escort duty. These new model give even law enforcement more teeth due to Rifts earth. Then combine with the Apache gunship, Apache longbow and A 10 in forces multiplier even a very old military Vehicle it can stand on its own.
https://www.deviantart.com/great-jimbo/ ... -868274471
Features
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 150 miles . unless otherwise look at vehicles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 50 miles , as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
13.Polarized and light sensitive/adjusting tinted visor.
M.D.C. by Location: VARIOUS MODELS
Model Type:
Zulu Cobra Class: Ground attack helicopter.
Crew: Two; one pilot and one gunner.
M.D.C. by Location: GAW MARKII
* Main Rotors (4) - 12 each
* Tail Rotor Section - 18
* XM-134 7.62 mm Mini-Gun - 6
* XM-3 2.7 inch Rocket Launchers (2) - 8 each
* Short-Range Missile Rails (2) - 4 each Reinforced Pilot's Compartment - 30
** Main Body/Fuselage - 90
M.D.C. by Location: GAW MARKIII
* Main Rotors (4) - 100 each
* Tail Rotor Section - 32
* XM-134 7.62 mm Mini-Gun - 6
* XM-3 2.7 inch Rocket Launchers (2) - 8 each
* Short-Range Missile Rails (2) - 4 each Reinforced Pilot's Compartment - 60
** Main Body/Fuselage - 180
M.D.C. by Location: MARKIII
* Main Rotors (4) -100 each
* Tail Rotor Section - 180
* XM-134 7.62 mm Mini-Gun - 6
* XM-3 2.7 inch Rocket Launchers (2) - 8 each
* Short-Range Missile Rails (2) - 4 each Reinforced Pilot's Compartment - 180
** Main Body/Fuselage - 280
M.D.C. by Location: MARKIII
* Main Rotors (4) -100 each
* Tail Rotor Section - 280
* XM-134 7.62 mm Mini-Gun - 6
* XM-3 2.7 inch Rocket Launchers (2) - 8 each
* Short-Range Missile Rails (2) - 4 each Reinforced Pilot's Compartment - 220
** Main Body/Fuselage - 380
M.D.C. by Location: MARKIII N.A.A.TS and Mercenary Outfits
* Main Rotors (4) -100 each
* Tail Rotor Section - 280
****amour Tail Rotor Section 240
* XM-134 7.62 mm Mini-Gun - 6
* XM-3 2.7 inch Rocket Launchers (2) - 8 each
* Short-Range Missile Rails (2) - 4 each Reinforced Pilot's Compartment - 220
****amour Reinforced Pilot's Compartment 240
** Main Body/Fuselage - 400
****amour Body/Fuselage 200
*Items marked with a single asterisk are small, moving and/or difficult targets to hit and require a Called Shot to strike, and even then the attacker is -4 to strike (-6 if the helicopter is f lying faster than 100 mphl160 km). Destroying one of the attached missiles will detonate the ord nance and inflict damage to the helicopter. The loss of a single main rotor blade will reduce maximum air speed 25% and impose a -25% to all piloting skill rolls (pen alties are accumulative with each blade lost). Losing three or all blades or losing the tail rotor completely will cause the helicop ter to crash.
** Depleting the M.D.C. of the main body will knock the he licopter out of the sky! Roll under piloting skill -50% for a suc cessful crash landing by auto-rotating.
****Amour section has a thin layer of 240 M.D that section is designed to take damage frist if dosen't have Force field or if the Force field fail, unless u are under the underbelly of armor section design from enemy fire or if it crashes
Speed:
Driving on the Ground:
Not possible.
Flying: 196 mph (314 km), being a helicopter it is capable of hovering and VTOL (Vertical Take-Off & Landing) operations as well as low altitude attacks and maneuvering through city streets and around buildings.
Maximum Altitude:
The maximum altitude for the helicopter is 14,750 feet (4496 m).
Range: 2000 miles (3200 km), due to its electric engine.
Statistical Data:
Height: 14 feet, 2 inches (4.31 m).
Width: 48 feet (14.63m) rotor blades. Length: 58 feet (17.68 m).
Weight: 7 tons.
Cargo: None.
ower System: Electric high-output engine.
Updated models power supply gir two years
Cost: 5,000 000 credits.for every new model add 80,000 credits
https://www.deviantart.com/gandoza/art/ ... -342338282
https://www.deviantart.com/corvuscoalit ... -876868594
Other weapons system can be added
Weapon Systems summary can be upgraded
• This for chin gun standard model one ballistic or beam weapon
• wind Hardpoints standard wing 2 Hardpoints one weapon Systems
• Extended wing wing 3 Hardpoints
• N.A.A.TS models will have dual mounted chin gun and Hardpoints 2 weapon but no missile
• Example In one Hardpoint one Beam weapon and one Rail gun or ballistic from gun pods Or hold mini-missiles, combine Short range missiles or Medium-Range missile but no long range
Weapon Systems:
XM-134 7.62 mm Mini-Gun:
This six-barreled, 7.62 mm gatling gun is driven by an independent electric motor that rotates the gun barrels as they fire, allowing it to achieve in credibly high rates of fire without overheating. The mini-gun is mounted in the nose of the Super Cobra as a "chin gun," allowing it a 270 degree arc of fire.
Primary Purpose:
Anti-Robot/Anti-Vehicle. Secondary Purpose:
Anti-Infantry/Soft Targets.
Mega-Damage:
Slug rounds
2D6+3 M.D. per 10 round burst
4D6+4 M.D. per 20 round burst.
Improve round
Rate of Fire: Each burst, counts as one of the gunner's attacks per melee round.
Effective Range:
4000 feet (1219 m).
Payload:
2400 rounds for 240 short bursts or 120 medium bursts.
https://upload.wikimedia.org/wikipedia/ ... issile.jpg
Modified XM-3 2.7 inch Rocket Launchers (2): These rocket launchers are honeycombed tubes mounted under the stubby wings of the Super Cobra. The ancient XM-3 2.7 inch rockets have been refitted with a modem fragmentation war head by the technicians at Golden Age Weaponsmiths, for anti-infantry missions in a Mega-Damage environment.
Primary Purpose:
Anti-Infantry/Anti-Power Armor.
Secondary Purpose: .
Area Saturation.
Mega-Damage: 5D6 M.D. per rocket, to a 20 foot (6. 1 m) blast radius.
Rate of Fire: One at a time, or in volleys of2, 4 or 6 rockets. Or volleys of 10 ,or 20 or 30 and so on counts as one attack.
Effective Range: 10,000 feet
Payload:
200total,
100 unguided rockets per launcher.
Short-Range Missile Rails (2):
Original used to carry anti-tank missiles, the rails have been adapted to carry two standard short-ranged missiles for use against heavily ar mored targets, like robot vehicles and main battle tanks.
Primary Purpose:
Anti-Structures and Anti-Armored Vehicle. Secondary Purpose:
Anti-Aircraft.
Mega-Damage:
Varies with type of missile. Missile Type: Any short-range missile can be used, but standard issue is
armor piercing (2D6x10 M.D.)
or
high explosive (2D4xlO M.D.).
Rate of Fire: Volleys of 1,2, 3, or 4. Effective Range: Five miles (8 km). Payload: Four total,
two per each rail.
Full weapons range
Weapon Systems:
M.D.C M-23 7.62 mm Machine-Gun:
The machine-gun is mounted in the nose of the Black Hawk as a "chin gun," al lowing it a 270 degree arc of fire
Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.
Mega-Damage: slug round
1d4 M.D. per 10 round burst,
2d4 M.D. per 20 round burst,
4d4 M.D. for a 40 round burst.
4d8 M.D. for a 80 round burst.
Imporved ammunition rounds
Heavy Explosive amor penetration round
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D per round
5d4 M.D. per 10 round burst,
1d4x10 M.D. per 20 round burst,
1d6x10 M.D. per 30 round burst,2d4x10M.D. for a 40 round burst
2d6x10 M.D. per 60 round burst,
Rate of Fire:
Each burst counts as one melee attack. Effective Range:
3000 feet to 5000 feet
Payload: 4000 rounds,
For slug rounds
for 400 short bursts,
200 medium bursts or
100 long bursts (4d4 M.D.).
Note: May be substituted with an M.D. rail gun or energy weapon but at considerably more cost (60,000-120,000 credits).
M.D.C M-23 7.62 mm Machine-Gun:
The machine-gun is mounted in the side window of the Black Hawk as allowing it a 270 degree arc of fire. One in the left and one in the right.
https://www.deviantart.com/polish3d/art ... -866425837
Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.
Mega-Damage:
slug round
1d4 M.D. per 10 round burst,
2d4 M.D. per 20 round burst,
4d4 M.D. for a 40 round burst.
4d8 M.D for a 80 round burst.
1d4x10 M.D for a 100 round burst.
Imporved ammunition rounds
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D per round
5d4 M.D. per 10 round burst,
1d4x10 M.D. per 20 round burst,
1d6x10 M.D. per 30 round burst
1d10x10 M.D. per 50 round burst
2d4x10M.D. for a 40 round burst
2d6x10 M.D. per 60 round burst,
Rate of Fire:
Each burst counts as one melee attack. Effective Range:
3000 feet to 5000 feet
Payload: 4000 rounds,or 6000 rounds or 8000 rounds
For slug rounds
for 400 short bursts,
200 medium bursts or
100 long bursts (4d4 M.D.).
Note: May be substituted with an M.D. rail gun or energy weapon but at considerably more cost (60,000-120,000 credits).
Chaff Dispenser
• Anti-Missile Chaff/Flare Dispenser (1): Use the same effects as the model. However, each time the system is engaged, the system fires off one chaff and 1D4 flares. Rifts Earth decoy systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
Effect:
01-50 Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
76-00 No effect, enemy missile or missile volley is still on target.Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds.
Payload: 20 chaff, 40 flares. Each time the system is engaged, the system fires off one chaff and 1D4 flares.
Hidden miniature CIW system two per front one rear or tip for anti missiles system energy base [/b]
CIWS Beam /Gatling Rail Guns (1):
Spoiler:
CIWS Beam Gatling Guns (1): [u]
Spoiler:
https://www.deviantart.com/peter193/art ... n-52791464
GUNPOD are place in Hard points and added addition fire power for any Hardpoints Vehicle
GUNPOD M61 20mm Gatling Cannon for chin gun or Hardpoints
Spoiler:
GUN 30mm Auto-Cannon:
Spoiler:
GUNPOD.50 Caliber Machine-Gun:
Spoiler:
GUNPOD 14mm Machinegun:
Spoiler:
GUNPOD 50 Caliber Six Barrel Machine-Gun or a Heavy MiniGun:
Spoiler:
GUNPOD Vulcan Laser Turrets
Spoiler:
GUNPOD Rail Gun:
Spoiler:
GUNPOD Rail Gun Gatling:
Spoiler:
GUNPOD Anti-Tank Laser Rifle
Spoiler:
[u]
Missile PER Hard Point
WI-40M Fire & Forget Super-Heavy Missile Launcher The WI-40M
Spoiler:
https://upload.wikimedia.org/wikipedia/ ... issile.jpg
XM-3 2.7 inch Rocket pod/Launchers :
Spoiler:
Short range Missile Rails (2):
Spoiler:
Missile Rails (2):
Spoiler:
Tube/Pod Mini-Missile Launcher
Spoiler:
Mounted Mini Missile Launcher pod :
Spoiler:
Modified AIM-54 Phoenix Air-to-Air Missiles (6):
Spoiler:
Air-to-Ground Missiles
Spoiler:
Systems of Note:
Spoiler:
Sensor Bonuses:
Spoiler:
Systems of Note:
The Super Cobra h
Spoiler:
Drone
https://www.deviantart.com/droneaircraf ... -516398613
update
use all model MARK III and up
weapon same
senor the same use Drone or AI use book Rifts Sourcebook one Revised & Expanded
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
Lazarus program
Spoiler:
Abrams Battle Tank MARK VI DONE !!
M113 APC DONE !!
Hummer MKIII DONE !!
Fast Attack Vehicle (FAV)
A 10 Thunderbolt III Fighter
F16C
Apache Helicopter II AND Long bow III
Spoiler:
This is call Lazarus program
F16C Falcon and up
Features
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 150 miles . unless otherwise look at vehicles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 50 miles , as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
13.Polarized and light sensitive/adjusting tinted visor.
M.D.C. by Location: VARIOUS MODELS
Model Type:
F16C Falcon Fighter
Class:
Multi-role fighter aircraft.
Crew:
One.
M.D.C. by Location: VARIOUS MODELS
M.D.C. by Location: MARK II G.A.W
* Landing Gear/Tires (3) - 5 each
* Nose Gun (1) - 10
* Wing Pylon Mounted Missiles (6) - 2 each
** Wings (2) -43 each
Reinforced Pilot's Compartment - 30
** Main Body/Fuselage - 100
M.D.C. by Location:
F 16C Falcon G.A.W MARK IIB
* Landing Gear/ - 15 each
*Tires (3) 50
* Nose Gun (1) - 10
* Wing Pylon Mounted Missiles (6) - 2 each
** Wings (2) -100 each
Reinforced Pilot's Compartment - 40
** Main Body/Fuselage - 200
M.D.C. by Location:
F 16C Falcon G.A.W MARK IIC
* Landing Gear/ - 35 each
*Tires (3) 50
* Nose Gun (1) - 10
* Wing Pylon Mounted Missiles (6) - 10 each
** Wings (2) -150 each
Reinforced Pilot's Compartment - 80
** Main Body/Fuselage - 300
M.D.C. by Location: F 16D Falcon MARK III
* Landing Gear/ - 35 each
*Tires (3) 50
* Nose Gun (1) - 10
* Wing Pylon Mounted Missiles (6) - 10 each
** Wings (2) -200 each
Reinforced Pilot's Compartment - 240
** Main Body/Fuselage - 300
Fuselage Pylon Mounted (3)
***Rechargeable Force Field: standard 100 or other types
M.D.C. by Location:
F 16E Viper Falcon MARK IV
* Landing Gear/ - 35 each
*Tires (3) 50
* Nose Gun (1) - 10
* Wing Pylon Mounted Missiles (6) - 10 each
** Wings (2) -200 each
Wing Hardpoints tips (1)-10
Reinforced Pilot's Compartment - 240
** Main Body/Fuselage - 300
Vectors thrust nozzle (1)
Fuselage Pylon Mounted (3)
***Rechargeable Force Field: standard 100 or other types
***Amour section has a thin layer of 240 M.D that section is designed to take damage frist if dosen't have Force field or if the Force field fail, unless u are under the underbelly of armor section design from enemy fire or if it crashes
F 16F Stealth Viper Falcon MARK IV
https://www.deviantart.com/aksuperman/a ... -366469405
M.D.C. by Location:
* Landing Gear/ - 35 each
*Tires (3) 50
* Nose Gun (1) - 10
* Integrated Wing Hardpoints (6) - 10 each
** Wings (2) -200 each
Integrated Wing Hardpoints tips (1)-10
Reinforced Pilot's Compartment - 240
** Main Body/Fuselage - 300
Vectors thrust nozzle (1)
Integrated Fuselage Hardpoints (3)
***Rechargeable Force Field: standard 100 or other types
* Targets marked by a single asterisk are small and/or difficult to hit and require a Called Shot to strike with a -3 modifier. Destroyed landing gear will result in emergency landing rules . Destroying a pylon-mounted missile or bomb will detonate it and inflict damage to aircraft.
* * Destroying one of the wings or depleting the M.D.C . of the main body will knock the bird out of the sky ! Roll under piloting wrecked, but pilot survives with a few scrapes and bruises).
***Rechargeable Force Field: N.A.A.Ts only and allies
One of the most impressive "new" developments is the mega-damage capacity force field generator that has been integrated into the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial attack. The two drawbacks with the force-field are that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 24 hours. Depleting the 100 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the vehicle . A depleted force field requires a full 24 hours to regenerate to full capacity. Even minor damage (25 M.D.C. or less) will require eight (8) hours to be restored. THIS SYSETMS IS DESIGN TO BE THE FRIST TO TAKE DAMAGE!
there a heavy Rechargeable Force Field 1d4x100+20 M.D THIS IS NOT BE USE NEAR COALITION STATES this technology is similar to N.E
M-F50B Mega heavy Force Field
This is the most powerful force field available. It looks and weighs the same as the NE-F40A field, but is much more intense.
• M.D.C. 1d4x100+20
• Weight: 15 lbs (6.8 g)
• No movement penalties.
or can have variable Force Field 1d6 per side as above rules
A depleted force field requires a full 24 hours to regenerate to full capacity
Speed :
Driving on the Ground: Not possible, taxi speed is 5 mph (8 km) on paved surfaces, 2 mph (3 .2 km) on rough terrain.
Flying:
The turbofan engine of the Falcon j et fighter enables the aircraft to reach maximum flying speeds of Mach 2 (approximately 1 ,320 mph/2, 1 1 2 km) .
Cruising speeds vary according to the situation but tend to be sub-sonic, usually between 300 and 500 mph (4 80 and 800 km). At maximum weight, takeoff distance is approximately 600 feet ( 1 83 m).
F 16E Viper Falcon MARK IV
VTOL agile as helicopter
Vector thrust systems.
Maximum Altitude :
The maximum altitude for the Falcon is 50,000 feet .
Range :
2000 miles (3200 km) before requiring refueling.For all MARK II
F 16 D MARK III and up
Electric power system either 9 hours
Or
2 years of constant power
Statistical Data :
Height:
16 feet, 8 inches (5 m).
Width :
32 feet, 1 0 inches ( 1 0 m) wingspan .
Length :
49 feet, 4 inches ( 1 5 m).
Weight:
18 tons empty, 22 tons fully loaded.
Cargo :
Minimal storage space for extra clothes, weapons and personal items.
Power System:
Conventional turbofan, fuel-base engine.
Cost: 36 million credits for a s ingle undamaged and fully armed
GAW Improved Falcon.
Weapon Systems :these are Per rifts weapon systems first Generation systems
Standard M61 20m m Gatling Cannon : This i s the same pre-Rifts gatling cannon originally installed on the F- 14 and F-16 series fighters. The cannon is armed with Mega-Damage, armor piercing ramjet ammunition.
Primary Purpose :
Anti-Robot/Anti-Vehicle.
Secondary Purpose :
Assault.
Mega-Damage :
2D6+3 for a short 1 0 round burst,
6D6+6 for a medium 30 round burst.
Rate of Fire :
Each burst (short or medium) counts as one of the pilot ' s melee attacks/action s .
Effective Range :
6000 feet ( 1 829).
Payload:
2400 rounds, equal to 240 short bursts or 80 medium bursts.
Standard Air-to-Ground Missiles (4) :
Two medium-range missiles are mounted on each w ing. They are used for air to ground attacks,
typic ally to target entrenched fortifications, bunkers, bridges, artillery, communication towers and other fixed positions, but also to take down or soften up giant robots, tanks
and monsters, and to punch holes into infantry lines.
Primary Purpose :
Anti-Robot and Anti-Vehicle.
Secondary Purpose :
Anti-Structures and Anti-Dragon.
Mega-Dam age :
Varies ith missile type.
Missile Type: Can use any short- or medium-range missiles, but
High Explos ive (Heavy): 3D6x 10 M.D.
or
Plasma: 4D6x 10 M.D. , do the most damage .
Rate of Fire:
One at a time or in volleys of up to nine .
Effective Range :
40 miles (64 km).
Payload : Four medium-range missiles .
Wing Mounted Mini-Missiles (16) :
Eight mini-missiles are mounted on each of the wings. They are used for air-to-air interception
missions against other aircraft and missile volleys .
Primary Purpose :
Anti-Aircraft and Other Flyers .
Secondary Purpose :
Defense and Assault.
Mega-Damage :
Varies with type of missile. Missile Type: Any mini-missile can be used, but standard issue
are Armor Piercing and Fragmentation.
Rate of Fire :
Volleys of 2, 4 or 6; each volley counting as one
melee attack.
Effective Range :
One mile (1.6 km).
Payload: 16 ; eight per wing.
GUNPOD are place in Hard points and added addition fire power for any jet fighter
UPDATED Weapon summary :
Guns
Hardpoints:
2 × wing-tip air-to-air missile launch rails,
6 × under-wing,
3 × under-fuselage pylon
MARKIV and up
Guns ONE OR TWO
Hardpoints:
2 × wing-tip air-to-air missile launch rails,
6 × under-wing,
4 × under-fuselage pylon
GUNPOD: M61 20mm Gatling Cannon: for Nose Gun and Hardpoints
Spoiler:
GUN 30mm Auto-Cannon: for Nose Gun and Hardpoints
Spoiler:
GUNPOD.50 Caliber Machine-Gun: for Nose Gun and Hardpoints
Spoiler:
GUNPOD 14mm Machinegun: for Nose Gun and Hardpoints
Spoiler:
GUNPOD 50 Caliber Six Barrel Machine-Gun or a Heavy Minigun: for Nose Gun and Hardpoints
Spoiler:
GUNPOD Vulcan Laser Turrets for Nose Gun and Hardpoints
Spoiler:
GUNPOD Rail Gun: for chin gun and Hardpoints
Spoiler:
GUNPOD Rail Gun Gatling: for Nose Gun and Hardpoints
Spoiler:
GUNPOD Anti-Tank Laser Rifle for Nose Gun and Hardpoints
Spoiler:
Missile PER Hard Point
WI-40M Fire & Forget Super-Heavy Missile Launcher The WI-40M for Hardpoints
Spoiler:
Air-to-Ground Missiles for Hardpoints
Spoiler:
XM-3 2.7 inch Rocket pod/Launchers : Hard points only
Spoiler:
Short range Missile Rails (2): Hard points only
Spoiler:
Missile Rails (2): for Hardpoints
Spoiler:
Tube/Pod Mini-Missile Launcher : for Hardpoints
Spoiler:
Mounted Mini Missile Launcher pod : for Hardpoints
Spoiler:
Modified AIM-54 Phoenix Air-to-Air Missiles (6): for Hardpoints
Spoiler:
Standard issue for MARKIII and up
Chaff Dispenser
• Anti-Missile Chaff/Flare Dispenser (1): Use the same effects as the model. However, each time the system is engaged, the system fires off one chaff and 1D4 flares. Rifts Earth decoy systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
Effect:
01-50 Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
76-00 No effect, enemy missile or missile volley is still on target.Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds.
Payload: 20 chaff, 40 flares. Each time the system is engaged, the system fires off one chaff and 1D4 flares.
Hidden miniature CIW system two per front one rear or tip for anti missiles system energy base [/b]
CIWS Beam /Gatling Rail Guns (1):
Spoiler:
CIWS Beam Gatling Guns (1):
Spoiler:
Systems of Note:
The Falcon has all the features common to robot vehicles as listed in the Rifts® RPG. These include standard radio communications, ejector seats, a fully environ mental cockpit and a laser targeting system. Additionally, the plane has the following:
Spoiler:
QF-16
Combat drone
can be a MARKII and up
considered a full U.A.V or combat drone
Stealth F 16
https://www.deviantart.com/aksuperman/a ... -366469405
weapon pods
Additional systems added MARKII and up
The Falcon has all the features common to robot vehicles as listed in the Rifts® RPG . These include standard radio communications, ejector seats, a fully environmental cockpit and a laser targeting system. Additionally, the plane has the following :
Enhanced Radar:
Spoiler:
MARKIII and up
Spoiler:
F 16E Viper Falcon MARKIII
Spoiler:
The old F-16 has nine hard points for ordnance (The aircraft had two additional hard points but those are for electro-optical, infra-red, and terrain following pods which have been replaced by new internal equipment). Below is a list of hard points and the loads that they can carry. Missiles, rocket packs, and bombs can be mixed or matched but all ordnance on a hard point .
Can be nuclear power system but at extra cost
Nuclear energy is the most popular form of energy used in robots and high-tech machinery. The power supply is surprisingly compact, safe, and has a long lifetime even under constant use. Any high-tech town, including `Burbs and places that cater to mercenaries and adventurers, can make repairs.
One Year: One million credits.
Two Years:
2 million credits.
Five Years: 4.5 million credits.
Ten Years: 8 million credits.
Twenty Years: 15 million credits.
Build in system
Infrared Spotlight:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Converts the heat signatures of warm objects into visible images. 10 miles range and allows the pilot to see through darkness, shadows, smoke, inclement weather and even through walls.
Spoiler:
Spoiler:
Distress Beacon:
Spoiler:
Bombs
Spoiler:
Aesa radar
Spoiler:
Advanced Electro-Optical IRST:
Spoiler:
VTOL System
Spoiler:
Varies
Electric power system Pilot endurance
From 9 hour or months from 12 to 24 months
Nuclear powered, giving it continual energy, but the jet engines begin to overheat after 48 hours of continual use.
Laser Navigational System:
Spoiler:
F 16F Stealth Viper Falcon MARK IV
Spoiler:
Stealth system
Spoiler:
The Senor Dome T.A.G ( Target a ) system has all the standard features of robot vehicles as listed in the Rifts® RPG, plus a radio with a range of 500 miles (800 km), optics systems include passive night vision 10 miles), laser designator (+1 to strike) and radar: tracks 96 targets within a 500 mile rangethis under the pilots
Spoiler:
• UPDATE
Spoiler:
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
Rifts Earth Chinook
Lazarus program
Spoiler:
Abrams Battle Tank MARK VI DONE !!
M113 APC DONE !!
Hummer MKIII DONE !!
Fast Attack Vehicle (FAV)
Spoiler:
This is call Lazarus program
https://www.deviantart.com/phxxxs/art/C ... -778458162
Chinook Larger than the Black Hawk, the Chinook is a heavy transport chopper used to move troops, supplies and casualties. It can also be used to drop paratroops or power armor troops, as well as transport supplies and light vehicles like the Hummer, Fast Attack Vehicle, hovercycles and similar cargo. The Chinook has two contra-rotating and intermeshing, three-bladed rotors which operate in tandem to keep the helicopter flying and moving at high speeds. The Chinook only has a basic radio (500 miles/800 km range).
Features
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 100 miles . unless otherwise look at vehicles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 50 miles , as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
13.Polarized and light sensitive/adjusting tinted visor.
M.D.C. by Location: VARIOUS MODELS
Model Type:
Chinook Class: Heavy lift, transport helicopter.
Crew:
Three,
plus
56 fully equipped passengers
or
56 fully equipped para troopers
or fully equipped Basic Exo suits
or 32 power armor troops man size
M.D.C. by Location: MARK II G.A.W
* Landing Gear - 10
* Rotor Blades
(6; 3 front and 3 rear) - 12 each
Reinforced Pilot's Compartment - 30
** Main Body/Fuselage - 125
M.D.C. by Location: MARKIII G.A.W
* Landing Gear - 10
Wheel 50
* Rotor Blades
(6; 3 front and 3 rear) - 100 each
Reinforced Pilot's Compartment - 129
** Main Body/Fuselage - 350
M.D.C. by Location: MARKIV G.A.W
* Landing Gear - 30
Wheel 50
* Rotor Blades
(6; 3 front and 3 rear) - 100 each
Reinforced Pilot's Compartment - 249
** Main Body/Fuselage - 450
M.D.C. by Location: MARKV N.A.A.Ts
* Landing Gear - 40
Wheel 50
* Rotor Blades
(6; 3 front and 3 rear) - 100 each
Reinforced Pilot's Compartment - 240
** Main Body/Fuselage - 590
Ramp rear (1) 175
Side ramp (2) 200
Under armor missiles Launchers system
340
Side missiles Launchers system (2)240
* Items marked with a single asterisk are small, moving and/or difficult targets to hit and require a Called Shot to strike, but even then the attacker is -3 to strike (-5 if the helicopter is flying faster than 100 mphl160 km)Rotor Blades -12 to strike. The loss of a single main rotor blade will reduce maximum air speed 25% and impose a -25% to all piloting skill rolls (pen alties are accumulative with each main rotor blade lost). Losing three of the main rotor blade will cause the helicopter to crash.
** Depleting the M.D.C. of the main body will knock the he licopter out of the sky! Roll under piloting skill -40% for a suc cessful crash landing by auto-rotating.
****amour Body/Fuselage 200
*Items marked with a single asterisk are small, moving and/or difficult targets to hit and require a Called Shot to strike, and even then the attacker is -4 to strike (-6 if the helicopter is f lying faster than 100 mphl160 km). Destroying one of the attached missiles will detonate the ord nance and inflict damage to the helicopter. The loss of a single main rotor blade will reduce maximum air speed 25% and impose a -25% to all piloting skill rolls (pen alties are accumulative with each blade lost). Losing three or all blades or losing the tail rotor completely will cause the helicop ter to crash.
** Depleting the M.D.C. of the main body will knock the he licopter out of the sky! Roll under piloting skill -50% for a suc cessful crash landing by auto-rotating.
****Amour section has a thin layer of 240 M.D that section is designed to take damage frist if dosen't have Force field or if the Force field fail, unless u are under the underbelly of armor section design from enemy fire or if it crashes
***Rechargeable Force Field: N.A.A.Ts only and allies
One of the most impressive "new" developments is the mega-damage capacity force field generator that has been integrated into the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial attack. The two drawbacks with the force-field are that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 24 hours. Depleting the 100 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the vehicle . A depleted force field requires a full 24 hours to regenerate to full capacity. Even minor damage (25 M.D.C. or less) will require eight (8) hours to be restored. THIS SYSETMS IS DESIGN TO BE THE FRIST TO TAKE DAMAGE!
there a heavy Rechargeable Force Field 1d4x100+20 M.D THIS IS NOT BE USE NEAR COALITION STATES this technology is similar to N.E
M-F50B Mega heavy Force Field
This is the most powerful force field available. It looks and weighs the same as the NE-F40A field, but is much more intense.
• M.D.C. 1d4x100+20
• Weight: 15 lbs (6.8 g)
• No movement penalties.
or can have variable Force Field 1d6 per side as above rules
A depleted force field requires a full 24 hours to regenerate to full capacity
Speed:
Driving on the Ground: Not possible. Flying: 190 MPH
being a helicopter it is capable of hovering and VTOL (Vertical Take-Off & Landing) operations as well as low altitude flying.
Maximum Altitude:
The maximum altitude for the Chinook is just 8,450 feet (2575 m).
Range:
1300 miles (2080 km) before requiring refueling. Basic model
Statistical Data:
Height:
16 feet, 10 inches (5.13 m).
Width: (rotors) 60 feet (18.29 m).
Length: 52 feet (15.8 m).
Weight: 25 tons.
Cargo:
Can carry 12,000 Ibs (5400 kg) suspended from the helicopter, in addition to passengers.
Power System:
Conventional combustion engine.
Cost: 600,000 credits. for basic model now for a MARK III 700,000 credits , a MARK IV model 800,000 credits
Add 100,000 credits each additional model
Electric engine system MARKIII and up power for 2 year constant use
can run on nuclear power
Nuclear energy is the most popular form of energy used in
robots and high-tech machinery. The power supply is surpris-ingly compact, safe, and has a long lifetime even under constant use. Any high-tech town, including `Burbs and places that cater to mercenaries and adventurers, can make repairs.
One Year: One million credits. Two Years: 2 million credits. Five Years: 4.5 million credits. Ten Years: 8 million credits. Twenty Years: 15 million credits
Weapon Systems: None. MARKII ONLY
MARKIII and up chin mounted turret
Either two front window one left side and right side
And rear window one left and one right
Other models can have front wing with three Hardpoint two under wing and wing wing tips
Other weapons system can be added
Weapon Systems summary
can be upgraded ,they come from GUNPOD from aircraft Hardpoints.
• This for chin gun
• window one in each side
• wind Hardpoints standard wing 2 Hardpoints one weapon Systems
• Extended wing wing 3 Hardpoints
• Wing tips Hardpoints
• N.A.A.TS models will have dual mounted chin gun and Hardpoints 2 weapon but no missile
In one Hardpoint one Beam weapon and one Rail gun or ballistic from gun pods
Or hold mini-missiles, Short range missiles or Medium-Range missile but no long range.
M.D.C M-23 7.62 mm Machine-Gun:
The machine-gun is mounted in the nose of the Black Hawk as a "chin gun," al lowing it a 270 degree arc of fire
Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.
Mega-Damage: slug round
1d4 M.D. per 10 round burst,
2d4 M.D. per 20 round burst,
4d4 M.D. for a 40 round burst.
4d8 M.D. for a 80 round burst.
Imporved ammunition rounds
Heavy Explosive amor penetration round
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D per round
5d4 M.D. per 10 round burst,
1d4x10 M.D. per 20 round burst,
1d6x10 M.D. per 30 round burst,2d4x10M.D. for a 40 round burst
2d6x10 M.D. per 60 round burst,
Rate of Fire:
Each burst counts as one melee attack. Effective Range:
3000 feet to 5000 feet
Payload: 4000 rounds,
For slug rounds
for 400 short bursts,
200 medium bursts or
100 long bursts (4d4 M.D.).
Note: May be substituted with an M.D. rail gun or energy weapon but at considerably more cost (60,000-120,000 credits).
M.D.C M-23 7.62 mm Machine-Gun:
The machine-gun is mounted in the side window of the Black Hawk as allowing it a 270 degree arc of fire. One in the left and one in the right.
Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.
Mega-Damage:
slug round
1d4 M.D. per 10 round burst,
2d4 M.D. per 20 round burst,
4d4 M.D. for a 40 round burst.
Imporved ammunition rounds
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D per round
5d4 M.D. per 10 round burst,
1d4x10 M.D. per 20 round burst,
1d6x10 M.D. per 30 round burst
1d10x10 M.D. per 50 round burst
2d4x10M.D. for a 40 round burst
2d6x10 M.D. per 60 round burst,
Rate of Fire:
Each burst counts as one melee attack. Effective Range:
3000 feet to 5000 feet
Payload: 4000 rounds,
For slug rounds
for 400 short bursts,
200 medium bursts or
100 long bursts (4d4 M.D.).
Note: May be substituted with an M.D. rail gun or energy weapon but at considerably more cost (60,000-120,000 credits).
Chaff Dispenser
• Anti-Missile Chaff/Flare Dispenser (1): Use the same effects as the model. However, each time the system is engaged, the system fires off one chaff and 1D4 flares. Rifts Earth decoy systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
Effect:
01-50 Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
76-00 No effect, enemy missile or missile volley is still on target.Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds.
Payload: 20 chaff, 40 flares. Each time the system is engaged, the system fires off one chaff and 1D4 flares.
Hidden miniature CIW system two per front one rear or tip for anti missiles system energy base [/b]
CIWS Beam /Gatling Rail Guns (6):
Spoiler:
CIWS Beam Gatling Guns (6):
Spoiler:
Heavy force field 100 M.D.C recharging in 24 hour
Or other other force field
GUNPOD are place in Hard points and added addition fire power for any jet fighter
GUNPOD M61 20mm Gatling Cannon:
Spoiler:
GUN 30mm Auto-Cannon:
Spoiler:
GUNPOD.50 Caliber Machine-Gun:
Spoiler:
GUNPOD 14mm Machinegun:
Spoiler:
GUNPOD 50 Caliber Six Barrel Machine-Gun or a Heavy MiniGun:
Spoiler:
GUNPOD Vulcan Laser Turrets
Spoiler:
GUNPOD Rail Gun:
Spoiler:
GUNPOD Rail Gun Gatling:
Spoiler:
GUNPOD Anti-Tank Laser Rifle
Spoiler:
Missile PER Hard Point
WI-40M Fire & Forget Super-Heavy Missile Launcher The WI-40M
Spoiler:
Air-to-Ground Missiles
Spoiler:
XM-3 2.7 inch Rocket pod/Launchers :
Spoiler:
Short range Missile Rails (2):
Spoiler:
Missile Rails (2):
Spoiler:
Tube/Pod Mini-Missile Launcher
Spoiler:
Mounted Mini Missile Launcher pod :
Spoiler:
Modified AIM-54 Phoenix Air-to-Air Missiles (6):
Spoiler:
Chinook Gunships
MARKIII and up but no power amour man size
Rest stats the same
And add weapon systems.
https://www.deviantart.com/unspacy/art/ ... -951779163
MARKV Model
super Chinook
https://www.deviantart.com/unspacy/art/ ... -921446348
Weapon Systems:
Other weapons system can be added
Weapon Systems summary can be upgraded ,they come from GUNPOD from aircraft Hardpoints.
• This for chin gun
• Forward fix Heavy beam or ballistic gun (2)
• window one in each side front and rear can two types of weapons system of choice but no missile
• Under belly 24 missile fire and forget system/or bomb type mounted
• Long range missiles Launchers system(6per sided) MDC 340
• N.A.A.TS models will have dual mounted chin gun weapon system but no missile
one Beam weapon and one Rail gun.
or ballistic from gun pods
Or hold mini-missiles, Short range missiles or Medium-Range missile but no long range on Hardpoints
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
Rifts Earth NGR Bradley’s variant
https://www.deviantart.com/unspacy/art/ ... -915503136
Lazarus program
Spoiler:
Abrams Battle Tank MARK VI DONE !!
M113 APC DONE !!
Hummer MKIII DONE !!
Fast Attack Vehicle (FAV)
A 10 Thunderbolt III Fighter
Hercules Airplane II
Apache Helicopter II AND Long bow III
Chinook II
A-10 Improved Thunderbolt II Fighter
F 16 VI
This is call Lazarus program
The ORINAL Bradley’s FROM G.A.W were being Some mercenary companies or small kingdoms may decide to purchase the vehicles due to their cheap price. G.A.W Weaponsmiths are also pretending the vehicles are more effective than they really are; that and the appeal of pre-Rifts artifacts may attract customers. However Bradley’s in NGR were more advance in many ways expect weapons were limited to main turret , one in main body front and fire and forget missile systems. And of course, a hovercraft Bradley for RDF or rapid deployment forces.
Features
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 100 miles . unless otherwise look at vehicles thus system is ground to air system.
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication system with an effective range of about 50 miles , as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
13.Polarized and light sensitive/adjusting tinted visor.
14.optical IR Infrared range 5 miles
15. Optical thermo imager system range 5 miles
16.mutli carmera system varies cameras around the tank
M.D.C. by Location: VARIOUS MODELS
Model Type:
NGR - Heavy IFV Infantry Fighting Vehicle
Class:
Heavy APC Amour Personnel Carrier
Crew: three crewmen,
a Tank Commander/pilot/driver, gunner,
loader/Operator/mechanic or communications officer.
Plus 6 infantry, or light cyborg or full Cyborg
Statistical Data:
Height:9 feet
Width: 12 feet
Length: 21 feet
Weight:
G.A.W MARKI Prototype 25 tons fully loaded. Add 2 tons
MARKII add 3 tons
MARKIII add 4 tons
MARKIV add 5 tons
MARKV add 6 tons
MARKVI add 7 tons
Cargo:
Minimal storage space, just enough room for extra clothing, weapons and some personal items.
Speed: 60 MPH cross country 40 MPH
maximum fuel range: 300 miles (483 km). Fossils fuel Systems
Power System:
Conventional diesel engine. sold for 85,000 credits each. Starting cost
Later models electric power system from 9 hours to several months (12 to 24 months)
Or
Alternative Fuel Systems :Solid Oxide Fuel Cells
Spoiler:
N.A.A.T/Guard /A.M.C /N.A.M.E.S / Peacekeeper/
Improved Electric Batteries
Spoiler:
Or
Nuclear power system add costs
Cost 80,000 credits each (a steal compared to base model
Add 80,000 credits for each newer model
M.D.C. by Location varinats models
M.D.C. by Location :MARKI G.A.W Prototype
Main Turret - 60
* Modified .50 cal Coaxial Machine-Gun - 8
* Modified 20mm Cupola Machine-Gun - 5
* Box Style Missile Launchers (2) - 15 each
* * Track Treads (2 ) - 20 each
* * * Main Body - 180
Reinforced Pilot's Compartment 25
Reinforced Crew Compartment 25
Amour section
M.D.C. by Location :MARKII
Main Turret - 120
* Modified .50 cal Coaxial Machine-Gun - 8
* Modified 20mm Cupola Machine-Gun - 5
* Box Style Missile Launchers (2) - 30 each
* * Track Treads (2 ) - 40 each
* * * Main Body - 320
Reinforced Pilot's Compartment 50
Reinforced Crew Compartment 50
Amour section
M.D.C. by Location :MARKIII
Main Turret - 220
* Modified .50 cal Coaxial Machine-Gun - 8
* Modified 20mm Cupola Machine-Gun - 5
* Box Style Missile Launchers (2) - 30 each
* * Track Treads (2 ) - 80 each
* * * Main Body - 420
Reinforced Pilot's Compartment 100
Reinforced Crew Compartment 100
M.D.C. by Location :MARKIV
Main Turret - 320
* Modified .50 cal Coaxial Machine-Gun - 8
* Modified 20mm Cupola Machine-Gun - 5
* Box Style Missile Launchers (2) - 60 each
* * Track Treads (2 ) - 100 each
* * * Main Body - 520
Reinforced Pilot's Compartment 240
Reinforced Crew Compartment 240
Amour section
***Rechargeable Force Field:
M.D.C. by Location :MARKV
Main Turret - 320
Amour section Main Turret 240 (1)
* Modified .50 cal Coaxial Machine-Gun - 8
* Modified 20mm Cupola Machine-Gun - 5
* Box Style Missile Launchers (2) - 60 each
* * Track Treads (2 ) - 100 each
* * * Main Body - 520
Amour section Main Body (5)
Reinforced Pilot's Compartment 240
Amour section Reinforced Pilot's Compartment 240
Reinforced Crew Compartment 240
Amour section Reinforced Crew Compartment 240
***Rechargeable Force Field:100 (can varies on type)
M.D.C. by Location :MARKVI
Main Turret - 320
Amour section Main Turret per side(4) 240
* Modified .50 cal Coaxial Machine-Gun - 8
* Modified 20mm Cupola Machine-Gun - 5
* Box Style Missile Launchers (2) - 60 each
* * Track Treads (2 ) - 100 each
* * * Main Body - 520
Amour section Main Body per side(5) 240
Reinforced Pilot's Compartment 240
Amour section Reinforced Pilot's Compartment 240
Reinforced Crew Compartment 240
Amour section Reinforced Crew Compartment 240
***Rechargeable Force Field:can varies on type)
* The items marked by a single asterisk are small and difficult to hit (or shielded) and require a C alled Shot to strike with the shooter suffering a penalty of -2 to strike .
* * Depleting the M . D . C . of a tread requires a C alled Shot (and -2 to strike), but destroying one set of treads immobilizes the tank until it can be replaced. Replacing a tread will take 1D6x 10+ 1 0 minutes by a trained crew (2 replacements are carried on board) or three times as long by an inexperienced crew. Changing the tread is only possible when the vehicle is not un-der attack.
*** Depleting the M.D.C. of the main body completely destroys the vehicle.
***Amour section has a thin layer of 120 M.D that section is designed to take damage first if doesn’t have Force field or if the Force field fail, unless u are under the underbelly of armor section design from enemy fire or if it crashes
***Rechargeable Force Field: N.A.A.Ts only and allies
One of the most impressive "new" developments is the mega-damage capacity force field generator that has been integrated into the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial attack. The two drawbacks with the force-field are that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 24 hours. Depleting the 100 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the vehicle . A depleted force field requires a full 24 hours to regenerate to full capacity. Even minor damage (25 M.D.C. or less) will require eight (8) hours to be restored. THIS SYSETMS IS DESIGN TO BE THE FRIST TO TAKE DAMAGE!
there a heavy Rechargeable Force Field 1d4x100+20 M.D THIS IS NOT BE USE NEAR COALITION STATES this technology is similar to N.E
M-F50B Mega heavy Force Field
This is the most powerful force field available. It looks and weighs the same as the NE-F40A field, but is much more intense.
• M.D.C. 1d4x100+20
• Weight: 15 lbs (6.8 g)
• No movement penalties.
or can have variable Force Field 1d6 per side as above rules
A depleted force field requires a full 24 hours to regenerate to full capacity
Weapon Systems
Weapon package A
Old weapons system
Weapon package A
Light Auto cannon
Spoiler:
TOW Missiles
Spoiler:
Weapon package B
Side coaxial Machine-Gun or Rails gun
Or any energy base weapons payload 100 but nuclear power unlimited
Side mounted missiles
Mini missiles or short range missiles system or Medium-Range
Standard issue for all MARK III and up
CIWS System
Smoke Launcher system
Weapon Systems 20 mm HEAT round
Spoiler:
or
Weapon Systems 30 mm
Spoiler:
or
50 mm Autocannon
Spoiler:
Weapon turret on main turret (3)
The following turret standard model has three different weapon Systems the missiles system are separate, but N.A.A.TS model has five weapons system .The turret has 360 degrees capabilities and 360 view port and camera connection to other video .
M.D 50 cal Coaxial Machine-gun:
This machine-gun is mounted under the main cannon, forcing the entire main turret to turn in order to engage new targets. The weapon may fire conventional ammunition or Wellington Industries M.D. ramjet rounds (much more expensive).
Primary Purpose:
Assault and Defense.
Secondary Purpose:
Anti-Infantry/Soft Targets.
Mega-Damage:
Conventional .50 Caliber Rounds:
Spoiler:
Light Ramjet Rounds:
Spoiler:
Heavy Ramjet Rounds:
Spoiler:
Improved ammunition H.E.A.P Rounds
Spoiler:
Rate of Fire:
Each burst counts as one of the tank gunner's hand to hand attacks per melee.
Effective Range:
Spoiler:
Payload:
Spoiler:
Box Style Missile Launchers (2) turret:
Spoiler:
In addition to
Spoiler:
7.62 mm Cupola Machine-gun:
A 7.62 mm machine-gun manned by a gunner protected by the cupola (shielding). May be loaded with Wellington Industries' WI-2E explosive rounds, that allow the weapon to inflict greater Mega-Damage. The machine-gun is mounted in the cupola and can be pointed in any direction by the gunner for a 360 degree rotation and a 120 degree arc of fire up and down.
Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.
Mega-Damage:
Spoiler:
Using WI-2E explosive rounds doubles the damage noted above
Spoiler:
Improve ammunition H.E.A.P rounds
Spoiler:
Rate of Fire:
Each 10 round burst counts as one of the gunner's attacks per melee.
Effective Range: 6000 feet
Payload:
Spoiler:
Additional. Weapon turret on main turret (2)
M.D.C M-23 7.62 mm MiniMachine-Gun:
Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.
Mega-Damage:
slug round
Spoiler:
Imporved ammunition rounds
Heavy Explosive amor penetration round
Mega-Damage:
Spoiler:
Rate of Fire:
Spoiler:
Effective Range:
Spoiler:
Payload:
Spoiler:
M.D.C standard Heavy 7.62 mm Machine-Gun:
Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.
