Page 6 of 10

Re: N.A.AT

Posted: Tue Mar 06, 2012 12:43 am
by ZINO
sorry going to put new item
Spoiler:
and maybe house rules
but it huge !!! so give sometime and working in CE ,PW , and N.A.A.T & N.A.M.E.S in North America new toy as well got a lot of artist permission

Re: N.A.AT

Posted: Wed Mar 07, 2012 11:05 am
by Aramanthus
I am looking forward to reading your next new major weapon system.

Re: N.A.AT

Posted: Thu Mar 08, 2012 6:28 pm
by ZINO
it can be used in ANY M.D.C setting
Spoiler:
well someone gave me the ideas to make a list in robotech and recently The Rifter #57 gave the final idea it took me a very long time


http://www.mediafire.com/file/v8i8vrm0ldwznqw/MDC Caliber Chart for MD setting 56 pages.doc

<a href="http://www.mediafire.com/?v8i8vrm0ldwznqw" target="_blank">http://www.mediafire.com/?v8i8vrm0ldwznqw</a>

http://www.mediafire.com/?v8i8vrm0ldwznqw
beware it 56 pages

Re: N.A.AT

Posted: Fri Mar 09, 2012 3:03 pm
by Aramanthus
Ah, I see. This is for other viewers.

Re: N.A.AT

Posted: Tue Mar 13, 2012 6:50 am
by ZINO
sorry lost my files recovering them ,really misplace a total of 600 +pages!!! aaaaahhh but getting today was very tried when it happen and mind was going but body stop and said HELL NO
hate when that happens :(

Re: N.A.AT

Posted: Tue Mar 13, 2012 1:39 pm
by Aramanthus
I am sure you will recover them quickly.

Re: N.A.AT

Posted: Fri Aug 10, 2012 2:24 pm
by ZINO
sorry for delay
1 got injured at work
then
2 lost data foe all project recover then slowly
the
3 someone decided we must reapplied for our jobs when we already have one ( this came from the major of NYC) he love to fired people !!!!
finally as an insult that we won and it was illegal
they the city of NY lost my check and I cannot sue them !!!! but wait and get one check a month!!!!! till September 15 2012!!!!!
it been a roller coaster ride from this major!!!! this man is evil major Bloomberg of NYC !!!!!!

Re: N.A.AT

Posted: Fri Aug 24, 2012 12:16 am
by ZINO
With the fall of Iron heart there were many other weapon dealer in north amrcia that caould help keep many combat vehicles of Iron heart running but with time .there was was no new military vehicles left to make new models when the Coalition states took over .
This is where N.A.A.T was able to see an opportunity to get and flood the market with European combat vehicles and was very carefully to make it look as if all major weapon dealer were among out with the knock version . this allowed any major weapon dealer to repair any of the following vehicles with out getting in trouble with the mighty Coalition states they were supposedly made during the coalition war as defense vehicle. with new model of combat vehicle were been made for that you have to look at Rifts-Black-Market.html
https://palladium-store.com/1001/produc ... arket.html
which added for Black Market internal operations and security. Major Black Market smuggling corridors and routes through Coalition territory. Traveling Black Market Merchants, Market Towns and Market Outlets.
And the following coming soon
https://palladium-store.com/1001/produc ... n-Two.html
https://palladium-store.com/1001/produc ... n-One.html
N.A.A.T is aware of the new vehicle coming down the pipe form Northern gun
And the fact that Kingdom of Ishpeming, a puppet-state propped up by NG. which is the perfect place to launch and shared these vehicles with all major weapon dealers but keep cost down and seen as second rate weapon systems but really to for one to show or see Coalition states are not ready for another war or make them think add additional use it was just in case the Coalition states lost the war and at that time none of these the following were used in the north American war with Coalition states
And Tolkeen never got a hands on these vechiles .this would have ectended or weaken even more the Coalition states . however we will see how each major players will rect upon getting these tempary and will be many by all major dealer of North America

But will see how south America and Europe react to these second hand rate vehicles that can do some serious damage in all three theaters .




North America all major weapon dealer have revised temporary combat vehicles and is a secret to the Coalition states and Tolkeen during the war and show case with days of the fall of Tolkeen
N.A.A.T will have these been made in secret location and then give to major dealer in North America and the know how to repaired abnd make more if need be. But this is just as a add on to well know units in North America and a perfect cover to make and use as well.
south America they are love and wanted toys to be used and and the know how to repaired abnd make more if need be.