Mega-Damage:
slug round
Spoiler:
Imporved ammunition rounds
Mega-Damage:
Spoiler:
Rate of Fire:
Each burst counts as one melee attack. Effective Range:
3000 feet to 5000 feet
Payload: 6000 rounds,
Spoiler:
standard Chaff Dispenser
• Anti-Missile Chaff/Flare Dispenser (1): Use the same effects as the model. However, each time the system is engaged, the system fires off one chaff and 1D4 flares. Rifts Earth decoy systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
Weapon package C
weapons summary
1. 20 MM auto cannon standard-issue or any rail gun
2. 20 MM Chain gun
3. any rail gun max MDC Damage 2d4x10
4. WI-GL20 Automatic Grenade Launch(1): ( Rifts mercenary book)
5. 111-100 Rail Gun (1): ( Rifts mercenary book)
6. ATL-7 Anti-Tank Laser Rifle(1): ( Rifts mercenary book)
7. 30mm Auto-Cannon (1): ( Rifts mercenary book)
8. WI-23 Missile Launcher( Rifts mercenary book)
9. WI-GL20 Automatic Grenade Launcher ( rifts mercenary book)
10. WI-40MD Fire & Forget( rifts mercenary book)
11. Light Vulcan Laser Turrets (1): ( rifts mercenary book)
12. Light M.D.C 14.5 mm or 50,cailber Machinegun: ( rifts mercenary book)
13. GAW Sledgehammer 81mm Medium Mortar ( Rifts merc spec ops book)
• Force Fields: pick one Standard Human Force Fields (Rifts® Sourcebook One Revised & Expanded ) NE Force Fields systems ( Rifts mercenary book)
1)20 MM auto cannon standard-issue
Or
2) 20 MM Chain gun or any rail gun
Primary Purpose:
Anti-Vehicle, Anti-Personnel.
Secondary Purpose: Defense.
Weight: built in
Mega-Damage:
20 mm auto cannon can have higher damage per round on later models
1D10X10 SDC OR 1MD
1D4 M.D four round burst,
1d4+1 M.D five round burst,
1D6 MD six round burst,
2d4 M.D eight round burst,
2d4+1 M.D nine round burst ,
1d10 M.D ten round burst ,
5d4 M.D twenty round burst ,
5d6 M.D thirty round burst,
20 MM Chain gun for
Short burst 5d6 M.D thirty round burst,
Medium burst 1d6 x10 M.D that a 60-round burst,
Long burst 2d6 x10 M.D that a 120-round burst,counts as two attack
Full melee burst 4d6 x10 M.D that a 240-round burst,
any rail gun Max damage 2d4x10 per burst
Rate of Fire: burst
Effective Range:
20 mm auto cannon /20 MM Chain gun
5000 feet
Railguns varies
Payload
20 mm auto cannon /20 MM Chain gun
1000 rounds
Railguns 2500 rounds
Side-mounted shortage missile systems or TOW or short-range missile systems pick one on turret
Primary purpose:
Anti-Vehicle, Anti-Personnel.
Secondary Purpose: Defense.
Weight: built-in
Mega-Damage: varies with missile
Rate of Fire: 1 or of set 2, 4 fire or 8 ,12 , 16 ,20 ,24 that one attack
TOW or short-range missile system 4 only
Effective Range: 5 miles
TOW or short-range missile system 3 miles
Payload: 24
Standard issued 20 MM auto cannon standard-issue or any rail gun
Main gun:
20 MM auto cannon standard-issue or any rail gun
Primary Purpose:
Anti-Vehicle, Anti-Personnel.
Secondary Purpose: Defense.
Weight: built in
Mega-Damage:
20 mm auto cannon can have higher damage per round on later models
Spoiler:
any rail gun Max damage 2d4x10 per burst
Rate of Fire: burst
Effective Range:
20 mm auto cannon
5000 feet
Railguns varies
Payload
20 mm auto cannon
1000 rounds
Railguns 2500 rounds
Standard issued Side-mounted shortage missile systems or TOW or short-range missile systems pick one on turrnt
Primary purpose:
Anti-Vehicle, Anti-Personnel.
Secondary Purpose: Defense.
Weight: built-in
Mega-Damage: varies with missile
Rate of Fire: 1 or 2,3,set of 4 fire or 8 ,12 , 16 ,20 ,24 that one attack
TOW or short-range missile system 4 only
Effective Range: 5 miles
TOW or short-range missile system 3 miles
Payload: 24
or a single weapon systems one main gun one side gun right side and third left
1. WI-GL20 Automatic Grenade Launch(1): ( Rifts mercenary book)
2. 111-100 Rail Gun (1): ( Rifts mercenary book)
3. ATL-7 Anti-Tank Laser Rifle(1): ( Rifts mercenary book)
4. 30mm Auto-Cannon (1): ( Rifts mercenary book)
5. WI-23 Missile Launcher( Rifts mercenary book)
6. WI-GL20 Automatic Grenade Launcher ( rifts mercenary book)
7. WI-40MD Fire & Forget( rifts mercenary book)
8. Light Vulcan Laser Turrets (1): ( rifts mercenary book)
9. Light M.D.C 14.5 mm or 50,cailber Machinegun: ( rifts mercenary book)
10. GAW Sledgehammer 81mm Medium Mortar ( Rifts merc spec ops book)
Weapon package D Porcupine weapon systems pick two
It dual systems weapon mount that will change this vehicle can operate in the field can be manual or remote .It replaces the 20MM weapon systems and carries two weapon systems .from number 1 to number 10 to use .
it has a Shielded Bradley Urban Survival Kit (BUSK)Amour 245 M.D.C
all weapon system 125 M.D.C
Force Fields is possible look below
only NAAT/Guard Improved /AMC /N.A.M.E.S / Peacekeeper have this extra feature
pick two only
Black Market will return to NAAT/Guard Improved /AMC NAAT / Peacekeeper
Any Black Market that breaks this rule with punish to the extreme
1. WI-GL20 Automatic Grenade Launch(1): ( Rifts mercenary book)
2. 111-100 Rail Gun (1): ( Rifts mercenary book)
3. ATL-7 Anti-Tank Laser Rifle(1): ( Rifts mercenary book)
4. 30mm Auto-Cannon (1): ( Rifts mercenary book)
5. WI-23 Missile Launcher( Rifts mercenary book)
6. WI-GL20 Automatic Grenade Launcher ( rifts mercenary book)
7. WI-40MD Fire & Forget( rifts mercenary book)
8. Light Vulcan Laser Turrets (1): ( rifts mercenary book)
9. Light M.D.C 14.5 mm or 50,cailber Machinegun: ( rifts mercenary book)
10. GAW Sledgehammer 81mm Medium Mortar ( Rifts merc spec ops book)
11. Force Fields: pick one Standard Human Force Fields (Rifts® Sourcebook One Revised & Expanded ) NE Force Fields systems ( Rifts mercenary book) are NOT part of turret systems and are in main body
[b]1)WI-GL20 Automatic Grenade Launcher
Spoiler:
2) 111-100 Rail Gun (1):
Spoiler:
3) ATL-7 Anti-Tank Laser Rifle (Rifts South America )
Spoiler:
4)30mm Auto-Cannon:
Spoiler:
5)WI-23 Light Missile Launcher ( rifts mercenary book)
Spoiler:
6)WI-GL20 Automatic Grenade Launcher ( rifts mercenary book)
Spoiler:
7)
WI-40MD Fire & Forget( rifts mercenary book)
Super-Heavy Missile Launcher
Spoiler:
8)
Light Vulcan Laser Turrets (1): ( rifts mercenary book)
Spoiler:
9)
Light M.D.C 14.5 mm or 50,cailber Machinegun: ( rifts mercenary book)
Spoiler:
10)
GAW Sledgehammer 81mm Medium Mortar mark D ( rifts merc ops book)
Spoiler:
11)
Force Fields
Standard Human Force Fields ( Rifts® Sourcebook One Revised & Expanded)
Rechargeable Force Field:
Spoiler:
Other this system cannot be used near any coalition/Quebec area
NE Force Fields systems ( rifts mercenary book)
N-F50A Superheavy Force Field
Spoiler:
Anti-Missile Chaff Dispenser (4):
Spoiler:
Special feature s
1) Special Alloy Armor Shielding: Specialized shielding protects the armor from EMP attacks and electrical blasts do half damage.
2) Flying Mini drone
The latest in spy drone technology, the Flying Mini drone is exactly what it sounds like, a hover, flying version of a Probe. That also means the Flying Mini drone is used to track, find, follow and spy on the enemy as well as locate victims of a disaster, only it quietly flies instead of scurrying across the ground. One of its different features is a retractable, folding arm that can end in a small mechanical arm and hand capable of picking up and carrying small, light objects such as a set of keys, pen, paper, knife, hand-held communicator, and similar items. In the alternative, it may end with a Pen Laser, mini buzz saw (does 2D6 S.D.C.) or an 11th sensor probe of some kind. As a probe and spy unit, it is primarily deployed by Intel-Agents, Military Specialists , scouts and Drone Specialist .It can hold 10 in turret and 20 in main body for wide cover area
Flying Probe for Reconnaissance —Robot/Artificial Intelligence
Model Type: Flying Mini drone
Class: Fully Automated Self-Sufficient Robot Probe.
Crew: None; artificial intelligence.
M.D.C. by Location:
Spoiler:
* Destroying one of the sensor bulbs in the main body destroys one of its many optic systems, cameras, communications and sensory systems. When eight or more are lost, particularly video feed, the probe leaves its post unless commanded to do otherwise, and returns to base camp. These sensor bulbs are small and difficult to hit, especially on a moving target. Thus, they can only be hit when a character makes a "called shot," and the attacker is -5 to strike.
** Depleting the M.D.C. of the main body shatters the robot and destroys its electronic systems completely.
Speed & Movement:
Flying:
Spoiler:
Stealth:
Excellent. Equal to a Prowl of
Spoiler:
Makes just a slight purr that is usually drowned out by even the slightest ambient noise, and makes a swishing sound as it flies by if traveling faster than
Spoiler:
Running, Leaping & Climbing: Not applicable.
Underwater Capabilities:
Spoiler:
Statistical Data:
Size: the size of a softball with a small hover system attached; roughly six inches in diameter.
Weight:
Spoiler:
Physical Strength:
Spoiler:
Cargo: None.
Power System:
Spoiler:
Cost & Availability: Exclusive to
N.A.A.T/N.A.M.E. S/A.M.C/The Guard only was found or stolen and sells for upwards of 800,000 credits or equivalent in trade. Rare.
Weapon System:
Spoiler:
Combat Capabilities:
Spoiler:
Actions Per Melee:
Spoiler:
Hand to Hand Damage:
Spoiler:
Bonuses:
Spoiler:
Sensor Systems of Note:
Spoiler:
Standard issue
Communications systems :
Spoiler:
Self Destruct:
Spoiler:
Motion Detector and Collision Warning System:
Spoiler:
Laser Communications systems:
Spoiler:
1. Multi-Optics system:
Spoiler:
2. Telescoping zoom lens.
Spoiler:
3. Micro-Magnifying lens
Spoiler:
4. Thermo-Optics and heat sensors,
Spoiler:
5. Camera/Video Eye with live transmission
Spoiler:
6. Electronic Ear and audio transmitter
Spoiler:
7. Laser Distancer:
Spoiler:
8. Radiation Detector.
Spoiler:
9. Air Thermometer:
Spoiler:
10. Molecular Analyzer:
Spoiler:
11)Plus Radio Communications:
Spoiler:
Note:
Spoiler:
12)Electronic Countermeasures (ECM):
Spoiler:
13) sonar range 2000 feet
140 Special Alloy Armor Shielding:
Spoiler:
NGR hover Bradley Called R.D.F OR Rapid Deployment
https://www.deviantart.com/progv/art/Bradley-195066376
All stats the same but speed 100MPH over the water 45 PMH
Under water 20 MPH depth 3000 feet
Hover systems are built into the main body
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
Rifts Earth M48A3 MBT
Aka M48 Patton OR heavy M48 Patton or super M48 Patton or Mega M48 Patton
Lazarus program
Spoiler:
This is call Lazarus program
https://www.deviantart.com/unspacy/art/ ... -952382823
Features
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. none Radar
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 50 miles , as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
13.Polarized and light sensitive/adjusting tinted visor.
14.optical IR Infrared range 5 miles
15. Optical thermal imager system range 5 miles
16.mutli camera system varies cameras around the tank
M.D.C. by Location: VARIOUS MODELS
https://www.deviantart.com/konigstiger6 ... -896286414
Model Type:
heavy M48A3 MBT
Class:
Heavy M48 Patton tank.
Crew: five crewmen,
a Tank Commander/pilot/driver, gunner,
loader/Operator/mechanic or communications officer.
https://www.deviantart.com/the-empires- ... -414423719
Statistical Data:
Height:10
Width: 12 feet
Length: 30 feet
Weight:
40 to 50 tons
G.A.W MARKI Prototype 40 tons fully loaded. Add
MARKII add 5 tons
MARKIII add add 6tons
MARKIV add 8 tons
MARKV add 10 tons
Cargo:
Minimal storage space, just enough room for extra clothing, weapons and some personal items.
Speed: 30 mph (48.2 km);
maximum fuel range:
288 miles (463 km).
Fossils fuel Systems
Power System:
Conventional diesel engine. Cost: 100,000 credits. Starting cost
Later models electric power system from 9 hours to several months (12 to 24 months)
Or
Nuclear power system add costs
Cost 110,000 credits each (a steal compared to base model
Add 50,000 credits for each newer model
M.D.C. by Location
M.D.C. by Location :MARKI G.A.W Prototype
Cupola on Turret - 50
Main Turret - 100
Improved 120 mm Auto-Cannon - 50
* Modified .50 cal Coaxial Machine-Gun - 8
* Modified 7.62 mm Cupola Machine-Gun - 5
* Box Style Missile Launchers (2) - 15 each
* * Track Treads (2 ) - 20 each
* * * Main Body - 240
Reinforced Crew Compartment 25
Amour section
M.D.C. by Location :G.A.W MARKII G.A.W
Cupola on Turret (2) - 50
Main Turret - 100
Amour section Main Turret 120(1)
Improved 120 mm Auto-Cannon - 70
* Modified .50 cal Coaxial Machine-Gun - 8
* Modified 7.62 mm Cupola Machine-Gun - 5
* Box Style Missile Launchers (2) - 15 each
* * Track Treads (2 ) - 40 each
* * * Main Body - 240
Amour section per side (×6)Main Body 240
Reinforced Crew Compartment 50
Amour section Reinforced Crew Compartment 120
https://www.deviantart.com/aircraftfan3 ... -928589865
M.D.C. by Location :G.A.W MARKIII
Cupola on Turret (2) - 70
Main Turret - 200
Amour section Main Turret 200(1)
Improved 120 mm Auto-Cannon - 90
* Modified .50 cal Coaxial Machine-Gun - 8
* Modified 7.62 mm Cupola Machine-Gun - 5
* Box Style Missile Launchers (2) - 15 each
* * Track Treads (2 ) - 60 each
* * * Main Body - 480
Amour section per side (×6)Main Body 240
Reinforced Crew Compartment 220
Amour section Reinforced Crew Compartment 200
M.D.C. by Location : MARKIV
Cupola on Turret (2) - 120
Main Turret - 300
Amour section Main Turret 240(1)
Improved 120 mm Auto-Cannon - 100
* Modified .50 cal Coaxial Machine-Gun - 8
* Modified 7.62 mm Cupola Machine-Gun - 5
* Box Style Missile Launchers (2) - 15 each
* * Track Treads (2 ) - 80 each
* * * Main Body - 580
M.D.C. by Location : MARKV
Cupola on Turret (2) - 150
Main Turret – 400
***Amour section Main Turret (×5) 240 each
Improved 120 mm Auto-Cannon - 120
* Modified .50 cal Coaxial Machine-Gun - 8
* Modified 7.62 mm Cupola Machine-Gun - 5
* Box Style Missile Launchers (2) - 15 each
* * Track Treads (2 ) - 90 each
* * * Main Body – 680
*** Amour section per side (×5) 240 each
Reinforced Crew Compartment 240
Amour section Reinforced Crew Compartment 240
* The items marked by a single asterisk are small and difficult to hit (or shielded) and require a C alled Shot to strike with the shooter suffering a penalty of -2 to strike .
* * Depleting the M . D . C . of a tread requires a C alled Shot (and -2 to strike), but destroying one set of treads immobilizes the tank until it can be replaced. Replacing a tread will take 1D6x 10+ 1 0 minutes by a trained crew (2 replacements are carried on board) or three times as long by an inexperienced crew. Changing the tread is only possible when the vehicle is not un-der attack.
*** Depleting the M.D.C. of the main body completely destroys the vehicle.
***Amour section has a thin layer of 120 M.D that section is designed to take damage frist if dosen't have Force field or if the Force field fail, unless u are under the underbelly of armor section design from enemy fire or if it crashes
***Rechargeable Force Field: N.A.A.Ts only and allies
One of the most impressive "new" developments is the mega-damage capacity force field generator that has been integrated into the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial attack. The two drawbacks with the force-field are that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 24 hours. Depleting the 100 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the vehicle . A depleted force field requires a full 24 hours to regenerate to full capacity. Even minor damage (25 M.D.C. or less) will require eight (8) hours to be restored. THIS SYSETMS IS DESIGN TO BE THE FRIST TO TAKE DAMAGE!
there a heavy Rechargeable Force Field 1d4x100+20 M.D THIS IS NOT BE USE NEAR COALITION STATES this technology is similar to N.E
M-F50B Mega heavy Force Field
This is the most powerful force field available. It looks and weighs the same as the NE-F40A field, but is much more intense.
• M.D.C. 1d4x100+20
• Weight: 15 lbs (6.8 g)
• No movement penalties.
or can have variable Force Field 1d6 per side as above rules
A depleted force field requires a full 24 hours to regenerate to full capacity
Weapon Systems Summary
Main gun
• 120 MM
• Over and under barrel Anti tanks Laser
• Coaxial gun pick one from Turret
Turret(x2)
• Cupola Machine-gun
• Chaff Dispenser
• Smoke Launcher system
• M61 20mm Gatling Cannon: turret
• GUN 30mm Auto-Cannon: turret
• Heavy M.DC.50 Caliber Machine-Gun: maduce for turret
• 14mm Machinegun: turret
• Vulcan Laser Turrets
• Rail Gun: turret
https://www.deviantart.com/unspacy/art/ ... -952382823
Main gun number one
120 mm Auto-Cannon:
The similar to Abrams main gun fires explosive shells at visible targets (line up in the targeting sights and fire and forget is only +1 to strike if the target is "painted" with a laser designator). The tank may also operate like an artillery unit, firing at a set of coordinates without actually seeing the target (-2 to strike). The auto-cannon is built into the tur-ret, and the turret can rotate 360 degrees and can aim up and down in a 60 degree angle, allowing the tank to engage low-flying aircraft and other types of slow flyers (however, it is -3 to hit flying targets moving faster than 80 mph/128 km). The gun is controlled by a gunner inside the turret compartment.
Primary Purpose:
Anti-Tank/Anti-Robot/ Anti -dragon.
Secondary Purpose:
Self-Defense.
Mega-Damage:
Spoiler:
Rate of Fire:
A maximum of three attacks fire a
rounds single shot, or can be double tap or two round burst rounds single shot, can be double tap or two round burst
Effective Range:
Spoiler:
Payload:
Spoiler:
Main gun number two
Over and under barrel Anti tanks Laser
It a combination of a 120 mm Auto-Cannon over and under barrel heavy Anti-tank laser system
Primary Purpose:
Anti-Armor and Anti-Gargoyle/Aircraft
Secondary Purpose:
Defense
Mega-Damage:
Spoiler:
Rate of Fire: equal to hand to hand plus 3
Effective Range:
Spoiler:
Payload
Spoiler:
Weapon turret on main turret (2)
The following turret standard model has one weapon Systems ,but N.A.A.TS model has two weapons system .the turret has 360 degrees capabilities and 360 view via view port and camera connection to other video .
M.D 50 cal Coaxial Machine-gun:
This machine-gun is mounted under the main cannon, forcing the entire main turret to turn in order to engage new targets. The weapon may fire conventional ammunition or Wellington Industries M.D. ramjet rounds (much more expensive).
Primary Purpose:
Assault and Defense.
Secondary Purpose:
Anti-Infantry/Soft Targets.
Mega-Damage:
Spoiler:
Rate of Fire:
Each burst counts as one of the tank gunner's hand to hand attacks per melee.
Effective Range:
6000 feet up.to 5 miles
Payload:
Spoiler:
WI-GL20 Automatic Grenade Launcher (2)one per side.
This weapon resembles a bulky machinegun that fires grenades from either a magazine or a disintegrating belt. It is designed as a tripod, crew-serviced infantry weapon, or as a vehicle or turret-mounted weapon.
Note: A "rifle" model, the WI-GL21, is made for use with power armor and cyborg soldiers and is fundamentally the same as the GL20, except that the user must have a P.S. 22 or higher, is —1 to strike and the rifle model cannot use the ammo-belt fed system.
Spoiler:
7.62 mm Cupola Machine-gun:
A 7.62 mm machine-gun manned by a gunner protected by the cupola (shielding). May be loaded with Wellington Industries' WI-2E explosive rounds, that allow the weapon to inflict greater Mega-Damage. The machine-gun is mounted in the cupola and can be pointed in any direction by the gunner for a 360 degree rotation and a 120 degree arc of fire up and down.
Spoiler:
M.D.C standard 7.62 mm Machine-Gun:
Spoiler:
Chaff Dispenser
• Anti-Missile Chaff/Flare Dispenser (2): Use the same effects as the model. However, each time the system is engaged, the system fires off one chaff and 1D4 flares. Rifts Earth decoy systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
Effect:
01-50 Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
76-00 No effect, enemy missile or missile volley is still on target.Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds.
Payload: 20 chaff, 40 flares. Each time the system is engaged, the system fires off one chaff and 1D4 flares.
Hidden miniature CIW system two per front one rear or tip for anti missiles system energy base [/b]
For N.A.A.T ONLY CIWS Beam /Gatling Rail Guns (1):
Spoiler:
[u] For N.A.A.T ONLY CIWS Beam Gatling Guns (1): [u]
Spoiler:
Heavy force field 100 M.D.C recharging in 24 hour
Or other force field
Smoke Launcher system two main turret
Two in main Body
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage:
Spoiler:
Rate of Fire:
Spoiler:
Effective Range
Spoiler:
Payload
Spoiler:
M61 20mm Gatling Cannon: turret
Spoiler:
GUN 30mm Auto-Cannon: turret
Spoiler:
Heavy M.DC.50 Caliber Machine-Gun: maduce for turret
Spoiler:
14mm Machinegun: turret
Spoiler:
.50 Caliber Six Barrel Machine-Gun or a Heavy MiniGun:
Spoiler:
Vulcan Laser Turrets
Spoiler:
Rail Gun: turret
Spoiler:
Rail Gun Gatling: turret
Spoiler:
Anti-Tank Laser Rifle turret
Spoiler:
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
Rifts NGR Abrams X draft 1
Lazarus program
Spoiler:
Abrams Battle Tank MARK VI DONE !!
M113 APC DONE !!
Hummer MKIII DONE !!
Fast Attack Vehicle (FAV)
Spoiler:
This is call Lazarus program
Rifts Earth Abrams X Main Battle Tank
https://www.deviantart.com/unspacy/art/ ... -953936339
The Abrams X MBT was once second generation mainstay of the old U.S . Empire' s mechanized armored force; quick, tough and well armed, improving upon the tank was a relatively straightforward project
for the engineers . The new AbramsX is a match for Iron Heart' s medium to heavy main battle tank, and as tough as Iron Hammer MBT, but still, for the cost, the
Abrams X cannot be beat.This is a second generation main Battle tank made over Improved Abrams battle tank. Even they can be a up to Rifts earth standard and hold it own to the most heavily armed model can be a beast in the battlefield.
https://www.deviantart.com/unspacy/art/ ... -932386769
Model Type:
Abrams X Main Battle Tank
Class:
Main Battle Tank.
https://www.deviantart.com/unspacy/art/ ... -953936682
Crew: three crewmen,
a Tank Commander/pilot/driver, gunner, loader/Operator/mechanic or communications officer.
Features
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
https://www.deviantart.com/unspacy/art/ ... -953936877
2. Radar: Can identify and track up to 98 targets simultaneously at a range of 100 miles . unless otherwise look at vehicles thus system is ground to air system.
https://www.deviantart.com/unspacy/art/ ... -953936477
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
https://www.deviantart.com/unspacy/art/ ... -953936500
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 3 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 50 miles , as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
14.Polarized and light sensitive/adjusting tinted visor.
M.D.C. by Location: VARIOUS MODELS
https://www.deviantart.com/unspacy/art/ ... -932386746
M.D.C. by Location : N.A.A.TS and mercenary Outfits in NGR only
Cupola on sheild Turret - 120
Main Turret - 530
***Amour section Main Turret
Improved 120 mm Auto-Cannon - 150
* Modified .50 cal Coaxial Machine-Gun - 8
* Modified 7.62 mm Cupola Machine-Gun - 5
* Rear Box Style Missile Launchers (2) - 15 each
* * Track Treads (2 ) - 100 each
* * * Main Body - 930
***Amour section Main Body 240
Reinforced Crew Compartment 240
***Amour section Reinforced Crew Compartment
***Rechargeable Force Field: N.A.A.Ts only and allies
* The items marked by a single asterisk are small and difficult to hit (or shielded) and require a C alled Shot to strike with the shooter suffering a penalty of -2 to strike .
* * Depleting the M . D . C . of a tread requires a Called Shot (and -2 to strike), but destroying one set of treads immobilizes the tank until it can be replaced. Replacing a tread will take 1D6x 10+ 1 0 minutes by a trained crew (2 replacements are carried on board) or three times as long by an inexperienced crew. Changing the tread is only possible when the vehicle is not un-der attack.
*** Depleting the M.D.C. of the main body completely destroys the vehicle.
https://www.deviantart.com/unspacy/art/ ... -953936220
***Amour section has a thin layer of 240 M.D that section is designed to take damage frist if dosen't have Force field or if the Force field fail, unless u are under the underbelly of armor section design from enemy fire or if it crashes
***Rechargeable Force Field: N.A.A.Ts only and allies
One of the most impressive "new" developments is the mega-damage capacity force field generator that has been integrated into the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial attack. The two drawbacks with the force-field are that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 24 hours. Depleting the 100 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the vehicle . A depleted force field requires a full 24 hours to regenerate to full capacity. Even minor damage (25 M.D.C. or less) will require eight (8) hours to be restored. THIS SYSETMS IS DESIGN TO BE THE FRIST TO TAKE DAMAGE!
there a heavy Rechargeable Force Field 1d4x100+20 M.D THIS IS NOT BE USE NEAR COALITION STATES this technology is similar to N.E
M-F50B Mega heavy Force Field
This is the most powerful force field available. It looks and weighs the same as the NE-F40A field, but is much more intense.
• M.D.C. 1d4x100+20
• Weight: 15 lbs (6.8 g)
• No movement penalties.
or can have variable Force Field 1d6 per side as above rules
A depleted force field requires a full 24 hours to regenerate to full capacity
Speed:
Maximum Speed:
60 mph (96 km) maximum,
speed cross-country is typically 40 mph (64 km).
Range:
500 miles (800 km) before requiring refueling For prototype only
Statistical Data:
Height: 17 feet (5.5 m).
Width: 12 feet (3.6 m).
Length: 35 feet (10.9 m).
Weight: 40 tons fully loaded. standard M.B.T Heavy version removal of light materials goes up 73 tons !!!main for GB Rail gun
Cargo:
Minimal storage space, just enough room for extra clothing, weapons and some personal items.
Power System: will have power nuclear and lternative Fuel Systems :Solid Oxide Fuel Cells
1,200,000 credits
Alternative Fuel Systems :Solid Oxide Fuel Cells
Spoiler:
N.A.A.T/Guard /A.M.C /N.A.M.E.S / Peacekeeper/
Improved Electric Batteries
Spoiler:
models electric power system from 9 hours to several months (12 to 24 months) add 100,000 credits
Or
Nuclear power system add costs varies by duration
Nuclear energy is the most popular form of energy used in robots and high-tech machinery. The power supply is surprisingly compact, safe, and has a long lifetime even under constant use. Any high-tech town, including `Burbs and places that cater to mercenaries and adventurers, can make repairs.
One Year: Add One million credits.
Two Years: add 2 million credits.
Five Years: add 4.5 million credits.
Ten Years: add 8 million credits.
Twenty Years: add 15 million credits
https://www.deviantart.com/unspacy/art/ ... -932386690
Weapon Systems summary
original model
Main turret
• One main gun pick one type
• One side main weapon Systems energy base or any 20mm or 30 MM ballistic system
updated version
Main turret
• One mounted turret with one weapon
Systems and one missiles system fire and forget missiles system one shot
Or
Two mounted
Turret Systems as above
Or
Three mounted
Turret Systems as above
Main turret
Later one additional conceal weapon Systems one left one right fix forward
Grenade Launcher system one left one right fix forward
Main Body/hull
Smoke Launcher system
CIW system Anti-Missile systems two version
Chaff and flares system
Weapon Systems summary
Turret
one Main gun
one or two Coaxial gun
2 grenade Launcher
3 C.I.W
2 heavy weapons system original 1
( NAATs Carrie's two weapons on top turret)
Drone standard or kamikaze drone various
2 Chaff Dispenser and flares
Main Body/Hull
4 Chaff Dispenser and flares
1 heavy weapons system
Main gun
https://www.deviantart.com/unspacy/art/ ... -953936883
https://www.deviantart.com/unspacy/art/ ... -953936886
Number one
Main Gun
120 mm Rail-Cannon: number 1
Spoiler:
Primary Purpose:
Anti-Tank/Anti-Robot/ Anti -dragon.
Secondary Purpose:
Self-Defense.
Mega-Damage:
Spoiler:
Standard round
Spoiler:
Improve round multi purpose rounds
Spoiler:
Depleting Uranium rounds
Spoiler:
Number two Rail gun Cannon
Spoiler:
Improve round multi purpose rounds
Spoiler:
Depleting Uranium rounds
Spoiler:
Second generation MM round
Spoiler:
Rate of Fire:
Spoiler:
Effective Range:
old rounds 6000 feet (1828 m) for all can rounds, can go as far 7 miles with MM rounds
Indirect fire 15 miles
Payload:
The tank can carry up to 120 rounds; typically a mix of half and half, plus six smoke shells (covers a 40 foot/12.2 m radius), but may be all of one kind (plus smoke) or the other.
Main gun
Number three
Boom Gun/Rail Gun (1):this is fire the 70 ton MBT can only use this weapon Systems. This version of the Boom Gun, like its predecessor, fires flechette style rounds at a speed of Mach 1.5 (slightly slower than the Mach 2 of the original) and actually creates a sonic boom when fired. The weapon is the first successful duplication of this Pre-Rifts weapon, but the Triax design departs significantly from the original, combining laser targeting, an independent computer radar tracking system and precision automated targeting calibration. When the gun is activated, the computer tracking and targeting system take over, instantly seeking out the nearest target, or a specific target designated by the pilot. It then tracks that target, automatically adjusting the angle of the gun. The Boom Gun can be set to fire automatically the instant the enemy is targeted, or to target and wait for the pilot's signal. Or the pilot can personally control and direct movement of the gun, targeting and shooting via voice command. Either way, the pilot never needs to physically touch the Boom Gun. This leaves both hands free to operate other weapons and equipment. The Boom Gun can angle itself forward and upward in a straight line, 90 degree arc of fire, but swing 360 degrees. Again, the radartargeting computer will help direct the pilot to achieve the proper alignment. Yes, it can fire in the upward position. The blast from the big gun is so powerful that without the automatic stabilization and recoil suppression system, it would thrown the main turret backwards and to the ground. UnLike its American predecessor, no retractable reinforced pylons in the rear of the shoot into the ground to help hold the tank in place. Synchronized built in jet thrusters also engage to hold the tank steady.
Spoiler:
Main gun
Number four
Over and under barrel Anti tanks
Spoiler:
Weapon top Secondary turret on main turret (can have up to 3 but starts with1)
https://www.deviantart.com/unspacy/art/ ... -953936895
https://www.deviantart.com/unspacy/art/ ... -953936902
M.D 50 cal Coaxial Machine-gun:
This machine-gun is mounted under the main cannon, forcing the entire main turret to turn in order to engage new targets. The weapon may fire conventional ammunition or Wellington Industries M.D. ramjet rounds (much more expensive).
Primary Purpose:
Assault and Defense.
Secondary Purpose:
Anti-Infantry/Soft Targets.
Mega-Damage:
Conventional .50 Caliber Rounds:
Spoiler:
Light Ramjet Rounds:
Spoiler:
Heavy Ramjet Rounds:
Spoiler:
Improved ammunition H.E.A.P Rounds
Spoiler:
Rate of Fire:
Each burst counts as one of the tank gunner's hand to hand attacks per melee.
Effective Range:
6000 feet up.to 5 miles
Payload:
3000 rounds, equal to 300 bursts!
In addition to
Conceal WI-GL20 Automatic Grenade Launcher
Spoiler:
7.62 mm Cupola Machine-gun:
Spoiler:
https://www.deviantart.com/unspacy/art/ ... -953936749
Additional. Weapon turret on main turret (2)
M.D.C M-23 7.62 mm Machine-Gun:
Spoiler:
M.D.C M-23 7.62 mm Mini Machine-Gun:
Spoiler:
M61 20mm Gatling Cannon:
Spoiler:
GUN 30mm Auto-Cannon:
Spoiler:
Heavy M.DC.50 Caliber Machine-Gun:maduce
Spoiler:
14mm Machinegun:
Spoiler:
.50 Caliber Six Barrel Machine-Gun or a Heavy MiniGun: T
his for on top of main turret with 360degree angle.
Spoiler:
Vulcan Laser Turrets
Spoiler:
Rail Guns:
Spoiler:
Rail Gun Gatling:
Spoiler:
Anti-Tank Laser Rifle
Spoiler:
Missile located in rear of main turret
https://www.deviantart.com/unspacy/art/ ... -953936877
Box Style Missile Launchers (2) rear turret:
These two box-mounted launchers have been added to the sides of the
Abrams X for use against lightly armored targets and infantry.
https://www.deviantart.com/unspacy/art/ ... -953936971
Primary Purpose: Drone
Anti-Vehicle and Fortifications.
Secondary Purpose:
Anti-Aircraft/Missiles and Anti-Personnel.
Mega-Damage:
Varies with type of missile.
Missile Type:
Spoiler:
Rate of Fire:
Volleys of 1, 2, 4, or 6.
Fired by the gunner/A.I
Effective Range:
five mile standard drone -missile
Or
40 mile heavy medium Drone missiles
Payload:
24 standard drone -missile
12 Each missile launcher holds six mini-missiles.
Combat drones
Spoiler:
Military, Communications: Specialized:
Spoiler:
Engines and Propulsion Systems look above
Step Eight:
Audio, Optics & Sensors Advanced Audio System
Spoiler:
Step Nine: Weapon
Spoiler:
[/spoiler]
C.I.W.S Beam Gatling Guns (2):
Spoiler:
Heavy force field 100 M.D.C recharging in 24 hour
Or other other force field
Smoke Launcher system two main turret
Two in main Body and two main Body
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage:
Smoke grenades block IR and thermo imager blast radius 20 feet per grenade
Tear gas grenade same rules
blast radius 20 feet per grenade
Rate of Fire: one or burst
Effective Range 3000 feet
Payload 100 each
Hidden miniature CIW system two per front one rear or tip for anti missiles system energy base [/b]
C.I.W.S Beam Gatling Rail Guns (1):
Spoiler:
Chaff Dispenser
Anti-Missile Chaff/Flare Dispenser (4):
Spoiler:
Systems of Note:
Vehicular radio with 50 mile (80 km)
Drone can go as high as 30,000 feet
Senor use various system
Size bigger than a base ball
Note
M.D.C. by Location :MARKVI N.A.A.TS and mercenary Outfits
All stat the same just using hovercraft system
Replace treads with hovercraft
Speed
Spoiler:
M.D.C. by Location : as above N.A.A.TS and mercenary Outfits
here an example
https://www.deviantart.com/unspacy/art/ ... -932341402
All stat the same just using contra gravity in Phase world main
system
Spoiler:
Costs as double
https://www.deviantart.com/unspacy/art/ ... -953936623
https://www.deviantart.com/unspacy/art/ ... -953936635
Camera: Advanced Camera (1):
Spoiler:
Multi-Optics System:
Spoiler:
Bonuses
Spoiler:
A.I NGR Abrams X MBT
https://www.deviantart.com/unspacy/art/ ... -953936694
https://www.deviantart.com/unspacy/art/ ... -953936702
Neural Intelligence Typical Level of Intelligence: I.Q. 2D6+11
Origin Table
Base on Golden Age of Science shortly before the Great Cataclysm
I.Q. Bonus: +2.
Robot Alignments Unprincipled (Selfish) Alignment
Step Four:
Skill Programs Neural Intelligence:
Spoiler:
Standard Robot Military Combat Skill Programall are (98%)
Spoiler:
Hand to Hand Combat:
Programs the Robot for fighting roughly equal to Hand to Hand: Expert, 6th level.
Mega-Damage:
Spoiler:
Attacks per Melee Round:
Spoiler:
programming
Spoiler:
Supplemental Military Robot Skill Programs all 98 %
Military, Communications:
Spoiler:
Military, Communications Language Program:
Spoiler:
Military Pilot,
Spoiler:
.
Weapon Proficiencies:
Spoiler:
Step Five:
Body Construction
Vehicle: tank
Engines and Propulsion Systems
Concealed Micro-Hover System
Spoiler:
Rifts Sourcebook one Revised & Expanded pages 28 and up buy the book
Step Eight:
Audio, Optics & Sensors
Audio
All
• Advanced Audio System
• Audio Recorder
• Basic Hearing System
• Bug Detector
• Built-In Language Translator
• Built-In Loudspeaker
• Built-In Radio Receiver & Transmitter Headjack
• Human Voice Synthesizer
• Inaudible Frequency Transmission
• Juke Box
• Sound Analysis Computer
• Modulating Voice Synthesizer
• Universal Headjack (and Fingerjack)
• Radio Signal Scrambler System
• Wide Band Radio Receiver and Transmitter
Sensors
• Biometric Scanner
• Bio-Scan Medical Survey Unit
• Depth Gauge & Alarm
• Explosives Detector
• Gyro-Compass
• Motion Detector and Warning System
• Motion Detector
• Radar Detector
• Radiation Detector
• Robot: Micro-Radar
• Robot Radar System
• Sensory Antenna
Step Nine:
Weapons tanks weapons
Spoiler:
Step Ten:Special Features
• Climb Cord:
Spoiler:
• Clock Calendar
• Cyber-Nano-Robot Repair Systems (CNRRS
• Depth Tolerance
• E-Clip Port
• Expanded Memory Neural System: Add two programs
• Increased Attacks per Melee Round 8 additional attacks per melee
• Increased I.Q. Attribute I.Q. 28.
• Increased P.P. Attribute maximum P.P. of 24
• Molecular Analyzer
• Monitor Jack/Connector Plug
• Prowl Capability when power by electrical power systems and hover craft under 101 MPH!!
• Remote Probe look above
• Secret Compartments :
Spoiler:
• Self-Destruct System 1d6x100 MDC blact radius 100 feet
• Space Worthy
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
Frontier Militia
Part 1
Using GAW and Chipwell and other as covert operations to send a vast of small merc Outfits to protect ,cover ,settle down ,or getting Intel from the frontier. This helps out to map out the land as well maintaining contact with other factions and respect the land like Indian tribes and proving support whenever ever allowed. Has help Indian nation and small
town ,as well as identify unknown threat like vampires with many were alerted has been at times positive results and looking for old military depots by using GAW and Chipwell and others for it has been the best cover to use.
Aslo to add more military equipment for old but really improvements to equal coalition if ever to hold the line and retreat to the west .But so far have been able to set up enough to cover these brave individuals in the frontier and result have been good to excellent !!they help buy bring supplies, medical aid, equipment or fire power these frontier Militia can cover a wide 500 mile range that out rival even the coalition heading toward the west coast!!
Using GAW and Chipwell and other as covert operations to send a vast of small merc Outfits to protect ,cover ,settle down ,or getting Intel from the frontier. This helps out to map out the land as well maintaining contact with other factions and respect the land like Indian tribes and proving support whenever ever allowed. Has help Indian nation and small
town ,as well as identify unknown threat like vampires with many were alerted has been at times positive results and looking for old military depots by using GAW and Chipwell and others for it has been the best cover to use.
Aslo to add more military equipment for old but really improvements to equal coalition if ever to hold the line and retreat to the west .But so far have been able to set up enough to cover these brave individuals in the frontier and result have been good to excellent !!they help buy bring supplies, medical aid, equipment or fire power these frontier Militia can cover a wide 500 mile range that out rival even the coalition heading toward the west coast!!
frontier Militia are found in northern America and Europe which is a vast network and heavily supported by several layer of groups to address many in that area. There time that is a quite good place to live to a very active combat environment.
The militia is not alone they will have several Mercenary Outfits ready to deploy in of support in any way possible. Mainly military militia and air asset's ready in case needed .This include a new mercenary Outfits which expanded massive amounts of manpower and equipment.
Are found in northern America and Europe which is a vast network and heavily supported by several layer of groups to address many in that area. There time that is a quite good place to live to a very active combat environment.
The militia is not alone they will have several Mercenary Outfits ready to deploy in of support in any way possible. Mainly military militia and air asset's ready in case needed .This include a new mercenary Outfits which expanded massive amounts of manpower and equipment.
Step One: The Size and Orientation
Various size
2. Minor Company.
3. Free Company
4. Large Company
Step Two: Mercenary Company Features A. Sponsorship
Independent Operative
6. Front
B. Outfits
Various from
2. Utility Outfits
7. Open Wardrobe
8. Specialty Clothing
9. Gimmick Clothing
C. Equipment Various from the following
2. Cheap Gear
3. Electronic Supplies and Good Gear
4. Medical Equipment. First-aid and paramedic type equipment and pharmaceuticals are avail
6. Magic Technologies
D. Vehicles Various from the following
3. Fleet Vehicles.
4. Combat Cars
E. Weapons, Power Armor & Bots
Various from the following
2. Basic Equipment
3. Basic Weaponry
4. Advanced Weaponry
5. Extensive Weaponry:
F. Communications
Various from the following
3. Secured Service
4. Full Range System
5. Deluxe Communications Networ
6. Superior Communications
G. Internal Security
Various from the following
2. Lax
3. Tight
5. Paranoid
H. Permanent Bases
Various from the following
2. Partial Headquarter
https://www.deviantart.com/zsolti65/art ... d-85244926
3. Headquarters
https://www.deviantart.com/pixini/art/P ... -140941418
4. Fortified Headquarters
https://www.deviantart.com/mutiny-in-th ... -406068639
I. Intelligence Resources
2. Scout Detachment.
3. Special Military Operatives
4. Psionic and Magic Operatives
5. D-Bee Specialists
6. Infiltration Network
J. Special Budget
Various from the following
5. Big Bucks
4. Large Loans
3. Small Potatoes
K. General alignment of personnel
Anarchist
L. Criminal Activity
Various from the following
1. Con Man
3. Cyber-Doc
5. Smugglers and Sellers of Contraband
7. Psychic Enforcer
8. Special Forces
9. Safecracker/Locksmith
10. Forger
M. Reputation/Credentials
None
N. Salary
Various from the following
2. Freelance
3. Pittance Salary
4. Good Salary
Mercs/Special Operatives
Bounty Hunter
Forger
Freelance Spy
Master Assassin
Safecracker
Smuggler
Special Forces Soldier
Super-Spy
Thief, Professional
Body Fixer
City Rat
Cyber-Doc
Operator
Rogue Scholar
Rogue Scientist
Vagabond
Wilderness Scout
Combat Cyborg
Cyber-Knight
Glitter Boy
Headhunter
Juicer
Merc Soldier
Robot Pilot
Elemental Fusionist
Ley Line Walker
Ley Line Rifter
Mystic
Shifter
Techno-Wizard
Burster
Mind Melter
Psi-Operator
Psi-Stalker, Civilized
Support by the following groups in silent
1. Golden Age Weaponsmiths
2. N.A.A.T
3. N.A.M.E.S
4. A.M.C
5. The Guard
6. RRK Corporation
7. Wellington Industries
8. Chipwell Armaments, Inc.
9. Northern Gun unknowly
10. W.I Inc. Wellington Industries
11. Peacekeeper
12. RRK Corporation merc ops
13. Armstrong TW Armaments Co.
14. MageFire Weaponry, Inc
15. Wellington Industries merc ops
16. Iron Heart Armaments, Inc. N.A.A.TS west coast
17. Chipwell Armaments, Inc merc ops
18. Bandito Arms west coast
19. The Chicago Network
20. The Immaterial Hand
21. EXTERMLY Limited work with El Oculta
22. Le Marche Noir east coast
23. The Verbrecher-Geschaeftsnetz
24. The Yakuza west coast
25. New Navy west coast
26. The Kingdom of Tarnow east coast
27. Titan product are ban
Rifts Earth Militia /Para-Military O.C.C
Attribute Requirements:
A good P.S. and P.E., a fighting spirit, readiness to help and a willingness to follow orders. 60% are male, 40% female.
• 1- Bonus from Genetics Engineering Augmentation
• 2- Best MOS AND Special Aptitude Bonuses
• 3- Special Aptitude Bonuses Table
1 Bonus from Genetics Engineering Augmentation:
Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. That means 70% of the last two generations to join Rifts Earth Militia /Para-Military O.C.C are genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children.
Pick one set of genetic bonuses or roll percentile for random determination.
Spoiler:
2- Best MOS AND Special Aptitude Bonuses
instead of rolling 3d6 you can roll the following table
• 01-11% Brainy:
• 13-26% Strong-willed:
• 27-39% Charismatic:
• 40-51% Physically Strong:
• 52-65% Fast Reflexes and high
• 66-78% Great Endurance:
• 79-88% Pretty Boy/girl: model
• 89-00% Fast as Lightning:
01-11% Brainy :
Spoiler:
13-26% Strong-willed:
Spoiler:
27-39% Charismatic:
Spoiler:
40-51% Physically Strong:
Spoiler:
52-65% Fast Reflexes and high
Dexterity:
Spoiler:
66-78% Great Endurance:
Spoiler:
79-88% Pretty Boy/girl: model
Spoiler:
89-00% Fast as Lightning:
Spoiler:
3 Special Aptitude Bonuses Table
Spoiler:
11-20%
Natural robot Ace/or fix or rotor wing
Spoiler:
21-30 %
Giant robot/or power armor Ace:
Spoiler:
31-40%
High Perception and Solid gut Instincts:
Spoiler:
41 to 50%
Quick Reaction Time:
Spoiler:
51-60%
Strongman :
Spoiler:
61-70%
Fast Learner and Jack of Many Trades:
Spoiler:
71-80%
Quick Reflexes:
Spoiler:
81-90%
Fearless :
Spoiler:
91-00%
Charismatic/Charmer:
Spoiler:
Education level
not all are fully train or educated tends vary
1. Limited rifts earth wildness
2. High school level small town
3. Higher education major city from rifts earth
4. Professional these are mainly either Phase world or rifts earth
Limited
Literacy, Native:.
M.O.S limited to Soldier/Grunt, Point Man/Scout, Pigman/Heavy Weapons, Transportation Specialist ,only one unless others wise .
Roll 1D4
1. Transportation Specialist
2. Pigman/Heavy Weapons
3. Point Man/Scout
4. Soldier/Grunt
O.C.C. Related Skills 4
Note Mechanical Skills no Aircraft Mechanics , Bioware Mechanics, Robot Mechanics
High school level
Math: Basic
Mathematics: Advanced (45%+5%)
Law (General; 35%+5%)
Language, Native: Standard.
Language, Foreign: One of choice (+10%).
Literacy, Native: Standard.