Europe varies by government look below


North America
Wellington industries they are seen as defense vehicle and secret units only . and if need be fake a small mecanry combat unit but will replace with Wellington industries weapon systems and can make any of vechiles weapon systems they come with .


• XTA-16 is a self-propelled 2x152mm howitzer defense vehicle
• The XT-AAL-27 is a anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer defense vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer defense vehicle
• The XT-AA-53 is a surface-to-air missile defense vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound
G.A.W they are seen as defence vehicle and secret units only . and if need be fake a small mercenary combat unit but will replace with G.A.W weapon systems and can make any of vehicles weapon systems they come with . they were the most weakest of all and will be happy to repaired and make from the ground up and of the vehicles and will follow the same policy it always have

• XTA-16 is a self-propelled 2x152mm howitzer defense vehicle
• The XT-AAL-27 is a anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer defense vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer defense vehicle
• The XT-AA-53 is a surface-to-air missile defense vehicle
• MBT Trident MK2 defense vehicle
• The XTF-49 "Flamehound defense vehicle


Manistique Impreium been a puppet-state propped up by NG. which is the perfect place to launch and shared these vehicles with all major weapon dealers but keep cost down and seen as second rate weapon systems but really to for one to show. This will add more cover for N.A.A.T as well .
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile d
• MBT Trident MK2
• The XTF-49 "Flamehound

Lazo and New lazo will have lots of these vechile hidden in case they have to go to war and will have magic features add which will make them deadly combat vehicle. New lazo will at the ready in case the go to war and will run to Lazo if need be. But Lazo wont be rushing to help a little child unless it warrants it. They will be ready for the bemon wars when they come with hese combat vechiles but will heavy damage or destroyed .

• XTA-16 is a self-propelled 2x152mm howitzer defense vehicle
• The XT-AAL-27 is a anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon defence vehicle
• The XTA-34 is a self-propelled 200-mm howitzer defense vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile defense vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound


Northern gun just love getting there vehicle and launching them at frist from Ishpeming will help but it will spin out of control and will be shared by all after the war in North America and will used at first as defense vehicle. Many will replace the original weapon systems with Northern gun products. Which will help theirs sales .
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile defence vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon d
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2 vehicle
• The XTF-49 "Flamehound vehicle

Coalition states will be shocked at these defense vehicle been made by all major weapon dealers and will next to impossible to give a blame to any one but will see as what if the Coalition states lost the war .nice it made a united front to reduce war asets been ended up in enemy hands .
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile defence vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

north America Black market will love to get any new toys and will sell to who ever need combat vehicles and will add to Black Market internal operations and security, Black Market services, products, practices and customers.
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2 vehicle
• The XTF-49 "Flamehound vehicle

King dale will get also these combat vehicles and will happy at a very low cost . they too will be able to repaired and if need be make any of the combat vehicles from below
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon defence vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2 vehicle
• The XTF-49 "Flamehound vehicle

Free Quebec will react the same way with these combat vehicles as well.
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

Tundra ranger will love to have these combat vehicles for the time they link up with NAAT and NAMES both side are happy to help one another.
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound

Iron heart will love to have these combat vehicles for the time they link up with NAAT and NAMES both side are happy to help one another. They perferd there combat vehicles which are limited and they will make sure certain target (percoanl ) will be at the end of the barrel. XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound

Combat Medical services will findly have theres own escort support coming from NAAT and NAMES as help benafctor from a distances .they will manin be a defence units and will avoid been front line units .
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound

Merc town will be a boom town been sold by all major weapon dealers and to make any repires or modificatons . Free Quebec will be the frist to hear about these seond rate combat vehicles
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound

Larsen brigade will see at first as a second line defense vehicle but will see they are than able and cheap in their pockets to put to use .
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound

Air Superiority ,Inc they will only three model fro they airport will add additional surface-to-air and heavy howitzer protection as well.
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2


Tennessee Headhunters at frist they will be used as second line defense vehicle but just like Larsen brigade they are getting a big bang for there buck.
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound



Rifts New West will have the largest in reserved and hidden for NAAT and NAMES just in case .
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile defence vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

Bandito arms (B&A) will love to get any new toys and will sell to who ever need combat vehicles and will add to Black Market internal operations and security, Black Market services, products, practices and customers.

• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile defence vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

Silverado (S)& Colorado baronies (CB) will have here and there for small town ,and alles or outpots coming from N.A.A.T and NAMES
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile defence vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

North America Small kingdoms will love these god send toys for there own use . NAAT and NAMES will keep track of these North America Smaller kingdoms
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile defence vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

Arzno will love to get any new toys and will not these combat vehicles and will add to Arzno internal operations and security, Arzno services, will be able to repairs , maintain and make any of theses combat vehicles .

• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile defence vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound





http://fc04.deviantart.net/fs70/i/2011/ ... 39goex.jpg

http://thexhs.deviantart.com/art/XTA-16 ... 505&qo=220
XTA-16by ~TheXHS

artist comment/and Description XTA-16 is a self-propelled 2x152mm howitzer. First unit also carry short-range AA turret for self-defence and powerful radar for target detection for AA and for howitzer.


Vehicles
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average energy life is15 to 20 years.
2. Radar: Can identify 72 and track up to 32 targets simultaneously at a range of 30 miles (48 km).
3. Combat Computer: Calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. It is linked to the targeting computer, weapon systems and radar.
4. Targeting Computer: Assists in the 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 on initiative and +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
6. Radio Communications: Long-range, directional communication system with an effective range of 500 miles (800 km). The typical giant robot also has a directional, short-range radiowith a five mile (8 km) range, plus a built-in loudspeaker; 80 decibels.
7. External Audio Pick-up: 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 12000 feet (182 m).
9. Ejector Seats: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet/305 m) and parachutto 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 systemsWith 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew 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 person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
12. Complete reinforced, environmental pilot and crew compartment: The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage.It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.

13. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons


In addition
14. Cyber-Link: The Warlords' pervasive use of cybernetics and cyborg warriors means most small vehicles, particularly combat and wilderness types, have jacks and hook-ups to link the cyborg pilot directly to the vehicle. This means a direct and instant feed of information to and from on-board computers, sensors, communication systems and weapons, making the vehicle a fast-responding extension of his own body (+5% to piloting skill, +1 on initiative, etc.; see the Cyber-Link description in the Cybernetics Section of Warlords of Russia™ for complete bonuses and details).

15. Gromeko Battlefield Computers: Takes care of communications,visual data and internal cybernetic systems (monitorspersonal damage). All communications are automatically encrypted/ decrypted by the sender/receiver units without their operators having to specify it. This can be turned off if desired, butrarely is (unless you want to "leak" some information).It also features "Enemy Profiling" for up to 600 different cyborg designs, styling, and armor, 1000 identifying insignias and marks, as well as 2000 monsters and demons — each rendered in full color with schematics of known weaknesses, armor,weapons, etc., capable of rotation and zoom to x25 magnification. The Gromeko functions as a kind of passive Friend or Foe Identification system, flashing words, or symbols for the majority who cannot read, on the monitor and HUD display. This vehiclemodel of the Gromeko is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 6,000 feet (1828 m). Requirements: A video camera with telescopiccapabilities (otherwise reduce range to 2000 feet/610 m).

16. Enviro-Sensors: An external and internal sensor systemthat monitors the environment outside and inside the vehicle.This is done on a molecular level and used to detect and measureimpurities, chemical, germ/biological and other dangerousagents (toxic gases,smoke, pollution, spores, radiation, etc.) inthe immediate area surrounding the vehicle. It can identify 6000elements, gases and agents as well as measure temperaturewind speed, humidity, barometric pressure and similar air andenvironmental aspects.The same is true inside the vehicle, with links to the life supportsystem to monitor conditions and warn of breaches anddangers inside. When exposed to gases, oxygen masks dropfrom concealed compartments in the ceiling (similar to those in20th Century airplanes) to protect crew and passengers.

17. Cyber Harness: A metal harness normally kept tilted up over the pilot, co-pilot, sensor operators and gunners. These pulldown over the user, and have cyber-jacks that link into the cyborg,to pilot the vehicle. The computer controls the vehiclesfunctions, and is controlled cybernetically by the user. While inthis condition, a cyborg may not move or take any effective action.The most incredible thing about this setup is that the cyborgcan simultaneously fire a number of weapons systems equal tohis level of experience! Warlords sitting in their Warthrones canusually access almost all their weapons at once!

18. Cybernetic Locking Mechanisms: Hatches and doors to sensitive areas, like engines, may be fitted with a cyber lock, which means the individual must link with the lock for it to open. While linked, the lock accepts information to open based on the Warlords "Symbol," a recognition pattern built into every Warlords cyborgs. Other systems, like energy weapons, railguns, ignition switches and more, have this feature.