O.C.C. Related Skills 10
Language, Native: Standard.
Roll one time M.O.S
Higher education
Math: Basic
Mathematics: Advanced (45%+5%)
Language, Native: Standard.
Language, Foreign: One of choice (+10%).
Literacy, Native: Standard.
Computer Operation (40%+5%)
Computer Programming (30%+5%)
History : Pre-Rifts (3 2%/24%+4%)
Law (General; 35%+5%)
Lore
O.C.C. Related Skills 12
Roll one time M.O.S
Professional
Math: Basic
Mathematics: Advanced (45%+5%)
Language, Native: Standard.
Language, Foreign: One of choice (+10%).
Literacy, Native: Standard.
Computer Operation (40%+5%)
Computer Programming (30%+5%)
History : Pre-Rifts (32%/24%+4%)
History : Post-Apocalypse (350/0/30%+5%)
Lore pick 1d4
Pick up additional 1 MOS all with bonus first MOS double the bonus second M.O.S Standard
But O.C.C. Related Skills 6
Add 1d6+3 years of age.
MOS
01 -15% Communications Expert*
Language, Foreign: One of choice (+ 10%)
Literacy, Foreign: Standard. (+ 10%)
Computer Operation (+ 15%)
Basic Electronics (+ I 0%)
Electronic Countermeasures (+ 15%)
Optic Systems
Surveillance Systems (+ 1 4%)
Radio: Basic (+20%)
Cryptography (+ 1 5%)
extra Language (+ 1 5%).
Sensory Equipment (+20%)
TV/ video
Computer Programming (+ I 0%)
16-25% EOD/Demolitions Expert: *
Requires an I.Q. of 10 and a P.P. of 12 or higher.
Basic Electronics (+20%)
Basic Mechanics (+ 1 5%)
Demolitions (+ 1 5%)
Demolitions Disposal (+20%)
Demolitions: Underwater (+ 1 0%)
Trap/Mine Detection (+ 1 0%)
W.P. Heavy Energy Weapons
26-50% Soldier/Grunt*
Forced March
Land Navigation (+5%)
Physical : One of choice.
Pilot: One of choice (+ 1 0%);
W.P. : One Ancient Weapon of choice.
W.P. : One Modem Weapon of choice.
Optional W.P. Sharpshooting LOSE TO SKILLS RELATED if chosen.
Pilot Skills 2 or/and Horsemanship Skills
51 -65% Point Man/Scout: *
Requires an I.Q. of 9 or higher, a high P.P.
and Spd. are helpful.
Scout 1d4 Wilderness Skills or/and Horsemanship Skills
Point Man 1d4 skills Wilderness Skills or/and Pilot Skills
Detect Ambush (+ 15%)
Detect Concealment (+ 10%)
Intelligence (+ 15%)
Land Navigation (+ 14%)
Prowl (+ 10%)
Surveillance Systems/Tailing (+ 15%)
Wilderness Survival (add+ 10%)
Optional W.P. Sharpshooting. Scouts only LOSE 2 SKILLS RELATED if chosen.
W.P. Paired Weapons Point Man
Scout pick an animal as transport or vechile(s)
66-80% Pigman/Heavy Weapons*
Requires a P.S. of 1 4 and a P.E. of 12 or higher.
Recognize Weapon Quality (+20%)
Weapon Systems (+ 1 0%)
Physical : two choices.
W.P. Rifles
W.P. Heavy Military Weapons
W.P. Heavy Energy Weapons (including rail guns)
W.P. Two of choice (any) two Demolition skills (+5%).
W.P. Paired Weapons LOSE TO SKILLS RELATED if chosen.
W.P 1d6
81-90% Transportation Specialist*
Combat Driving (+5%)
Navigation (+ 10%)
Pilot: Automobile.
Pilot Motorcycle (+20%)
Pilot: Hover Craft (ground)
Hovercycle (+ 1 5%)
Pilot: Tanks & APCs (+ 1 0%)
Pilot: Trucks (+ 10%) or pick an animal as transport or vechile(s)
Pilot: 1d4+1 of choice (+ 10%),
Physical Labor
Physical : One of choice.
Favorite skill picks one from MoS add 20% or Mechanical Skills (+ IO%) pick 1d4. (+ IO%)
Navigation (+ 10%),
Sensory Equipment (+ 10%),
Weapon Systems (+ 10%),
91-00% Medic : Requires an I.Q. and P.P. of 11 or higher. *
Brewing (+5 %)
Biology (+ 1 5%)
Field Surgery (+ 1 5%)
Medical Doctor (+5%)
Pathology (+ 1 0%)
Chemistry (+ 1 0%)
Sewing (+ 1 0%)
Science Skills pick 1d4 skills
Running
O.C.C. Skills:
All get the following.
Military Etiquette (+5%)
*Mechanical Skills except Bioware Mechanics (+10%)
Radio: Basic (+5%)
First Aid (+10%)
General Athletics
Aerobic Athletics
Climbing
Spelunking (+5%)
Pilot one vehicle( look below )
Swimming (+10%)
Wilderness Survival (+ 10%)
W.P. Knife (includes Vibro-Knives)
W.P. Automatic Pistol
W.P Revolver
W.P. Energy Rifle
Hand to Hand:
Basic, which can be changed to Expert at the cost of one "O.C.C. Related Skill" or Martial Arts for the cost of two skill selections.
*Requires skill are added if not in character
O.C.C. Related Skills:
other skills look above M.O.S
Plus select one additional skill at levels 4, 8, 12, and 15. All new skills start at level one proficiency.
Communications: Performance or TV / Video only.
Domestic: Any (+10%). Electrical: Basic only.
Espionage: None.
Horsemanship: Any, except Cowboy.
Mechanical: Automotive and Basic Mechanics only (+5%).
Medical: Brewing and First Aid only.
Military: None.
Physical: Any.
Pilot: Basic vehicle types only (+5%)
Pilot Related: Read (& Operate) Sensory Equipment.
Rogue: Gambling (either) or Streetwise
Science: Any, except Artificial Intelligence.
Technical: Any (+5%).
W.P.: Any, except Sharpshooting.
Wilderness: Any (+5%).
Secondary Skills:
The character also gets Secondary Skills look above at level one, and one additional at levels 4, 8, and 12. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All start at the base skill level and normal restrictions apply.
Standard Equipment:
Khaki fatigues for a uniform, M.D.C. armored vest (covers chest and belly, 30 M.D.C., A.R. 11), standard helmet with visor and air filter (70 M.D.C.), Rifle, Laser Rifle and two extra E-Clips or conventional S.D.C. assault rifle, and any approved weapon from the volunteer's own collection, two smoke grenades, two flares, one Vibro-Knife or/and Neural Mace, survival knife (1D6 S.D.C.), utility belt, canteen, First Aid medical kit, flashlight, disposable cigarette lighter, air filter & gas mask, walkie-talkie, and some personal items. Additional weapons, heavy weapons, explosives, gear and vehicles may be made available for special and specific assignments.
Vehicles
they pick one custom car, van, truck ,or airplane ,helicopter , hover craft ,propeller plane but must have the skills back up motorcycle
Pick one or roll 1D20
1. Vehicle: Car or Horseman ship
2. Vehicle: Motorcycle
3. Vehicle: Mid-Size Sedan
4. Vehicle ATV
5. Vehicle Full-Size Van
6. Vehicle back up Motorcycle only
7. Vehicle Hover Craft
8. Vehicle Helicopter
9. Vehicle jet fighter
10. Vehicle boat, Motor, Race & Hydrofoil except ship
11. Vehicle Hovercycles
12. Vehicle Submersibles
13. Vehicle Tanks
14. Vehicle APCs
15. Vehicle Robots & Power Armor yikes
16. Vehicle Robots
17. Vehicle Power Armor
18. Vehicle Truck
19. Vehicle back up use get a reroll add additional Vehicle or pick one
20. Vehicle propeller plane
Pick one
Power Sources
Engines and Propulsion Systems
Weapons Damage: 1d4 unless but Robots & Power Armor are standard issue
Main Suppliers
Pick one favorite or roll 1D10
1. Golden Age Weaponsmiths
2. RRK Korporation
3. Northern gun
4. Wellington Industries
5. Iron Heart Armaments, Inc.
6. Chipwell Armaments, Inc.
7. Wilk's Laser Weapons
8. Bandito Arms
9. The Chicago Network
10. Triax Imports
Pick one favorite
Pick one favorite
Pick one favorite
Deck out means pick one category and add at no cost.
Vehicles all amour or other feature max out like sensors
Power Sources
Weapons Damage have all 4 weapons systems
Main Suppliers can be one item special connection and to get
A onetime robot or vehicle
Or
Animal mount (must have skills mainly scouts but will have back primary sell for parts and secondary functional )
Last edited by ZINO on Sat Apr 15, 2023 1:19 am, edited 5 times in total.
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
Frontier Militia
Part 2
NOTE all cost are drop to 25 %!!!!
Vehicle: Motorcycle
https://www.deviantart.com/scottahemi/a ... -494174195
Spoiler:
https://www.deviantart.com/scottahemi/a ... -494174195
Spoiler:
https://www.deviantart.com/eddie-mendoz ... -775650011
Spoiler:
Vehicle: Car
https://www.deviantart.com/the--kyza/ar ... -470855445
Spoiler:
https://www.deviantart.com/mikemars/art ... -159448195
Spoiler:
Vehicle: Mid-Size Sedan or ATV The frame
https://www.deviantart.com/romandubina/ ... -485806468
Spoiler:
https://www.deviantart.com/milosh--andr ... -460339994
Spoiler:
https://www.deviantart.com/ohjayzuz/art ... -796191856
Spoiler:
https://www.deviantart.com/redspider200 ... -335069110
Spoiler:
https://www.deviantart.com/jflaxman/art ... -440785759
Cost: 510,000 credits per each reinforcement.
Vehicle: Full-Size Van or Small Truck/Truck
https://www.deviantart.com/mechamasterm ... -823688314
Spoiler:
https://www.deviantart.com/elly-klamsky ... -572576521
Spoiler:
https://www.deviantart.com/stingray-24/ ... -386460222
Spoiler:
https://www.deviantart.com/rustyhauser/ ... -859040670
Spoiler:
https://www.deviantart.com/sourgasm/art ... -164829406
Spoiler:
https://www.deviantart.com/lordcarmi/ar ... -876860501
Vehicle: Small Airplane
https://www.deviantart.com/jflaxman/art ... -785637431
Spoiler:
https://www.deviantart.com/vladimirpetk ... -547398628
Spoiler:
https://www.deviantart.com/jissididi/ar ... -569997809
Spoiler:
Power Sources
Nuclear
Spoiler:
Techno-Wizard System
Spoiler:
Super-Solar Engine
Spoiler:
Increasing the Basic Speed Attribute
Spoiler:
Engines and Propulsion Systems
Fuel Injected Engine Liquid Fuel:
Spoiler:
Turbo Engine Requires liquid fuel.
Spoiler:
Turbo-Jet Engine
Spoiler:
Hover Jets for Vehicle
A super sophisticated twin engine system, with bottom and rear jet thrusters and V/STOL capabilities. This unique propulsion system offers ground and air capabilities. The Vertical Take-Off and Landing (VTOL) means the robot can hover stationary above the ground, make vertical take-offs and landings (fly straight up and down), as well as low altitude flight. The robot will obviously have some sort of visible hover propulsion system. Estimated Milage on a liquid fuel is 50 miles (80 km) per one gallon. Basic System Cost: 500,000 credits; requires at least four jets, and/or can be linked to a nuclear or TW power source (cost an extra 100,000 credits for the link plus cost of other power supply).
Maximum Speed: 400 mph (640 km). Maximum Altitude: 20,000 feet (6,096 m).
Hover Jet Backpack This can be a detachable backpack unit or built directly into the robot's back. Directional thrusters and booster jets may also be built into the feet, lower legs, hips and chest. Basic System Cost: 150,000 credits; can be linked to a nuclear power source (cost an extra 100,000 credits). Maximum Speed: 400 mph (640 km). Maximum Altitude: 1000 feet (305 m).
Concealed Micro-Hover System can be for back up systems
Spoiler:
Winch & Cable:
Spoiler:
Environmental Pilot's Compartment:
Spoiler:
Flashing Lights (like the Police):
150 credits
Anti-Theft Alarm & Siren (makes a loud noise): 100 credits
Keypad Locks:
1000 credits per each lock.
Voice Activated Locks & Ignition: 12,000 credits
Mini-Radar system built into the dashboard: 3000 credits.
Laser Targeting System ( + 1 to strike): 50,000 credits
Targeting & Combat Computer: + 1 to strike, can identify 32,000 targets, and can be linked to radar and sensors. 500,000 credits
Heads-Up Display System: 10,000 credits
Computer and Monitor built into the dashboard: 5000 credits
Computer Atlas Program:
Spoiler:
Water dispenser:
Spoiler:
Searchlight:
Spoiler:
Loudspeaker:
Spoiler:
Long-Range Directional Radio (100 mile/160 km range): 1000 credits.
Video Camera (mounted inside or outside): 1200 credits (10 S.D.C.) or 8000 credits (5 M.D.C.)
Radar Detector: 200 credits
Radiation Detector/Dosimeter: 200 credits Calendar and Clock: 100 credits
Some Things of Note: Golden Age Weaponsmiths
Spoiler:
RRK Korporation Available Features
Spoiler:
Amour section
Spoiler:
Rechargeable Force Field: N.A.A.Ts only and allies
Spoiler:
Atlas Computer Program.
Spoiler:
Backup Fuel Source.
Spoiler:
Boost Jump System.
Spoiler:
Calendar and Clock
Spoiler:
Computer and Monitor built into the dashboard.
Spoiler:
D-Bee Pilot Modification *
Spoiler:
Digital Gyro-Compass.
Cost: 100 credits.
Digital Radio and Audio Disc Player.
Spoiler:
Digital Video Disc and Holodisc Player.
Spoiler:
Ejection Seat
Spoiler:
Engine Diagnostic Readout, Advanced.
Spoiler:
Standard Environmental Pilot's Compartment
Spoiler:
External Audio Pickup.
Spoiler:
Homing Beacon/Tracking Device.
Spoiler:
Hover Vehicle Conversion
Spoiler:
Keypad Locks.
Spoiler:
Laser Targeting System
Spoiler:
Mini-Microwave Oven (for larger vehicles).
Yep, you can drive and heat up your coffee or cook a meal while driving. Ideal for trucks. Cost: 300 credits.
"Monster Truck" Tires
Spoiler:
Radar System.
Spoiler:
Radio Communicator, Short-Range (4 miles/6.4 km range).
Spoiler:
Refreshment Dispenser.
A built-in unit that delivers hot coffee, tea, hot chocolate, or hot soup (pick one) from one spout and a cold drink like milk, ice water, soda or juice (pick one) from another. Must be recharged every few days. Ideal for trucks. Cost: 1,200 credits.
Rims.
Spoiler:
Robot Control Device:
Basically a robotic "brain"drone level drives the vehicle, doing all the piloting work automatically. The brain is tied to a variety of sensors that inform it on engine performance, velocity, and aerodynamics as well as cameras and sensors that inform it about road, weather and traffic conditions. It automatically stops at red lights and stop signs, and can react fast enough to avoid hitting another vehicle or move out of the way of dangerous obstacles or pedestrians. The driver simply asks the computer to take him to a particular destination, either an address, or the driver can say "home," "work," "pub" or other common, programmed destination, and the vehicle does all the work of driving there for him. In regard to traffic, the robot brain can estimate with 95% ac- curacy the movements of all drivers around it, and can adjust accordingly. The robot brain always follows the posted speed limit and drives defensively. If it is forced into a situation it cannot understand or is ill-equipped to handle, it pulls over, turns on its hazard lights, shuts off the engine and asks for assistance. The robot brain is not suitable for racing, high speed chases, evasive action, or combat, and cannot be reprogrammed for them. Equal to a Piloting skill (for that type of vehicle) of 95%. Cost: 165,000 credits.
Roll Cage.
Spoiler:
Searchlight:
Spoiler:
Secret Compartments:
Spoiler:
Self-Destruction Device
Spoiler:
Speed Upgrades.
Spoiler:
Targeting and Combat Computer (illegal).
Spoiler:
Vehicle Active Suspension
Spoiler:
Voice-Activated Locks and Ignition.
Cost: 12,000 credits.
Water Dispenser: A refrigerated dispenser that holds and cools drinking water. Cost: 400 credits.
Winch & Cable.
Mounted on the front or rear of the vehicle is an electric winch; basically a motor connected to a cable and a hook. The cable is 100 feet (30.5 m) long and can pull up to ten tons (and has 5 M.D.C.). Cost: 2,000 credits
. Window Tinting.
Prevents anyone from seeing into the vehicle. Also doubles as polarized light protection. Cost: 50 credits per window.
Weapon Systems
Note: All are illegal within the borders of the NGR and most civilized communities. But in the wilderness anything is legal
Weapons Damage:
Spoiler:
Other Extras Built into the Vehicle
(also see the robot creation section in Rifts Sourcebook One):
Fuel Efficiency Modification (adds 20% to range):
Spoiler:
Additional M.D.C.
Spoiler:
Missile
Spoiler:
Ram Prow:
Spoiler:
Weapon: Anti-Missile Chaff.
Spoiler:
Weapon: Deployable Piston Launcher.
Spoiler:
Weapon: Drop Mine Explosive.
Spoiler:
Weapon: Oil Slick
Spoiler:
Weapon: Road Spikes.
Spoiler:
Weapon: Smoke Screen.
Spoiler:
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
Frontier Militia
Part 3
Heavy Weapon turret/mount or can be hand held by cyborg to man size robots to pistol type for giant size robot or weapon replacements to add on )
The following turret standard model has one weapon Systems ,but N.A.A.TS model has two weapons system .the turret has 360 degrees capabilities and 360 view via view port and camera connection to other video .
https://www.deviantart.com/proxygreen/a ... -380619772
M.D 50 cal Coaxial Machine-gun:
This machine-gun is mounted under the main cannon, forcing the entire main turret to turn in order to engage new targets. The weapon may fire conventional ammunition or Wellington Industries M.D. ramjet rounds (much more expensive).
Primary Purpose:
Assault and Defense.
Secondary Purpose:
Anti-Infantry/Soft Targets.
Mega-Damage:
Spoiler:
Rate of Fire:
Each burst counts as one of the tank gunner's hand to hand attacks per melee.
Effective Range:
6000 feet up.to 5 miles
Payload:
Spoiler:
WI-GL20 Automatic Grenade Launcher (2)one per side.
This weapon resembles a bulky machinegun that fires grenades from either a magazine or a disintegrating belt. It is designed as a tripod, crew-serviced infantry weapon, or as a vehicle or turret-mounted weapon.
Note: A "rifle" model, the WI-GL21, is made for use with power armor and cyborg soldiers and is fundamentally the same as the GL20, except that the user must have a P.S. 22 or higher, is —1 to strike and the rifle model cannot use the ammo-belt fed system.
Spoiler:
7.62 mm Cupola Machine-gun:
A 7.62 mm machine-gun manned by a gunner protected by the cupola (shielding). May be loaded with Wellington Industries' WI-2E explosive rounds, that allow the weapon to inflict greater Mega-Damage. The machine-gun is mounted in the cupola and can be pointed in any direction by the gunner for a 360 degree rotation and a 120 degree arc of fire up and down.
Spoiler:
M.D.C standard 7.62 mm Machine-Gun:
Spoiler:
Chaff Dispenser
• Anti-Missile Chaff/Flare Dispenser (2): Use the same effects as the model. However, each time the system is engaged, the system fires off one chaff and 1D4 flares. Rifts Earth decoy systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
Effect:
01-50 Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
76-00 No effect, enemy missile or missile volley is still on target.Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds.
Payload: 20 chaff, 40 flares. Each time the system is engaged, the system fires off one chaff and 1D4 flares.
Hidden miniature CIW system two per front one rear or tip for anti missiles system energy base [/b]
For N.A.A.T ONLY CIWS Beam /Gatling Rail Guns (1):
Spoiler:
For N.A.A.T ONLY CIWS Beam Gatling Guns (1): [u]
Spoiler:
Heavy force field 100 M.D.C recharging in 24 hour
Or other force field
Smoke Launcher system two main turret
Two in main Body
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage:
Spoiler:
Rate of Fire:
Spoiler:
Effective Range
Spoiler:
Payload
Spoiler:
https://www.deviantart.com/vbagi/art/za ... -279749900
M61 20mm Gatling Cannon: turret
Spoiler:
GUN 30mm Auto-Cannon: turret
Spoiler:
Heavy M.DC.50 Caliber Machine-Gun: maduce for turret
Spoiler:
14mm Machinegun: turret
Spoiler:
.50 Caliber Six Barrel Machine-Gun or a Heavy MiniGun:
Spoiler:
Vulcan Laser Turrets
Spoiler:
Rail Gun: turret
Spoiler:
Rail Gun Gatling: turret
Back of the truck
https://www.deviantart.com/elly-klamsky ... -572576521
Spoiler:
Anti-Tank Laser Rifle turret
Spoiler:
[u]Northern gun products book 1
Alternative Fuel Systems 101
Solid Oxide Fuel Cells
Standard Solid Oxide Fuel Cell
Heavy-Duty Solid Oxide Fuel Cells
Dangers and Limitations
NG's Electric Batteries
Big Papa' Mobile Medical Robot
Junior' Mini-Mobile Medical Robot
NG Weapons
Other Weapons & Ammo
NG-Mines
Product Note
Northern gun products book 1&2
Alternative Fuel Systems
Original' Multibot
Solid Oxide Fuel Cells
Flying Hovercraft
Standard Solid Oxide Fuel Cells
Scissor Launchers
Heavy-Duty Solid Oxide Fuel Cells
NG-M57-2N1 Megabot
Dangers and Limitations
M.D.C. of Combat Racer
Converting Vehicles to Solid Oxide Fuel Cells
Statistical Data Megabot
NG's Electric Batteries
Big Papa' Mobile Medical Robot
Hovertrain Locomotive
Utility Arms & Jaws of Life
Hovertrain Boxcars/Flatbed/Passenger Cars
M.D. Chainsaw
Hovertrain Weapon Cars
Sensor Arm
Random Hovertrain Generation Tables
Finger Multi-Medical Scanner
Northern Gun Robots
Field Hospital Clinic
Alphabetical List of NG Combat Robots
Nano-Robot Medical Systems
Northern gun
Jet Packs
Aquatic Vehicles
Alphabetical List of Hovercycles
Aircraft
Dragonfly Assault Platform
Sky King Sky Cycle
Motorcycles
Alley Cat Black Talon Electric CityCycle Highwayman Road Hog Streetwolf Wastelander Wild Boar
Trucks and Cars
NG-HCH-2000 “Big Bertha”
Military Combat Vehicles
Badger Centipede Echelon Hovertank Mammoth APC Road Buster Sentinel Patrol Hovercar
BRV-10 “Vulture”
DX-202 Cargo Walker
DX-204 GRUB
NG-PD12 “Fido”
NG-W9 Light Labor Drone
NG-W10 Heavy Labor Drone
Adventuring Gear
Rifts® Mercenaries
Wellington Industries
Northern Gun Weapons
Iron Heart Armaments, Inc
Naruni Enterprises
New Mercenary O.C.C.'s
Rifts® Mere Op
Power Armor & Vehicle
Northern Gun Power Armo
Chipwell Armaments, In
Titan Robots & Power Armor
Northern Gun Weapons
Tech Weapons & Gear
Northern Gun
Wellington Industries
Miscellaneous Equipment
Golden Age Weaponsmiths Inc
Techno-Wizard Devices
Armstrong TW Armaments Co.
MageFire Weaponry, Inc.
MageFire TW Grenades
MageFire Mystic Power Armor .
Rifts® MercTown
Mercenary Organizations of MercTown
Air Superiority, Inc.
The Tennessee Headhunters
Combat Medical Services
Rifts Black Market
El Oculta
The Immaterial Hand
The Chicago Network
Bandito Arms
Bandito Arms Weapons
E-Clip Charging Stations
BigBore "Lawman" Automatic Shotgun
BigBore "Barking Dog" Submachine-Gun
BigBore "Room Sweeper" Belt-Fed Shotgun
BigBore "Fire Hose" SAW — Squad Assault Weapon
BigBore "Universal" Variable Assault Rifle
Bandit 5050 "Papa Bear" Enhanced BigBore Medium Rail Gun
Bandito Energy Weapons
Bandito Heavy Weapons
Notable Vehicles
Black Market Armors & Robots all
Rifts world book 28 Azrno
M9 Beretta or Colt Style 9mm Pistol: Damage: 3D6 S.D.C.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
Effective Range: 150 feet (45.7 m). Payload: 15 shot clip.
45 caliber Pistol:
Damage: 4D6 S.D.C.
Effective Range:
150 feet (45.7 m).
Payload:
7 or 13 shot ammo clip.
Mega-Damage:
Notes/SINGLE ROUNDS
Handgun .45 calibers, .
451 jacketed bullets
.452 cast lead bullets
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
10mm Colt Delta Elite:
Damage: 4D6 S.D.C.
Effective
Range: 150 feet (45.7 m).
Payload: 9 or 15 shot clip.
Mega-Damage: Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
.357 Magnum Revolver or Pistol:
Damage: 4D6+2 S.D.C.
Mega-Damage: 5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.
Effective Range: 150 feet (45.7 m). Payload: 6 or 13 shot clip
.41 Magnum Revolver:
Damage: 5D6 S.D.C
Mega-Damage:
Notes/SINGLE ROUNDS.44-40 is 0.427" to 0.428", .44 Special and Magnum are both 0.429" to 0.430"
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
Effective Range: 180 feet (54.8 m). Payload: 6 round cylinder.
.44 Magnum Revolver:
Damage: 6D6 S.D.C.
Mega-Damage: 5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
Effective Range: 180 feet (54.8 m). Payload: 6 round cylinder.
.38 Smith & Wesson and Colt Revolver:
Damage: 2D6+2 S.D.C.
Mega-Damage: 5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
Effective Range:
120 feet (36.5 m). Payload: 6 round cylinder.
9mm Submachine-gun:
Damage: 3D6 S.D.C. per single shot
or
6D6 per three round short burst
Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
Effective Range:
650 feet (198 m).
Payload: 30 round magazine.
9mm Ingram Submachine-gun:
Damage: S.D.C
4D6 S.D.C. per single shot,
1D4x10 per three round short burst.
Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
Effective Range: 650 feet (198 m).
Payload: 30 or 50 round magazine.
9mm Uzi Submachine-gun:
Damage: 3D6 S.D.C. per single shot
or 6D6 per three round short burst.
Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
Effective Range: 600 feet (183 m).
Payload: 30 or 50 round magazine.
9mm Mini-Uzi Submachine-gun:
Damage: 2D6 S.D.C. per single shot
or 4D6 per three round short burst.
Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
Effective Range: 500 feet (152 m).
Payload: 15 or 30 round magazine.
5.6mm Bolt-Action Sniping Rifle:
Damage:
5D6 S.D.C. per single shot.
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D
Effective Range:
2000-2400 feet (610 to 731.5 m).
Payload: 8-16 round magazine.
Note: Stats vary slightly with ,
specific weapon models and manufacturers.
7.6mm Sniping Rifle:
Damage: 6D6 S.D.C. per single shot.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D
Effective Range:
2200-2800 feet (670.56 to 853.4 m).
Payload: 8-16 round magazine.
Note: Stats vary slightly with
specific weapon models and manufacturers.
5.56mm Assault Rifle:
Damage:
3D6 S.D.C. per single shot
or 6D6 per three round short burst.
M.D DAMAGE
5d6x10 S.D.C or 3 MD
Effective Range:
1200 feet (366 m).
Payload: 20 to 60 round magazine
5.56mm M16A2 Assault Rifle:
Damage:
3D6 S.D.C. per single shot or 6D6 per three round short burst.
M.D DAMAGE
5d6x10
3 MD
Effective Range:
1900 feet (579 m).
Payload:
20, 30 or 50 round magazine.
7.56mm Assault Rifle:
Damage:
5D6 S.D.C. per single shot
or 1D6x10 per three round short burst.
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D
Effective Ranse:
1600 feet (488 m).
Payload:
30 to 50 round magazine.
7.56mm AK-47 Assault Rifle:
Damage: S.D.C
5D6 S.D.C. per single shot or 1D6x10 per three round short burst.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
Effective Range:
1000 feet (305 m).
Payload:
30 round magazine
or 60 round drum.
Heavy weapons system
.30 Caliber Light Machine-Gun: Damage:
DAMAGE:
S.D.C
5D6 S.D.C. per single shot or 3D6x10 S.D.C. (equal to 1 M.D.) per 10 round burst.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D
Effective Range: 3000 feet (914 m).
Payload: 200, 300 or 600 round disintegrating belt or belt fed drum.
7.62mm light Machine-Gun:
Damage:S.D.C
6D6 S.D.C. per single shot
or 4D6x10 S.D.C.
(equal to 1D4 M.D.) per 10 round burst.
Damage M.D
3 M.D
4 M.D or 1d4 M.D
Effective Range:
3000 feet (914 m).
Payload:
200, 300 or 600
round disintegrating belt
or belt fed drum.
50 Caliber Heavy Machine-Gun:
Damage:S.D.C
1D6x10 S.D.C. per single shot
or 1D6x100 S.D.C.
(equal to 1D6 M.D.)
per 10 round burst.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D
1D6X100 S.D.C OR 1D6 M.D
Effective Range:
6000 feet (1828 m).to 4.7 miles
Payload: 300, 600 or 1200 round disintegrating belt or belt fed drum.
50 Caliber Six Barrel Machine-Gun or a MiniGun:
Damage:S.D.C
2D6x10 S.D.C. per single shot
or 2D6x100 S.D.C.
(equal to 2D6+3 M.D.) per 10 round burst.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D
1D6X100 S.D.C OR 1D6 M.D
Effective Range: 8000 feet (2438 m). Payload: 300, 600 or 1200 round disintegrating belt or belt fed drum.
40 mm Grenade Launcher
(attaches to assault rifle):
Damage:S.D.C
2D4x10 S.D.C.
Or
1d4x100 S.D.C or 1d4MD
MEGA-DAMAGE :
single shot
HE 3D6 M D.C
HEAT 5D6 M.D.C
AP round 4d6 M.D.C
SMOKE
Flare
Tear gas
Knock our gas
Effective Range: 1200 feet (366 m). Payload: Single shot.
40mm Grenade Launcher Single shot:
Damage: 2D4x10 S.D.C.
Effective Range: 1200 feet (366 m).
Payload: Single shot.
MGL
(Multiple Grenade Launcher) is a lightweight 40 mm six-shot revolver-type grenade launcher (variations also fire 37/38mm) developed and manufactured in South Africa by Milkor (Pty) Ltd. The MGL was demonstrated as a concept to the South African Defence Force (SADF) in 1981. The MGL was then officially accepted into service with the SADF as the Y2. After its introduction in 1983, the MGL was gradually adopted by the armed forces and law enforcement organizations of over 50 countries. Total production since 1983 has been more than 50,000 units.
https://en.m.wikipedia.org/wiki/Milkor_MGL
Effective Range:
1312 feet direct fire
2624 feet indirect fire
Rate of fire
Single
Daul
Triple
Or quad fire
Damage:S.D.C
2D4x10 S.D.C.
Or
1d4x100 S.D.C or 1d4MD
MEGA-DAMAGE :
Air burst/
Heavy Explosive rounds blast radius 5 per round
HE 3D6 M D.C
Daul 6D6 M.D
Triple 1D6X10 M.D
quad fire 2D6 X10 M.D
Blast radius 5 per round
Heavy Explosive Anti Armor Tank rounds
HEAT 5D6 M.D.C
Daul 1D6X10 M.D
Triple 2d4x10+10M.D
quad fire 2d6x10 M.D
Armour Piercing Rounds can by pass armour
and hit crew/pilots compartment natural 18 roll
AP round 4d6 M.D.C
Daul 1d4x10+8 M.D
Triple 1d6x10 +12 M.D
quad fire 2d4x10 M.D.
SMOKE 10 feet per round
Flare 1000 feet per round
Tear gas 10 feet per round
Knock our gas 10 feet per round
Flash bang 10 feet per round
Effective Range:
1200 feet direct fire
2124 feet indirect fire
Payload:
6 to 8 rounds Revolver
Mk 17 to 19 grenade launcher
https://en.m.wikipedia.org/wiki/Mk_19_g ... cker2011-8
(pronounced Mark 19) is an American 40 mm belt-fed automatic grenade launcher that was first developed during the Vietnam War.
Effective Range:
1312 feet direct fire
2624 feet indirect fire
Rate of fire
Single
Daul
Triple
Or quad fire
Damage:S.D.C
2D4x10 S.D.C.
Or
1d4x100 S.D.C or 1d4MD
MEGA-DAMAGE :
single shot HE 3D6 M D.C
Heavy Explosive rounds air burst 10 feet oer round
Daul 6D6 M.D
Triple 1D6X10 M.D
quad fire 2D6 X10 M.D
Blast radius 5 per round
Heavy Explosive Anti Armor Tank rounds
Single shot HEAT 5D6 M.D.C
Daul 1D6X10 M.D
Triple 2d4x10+10M.D
quad fire 2d6x10 M.D
Armour Piercing Rounds
By pass armour hit cockpit compartment if None then to crew/pilots by 10% per round
Single shot AP round 4d6 M.D.C
Daul 1d4x10+8 M.D
Triple 1d6x10 +12 M.D
quad fire 2d4x10 M.D.
Single shot SMOKE 10 feet radius per round
Single shot Flare 1000 feet per round
Single shot Tear gas 100 feet per round
Single shot Knock our gas 10 feet per round
Single shot Flash bang 10 feet per round
Effective Range:
4921 feet direct fire
7286 feet indirect fire
Payload:varies
32 rounds
48 rounds
100 rounds
200 rounds
Shotguns:
The effective range for all shotguns is 150 feet (45.7 m).
Buckshot and similar fragmentation rounds will spray a 3 foot (0.9 meter) area. A sawed-off shotgun has a dramatically reduced barrel size which increases the width of the buckshot "spray" (covers a 1.5 m/5 foot area), but reduces the effective range to 60 feet (18 m).
Semi-automatic/self-loading or full Auto shotguns can fire a three-round burst that acts as a short burst, but it is -1 to strike.
Typical Damage:
4D6 S.D.C for Bucksho
(scatters to cover a 3 ft/0.9 m area at 30 feet/9.1 m and a 10 feet/3 m area at 60 feet/18.3 m);
5D6 S.D.C for solid slug. No blast radius
NOTE: For a variety of specific S.D.C.
M.D.C
Buckshot 3D6 M.D look above
solid slug 1D4X10 M.D look above
weapons of the 20th and 21st Century, see the Compendium of Contemporary Weapons sourcebook with 700 weapons listed, statted out and illustrated, plus body armor, grenades, EOD, mortars, and select armored vehicles.
Golden Age Ammunition
operates four munitions plants that produce every conceivable type of ammunition, from S.D.C. types to Mega-Damage rounds and explosives. Two of these recently opened in Huntsville as part of the new marketing strategy. The oldest two are located in Guntersville where for decades the largest factory has been making old S.D.C. pistol, rifle, shotgun and machine-gun cartridges in most standard calibers.
two newer ammunition plants the only ammunition types made are the heavy-duty, Mega-Damage rounds, depth charges, torpedoes and missiles of the unguided or "dumb" variety which are built at one, and Mega-Damage, high-
caliber explosive, plasma and ramjet shells for auto-cannons and other heavy weapons, tank guns, howitzers and cannons and warship cannons are made at the other.
Note:
GAW does not produce long-range or nuclear missiles.
Cost: Golden Age ammunition prices are 10-20% lower than their competitors. Conventional S.D.C. ammunition on average costs 30-60 credits per box of 100 rounds. Conventional Guns & Ammo:
Revolvers, automatic pistols and submachine-guns take approximately the same type and caliber of ammunition. Prices are per box of 100 rounds, but prices will vary greatly from place to place based on the level of technology and availability. Weapons and ammo that are especially hard to come by, like heavy weapons, may cost 2-5 times more.
.22 caliber, 15 credits
— 2D4 S.D.C. damage.
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D
.32 A.C.P. caliber,
20 credits —
2D6 S.D.C damage.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
.32 Long,
3D6 S.D.C damage
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
.38 caliber,
30 credits — 3D6 S.D.C damage.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
.38 Power caliber, 40 credits
— 4D6 S.D.C damage.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
.45 A.C.P.,
42 credits —
4D6 S.D.C damage.
Mega-Damage:
Notes/SINGLE ROUNDS
Handgun
.45 calibers,
.451 jacketed bullets
.452 cast lead bullets
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D phase world tech
.41 Magnum,
50 credits —
5D6 S.D.C damage.
Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
.44 Magnum,
60 credits —
6D6 S.D.C damage.
Mega-Damage:
Notes/SINGLE ROUNDS
.44-40 is 0.427"
to
0.428"
44 Special
Magnum are both
0.429" to 0.430"
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
.357 Magnum,
45 credits —
4D6+2 S.D.C damage.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
9mm & 7.65mm (pistol),
32 credits —
S.D.C 3D6 damage.
Look above
lOmm (pistol), 40 credits
4D6 damage S.D.C
.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
5.56mm (rifle),
50 credits — 5D6 S.D.C damage.
Look above
7.52 mm (rifle),
55 credits —
5D6 S.D.C damage.
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D
7.62mm (rifle),
45 credits — 4D6 damage.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D
.30 caliber (rifle),
42 credits —
4D6 S.D.C damage.
.50 caliber (rifle), 55 credits —
6D6 S.D.C damage.
7.62 Medium Machine-gun,
200 credits — 6D6 S.D.C. damage per single round.
.30 Caliber Machine-gun,
150 credits —
5D6 S.D.C. damage per single round.
.50 Caliber Machine-gun,
300 credits — 1D6x10 S.D.C.
M.D.C Comventinal Rounds
All heavy weapons system
damage are per round
.30 Caliber Machine-gun
1D4 M.D
.50 Caliber Machine-gun
1d6 M.D
12.0 MM to 19.9 MM rounds
1d8 or 2d4 M.D
20 MM rounds
1d10 M.d or ,
3D4 M.D or
2d6 M.D
30 mm rounds
3d6 M.D
Damage per single round.
special M.D.C rounds
Dum Dum
S.D.C ROUNDS
(handmade, black market, any caliber), add 150 credits to the cost of the box and +1D4 to S.D.C. damage per round. Or to supernatural creatures unless immune to physical attack
M.D ROUNDS
Mega-Damage
add 1d6 per round
Or to supernatural creatures unless immune to physical attack
Armour 1 per M.D.C per round
Full Metal Jacketed
S.D.C ROUNDS
add 30 credits to cost of the box
and + 1 to damage per round.
M.D ROUNDS
Mega-Damage
+1 per round flesh,
non flesh +3 per round
Hollow Point,
S.D.C ROUNDS
add 40 credits —
+1 damage per round/bullet.
M.D ROUNDS
Mega-Damage +3 per round flesh,
non flesh +1 per round
Teflon
S.D.C ROUNDS
(armor piercing, not available to the public), add 100 credits to the cost of the box and +2 damage per round/bullet.
M.D ROUNDS
Mega-Damage +1 per round flesh, non flesh +2 per round
Exploding S.D.C. Shell
S.D.C ROUNDS
(not available to the public), add 300 credits to the cost of the box and +2D6 to S.D.C. damage per round.
M.D ROUNDS
Mega-Damage 1D6 per round
Tracer Cartridge,
S.D.C ROUNDS
45 credits — no damage.
M.D ROUNDS
Mega-Damage none add +1 to strike
40mm Grenade Cartridge,
900 credits (per 100).
Accessories
Accessories Battle Harness:
Combination of suspenders and belt designed for distributing the weight of ammo pouches and accessories. In choice of camouflage, black, grey, brown, cream or khaki. 150 credits.
Battle Pack:
Lightweight frame, heavy-duty, water resistant canvas. Multiple interior and exterior compartments. Fasteners for exterior pouches/grenades. Choice of camouflage, green or khaki colors. 350 credits.
Field Gun Cleaning Kit:
A complete cleaning kit contained in its own pouch. 50 credits.
Flash Suppressor:
An attachment that fits over a gun barrel to mask the muzzle flash during firing. Characters within 100 feet (30.5 m) of a suppressed shot have only a 25% chance of seeing it. Outside of that, suppressed shots are not visible. Cost: 400 for pistol or submachine-gun or 900 for a rifle. Note: Combined silencers and flash suppressors cost 1,000 credits for pistol or submachine-gun or 2,000 credits for a rifle, but reduce the weapon's range by 25%.
Gun Repair Kit:
This is a 4 pound (1.8 kg) gun repair kit. Each tool is fitted into a separate loop and there's plenty of room for spare bolts, screws, springs and cleaning rods. Contained in a 12 inch by 8 inch by 2 inch (30x20x5 cm) case. Can be attached to a harness or worn over the shoulder with strap, which is included. 250 credits.
Holster, Ankle:
Padded for comfort, with velcro closure. Fits a snub-nosed revolver or any small frame automatic. Can be concealed under pant leg. 40 credits. Holster, Inside
Trouser Holster: Clips on belt or waistband of pants. 20 credits.
Holster, Side Holster (fits onto belt): 50 credits. Holster, Belt Slide Holster: 50 credits. Holster,
Belt Thumbreak Holster: 60 credits. Holster, Patrolman, Police-Style Belt and Holster, 24 bullet loops: 100 credits.
Holster,
Police-style Shoulder Type: 110 credits.
Holster, Military-style Shoulder Type: 90 credits.
Holster, Horizontal Shoulder Type: 100 credits.
Holster, Scoped Shoulder Holster: 120 credits.
Holster, Concealed Wallet Holster: For small automatic weapons; fits easily into back trouser poc
M9 Beretta or Colt Style 9mm Pistol: Damage: 3D6 S.D.C.
Mega-Damage:
Single shot
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
Dual shot (both barrel)
1D6X100 S.D.C OR 6 M.D 1d6 M.D
2D4X100 OR 8 M.D OR 2D4 M.D
Burst
1D6X100 S.D.C OR 6 M.D 1d6 M.D
Quad fire 2d6 four rounds burst
2D4X100 OR 8 M.D OR 2D4 M.D
Effective Range: 150 feet (45.7 m). Payload: 15 shot clip.
45 caliber Pistol:
Damage: 4D6 S.D.C.
Effective Range: 150 feet (45.7 m). Payload: 7 or 13 shot ammo clip.
Mega-Damage:
Notes/SINGLE ROUNDS
Handgun .45 calibers,
.451 jacketed bullets
.452 cast lead bullets
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D phase world tech
North America ,South America
Heavy rounds these are H.E.A.P rounds,
Improved heavy weapons damage
.30 caliber rounds 1d4 M.D burst are possible
.50 caliber rounds 1D6 M.D burst are possible
20 mm rounds. 2D4 M.D burst are possible
30 mm rounds. 1d10 M.D burst are possible
40 mm rounds. 2d6 M.D burst are possible
50 mm rounds. 4d4 to 3d6 M.D burst are possible
60 mm rounds. 3d6 M.D burst are possible
70 mm rounds. 5d4 M.D burst double tap only
80 mm rounds. 4d6 M.D burst double tap only
90 mm rounds. 5d6 M.D burst double tap only
100 mm rounds. 6d6 M.D burst double tap only
110 mm rounds. 1d4x10 M.D burst double tap only
120 mm rounds. 1d6x10 M.D burst double tap only
155 mm rounds. 2d4x10 M.D burst double tap only
200 mm rounds. 2d6x10 M.D burst double tap only
406 mm rounds. 4d6x10 M.D burst double tap only
Mainly Europe/Russian/Pacific Rifts earth
Heavy rounds these are H.E.A.P rounds,
Improved heavy weapons damage
.30 caliber rounds 1d4 M.D burst are possible
.50 caliber rounds 1D6 M.D burst are possible
12 to 14 MM rounds. 2D4 M.D burst are possible
15 to 19 MM rounds. 1d10 M.D burst are possible
20 mm rounds. 2d6 M.D burst are possible
30 mm rounds. 4d4 to 3d6 M.D burst are possible
40 mm rounds. 3d6 M.D burst are possible
50 mm rounds. 5d4 M.D burst double tap only
60 mm rounds. 4d6 M.D burst double tap only
70 mm rounds. 5d6 M.D burst double tap only
80 mm rounds. 6d6 M.D burst double tap only
90 mm rounds. 1d4x10 M.D burst double tap only
100 mm rounds. 1d4x10+2 M.D burst double tap only
110 mm rounds. 1d4x10+8 M.Dor 5d10 M.D burst double tap only
120 mm rounds. 1d6x10 M.D burst double tap only
155 mm rounds. 2d4x10 M.D burst double tap only
200 mm rounds. 2d6x10 M.D burst double tap only
406 mm rounds. 4d6x10 M.D burst double tap only
Money:
From salary
Roll 1d6
1. 1 -2Good Salary
2. 3-4 Excellent Salary
3. 5-6 Outrageous Salary
Cybernetics:
use Partial Bionic Reconstruction Headhunter O.C.C rules Rifts Ultimate Edition RPG page 75 but losses.
Only I.Q, M.E, M.A, P.E bonus added.
Bonus from Genetics Engineering Augmentation:
Standard roll
I.Q
M.E.
P.E.
Best MOS AND Special Aptitude Bonuses
roll 1d6 one time only 1. Brainy :
2. Strong-willed:
3. Charismatic:
.Special Aptitude Bonuses Table
Roll1d4 one time only
1. [color=#FF0000] High Perception and Solid gut Instincts:
2. Fast Learner and Jack of Many Trades:
3. Fearless :
4. Charismatic/Charmer:
However, if just it legs can keep
Bonus from Genetics Engineering Augmentation:
Best MOS AND Special Aptitude Bonuses
.Special Aptitude Bonuses Table
An example
https://www.deviantart.com/obokhan/art/PMC-798281073
Legs & Locomotion :
Typically human or humanoid in shape, form and function.
Maximum Speed Attribute : Starts with a speed of 3 5 (25 mph/40 km), but the maximum is 58 (40 mph/64 km). Can leap 5 feet ( 1 . 5 m) high and 1 0 feet (3 m) across; increase by 20% with a running start. A partial cyborg cannot tolerate the strain of anything faster, and there would be painful complications. Only fu l conversion cyborgs can have higher stats. Cost: 1,500 credits per point above 3 5
Other Leg Attributes: P.S. & P.P. start at 1 2, but the maximum is 20.
Cost: 2,000 credits per point above 1 2 .
Weapons & Features Possible:
• Foot: Clawed toes and blades only (similar to the hand and applicable to kick attacks only).
• Leg: Two weapon systems and one small or medium compartment, or 3-5 compartments of varying sizes and/or other features, like sensors, hooks, etc.
No 'Borg Armor
Penalties of Partial Reconstruction :
Simulated sense o f touch is a mere 35-52%. Prowl is difficult and suffers a penalty o f - 15%. Likewise, skills that require sensitive and nimble fingers and hands, such as
Art, Forgery, Surgery, Pick Pockets, Locksmith and so on, are also 15%.
Average weight combined with the average body is 150-225 pounds and add 2D4 inches (0.78 to 3.14 cm) to original height.
Psionics & Magic:
Psionics and I . S .P. : A character who undergoes partial bionic reconstruction will retain his psi-powers, but his available I.SP. is reduced by half.