19. Cyborg Containment Slings (CCS's): Most larger Russian vehicles come standard with cyborg containment slings,which are connected to the ceiling of the main troop compartment near the sides. 'Borgs may rest in these harness slingswhile a vehicle is in motion, for Russian vehicles tend to be onthe rough and bouncy side. Without the slings, there is a 50% chance every few minutes the vehicle is in motion (I'm thinking battlefield conditions) that anyone standing in the main compartment ) area will be thrown around and/or lose their footing.The CCS's can be exited immediately through a buckle release.

20. Other Common Sensor Systems: Perfect, crisp, 20/20 digital vision optics relay, video camera, Infrared/Ultraviolet 1,000 feet (304 m), Passive Nightvision 2,500 feet (762 m), andDigital Recorder (16 hours maximum data).

21. Long-Range Radio Communication System: Approx. 500 mile (800 km) range in the steppes and tundra, 300 miles (482.7 km) in the forests and around cities (interference) and 100-200 (160 to 320 km) in the mountains (Note: The interferencefrom the latter two is common to all ground vehicles, notjust Russian designs).

22. Radar: Can identify and track up to 56 aerial targets simultaneously at a range of 30 miles (48 km).

23. Power Source: Most large vehicles are nuclear powered, but many smaller vehicles are available with a choice of liquid fuel engines or electrical/solar powered engines. The average life of a small nuclear powered vehicle is 10 years, while large vehicles typically have 20 years.

24. Full environmental pilot and crew compartment: Russianrobot vehicles typically contain enough room to seat 2-4 cyborgs (4-8 human-sized passengers), and are sealed airtightand pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a fewhours (300 -400 feet/91-122 m maximum depth). However, unlessstated otherwise, the vehicle cannot propel itself underwaternor move along the bottom of a lake or sea floor.The following features are common on all larger Russian vehicles.
25. Computer controlled life support system. In Russian vehicles,this constantly monitors the status of the vehicles interior. Itchecks air quality, presence of harmful gases or radiation, excessiveheat and cold and so on. Any suspicious conditionswill be instantly red-lighted in the cockpit and all control stationsof the vehicle.
26. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or anyother toxic element. They will not open until overridden by aspecial code, electronically picked or blown apart. Blastdoors all have 100 M.D.C. Note: Small vehicles don't haveblast doors, and may not have an environmental compartment. Internal cooling and temperature control.
27. Air purification filters and circulation system, and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units inmost vehicles.
28. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear,plasma, and magic fires do full damage.
29. [/b][/u]Radiation shielded [/b][/u]to at least 1,000 rads (enough to make acharacter ill almost instantly).
30. Polarized and light sensitive/adjusting tinted observationwindows (when applicable).
31. Heads Up Display (HUD).Design



Stats
Height: with gun extened max 37 feet
Width: 13 feet
Length 59 feet
Weight empty 45 tons
Cargo: 2000 pounds
Power System: look above
Cost: 2 millions
Black Market Costtime 1.5
speed 80 MPH
MDC
*Front cab 275
Top turret 250
Front armored windows (2)150
Side armored windows (2) 100
20 MM cannon on Top turret
Rdasr dish Top turret (1)190
*Rear cabin trailers (1) 350
152 MM cannon (2) 250 each
Stabalizsers (4)
Heavy wheels (8 ) 100 each
Heavy force fields 400
* if destroy Front cab ,it will disable the vechile,but if rear cab is destroy front caab is still fully operational. If thethe cab take -50 MDC then will blow up front cab 3d4x10 with blast ardius 10 feet , but rear cab will do 200 x rounds left and blast radius 500 feet . wheel can drive up to four wheel only .
Weapon systems summary
1. 2x152mm howitzer
2. 20 MM cannon
Weapons systems
[/b] [/u] Type : 152 MM cannon
[u] [b] Damage :

THE folloing are single round fire that most of the time :

2 generation auto-cannon standard rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too
150 mm -3D6x10 M.D( max damage 180) blast radius
6d6x10 M.D Two round burst,

H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius

150 mm -4d6 x10 M.D ( max damage 240 )
8D6X10 M.D Two round burst,

A.P.F.S.D.S round NO blast radius


150 mm -1d4x100 M.D( max damage 400 )

2D4X100 M.D Two round burst,

The "cartridge" energy weapon system
150 MM cannon 1D6X100 M.D= 600 M.D

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!!!!