Magic and P.P.E. : Likewise, i f the character possessed a high amountof P.P.E. or was a practitioner of magic, getting more than two or three cybernetic implants destroys his magic abi lities and reduces his P.P.E. reserve by 90% (only 1 0% remains). No cyborg, partial or full, can operate Techno-Wizard devices or practice magic.
Partial Cyborgs enjoy a
+2 bonus to save vs possession,
+ 1 to save vs magic,
impervious to psionic Telemechanics (all).
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
ok this has been playing around with the years and coming into the light ever snice rifts main book came out
inspired by Rifter #02 Techno-Wizard Extravaganza Mark Sumimoto and Jason Richards
and
Rifts Sourcebook Bionics
instead of wizard they ARE mages
DRAFT
these are Techno Mage come from a world where a balance in technology, Magic, Techno Wizardry , Psionic ,space magic and Chi all are part of these solar systems .They been around for only 1000 years in Phase world and technology, Magic, Techno Wizardry , Psionic ,space magic , Phase Powers ( Phase Mystic)and Chi are the pillar of it society .They have been fighting to aide in many world in the Minion War and save countless live .They realized a combination of skills and allies can they counter Minion War .Many have confuse them with cyber Knight in rifts earth or Cosmo-Knights in Phase world .
They can Anti Vampire to Anti Demons to combat tech mage and is vast area some are melee to giant size robots .They always try to have both P.P.E Power system and a back systems tech power systems too!
They are working with N.A.A.T’s Rifts earth and there is several massive armies covering North Americas and NGR. They conquered their solar systems with eight world. They are first to go to N.A.A.T as their guided on rights on earth they avoid been identified only as Techno wizards has work well .They are in Lazo ,new Lazo , Arzno, Stormspire, The Three Brotherhoods of Magic, The Techno-Wizard Guild, The Brotherhood of the Walkers, The Artisans Society, The Mystical Sisterhood, The Wanderer's Society and avoid City of Dewormer. They know Lord Dunscon and help N.A.AT during Coalition Wars! They refused to join Tolkeen after what they saw with the Cyber knight in rifts earth . They are several world colonized with help of N.A.A.Ts and level of has reach that of Phase world as well .They hidden themselves and have several solar systems as buffer zones.this wide range allows them from using magic and tech as one and expand to specialized from land air sea and space .
Phase world version
https://www.deviantart.com/tekkoontan/a ... -688148911
rifts Earth
https://www.deviantart.com/cg-sphinx/ar ... -204230081
On rifts earth space mage
https://www.deviantart.com/1337-sn1p3r/ ... -647318120
Techno Battle -Wizard O.C.C.
Psionic Powers
1 . The Techno-Wizard Has the Following Psionic Powers
2. I.S.P. Base:
3. Saving Throw Versus Psionic Attack:
Major Psychic
Techno Battle -Wizard O.C.C . Magic Powers
Spells
1 . Initial Spell Knowledge & Spell Casting
look at number eight below
2. Learning New Spells: can learn spell at any level
3. P.P.E.:
Permanent Base P.P.E . :
4. Ley Line Piloting:
ALL Techno-Wizard Base Piloting Skill
Applies to all ley line guided vehicles:
84% +2% per level of experience
5 . Sense Supernatural Evil.
The Psychic Sensitive is keenly aware of the world around him, thus, he or she feels or senses any major disturbances nearby. One such disturbance is the presence of supernatural evil. All supernatural beings radiate their alignment, most are evil. The Mystic can feel that evil like an icy chill cutting through him and tastes their vile thoughts like vomit. The sensation is unmistakable, costs no I.S.P . , and is automatic, meaning the character does not have to open himself, nor be actively trying to sense anything. The evil washes over the Mystic, warning him like an alarm that supernatural evil is present.
Range :
Senses any supernatural evil within a 900 foot radius,+300 feet per additional level of experience starting with level two. However, the sensation is very general. The location and nature of the evil is unknown. To identify the cause and pinpoint its source, the psychic must open himself and use the "Sense Evil" psi-power. Along these same lines, the Mystic can sense when a person is possessed by a
supernatural force, and can recognize magic enchantment. Base Ability: 50% +5% per each additional level of experience
6. Magic Bonuses:
Base S.D.C :
Bonus from Genetics Engineering Augmentation:
Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children.
Pick one set of genetic bonuses or roll percentile for random determination.
8.Initial spells
.
10.Booster spell
Alignment:
good Alignment only
Attribute Requirements :
I.Q . 1 2, M.E. 1 2 or higher. A high P.E. and P.P. are also suggested but are not mandatory.
9. type of battle mage roll 1d6 or pick one
Racial Requirement:
None, although only about 20% are D-Bees. This is due in part to the fact that Techno-Wizardry is a new mystic art that originates in North America and was first developed by humans.
O.C.C. Skills:
O.C.C Related Skills:
Communications : Any (+5%; + 10% to radio and sensor basedskills).
Cowboy : None.
Domestic: Any.
Electrical : Any (+ 1 0%).
Espionage : None.
Horsemanship: General only.
Mechanical : Any (+ 1 0%).
Medical : First Aid only.
Military : Any.
Physical : Any,
Pilot: Any (+5%). Power Armor /Flying or Giant robot Combat: Basic only
Pilot Related : Any (+5%).
Rogue: Any (+5% to Computer Hacking only).
Science: Any (+ 1 0%).
Technical : Any (+ 1 0%).
W.P. : Any.
Wilderness: Any.
Secondary Skills :
Five skills from the Secondary Skills List in the Skills Section, plus one additional Secondary Skill at levels 4, 8 and 12. These are additional areas of knowledge that do not get any bonuses, other than any possible bonus for having a high I.Q.
All Secondary
Skills start at the base skill level.
Standard Equipment:
Work overalls, set of nice clothes, pilot style jumpsuit, tinted goggles, sunglasses, multi-optics band, magnifying glass, pocket flashlight, large flashlight, six signal flares, mini-tool
kit, knapsack, backpack, 1d4 small sacks, one large sack, pocket mirror, silver cross, 2d6 wooden stakes and mallet (for vampires and other practical applications),2 canteen, binoculars, air filter and gas mask, pocket laser distancer, pocket digital disc recorder/player for recording his observations, and a hand-held computer.
Money:
The Techno-Wizard starts with 1d6x l0O0 in credits, 1d6x l00O00 in Black Market items and 2D4x10000 in quartz crystals and gems;everything has been spent on equipment.
Cybernetics:
Starts with none and will avoid getting cybernetics except for medical reasons. but...
Techno-Wizardry Construction
Building Techno-Wizard Devices
inspired by Rifter #02 Techno-Wizard Extravaganza Mark Sumimoto and Jason Richards
and
Rifts Sourcebook Bionics
instead of wizard they ARE mages
DRAFT
Techno Battle Mage O.C.C
these are Techno Mage come from a world where a balance in technology, Magic, Techno Wizardry , Psionic ,space magic and Chi all are part of these solar systems .They been around for only 1000 years in Phase world and technology, Magic, Techno Wizardry , Psionic ,space magic , Phase Powers ( Phase Mystic)and Chi are the pillar of it society .They have been fighting to aide in many world in the Minion War and save countless live .They realized a combination of skills and allies can they counter Minion War .Many have confuse them with cyber Knight in rifts earth or Cosmo-Knights in Phase world .
They can Anti Vampire to Anti Demons to combat tech mage and is vast area some are melee to giant size robots .They always try to have both P.P.E Power system and a back systems tech power systems too!
They are working with N.A.A.T’s Rifts earth and there is several massive armies covering North Americas and NGR. They conquered their solar systems with eight world. They are first to go to N.A.A.T as their guided on rights on earth they avoid been identified only as Techno wizards has work well .They are in Lazo ,new Lazo , Arzno, Stormspire, The Three Brotherhoods of Magic, The Techno-Wizard Guild, The Brotherhood of the Walkers, The Artisans Society, The Mystical Sisterhood, The Wanderer's Society and avoid City of Dewormer. They know Lord Dunscon and help N.A.AT during Coalition Wars! They refused to join Tolkeen after what they saw with the Cyber knight in rifts earth . They are several world colonized with help of N.A.A.Ts and level of has reach that of Phase world as well .They hidden themselves and have several solar systems as buffer zones.this wide range allows them from using magic and tech as one and expand to specialized from land air sea and space .
Phase world version
https://www.deviantart.com/tekkoontan/a ... -688148911
rifts Earth
https://www.deviantart.com/cg-sphinx/ar ... -204230081
On rifts earth space mage
https://www.deviantart.com/1337-sn1p3r/ ... -647318120
Techno Battle -Wizard O.C.C.
Psionic Powers
1 . The Techno-Wizard Has the Following Psionic Powers
2. I.S.P. Base:
Spoiler:
3. Saving Throw Versus Psionic Attack:
Major Psychic
Techno Battle -Wizard O.C.C . Magic Powers
Spells
1 . Initial Spell Knowledge & Spell Casting
look at number eight below
2. Learning New Spells: can learn spell at any level
3. P.P.E.:
Permanent Base P.P.E . :
Spoiler:
4. Ley Line Piloting:
ALL Techno-Wizard Base Piloting Skill
Applies to all ley line guided vehicles:
84% +2% per level of experience
5 . Sense Supernatural Evil.
The Psychic Sensitive is keenly aware of the world around him, thus, he or she feels or senses any major disturbances nearby. One such disturbance is the presence of supernatural evil. All supernatural beings radiate their alignment, most are evil. The Mystic can feel that evil like an icy chill cutting through him and tastes their vile thoughts like vomit. The sensation is unmistakable, costs no I.S.P . , and is automatic, meaning the character does not have to open himself, nor be actively trying to sense anything. The evil washes over the Mystic, warning him like an alarm that supernatural evil is present.
Range :
Senses any supernatural evil within a 900 foot radius,+300 feet per additional level of experience starting with level two. However, the sensation is very general. The location and nature of the evil is unknown. To identify the cause and pinpoint its source, the psychic must open himself and use the "Sense Evil" psi-power. Along these same lines, the Mystic can sense when a person is possessed by a
supernatural force, and can recognize magic enchantment. Base Ability: 50% +5% per each additional level of experience
6. Magic Bonuses:
Spoiler:
Base S.D.C :
Spoiler:
Bonus from Genetics Engineering Augmentation:
Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children.
Pick one set of genetic bonuses or roll percentile for random determination.
Spoiler:
8.Initial spells
Spoiler:
10.Booster spell
Spoiler:
Alignment:
good Alignment only
Attribute Requirements :
I.Q . 1 2, M.E. 1 2 or higher. A high P.E. and P.P. are also suggested but are not mandatory.
9. type of battle mage roll 1d6 or pick one
Spoiler:
Racial Requirement:
None, although only about 20% are D-Bees. This is due in part to the fact that Techno-Wizardry is a new mystic art that originates in North America and was first developed by humans.
O.C.C. Skills:
Spoiler:
O.C.C Related Skills:
Spoiler:
Communications : Any (+5%; + 10% to radio and sensor basedskills).
Cowboy : None.
Domestic: Any.
Electrical : Any (+ 1 0%).
Espionage : None.
Horsemanship: General only.
Mechanical : Any (+ 1 0%).
Medical : First Aid only.
Military : Any.
Physical : Any,
Pilot: Any (+5%). Power Armor /Flying or Giant robot Combat: Basic only
Pilot Related : Any (+5%).
Rogue: Any (+5% to Computer Hacking only).
Science: Any (+ 1 0%).
Technical : Any (+ 1 0%).
W.P. : Any.
Wilderness: Any.
Secondary Skills :
Five skills from the Secondary Skills List in the Skills Section, plus one additional Secondary Skill at levels 4, 8 and 12. These are additional areas of knowledge that do not get any bonuses, other than any possible bonus for having a high I.Q.
All Secondary
Skills start at the base skill level.
Standard Equipment:
Work overalls, set of nice clothes, pilot style jumpsuit, tinted goggles, sunglasses, multi-optics band, magnifying glass, pocket flashlight, large flashlight, six signal flares, mini-tool
kit, knapsack, backpack, 1d4 small sacks, one large sack, pocket mirror, silver cross, 2d6 wooden stakes and mallet (for vampires and other practical applications),2 canteen, binoculars, air filter and gas mask, pocket laser distancer, pocket digital disc recorder/player for recording his observations, and a hand-held computer.
Spoiler:
Money:
The Techno-Wizard starts with 1d6x l0O0 in credits, 1d6x l00O00 in Black Market items and 2D4x10000 in quartz crystals and gems;everything has been spent on equipment.
Cybernetics:
Starts with none and will avoid getting cybernetics except for medical reasons. but...
Spoiler:
Techno-Wizardry Construction
Building Techno-Wizard Devices
Spoiler:
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
Titan Security Firm Service
Titan Security firm service
Titan Security firm is third operation as extension for many reasons
The Security firm was made to replace or remove any faction of intelligence groups or competition as well.
For each Manistique Imperium hit many operation hard ,but was ready. Sadly it didn't work with Northern Gun, and Wellington Industries for Titan Security firm remove.
Instead it added more of rival competition. This N.A.A.Ts almost pull out ,this was not a major drawback for Manistique, but for Wellington Industries, Northern Gun you see N.A.A.T.S had add Infrastructure, like new roads, plumbing, power, EMS service, Educational services and training, besides security,. There was ambulance service and free medical services mainly human for civilians sector as well as fire service even in rural areas if Manistique, Wellington Industries and Northern Gun, this applied to Chipwell Armaments, Inc and Golden Age Weaponsmiths as well. However there always support under the table for D-bee and help move D-bee and aide if have special skills ,abilities, power, psionic or especially magic . This allowed N.A.A.Ts getting uppers hands in addition manpower and treated equal and repeated as well.
Recon forces
Are more friendly and open about operations for search and rescue efforts or looking for military stashes of old pre-Rifts History and N.A.A.Ts see there a difference showing a positive look. Still N.A.A.Ts see not just Titain Security ,but Cyborg and many man if arms Headhunter O.C.CMerc Soldier O.c.c. .Robot Pilot O.C.C,Glitter Boy O.C.C, Body Fixer Operator O.C.C., Rogue Scholar O.C.C,Rogue Scientist O.C.C,.Wilderness Scout O.C.C. and rarely Practitioners of Magic O.C.C.
Black tusk
This this group has come in force in rural areas and wilderness area mainly in new west ,to muscle in area around Bandito Arm ,but the Black tusk has face extreme opposition from FM or frontier Militia and allies and support from other Mercenary Outfits to local support.
Black tusk uses all of Titan product and only titian products. But they all are in black color some have thought is the coalition . But N.A.A.Ts know better and have engaged in many conflicts with the Black Tusk .The Black Tusk has never surrender or get captured .They rather blow themselves up. Even to the point that point of air to air Battle 16 Grey Falcon Attack Jet and N.A.A.Ts support to other mercenary group total of 42 Golden Age Weaponsmiths F16 and other aircraft as well. Only for the coalition to get involved and only watch. Black tusks has not figured out that FM as one big mercenary Outfits instead it see small factions groups able to hold, defend, protect or get support from a greater force. They just need to hold until reinforcement arrives from other mercenary Outfits to help.
This allows N.A.A.Ts to test see what is needed to Improved operations but in the rural areas or wilderness area as well as transport services
The main reason why the coalition just watch is leaning what the opposition has as hardware , operations and tactics. But seeing that talking over these wilderness areas maybe harder to take over.
Black tusk has stay away from vampires area or Mexican border. They all in black every piece in black and try to operate at night if possible.
Reaction
Braddock's Bad Boys,Larsen's Brigade ,DemonBusters, Inc.
Crow's Commandoes don't mind the competition and products but all of N.A.A.T.S AND Allies have ban Titan Product and any thing related coalition (unless in New west areas and are awared of this ban)
Step One: The Size and Orientation 4. Large Company.
For each
Varies
Black tusk Black op units
Security firm internal security
Recon forces intelligence and search for lost tech
Step Two: Mercenary Company Features Front
A. Sponsorship
Front
B. Outfits
9. Gimmick Clothing
C. Equipment
3. Electronic Supplies and Good Gear
4. Medical Equipment
5. Medical Clinic.
7. High-Tech Augmentation (Bionics, Juicers, Crazies):
8. Unlimited Equipment
D. Vehicles
5. Specialty Vehicles.
E. Weapons, Power Armor & Bots
6. Maximum Firepower
F. Communications
6. Superior Communication
G. Internal Security
5. Paranoid
H. Permanent Bases
Varies
Black tusk
Security
Recon
I. Intelligence Resources
Varies
Black tusk
Security
Recon
J. Special Budget
6. Mega Bucks
K. General alignment of personnel
4. Anarchist and Unprincipled.
5.Unprincipled and Scrupulous.
2. Evil. Miscreant and Aberran
L. Criminal Activity
Varies
Black tusk
Security
Recon
M. Reputation/Credentials
Varies
Black tusk unkown
Security known
Recon known
5. Excellent Reputation
4. Known
3. Unknown
N. Salary
5. Excellent Salary.
Banner
Black tusk is a hog cross two large tusk black and grey
Security a rifle man pre-rifts US Army man or women
Recon land scape with sun shining to the ground
Mercs/Special Operatives (Human)
Bounty Hunter
Forger
Freelance Spy
Master Assassin
Safecracker Smuggler
Special Forces Soldier
Super-Spy Thief, Professional
Vehicle note for Security firm and Recon forces
1. Iron Heart Armaments, Inc
2. Wellington Industries
3. Chipwell Armaments, Inc.
4. Northern Gun
5. Weapon ban all coalition
Iron Heart Armaments, Inc used by Security & Recon
Iron Fist Medium Tan
Iron Hammer Main Battle Tank
Iron Maiden APC-10
Iron Bolt Missile Vehicle
iron Heart Aircraft
Grey Falcon Attack Je
lion Eagle Attack Helicopter
AC-29 Air Castle Bomber
Chipwell Armaments, Inc. used by Security & Recon
CAI-50 Challenger Light Combat Armor
Wellington Industries used by Security & Recon
WI-23 Missile Launcher
WI-GIA Revolving Grenade Launcher
WI-GL20 Automatic Grenade Launcher
WI-40M Super-Heavy Missile Launcher
Wellington Land Mines
Sensor Controlled Anti-Vehicle Weapon Systems (SAWS)
Northern Gun Weapons
NG-AT46 Mammoth Military APC and Cargo Transport
NG-RSV7A Centipede Robot Transport and Recovery Vehicle
“Smokeskipper” Hover Firetruck
Titan Robot Vehicles Classic Titan Robots used by Security & Recon
Titan Reconnaissance Robot
Titan Exploration Robot
Titan Combat Robot
Titan Body Armor
New models used by Black tusk ,Security,Recon
Hephaestus Field Engineer Robot
Daedalus Construction Robot
Minotaur Urban Combat Robot
Titan Robotics Inventory used by Black tusk ,Security,Recon
Chimera Weapon Mount System
Titan Power Armor
Proprietary Engineering
Titan Body Armor
Myrmidon
New Titan Power Suits
Hermes Reconnaissance Power Armor
Orion
Destroyer Power Armor
Nemesis Anti-Demon Power Armor
Ajax Anti-Xiticix Power Armor
Black tusk
use any above and all soild black with neon line different colors as well as all modes and The Unseen New Titan Robot Vehicles and Titan Corporate Vehicle
Full support from Shemarrian Nation
Syntharoid - Optional Player Character or NPC
Cyberworks Androids
Android Drones
Cyborg Android Drone
Juicer Android Drone
Android Infiltrators
Mercs/Special Operatives (Human )for Security & Recon
Bounty Hunter
Master Assassin
Safecracker Smuggler
Super-Spy Thief, Professional
All scout
The Unseen New Titan Robot Vehicles all used used by Black tusk ,Security,Recon
Hephaestus Field Engineer Robot
Daedalus Construction Robot
Minotaur Urban Combat Robot
Argus Drone Reconnaissance Robot
PallasScout Robot
Panoptes Drone
Chiron Anti-Xiticix Robot
Hyperion Weapon Systems: Fire Support Robot
Helios Destroyer Robot
Atlas Combat Robo
Kronos Anti-Demon Robot
Chiron Anti-Xiticix Robot
Titan Corporate Vehicle
Enigma Stealth Submarine used by Black tusk ,
Gyges Stealth VTOL used by Black tusk ,
Orpheus Transport VTOL used by Black tusk ,Security,Recon
The Courier NetworkBlack tusk ,Security,Recon applies to all
Employing Locals
Covert Action
Recovery Operations
Supply Missions
Gunny’s Depots .
Titan Courier Missions
Titan Robotics PersonnelBlack tusk only
Syntharoid - Optional Player Character or NPC
Cyberworks Androids
Android Drones
Cyborg Android Drone
Juicer Android Drone
Android Infiltrators
361460
hey here an idea buy the Rifts® Titan Robotics™ Sourcebook-3
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
new weapon additions for N.A.A.T's
WI-R12 Multi-Purpose Rifle
The WI-R12 assault rifle fires a powerful 12mm round similar( 50 caliber rounds ) in performance to the .300 cartridge. It features a bull pup action and an advanced muzzle-brake recoil compensation system which allows even a normal human to fire it from the shoulder despite its heavy caliber and overall weight. Provisions have also been made to allow easy attachment of an optical sight. Additionally, the rifle is capable of firing standard rifle grenades with no modifications required. Due to its heavy caliber cartridge, the WI-R12 rifle can also f ire heavy ramjet rounds. The weapon is inexpensive, can take a beating in the field and its capability of handling several different types of ammunition gives it a versatility seldom seen in projectile weapons. Sales have been very good, and the WI-R12 is gaining a large following with mercenaries, vampire hunters (silver bullets), farmers, hunters, bandits, raiders and scouts.
Weight: 12 lbs (5.4 kg)
Damage:
● S.D.C
Spoiler:
●M.D.C 12 MM Rounds for N.A.A.T's and allies
Spoiler:
H.E.A.P rounds
Spoiler:
A.P rounds
Spoiler:
H.E
Spoiler:
D.U ROUNDS
Spoiler:
●
Rifle Grenade:
Standard by type,
Spoiler:
Rate of Fire:
Fires single shots, three-round bursts, or rifle grenades
all count as one melee action
Range:
1,000 feet (305 m).
Spoiler:
WI-SR15 “Poacher” 15mm Sniper Rifle
A heavy-duty automatic rifle that can be used as a single shot sniper rifle with the flip of a switch, the WI-SR15 draws its lineage to the .50 caliber sniper rifles of the late 20th and early 21st century. It fires the same 15mm ammunition as the Viper WI-MG15 machine gun, an update of the venerable .50 caliber browning machine gun. It has good accuracy and a longer range than most energy rifles - while it is considered underpowered for most major military applications, the SR15 can be devastating against “soft” targets and supernatural opponents when silver or other specialty loads are used. It has failed to gain widespread popularity except among big game hunters, dinosaur hunters, vampire hunters, and adventurers in Xiticix territory who like to take pot-shots at the insecticides from a safe distance for sport or revenge.
Weight: 21 lbs (9.5 kg).
Damage:
● 15mm traditional rounds:
Spoiler:
● 15mm specialty, explosive, or heavy ramjet:
Spoiler:
●15mm M.D Rounds for N.A.A.T's
Spoiler:
D.U ROUNDS
Spoiler:
Full melee burst
Spoiler:
That's 50 rounds
Rate of Fire:
Single shot, three-round burst, or long burst - all count as one melee action.
Range:
2600 feet (792.5 m).
Payload:
50 round banana magazine. Later 100 rounds clip
●
Penalties:
Spoiler:
●
Spoiler:
WI-MG15B “Viper” 15mm Anti-Infantry Machine Gun
The Viper is a 15mm heavy machine gun commonly mounted on combat vehicles, fixed positions, carried by heavy infantry (usually cyborgs, power armor), or fielded by a two-man weapons team. It is essentially an air-cooled, with a long heavy barrel providing excellent range, firing belted ammunition with good damage capacity. The WI-MG15B Viper was Wellington’s answer to the rail gun, but the initial production model and its ammo were more expensive than many medium and heavy rail guns. In mid 109 P.A., the series was updated with a “Bravo” variant sporting improved ballistic performance, just in time for the Minion War to kick off. The Bravo model is slightly heavier but better balanced, and vastly reduces the use of rare materials, greatly lowering the weapon’s cost to purchase and maintain. WI offers free upgrades to the Bravo series with a trade-in of the original model.
Weight: 70 lbs (31.5 kg),
plus ammo (30 lbs/13.5 kg per 200 rounds).
Damage:
● 15mm traditional S.D.C rounds: standard rounds
Spoiler:
.● 15mm specialty, explosive, or heavy ramjet:
Spoiler:
●15mm M.D Rounds for N.A.A.T's and allies
Spoiler:
D.U ROUNDS
Spoiler:
both hands to fire due to recoil fire to being SDC or MDC but not for power armor or robot with P.S 28 or better
SDC or MDC being must have PS of 30 or better
H.E.A.P rounds no special attributes just damage
A.P rounds dedicated rounds 18 or better by pass Armour and does 50 percent damage
H.E rounds only blast radius 2 feet per round!
Rate of Fire:
Burst fire only,
single shots are not possible.
Each short or long burst counts as one melee action.
Range: 5900 feet (1798 m).
Payload:
200 round disintegrating link belt with ammo box is standard when handheld
(by power armor, cyborgs or other strong characters).
Additional belts can be linked together and WI-MG15B Vipers mounted to a combat vehicle or fortified bunker may be hooked to a 4000 round ammo drum.
Penalties:
Spoiler:
WI-GL80 “Predator” Super-Grenade Launcher
L A long barreled, single-shot (or dual shot)grenade launcher that can fire rifle grenades a good distance, much farther than a traditional rifle launcher. It is typically used as a two-man rifle team, in a similar way as a bazooka team, with one propping the weapon on his shoulder and helping to balance and aim it, and the other aiming and pulling the trigger. May also be used as a two-handed weapon by full conversion cyborgs and power armor units.
Weight and Length:
45 lbs (20.2 kg), seven feet (2.1 m) long.
Damage:
Spoiler:
Rate of Fire: Each shot is one melee action. (N.A.A.TS Modifications burst two rounds only)
Can double tap fire or only two round burst fire
Range:
2100 feet (640 m) for 40 mm grenades, extend range 3100 feet add 3 feet to barrel.
Payload: Six, hand loaded for one melee action each.
40mm Shells Specialty Load Cost
These grenades and shot shells can be fired from the same launchers as the traditional 40mm grenade cartridge in widespread use before the apocalypse. The impact trigger and propellant charge are designed to fire the shell without breaking the wielder’s arm, or even bruising it.
Buckshot: 6D6 S.D.C. to a 12 feet (3.6 m) area.
Five credits each, excellent availability. May use Specialty Loads.
40 mm Grenade
Fragmentation Grenade:
Spoiler:
40 mm Grenade
Armor Piercing Grenade:
Spoiler:
40 mm Grenade
High Explosive Grenade:
Spoiler:
40 mm Grenade
High Explosive Anti Tank round/Grenade:
Spoiler:
40 mm Grenade
Plasma Grenade or HEAP. Grenade :
Spoiler:
Other:
40 mm Grenade Types:
I
Spoiler:
Rifle Grenades These grenade cartridges are smaller than the traditional 40mm grenade cartridge in widespread use before the apocalypse. Not to be confused with “rifle grenades” designed to be mounted under the barrel of a firearm, these shells are commonly fired by CS, NG, WI, and other weapons with an integrated, underslung grenade launcher - see the Rifts® Game Master Guide for details on those weapons
Fragmentation Grenade:
Spoiler:
High Explosive Grenade
Spoiler:
Plasma Grenade or HEAP Grenade or HEAT Grenade
Spoiler:
400 credits each, excellent availability.
Other:
Spoiler:
MP-10 Caseless Pistol (S.D.C.)
The “MP” line fires 10mm caseless rounds. These bullets have no metal casing to hold the chemical propellant that fires them. Instead, the propellant is made up of a solid chemical that is completely consumed by combustion. This eliminates the need for an ejection port (which helps keep the gun clean), significantly lowers weight, and allows for a greater number of bullets to be stored in a magazine. The MP-10 has proved to be an extremely reliable semiautomatic pistol that is lightweight, easy to carry, and packs a satisfying number of rounds, making it a favorite weapon for selfdefense. As such, Wellington has continued to hone the design to near perfection.
Weight: 2 lbs (0.9 kg)
Damage:
● 10mm Caseless Rounds: .S.D.C
Spoiler:
● 10mm Caseless Rounds: M.D for N.A.A.T's and allies
Spoiler:
● H.E.A.P rounds
Spoiler:
● A.P rounds
Spoiler:
● H.E rounds
Spoiler:
● Heavy slug
Spoiler:
Spoiler:
D.U ROUNDS
Spoiler:
● Limitations:
Spoiler:
Range: 1,000 ft (305 m)
Payload: 25 round magazine extended clip 60 round
30 credits for a box of 50 caseless rounds excellent availability.
MP-23A Caseless SMG
This is a submachine gun version of the MP-10, firing the same caliber bullet, but it has a greater payload and rate of fire. The longer barrel gives the gun more damage and range. Weight: 3 lbs (1.4 kg)
Damage:
● 10mm M.D.C Caseless Rounds:
Spoiler:
● 10mm Caseless Rounds: M.D
Spoiler:
D.U ROUNDS
Spoiler:
H.E.A.P
Spoiler:
A.P rounds
Spoiler:
H.E rounds
Spoiler:
● Limitations:
Cannot fire traditional cartridge ammunition including most specialty loads, explosive rounds, or ramjet rounds
Only Wellington Industries, not the Black Market, produces compatible caseless ammo!
Range: 1600 ft (488 m)
30 credits for a box of 50 standard cartridges - excellent availability.
WI-GL8 Multi-Load Launcher
This weapon is essentially a smaller, lighter, short-barreled version of the WI-GL4 Grenade Launcher capable of firing a wide variety of shells. It is designed to fire the standard 40mm shell, commonly a grenade cartridge or large-bore shot shell (roughly twice the width of a 10-gauge shotgun shell). The ingenious weapon employs a drum and ammo feed mechanism that can also f ire common rifle grenades and Triax “pump” explosive rounds.
Weight: 7 lbs (3.2 kg).
Damage:
By type of 40mm shell, rifle grenade,
or “pump” explosive round (4D6 M.D. each),
see page 32.
Rate of Fire:
Each shot is one melee action. (N.A.A.TS Modifications burst two rounds only)
Range: 800 feet (244 m)
for grenades and explosive rounds,
150 feet (46 m) for shot shells.
Payload: 10 rounds.
40mm shells often come packed into ten round disposable cylinders that can be used to reload quickly (takes two melee actions).
The ammo drum can also be hand loaded one round at a time (one melee action per round).
WI-40MU Upsized Fire & Forget Medium Missile Launcher
A somewhat absurd weapon when being toted by an infantryman, Wellington’s single-use personal Medium-Range Missile Launcher is much more befitting a combat robot or a suit of power armor. Like javelins and pila carried by ancient warriors, the WI-40MU gives the user one long-range punch before closing with the enemy. It provides some anti-aircraft or anti-armor capability and can be used to bombard an enemy from far away or take out a critical target vulnerable to a single attack like a bridge, civilian building, fuel dump, or power generator. Even for those relying on the superior strength of their combat robot, the single-use 40MU is an awkward weapon to carry around, encouraging pilots to fire it off and discard the disposable launcher.
Weight & Length:
The missile system weighs 120 lbs (54 kg) and is six feet (1.8 m) long.
Damage:
The following warheads are available, with slightly reduced performance compared to standard medium-range missiles.
● Fragmentation
Spoiler:
● Armor-Piercing
Spoiler:
● Plasma Napalm
Spoiler:
Improved damage and improved targeting system for N.A.A.TS only
● Fragmentation inflicting
Spoiler:
● Armor-Piercing inflicting
Spoiler:
● Plasma Napalm inflicting
Spoiler:
● Heavy Explosive warhead or HEAT
Spoiler:
Range: 10 miles (16 km).
The missile has less fuel than a standard medium-range missile.
Rate of Fire:
One shot is one melee action.
Payload:
One medium-range missile, cannot be reloaded.
Note
Improved damage and improved targeting system for N.A.A.TS only add +4 to strike
Wellington “U” Series Weapons
At originally FROM Titan’s request, several of Wellington’s popular explosive weapons have been converted for use by large combat robots. While the standard, infantry-sized versions of Wellington’s grenade and missile launchers are often included at a discount alongside Titan power armor, their triggers and mechanisms are far too small for a combat robot’s giant hands to operate. Wellington’s engineers have stepped up, and a dual-team from both companies worked together to modify per-existing weapon systems. The “U” series of “up sized” weapons help Titan’s older robots close the firepower gap with the newer and more advanced models. Cyborgs and giant humanoids love ‘em as well - powerful human weapons that don’t feel like toys that could break at any moment.Then N.A.A.TS has copied the design not just medium range missiles ,there short range missiles system one shot and long range missiles system one shot .As if that wasn't enough Damage and targeting Systems is improve.
WI-50MU Up sized Fire & Forget long range Missile Launcher
A somewhat absurd weapon when being toted by an infantryman, Wellington’s single-use personal Medium-Range Missile Launcher is much more befitting a combat robot or a suit of power armor. Like javelins and pila carried by ancient warriors, the WI-40MU gives the user one long-range punch before closing with the enemy. It provides some anti-aircraft or anti-armor capability and can be used to bombard an enemy from far away or take out a critical target vulnerable to a single attack like a bridge, civilian building, fuel dump, or power generator. Even for those relying on the superior strength of their combat robot, the single-use 50MU is an awkward weapon to carry around, encouraging pilots to fire it off and discard the disposable launcher.
Weight & Length:
The missile system weighs 620 lbs and is six feet (1.8 m) long.
Damage:
The following warheads are available, with slightly reduced performance compared to standard medium-range missiles.
● Fragmentation
Spoiler:
● Armor-Piercing
Spoiler:
● Plasma Napalm
Spoiler:
Improved damage and improved targeting system for N.A.A.TS only
● Fragmentation inflicting
Spoiler:
● Armor-Piercing inflicting
Spoiler:
● Plasma Napalm inflicting
Spoiler:
● Heavy Explosive warhead or HEAT
Spoiler:
Nuclear extremely restricted
light
Spoiler:
medium
Spoiler:
heavy
Spoiler:
Blast radius
Spoiler:
Spoiler:
: 10 miles (16 km).
The missile has less fuel than a standard medium-range missile.
Rate of Fire:
One shot is one melee action.
Payload:
One Long -range missile, cannot be reloaded.
Note
Improved damage and improved targeting system for N.A.A.TS only add +6 to strike
WI-30M Fire & Forget short range Missile Launcher
This is also for N.A.A.TS model and allies only
The WI-40M provides the firepower of a tank (for one shot) and is advertised as “the heaviest man-portable missile launcher in the world.” That’s partially true. It is man-portable for anyone who can lug its 100 lbs of missile and crude disposable launch trigger. The WI-40M is basically a modified, cut-down medium-range missile with a plastic launching platform that has a handle and a trigger big enough for most powered armor and giant humanoids. Once the missile is fired, the launching platform is ruined (the plastic has a recycle value of 2D4×10 credits). The rocket exhaust won’t affect characters in M.D.C. armor, but is dangerous to unarmored personnel and will ignite brush fires and any fuels or other volatile flammables nearby. Despite those shortcomings, it is a new favorite of power armor pilots and ‘borgs.
Weight & Length:
The missile system weighs 100 lbs and is six feet (1.8 m) long.
Damage:
The following warheads are available, with slightly reduced performance compared to standard short-range missiles.
● Fragmentation
Spoiler:
● Armor-Piercing inflicting
Spoiler:
● Plasma Napalm inflicting
Spoiler:
Range: 6 miles
The missile has less fuel than a standard medium-range missile. Rate of Fire: One shot is one melee action. Payload: One medium-range missile, cannot be reloaded. An armored (50 M.D.C.) missile box containing four missiles and weighing 220 lbs is available for 2,000 credits - taking a missile out of the box counts as one melee action.
Penalties:
The operator must have a P.S. of 24 or greater, otherwise it will require two or three men to transport it. When fired, the rocket inflicts 1D6×10 S.D.C. to everything within 15 feet (4.6 m) of the launcher and ignites anything flammable nearby.
Black Market Cost:
N.A.A.TS only
Note
Improved damage or improved targeting system for N.A.A.TS only add +4 to strike
PCR-1A Combat Rifle
The PCR-1A is a durable hybrid ballistic rifle firing a 6.8mm round with an under slung laser rifle operating off of a traditional E-Clip. The weapon’s machining and automated systems are designed to allow even the most rustic hand-loaded bullets to be used, accommodating resupply in the field. The magazine is usually loaded with silver, or other specialty loads for supernatural opponents. Weight: 9 lbs (4 kg)
Damage: 6.8mm Round 6D6 S.D.C. for a single shot
Mega-Damage:6.8 MM M.D Rounds
Spoiler:
D.U ROUNDS
Spoiler:
Laser Beam
Spoiler:
Rate of Fire: Single, each shot counts as a melee action.
N.A.A.T and allies Improved Rate of fire only
Range:
1600 feet (488 m) for the laser and cartridge. E-Clip
Payload:
10 shots short E-Clip or 20 shots Long E-Clip.
Magazine Feed:
30/40/40/50/100 rounds per magazine, usually armed
Specialty Loads, see page 32.
“Smart Shot” Bonus:
Spoiler:
PAG-1A Assault Gun
The PAG-1A is a durable hybrid 12 gauge shotgun with an underslung particle beam emitter operating off of a traditional E-Clip. The weapon’s machining and automated systems are designed to allow even the most rustic hand-loaded shotgun shells to be fired without worry. While the particle beam is short ranged, it is extremely durable and has a high damage output for such a lightweight, low cost weapon system. The magazine is usually loaded with silver, or other specialty loads for supernatural opponents. Weight: 14 lbs (6 kg).
Damage:
Spoiler:
Particle beam
Spoiler:
Rate of Fire:
Single, each shot counts as a melee action. Range: 300 feet (91 m) for the shotgun and particle beam. E-Clip Payload:
10 shots short E-Clip or 20 shots Long E-Clip.
Magazine Feed: 10 rounds per magazine, usually armed
Specialty Loads, see page 32.
“Smart Shot” Bonus:
Spoiler:
PCP-1A Carry Pistol
The PCP-1A is a durable hybrid ballistic pistol firing a 9mm round, with an underslung light ion emitter operating off of a traditional E-Clip. The weapon’s machining and automated systems are designed to allow even the most rustic hand-loaded bullets to be f ired without worry to accommodate rearming and resupply in the field. The magazine is usually loaded with silver, or other specialty loads for supernatural opponents.
Weight: 4 lbs (2 kg).
Damage:
Spoiler:
D.U ROUNDS
Spoiler:
Ion beam
Spoiler:
Rate of Fire:
Single, each shot counts as a melee action.
Range: 300 feet (488 m) for the ion and cartridge.
E-Clip Payload:
10 shots short E-Clip or 20 shots Long E-Clip.
Magazine Feed:
12 rounds per magazine, usually armed with Specialty Loads, see page 32.
“Smart Shot” Bonus:
Spoiler:
hey buy this awsome book from Rift Titan Robotics Sourcebook-3
363696
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
P.M.C Operator or Military Operator or Redcon Operator
P.M.C Operator or Military Operator are the ghost before the fall of mankind or the great 2098
22 /12.They were able get N.E.M.A from Canada to the tip of south America behind the scenes . P.M.C Operator or Military Operator work months to years to head in the right direction from big picture to micro picture to establish what we know now before the fall ,they went even the edge of the solar system under cover and improved their skills. They were the legends of cyborg to juicer. They were elite only USA was ahead of ANYTHING power bloc or superpowers were ,Russian ,Chinese , Japanese , Germans ,India and even Great Britain .They Became ghost in the Chaos Earth. There were 8000 in earth only 3000 were operating the 5000 were in cryo-sleep. These help N.E.M.A survive they were the last to fall 290 years or so it seems. They held a position in the west not knowing they were guarding and waiting. Just one could be equal to a S.A.M.A.S. now imagine a squad. They held a base called during the fall Bunkers hill, this was the rally point but sadly P.M.C Operator or Military Operator didn’t have the intel but held for more than 300 years. They did the impossible, they by some miracle a massive US army Marine and large PMC with civilians were transported via rifts 300 plus year into the lap of P.M.C Operator or Military Operator. With the help of this army trying to get to Bunker , what no one from P.M.C Operator or Military Operator was that there was a total of seven bunker hill !! And bunker hill or bunker hill 1 was just the tip of the icebergs !! it Gave hope to those that live thru that hell of 300 years for the last 500 P.M.C Operator or Military Operator that were left and allies or trainee P.M.C Operator or Military Operator they were 300 as well .
P.M.C Operator or Military Operator were up to date with the new world that these New arrivals from the golden age of man, they know the coalition could be taken down but holding was keep .They saw the coalition to deep into the population and would fall apart trying to make like old US Government and the worst they saw the republican not helping only making worst to accidentally creating the coalition something the P.M.C Operator or Military Operator knew better.
Bunker hill 2 to 7 are fully operational and been getting recruits to from Man of Arms, Civilians and P.M.C Operator or Military Operator too. They with N.A.A.TS and allies they gotten an edge if they engage over the coalition ,if the coalition ever knew they would tremble in fear just 100 can slow the coalition down as a demonstration of their abilities.
P.M.C Operator or Military Operator were known to take down nation replace anything that USA needed and the formation was done by P.M.C Operator or Military Operator !!
this an upated version
Attribute Requirements: P.S. 10, P.P. 10, I.Q. 10.
O.C.C. Bonus:
+2 on initiative,
+2 to roll with impact or fall,
+2 to pull punch.
+1 I.Q
18 years old ADD 1D6 +3Years staring level 1
Life span is 240 years of age
Rifts Earth Militia /Para-Military O.C.C
Attribute Requirements:
A good P.S. and P.E., a fighting spirit, readiness to help and a willingness to follow orders. 60% are male, 40% female.
• 1- Bonus from Genetics Engineering Augmentation
• 2- Best MOS AND Special Aptitude Bonuses
• 3- Special Aptitude Bonuses Table
1 Bonus from Genetics Engineering Augmentation:
Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. That means 70% of the last two generations to join Rifts Earth Militia /Para-Military O.C.C are genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children.
Pick one set of genetic bonuses or roll percentile for random determination.
Spoiler:
2- Best MOS AND Special Aptitude Bonuses
instead of rolling 3d6 you can roll the following table
• 01-11% Brainy:
• 13-26% Strong-willed:
• 27-39% Charismatic:
• 40-51% Physically Strong:
• 52-65% Fast Reflexes and high
• 66-78% Great Endurance:
• 79-88% Pretty Boy/girl: model
• 89-00% Fast as Lightning:
01-11% Brainy
Spoiler:
13-26% Strong-willed:
Spoiler:
27-39% Charismatic:
Spoiler:
40-51% Physically Strong:
Spoiler:
52-65% Fast Reflexes and high
Dexterity:
Spoiler:
66-78% Great Endurance:
Spoiler:
79-88% Pretty Boy/girl: model
Spoiler:
89-00% Fast as Lightning:
Spoiler:
3 Special Aptitude Bonuses Table
Spoiler:
11-20%
Natural robot Ace/or fix or rotor wing
Spoiler:
21-30 %
Giant robot/or power armor Ace:
Spoiler:
31-40%
High Perception and Solid gut Instincts:
Spoiler:
41 to 50%
Quick Reaction Time:
Spoiler:
51-60%
Strongman :
Spoiler:
61-70%
Fast Learner and Jack of Many Trades:
Spoiler:
71-80%
Quick Reflexes:
Spoiler:
81-90%
Fearless :
Spoiler:
91-00%
Charismatic/Charmer:
Spoiler:
Abilities
Combat Awareness
Spoiler:
Determine Psionics NONE!
O.C.C. Skills:
All get the following
Radio: Basic ( + 10%)
Literacy: Choice of one ( + 10%)
Computer Operation ( + 5%)
Intelligence ( + 15%)
Pilot: 1 Robots and 1 Power Armor
Pilot: Robots and Power Armor Combat: Elite
Pilot Tank ( + 10%)
Weapon Systems ( + 15%)
Read Sensory Equipment ( + 10%)
Running
Command Robots (any)
Land Navigation (+20%)
Recognize Weapon Quality (+15%)
Sharpshooting
Sniper
Prowl (+15%)
Tracking (+20%)
W.P. Bolt-Action Rifle
W.P.: Two of choice (any)
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Expert
Hand to Hand: Expert can be changed to Hand to Hand: Martial
Arts at the cost of one "other" skill (or assassin if selfish or evil alignment).
M.O.S
Pick one M.O.S roll a 4d6 one time unless otherwise
1. Communications Operator
2. EOD/Demolitions Operator
3. Enhance soldier Operator
4. Soldier Operator
5. Point Man Operator
6. Heavy Weapons Operator
7. Transportation Operator
8. Medic Operator
9. Electronic Intelligence Operator
10. Assassin Operator
11. Scouts Operator
12. Sabotage & Harassment Operator
13. Robot Specialist Operator
14. Fire & Rescue Operator
15. Engineer Operator
16. Mechanical / Electrical Operator
17. Pilots Operator
18. Urban Operator
19. Hacker Operator
20. Space Pilot Operator
21. Cyberjack O.C.C.: Operator
22. Defense Officer Operator
23. Energy Specialist Operator
24. Guard O.C.C. Operator
Communications Expert
Spoiler:
EOD/Demolitions Expert:
Requires an I.Q. of 1 0 and a P.P. of
12 or higher.
Spoiler:
Enhance Soldier or Super Soldier
illegally Genetics Engineering Augmentation
Spoiler:
Retired Soldier / Soldier
Spoiler:
Point Man:
Requires an I.Q. of 9 or higher; a high P.P.
and Spd. are helpful.
Spoiler:
Heavy Weapons :
Requires a P.S. of 1 4 and a P.E. of
12 or higher.
Spoiler:
Transportation Specialist
Spoiler:
Medic: Requires an I.Q. and P.P. of I I or higher.
Spoiler:
Electronic Intelligence
Spoiler:
Assassin
Spoiler:
Scouts
Spoiler:
Sabotage & Harassment
Spoiler:
Robot Specialist
Spoiler:
Rescue OPS
Spoiler:
Engineer
Spoiler:
Mechanical and Electrical Operator
Spoiler:
Elite Robot / Power Armor Elite Pilots M.O.S.
Spoiler:
Urban specialist
Spoiler:
Hacker
Spoiler:
Space Pilot After the Bomb Book 6 Mutants in Orbit page 16
They may be employed by a particular station, by a mining company, or may be freelance. Many pilots do not own a spaceship of their own, but are familiar with a wide range of designs and their capabilities. Small children in orbit all want to grow up to be space pilots.
Spoiler:
PMC operative /independent operative
After the Bomb Book 6 Mutants in Orbit page 16 there a 50% has custom built shuttles of any type
Spoiler:
Cyberjack
O.C.C.: After the Bomb Book 6 Mutants in Orbit page 16
Cyberjack know computers inside out. They can use them, program them, hack them, repair them, make them do things that they're not supposed to do and, if necessary,
build them out of parts scavenged from other computers, dead satellites, wrecked ships and odds and ends. They usually have one area in which they specialize. If playing Rifts, the character is considered to focus on computers.
S
Spoiler:
Energy Specialist After the Bomb Book 6 Mutants in Orbit page 16
As their name suggests, these characters are involved in all forms of energy gathering for the orbital stations and ships. Most concentrate on one particular area, such as
solar cells or nuclear reactors, but have a working knowledge of the others . They can repair malfunctioning systems or rig up emergency ones in a crisis. They are highly regarded .
Skills:
Spoiler:
Guard O.C.C.: After the Bomb Book 6 Mutants in Orbit page 16
A guard is not as high ranking as a Defense Officer, nor are they tied to a particular home base. They might work as bodyguards or hired muscle for a rich freebooter, or may even be freelance . Most people don't like guards; they are seen as
thuggish and stupid, but are a necessary part of life.
Skills:
Spoiler:
O.C.C. Related Skills:
Select 10 other skills, but at least two must be selected from espionage. Plus select two additional skills at level two, level three, level six, at level nine, and at level twelve. Communications: Any ( + 10%)
Domestic: Any
Electrical: Any
Espionage: Any ( + 10%)
Mechanical: Any ( + 5%)
Medical: Paramedic only.
Military: Any
Physical: Any
Pilot: Any
Pilot Related: Any ( + 5%)
Rogue: Any ( + 8%)
Science: Math and chemistry only ( + 10%)
Technical: Any ( + 5%)
W .P. : Any
Wilderness: Any
Secondary Skills:
The character also gets to select 6 secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.
Standard Equipment:
A suit of personalized, light or heavy mega-dam-age body armor, including Coalition armor. A set of dress clothing, and a set of camouflage clothing for covert operations. Also a gas mask and air filter, tinted goggles, and an NG-S2 Basic Survival Pack. Owns either 1 robot vehicle or one suit of power armor, one energy handgun and rifle, three additional weapons of choice, 1D6 grenades, hand-held computer, robot medical kit, IRMSS, grappling hook, pair of handcuffs, and 50 feet (15.2 m) of rope. At the G.M.'s option, this character may have a suit of light and quick power armor, ideally with flight capabilities.
Equipment
Enhance Soldier or Super Soldier get special gear
Cyber-Armor
This is a unique lightweight armor that is grafted right to the skin. The armor plates are less than an eighth of an inch thick and form fitted around the contours of the body. Cyber-Armor is only grafted to the chest, shoulders, spine,shoulder blades, and thighs for two reasons. One, the body needs to breathe through skin pores and secondly, additional armor would greatly impair movement
"Cyber-Armor" that is fused to his body Armor Rating: 17. Any attacker's roll to strike that falls at 17 or less, hits the Cyber-Armor. However, any roll of 18 or higher bypasses the armor and hits the armor body, doing full damage. This is why all soldiers wear exterior suits of armor. Cyber-Armor is intended only to provide additional protection and give the soldiers an extra edge in combat. Negates Natural; rolls of 18,19 only.
M.D.C. by Location:
Called Mark1 cyber
Spoiler:
Sound Suppression System:
This is an advanced version of some pre-Rifts measures used to control sound pollution. A sound emitter is built alongside the skin of the cyborg ( The emitter then sends out sound waves in exactly the opposite frequencies as the noises made by the 'borg, neutralizing them. Human ears cannot sense the sounds: additionally. special rubber soles and joints contribute to the reduced sound: (he common prowl penalty is
eliminated when using these two systems!
Restrictions:
Spoiler:
Bypass systems
Spoiler:
Can have up to 1D6 cybernetic implants of player's choice, including black market items
Or built into Cyber-Armor
Money:
The character starts off with 1D6 x 10000 in credit, and has a
black market item that will garner another 1D6 x 10000 credits.’
Cybernetics:
Can have up to 1D6 cybernetic implants of player's choice, including black market items
Or built into Cyber-Armor
New listed from
use After the Bomb Book 6 Mutants in Orbit pages 14 and up and buy the books it awsome!!!!IMHO
Each listed O.C.C. in this book will note a Rifts equivalent occupation and modifications of note.
Skills marked with an asterisk ("*") are new, and are described below. Skills marked with a plus sign (" +") can be taken as secondary skills. Only new skills are described in this book.
Communications
Spoiler:
Electrical
Spoiler:
Computer
Spoiler:
Domestic
Spoiler:
Mechanical
Spoiler:
Medical
Spoiler:
Military
Spoiler:
Physical
Spoiler:
Pilot
Spoiler:
Pilot Related
Spoiler:
Science
Spoiler:
Spatial
Spoiler:
Technical
Spoiler:
Weapon Proficiencies
Spoiler:
363744
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
Peacekeeper updated
Step One: The Size and Orientation
6. Large Mercenary Army
Step Two: Mercenary Company Features
A. Sponsorship
Several
4. Criminal. Organized Crime support for all 4 major black Market in north America and Europe
5. Government NGR
6. Front N.A.A.T.S
B. Outfits
10. Unlimited Clothing
C. Equipment
2. Cheap Gear
3. Electronic Supplies and Good Gear
4. Medical Equipment
5. Medical Clinic
6. Magic Technologies
7. High-Tech Augmentation (Bionics, Juicers, Crazies
8.Unlimited Equipment
D. Vehicles
4. Combat Cars
5. Specialty Vehicles
6. Unlimited Vehicles
E. Weapons, Power Armor & Bots
4. Advanced Weaponry
5. Extensive Weaponry
6. Maximum Firepower
F. Communications
3. Secured Service
4. Full Range System
5. Deluxe Communications Network
6. Superior Communications
G. Internal Security
6. Impregnable
H. Permanent Bases
4. Fortified Headquarters
I. Intelligence Resources
2. Scout Detachment
3. Special Military Operatives
4. Psionic and Magic Operatives
5. D-Bee Specialists
6. Infiltration Network
J. Special Budget
6. Mega Bucks
K. General alignment of personnel
4. Anarchist and Unprincipled
L. Criminal Activity
All except 4. Gang of Robbers
M. Reputation/Credentials
4. Known
N. Salary
4. Good Salary
5. Excellent Salary
6. Outrageous Salary
Mercenary O.C.C.'s added
Bounty Hunter O.C.C
Forger O.C.C
Freelance Spy O.C.C.
Master Assassin O.C.C.
Safecracker O.C.C.
Smuggler O.C.C.
Special Forces O.C.C.
Super-Spy O.C.C.
Professional Thief O.C.
They started working with the major player Chipwell Armaments, Inc Wellington Industries, Iron Heart Armaments, Inc, Wellington Industries, Northern Gun Weapons and other smaller kingdoms in north America and Europe. They started with Security, escort, recon, force recon and courier service, protection of high profile targets, to cleaning raiders to stopping smugglers.
They work in levels allowing to spread out covet and over lap if need be to accomplish service.
They start at level one infantry , Hummer, Special Ops Dune Buggy,M113 APC, Kiowa Warrior Helicopter , Black Hawk Assault Helicopter ,Super-Cobra Gunship And Paton tanks ( uses a 120 mm instead of 90 Mm or 100 MM tank Rifle) Basic security units but all weapon ,amour have been updated to rifts using Wellington Industries, Iron Heart Armaments, Inc, Wellington Industries, Northern Gun Weapons system .This has always been a nasty surprise to intruders or attackers thinking they have light weapons damage. Light outposts or small bases holding.
The next level 2 much is the same but holding areas to secure and protecting. infantry , infantry with light exo-frames considered medium infantry Hummer,Special Ops Dune Buggy ,M113 APC, Kiowa Warrior Helicopter Black Hawk Assault Helicopter ,Super-Cobra Gunship Apache Helicopter. And Paton tanks ( uses a 120 mm instead of 90 Mm or 100 MM tank Rifle), MIA4 Abrams Main Battle Tank , Chinook, Chinook gunship,Hercules Airplane , mainly base and other structures.
These are more transit to cover small areas stopping smugglers, bandits, and illegal activities .
The next level 3 much is the same but holding areas,bases and to secure and protecting other structures. These are medium size bases ,and look out station and transit aresa land ,water or air cover.
infantry , infantry with light exo-frames considered medium infantry ,Hummer,Special Ops Dune Buggy,M113 APC , Bradleys , Kiowa Warrior Helicopter Black Hawk Assault Helicopter ,Super-Cobra Gunship Apache Helicopter , Thunderbolt II Fighter Aircraft , F16C Improved Falcon, Paton tanks ( uses a 120 mm instead of 90 Mm or 100 MM tank Rifle), MIA4 Abrams Main Battle Tank , Chinook, Chinook gunship,Hercules Airplane , mainly base and other structures.
The next level 4 much is the same but holding areas,bases and to secure and protecting other structures. These are VIP or deligeants important personnel protection, to hold ground to deal supernatural being.
infantry , infantry with light exo-frames considered medium infantry ,Hummer,Special Ops Dune Buggy,M113 APC , Bradleys ,Kiowa Warrior Helicopter Black Hawk Assault Helicopter ,Super-Cobra Gunship Apache Helicopter , Thunderbolt II Fighter Aircraft , F16 Improved Falcon, Paton tanks ( uses a 120 mm instead of 90 Mm or 100 MM tank Rifle), MIA4 Abrams Main Battle Tank , Chinook, Chinook gunship,Hercules Airplane , mainly base and other structures. But they have psionic personnel and other individuals to add varies Operatives .
The next level 5 much is the same but holding areas,bases and to secure and protecting other structures. These are VIP or deligeants important personnel protection, to hold ground to deal supernatural being. They deal holding ,containing or frist contact high level threats to an area of vital or non vital importance.
infantry , infantry with light exo-frames considered medium infantry
Hummer,Special Ops Dune Buggy
M113 APC , Bradleys ,Kiowa Warrior Helicopter Black Hawk Assault Helicopter ,Super-Cobra Gunship Apache Helicopter , Thunderbolt II Fighter Aircraft , F16 Improved Falcon, Paton tanks ( uses a 120 mm instead of 90 Mm or 100 MM tank Rifle), MIA4 Abrams Main Battle Tank , Chinook, Chinook gunship,Hercules Airplane , mainly base and other structures. But they have psionic personnel and other individuals to add varies Operatives .This time power armor suits, flying power armor suits and giant robot as well.
The next level 6 much is the same but holding areas,bases and to secure and protecting other structures. This acts as commad and control but heavily protected ,thus can be anywhere and anytime.
Dealing with support, supernatural being to another rival factions;his applies to the coalition as well.
infantry , infantry with light exo-frames considered medium infantry
Hummer,Special Ops Dune Buggy ,M113 APC , Bradleys ,Kiowa Warrior Helicopter Black Hawk Assault Helicopter ,Super-Cobra Gunship Apache Helicopter
, Thunderbolt II Fighter Aircraft , F16 Improved Falcon, Paton tanks ( uses a 120 mm instead of 90 Mm or 100 MM tank Rifle), MIA4 Abrams Main Battle Tank , Chinook, Chinook gunship,Hercules Airplane , mainly base and other structures. But they have psionic personnel and other individuals to add varies Operatives .This time power armor suits, flying power armor suits and giant robot as well.in additional fire power there Techno wizard Vehicle ,D-Bee Operatives as well as magic Operatives and Magical Vehicle and other but not in the open. This done to throw off intruders and even the coalition as well.
The next level 7 much is the same but holding areas,bases and to secure and protecting other structures. Thus a combine Arms of tech ,magic and powerful being, this no holds bar while getting better assessment of situation.
infantry , infantry with light exo-frames considered medium infantry
Hummer,Special Ops Dune Buggy
M113 APC , Bradleys ,Kiowa Warrior Helicopter Black Hawk Assault Helicopter ,Super-Cobra Gunship Apache Helicopter , Thunderbolt II Fighter Aircraft , F16 Improved Falcon, Paton tanks ( uses a 120 mm instead of 90 Mm or 100 MM tank Rifle), MIA4 Abrams Main Battle Tank , Chinook, Chinook gunship,Hercules Airplane , mainly base and other structures. But they have psionic personnel and other individuals to add varies Operatives .This time power armor suits, flying power armor suits and giant robot as well.in additional fire power there Techno wizard Vehicle ,D-Bee Operatives as well as magic Operatives and Magical Vehicle and other but not in the open. This done to throw off intruders and even the coalition as well. Just adding
Iron Heart Armaments they have all of the following ,Iron Hammer Main Battle Tank
Iron Fist Medium Tank,Iron Bolt Missile Vehicle,Iron Maiden APC-10 iron Heart Aircraft iron Heart Aircraft Grey Falcon Attack Jet,AC-29 Air Castle Bomber
lion Eagle Attack Helicopter, Iron Heart Torpedoes Iron Heart Watercraft
Black Eel Torpedo Boat,Triton Patrol Boat
All get additional 200 M.D.C and 100 M.D.C to other locations and have several
Sea King Missile Cruiser about four.
The next level 8 much is the same but holding areas,bases and to secure and protecting other structures. This pretty much a combat force to engage in large level holding, destroying and capturing or big rescue operations by combine force assets.
infantry , infantry with light exo-frames considered medium infantry
Hummer,Special Ops Dune Buggy
M113 APC , Bradleys ,Kiowa Warrior Helicopter Black Hawk Assault Helicopter ,Super-Cobra Gunship Apache Helicopter , Thunderbolt II Fighter Aircraft , F16 Improved Falcon, Paton tanks ( uses a 120 mm instead of 90 Mm or 100 MM tank Rifle), MIA4 Abrams Main Battle Tank , Chinook, Chinook gunship,Hercules Airplane , mainly base and other structures. But they have psionic personnel and other individuals to add varies Operatives .This time power armor suits, flying power armor suits and giant robot as well.in additional fire power there Techno wizard Vehicle ,D-Bee Operatives as well as magic Operatives and Magical Vehicle and other but not in the open. This done to throw off intruders and even the coalition as well. Just adding
Iron Heart Armaments they have all of the following ,Iron Hammer Main Battle Tank
Iron Fist Medium Tank,Iron Bolt Missile Vehicle,Iron Maiden APC-10 iron Heart Aircraft iron Heart Aircraft Grey Falcon Attack Jet,AC-29 Air Castle Bomber
lion Eagle Attack Helicopter, Iron Heart Torpedoes Iron Heart Watercraft
Black Eel Torpedo Boat,Triton Patrol Boat
All get additional 200 M.D.C and 100 M.D.C to other locations and have several
Sea King Missile Cruiser about four
This unit have force field add and Northern Gun Weapons ,Vehicle, power armor suits and robot and equipment .
The next level 9 much is the same but holding areas,bases and to secure and protecting other structures. Thus continental threat levels whete power bloc need support but make sure they can use full array to fight massive invasion force and support local areas.
infantry , infantry with light exo-frames considered medium infantry
Hummer,Special Ops Dune Buggy
M113 APC , Bradleys ,Kiowa Warrior Helicopter Black Hawk Assault Helicopter ,Super-Cobra Gunship Apache Helicopter
, Thunderbolt II Fighter Aircraft , F16 Improved Falcon, Paton tanks ( uses a 120 mm instead of 90 Mm or 100 MM tank Rifle), MIA4 Abrams Main Battle Tank , Chinook, Chinook gunship,Hercules Airplane , mainly base and other structures. But they have psionic personnel and other individuals to add varies Operatives .This time power armor suits, flying power armor suits and giant robot as well.in additional fire power there Techno wizard Vehicle ,D-Bee Operatives as well as magic Operatives and Magical Vehicle and other but not in the open. This done to throw off intruders and even the coalition as well. Just adding
Iron Heart Armaments they have all of the following ,Iron Hammer Main Battle Tank
Iron Fist Medium Tank,Iron Bolt Missile Vehicle,Iron Maiden APC-10 iron Heart Aircraft iron Heart Aircraft Grey Falcon Attack Jet,AC-29 Air Castle Bomber
lion Eagle Attack Helicopter, Iron Heart Torpedoes Iron Heart Watercraft
Black Eel Torpedo Boat,Triton Patrol Boat
All get additional 200 M.D.C and 100 M.D.C to other locations and have several
Sea King Missile Cruiser about four
This unit have force field add and Northern Gun Weapons ,Vehicle, power armor suits and robot and equipment .
Black Market: Vehicle are added ,Bandito Arms Heavy Weapons Big Wheel Unicycle
All-Terrain Tumbler,Bushmaster Motorcycle
Overdrive Hovercycle,Road Hammer Transport,Romper Stomper Rumble Wagon
,Runabout ATV,Skim Sled Walker-Bike
Thunderhead VTOL Flyer .In addition Black Market Armors & Robots Shadow Boy Power Armor Mole Prospecting Robot
Exotic Robot Steeds all, TW Power Armor
TW Power Armor Mirage Power Armor ,
Rift Hawk Power Armor.
The next level 10 much is the same but holding areas, bases and to secure and protecting other structures.
infantry , infantry with light exo-frames considered medium infantry
Hummer,Special Ops Dune Buggy
M113 APC , Bradleys ,Kiowa Warrior Helicopter Black Hawk Assault Helicopter ,Super-Cobra Gunship Apache Helicopter
, Thunderbolt II Fighter Aircraft , F16 Improved Falcon, Paton tanks ( uses a 120 mm instead of 90 Mm or 100 MM tank Rifle), MIA4 Abrams Main Battle Tank , Chinook, Chinook gunship,Hercules Airplane , mainly base and other structures. But they have psionic personnel and other individuals to add varies Operatives .This time power armor suits, flying power armor suits and giant robot as well.in additional fire power there Techno wizard Vehicle ,D-Bee Operatives as well as magic Operatives and Magical Vehicle and other but not in the open. This done to throw off intruders and even the coalition as well. Just adding
Iron Heart Armaments they have all of the following ,Iron Hammer Main Battle Tank
Iron Fist Medium Tank,Iron Bolt Missile Vehicle,Iron Maiden APC-10 iron Heart Aircraft iron Heart Aircraft Grey Falcon Attack Jet,AC-29 Air Castle Bomber
lion Eagle Attack Helicopter, Iron Heart Torpedoes Iron Heart Watercraft
Black Eel Torpedo Boat,Triton Patrol Boat
All get additional 200 M.D.C and 100 M.D.C to other locations and have several
Sea King Missile Cruiser about four
This unit have force field add and Northern Gun Weapons ,Vehicle, power armor suits and robot and equipment .
Black Market: Vehicle are added ,Bandito Arms Heavy Weapons Big Wheel Unicycle
All-Terrain Tumbler,Bushmaster Motorcycle
Overdrive Hovercycle,Road Hammer Transport,Romper Stomper Rumble Wagon
,Runabout ATV,Skim Sled Walker-Bike
Thunderhead VTOL Flyer .In addition Black Market Armors & Robots Shadow Boy Power Armor Mole Prospecting Robot
Exotic Robot Steeds all, TW Power Armor
TW Power Armor Mirage Power Armor ,
Rift Hawk Power Armor.
These are the highest rated tech from Phase world Naruni Vehicles main for alien invasion or massive attacks that level continent to planet size reason the minion war where all hands on deck ready to act to Splugorth invasion as well,
NE-C20 Camouflage Variable Armor,
Camouflage Sheets, Personal Force Fields
Carnivore Mark I Light Hover Tank ,
Juggernaut Heavy Hover Tank ,
Naruni Robots & Powered Armor ,
Mecha-Knight Medium Powered Armor ,
Death-Knight Assault Robo,
Nomad Scout Robot,
Crescent Moon Delta-Wing Spaceplane ,
Boomerang Attack Aerodyne ,
They have extra armored 200 points to main Body and 100 to other locations all have force field system and other set of B.E Vehicle have additional techno wizard abilities added as well!!.this will be a shock if ever shown during the minion war but welcome despite hating the technology
View from:
1. DemonBusters
2. Crow's Commandoes
3. Braddock's Bad Boys
4. Armageddon Unlimited
5. Larsen's Brigade
6. The Shadow Warriors
7. Pecos Empire
8. Vampires
9. Naruni Enterprises
10. Coalition
DemonBusters
The Peacekeeper came with small envoy and millions of credits. They wanted to see how to address, asset, contain and destroy supernatural being in Rifts earth. They trained. also not to interfere with operation with DemonBusters .But learn from then DemonBusters saw this was no small task force but huge mercenary Army. They trained extremely hard and were successful and have in contact with
The Peacekeeper
Crow's Commandoes and Braddock's Bad Boys have been in with Peacekeeper. From Crow's Commandoes
The Peacekeeper have learned hostage rescue and covert operations. this makes
Peacekeeper break this massive army into counter insurgency, anti-terrorism and counter-terrorism from large scale to small scale forces making them as mobile as possible.
Then we have Colonel Braddock training this group to counter the massive Army of the coalition to supernatural armies. To small scale counter measures to address police areas. Colonel Braddock He shaped the Peacekeeper to lethal force . A true dream come true and get Boat load of credits.
Larsen's Brigade
Larsen's Brigade saw the potential of this mercenary Group and thought it could win them over to their mercenary Outfits. Only to be offered training, how the coalition work and anti-supernatural tactic. As well making Peacekeeper a professional army. Larsen's Brigade Saw how much Equipment and manpower it look more like a documentary than mercenary Army at first seen pre-rifts Equipment ,at first, then seen the vast amount of Equipment from Golden Age Weaponsmiths ,Northern Gun, Wellington Industries and Iron Heart Armaments, Inc.
Only adding to its Effectiveness as a whole. BUT never Naruni Enterprises all are hidden to all.
Robot control
Before been disbanded ,Peacekeeper made contact for training and learning what the fuss of Naruni Enterprises
But saw the writing in the wall. They kept everything secret and dropped millions of millions to Naruni Enterprises .it was the number one secret customer. Sadly when Robot control was on the run ,Peacekeeper were the first to offer robot control and separate to Naruni Enterprises
Representative a chance to get away from bounty hunter and other faction coming down on them.
They help hide and help with the bill that
Naruni Enterprises trader joe thought would get. Only for Peacekeeper to pay the bill for Robot control .Then helping get rid of all those hidden crashes of
Naruni Enterprises in rifts earth, as offering service to trader joe to leave earth at a discount. Thus, was not happy for trader Joe, but being dead offered no profit.
They all disappear from the face of rifts earth.
There are a few hidden Naruni Enterprises
In north America and are been look by N.A.A.TS!!
Still N.A.A.TS has learned to manufacture Naruni Enterprises Equipment and made monster designs ever since. They are also located in south America .
vampires
Due to the training from
DemonBusters and others. The Peacekeeper very carefully and in Pecos Empire is both good and bad Suri the factions being divided. But knowing that
The Shadow Warriors can unit them. They are careful to act. On top of that Reid's Rangers doesn't always work well .Kenneth "Doc" Reid, always atrying to look like a hero coming in at the last minute to save the day, this has caused to aided very carefully and reducing loss of life which comes first. Still Peacekeeper
Are making head in this unspoken war, but very quietly helping Reid's Rangers.
The Shadow Warriors
Dealing with The Shadow Warriors is a double edged sword, the fact that vampires can over take in the beginning the Peacekeeper was reason to learn more about the vampire kingdom. Only to look learn The Shadow Warriors True objectives. Fortunately Peacekeeper
Was able to walk away and not without learning some ideas to deal with vampires .This also send them to DemonBusters instead it was a close call but it work. Sadly this has put Peacekeeper
Into the attention of the Shadow Warriors. But serious action on both sides, for now. But N.A.A.Ts is ready just in case it does happen.
Armageddon Unlimited
This the mercenary Outfits that has made the Peacekeeper well known due the training against supernatural being. So how Armageddon Unlimited mix a contract close to a small town that the Peacekeeper were over watching. This led to a full-blown attack on both side. Armageddon Unlimited saw way too many tactics used to counter Armageddon Unlimited. there are several major battles, but the Peacekeeper were able hold their ground but were additional support and enforcement. In the end Armageddon Unlimited had to retreat but taking damage .The one thing that Armageddon Unlimited was they saw as equals due to fact that cold wipe the floor of Armageddon Unlimited when retreating. An action that made Peacekeeper wonder if it was the right call to make to this day
Coalition
The Coalition has seen the Peacekeeper as security outfit and able to hold its own against many threats .But is seen as second rate outfit at beast which how the Peacekeeper want to be seen they are known and are well equipped. But the Coalition has seen they can be dangerous and an insurrection group , however they seen they stay away from any Coalition troops and even the Coalition troops see the Peacekeeper as life like documentary to behold. They see so many G.A.W Gear mixed with high tech gear to watch!!!
Manistique Imperium sadly drop many contacts to get Titan Robotics, which was fore seen by N.A.A.Ts and are rival.
As per rules all N.A.A.Ts and allies banned the use Coalition gear of any kind and Titan Robotics gear due to not allowing to customized their gear once bought .
Peacekeeper
https://www.deviantart.com/zakoriart/ar ... -903198592
https://www.deviantart.com/dustycrosley ... -411386939
Peacekeeper
O.C.C. Attribute Requirements:
None per se, though a high P.S. and P.E. are helpful but not required.
Certain M.O.S. categories may require certain attribute minimums. About 60% are males, 40% females.
Bonus from Genetics Engineering Augmentation:
Spoiler:
second table character
Spoiler:
special Aptitude Bonuses
Spoiler:
M.O.S.:
Select one of the following areas of speciality or roll percentile to make a random determination. If the random method is used and the character does not have the required minimum attribute, select skills that will bump it up to the required amount, adjust a few attributes to meet the minimum, or roll again. All M.O.S. skills are in addition to O.C.C. and other skills. Note: The Communications Expert can use any robot probes and the Point Man can use all types of robots from Combat Drones and Hounds to probes. Thexact robots made available to him will depend on the assignment. The EOD Expert will have one or more weapons replaced with explosives, including 1-4 Fusion Blocks.
01-15%
Communications Expert
Spoiler:
16-25%
EOD/Demolitions Expert:
Requires an I.Q. of 10 and a P.P. of 12 or higher.
Spoiler:
26-50%
Soldier/Grunt /police /officer
Spoiler:
Optional
Gear get basic Exo unit frame for Body armor
https://www.deviantart.com/j3f3r20n/art ... -506953938
or
https://www.deviantart.com/raptor3595/a ... -933367454
Enhanced Attributes Physical Strength:
The P.S. of the wearer is increased by 10 points.
https://www.deviantart.com/j3f3r20n/art ... -508645398
Physical Prowess:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508645398
A jet thruster
Spoiler:
Weight
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -503806932
Power System:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508296925
M.D.C Frame
Spoiler:
51-65%
Point Man/Scout:
Requires an I.Q. of 9 or higher; a high P.P. and Spd. are helpful.
Spoiler:
Special gear
Gear get basic Exo unit frame for Body armor
https://www.deviantart.com/j3f3r20n/art ... -506953938
Enhanced Attributes Physical Strength:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508645398
Physical Prowess:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508645398
A jet thruster
Spoiler:
Weight:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -503806932
Power System:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508296925
M.D.C Frame
Spoiler:
66-80%
Heavy Weapons:
Requires a P.S. of 22 and a P.E. of 12 or higher.
Spoiler:
Gear get basic Exo unit frame for Body armor
https://www.deviantart.com/j3f3r20n/art ... -506953938
Enhanced Attributes Physical Strength:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508645398
Physical Prowess:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508645398
A jet thruster
Spoiler:
Weight:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -503806932
Power System:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508296925
M.D.C Frame
Spoiler:
81-90%
Transportation mechanic Specialist
Spoiler:
Gear get basic Exo unit frame for Body armor
https://www.deviantart.com/j3f3r20n/art ... -506953938
Enhanced Attributes Physical Strength:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508645398
Physical Prowess:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508645398
A jet thruster
Spoiler:
Weight: 20 Ibs
https://www.deviantart.com/j3f3r20n/art ... -503806932
Power System:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508296925
M.D.C Frame
Spoiler:
91-00%
Medic:
Requires an I.Q. and P.P. of 11 or higher.
Spoiler:
Gear get basic Exo unit frame for Body armor
https://www.deviantart.com/j3f3r20n/art ... -506953938
Enhanced Attributes Physical Strength:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508645398
Physical Prowess:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508645398
A jet thruster
Spoiler:
Weight: 20 Ibs ; remember,
https://www.deviantart.com/j3f3r20n/art ... -503806932
Power System:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508296925
M.D.C Frame
Spoiler:
O.C.C. Skills:
These are in addition to M.O.S. and reflect basic training.
Math: Basic Language,
Native: Standard. Language,
Foreign: One of choice (+10%).
All get the following:
Pilot: Automobile(+20%)
Military Etiquette (+20%)
Radio: Basic (+5%)
Computer Operation (+10%)
First Aid (+10%)
General Athletics Climbing (+10%)
Running
Weapon Systems
W.P. Knife (includes Vibro-Knives)
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Basic, which can be changed to Expert at the cost of one "O.C.C. Related Skill" or Martial Arts (or Assassin if evil) for the cost of two skill selections.
O.C.C. Related Skills:
Select 12 other skills. Plus select one additional skill at levels three, six, nine, and twelve. All new skills start at level one proficiency.
Communications: None.
Domestic: Any.
Electrical: Basic only.
Espionage:
None, other than possible M.O.S. skills.
Horsemanship: Any.
Mechanical:
Automotive and Basic Mechanics only.
Medical:
None, other than possible M.O.S. skills.
Military: Any (+10%),
except Command Robots, Trap Construction and Trap Detection, unless provided under an M.O.S.
Physical: Any,
Pilot: any
Pilot Related:any
Rogue
None, other than possible M.O.S. skills. :
Science:
Advanced Math (+5%) and Astronomy only.
Technical: Any (+5%).
W.P.: Any, except Sharpshooting.
Wilderness:
Land Navigation
Wilderness Survival only.
Secondary Skills:
The character also gets 10 Secondary Skills at levels one, five, ten, and fifteen. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All start at the base skill level and normal restrictions apply.
Standard Equipment:
fatigues and dress uniform, standard M.D.C. advance body armor, Laser Rifle , conventional S.D.C. assault rifle and grenade launcher combo, laser pistol, four extra E-Clips for each and one power pack, two smoke grenades, one tear gas grenade, two explosive grenades, three flares, one Vibro-Knife (officers get a Knife and Saber), survival knife (1D6 S.D.C.), utility belt, canteen, First Aid medical kit, pocket computer, flashlight, disposable cigarette lighter, air filter & gas mask, walkie-talkie, and some personal items. Robots are available only to a couple specific M.O.S.s and the exact number (usually one or two) and type varies depending on the mission. Sometimes Command may decide that no robots are necessary or available, other times they may provide more than usual, especially if the team faces stiff opposition. Additional weapons, heavy weapons, explosives, gear and vehicles may be made available for special and specific assignments. The "team" or "squad" will usually have one basic military vehicle, such as a truck, jeep or hover jeep, available to it or some means of transportation provided. However, many assignments, including reconnaissance, city patrols and rescue missions, are on foot and may cover miles and miles of territory.
Gear get Ultra-light basic Exo unit frame for Body armor
https://www.deviantart.com/g3blue/art/C ... -707395784
https://www.deviantart.com/thomasrome/a ... -538812889
Variant design
Enhanced Attributes Physical Strength:
Spoiler:
Physical Prowess:
Spoiler:
Power System:
Spoiler:
M.D.C Frame
Spoiler:
Hammerhead
Gear get basic Exo unit frame for Body armor
https://www.deviantart.com/g3blue/art/H ... -718248543
Enhanced Attributes Physical Strength:
Spoiler:
Physical Prowess:
Spoiler:
A jet thruster
Spoiler:
Weight:
Spoiler:
Power System:
Spoiler:
M.D.C Frame
Spoiler:
Money: The soldier gets a roof over his head, food, clothing, and all other basics provided for free as part of his employment benefits, as well as access to offices and military facilities.
Monthly salary was 3,000 credits, plus combat pay, Character starts off with 5D6x1000 credits.
There triple hazard pay that is given to all but for classified mission there paid 10 times. ( 5D6x10,000 credits. ) and triple hazard pay that another ( 5D6x10,000 credits. ) .There are suicide mission if survive that 1d6x100,000plus 60,000
Cybernetics:
Typically has a identification implant (under the skin of the forearm or back of the neck), bio-comp self-monitoring system, gyro-compass and clock calendar implants. See Rifts® Bionics Sourcebook for a slew of implants and bionics.
Communications
https://www.deviantart.com/dustycrosley ... y-41550777
Pigman/Heavy Weapons:
https://www.deviantart.com/sexforfood/a ... -451110592
Soldier/Grunt /
https://www.deviantart.com/sexforfood/a ... -442857400
EOD/Demolitions Expert:
https://www.deviantart.com/gasteiz/art/ ... -164719930
Drone specialist
https://www.deviantart.com/ralvesp/art/ ... -778570443
https://www.deviantart.com/ralvesp/art/ ... -778570443
Transportation Specialist
https://www.deviantart.com/fulltimegill ... -605477419
Combat-Medic
https://www.deviantart.com/magnum117/ar ... -545122246
Scout
M9 Beretta or Colt Style 9mm Pistol: Damage: 3D6 S.D.C.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
Effective Range: 150 feet (45.7 m). Payload: 15 shot clip.
45 caliber Pistol:
Damage: 4D6 S.D.C.
Effective Range:
150 feet (45.7 m).
Payload:
7 or 13 shot ammo clip.
Mega-Damage:
Notes/SINGLE ROUNDS
Handgun .45 calibers, .
.451 jacketed bullets
.452 cast lead bullets
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
10mm Colt Delta Elite:
Damage: 4D6 S.D.C.
Effective
Range: 150 feet (45.7 m).
Payload: 9 or 15 shot clip.
Mega-Damage: Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
.357 Magnum Revolver or Pistol:
Damage: 4D6+2 S.D.C.
Mega-Damage: 5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.
Effective Range: 150 feet (45.7 m). Payload: 6 or 13 shot clip
.41 Magnum Revolver:
Damage: 5D6 S.D.C
Mega-Damage:
Notes/SINGLE ROUNDS.
44-40 is 0.427" to 0.428", .44 Special and Magnum are both 0.429" to 0.430"
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
Effective Range: 180 feet (54.8 m). Payload: 6 round cylinder.
.44 Magnum Revolver:
Damage: 6D6 S.D.C.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
Effective Range:
180 feet (54.8 m). Payload: 6 round cylinder.
.38 Smith & Wesson and Colt Revolver:
Damage: 2D6+2 S.D.C.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
Effective Range:
120 feet (36.5 m). Payload: 6 round cylinder.
9mm Submachine-gun:
Damage:
3D6 S.D.C. per single shot
or
6D6 S.D.C. per three round short burst
Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
Effective Range:
650 feet (198 m).
Payload:
30 round magazine.
9mm Ingram Submachine-gun:
Damage: S.D.C
4D6 S.D.C. per single shot,
1D4x10 S.D.C. per three round short burst.
Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
Effective Range:
650 feet (198 m).
Payload
: 30 or 50 round magazine.
9mm Uzi Submachine-gun:
Damage:
3D6 S.D.C. per single shot
or 6D6 S.D.C. per three round short burst.
Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
Effective Range:
600 feet (183 m).
Payload:
30 or 50 round magazine.
9mm Mini-Uzi Submachine-gun:
Damage:
2D6 S.D.C. per single shot
or
4D6 S.D.C. per three round short burst.
Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
Effective Range:
500 feet (152 m).
Payload
: 15 or 30 round magazine.
5.6mm Bolt-Action Sniping Rifle:
Damage:
5D6 S.D.C. per single shot.
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D
Effective Range:
2000-2400 feet (610 to 731.5 m).
Payload:
8-16 round magazine.
Note:
Stats vary slightly with ,
specific weapon models and manufacturers.
7.6mm Sniping Rifle:
Damage: 6D6 S.D.C. per single shot.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D
Effective Range:
2200-2800 feet (670.56 to 853.4 m).
Payload:
8-16 round magazine.
Note:
Stats vary slightly with
specific weapon models and manufacturers.
5.56mm Assault Rifle:
Damage:
3D6 S.D.C. per single shot
or 6D6 S.D.C. per three round short burst.
M.D DAMAGE per round
5d6x10 S.D.C or 3 MD
Effective Range:
1200 feet (366 m).
Payload: 20 to 60 ,100 round magazine
5.56mm M16A2 Assault Rifle:
Damage:
3D6 S.D.C. per single shot or 6D6 S.D.C.per three round short burst.
M.D DAMAGE per round
5d6x10
or
3 MD
Effective Range:
1900 feet (579 m).
Payload:
20, 30 or 50or 100 round magazine.
7.56mm Assault Rifle:
Damage:
5D6 S.D.C. per single shot
or
1D6x10 S.D.C. per three round short burst.
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D per round
Effective Range:
1600 feet (488 m).
Payload:
30 to 50 round magazine.
7.56mm AK-47 Assault Rifle:
Damage: S.D.C
5D6 per single shot or 1D6x10 S.D.C. per three round short burst.
Mega-Damage:
5D6X10 S.D.C OR 3M.D per round
5D8X10 OR 4 M.D OR 1D4 M.D per round
Effective Range:
1000 feet (305 m).
Payload:
30 round magazine
or 60 round drum.
Heavy weapons system
.30 Caliber Light Machine-Gun: Damage:
DAMAGE:
S.D.C
5D6 S.D.C. per single shot or 3D6x10 S.D.C. (equal to 1 M.D.) per 10 round burst.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D
Effective Range:
3000 feet (914 m).
Payload:
200, 300 or 600 round disintegrating belt or belt fed drum.
7.62mm light Machine-Gun:
Damage:S.D.C
6D6 S.D.C. per single shot
or
4D6x10 S.D.C.
(equal to 1D4 M.D.) per 10 round burst.
Damage M.D
3 M.D 5d6x100 S.D.C. per round
4 M.D or 1d4 M.D or 1d4x100 S.D.C. per round
Effective Range:
3000 feet (914 m).
Payload:
200, 300 or 600
round disintegrating belt
or belt fed drum.
50 Caliber Heavy Machine-Gun:
Damage:S.D.C
1D6x10 S.D.C. per single shot
or 1D6x100 S.D.C.
(equal to 1D6 M.D.)
per 10 round burst.
Mega-Damage: per round
5D6X10 S.D.C OR 3M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D
1D6X100 S.D.C OR 1D6 M.D
Effective Range:
6000 feet (1828 m).to 4.7 miles
Payload
: 300, 600 or 1200 round disintegrating belt or belt fed drum.
50 Caliber Six Barrel Machine-Gun or a MiniGun:
Damage:S.D.C
2D6x10 S.D.C. per single shot
or 2D6x100 S.D.C.
(equal to 2D6+3 M.D.) per 10 round burst.
Mega-Damage:all are per round
5D6X10 S.D.C OR 3M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D
1D6X100 S.D.C OR 1D6 M.D
Effective Range:
8000 feet (2438 m). Payload: 300, 600 or 1200 round disintegrating belt or belt fed drum.
40 mm Grenade Launcher
(attaches to assault rifle):
Damage:S.D.C
2D4x10 S.D.C.
Or
1d4x100 S.D.C or 1d4MD
MEGA-DAMAGE :
single shot
[b]HE 3D6 M D.C
HEAT[/b] 5D6 M.D.C
AP round 4d6 M.D.C
SMOKE
Flare
Tear gas
Knock our gas
Effective Range:
1200 feet (366 m). Payload: Single shot.
40mm Grenade Launcher Single shot:
Damage: 2D4x10 S.D.C.
Effective Range: 1200 feet (366 m).
Payload: Single shot.
The Milkor MGL
(Multiple Grenade Launcher) is a lightweight 40 mm six-shot revolver-type grenade launcher (variations also fire 37/38mm) developed and manufactured in South Africa by Milkor (Pty) Ltd. The MGL was demonstrated as a concept to the South African Defence Force (SADF) in 1981. The MGL was then officially accepted into service with the SADF as the Y2. After its introduction in 1983, the MGL was gradually adopted by the armed forces and law enforcement organizations of over 50 countries. Total production since 1983 has been more than 50,000 units.
https://en.m.wikipedia.org/wiki/Milkor_MGL
Effective Range:
1312 feet direct fire
2624 feet indirect fire
Rate of fire
Single
Daul
Triple
Or
quad fire
Damage:S.D.C
2D4x10 S.D.C.
Or
1d4x100 S.D.C or 1d4MD
MEGA-DAMAGE :
Air burst/
Heavy Explosive rounds blast radius 5 per round
HE 3D6 M D.C
Daul 6D6 M.D
Triple 1D6X10 M.D
quad fire 2D6 X10 M.D
Blast radius 5 feet per round
Heavy Explosive Anti Armor Tank rounds
HEAT 5D6 M.D.C
Daul 1D6X10 M.D
Triple 2d4x10+10M.D
quad fire 2d6x10 M.D
Armour Piercing Rounds can by pass Armour
and hit crew/pilots compartment natural 18 roll
AP round 4d6 M.D.C
Daul 1d4x10+8 M.D
Triple 1d6x10 +12 M.D
quad fire 2d4x10 M.D.
SMOKE 10 feet per round
Flare 1000 feet per round
Tear gas 10 feet per round
Knock out gas 10 feet per round
Flash bang 10 feet per round
Effective Range:
1200 feet direct fire
2124 feet indirect fire
Payload:
6 to 8 rounds Revolver
Mk 17 to 19 grenade launcher
https://en.m.wikipedia.org/wiki/Mk_19_g ... cker2011-8
(pronounced Mark 19) is an American 40 mm belt-fed automatic grenade launcher that was first developed during the Vietnam War.
Effective Range:
1312 feet direct fire
2624 feet indirect fire
Rate of fire
Single
Daul
Triple
Or quad fire
Damage:S.D.C
2D4x10 S.D.C.
Or
1d4x100 S.D.C or 1d4MD
MEGA-DAMAGE :
single shot HE 3D6 M D.C
Heavy Explosive rounds air burst 10 feet oer round
Daul 6D6 M.D
Triple 1D6X10 M.D
quad fire 2D6 X10 M.D
Blast radius 5 per round
Heavy Explosive Anti Armor Tank rounds
Single shot HEAT 5D6 M.D.C
Daul 1D6X10 M.D
Triple 2d4x10+10M.D
quad fire 2d6x10 M.D
Armour Piercing Rounds
By pass armour hit cockpit compartment if None then to crew/pilots by 10% per round
Single shot AP round 4d6 M.D.C
Daul 1d4x10+8 M.D
Triple 1d6x10 +12 M.D
quad fire 2d4x10 M.D.
Single shot SMOKE 10 feet radius per round
Single shot Flare 1000 feet per round
Single shot Tear gas 100 feet per round
Single shot Knock our gas 10 feet per round
Single shot Flash bang 10 feet per round
Effective Range:
4921 feet direct fire
7286 feet indirect fire
Payload:varies
32 rounds
48 rounds
100 rounds
200 rounds
Shotguns:
The effective range for all shotguns is 150 feet (45.7 m).
Buckshot and similar fragmentation rounds will spray a 3 foot (0.9 meter) area. A sawed-off shotgun has a dramatically reduced barrel size which increases the width of the buckshot "spray" (covers a 1.5 m/5 foot area), but reduces the effective range to 60 feet (18 m).
Semi-automatic/self-loading or full Auto shotguns can fire a three-round burst that acts as a short burst, but it is -1 to strike.
Typical Damage:
4D6 S.D.C for Buckshot
(scatters to cover a 3 ft/0.9 m area at 30 feet/9.1 m and a 10 feet/3 m area at 60 feet/18.3 m);
5D6 S.D.C for solid slug. No blast radius
NOTE: For a variety of specific S.D.C.
M.D.C
Buckshot 3D6 M.D look above
solid slug 1D4X10 M.D look above
weapons of the 20th and 21st Century, see the Compendium of Contemporary Weapons sourcebook with 700 weapons listed, statted out and illustrated, plus body armor, grenades, EOD, mortars, and select armored vehicles.
Golden Age Ammunition
operates four munitions plants that produce every conceivable type of ammunition, from S.D.C. types to Mega-Damage rounds and explosives. Two of these recently opened in Huntsville as part of the new marketing strategy. The oldest two are located in Guntersville where for decades the largest factory has been making old S.D.C. pistol, rifle, shotgun and machine-gun cartridges in most standard calibers.
two newer ammunition plants the only ammunition types made are the heavy-duty, Mega-Damage rounds, depth charges, torpedoes and missiles of the unguided or "dumb" variety which are built at one, and Mega-Damage, high-caliber explosive, plasma and ramjet shells for auto-cannons and other heavy weapons, tank guns, howitzers and cannons and warship cannons are made at the other.
Note:
GAW does not produce long-range or nuclear missiles.
Cost: Golden Age ammunition prices are 10-20% lower than their competitors. Conventional S.D.C. ammunition on average costs 30-60 credits per box of 100 rounds. Conventional Guns & Ammo:
Revolvers, automatic pistols and submachine-guns take approximately the same type and caliber of ammunition. Prices are per box of 100 rounds, but prices will vary greatly from place to place based on the level of technology and availability. Weapons and ammo that are especially hard to come by, like heavy weapons, may cost 2-5 times more.
.22 caliber, 15 credits
— 2D4 S.D.C. damage.
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D
.32 A.C.P. caliber,
20 credits —
2D6 S.D.C damage.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
.32 Long,
3D6 S.D.C damage
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
.38 caliber,
30 credits — 3D6 S.D.C damage.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
.38 Power caliber, 40 credits
— 4D6 S.D.C damage.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
.45 A.C.P.,
42 credits —
4D6 S.D.C damage.
Mega-Damage:
Notes/SINGLE ROUNDS
Handgun
.45 calibers,
.451 jacketed bullets
.452 cast lead bullets
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D phase world tech
.41 Magnum,
50 credits —
5D6 S.D.C damage.
Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
.44 Magnum,
60 credits —
6D6 S.D.C damage.
Mega-Damage:
Notes/SINGLE ROUNDS
.44-40 is 0.427"
to
0.428"
44 Special
Magnum are both
0.429" to 0.430"
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
.357 Magnum, 45 credits —
4D6+2 S.D.C damage.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
9mm & 7.65mm (pistol),
32 credits —
S.D.C 3D6 damage.
Look above
lOmm (pistol), 40 credits
4D6 damage S.D.C
.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
5.56mm (rifle),
50 credits — 5D6 S.D.C damage.
Look above
7.52 mm (rifle),
55 credits —
5D6 S.D.C damage.
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D
7.62mm (rifle),
45 credits — 4D6 damage.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D
.30 caliber (rifle),
42 credits —
4D6 S.D.C damage.
.50 caliber (rifle), 55 credits —
6D6 S.D.C damage.
7.62 Medium Machine-gun,
200 credits — 6D6 S.D.C. damage per single round.
.30 Caliber Machine-gun,
150 credits —
5D6 S.D.C. damage per single round.
1D4 M.D per round
.50 Caliber Machine-gun,
300 credits — 1D6x10 S.D.C.
1d6 M.D per round
M.D.C Comventinal Rounds
All heavy weapons system
damage are per round
.30 Caliber Machine-gun
1D4 M.D
.50 Caliber Machine-gun
1d6 M.D
12.0 MM to 19.9 MM rounds
1d8 or 2d4 M.D
20 MM rounds
1d10 M.d or ,
3D4 M.D or
2d6 M.D
30 mm rounds
3d6 M.D
Damage per single round.
special M.D.C rounds
Dum Dum
S.D.C ROUNDS
(handmade, black market, any caliber), add 150 credits to the cost of the box and +1D4 to S.D.C. damage per round. Or to supernatural creatures unless immune to physical attack
M.D ROUNDS
Mega-Damage
add 1d6 per round
Or to supernatural creatures unless immune to physical attack
Armour 1 per M.D.C per round
Full Metal Jacketed
S.D.C ROUNDS
add 30 credits to cost of the box
and + 1 to damage per round.
M.D ROUNDS
Mega-Damage
+1 per round flesh,
non flesh +3 per round
Hollow Point,
S.D.C ROUNDS
add 40 credits —
+1 damage per round/bullet.
M.D ROUNDS
Mega-Damage +3 per round flesh,
non flesh +1 per round
Teflon
S.D.C ROUNDS
(armor piercing, not available to the public), add 100 credits to the cost of the box and +2 damage per round/bullet.
M.D ROUNDS
Mega-Damage +1 per round flesh, non flesh +2 per round
Exploding S.D.C. Shell
S.D.C ROUNDS
(not available to the public), add 300 credits to the cost of the box and +2D6 to S.D.C. damage per round.
M.D ROUNDS
Mega-Damage 1D6 per round
Tracer Cartridge,
S.D.C ROUNDS
45 credits — no damage.
M.D ROUNDS
Mega-Damage none add +1 to strike
40mm Grenade Cartridge,
900 credits (per 100).
Accessories
Accessories Battle Harness:
Combination of suspenders and belt designed for distributing the weight of ammo pouches and accessories. In choice of camouflage, black, grey, brown, cream or khaki. 150 credits.
Battle Pack:
Lightweight frame, heavy-duty, water resistant canvas. Multiple interior and exterior compartments. Fasteners for exterior pouches/grenades. Choice of camouflage, green or khaki colors. 350 credits.
Field Gun Cleaning Kit:
A complete cleaning kit contained in its own pouch. 50 credits.
Flash Suppressor:
An attachment that fits over a gun barrel to mask the muzzle flash during firing. Characters within 100 feet (30.5 m) of a suppressed shot have only a 25% chance of seeing it. Outside of that, suppressed shots are not visible. Cost: 400 for pistol or submachine-gun or 900 for a rifle. Note: Combined silencers and flash suppressors cost 1,000 credits for pistol or submachine-gun or 2,000 credits for a rifle, but reduce the weapon's range by 25%.
Gun Repair Kit:
This is a 4 pound (1.8 kg) gun repair kit. Each tool is fitted into a separate loop and there's plenty of room for spare bolts, screws, springs and cleaning rods. Contained in a 12 inch by 8 inch by 2 inch (30x20x5 cm) case. Can be attached to a harness or worn over the shoulder with strap, which is included. 250 credits.
Holster, Ankle:
Padded for comfort, with velcro closure. Fits a snub-nosed revolver or any small frame automatic. Can be concealed under pant leg. 40 credits. Holster, Inside
Trouser Holster: Clips on belt or waistband of pants. 20 credits.
Holster, Side Holster (fits onto belt): 50 credits. Holster, Belt Slide Holster: 50 credits. Holster,
Belt Thumbreak Holster: 60 credits. Holster, Patrolman, Police-Style Belt and Holster, 24 bullet loops: 100 credits. Holster,
Police-style Shoulder Type: 110 credits.
Holster, Military-style Shoulder Type: 90 credits.
Holster, Horizontal Shoulder Type: 100 credits.
Holster, Scoped Shoulder Holster: 120 credits.
Holster, Concealed Wallet Holster: For small automatic weapons; fits easily into back trouser poc
M9 Beretta or Colt Style 9mm Pistol:
Damage: 3D6 S.D.C.
Mega-Damage:
Single shot
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
Dual shot (both barrel)
1D6X100 S.D.C OR 6 M.D 1d6 M.D
2D4X100 OR 8 M.D OR 2D4 M.D
Burst
1D6X100 S.D.C OR 6 M.D 1d6 M.D
Quad fire 2d6 four rounds burst
2D4X100 OR 8 M.D OR 2D4 M.D
Effective Range
: 150 feet (45.7 m). Payload: 15 shot clip.
45 caliber Pistol:
Damage: 4D6 S.D.C.
Effective Range:
150 feet (45.7 m). Payload: 7 or 13 shot ammo clip.
Mega-Damage:
Notes/SINGLE ROUNDS
Handgun .45 calibers,
.451 jacketed bullets
.452 cast lead bullets
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D phase world
364100
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
I am repairing my computer in best buy so hopefully I be back with more stuff to share in a week at best
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
A.M.C
American mercenary /maritime Company
Ground forces
Designing Player & NPC Mercenary Companies Step One: The Size and Orientation
Massive Armed Forces
This army will have several hundred super-powered and magically and psionically adept agents. It will also have enormous resources and equipment, most of which will be technologically equal or superior to the CS . It will have land, air, and possibly sea support that's AMC ( and NGR in secret ). A Free Company of this size is probably able to dictate terms to most governments.
They asking get other mercenary Outfits from N.A.A.Ts other units to aided when they need. Many worlds from many lost planets from disaster and wars
This where tens of thousands of family from phase world from many worlds.
A.M.C
Step Two:
Mercenary Company Features
A. Sponsorship Various
Massive Large Mercenary Armies
2. Secret N.A.A.Ts
4. Criminal. Organized Crime working with black Market
5. Government NGR, New Navy
B. Outfits
10. Unlimited Clothing.
C. Equipment
3. Electronic Supplies and Good Gear.
4. Medical Equipment
5. Medical Clinic
6. Magic Technologies
7. High-Tech Augmentation
(Bionics, Juicers, Crazies)
8. Unlimited Equipment.
D. Vehicles
5. Specialty Vehicles
6. Unlimited Vehicles
E. Weapons, Power Armor & Bots
5. Extensive Weaponry
6. Maximum Firepower
F. Communications
6. Superior Communications
G. Internal Security
6. Impregnable
H. Permanent Bases
4. Fortified Headquarters
5. Company Town
6. Company City
7.Islands chain
I. Intelligence Resources
2. Scout Detachment
3. Special Military Operatives
4. Psionic and Magic Operatives
5. D-Bee Specialists
6. Infiltration Network
J. Special Budget
6. Mega Bucks
K. General alignment of personnel
6. Scrupulous and Principled
L. Criminal Activity
1. Con Man
3. Cyber-Doc
6. Expert Assassin
5. Smugglers and Sellers of Contraband
7. Psychic Enforcer
8. Special Forces
9. Safecracker/Locksmith
10. Forger
M. Reputation/Credentials
5. Excellent Reputation
N. Salary
6. Outrageous Salary
Note
10 infantry modern military Army "corp"
10 light cybrog modern military Army "corp
10 full convertion Cyborg modern military Army "corp
6 tank MBT modern military Army "division
12 APC A modern military Army "division
2 jet modern military Army "platoon
2 gunship modern military Army "platoon
O.C.C
Bounty Hunter
Forger
Freelance Spy
Master Assassin
Safecracker
Smuggler
Special Forces Soldier
Super-Spy Thief Professional
but add the following
OCC modifications
and get the following below these are not from rifts earth
Bonus from Genetics Engineering Augmentation:
Spoiler:
second table character
Spoiler:
special Aptitude Bonuses
Spoiler:
Only technology is ban Titan Robotics
Air Force
ground base aircraft F-16C and F-16,
Kiowa Warrior Helicopter Black Hawk Assault Helicopter ,Super-Cobra Gunship ,Apache Helicopter , Thunderbolt II Fighter Aircraft , F16 C andF-16, Chinook ,Chinook gunship, Hercules Airplane
ADD 100 M.D.C PLUS 50 M.D.C
Iron Heart Armaments, Inc.
Iron Heart Aircraft Grey Falcon Attack Jet
AC-29 Air Castle Bomber
Iron Eagle Attack Helicopter
Army and DF (defense force )
it started as a ground base army,
This was originally how it started from America to N.G.R with infantry ,infantry with light exo-frames considered medium infantry
in North America :
Rifts under the sea all
Northern gun all
Iron Heart Armaments, Inc all but limited
Golden Age /Weaponsmiths all
Wellington Industries all
Chipwell Armaments, Inc. just one unit
Banned weapons coalition and titian industries only.
Golden Age /Weaponsmiths all
Army
Are state of art updated max amour, weapons system replacement, electric power system ( 1 year duration).
TAKE ALL M.D.C Location and double it add 100 to 200 M.D.C TO Main Body and 50 to 100 to all other locations
Force field 100 M.D.C
Abrams Battle Tank
Abrams Battle X TANK
APC M113
Hummer
Special Ops Dune Buggy (Location and double it add 50 to 100 M.D.C TO Main Body and 50 to 100 to all other locations add armored plates for each side 240 !!! )
Thunderbolt II Fighter·
AC-130 Hercules Airplane'
Apache Helicopter
Chinook
super Cobra gunship
Black Hawk Assault Helicopter
Kiowa Warrior Helico
Improved F16 D and S
Improved amour design, Weapons system, electric power system or nuclear power system
All have extra 200 M.D.C to main Body
extra 100 M.D.C to other locations
Force field
RDF Army
With force field system
Coalition Vehicles
mainly anywhere but north America
Robot and power Armor or giant robot like S.A.M.A.S None in North America
All have extra 200 M.D.C to main Body
extra 100 M.D.C to other locations
Force field
Chipwell Armaments, Inc.
CAI-50 Challenger Light Combat Armor
( 1 year duration)
Chipwell Assault Suit
All have extra 200 M.D.C to main Body
extra 100 M.D.C to other locations
Force field
Wellington Industries all
Northern Gun Weapons all
All glitter Boys type robot from Rifts earths only
All S.A.M.A.S
All have extra 200 M.D.C to main Body
extra 100 M.D.C to other locations
Force field
Iron Heart Armaments, Inc
Iron Hammer Main Battle Tank
Iron Fist Medium Tank
Iron Bolt Missile Vehicle
Iron Maiden APC-10
All have extra 200 M.D.C to main Body
extra 100 M.D.C to other locations
Force field 320
Northern gun all
mainly defense force
• Robots All have extra 200 M.D.C to main Body
extra 100 M.D.C to other locations and Force field
• Vehicle All have extra 200 M.D.C to main Body
extra 100 M.D.C to other locations and Force field
• Weapons
• Equipment
Navy
Rifts under the sea
Page 135
Rifts under the sea
Page 135
Speedboat
Commercial Hydrofoil
Tugboat
Large Commercial Freighter:
Small Freighter
Large Tanker
Navy Submarine: Trident Submersible Carrier
Commercial Submarine
Coast Guard Cutter
Navy Patrol Boat
Navy Hydrofoil Aero-Jet Patrol Boat
Navy Frigate
Navy Multi-Purpose Missile Cruiser
Navy Multi-Purpose Destroyer
Navy Battleship
Navy Aircraft Carrier:
Navy Light Aircraft Carrier:
Note
The M.D. cannon and M.D Energy base system are used .In other words they use both M.D. cannon and M.D Energy base system weapons system, in order to negate immune to either energy base attacks or physical base attacks. So double cannons from 30 caliber Machine-Gun to 16-inch gun!! From Navy Frigate and up all have cruise missiles forward torpedoes and sea mine launchers and all have Cruise Missile missiles system
Rifts® Sourcebook 4: Coalition Navy
CSN Mk108 Firefly Air-To-Sea Torpedo
Spoiler:
Tomahawk Cruise Missile
Spoiler:
Porcupine missiles system
Spoiler:
All are high tech ships and all are harden against E.M.P
All ship can submerge under water
All can go as deep as 2500 feet under water [/spoiler]
All Pacific fleet have both nuclear power system and Gravitonic Technology.!!!
Spoiler:
All have blue green laser systems on side of hulls from four to eight for under water defense.
Spoiler:
Porcupine Torpedo system
Spoiler:
Pre-Rifts Aircraft Carriers
Spoiler:
Iron Heart Armaments, Inc.
lion Eagle Attack Helicopter
Iron Heart Armaments, Inc.
Iron Heart Watercraft
Iron Heart Torpedoes
Black Eel Torpedo Boat
Triton Patrol Boat
Sea King Missile Cruiser
look above for additional M.D.C
Naruni Enterprises
mainly Europe, Africa , South America ,Pacific ,
But away from coalition and all know weapon manufacturers in North America
Camouflage Sheets
NE-C20 Camouflage Variable Armor
Personal Force Fields
Naruni Vehicles
Carnivore Mark I — Light Hover Tank
Juggernaut — Heavy Hover Tank
Boomerang Attack Aerodyne
Crescent Moon Delta-Wing Spaceplane
Naruni Robots & Powered Armor
Mecha-Knight Medium Powered Armor
Death-Knight Assault Robot
Nomad Scout Robot
Naruni Enterprises
NE-10 Plasma Cartridge Rifle
NE-4 Plasma Cartridge Pistol
NE-50 Particle Beam Rifle
NE-200 Plasma Cartridge Machinegun
NE-1000 "Modified" Plasma Ejector Rifle
Rifts under sea
Weapons & Equipment
Merovingian Amphibious Tank
Iwo-Jima Class MIFV Transpo
Striker Attack Helicopter
Manta Ray Attack Ship
Attack Submarines
Environmental Wet Sui
Aqua-Tech Orca-50 Power Armor
UB-300 Mini-Sub
Basic Underwater Sled
TXD-6 & TXD-8 Frogman Armor
X-6000 Transformable Sub
Rifts® Sourcebook 4: Coalition Navy
All ships
All O.C C
Additional Features look below
Rifts Sourcebook Three TM Mindwerks
The Kingdom of Tarnow
All ships
Additional Features weapon systems added
NEMA O.C.C. all
OCC modifications
Bonus from Genetics Engineering Augmentation:
Spoiler:
second table character
Spoiler:
special Aptitude Bonuses
Spoiler:
chaos earth books
NEMA Mega-Damage Firearm
Police Special Laser Pistol
Terror Stopper" Laser Grenade Rifle
Hot Seat" Plasma Rifle
Incinerator" Plasma Cannon
Destroyer" Mini-Missile Rifle
Lightning" Rail Gun
NEMA Vehicles
Street Tornado Hovercycle
Hover Platform Combat Bike
Combat ATV
Armored Personnel Carrier
All have extra 100 to 200 M.D.C to main Body
extra 100 M.D.C to other locations
Force field
Robots & Drones
Combat Drone Soldier
Combat Hound
Pup Scout
Spider Probe
Flying Probe
NEMA Robot Vehicles
Bull Dog Mastiff
"Big Dog" Super-Mastiff
NEMA Power Armor Chromium Guardsman
Gunbuster
Silver Eagle
All have extra 100 to 200 M.D.C to main Body
extra 100 M.D.C to other locations
Force field
all improved weapon damage and range
Rifts® World Book Nine South America
The Republic of Colombia
Colombian Robots & Power Armor
D-20 Light Combat Exo-Skeleton
Lancero Light Tank/APC
All have extra 100 to 200 M.D.C to main Body
extra 100 M.D.C to other locations
Force field
Rifts® World Book Nine South America 2
Glitter Boy Number 7
Puma-Class Medium Battle Tank
Galapagos Submersible Robot
Hussar APC
All have extra 100 to 200 M.D.C to main Body
extra 100 M.D.C to other locations
Force field
Weapons
ATL-7 Anti-Tank Laser Rifle
Equalizer Combat Shotgun
I-11 Long Gun
1-9 Heavy Ion Rifled
Frankenstein Vehicles
Will mention later but are base here
Weapon added
M-2011 Energy Pistol
M-160 Assault Rifle
Rapid-Fire LAWS-3 Rocket Launcher
M-20 Assault Rifle
This was pre-Rifts weapon was one of the last, non-energy weapons still in service when the Great Cataclysm struck the Earth. It resembles the M-16A1 with a semi-automatic grenade launcher. It is primarily an S.D.C. weapon although bursts of advanced armor piercing rounds can inflict minor mega-damage and the grenades can inflict mega-damage.This all changed 300 years later improved metals and martial has made a major come back in rifts
Spoiler:
US Marine Combat Armor MK 3
Spoiler:
Navy Body Armor MK3
Spoiler:
Gear get basic Exo unit frame for Body armor This applies to any body armor
https://www.deviantart.com/j3f3r20n/art ... -506953938
Enhanced Attributes Physical Strength:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508645398
Physical Prowess:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508645398
A jet thruster
Spoiler:
"
"Semper Fi APA-15 Amphibious Assault Power Armor
Flying:
Range
96 hours at maximum efficiency
Weapon Systems
Wrist Ion-Gun
2. Mini-Missile Launchers (2):
3. M-90 Multi-Weapon Assault System (MWAS):
Merovingian Amphibious Tank
Spoiler:
Rifts undersea world book 7
Pages 133
Navy
Pages 133
Navy
Navy Hydrofoil Aero-Jet Patrol Boat:
Spoiler:
other ships of the line
Speedboat
Commercial Hydrofoil
Tugboat
Large Commercial Freighter:
Small Freighter
Large Tanker
Navy Submarine: Trident Submersible Carrier
Commercial Submarine
Coast Guard Cutter
Navy Patrol Boat
Navy Hydrofoil Aero-Jet Patrol Boat
Navy Frigate
Navy Multi-Purpose Missile Cruiser
Navy Multi-Purpose Destroyer
Navy Battleship
Navy Aircraft Carrier:
Navy Light Aircraft Carrier:
Freighter and up
Spoiler:
All have at least Quad CIWS C9OR Gatling Rail Guns and Variable Laser Gatling gun (4):
Spoiler:
Anti-Missile Chaff Dispenser (10):
Spoiler:
Payload: 1000
In addition to New Navy vehicles added
• S-14Mark II Sea Hawk VTOL Jet Fighter
• Striker Attack Helicopter
• Manta Ray Attack Ship
• Trident Submersible Carrier Attack Submarines
14 Mark II Sea Hawk VTOL Jet Fighter
Class: Stealth Fighter
Spoiler:
Trident Submersible Carrier
Spoiler:
Manta Ray
Spoiler:
Striker Attack Helicopter
Spoiler:
Suit man ,power amour ,robots weapons
LEWS-9 Light
Environmental Wet Suit
Spoiler:
UB-300 Mini-Sub
Spoiler:
Weapons & Equipment
Merovingian Amphibious Tank
Iwo-Jima Class MIFV Transpo
Striker Attack Helicopter
Manta Ray Attack Ship
Attack Submarines
Environmental Wet Sui
Aqua-Tech Orca-50 Power Armor
UB-300 Mini-Sub
Basic Underwater Sled
TXD-6 & TXD-8 Frogman Armor
X-6000 Transformable Sub
Rifts® Sourcebook 4: Coalition Navy
All ships
All OCC but add the following
OCC modifications
Bonus from Genetics Engineering Augmentation:
Spoiler:
second table character
Spoiler:
special Aptitude Bonuses
Spoiler:
Pre-Rifts Destroyers
Spoiler:
Sea King Guided Missile Cruisers
Spoiler:
Rifts Sourcebook Three TM Mindwares
The Kingdom of Tarnow
All ships
The War Machines of Tarnow
The Sea Star
Sting-Ray Power Armor
TC-R3 Missileer
TC-R5 Gargoyle Stopper
Spoiler:
Stinger Turbo Tank
Spoiler:
Torpedo Speed Boat
Spoiler:
Lightning Hydrofoil Gun Ship
Spoiler:
Walesa Cargo Ship
W
Spoiler:
O.C.C modifications
Rifts Underseas book
Rifts Underseas book
Pages 111 and up
Navy Seaman O.C.C.
Marine O.C.C
Bonus from Genetics Engineering Augmentation:
Spoiler:
second table character
Spoiler:
special Aptitude Bonuses
Spoiler:
.
OCC modifications
Rifts Sourcebook four Coalition Navy page 30 and up
Seafaring O.C.C.s
Navy O.C.C.s
Independent Merchant Marine
Navy Sailor
Naval Infantryman
Nautical Commando Specialist (SEAL)
EOD Specialist
Nautical Specialist (old Army O.C.C.)
RPA Elite/SAMAS Pilot
RPA "Fly Boy" Ace
Special Forces
OCC modifications
Bonus from Genetics Engineering Augmentation:
Spoiler:
second table character
Spoiler:
special Aptitude Bonuses
Spoiler:
Foreign Relations
ArmTech N.G.R Branch : Available Features for Vehicles, and WaffenTek Energy Weapons
RRK Korporation
RRK Oberteil Armored Hovercar
WaffenTek Vehicles
RRK Super-Armored Hover Truck
WaffenTek BlitzSchnell
Available Features for Vehicles
Electric power system
Vehicular Weapon Systems
Common Weapon Systems for Vehicles
Briefcase (Aktenkoffer) Guns
the TX-A1 Combat Shotgun and the TX-A2 light submachine-gun
The Destruction of Wroclaw, 106 P.A.
Industrial Related
Industrial Related (Repairs, Installation and Maintenance, military testing ):
Construction:
Entertainment:
Service (Hotels, Restaurants, Bars, Nightclubs, etc.):
Other: 10%
ArmTech N.G.R Branch :history brief
during the chaos earth this ArmTech Germany Branch at the time gave massive support and sometime putting personal over profit it had massive amount of what we could call G.A.W equivalent but better amour ,weapon and electric power systems look at Rifts® Merc Ops TM A Rifts sourcebook
this gave Germany at that time to have second and third line of defense for years till were replace with what we see today Rifts World book 05 Triax
this all change for NGR now when the
Brodkil Empire that the Gargoyles could launch a major offensive.
NGR mission
recover as many civilians.
Twenty-nine hours after the battle had begun.
The year 107 P.A. will prove to be one of the darkest in decades.
On the morning of April 14, 107 P.A., the President of the NGR, Helmut Mayer, is killed by Gargoyle assassins during a dedication ceremony in the small western city of Saarbrucken
New leader ship in N.G.R General Rasheen open the the door for One P.M.C quietly from public allowing addition support where NRG need it
opening up all the old and bring up to date GAW designs and old military tech as well as other weapon systems added and with the help of N.A.A.Ts and looking to drop massive amount of personal and military hardware it made sense for all parties .
371888
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
A.M.C
FOREIGN RELATIONS
FOREIGN RELATIONS
The Kingdom of Tarrow
Air Superiority Tarrow
Combat Medical Services Tarrow
Triax and the N.G.R
The Coalition States
Pirates :The Naut'Yll AND The Splugorth and Atlantis
New Navy
Tritonia
Japan
Lemuria
Columbia
A.R.C.H.I.E. Three
371888
Last edited by ZINO on Sun Jul 30, 2023 11:11 pm, edited 1 time in total.
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
The Kingdom of Tarrow
What makes Tarnow even more outstanding is that it rests at the heart of the Brodkil Empire!
This was the first place A.M.C went for work adding massive amount of combat troops at key locations
At that time it was known as a P.M.C or private military company due to large amount of man power military vehicles from G.A.W and look like a documentary of Pre-rifts US Military in the eye of N.G.R and others .But they had upgraded in amour, weapons and new power source from Northern Gun and other equipment from conventional military vehicles to MDC mainly US military versions and later MDC vehicles .In addition to Wellington Industries, Iron Heart Armaments, Inc, Chipwell Armaments, Inc, Golden Age Weaponsmiths, Northern Gun and N.A.A.T.s and A.M.C ARE secretly testing modified Naruni Enterprises vehicles to test here thanks to the permission of NGR and The Kingdom of Tarrow .But this mainly to get familiar and also give away to NGR alien tech which allowed to open up AMC in NGR and in open trade with The Kingdom of Tarrow also increase military aided . this allowed A.M.C to get it foot at the door and get into The Kingdom of Tarrow and later with NGR. Here A.M.C known as American Military company .They even part in all three attacks with brodkil .This allowed to gain favor with the king and open it doors!!!
Massive amount of time, manpower power and money has been put to test and see what happen to The Kingdom of Tarrow. What was learn from the Coalition War Campaign, The Destruction of Wroclaw and NGR President — Assassinated and brodkil invasion to The Kingdom of Tarrow all this was as expected now to find out how The Kingdom of Tarrow has made has shock A.M.C!
The Tarnow Crystal the Corruption HAS CHANGE EVERTHING !!Instead of leaving and packing they see the people of Kingdom of Tarrow if it falls, they will be ready unlike before and if does fall they have fallback to NGR and place to put all the population of The Kingdom of Tarrow in need be NGR is aware and were surprised of how fast they set just in case. Sadly they see the king is changing due to the stone and have a hard time to which should they fall to Wojtyla Family (look below ).However A.M.C is aware if Kingdom of Tarrow falls many citizens will be lost.
The Tarnow Crystal The Corruption
Matthew Wojtyla
Stanley "Stashu" Wojtyla
n.
Uncle Dominic Wojtyla
Enemies of Tarnow:
Gene-Splicers
!
New Tarnow
Old Tarnow
The Vistula River
Kielce
Rzeszow
The War Machines of Tarnow
New power source from the Americas NG 33 Northern Gun (Rifts World book 33 Northern Gun book 1 )
s
.
custom design or special force but are piloted by A.M.C
1. Sting-Ray Power Armor
2. Sea Star power armor
3. The missileer robot
4. Gargoyle Stopper robot
all carry a self destruction systems that 10 heavy fission blocks inside all robot vehicles
Sting-Ray:
Upgraded version. Model Type: TC-A6 Mark 2
Model Type: TC-A6 Mark 3
Model Type: TC-Al2 MKI
The Sea Star
The Sea Star
Model Type: TC-Al2 Mark III
Current stockpile:
er.
40 mm Grenade
Armor Piercing Grenade:
40 mm Grenade
High Explosive Grenade:
40 mm Grenade
High Explosive Anti Tank round/Grenade:
40 mm Grenade
Plasma Grenade or HEAP. Grenade :
Range: 35 foot (10.7 m) minimum to 250 feet (76 m) maximum.
Rate of Fire: One at a time or a volley of two or four.
Payload: A total of 80 grenades; 40 in each arm[/spoiler]
The missileer Model Type: TC-R3 Mark III
Gargoyle Stopper Mark II
).
Weapon Systems
1. Replace Medium -Missile Launchers to improved Porcupine Missile Launchers systems able to carry two different type of Missile (1):
2. Replace Mini-Missile Launchers to improved Porcupine Missile Launchers systems able to carry two different type of Missile (1):
3. Head Weapons (2; ion & laser):
4. Forearm Rail Gun (1):
1. GUNPOD M61 20mm Gatling Cannon:
2. MAIN GUN 30mm Auto-Cannon:
3. MAIN GUN 30mm Ramjet Auto Cannon:
4. GUNPOD.50 Caliber Machine-Gun:
5. GUNPOD 14mm Machinegun:
6. GUNPOD 50 Caliber Six Barrel Machine-Gun or a MiniGun:
7. GUNPOD Vulcan Laser Turrets
8. GUNPOD Rail Gun:
9. GUNPOD Rail Gun Gatling:
10. GUNPOD Anti-Tank Laser Rifle
11. 40MM Grenade Launchers and chaff/flares /Smoke-Dispenser
weapon systems
Primary Purpose: Anti-Gargoyles/Giants
Secondary Purpose: Anti-Personnel
GUNPOD are place in Hared points and added addition fire power for any jet fighter
GUNPOD M61 20mm Gatling Cannon:
MAIN GUN 30mm Auto-Cannon:
MAIN GUN 30mm Ramjet Auto Cannon:
GUNPOD.50 Caliber Machine-Gun:
GUNPOD 14mm Machinegun:
GUNPOD 50 Caliber Six Barrel Machine-Gun or a Minigun:
GUNPOD Vulcan Laser Turrets
GUNPOD Rail Gun:
GUNPOD Rail Gun Gatling:
GUNPOD Anti-Tank Laser Rifle
Note: The weapon can also fire DU and U-rounds but must acquire them through the NGR or the black market, which is difficult at times or Other weapon dealer which is possible now .
5. Concealed Shoulder 40MM Grenade Launchers and chaff/flares /Smoke-Dispenser (2):
6. A Giant-Sized Energy Rifle known as the "Mega-Rifle"
Primary Purpose:Anti-Gargoyle and Anti-Aircraft
Secondary Purpose: Defense
Mega-Damage:
1. GUNPOD M61 20mm Gatling Cannon look above
2. MAIN GUN 30mm Auto-Cannon look above
3. MAIN GUN 30mm Ramjet Auto Cannon look above
4. GUNPOD Rail Gun look above
5. GUNPOD Anti-Tank Laser Rifle Mega-Damage 6d6x10
6. Mega-Rifle Mega-Damage 3D6 M.D. per individual blast, 6D6 M.D. per simultaneous double pulse blast.
Hand to Hand Combat
Sensors of note:
Gargoyle Stopper Mark III
Gargoyle Stopper Mark IV
Gargoyle Stopper Mark V
Note:
Current stockpile:
378087
What makes Tarnow even more outstanding is that it rests at the heart of the Brodkil Empire!
This was the first place A.M.C went for work adding massive amount of combat troops at key locations
At that time it was known as a P.M.C or private military company due to large amount of man power military vehicles from G.A.W and look like a documentary of Pre-rifts US Military in the eye of N.G.R and others .But they had upgraded in amour, weapons and new power source from Northern Gun and other equipment from conventional military vehicles to MDC mainly US military versions and later MDC vehicles .In addition to Wellington Industries, Iron Heart Armaments, Inc, Chipwell Armaments, Inc, Golden Age Weaponsmiths, Northern Gun and N.A.A.T.s and A.M.C ARE secretly testing modified Naruni Enterprises vehicles to test here thanks to the permission of NGR and The Kingdom of Tarrow .But this mainly to get familiar and also give away to NGR alien tech which allowed to open up AMC in NGR and in open trade with The Kingdom of Tarrow also increase military aided . this allowed A.M.C to get it foot at the door and get into The Kingdom of Tarrow and later with NGR. Here A.M.C known as American Military company .They even part in all three attacks with brodkil .This allowed to gain favor with the king and open it doors!!!
Massive amount of time, manpower power and money has been put to test and see what happen to The Kingdom of Tarrow. What was learn from the Coalition War Campaign, The Destruction of Wroclaw and NGR President — Assassinated and brodkil invasion to The Kingdom of Tarrow all this was as expected now to find out how The Kingdom of Tarrow has made has shock A.M.C!
The Tarnow Crystal the Corruption HAS CHANGE EVERTHING !!Instead of leaving and packing they see the people of Kingdom of Tarrow if it falls, they will be ready unlike before and if does fall they have fallback to NGR and place to put all the population of The Kingdom of Tarrow in need be NGR is aware and were surprised of how fast they set just in case. Sadly they see the king is changing due to the stone and have a hard time to which should they fall to Wojtyla Family (look below ).However A.M.C is aware if Kingdom of Tarrow falls many citizens will be lost.
The Tarnow Crystal The Corruption
Spoiler:
Wojtyla Family
Matthew Wojtyla
Spoiler:
Stanley "Stashu" Wojtyla
Spoiler:
Uncle Dominic Wojtyla
Spoiler:
Enemies of Tarnow:
Spoiler:
Gene-Splicers
Spoiler:
New Tarnow
Spoiler:
Old Tarnow
Spoiler:
The Vistula River
Spoiler:
Kielce
Spoiler:
Rzeszow
Spoiler:
The War Machines of Tarnow
Spoiler:
New power source from the Americas NG 33 Northern Gun (Rifts World book 33 Northern Gun book 1 )
Alternative Fuel Systems Solid Oxide Fuel Cells
Spoiler:
Electric Batteries
Spoiler:
The Military vehicles of Tarnow
Spoiler:
custom design or special force but are piloted by A.M.C
1. Sting-Ray Power Armor
2. Sea Star power armor
3. The missileer robot
4. Gargoyle Stopper robot
all carry a self destruction systems that 10 heavy fission blocks inside all robot vehicles
Sting-Ray Power Armor
Sting-Ray:
Spoiler:
Upgraded version. Model Type: TC-A6 Mark 2
Spoiler:
Model Type: TC-A6 Mark 3
Spoiler:
Sea Star: Part of the Tarnow Kingdom's Navy
Model Type: TC-Al2 MKI
Spoiler:
The Sea Star
Spoiler:
The Sea Star
Model Type: TC-Al2 Mark III
Spoiler:
Current stockpile:
Spoiler:
The missileer Model Type: TC-R3 Mark I
Spoiler:
The missileer Model Type: TC-R3 Mark II
Spoiler:
40 mm Grenade
Armor Piercing Grenade:
Spoiler:
40 mm Grenade
High Explosive Grenade:
Spoiler:
40 mm Grenade
High Explosive Anti Tank round/Grenade:
Spoiler:
40 mm Grenade
Plasma Grenade or HEAP. Grenade :
Spoiler:
Range: 35 foot (10.7 m) minimum to 250 feet (76 m) maximum.
Rate of Fire: One at a time or a volley of two or four.
Payload: A total of 80 grenades; 40 in each arm[/spoiler]
Spoiler:
The missileer Model Type: TC-R3 Mark III
Spoiler:
Gargoyle Stopper Mark I
Spoiler:
Gargoyle Stopper Mark II
Spoiler:
Weapon Systems
1. Replace Medium -Missile Launchers to improved Porcupine Missile Launchers systems able to carry two different type of Missile (1):
Spoiler:
2. Replace Mini-Missile Launchers to improved Porcupine Missile Launchers systems able to carry two different type of Missile (1):
Spoiler:
3. Head Weapons (2; ion & laser):
Spoiler:
4. Forearm Rail Gun (1):
Spoiler:
1. GUNPOD M61 20mm Gatling Cannon:
2. MAIN GUN 30mm Auto-Cannon:
3. MAIN GUN 30mm Ramjet Auto Cannon:
4. GUNPOD.50 Caliber Machine-Gun:
5. GUNPOD 14mm Machinegun:
6. GUNPOD 50 Caliber Six Barrel Machine-Gun or a MiniGun:
7. GUNPOD Vulcan Laser Turrets
8. GUNPOD Rail Gun:
9. GUNPOD Rail Gun Gatling:
10. GUNPOD Anti-Tank Laser Rifle
11. 40MM Grenade Launchers and chaff/flares /Smoke-Dispenser
weapon systems
Primary Purpose: Anti-Gargoyles/Giants
Secondary Purpose: Anti-Personnel
GUNPOD are place in Hared points and added addition fire power for any jet fighter
GUNPOD M61 20mm Gatling Cannon:
Spoiler:
MAIN GUN 30mm Auto-Cannon:
Spoiler:
MAIN GUN 30mm Ramjet Auto Cannon:
Spoiler:
GUNPOD.50 Caliber Machine-Gun:
Spoiler:
GUNPOD 14mm Machinegun:
Spoiler:
GUNPOD 50 Caliber Six Barrel Machine-Gun or a Minigun:
Spoiler:
GUNPOD Vulcan Laser Turrets
Spoiler:
GUNPOD Rail Gun:
Spoiler:
GUNPOD Rail Gun Gatling:
Spoiler:
GUNPOD Anti-Tank Laser Rifle
Spoiler:
Note: The weapon can also fire DU and U-rounds but must acquire them through the NGR or the black market, which is difficult at times or Other weapon dealer which is possible now .
5. Concealed Shoulder 40MM Grenade Launchers and chaff/flares /Smoke-Dispenser (2):
Spoiler:
6. A Giant-Sized Energy Rifle known as the "Mega-Rifle"
Spoiler:
Primary Purpose:Anti-Gargoyle and Anti-Aircraft
Secondary Purpose: Defense
Mega-Damage:
1. GUNPOD M61 20mm Gatling Cannon look above
2. MAIN GUN 30mm Auto-Cannon look above
3. MAIN GUN 30mm Ramjet Auto Cannon look above
4. GUNPOD Rail Gun look above
5. GUNPOD Anti-Tank Laser Rifle Mega-Damage 6d6x10
6. Mega-Rifle Mega-Damage 3D6 M.D. per individual blast, 6D6 M.D. per simultaneous double pulse blast.
Spoiler:
Spoiler:
Hand to Hand Combat
Sensors of note:
Spoiler:
Gargoyle Stopper Mark III
Spoiler:
Gargoyle Stopper Mark IV
Spoiler:
Gargoyle Stopper Mark V
Spoiler:
Note:
Current stockpile:
Spoiler:
378087
Last edited by ZINO on Tue Aug 01, 2023 12:19 am, edited 1 time in total.
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
Conventional Military Vehicle
Stinger Turbo Tank
Rifts Sourcebook Traix Mindwerks 3 page 102
Model Type: T-322 Mark I
Class: Light Assault Tank
Crew: Three: one driver, a gunner, and a commander. Can accommodate two passengers in a snug area behind the crew.
M.D.C. by Location:
* Track Treads (2) — 200 each
Reinforced Crew Compartment — 270
Power System: Gasoline, electric or nuclear.
Cost:
2 million with gasoline engine,
2.5 million for one with an electric motor,
12 + million with nuclear engine (lifetime of 10 years).
Maximum Effective Range:
600 miles (960 km) with a full tank of gasoline or via electric motor, before needing refueling; unlimited if nuclear (10 year life).
Statistical Data
Weapon Systems
1. Main Laser Turret (1):
Spoiler:
2. Mini-Missile Launchers (2):
Spoiler:
3. Forward Rail Gun (1):
Spoiler:
4. Smoke grenades launchers (6):
Spoiler:
Sensor Note: All
Sensor Note:
Spoiler:
Model Type: T-322 MARK II
Class: Light Assault Tank
Crew: Three: one driver, a gunner, and a commander. Can accommodate two passengers in a snug area behind the crew.
M.D.C. by Location:
* Track Treads (2) — 200 each
Reinforced Crew Compartment — 270
Force field 240 (use N.E rules only on electric or nuclear)
Power System: Gasoline, electric or nuclear.
Cost:
2 million with gasoline engine,
1,000,000 for a Solid Oxide cells
2.5 million for one with an electric motor,
12 + million with nuclear engine (lifetime of 10 years).
Maximum Effective Range:
600 miles (960 km) with a full tank of gasoline or via electric motor, before needing refueling; unlimited if nuclear (10-year life).
Statistical Data
Speed:
Normally 65 mph (104 km) on land. When the turbo jets are activated, the tank can attain a speed of 200 mph ! Buttoned up, it can travel on water at speeds between 15 mph (24 km) to 30 mph (48 km) when the turbo engines are engaged!
Maximum Effective Range:
600 miles (960 km) with a full tank of gasoline or via electric motor, before needing refueling; unlimited if nuclear (10 year life
Weapon Systems
1. Main Laser Turret or ATL SYSTEMS or a Anti-Tank Laser system (1):
Spoiler:
2. Replace Mini-Missile Launchers to improved Porcupine Missile Launchers systems able to carry two different type of Missile ( (2):
Spoiler:
3. Forward Rail Gun (1):
Spoiler:
4. 40MM Smoke grenades launchers and chaff and flares systems (6):
Spoiler:
Sensor Note:
Spoiler:
Model Type: T-322 MARK III
Spoiler:
Note:
Current stockpile:
about 50% are mark II and Mark III
Port Tarnow: 160 (one armored company),
New Tarnow: 320, 288 in storage,
and 1920 dispatched throughout the kingdom.
379147
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
Tarrow :Water Vessels
Sea Dart Mini-Sub
Torpedo Speed Boat
Lightning Hydrofoil Gun Ship
Walesa Cargo Ship
Are all have improved weapon systems from AMC and N-F50A Superheavy Force Field and similar tech added .
Sea Dart Mini-Sub
Model Type: TC-B40
Class: Mini-Submarine
Crew: Two:
Pilot/navigator and communications officer/sensors operator.
Speed:
Maximum Range:
Indefinite if nuclear powered (15 year life) or 800 miles (1280 km) if a fuel driven vessel; most are nuclear.
Statistical Data:
Power System: 90% are nuclear, but some are fuel driven.
Black Market Cost: 1.5 to 4 million credits.
N-F50A Superheavy Force Field
Spoiler:
Concealed Micro-Hover System
Spoiler:
MDC location
Spoiler:
Weapon Systems
1. Exterior Torpedo Launch Tubes (3):
Spoiler:
2. Mechanical Arms & Claws (2):
The mechanical arms are designed mainly for salvage and exploration but can also be used for combat.
Spoiler:
Special Bonuses:
Spoiler:
Torpedo Speed Boat
Model Type: TC-B20 Class: Speed Boat
Crew: Two: Pilot/navigator and communications officer/sensors operator. It can also accommodate four passengers.
M.D.C. by Location:
Spoiler:
Speed:
Maximum Range:
Spoiler:
Statistical Data:
Black Market Cost: 400,000 to 500,000 credits not counting the depth charges.
Weapon Systems
1. 14mm Machinegun and Laser Gun:
A heavy dual machinegun loaded with explosive bullets is standard issue and can be mounted on the front or back of the boat. The main section of the gun is protected by a small metal shield. The gun is for defense to fight off pirates and power armor raiders. It can also be used to detonate enemy torpedoes. A laser can be substituted.
Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose: Defense
Mega-Damage:
Spoiler:
2. Depth Charge Launchers
3. Special Bonuses:
Lightning Hydrofoil Gun Ship
M.D.C. by Location
N-F50A Superheavy Force Field
Spoiler:
Power System: Nuclear (15 year life) or liquid fuel driven (700 mile/1120km range).
Black Market Cost: 10 to 20 million credits for a new, undamaged ship
with all weapons and accessories. Does not include crew.
Weapon Systems
1. Porcupine -Missile Launcher (4):
Spoiler:
2. Torpedo Tubes (2):
The gun ship also has twin torpedo launch tubes in each of the bow sections. A common tactic against a single foe consists of launching a combined torpedo and missile attack, trying to overwhelm the target's defenses through saturation.
Spoiler:
3. Depth Charge Launchers (2):
This weapon is used against underwater submarines and monsters.
Spoiler:
4. Heavy, Long-Range Laser Turrets (3):
One turret is located in the stern of the ship, while two others face the bow. Each turret can rotate 360 degrees and can be raised and lowered in a 90-degree arc of fire. Rail guns can be substituted.
Spoiler:
Walesa Cargo Ship
Model Type: TC-B 100
Class: Cargo Transport
M.D.C. by Location
N-F50A Superheavy Force Field
Spoiler:
Power System: Nuclear, with an average life of 20 years.
Black Market Cost: 70 to 80 million credits.
Weapon Systems
1. Missile Launchers (2):
Two medium-range missile launchers are located in the stern of the ship. They are the main weapon systems of the vessel and generally intended for defensive purposes only. These auto-loading missile turrets can fire off their entire payload in a couple of minutes. The launchers are controlled from the bridge, sometimes by a single gunner/operator.
Spoiler:
2. Depth Charge Launchers (2):
A depth charge launcher is located at opposite ends of the ship.
Spoiler:
3. 14mm Machinegun and Laser Gun:
A heavy dual machinegun loaded with explosive bullets is standard issue and can be mounted on the front or back of the boat. The main section of the gun is protected by a small metal shield. The gun is for defense to fight off pirates and power armor raiders. It can also be used to detonate enemy torpedoes. A laser can be substituted.
Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose: Defense
Spoiler:
3. Additional Weapon Systems can be added: These can include four to six laser or rail gun turrets, mini-missile launchers, power armor troops, helicopters, and so on.
4. Power Armor Crew:
Several crew members may use power armor and 4gaint power armor units and 5 robots are typically part of the ship's resources
381010
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
A.M.C and Tarrow Kingdom's
A.M.C and Tarrow Kingdom's
Phase world Paratrooper O.C.C.
Phase world Tin-Soldier O.C.C. Stats
A.M.C hired Combat Mage O.C.C
When A.M.C hammer out the deal with Tarnow Kingdom's worth Billions the king saw it couldn’t do it by itself and having in his mind additional force that were considered above mercenary armies but a PMC or a Private military Company they would hold section for protection and improving quality of life in it kingdom. In order to start A.M.C work first keys locations and able to expanded in astronomical rate once set that Tarnow Kingdom's can hold it ground from outside and internal forces . Tarnow Kingdom's military forces was first then Tarnow Kingdom's infrastructure second and later dump additional military personal from A.M.C ,you see A.M.C has many branches similar to the old USA Empire but can draw additional support from other mercenary from N.A.A.Ts , A.M.C has air land and sea that’s to Tarnow Kingdom's and Iron Heart Armaments Inc .Later helping to expand the New navy .In order to start they needed Chipwell Armaments Golden Age Weaponsmiths Wellington Industries
And later make look good Northern Gun .When starting A.M.C would drop it forces in place where seem fortification and lack of man power , A.M.C is massive ,Then adding Frontier Milita ,The Guard ( using all of Iron Heart Armaments) ,Peacekeeper ,and N.A.M.E.S all trained in Phase world and bring several Logistical personal using Northern Gun products .They are a defense force and not to go on offensive roll only Tarnow Kingdom's army ,This way truing the table on the angel of death . on the angel of death see this and is holding backing know she can fight but gorilla tactics at best even with Brodkil army was smart play to hold. Sadly Brodkil try insurrection attack of 0ver 100,000 Brodkil were all lost !!Even Ecto-Traveler have been block in many areas try to explore within Tarnow Kingdom's!! The combine might is massive and these are just vanguard !!
In less then a year Tarnow Kingdom's has become a fortress nation something NGR is looing at and seen how they will adopt these tactics. Also, NGR is sending troops as mercenary and sending hand me down military vehicles.
Northern Gun Weapons massive supplies to Tarnow Kingdom's with over 100 ships that were sent been use as additional army forces via PMC and other adding two Robot Gladiator Games in Tarnow Kingdom's is the rage . Getting Forester Power Armor, Gladius Light, Grease Monkey, Med-Rec – White Knight,, Hovercycles , Aquatic Vehicles , Northern Gun Robots, Beachmaster Amphibious Assault Robot,,, NG-V50 Bigfoot, AX-44 Bison Battler, Blocker Combat Robot, Gunbot Robot-Killer, Gunwolf, NG-V67 Grizzly, Hunter Mobile Gun, Hunter Moble Gun, Block IV Upgrade, `Big Papa' Mobile Medical Robot, `Junior' Mini-Mobile Medical Robot, `Original' Multibot, NG-M57-2N1 Megabot, NG-EXC-17 Ogre, EX-11 Okemos Explorer Robot, EX-11 Okemos Explorer Robot, NG-EX-V50 Scorpion Battler, NG-SE48 Sunfire, NG-V10 Super Labor Robot, NG-8000 Super Max, NG-V58 Thundercaster, NG-V41 Viking, NG-V39 Volcano, NG Weapons, Seasnake Series Lasers, NG Solar Powered Lasers, Heavy Energy Weapons,, NG Ion Scatter Series,, NG Particle Beam Weapons, NG Plasma Weapons, Rail Guns & Non-Energy Weapons, Other Weapons & Ammo, NG-Mines
But what stick out the most are DX-202 Cargo Walker, DX-204 GRUB General Robotic Ultra-Builder, BRV-10 “Vulture” Battlefield Recovery Vehicle, NG-PD12 “Fido” Cargo Drone, NG-CDH30 “Mule”
Cargo Hauler, NG-W9 Light Labor Drone, NG-W10 Heavy Labor Drone, IR·l020 Wrecker from rifts Japan, Rhino Heavy-Duty Military Bulldozer, “Smoke skipper” Hover Firetruck , NG-RSV7A Centipede
Robot Transport and Recovery Vehicle, Big Bertha, NG-HC2000 Skybunker Hover Carrier, and Robot Floater Camera the most common and on demand
The number unit that Chipwell Armaments Inc is CAI-51 Challenger Light Combat Armor making Billions and Wellington Industries keeping a secret in North America!!
Frontier Militia and Tarnow defense force and elite Tarnow force are setting infrastructure and fortification ,transportation line and for the massive amount of combat troops . Frontier Militia clear within Tarnow and it massive which need helping doing .This how it goes Frontier Militia sattrt operation then more support is need for that mission they Tarnow defense force step in ,and still more need Tarnow defense special force are added . Then call NGR mercenary group. After that A.M.C set and cover where Frontier Militia need support in. The kingdom of Tarnow is big and surrounded by enemies .Then A.M.C will call in Para trooper for mages and other units . thank to Frontier Militia for doing covert operations, Scout Detachment, Special Military Operatives, Psionic and Magic Operatives Combat Mage O.C.C,D-Bee Specialists and setting Infiltration Network in and out of The kingdom of Tarnow and A.M.C bring in Deep Anti-insurrection Operatives to win hearts and minds within The kingdom of Tarnow. Adding Army as a defense force and navy for blue water and brown water operations and last adding an Air force in the middle of Mindwerks and brodkil !!
Support by the following groups in silent
1. Golden Age Weaponsmiths
2. N.A.A.T
3. N.A.M.E.S
4. A.M.C
5. The Guard
6. RRK Corporation
7. Wellington Industries
8. Chipwell Armaments, Inc.
9. Northern Gun unknow helping
10. W.I Inc. Wellington Industries
11. Peacekeeper
12. RRK Corporation merc ops /Armtech Brach Germany
13. Armstrong TW Armaments Co.
14. MageFire Weaponry, Inc
15. Wellington Industries merc ops
16. Iron Heart Armaments, Inc. N.A.A.TS west coast
17. Chipwell Armaments, Inc merc ops
18. Bandito Arms west coast
19. The Chicago Network
20. The Immaterial Hand
21. EXTERMLY Limited work with El Oculta
22. Le Marche Noir east coast
23. The Verbrecher-Geschaeftsnetz
24. The Yakuza west coast
25. New Navy west coast
26. The Kingdom of Tarnow east coast
27. Titan product are ban
A.M.C Engineer Corps
Step One: The Size and Orientation
6. Massive Mercenary Army.
This Free Company can take on any kingdom and nation on Rifts Earth
at least 30,000,000 + effective, 50,000,000 + support personnel
hundred super-powered and magically , psionically adept agents
No group of this size is known on Earth
transdimensional mercenary
Step Two: Mercenary Company Features
A. Sponsorship
2. Secret NAATS
4. Criminal. Organized Crime it uses local area support to address or smooth agreement in the area
5. Government NGR, The Kingdom of Tarnow
6. Front again AMC
B. Outfits
9. Gimmick Clothing share with Local area if not enough
10. Unlimited Clothing
C. Equipment
3. Electronic Supplies and Good Gear
4. Medical Equipment.
5. Medical Clinic
6. Magic Technologies
7. High-Tech Augmentation (Bionics, Juicers, Crazies):
8. Unlimited Equipment
D. Vehicles
4. Combat Cars share with Local area if not enough
5. Specialty Vehicles
6. Unlimited Vehicles
E. Weapons, Power Armor & Bots
3. Basic Weaponry share with Local area and train local civilian
5. Extensive Weaponry share with Local area and train local law enforcement
6. Maximum Firepower mainly AMC
F. Communications
2. Basic Service. This is shared via small towns and small villages and rural area to civilian related to local nations . The company has one long-range, wide band radio (500 mile/804 km range), one portable language translator and a walkie- talkie (3 mile/4.8 km range) in each vehicle. No scramblers or bug detectors available. Company Cost: 2 Points.
3. Secured Service. Use by government Civilian towns Two long-range radios, all personnel have a walkie-talkie or other short-range type radio, all with scramblers, six language translators, two mini-radar systems, one PC-3000 pocket computer, and a portable video camera and player. Company Cost: 10 Points
4. Full Range System. Mainly local enforcements and militia Every tent and major vehicle is equipped with a short-range (6 mile/9.6 km) radio and language translator, plus there are four long-range radios on line, and all personnel have a short-range walkie-talkie available to them. All radios have scrambler capabilities and one of the long-range radios has a laser booster system that doubles its range (1000 miles/1600 km). All senior officials have a full size computer as well as the PC-3000 and a language translator, other officials have only the PC-3000. Soldiers have reasonable access to a variety of commercial audio and video disk recorders and players.
A public announcement system is wired throughout the camp, and a full sound and video recording studio trailer monitors and controls the music and announcements piped through the PA system. Two full-time communications specialists, two electrical engineers and five assis-tants are on staff. All equipment is good quality and well maintained. Company Cost: 15 Points
5. Deluxe Communications Network. This use d and shared with local military forces working alongside AMC forces. Identical to number four, except that all the equipment is of the highest quality, the communication staff is twice as big, and equipment is more plentiful and readily avail-able. Company Cost: 25 Points
6. Superior Communications. Mainly AMC forces and allies units Not only does the company have everything provided in number five, but it has a communications command center (triple the number of communication staff) able to coordi-nate the actions of the whole company at once. All officers have full size and pocket size computers and language translators. Company Cost: 40 Points
G. Internal Security
3. Tight. Mainly militia control area
4. Iron-Clad. Mainly local law enforcement/para military control area
5. Paranoid. Mainly local Military control area
6. Impregnable. Mainly AMC control area
H. Permanent Bases
2. Partial Headquarters. this are mobiles use by law enforcement , militia or para military or The kingdom of Tarnow forces, AMC
3. Headquarters. Mainly law enforcement for local area
4. Fortified Headquarters. Extension to other area of local support The kingdom of Tarnow forces
5. Company Town. AMC
6. Company City. The kingdom of Tarnow and ports
I. Intelligence Resources
This all part of AMC but are in all merc outfit to share and update all merc outfits and then local area when need be.
2. Scout Detachment
3. Special Military Operatives
4. Psionic and Magic Operatives
5. D-Bee Specialists
6. Infiltration Network 5 rival bandits mainly Mindwerk and Brodkil
J. Special Budget
4. Large Loans mainly local militias and paramilitary
5. Big Bucks we are talking here millions of credits from local governments
6. Mega Bucks we talking here billions of credits from AMC
K. General alignment of personnel
Varies
6. Scrupulous and Principled
5. Unprincipled and Scrupulous
4. Anarchist and Unprincipled
L. Criminal Activity
Sadly there no way to around and AMC will use Criminal Activity but also working with local organizations Of the local to keep thin quiet and hidden to public eye and local law enforcement
1. Con Man
2. Prostitutes are willing to work and paid extremely especially of intel information is effective to AMC first
3. Cyber-Doc
5. Smugglers and Sellers of Contraband
6. Expert Assassin
7. Psychic Enforcer
8. Special Forces
9. Safecracker/Locksmith
10. Forger
M. Reputation/Credentials
3. Unknown to local area only that there to help
4. Known by king and allies
5. Excellent Reputation like phase world
N. Salary
6. Outrageous Salary this mainly AMC and quadruple hazard pay and overtime pay is triple
5. Excellent Salary this is the kingdom military and triple hazard pay and overtime pay is double
4. Good Salary militia, para military and law enforcement government workers and double pay and overtime pay
Gear get basic Exo unit frame for Body armor
https://www.deviantart.com/j3f3r20n/art ... -506953938
Enhanced Attributes Physical Strength:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508645398
Physical Prowess:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508645398
A jet thruster
Spoiler:
Weight: 20 Ibs
https://www.deviantart.com/j3f3r20n/art ... -503806932
Power System:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508296925
M.D.C Frame
Spoiler:
Gear get basic Exo unit frame for Body armor
https://www.deviantart.com/j3f3r20n/art ... -506953938
Enhanced Attributes Physical Strength:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508645398
Physical Prowess:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508645398
A jet thruster
Spoiler:
Weight: 20 Ibs ; remember,
https://www.deviantart.com/j3f3r20n/art ... -503806932
Power System:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508296925
M.D.C Frame
Spoiler:
Gear get Ultra-light basic Exo unit frame for Body armor
https://www.deviantart.com/g3blue/art/C ... -707395784
https://www.deviantart.com/thomasrome/a ... -538812889
Variant design
Enhanced Attributes Physical Strength:
Spoiler:
Physical Prowess:
Spoiler:
Power System:
Spoiler:
M.D.C Frame
Spoiler:
Hammerhead
Gear get basic Exo unit frame for Body armor
https://www.deviantart.com/g3blue/art/H ... -718248543
Enhanced Attributes Physical Strength:
Spoiler:
Physical Prowess:
Spoiler:
A jet thruster
Spoiler:
Weight:
Spoiler:
Power System:
Spoiler:
M.D.C Frame
Spoiler:
Phase world Paratrooper O.C.C.
Phase world Paratrooper O.C.C. Abilities and Bonuses:
1 . Bonuses :
The character' s combat training and background provide the following bonuses.
+ ID4x 10 to physical S.D.C . (or + 10 M . D . C . for Mega-Damage beings)
+ ID4 to P. S . , P.E. and Spd .
+2 on initiative .
+ I to strike in hand to hand combat.
+2 to parry and dodge .
+3 to roll with impact.
+3 to save vs psionics, insanity and torture .
+2 to save vs poison, toxin s and disease.
+ 1 0% to save vs coma/death
2. Nerves of Steel:
Paratroopers are famous for being as cool as a cucumber even under the worst of conditions . They have to be when j umping out of moving aircraft i s part o f the character' s job description. For most, this i s a blend of training, experience and a rock-steady disposition, to which freaking out is not acceptab
le behavior. As a result, the Paratroopers are immune to the effects of Horror Factor and they cannot be tortured through the use of pain alone ; it would require the use of magic, psionics, psychology and/or drugs to be effective. Of course, these men are also completely unafraid of heights , no matter
how high up they may be
3. Marksmanship :
The character must be incredibly skilled with his weapons in order to hit a target when falling on a chute
or when try ing to assault a beach front. They gain. a special bonus to strike with any ranged weapon, thanks to their keen eyesight, training, target shooting practice and constant battle action. This means that the Paratrooper gains + I attack/action per melee round, +2 to strike on an Aimed or Called Shot, + 1 to strike with a burst or spray, and + 1 to disarm on a Called Shot when using any long-range weapon or Firearm . The character can also make an Aimed or Called Shot from a moving vehicle,
when running, swimming or parachuting without penalty .
4. Hold Breath :
A Paratrooper is trained in how to hold his breath longer than the average person, so that he can maximize his air supply when jumping from high altitude or when skin diving (or S.C.U.B.A. diving). Most humans can only hold their breath for one or two minutes before dizziness will occur, unconsciousness
then occurs within two minutes and suffocation after another minute or two without air. The Paratrooper can hold his breath for 6 minutes before dizziness occurs, extending his overall time limit
5. Attribute Requirements:
A good P.S. and P.E., a fighting spirit, readiness to help and a willingness to follow orders. 80% are male, 20% female.
• 1- Bonus from Genetics Engineering Augmentation
• 2- Best MOS/Skills AND Special Aptitude Bonuses
• 3- Special Aptitude Bonuses Table
1 Bonus from Genetics Engineering Augmentation:
Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. That means 70% of the last two generations to join Rifts Earth Militia /Para-Military O.C.C are genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children.
Pick one set of genetic bonuses or roll percentile for random determination.
Spoiler:
2- Best MOS AND Special Aptitude Bonuses
instead of rolling 3d6 you can roll the following table
• 01-11% Brainy:
• 13-26% Strong-willed:
• 27-39% Charismatic:
• 40-51% Physically Strong:
• 52-65% Fast Reflexes and high
• 66-78% Great Endurance:
• 79-88% Pretty Boy/girl: model
• 89-00% Fast as Lightning:
01-11% Brainy :
Spoiler:
13-26% Strong-willed:
Spoiler:
27-39% Charismatic:
Spoiler:
40-51% Physically Strong:
Spoiler:
52-65% Fast Reflexes and high
Dexterity:
Spoiler:
66-78% Great Endurance:
Spoiler:
79-88% Pretty Boy/girl: model
Spoiler:
89-00% Fast as Lightning:
Spoiler:
3 Special Aptitude Bonuses Table
Spoiler:
11-20%
Natural robot Ace/or fix or rotor wing
Spoiler:
21-30 %
Giant robot/or power armor Ace:
Spoiler:
31-40%
High Perception and Solid gut Instincts:
Spoiler:
41 to 50%
Quick Reaction Time:
Spoiler:
51-60%
Strongman :
Spoiler:
61-70%
Fast Learner and Jack of Many Trades:
Spoiler:
71-80%
Quick Reflexes:
Spoiler:
81-90%
Fearless :
Spoiler:
91-00%
Charismatic/Charmer:
Spoiler:
Paratrooper O.C.C.. Stats
Attribute Requirements:
IQ . 10, P.S. 12, P E . 14 or higher; a high P.P. and M.E. are helpful but not required.
Alignment : Any .
Racial Restrictions : None.
O.C.C. Skills:
Basic Math (+ 10%)
Climbing (+ 20%, + 30% to rappelling)
Land Navigation (+ 1 5%)
Language: Native Tongue (+2%)
Language : Other (two of choice; + 1 0%)
Parachuting (+30%)
Pilot: One ground and one water vehicle of choice (+ 1 0%).
Radio: Basic (+ 10%)
S.C.U.B.A . (+20%)
Swimming (+20%)
Wilderness Survival (+20%)
W.P. Energy Heavy
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Ancient : Two of choice.
Hand to Hand : Commando (or Assassin if preferred
O.C.C. Related Skills :
Select 8 other skills at level one . Add three additional skills at level three, and two at levels six and nine, and one at level twelve. All new skills start at level one Proficiency .
Communications : Any (+ 1 0%) .
Cowboy : None.
Domestic : Any.
Electrical : Basic only .
Espionage: Detect Ambush, Detect Concealment, Escape Artist, Intelligence, and Sniper only .
Mechanical : Basic and Automotive only .
Medical : First Aid (+ 10%) or Paramedic (+5%) only.
Military : Any (+ 1 0%).
Physical : Any.
Pilot: Any (+5%).
Pilot Related: Any (+5%).
Rogue : Find Contraband, Safe -Cracking, Streetwise and Tailing only .
Science: None.
Technical : Any.
W.P . : Any .
Wilderness : Boat Building, Spelunking and Underwater Navigation only (+ 10%).
Secondary Skills :
Select 10 skills from the Secondary Skills list found on page 3 0 0 of Rifts® U tim ate Edition at levels1 ,2, 4, 8, and 12 and 15 . These are additional areas of knowledge that do not get any bonuses, other than any possible bonus for having a high I.Q . All Secondary Skills start at the base skill
level
Standard Equipment:
Orbital electric military wingsuit or HALO wingsuit medium environmental armor
various design
https://www.deviantart.com/novaillusion ... -622539459
gravity drive systems 100 M.D.C.(2)
https://www.deviantart.com/thomaswieveg ... -428080604
folding hard wing version 150 M.D.C.
https://www.deviantart.com/vyle-art/art ... t-74095112
folding body wing
https://www.deviantart.com/artemymaslov ... -383543154
Stealth orbital wingsuit -90% detection, the rest get -55% detection
https://www.deviantart.com/toastysfm/ar ... -903017676
Heavy military wingsuit
super solider design and/or juicer design
add 100 M.D.C. main body and 50 to all location.
conceal rear hover thrusters back systems.
Grav drive systems
Has four Superheavy Force Field 320 each!!
Nuclear power 5 years
electric military wingsuit medium environmental armor
(6D6+1+88 M.D.C. main body ) Helmet: 35. Arms: 1 5 each, Legs : 24 each, No mobility penalties.
Four folding wings 100 each P.S 40
Gear gets basic Exo unit frame for Body armor look below.
any design can become TW design 400 PPE batteries and get 1d4+1.
Full EVA systems
• Complete environmental battle armor suitable for use in all hostile
environments, including space.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. 96 hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 3000 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic
fires do full damage.
• Radiation shielded.
• Polarized and light sensitive/adjusting tinted visor.
• Built-in loudspeaker; 80 decibels.
• Directional, short-range radio built into the helmet. Range is 5 miles (8 km).
• Helmet face plate is removable.
• Wrist Mini-Comp : A multi-purpose miniature computer and display that will indicate system errors within the armor, damage levels, and oxygen supply, as well as direction (compass), time, and date.
• Ammo and supply waist belt, shoulder belts, and shoulder holster. Pilots and officers have their choice of shoulder or hip holster.
• Boot survival knife or Vibro-Blade for officers and military specialists.
Also built in
•built in two parachutes
•Binoculars
•language translator
•utility belt
•backpack
•satchel
•tinted goggles
•compass
• any one can get an A.I assistant
set of fatigues 25 M.D.C, limited personal wardrobe, , IRMSS medical kit, , , parachute, tinted goggles, gas mask, canteen, handcuffs , disposable cigarette lighter, bedroll, flashlight, survival kit, hand radio, S.C.U.B. A . gear, wet suit 25 M.D.C and some personal items.
electric military wingsuit medium environmental armor Helmet: 35. Arms: 1 5 each, Legs : 24 each,
One weapon for each W.P. plus ID6+3 ammo/E-Clips for each, a Vibro-Saber (2D4 M.D . ) , Vibro-Knife ( lD6 M.D .), two smoke grenades, two fragmentation hand grenades , and six flares.
Personal Force Fields
N-F50A Superheavy Force Field
Camouflage Variable Armor
Camouflage Sheets
The following below use parachutes
Gear get basic Exo unit frame for Body armor
https://www.deviantart.com/j3f3r20n/art ... -506953938
Enhanced Attributes Physical Strength:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508645398
Physical Prowess:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508645398
A jet thruster
Spoiler:
Weight: 20 Ibs
https://www.deviantart.com/j3f3r20n/art ... -503806932
Power System:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508296925
M.D.C Frame
Spoiler:
Gear get basic Exo unit frame for Body armor
https://www.deviantart.com/j3f3r20n/art ... -506953938
Enhanced Attributes Physical Strength:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508645398
Physical Prowess:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508645398
A jet thruster
Spoiler:
Weight: 20 Ibs ; remember,
https://www.deviantart.com/j3f3r20n/art ... -503806932
Power System:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508296925
M.D.C Frame
Spoiler:
Gear get Ultra-light basic Exo unit frame for Body armor
https://www.deviantart.com/g3blue/art/C ... -707395784
https://www.deviantart.com/thomasrome/a ... -538812889
Variant design
Enhanced Attributes Physical Strength:
Spoiler:
Physical Prowess:
Spoiler:
Power System:
Spoiler:
M.D.C Frame
Spoiler:
Hammerhead
Gear get basic Exo unit frame for Body armor
https://www.deviantart.com/g3blue/art/H ... -718248543
Enhanced Attributes Physical Strength:
Spoiler:
Physical Prowess:
Spoiler:
A jet thruster
Spoiler:
Weight:
Spoiler:
Power System:
Spoiler:
M.D.C Frame
Spoiler:
Cybernetics:
None to start, but can acquire them later, including Black Market items .
Experience Chart: Same as the CS Military Specialist, see the Rifts® RPG .
Phase world Tin-Soldier
Special Abilities & Bonuses
In addition to biological hazard training and chemistry, the character gets the following bonuses and special items.
1. Bonuses :
+3 to save vs disease, +2 to save vs poison and drugs, +2 to save vs possession and mind control , and + 1 to save vs Horror actor at levels 2, 4 , 6, 8 , 1 0, 1 2 , and 14 .
2. Bio-Hazard Special Training.
The Tin-Soldier can evaluate the situation, identify the specific dangers to human life, as certain their level of deadliness, and how to contain and clean-up/eliminate the contamination.
Base Skill: 60% +3% per level of experience .
The proper handling, use, storage and disposal of poisons and toxins, and the adm ini stering of drugs is part of the special training.
Base Skill: 68% +3% per level of experience.
Knowledge of medical procedures and laboratory techniques enables the character to work as a lab assistant and even as a nurse, but requires direction and supervision from a doctor or supervisor
3. Special Hazard Armor:
Special HAZMA T double-suit, environmental arm or, plus a spare helmet and a spare oxygen
tank is standard issue. The Hazard Armor has an inner suit made of M.D.C. fabric ( 16 M.D.C each.) and is completely airtight and sealed. This is a double-safety feature to protect the wearer in case his exterior armor is breached.
The exterior armor is heavy environmental arm or with 100 M.D.C . and all the standard features for EBA. However, the suit can handle ten the amount of radiation, heat and cold as standard EBAs , has a larger independent oxygen supply good for eight hours (in phase world has weeks to a built in air circulation purge system), has numerous belts, pouches and connectors to hold weapons , sign al flares, sensors and other gear, as well as the following extra features
https://www.deviantart.com/snowy-aegis/ ... -530068913
combat version
The Hazard Armor has an inner suit made of M.D.C. fabric ( 30 M.D.C each.) and is completely airtight and sealed. This is a double-safety feature to protect the wearer in case his exterior armor is breached.
The exterior armor is heavy environmental arm or with 100 M.D.C . and all the standard features for EBA
Personal force field systems 160 M.D.C
https://www.deviantart.com/deltaplaneru ... -407846452
The Hazard Armor has an inner suit made of M.D.C. fabric ( 20 M.D.C each.) and is completely airtight and sealed. This is a double-safety feature to protect the wearer in case his exterior armor is breached.
The exterior armor is heavy environmental arm or with 50 M.D.C . and all the standard features for EBA
Personal force field systems 160 M.D.C
https://www.deviantart.com/supercynic/a ... -155336250
THE DRAGON HEAVILY ARMORED suit and high Robotic systems P.S 40
The Hazard Armor has an inner suit made of M.D.C. fabric ( 35 M.D.C each.) and is completely airtight and sealed. This is a double-safety feature to protect the wearer in case his exterior armor is breached.
The exterior armor is heavy environmental armor with 200 M.D.C . and all the standard features for EBA
Can have additional features added as well 2 per arm , 3 per legs ,6 helmet and 10 main body
Nuclear power systems 5 years
Personal force field systems 320 M.D.C
No exo unit
https://www.deviantart.com/bjorgar/art/ ... -172532509
the ranger
The Hazard Armor has an inner suit made of M.D.C. fabric ( 16 M.D.C each.) and is completely airtight and sealed. This is a double-safety feature to protect the wearer in case his exterior armor is breached.
The exterior armor is heavy environmental arm or with 60 M.D.C . and all the standard features for EBA
Speed double
Robotic systems high agility and mobility robotic systems P.P add 8
Personal force field systems 160 M.D.C
Add +25 to climbing ,swimming or other
Used Ultra-light exo unit only.
https://www.deviantart.com/nicklausofkr ... -283968236
mainly para military and basic infantry design
The Hazard Armor has an inner suit made of M.D.C. fabric ( 16 M.D.C each.) and is completely airtight and sealed. This is a double-safety feature to protect the wearer in case his exterior armor is breached.
The exterior armor is heavy environmental arm or with 100 M.D.C . and all the standard features for EBA
Personal force field systems 160 M.D.C
Used Ultra-light exo unit only.
https://www.deviantart.com/haloowl/art/ ... -763368394
mainly used by Nurse ,combat medic , fire fighter ,and EMS ,Engineers ,civilian suits
The Hazard Armor has an inner suit made of M.D.C. fabric ( 16 M.D.C each.) and is completely airtight and sealed. This is a double-safety feature to protect the wearer in case his exterior armor is breached.
The exterior armor is heavy environmental arm or with 35 M.D.C. and all the standard features for EBA
Personal force field systems 160 M.D.C
Double helmet systems
Outer glass 5 M.D.C
Standard helmet 25 M.D.C
Used Ultra-light exo unit only.
Features
A ) Helmet mini-spotlight and camera turret with two small, but high-powered lights ( 1 000 footl3 05 m range) . The turret can slide forward and back on top of the helmet, tum side to side 180 degrees, and has an up and down arc of 85 degrees; responds to voice command . The camera can record up to eight
hours per mini-disc AND transmit live feed to a mobile command base.
B) Built-in Geiger counter.
C) Bio-Comp Monitor (of the wearer) .
D) Built-in sensory system that identifies and measures air temperature, humidity, toxins in the air and can detect active biological agents that are a hazard to humans.
E) Electromagnetic gripping boots used for walking on and climbing metal structures, the hull of a ship, etc. Electromagnet hand pads are either kept in a backpack or hooked in a special carrying case on the hip
F) Can add additional sensor, optic, better communication systems for robotic
3 per arms , 4 per leg,8 on main body . optic up 4 per eye on helmet add 5 more.
G.) Camera: Peekaboo (1):
Two “peekaboo cameras” are built into the back of the back the right and left shoulders.
. When needed to see what’s going on behind you without turning around yourself, the camera unfolds from its concealed housing to look around. This can be very helpful when hiding amongst vegetation or rubble, and for peeking around corners. Being so small and quiet, the peekaboo camera can peer under leaves and through a weave of vegetation or debris to see and transmit live images to the HUD in the pilot’s helmet. Each is built into a thin, mechanical arm that can bend to look up, down and sideways 180
degrees behind the power armor. Note: For a complete description of how this mini-spy camera can cover one’s back, see the description in the opening text of the Forester power armor, page
94. Each peekaboo camera has 5 M.D.C
Multi-Optics System:
The all helmet contains a wide range of optical enhancements: Passive nightvision
(light amplification; range 1,600 feet/488 m), infrared optics (can see in total darkness and through smoke, however, an infrared light beam is emitted which can be seen by others with the ability
to see the infrared; range 1,600 feet/488 m), ultraviolet vision (can see the ultraviolet light used by some security systems; 400 foot/122 m range), binocular telescopic sight (2 miles/3.2 km
range), and macro-magnification (x12 for close work). All are see in total darkness and through smoke, however, an infrared light beam is emitted which can be seen by others with the ability
to see the infrared; range 1,600 feet/488 m), ultraviolet vision (can see the ultraviolet light used by some security systems; 400 foot/122 m range), binocular telescopic sight (2 miles/3.2 km
range), and macro-magnification (x12 for close work). All are perfect for surveillance, investigation and manhunting.
Warning System and Multi-Cameras:
Tied into the cameras and sensor array is a motion detection warning system similar to
the one in the White Knight power armor. When anything comes within 100 feet (30.5 m), the computer issues an audio warning (“Warning: Suspected hostile approaching at 100 feet. 95 feet,
80 feet, etc.” Or “Warning: Deteriorating hostile environment. Defensive [or evasive] action is recommended.” And similar.) In each instance, the pilot can request “visual” and the computer will
display a visual live feed, up on the HUD, of what the camera sees approaching or what the deteriorating environment may be. If the approaching person or people are not a threat, the pilot can
stop the warning by stating, “non-hostile” or “friendly.” Tied into the Recognition system, the warning is likely to identify exactly what the danger is. (“Known hit man for the Altobelli Gang,” or
“Coalition Dead Boy,” “Baal Rog demon,” and possibly even the name of a specific known fugitive: “Benjamin Mason,” “Michael Strom,” “Big Bubba,” “King Zarchron,” etc., “approaching from
behind at two o’clock.”
H) Hard-Shell Backpack (70 M.D.C.) & Special Gear: The has a special, oversized hard-shell backpack specifically designed to carry two gallons (7.5 liters) of drinking water, one first aid kit, one Portable Computer Field Unit (see Rifts® Ultimate Edition, page 162, for descriptions of both) and one Portable
Scan Dihilator (see Rifts® Ultimate Edition, page 164).Both units provide additional radar, sensors, computer and communications.
I)Gear gets basic Exo unit frame for Body armor except THE DRAGON HEAVLY AMORED
https://www.deviantart.com/j3f3r20n/art ... -506953938
Enhanced Attributes Physical Strength:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508645398
Physical Prowess:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508645398
A jet thruster
Spoiler:
Weight: 20 Ibs
https://www.deviantart.com/j3f3r20n/art ... -503806932
Power System:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508296925
M.D.C Frame
Spoiler:
Gear get basic Exo unit frame for Body armor
https://www.deviantart.com/j3f3r20n/art ... -506953938
Enhanced Attributes Physical Strength:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508645398
Physical Prowess:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508645398
A jet thruster
Spoiler:
Weight: 20 Ibs ; remember,
https://www.deviantart.com/j3f3r20n/art ... -503806932
Power System:
Spoiler:
https://www.deviantart.com/j3f3r20n/art ... -508296925
M.D.C Frame
Spoiler:
Gear get Ultra-light basic Exo unit frame for Body armor
https://www.deviantart.com/g3blue/art/C ... -707395784
https://www.deviantart.com/thomasrome/a ... -538812889
Variant design
Enhanced Attributes Physical Strength:
Spoiler:
Physical Prowess:
Spoiler:
Power System:
Spoiler:
M.D.C Frame
Spoiler:
Hammerhead
Gear get basic Exo unit frame for Body armor
https://www.deviantart.com/g3blue/art/H ... -718248543
Enhanced Attributes Physical Strength:
Spoiler:
Physical Prowess:
Spoiler:
A jet thruster
Spoiler:
Weight:
Spoiler:
Power System:
Spoiler:
M.D.C Frame
Spoiler:
Phaseworld Tin-Soldier O.C.C. Stats
Alignment: Any, but most tend to be good.
Attribute Requirements:
I.Q. 11 and M.E. 10 or higher; a high P.P. and P.E . are helpful but not required.
Racial Restrictions : None, but few M.D.C . beings would bother to learn such ski l l s
Attribute Requirements:
A good P.S. and P.E., a fighting spirit, readiness to help and a willingness to follow orders. 80% are male, 20% female.
• 1- Bonus from Genetics Engineering Augmentation
• 2- Best MOS/Skills AND Special Aptitude Bonuses
• 3- Special Aptitude Bonuses Table
1 Bonus from Genetics Engineering Augmentation:
Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. That means 70% of the last two generations to join Rifts Earth Militia /Para-Military O.C.C are genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children.
Pick one set of genetic bonuses or roll percentile for random determination.
Spoiler:
2- Best MOS AND Special Aptitude Bonuses
instead of rolling 3d6 you can roll the following table
• 01-11% Brainy:
• 13-26% Strong-willed:
• 27-39% Charismatic:
• 40-51% Physically Strong:
• 52-65% Fast Reflexes and high
• 66-78% Great Endurance:
• 79-88% Pretty Boy/girl: model
• 89-00% Fast as Lightning:
01-11% Brainy :
Spoiler:
13-26% Strong-willed:
Spoiler:
27-39% Charismatic:
Spoiler:
40-51% Physically Strong:
Spoiler:
52-65% Fast Reflexes and high
Dexterity:
Spoiler:
66-78% Great Endurance:
Spoiler:
79-88% Pretty Boy/girl: model
Spoiler:
89-00% Fast as Lightning:
Spoiler:
3 Special Aptitude Bonuses Table
Spoiler:
11-20%
Natural robot Ace/or fix or rotor wing
Spoiler:
21-30 %
Giant robot/or power armor Ace:
Spoiler:
31-40%
High Perception and Solid gut Instincts:
Spoiler:
41 to 50%
Quick Reaction Time:
Spoiler:
51-60%
Strongman :
Spoiler:
61-70%
Fast Learner and Jack of Many Trades:
Spoiler:
71-80%
Quick Reflexes:
Spoiler:
81-90%
Fearless :
Spoiler:
91-00%
Charismatic/Charmer:
Spoiler:
O.C.C. Skills:
Basic Math (+20%)
Chemistry (+20%)
Chemistry : Analytical (+ 1 5%)
Climbing (+ 1 0%)
Computer Operation (+20%)
Excavation (+ 1 0%)
Find Contraband (+ 1 4%)
Firefighting (+20%)
Land Navigation (+ 1 5%)
Language: Native Tongue (+2%)
NBC Warfare (+20%)
Parachuting (+ 1 0%)
Pilot:
• One air vehicle, (+ 1 0%).
• one ground vehicle, (+ 1 0%).
• one water vehicle (+ 1 0%).
Radio: Basic (+ 1 5%)
Salvage (+ 1 5 %)
Swimming (+ 1 0%)
Wilderness Survival (+20%)
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Ancient: One of the choices.
Hand to Hand:
Basic E.M.S, firefighter, civilian and militia ; Expert for military or other
O.C.C . Related Skill, or Martial Arts (or Assassin if evil) for two skills
O.C.C. Related Skills :
Select two Medical skills and five other skills at level one. Plus select two additional ski l ls at levels 3,
6, 9 and 12 . All new skills start at level one proficiency.
Communications: Any (+ 1 0%) .
Cowboy: None.
Domestic: Any .
Electrical: Any .
Espionage: None. Soldier or military or P.M.C or merc outfit
Mechanical: Basic and Automotive only (+5%).
Medical: Any (+5%)
Military: Any (+ 1 0%).
Physical:
Any, except Acrobatics and Gymnastics. any for police. law enforcement or medical, E.M.S, firefighter, civilian and militia
Pilot: Any.
Pilot Related: Any (+5%).
Rogue: None. But for police. law enforcement, civilian and militia any
Science: Any (+ 1 0%).
Technical: Any (+5 %).
W.P . : Any .
Wilderness:
Identify Plants & Fruits, Preserve Food, Skin & Prepare Animals and Spelunking only (+10%).
Standard Equipment
Special HAZMAT double-suit environmental armor, plus a spare helmet and oxygen tank, set of fatigues,
limited personal wardrobe, binoculars, IRMSS medical kit, IRVT Seekers, RAU Robot Antiseptic Units
("Cleaners"), pocket digital Micro Scale, Portable Laboratory, Portable B io- Scan & B io-Lab, portable computer, field radio, digital audio-recorder, digital camera, mini-tool kit, pocket-sized note pad and 9 markers , first aid kit, hypodermic gun , utility belt, holster with sidearm , backpack, satchel, tinted goggles, gas mask, canteen, surgical gloves, compass, disposable cigarette lighter, bedroll , flashlight, survival kit, and some personal item s .
One weapon for each W.P . plus 9 ammo/E-C lips foreach, a Vibro-Knife ( 1D6 M.D.), 9 smoke grenades, 9
fragmentation hand grenades, and eight signal flares
Cybernetics: None to start, but can acquire them later, including Black Market items
Experience Chart : Same as the C S Technical Officer, see the Rifts® RPG
A.M.C hired Combat Mage O.C.C
Powers & Abilities of the Combat Mage
2. Initial Spell Knowledge at Level One
3. Learning New Spells
4. P.P. E.
Permanent Base P.P. E
Supplemental P.P.E. :
P.P.E. Recovery:
5. Combat Mage O.C.C. Bonuses
Combat Mage O.C.C. Stats
O.C.C. Skills
Swimming and Wilderness Survival (+5%)
O.C.C. Related Skills : Select four other skills
Secondary Skills:
Standard Equipment:
A suit of personalized, light (2D6+32 M.D.C . ) and medium (3D6+50 M.D.C. ) body armor, typically
made from organic, M.D .C . material, one weapon for each W.P . and 6 ammo/energy clips for each, and 3 common TW weapon of choice (often a Flaming Sword or TW revolver). Plus, dress uniform, utility coveralls, utility belt, and a set of camouflage clothing for covert operations, a gas mask and air filter, pair of quality sunglasses or tinted goggles , binoculars, hatchet for cutting wood ( 1D6 S.D.C . ), 9
wooden stakes and a mallet (for vampires), small wooden or silver cross (may be worn around neck or wrist) , 9 golf ball sized quartz crystal shard, 9 refillable cigarette lighter, on disposable lighter, knapsack, backpack, 4 small sacks, pocket mirror, first aid kit, tent, two canteens, flashlight, 50
feet ( 1 5 .2 m ) of climbing rope, 6 pens and r pencils, a note pad or sketchbook, and some personal items. The vehicle is typically a conventional jeep, motorcycle or hovercycle, and should reflect the character ' s piloting skill
AMC
A suit of personalized, light (50 M.D.C . ) and medium (75 M.D.C. ) body armor superior quality
Personal force field systems 160 M.D.C
Has 1d4 P.PE. Battery has 1d4x100 P.P.E each Battery roll A suit of personalized and medium body armor
Can get basic ex suit added ultra-light version only
Techno-Wizard
Communications Band :
Magic Optic System
Psionic Mind Shield
Lightblade:
Flaming Sword
Light ing Rod
TK-Machi ne-G u n
TK-Revolver
TK-Sniper Rifle
TK-Submachine-G u n
Techno-Wizard armor body / and a personalized suit armor
Features each has 1d4 Techno-Wizard batteries and each roll 1d4x100 P.P.E
1)Armor of Ithan:
This spell is activated by thought and 10 P.P.E or 20 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 200.
Cost: 50,000 for each 10 magical M.D.C. of the armor.
2)Breathe without Air:
The magic is activated by thought and 5 P.P.E or 10 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 100. Cost: 100,000 credits.
2)Chameleon:
The magic is activated by thought and 6 P.P.E or 12 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 100. Cost: 120,000 cre-dits.
3)Escape:
The magic is activated by thought and 8 P.P.E or 16 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 150. Cost: 170,000 credits.
4)Impervious to fire:
Activated by thought and 5 P.P.E or 10 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 200. Cost: 70,000 credits.
5)Impervious to Energy:
Activated by thought and 20 P.P.E or 40 I.S.P.; works same as the spell. Duration is subject to the level of its creator; typically 4-6 level (8 to 12 minute duration). Note: This spell will make M.D.C. armor vulnerable only to magic, physical attacks/ punches, missiles/explosives, and telekinetic weapons. Initial
Creation Cost in P.P.E.: 400. Cost: 500,000 credits.
6)Invisibility Superior (self):
The magic is activated by thought and 20 P.P.E or 40 I.S.P.; works same as the spell. Duration is subject to the level of its creator; typically 4-6th level (12 to 18 minutes). Initial Creation Cost in P.P.E.: 400. Cost: One million credits.
7)Invulnerability:
Activated by thought and 25 P.P.E or 50 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 500. Cost: 200,000 credits.
8)Levitation:
The magic is activated by thought and 5 P.P.E or 10 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 100. Cost: 70,000 credits.
9)Mystic Portal:
Activated by thought and 60 P.P.E or 120 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 1200. Cost: 500,000 credits.
10)Shadow Meld:
The magic is activated by thought and 10 P.P.E or 20 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 800. Cost: 200,000 cre-dits.
12)Superhuman Speed:
Activated by thought and 10 P.P.E or 20 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 200. Cost: 40,000 credits.
13 )Superhuman Strength:
The magic is activated by thought and 10 P.P.E or 20 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 250. Cost: 50,000 credits.
Other Feature
Climb (3)
Cloak of Darkness (6)
Concealment (6)
Detect Concealment (6)
Extinguish Fire (4)
Level Three
Armor of Ithan (10)
Energy Bolt (5)
Invisibility: Simple (6)
Magic Shield (6)
Negate Poison/Toxin (5)
Level Four
Electric Arc (8)
Energy Field (10)
Fire Bolt (7)
Fist of Fury ( 10 or 50)
Multiple Image (7)
Repel Animals (7)
Fly ( 1 5)
Superhuman Endurance ( 1 2)
Superhuman Strength ( 1 0)
Superhuman Speed (10)
Level Six
Call Lightning (15)
Fire Ball (10)
Globe of Silence (20)
Lightblade (20)
Level Eight
Negate Magic (30)
Level Nine
Dragon Fire (40)
Level Ten
Speed Weapon ( 00)
Money:
Starts with 1D4x 1000 Universal Credits, 1D4x l000 in Black Market saleable items. Generally, the character will spend money as quickly as he gets it, usually on TW and other types of magic weapons, new spell invocations, vehicle and combat gear, then on living well and enjoying life during
the quiet moments.
Are well paid get twice wages and triple hazard pay, and overtime pay is double
And get Techno-Wizard body armor Features.
Cybernetics:
Starts with none and will avoid getting any cybernetic or other forms of physical augmentation. Will only consider Bio-Systems when severely injured.
Experience Table for the Combat Mage: Same as the Headhunter, see the Rifts® RPG
382792
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
A.M.C and Tarrow Kingdom's secrets expose
Refugees Matter to N.A.A.Ts
Spoiler:
Refugees Matter to N.A.A.Ts
Spoiler:
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
The Black Market
Spoiler:
The Black Market
Spoiler:
El Oculta, "the Hidden One.”, The Atlantean Connection, The Green Scarf Sect
Spoiler:
Black Market South America
Spoiler:
The pirates of the Amazon's
Spoiler:
The Verbrecher-Geschaeftsnetz
Spoiler:
Spoiler:
Spoiler:
The Green Scarf Sect — Black Market China
Spoiler:
The Black Market on Other Planets
Spoiler:
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
so sorry been
sick
work
and getting ready for New York Comic Con getting ready very little time.
I done a few cosplay if interested to see let me know what i cosplay let me know ?
sick
work
and getting ready for New York Comic Con getting ready very little time.
I done a few cosplay if interested to see let me know what i cosplay let me know ?
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
The Secret N.A.A.Ts and Secret War Machines for Tarnow
Part 1
Part 1
Here where N.A.A.T.s get support local or reginal or national support Air Superiority , DemonBusters, Inc are magic intelligence , Crow's Commandoes, Braddock's Bad Boys, Combat Medical are seen as special operation units small but deadly here they able to ham with massive three top budgets and soils of war Services and Triax & The NGR is sending trained personal with hand me down weapons and anything equipment . They are allowed to modify an any way shape or form their vehicles
And all share intelligence no matter what it is. There are also Bandito Arms and Wilk's Laser Technologies which are bought but seen as civilian weapons they bought in bulk massive amount hand held weapons and later reverse engineer in phase world. These Bandito Arms and Wilk's Laser sold at rock bottom price as low as 85% drop for rifle and 90% pistol!! This is due laser are very common for N.A.A.T.s but many of Bandito Arms handheld weapons are low end damage in N.A.A.T.s eye and sold as low end civilian model for many who cant afford it or collection weapons as well .There are time that N.A.A.T.s has a massive supple and give away to area where are needed but this 99 percent of the open door for many opportunity for N.A.A.T.s and that area as well.
Air Superiority Tarrow, DemonBusters, Inc are magic intelligence, Crow's Commandoes, Braddock's Bad Boys, Combat Medical are used mainly as training personnel and consultants. This has led to improved quality of troop ,logistical support and more .
FROM Rifts World Book Five: Triax & The NGR
The Brodkil, a Sub-Demon from an alien dimension
The Brodkil's lust for high-tech M.D. weapons and bionics means they are happy to trade their services as warriors, raiders and even pirates in exchange for the gear they want. Thus, Brodkil often swear allegiance to other powers from humans or D-Bee kingdoms to mercenary armies, bandits, sorcerers and bands of other monsters. In short, they are demonic mercs willing to fight, steal and kill for fun and profit.
There is a massed the largest army of Brodkil ever known to exist in North America, an estimated 4,000-6,000 in rifts earth in the kingdom of Tarrow and outside its borders there more higher estimate.
Tolkeen amassed the largest army of Brodkil ever known to exist in North America, an estimated 8,000-10,000. They were deployed as members of the Monster Squads, in mixed-race platoons and as shock-troops. Furthermore, Brodkil warriors enjoyed fighting alongside other warriors, human and inhuman, particularly Juicers, Crazies, Headhunters, Cyborgs, Grackle Tooth, Kremin Cyborgs, and Daemonix. Warmongers quick to leap into battle, Brodkil would even accept suicide missions.
These Brodkil are considered outcasts or weaklings if he associates predominantly with humans. But this a mistake and many have fallen to these demons of war.
It started when several hundreds of Brodkil call out in radios to kingdom of Tarrow and A.M.C went die in combat. These Brodkil lost limbs and were weak compared to many Brodkil and ready to die. But N.A.A.Ts saw a chance to try something out of box, why die when we can hired you and make a warrior either in magic or technology pick add on top of this techno -wizard items to you gear if compatible . Later the reason was found these Brodkil had principled (not common) Unprincipled, Anarchist and very few Aberrant. They were seen to be weak ( low M.D beings)on soft being like humans and similar races main S.D.C being weak individuals. But after seeing the horrors of what human and other can do and how Monster Brodkil are being made it stop these Brodkil. Under two thousand from North America, Europe and others from Phase world. Land in mess up dirt planet where war and death can come an up at any minute.
These decided to die in what they know best war, instead they could transform themselves into something better .
BB work alone with Anti Insurrectionists / Insurrectionists OCC and other special foces OCC and what ever are needed add to this group but few know BB are Brodkil’s. The Brodkil's and additional support have stood just about every impossible mission and loyal to N.A.A.Ts . Brodkil's want to a secret for as long as possible knowing well this could end with barrel facing them to their face. Like Robot Control in Rifts earth.
For N.A.A.T.s
A modern military Army "brigade" has 1920 troops, one H.Q and three or more battalions.
There three types pick and only one
Named Brodkil Brigade or BB
Step One: The Size and Orientation
4. Large Company
A modern military Army " Brodkil brigade" has 1920 troops, one H.Q and three or more Brodkil battalions.
This is Rifts Earth.
Step Two: Mercenary Company Features
A. Sponsorship
2. Secret to the public
4. Organized Crime deal with Black Market
5. Government kingdom of Tarrow and NGR
6. N.A.A.T.s, kingdom of Tarrow and NGR Front controlled merc groups
B. Outfits
10. Unlimited Clothing
C. Equipment
2. Cheap Gear
3. Electronic Supplies and Good Gear
4. Medical Equipment
5. Medical Clinic
6. Magic Technologies
7. High-Tech Augmentation
8. Unlimited Equipment
D. Vehicles
5. Specialty Vehicles
E. Weapons, Power Armor & Bots
5. Extensive Weaponry:
6. Maximum Firepower: allies human
F. Communications
2. Basic Service
3. Secured Service
4. Full Range System
5. Deluxe Communications Network.
6. Superior Communications
G. Internal Security
3. Tight
4. Iron-Clad
5. Paranoid
6. Impregnable
H. Permanent Bases
2. Partial Headquarters
4. Fortified Headquarters
5. Company Town
6. Company City
I. Intelligence Resources
2. Scout Detachment
3. Special Military Operatives
4. Psionic and Magic Operatives
5. D-Bee Specialists
6. Infiltration Network
J. Special Budget
All
J. Special Budget
6. Mega Bucks
5. Big Bucks
4. Large Loans
3. Small Potatoes
2. Nickels and Dimes
K. General alignment of personnel
4. Anarchist and Unprincipled
5. Unprincipled and Scrupulous
L. Criminal Activity
1. Con Man
3. Cyber-Doc
5. Smugglers and Sellers of Contraband
6. Expert Assassin
7. Psychic Enforcer
8. Special Forces
9. Safecracker/Locksmith
10. Forger
M. Reputation/Credentials
1. Hunted when and if Mind Works and Brodkil find out and later to other supernatural groups
3. Unknown to the public and enemies (main used as a secret Special operations )
4. Known only to N.A.A.T.s, kingdom of Tarrow,NGR and New Navy
N. Salary
All
2. Freelance when then need to work with someone outside
3. Pittance Salary these are as informants / supernatural
4. Good Salary these are base salary for Brodkil and used to paid human or humanoid hire gun
5. Excellent Salary these are base salary for high ranking Brodkil
6. Outrageous Salary these are base salary for high-ranking elite most trusted Brodkil
Note pay is triple hazards from #2 to # 6
393032
Last edited by ZINO on Sat Nov 04, 2023 9:06 pm, edited 1 time in total.
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
Part II The Brodkil, a Sub-Demon from an alien dimension
As player and NPC
Alignment: principled (not common) Unprincipled, Anarchist and very few Aberrant
Attributes:
The number of dice to roll are as follows:
Spoiler:
Spoiler:
Spoiler:
Weight: 450 lbs (202.5 kg).
Life Span: 1,000 years, but most perish in combat at a much younger age.
P.P.E.: 2D4x10.
I.S.P.: None.
Natural Abilities:
Spoiler:
R.C.C. Skills of Note:
Hand to Hand: Expert only Boxing
Wrestling,
Climbing (+10%),
Tracking (People; +5%),
Intelligence (+5%),
Land Navigation (+15%),
Pilot: Hovercraft (+6%),
Radio: Basic (+10%),
Recognize Weapon Quality (+25%),
three spoken Languages of choice (+12% each),
W.P. Blunt,
W.P. Knife,
W.P. Sword,
W.P. Energy Rifle
W.P. Heavy M.D. Weapons.
Plus, a total of 5 skills from the categories of Weapon Proficiencies, Communications, Technical, Domestic, or Wilderness; no R.C.C. bonuses apply, starts with base skill.
Average Level of Experience:
1D6+2 for NPCs, but player characters should start at the level.
Attacks per Melee:
Spoiler:
Bonuses (does not include likely attribute bonuses):
Spoiler:
Spoiler:
Bionics:
Spoiler:
Allies
Spoiler:
cyber amour
Spoiler:
Spoiler:
Sound Suppression System:
Spoiler:
Note:
Spoiler:
A.I systems
more details later
• Additional features
• Tech weapons systems
• Bandito Weapons
• TW for body amour, and TW weapons
396040
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
Part III The Brodkil, a Sub-Demon from an alien dimension gear
there are many from Azlum The Asylum
there are many from Azlum The Asylum
Spoiler:
A.I systems
Spoiler:
Additional features
Spoiler:
Tech weapons systems
Spoiler:
Bandito Weapons
Spoiler:
TW for body amour, robots, and power armor
Spoiler:
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
These worlds at the time had FTL communications and were all at Rifts or Rifts Sourcebook Mutants In Orbit. They started sharing communications for several hundred years till at that time call confederates planets. They were all close of getting FTL systems, but something happens one by one they contact was lost with vital star systems via FTL communication it was a combination of Golgan Republik, The Splugorth Kingdoms, The Transgalactic Empire (TGE), Dimensional Anomalies, and Dimensional Outbreak!! Some star systems were taken over by The Transgalactic Empire (TGE) for years till the remaining world were able to get FTL and soon war broke out with The Transgalactic Empire (TGE) however when The Consortium of Civilized Worlds (CCW) it was to far and considered to difficult to aid . the Inter stellar alliance or ISA of 191 was alone but was able to hold the tide it would be a matter of time before one would give and break. But something happen a large Mercenaries group from another world came lost and confused it did the one thing it knew best …..fight. They turned the tide of the war. They combined technology, Magic , Psionics and Techno-Wizard as one force multiplier . Recover the captured worlds and became heroes later after the war The Consortium of Civilized Worlds (CCW) wanted to these worlds to join but declined after the event. It has been a massive boom for the Surviving worlds. The organization that transformed these world is kept secret and only few know it name call N.A.A.Ts!!!
Interstellar Empires/Kingdoms: Inter stellar alliance or ISA
A. Size was at 191 Large: it was 210 Star Systems now 220 Star Systems
B. History Survivors
C. Level of Technological Sophistication Highly Advanced Civilization
D. General Attitude/Culture Genocidal Xenophobes
E. Racial Composition Existing and Known Species (Human, Wolfen, Elf, etc)
F. Government Democracy
G. Administrative Control Tight
H. External Trade Raw Materials , Luxury Goods, Manufacturing, Military,
H1. Commodities
Exports:/Imports:
Consumer Goods ALL, Biotech, Spacecraft/ Starships, Raw Materials, Agricultural, Drugs, pharmaceuticals, Manpower, voluntary, Weapons, Infantry/personal, vehicles, capital units, AND nucleonics and weapons of mass destruction
I. Status Boom
Deep Anti-Insurrectionists/ Insurrectionists operative
The Deep Anti-Insurrectionists/ Insurrectionists operative are soldiers from Phase world but Specialists who engage in the physical war and the battle for winning the hearts and mind of the people. Thus, they engage the enemy and inspire others to join the battle and revolt against tyranny. They are used to infiltrate worlds and start resistance cells, train and lead freedom fighters, create and inspire civil unrest and revolt, free political prisoners, P.O.W.s, and slaves, engage in acts of sabotage and assassination, and feel out defenses before an impending attack. They are used as front-line soldiers as special operators or act like special forces and can still handle themselves in battle.
Attribute Requirements:
IQ. 12, M.E. 12, and P.S. and P.E. of 10 or higher.
Race : Human
Interstellar Empires/Kingdoms: Inter stellar alliance or ISA
A. Size was at 191 Large: it was 210 Star Systems now 220 Star Systems
B. History Survivors
C. Level of Technological Sophistication Highly Advanced Civilization
D. General Attitude/Culture Genocidal Xenophobes
E. Racial Composition Existing and Known Species (Human, Wolfen, Elf, etc)
F. Government Democracy
G. Administrative Control Tight
H. External Trade Raw Materials , Luxury Goods, Manufacturing, Military,
H1. Commodities
Exports:/Imports:
Consumer Goods ALL, Biotech, Spacecraft/ Starships, Raw Materials, Agricultural, Drugs, pharmaceuticals, Manpower, voluntary, Weapons, Infantry/personal, vehicles, capital units, AND nucleonics and weapons of mass destruction
I. Status Boom
Deep Anti-Insurrectionists/ Insurrectionists operative
The Deep Anti-Insurrectionists/ Insurrectionists operative are soldiers from Phase world but Specialists who engage in the physical war and the battle for winning the hearts and mind of the people. Thus, they engage the enemy and inspire others to join the battle and revolt against tyranny. They are used to infiltrate worlds and start resistance cells, train and lead freedom fighters, create and inspire civil unrest and revolt, free political prisoners, P.O.W.s, and slaves, engage in acts of sabotage and assassination, and feel out defenses before an impending attack. They are used as front-line soldiers as special operators or act like special forces and can still handle themselves in battle.
Attribute Requirements:
IQ. 12, M.E. 12, and P.S. and P.E. of 10 or higher.
Race : Human
Genetics Engineering Augmentation:
Remember that genetic engineering and human augmentation were the rage during war times. That means 90% to join military were genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children. Pick one set of genetic bonuses or roll percentile for random determination.
Spoiler:
Special Aptitude Bonuses Table
Spoiler:
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
These worlds at the time had FTL communications and were all at Rifts or Rifts Sourcebook Mutants In Orbit. They started sharing communications for several hundred years till at that time call confederates planets. They were all close of getting FTL systems, but something happens one by one they contact was lost with vital star systems via FTL communication it was a combination of Golgan Republik, The Splugorth Kingdoms, The Transgalactic Empire (TGE), Dimensional Anomalies, and Dimensional Outbreak!! Some star systems were taken over by The Transgalactic Empire (TGE) for years till the remaining world were able to get FTL and soon war broke out with The Transgalactic Empire (TGE) however when The Consortium of Civilized Worlds (CCW) it was to far and considered to difficult to aid . the Inter stellar alliance or ISA of 191 was alone but was able to hold the tide it would be a matter of time before one would give and break. But something happen a large Mercenaries group from another world came lost and confused it did the one thing it knew best …..fight. They turned the tide of the war. They combined technology, Magic , Psionics and Techno-Wizard as one force multiplier . Recover the captured worlds and became heroes later after the war The Consortium of Civilized Worlds (CCW) wanted to these worlds to join but declined after the event. It has been a massive boom for the Surviving worlds. The organization that transformed these world is kept secret and only few know it name call N.A.A.Ts!!!
Interstellar Empires/Kingdoms: Inter stellar alliance or ISA
A. Size was at 191 Large: it was 210 Star Systems now 220 Star Systems
B. History Survivors
C. Level of Technological Sophistication Highly Advanced Civilization
D. General Attitude/Culture Genocidal Xenophobes
E. Racial Composition Existing and Known Species (Human, Wolfen, Elf, etc)
F. Government Democracy
G. Administrative Control Tight
H. External Trade Raw Materials , Luxury Goods, Manufacturing, Military,
H1. Commodities
Exports:/Imports:
Consumer Goods ALL, Biotech, Spacecraft/ Starships, Raw Materials, Agricultural, Drugs, pharmaceuticals, Manpower, voluntary, Weapons, Infantry/personal, vehicles, capital units, AND nucleonics and weapons of mass destruction
I. Status Boom
https://www.deviantart.com/quesocito/ar ... -506798906
PLANETARY REENTRY SHIELD
encased in a planetary reentry shield. This shield is used to drop the troops from planetary orbit for insertion on a planet. The shield is encased with radar absorbing material for reduced signatures .
Orbital Drop Pod or OPD Units
it been used for nearly decade; they allow for the rapid deployment of ground assault troops near or right onto an objective. Their smaller profiles make them more difficult to destroy by defensive fire than conventional dropships.
Drop pods are launched directly from ships in orbit around a planet using a tactical recoilless orbital cannon, such as the Davy Crockett Delivery System. Once their cargo is loaded and properly secured, a 30-second countdown begins on the commander's mark. The drop pods then fire quickly down through the ship's belly. The drop pod is balanced to stabilize in a feet-down position. The pod has maneuvering capability, used primarily to coordinate landings. During atmospheric reentry, the pod's ceramic skin burns away during atmospheric reentry, protecting the rest of the pod and its occupant from the worst of the considerable heat. The lead foil keeps the armor from ripping away and is designed to replace the ceramic skin once it burns away.
After the drop pod has penetrated the atmosphere, at an altitude of 90,000 ft, thrusters located on the bottom of the pod activate, slowing and stabilizing its descent while at the same time keeping the pod on course. Depending on the sensitivity of cargo and possible presence of enemy anti-air defenses, the pod's petals then either break away moments before striking the surface (typically just over 150 meters (500 ft.) or open up after a safe though somewhat abrupt landing to allow its passengers to disembark. In a break-away pod, primary and secondary parachutes are then employed to slow the descent of pod's cargo.
Orbital Drop Pod or OPD Units is a specialized version of the standard Drop Pod that its transport capacity in order to carry a significant amount of weapons and ammunition to APC to tanks , essentially turning into a turret upon landing. These are usually five assault cannons pointing outwards in the area where soldiers would normally disembark from. They are dropped shortly preceding normal transport-capable Drop Pods, to add much-needed fire-support for disembarking soldiers.
Heavy Pod drop
This was the first drop pods and still are in service able to be Swiss army knife of drop dops.
Model Type: Pod drop
Class: orbital Deployed pod. Also known as a "Drop Base or drop pod ."
Crew: Troop support varies
* The top of the Drop Fort rises to allow troops to fire from a reinforced fortified position. It can also be raised for mass evacuation. A ramp that winds around the top of the structure provides a place for man-sized troops to stand.
** If the M.D.C. of the Main Body is reduced to zero, the unit is destroyed.
*** Built-in Armored plating this is used when force field fail
****Standard Force Field Generator. Standard Variable Force Field Generator. Magnetic Deflection Shield look below
Speed:
conceal hover (built in main body) jets 200 MPH max height possible 6000 feet can add and
Under propulsion systems max depth 5 miles
Can have two propulsion systems Gravitonic and standard thruster high orbital drops.
1. Short-Range Missile Launcher and Mini- Missile Launcher (1):
2. Mini-Missile AND short-range missile Launchers (2):
3. Weapon Turret (1):
A Variable laser weapon turret is typically mounted on the side of the roof/nose opposite the short-range missile launcher. Can replace with dual
1. Advanced Radar:
2. Radar Detector.
3. Long-Range Laser Communications:
4. Four Long-Range Military Field Radios:
5. Four Portable Field Unit Computers.
6. Two Portable Sub-orbital senor pod 100 M.D.C. these are stealthily high in sub orbit small and use as over watch
7. Portable Bio-Scan & Bio-Lab.
8. Motion Detector.
9. Electrical Generator and Four Rechargeable Electric Batteries:
10.Anti-Missile Chaff Dispenser (4):
11. Energy Anti-Missile Chaff Dispenser (2):
12. Standard Force Field Generator mainly for back up
13. Standard Variable Force Field Generator look at number 12
14. Magnetic Deflection Shield
15.Cargo type cares look below and pick one
1. Infantry drop Pod standard squad drop pod
2. Power Armor drop Pod. Any man size power armor drop dop or man size flying drop pod
3. Vehicle drop Pod. One vehicle 90 feet long and with 40 feet and 35 feet height max weight 120 tons
4. cargo drop Pod. 90 feet long and with 40 feet and 35 feet height max weight 150 tons
5. Garage pod 90 feet long and with 40 feet and 35 feet height max weight 150 tons
6. Bunker Pod look below for infantry and any robot or power amour
7. Medical Pod this are call angel pods some have add Magnetic Deflection Shield Projectors and show angels falling from orbit. It has made itself famous awe 15 for those what it means for supernatural evil alignment 15 awe factor” Don’t shoot at Doc pod” has been made famous worst if shot done by enemy fire especially if landing. It can start with a projector and add 1d4 per pod. There have many reports of any entire military operations changing when this happens even many supernatural have avoided these in combat and even many military options wont shot these .Know all to well that to the point of madness combat troops have shown the rage when shot down .Even by accidental fire
8. Command and Control Drop Pod important for orbital drop invasion it the most protected and no one where this pods drop at
9. Decoy/ Drone pod the most hated pod of all it both decoy and sensory pod extremely armor drop pod for any combat drop that extremely high rate of casualty drops better them then us
Infantries drop Pod.
Infantries Air Drop pods
This was the first drop pod carrying combat troops from space to planet side. But can jettison infantry at 100,000 feet or less
Power Armor drop Pod
Vehicle drop Pod.
Cargo drop Pod.
Garage pod
Bunker Pod
M.D.C. by Location: no change
Speed no change
Statistical Data no change
Weapon Systems
Cargo
This DP contains everything a platoon needs to build a bunker, complete with M.D.C. framework, M.D.C. concrete, all other necessary building materials and components, and the tools to get the job done. Ten soldiers should be able to complete the construction in 1d4 hours’ time. The bunker is 15 feet (4.6 m) in diameter, four feet (1.2 m) tall, if half of it is underground (standard), 10 feet (3 m) tall if not. Comes with small generators and electric batteries. More structures or larger structures can be built using more than one Bunker DP. Every 5 square feet (1.4 square m) has 240 M.D.C.
It has All sensors and features common to robots plus as well look above but only. Standard Variable Force Field Generator and Standard Force Field Generator mainly for back up. It carries additional barrier plates ( has 240 M.D.C )and fences .There gun ports all around that solder are familiar add a plus 3 to incitive +2 to strike with any range weapon.
Medical Bunker Pod
.
Command and control Drop Pods
Decoy/ Drone pod
564520
Interstellar Empires/Kingdoms: Inter stellar alliance or ISA
A. Size was at 191 Large: it was 210 Star Systems now 220 Star Systems
B. History Survivors
C. Level of Technological Sophistication Highly Advanced Civilization
D. General Attitude/Culture Genocidal Xenophobes
E. Racial Composition Existing and Known Species (Human, Wolfen, Elf, etc)
F. Government Democracy
G. Administrative Control Tight
H. External Trade Raw Materials , Luxury Goods, Manufacturing, Military,
H1. Commodities
Exports:/Imports:
Consumer Goods ALL, Biotech, Spacecraft/ Starships, Raw Materials, Agricultural, Drugs, pharmaceuticals, Manpower, voluntary, Weapons, Infantry/personal, vehicles, capital units, AND nucleonics and weapons of mass destruction
I. Status Boom
https://www.deviantart.com/quesocito/ar ... -506798906
Drop Pod
PLANETARY REENTRY SHIELD
encased in a planetary reentry shield. This shield is used to drop the troops from planetary orbit for insertion on a planet. The shield is encased with radar absorbing material for reduced signatures .
Orbital Drop Pod or OPD Units
it been used for nearly decade; they allow for the rapid deployment of ground assault troops near or right onto an objective. Their smaller profiles make them more difficult to destroy by defensive fire than conventional dropships.
Drop pods are launched directly from ships in orbit around a planet using a tactical recoilless orbital cannon, such as the Davy Crockett Delivery System. Once their cargo is loaded and properly secured, a 30-second countdown begins on the commander's mark. The drop pods then fire quickly down through the ship's belly. The drop pod is balanced to stabilize in a feet-down position. The pod has maneuvering capability, used primarily to coordinate landings. During atmospheric reentry, the pod's ceramic skin burns away during atmospheric reentry, protecting the rest of the pod and its occupant from the worst of the considerable heat. The lead foil keeps the armor from ripping away and is designed to replace the ceramic skin once it burns away.
After the drop pod has penetrated the atmosphere, at an altitude of 90,000 ft, thrusters located on the bottom of the pod activate, slowing and stabilizing its descent while at the same time keeping the pod on course. Depending on the sensitivity of cargo and possible presence of enemy anti-air defenses, the pod's petals then either break away moments before striking the surface (typically just over 150 meters (500 ft.) or open up after a safe though somewhat abrupt landing to allow its passengers to disembark. In a break-away pod, primary and secondary parachutes are then employed to slow the descent of pod's cargo.
Orbital Drop Pod or OPD Units is a specialized version of the standard Drop Pod that its transport capacity in order to carry a significant amount of weapons and ammunition to APC to tanks , essentially turning into a turret upon landing. These are usually five assault cannons pointing outwards in the area where soldiers would normally disembark from. They are dropped shortly preceding normal transport-capable Drop Pods, to add much-needed fire-support for disembarking soldiers.
Heavy Pod drop
This was the first drop pods and still are in service able to be Swiss army knife of drop dops.
Model Type: Pod drop
Class: orbital Deployed pod. Also known as a "Drop Base or drop pod ."
Crew: Troop support varies
M.D.C. by Location:
Spoiler:
** If the M.D.C. of the Main Body is reduced to zero, the unit is destroyed.
*** Built-in Armored plating this is used when force field fail
****Standard Force Field Generator. Standard Variable Force Field Generator. Magnetic Deflection Shield look below
Speed:
conceal hover (built in main body) jets 200 MPH max height possible 6000 feet can add and
Under propulsion systems max depth 5 miles
Can have two propulsion systems Gravitonic and standard thruster high orbital drops.
Statistical Data:
Spoiler:
Weapon Systems: all weapon systems are concealed.
1. Short-Range Missile Launcher and Mini- Missile Launcher (1):
Spoiler:
2. Mini-Missile AND short-range missile Launchers (2):
Spoiler:
A Variable laser weapon turret is typically mounted on the side of the roof/nose opposite the short-range missile launcher. Can replace with dual
Spoiler:
4. Sensor System Notes:
All sensors and features common to robots plus: 1. Advanced Radar:
Spoiler:
3. Long-Range Laser Communications:
Spoiler:
Spoiler:
6. Two Portable Sub-orbital senor pod 100 M.D.C. these are stealthily high in sub orbit small and use as over watch
7. Portable Bio-Scan & Bio-Lab.
8. Motion Detector.
9. Electrical Generator and Four Rechargeable Electric Batteries:
10.Anti-Missile Chaff Dispenser (4):
Spoiler:
11. Energy Anti-Missile Chaff Dispenser (2):
Spoiler:
Spoiler:
14. Magnetic Deflection Shield
Spoiler:
15.Cargo type cares look below and pick one
types of heavy drop pods
1. Infantry drop Pod standard squad drop pod
2. Power Armor drop Pod. Any man size power armor drop dop or man size flying drop pod
3. Vehicle drop Pod. One vehicle 90 feet long and with 40 feet and 35 feet height max weight 120 tons
4. cargo drop Pod. 90 feet long and with 40 feet and 35 feet height max weight 150 tons
5. Garage pod 90 feet long and with 40 feet and 35 feet height max weight 150 tons
6. Bunker Pod look below for infantry and any robot or power amour
7. Medical Pod this are call angel pods some have add Magnetic Deflection Shield Projectors and show angels falling from orbit. It has made itself famous awe 15 for those what it means for supernatural evil alignment 15 awe factor” Don’t shoot at Doc pod” has been made famous worst if shot done by enemy fire especially if landing. It can start with a projector and add 1d4 per pod. There have many reports of any entire military operations changing when this happens even many supernatural have avoided these in combat and even many military options wont shot these .Know all to well that to the point of madness combat troops have shown the rage when shot down .Even by accidental fire
8. Command and Control Drop Pod important for orbital drop invasion it the most protected and no one where this pods drop at
9. Decoy/ Drone pod the most hated pod of all it both decoy and sensory pod extremely armor drop pod for any combat drop that extremely high rate of casualty drops better them then us
Infantries drop Pod.
Spoiler:
Infantries Air Drop pods
This was the first drop pod carrying combat troops from space to planet side. But can jettison infantry at 100,000 feet or less
Spoiler:
Power Armor drop Pod
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Bunker Pod
M.D.C. by Location: no change
Speed no change
Statistical Data no change
Weapon Systems
Cargo
This DP contains everything a platoon needs to build a bunker, complete with M.D.C. framework, M.D.C. concrete, all other necessary building materials and components, and the tools to get the job done. Ten soldiers should be able to complete the construction in 1d4 hours’ time. The bunker is 15 feet (4.6 m) in diameter, four feet (1.2 m) tall, if half of it is underground (standard), 10 feet (3 m) tall if not. Comes with small generators and electric batteries. More structures or larger structures can be built using more than one Bunker DP. Every 5 square feet (1.4 square m) has 240 M.D.C.
It has All sensors and features common to robots plus as well look above but only. Standard Variable Force Field Generator and Standard Force Field Generator mainly for back up. It carries additional barrier plates ( has 240 M.D.C )and fences .There gun ports all around that solder are familiar add a plus 3 to incitive +2 to strike with any range weapon.
Medical Bunker Pod
Spoiler:
Command and control Drop Pods
Spoiler:
Decoy/ Drone pod
Spoiler:
564520
Last edited by ZINO on Mon Jan 15, 2024 9:44 pm, edited 1 time in total.
let your YES be YES and your NO be NO but plz no maybe
- drewkitty ~..~
- Monk
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- Contact:
Re: N.A.AT
Drop Pod variants...that can be mod'ed to use as Horizon-T wing pods.
viewtopic.php?t=159344
There are Drop Pod mods in the last three posts.
viewtopic.php?t=159344
There are Drop Pod mods in the last three posts.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
- ZINO
- Knight
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Re: N.A.AT
OMG this is beast mode awesome!!!!!!!!!!!!! I truly humble by this work!!!!!!!!!!!!!!!!drewkitty ~..~ wrote: ↑Sun Jan 14, 2024 11:43 pm Drop Pod variants...that can be mod'ed to use as Horizon-T wing pods.
viewtopic.php?t=159344
There are Drop Pod mods in the last three posts.
let your YES be YES and your NO be NO but plz no maybe
- drewkitty ~..~
- Monk
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- Joined: Sat Sep 30, 2000 1:01 am
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- Contact:
Re: N.A.AT
There are star-/spaceship construction tables in the Aliens Unlimited: Galaxy Guide gamebook.ZINO wrote: ↑Mon Jan 15, 2024 2:59 pmOMG this is beast mode awesome!!!!!!!!!!!!! I truly humble by this work!!!!!!!!!!!!!!!!drewkitty ~..~ wrote: ↑Sun Jan 14, 2024 11:43 pm Drop Pod variants...that can be mod'ed to use as Horizon-T wing pods.
viewtopic.php?t=159344
There are Drop Pod mods in the last three posts.
To say I've written up an article that expands on these tables would be an understatement.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
- ZINO
- Knight
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- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
indeeddrewkitty ~..~ wrote: ↑Thu Jan 18, 2024 7:14 pmThere are star-/spaceship construction tables in the Aliens Unlimited: Galaxy Guide gamebook.ZINO wrote: ↑Mon Jan 15, 2024 2:59 pmOMG this is beast mode awesome!!!!!!!!!!!!! I truly humble by this work!!!!!!!!!!!!!!!!drewkitty ~..~ wrote: ↑Sun Jan 14, 2024 11:43 pm Drop Pod variants...that can be mod'ed to use as Horizon-T wing pods.
viewtopic.php?t=159344
There are Drop Pod mods in the last three posts.
To say I've written up an article that expands on these tables would be an understatement.
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
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Re: N.A.AT
returning back to RIFTS EARTH
https://www.deviantart.com/gandoza/art/ ... -342629520
Gerald R. Ford Aircraft Carrier CVN-78
https://www.deviantart.com/gandoza/art/ ... -342629785
AMC Gerald R. Ford Aircraft Carrier CVN-78
Aircraft Carriers and Carrier AircraftAircraft Carriers have been the dominant weapon in naval battles ever since they were first developed between the two World Wars of the 20th Century. The mating of aircraft to warship ended the battleship era and made it possible to fight sea battles without the contesting fleets actually coming within sight of each other. Aircraft and missiles, not guns, assumed a vital role in sea combat — important in both the destruction and defend of Naval vessels. As a floating sea and air base, the Aircraft Carrier can engage and destroy the enemy whether he's at sea, in the air, or on land!
A nuclear-powered carrier is a tremendous asset for any Navy or government. With the aid of its escorts a Carrier can easily establish command of the sea and project power over vast distances. Aircraft Carrier groups are the conventional brawn of a Naval force. Its weapons, the embarked aircraft, seek out and destroy the enemy's warships, aircraft, merchantmen, land installations and personnel. The Carrier is a nautical titan capable of accomplishing virtually any mission even actual amphibious landing. Just the presence of a Carrier anchored off a hostile shore is often enough to scare an enemy into submission.
The NAATs has a Navy has been fortunate enough to inherit copies of United States Navy (USN) Super-Carriers that survived the Great Cataclysm. These large and imposing vessels are the heart of the CS Navy war fleet. This allowed NAATs a quick way embrace the Super-Carrier as the instrument of destiny in Rifts Earth. This with NAATs massive funds to expand the Carrier force despite the tremendous construction costs that they can afford. Already there is a new Mega Aircraft Carrier of NAATs design in construction, which is due to join the fleet in 105 P.A. there are additional Carriers for it allies New Navy ,Japan and AMC(NGR) as well that will join the fleet by the year 106 P.A
Refitted Pre-Rifts Aircraft Carriers model but remaade for rifts earth !!!
The these Aircraft Carriers Fleet of the NAATs series were all recovered, refitted and modified by Golden Age Weaponsmiths, Inc. with Phase world tech as well , for the New Navy ,Japan and AMC(NGR Navy. Golden Age discovered the Carriers amidst a treasure trove of US Navy equipment stored in mega-damage concrete shelters entombed under a hundred feet (30.5 m) of water at Norfolk, Virginia. Inside the air-tight shelters, the Carriers were remarkably preserved in near fighting condition — which is not surprising since the concrete storage bunkers were designed to withstand a direct nuclear attack!
Protected from the fury of the Great Cataclysm, and from decades of corrosion in the environmentally controlled confines of the shelters, the USN Aircraft Carriers CVN 73 George Washington, CVN 82 Ranger and the CVN 85 Lexington languished in silence for centuries. The oldest of the three, the George Washington of the Theodore Roosevelt-Class, was a Navy Reserve training ship being refitted to enhance its capabilities; since there were operatives from NAATs and engineers were embedded to refit repair and recover it was easy for NAATs to make and improved these Mega Navy Carriers!
Model Type
Class: Nuclear-Powered Aircraft Carrier
Crew:
Spoiler:
Spoiler:
Other vehicles
Spoiler:
Spoiler:
Robots & Drones
Spoiler:
Spoiler:
Spoiler:
M.D.C. by Location:
Spoiler:
* Destroying the flight deck means that only aircraft with VTOL capabilities can continue to take-off and land. Even VTOL aircraft will have difficulty operating from the ruined amor troops are not effected.
** Destroying the island/bridge structure results in the total loss of all main sensors, weapon systems and communications systems! The ship's propulsion system can still be operated from the engine room but at -25% to piloting skill rolls; all internal "ship" weapon systems and sensors are dis-abled. If the island/bridge is destroyed the carrier is no longer combat-worthy and is, for all intents and purposes, a vulnerable hulk of metal with only carrier-based aircraft and power armor for defense.
*** Depleting the M.D.C. of the main body destroys the ship's structural integrity, causing it to sink . There are enough flotation devices and inflatable life rafts to accommo-date everyone aboard.
**** This is not a variable force field, its entire M.D.C. must be depleted before any attacks can impact the armor. Once depleted to zero, the shield is gone and requires eight hours to come back online. Otherwise, it regenerates damage at a rate of one point per melee round.it can launch aircraft and fire weapon with shild up!!
***** Magnetic Deflection Shield Island/Bridge Structure has a back up systems know to well this one of key area to destroy by enemy fire and been as back up systems
Statistical Data:
Draft: 40 feet
Width: 200 feet
Length: 2010 feet
Weight: 100,000 tons displacement.
Cargo:
In addition to the embarked troops and air group, the carrier can carry approximately 30,000 tons of extraneous cargo. Crew members and passengers have a locker (4x4x4 feet/1.2 m) for person effects.
Power System:
Nuclear; average energy life of 50 years.
Market Price: 2 billion credits each
Speed:
Water Surface: 70 mph (112 km)
Underwater: 20 knots (36.8 km/23 mph)
Range:
Can stay submerged for years before water seals begin to leak and oxygen supplies run out.
Maximum Depth: 600 feet (183 m).
Gravitonic engines
Can hover out of the water 4 miles and speed 200 MPH.
Weapon Systems
1. Conceal CR-160 MLRS Missile Launchers (4):
Spoiler:
Spoiler:
3. Conceal Cruise Missile Turrets Mk108 Firefly Air-To-Sea Torpedo
Spoiler:
4. Conceal Cruise Missile Turrets BGM-109 Tomahawk
Spoiler:
Spoiler:
7. Conceal ASRAAMM Missile Launchers
Spoiler:
Spoiler:
Spoiler:
10.Anti-Missile Chaff Dispenser (20):
Spoiler:
11.Suborbital Missiles systems
Spoiler:
12. NAATs has AI or NI systems this on GM call more info later
Noteworthy systems include:
1. Air-search radar:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
8.life pods
9. Sub Orbital drones
Spoiler:
Spoiler:
11.Tactical Combat Network:
Spoiler:
Spoiler:
Spoiler:
12.Echo-location sound system:
Spoiler:
13.Thermo-Imager:
Spoiler:
Spoiler:
15.External audio pickup:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
20. Self-Sustaining Ships
Spoiler:
Communications and Sensor Tower:
Systems of Note:
Spoiler:
Communications and Sensor Tower
Spoiler:
All NAATs carriers have the following.
Special Techno-Wizard Powers
Spoiler:
1,958,480
let your YES be YES and your NO be NO but plz no maybe
- ZINO
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Re: N.A.AT
https://www.deviantart.com/unspacy/art/ ... 1034474419
Image
https://images-wixmp-ed30a86b8c4ca88777 ... 40cLtbfmp4
Model Type: IH-copied
Class: Missile Cruiser
Crew:
Troop Capacity:
M.D.C. by Location:
Statistical Data:
Height: 55 feet
Width: 32 feet
Length: 650 feet
Weight: 10,000 tons
Cargo: Can store 1,000 tons of nonessential equipment and supplies.
Power System: Nuclear, with an average life of 20 years.
Black Market Cost: About 600 million credits.
Weapon Systems
1. Missile Launchers (8 total ):
2. Torpedo Tubes (6):
3. Long-Range Rail Gun Turrets (2):
).
4. Quad 200 MM rail cannon hybrid Naval Guns (2):
5. Depth Charge Launchers (2):
6. Quad CIWS C9OR Gatling Rail Guns (6 six total or 3 per side and four total concealed heavy turret) that a total of 10 on ship :
The following put separate due the nuclear used in RIFTS EARTHS and what they represent. The Use of nuclear weapons is the last options
Nuclear Cruise Missile
10.Anti-Missile Chaff Dispenser (20):
11.Suborbital Missiles systems
12. NAATs has AI or NI systems this on GM call more info later
13.Helicopters:
These choppers have the same status as the Iron Eagle , but fire torpedoes and have pontoons for landing on calm waters. The Iron Tridents are also used to support the power armor marines in boarding enemy vessels and amphibious assaults.
1. Air-search radar:
2. Surface-search radar:
3. Target Acquisition Radar:
5. Communications:
6. ECM/Electronic Warfare Suite:
7. Full Environmental System:
ar).
8.life pods
9. Sub Orbital drones
10.Targeting computer network & Bonuses:
s.
11.Tactical Combat Network:
Long-range sonar
Short-range sonar
12.Echo-location sound system:
13.Thermo-Imager:
14.Telescopic System:
.
15.External audio pickup:
16.Long-range radar:
17.Short-range radar:
18.Long-range communications:
19.Short-range communications:
20. Self-Sustaining Ships
All NAATs ships have the following.
Special Techno-Wizard Powers
1959985
Image
https://images-wixmp-ed30a86b8c4ca88777 ... 40cLtbfmp4
AMC Sea King Missile Cruiser
is based on a design for an American Heavy escort ship before the Great Cataclysm. this Heavy escort ship has been modified to deal with Earth or light battleship it a Missile Cruiser and heavy 16-inch guns fully updated for rifts and has phase world tech. This used a defense for the carrier base as well Model Type: IH-copied
Class: Missile Cruiser
Crew:
Spoiler:
Spoiler:
M.D.C. by Location:
Spoiler:
Height: 55 feet
Width: 32 feet
Length: 650 feet
Weight: 10,000 tons
Cargo: Can store 1,000 tons of nonessential equipment and supplies.
Power System: Nuclear, with an average life of 20 years.
Black Market Cost: About 600 million credits.
Weapon Systems
1. Missile Launchers (8 total ):
Spoiler:
Spoiler:
Spoiler:
4. Quad 200 MM rail cannon hybrid Naval Guns (2):
Spoiler:
Spoiler:
Spoiler:
The following put separate due the nuclear used in RIFTS EARTHS and what they represent. The Use of nuclear weapons is the last options
Spoiler:
Spoiler:
10.Anti-Missile Chaff Dispenser (20):
Spoiler:
11.Suborbital Missiles systems
Spoiler:
12. NAATs has AI or NI systems this on GM call more info later
13.Helicopters:
These choppers have the same status as the Iron Eagle , but fire torpedoes and have pontoons for landing on calm waters. The Iron Tridents are also used to support the power armor marines in boarding enemy vessels and amphibious assaults.
AMC Navy design Some of the more noteworthy systems include:
:
:
1. Air-search radar:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
8.life pods
9. Sub Orbital drones
Spoiler:
Spoiler:
11.Tactical Combat Network:
Spoiler:
Spoiler:
Spoiler:
12.Echo-location sound system:
Spoiler:
13.Thermo-Imager:
Spoiler:
Spoiler:
15.External audio pickup:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
20. Self-Sustaining Ships
Spoiler:
All NAATs ships have the following.
Special Techno-Wizard Powers
Spoiler:
1959985
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
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Re: N.A.AT
Navy Heavy Frigate
https://www.deviantart.com/lebroba/art/ ... -432734186
This is Next Generation Navy Frigate at Sea, if you want to become a captain this is the way. There are hundreds of heavy Frigates from escort to patrols. It is the most annoying ship to deal with and deadly as well! It Design was going to be used but were never made full production due the Chaos earth kicking in. But NAATs was able to improve on the design and cost low and 10 per week made the best option to fill the ranks. This allowed standard Frigate for transport and armed. It getting to the pint that many rather deal with s standard Frigate then deal with Navy Heavy Frigate in rifts earth !
Length:
500 feet (152 m)
Speed:
35 mph (56 kmph; 30 knots)
Crew:
10 to 12 officers,
120 to 150 enlisted men.
M.D.C.
Spoiler:
Spoiler:
Weapon Systems of Note:
standard design
Spoiler:
High-tech M.D.C. frigates
Spoiler:
Weapon Systems of Note: AMC Navy and allies design:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Energy and Ballistic turrets
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
High-tech M.D.C. frigates
Spoiler:
AMC Navy design Some of the more noteworthy systems include:
:
:
1. Air-search radar:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
8.life pods
9. Sub Orbital drones
Spoiler:
Spoiler:
11.Tactical Combat Network:
Spoiler:
Spoiler:
Spoiler:
12.Echo-location sound system:
Spoiler:
13.Thermo-Imager:
Spoiler:
Spoiler:
15.External audio pickup:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
20. Self-Sustaining Ships
Spoiler:
Spoiler:
22.NAATs has AI or NI systems this on GM call more info later
All NAATs ships have the following.
Special Techno-Wizard Powers
Spoiler:
1960116
Last edited by ZINO on Mon Apr 22, 2024 4:00 pm, edited 1 time in total.
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
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Re: N.A.AT
Navy Battleship:
a heavy warship of a type built chiefly in the late 19th and early 20th centuries, with extensive armor and large-caliber guns.
Battleships were defined as warships armed primarily with guns over eight inches in caliber or displacing more than 10,000 tons. This definition of a battleship in effect defined a new kind of cruiser, which would displace about 10,000 tons and would be armed with eight-inch guns.
Length:
1000 feet
Speed: 35 mph (56 kmph; 30 knots),
Crew:.
M.D.C
Construction Cost:
https://www.deviantart.com/unspacy/art/ ... 1044017888
16-inch cannons
Modern M.D. battleships are likely to have a complement
N.A.A.Ts Weapon Systems of Note
https://www.deviantart.com/unspacy/art/ ... 1044076094
!
Cruise Missile
Nuclear Cruise Missile
IN FRONT OF THE BATTLESHIP these are vertical missiles launchers
https://upload.wikimedia.org/wikipedia/ ... VLS%29.png
https://www.deviantart.com/solariss777/ ... -865407593
Anti-Missile Chaff Dispenser (20):
Modern M.D. battleships are likely to have a complement of
1. Air-search radar:
2. Surface-search radar:
3. Target Acquisition Radar:
5. Communications:
6. ECM/Electronic Warfare Suite:
7. Full Environmental System:
ar).
8.life pods
9. Sub Orbital drones
10.Targeting computer network & Bonuses:
s.
11.Tactical Combat Network:
Long-range sonar
Short-range sonar
12.Echo-location sound system:
13.Thermo-Imager:
14.Telescopic System:
.
15.External audio pickup:
16.Long-range radar:
17.Short-range radar:
18.Long-range communications:
19.Short-range communications:
20. Self-Sustaining Ships
21. .Suborbital Missiles systems
22.NAATs has AI or NI systems this on GM call more info later
All NAATs ships have the following.
Special Techno-Wizard Powers
for NAATs ships
1961349
a heavy warship of a type built chiefly in the late 19th and early 20th centuries, with extensive armor and large-caliber guns.
Battleships were defined as warships armed primarily with guns over eight inches in caliber or displacing more than 10,000 tons. This definition of a battleship in effect defined a new kind of cruiser, which would displace about 10,000 tons and would be armed with eight-inch guns.
Length:
1000 feet
Speed: 35 mph (56 kmph; 30 knots),
Crew:
Spoiler:
M.D.C
Spoiler:
Spoiler:
Spoiler:
https://www.deviantart.com/unspacy/art/ ... 1044017888
16-inch cannons
Spoiler:
missiles
Spoiler:
Heavy caliber guns
Spoiler:
Spoiler:
N.A.A.Ts Weapon Systems of Note
https://www.deviantart.com/unspacy/art/ ... 1044076094
10 – Over and under barrel weapon systems 16-inch cannons
Spoiler:
All conceal turret
Spoiler:
missile launchers
Spoiler:
Cruise Missile
Spoiler:
IN FRONT OF THE BATTLESHIP these are vertical missiles launchers
https://upload.wikimedia.org/wikipedia/ ... VLS%29.png
https://www.deviantart.com/solariss777/ ... -865407593
Spoiler:
CIW look below
Spoiler:
Depth Charge Launchers (2):
Spoiler:
Spoiler:
Torpedo
Spoiler:
Spoiler:
Modern M.D. battleships are likely to have a complement of
Spoiler:
AMC Navy design Some of the more noteworthy systems include:
:
:
1. Air-search radar:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
8.life pods
9. Sub Orbital drones
Spoiler:
Spoiler:
11.Tactical Combat Network:
Spoiler:
Spoiler:
Spoiler:
12.Echo-location sound system:
Spoiler:
13.Thermo-Imager:
Spoiler:
Spoiler:
15.External audio pickup:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
20. Self-Sustaining Ships
Spoiler:
Spoiler:
22.NAATs has AI or NI systems this on GM call more info later
All NAATs ships have the following.
Special Techno-Wizard Powers
Spoiler:
1961349
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
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- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
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Re: N.A.AT
Navy Frigate:
https://www.deviantart.com/unspacy/art/ ... 1044412058
N.A.A.Ts Massive budget able to spend where needed in Rifts Earth. Here if you want to be captain and trin your way up is going to Navy Frigate captain. And there no short list as well as crew needed to run these ships from allies and N.A.A.Ts run the A.M.C fleets under the New Navy watch .These are the backbone the cargo hull modular design to anything it need to call a jack of traders but that it ,Good fire power that lasted in tech and magical as well add in the crew making vital part but over all use ship but not alone .
There are allies ship which sold or given to allies for free but must be trained , Then there NAAT Version and last a massive fleet of stealth frigates in wolf packs . Even though they act as light frigates these are blur the line between light to heavy due versatility .Make privates to think twice for a ship of 500 feet rarely alone
Length:
500 feet ( 152 m),
Speed:
35 mph (56 kmph; 30 knots),
Crew:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Weapon Systems of Note: allies
https://www.deviantart.com/unspacy/art/ ... 1044412058top is allies ship.
Missile launcher systems
Spoiler:
Two – Long -range missile launchers
Spoiler:
Energy and Ballistic turrets
One 120 MM rapid fire cannon
Spoiler:
Two - quad 40 mm guns
Spoiler:
particle beam or ion cannons, medium-range energy cannons
Spoiler:
4 – Quad 20 mm guns
Spoiler:
Pop up CIW System total 6
High-tech M.D.C. frigates will have a pair of torpedo tubes( no Anti ship torpedo ) and are likely to have a complement of 24 flying and deep sea power armor suits and 4 mini-subs
2 VTOL Hanger Bay plus one outside
the one in button https://www.deviantart.com/unspacy/art/ ... 1044412058
N.A.A.Ts ships or A.M.C Ships
Cargo can hold 4000 tons
6 Anti-Missile Chaff Dispenser (20):
Spoiler:
N.A.A.Ts Weapon Systems of
Missile launcher systems
Spoiler:
Two – Long -range missile/medium missile launchers
Spoiler:
Spoiler:
Energy and Ballistic turrets
four 120 MM rapid fire cannon
Spoiler:
Spoiler:
4 –Quad 20 mm guns
Spoiler:
Pop up CIW System
Spoiler:
Spoiler:
High-tech M.D.C. frigates will have a pair of torpedo tubes and are likely to have a complement of 32 flying and deep sea power armor suits and 4 mini-subs
2 VTOL Hanger Bay plus one outside
M.D.C
*** Armored plates 4000
*** Armored plates this goes around the whole ship for protection form attack to the hull of the ship and first to take damage
****Magnetic Deflection Shield 44,000
Cover the ships and can fire when shield is up!!
Hydrofoil only N.A.A.Ts ships will have this feature !!!
Speed: 130 mph (208 km or 112 knots)
Special Bonuses: +4 to dodge when at speeds above 60 mph (96 km). Trained Navy pilots get an additional +25% to pilot warship/patrol boat rolls to pilot
noteworthy systems include::
1. Air-search radar:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
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8.life pods
9. Sub Orbital drones
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11.Tactical Combat Network:
Spoiler:
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12.Echo-location sound system:
Spoiler:
13.Thermo-Imager:
Spoiler:
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15.External audio pickup:
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20. Self-Sustaining Ships
Spoiler:
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22.NAATs has AI or NI systems this on GM call more info later
All NAATs ships have the following.
Special Techno-Wizard Powers
Spoiler:
stealth frigates
https://www.deviantart.com/warjinzo/art ... -948436811
Spoiler:
stealth
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Water Surface:
Spoiler:
Spoiler:
1962160
Last edited by ZINO on Sat May 04, 2024 1:07 pm, edited 2 times in total.
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
The Ticonderoga
https://worldofjaymz.fandom.com/wiki/The_New_NavyHere a bit of history
The USS Ticonderoga Spoiler:
Spoiler:
Model Type: same
Troop Capacity: same in addition
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Four Air Wings:
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Medical Company: same
M.D.C. by Location:
Spoiler:
Speed: No change
Statistical Data: No change
Cargo: No change
Power System:
Spoiler:
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Weapon Systems
1. Ion Pulse Cannons (2):
These heavy ion cannons can fire underwater and surface against ships or enemy torpedoes, or can also engage surface vessels and even ground targets.
Spoiler:
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NO Change
4. Cruise Missile Turrets (8):
Spoiler:
4 .Anti-Missile Chaff Dispenser (20):
Spoiler:
6. Depth Charge Launchers (4)
Spoiler:
7. Stealth System:
No change
8. Vehicles:
Look above
9. Systems Note: No change
• Long-range sonar
• Short-range sonar
• Echo-location sound system:
• Thermo-Imager:
• Telescopic System:
• External audio pickup:
• Long-range radar:
• Short-range radar
• Long-range communications:
• Short-range communications:
• Communications and Sensor Tower
1962175
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4085
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: N.A.AT
Trident Submersible Carrier
RIFT EARTH BOOK Under the sea world book 7 page 128
a bit of history
Spoiler:
A Trident Carrier could make a good centerpiece for a military campaign. The player characters could be officers or pi-lots aboard the carrier, encountering all kinds of danger in independent exploration missions or military ventures.
Updated from N.A.A.Ts
Spoiler:
Model Type: EPC Mark II
Class:
Light Submersible Carrier
Crew:
Spoiler:
Spoiler:
Driving on the ground: Not possible.
Flying: Not possible.
Water Surface: 60 knots (111.3 km/69.6 mph)
Underwater: 40 knots (73.6 km/46 mph)
Range:
Spoiler:
Spoiler:
Statistical Data:
Height:
40 feet (12.2 m)
Width:
40 feet (12.2 rn)
Length:
380 ft (115.8 m)
Weight:
8,200 tons
Cargo:
Can carry 60 tons of additional cargo.
Power System:
Spoiler:
Spoiler:
Weapon Systems
1. Ion Pulse Cannons (2):
These beam weapons can be used against underwater targets or fired at surface vessels. They are also very useful in detonating incoming torpedoes before they strike. abler
Spoiler:
These lighter pieces are on the top of the submarine and can be used both for anti-ship and, while on the surface,
Spoiler:
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These launchers are porcupine weapon systems used to engage enemy aircraft or missiles as well as against surface ships or land targets. All missile launchers can only be used on the surface, or from up to 300 feet below the water's surface.
Spoiler:
These launchers are porcupine weapon systems has one cruise missile and Medium Range missiles that can engage targets as far as 1,000 miles (1,600 km) away. These ship killers have 50 M.D.C. and are smart bombs (+5 to strike). Primary Purpose: Anti-ship
Spoiler:
6. Depth Charge Launchers (2):
Spoiler:
7. Sensor Systems of Note:
1. Enhanced Radar:
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Special Techno-Wizard Powers
Spoiler:
Last edited by ZINO on Sat Apr 27, 2024 4:27 pm, edited 1 time in total.
let your YES be YES and your NO be NO but plz no maybe