150MM 5D8X10 single round fire
type Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 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 grater 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

Range : direct fire 6 miles ,indirect fire 35 miles
Rate of fire: single fire or two round Brust
Payload: 100 each
note/bonus /penalties : Blast Radius 20 foe each round

Weapons systems 20 MM AAA cannon in the front cad
[/b] [/u] Type : 20 MM AAA cannon
[u] [b] Damage :

2 generation auto-cannon standard rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too
20 - 29 mm – 3d6 M.D ( max damage 18 ) blast radius
6D6 M.D Two round burst, 9D6 M.D three round burst, N/A M.D four round burst, 2D4X10+10 M.D five round burst, N/AMD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 3D6X10 M.D ten round burst , 6D6X10M.D twenty round burst , 9D6X10 M.D thirty round burst, N/A fourth round burst

H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius
20 - mm -5d4 M.D (max damage 20)
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10M.D ten round burst ,1d4x100 M.D twenty round burst , M.D thirty round burst, fourth round burst

A.P.F.S.D.S round NO blast radius
20 mm- 6d6 MD( max damage 36 )
1D6X10+12 M.D Two round burst, 1D10X10+8 M.D three round burst, N/A M.D four round burst, 3D6X10 M.D five round burst, 5D4X10+16 MD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 6D6X10M.D ten round burst ,12D6X10 M.D twenty round burst , N/A M.D thirty round burst, N/A fourth round burst

The "cartridge" energy weapon system
20 MM 1D6X10 M.D=60 M.D
2d4x10 M.D Two round Burst, 3d4x10 M.D three round Burst , 4d4x10 M.D four round Burst , 5d4x10 M.D five round Burst , 5D8X10M.D ten round Burst


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!!!!
20MM 1d4x10
2d4x10 M.D Two round Burst, 3d4x10 M.D three round Burst , 4d4x10 M.D four round Burst ,5d4x10 M.D five round Burst , 5d8x10 M.D ten round Burst

type Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 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 grater 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

All four
20 MM – 3d6 M.D ( max damage 18 ) blast radius
3d4x10 M.D 8 round burst, 5d4x10 M.D 9 round burst, N/A M.D 12 round burst, 6d6x10 M.D five round burst, 7d8 X10 M.D ten round burst ,

H.E.A.P: Heavy Explosive armor piercing rounds

20MM 5d4 M.D (max damage 20) This just one gun firing
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10M.D ten round burst ,1d4x100 M.D twenty round burst , M.D thirty round burst, fourth round burst

20MM -5d4 M.D (max damage 20) All four
2d4x10 M.D 8 round burst, 4d6x10 M.D 12 round burst, 4D8x10 M.D 16 round burst, 5D8 x10 M.D 20 round burst, 4D8x10 MD 24 round burst, 8D8 x10 M.D eight round burst, 3d6x10 M.D nine round burst , 4d4x100 M.D 80 round burst ,



A.P.F.S.D.S round NO blast radius
20 mm 6d6 MD( max damage 36 ) This just one gun firing
1D6X10+12 M.D Two round burst, 1D10X10+8 M.D three round burst, N/A M.D four round burst, 3D6X10 M.D five round burst, 5D4X10+16 MD six round burst, N/A M.D eight round
burst, N/A M.D nine round burst , 6D6X10M.D ten round burst ,12D6X10 M.D twenty round burst , N/A M.D thirty round burst, N/A fourth round burst

20 mm 6d6 MD( max damage 36 ) All four
4D6X10 M.D 8 round burst, 5D8X10 M.D 12 round burst, 9D6X10 M.D 20 round burst, 4D4X100+16 MD 24 round burst,


The "cartridge" energy weapon system

TO 20 MM 1d4x10=40 M.D This just one gun firing
2d4x10 M.D Two round Burst, 3d4x10 M.D three round Burst , 4d4x10 M.D four round Burst , 5d4x10 M.D five round Burst , 5D8X10M.D ten round Burst

The "cartridge" energy weapon system All four
4D4X10 short burs t for 16 ROUND BRUST, 4D8X10 medium burst for 32 ROUND BRUST, 5D8X10 long burst for 64 ROUND BRUST

Range : 5 miles
Rate of fire: burst
Payload: 4000 round per cannon
note/bonus /penalties :

Re: N.A.AT

Posted: Fri Aug 24, 2012 12:17 am
by ZINO
http://fc07.deviantart.net/fs70/i/2010/ ... 356k5v.jpg

http://thexhs.deviantart.com/art/XT-AAL ... 505&qo=267
XT-AAL-27by ~TheXHS
vehicles of Iron heart running but with time .there was was no new military vehicles left to make new models when the Coalition states took over .
This is where N.A.A.T was able to see an opportunity to get and flood the market with European combat vehicles and was very carefully to make it look as if all major weapon dealer were among out with the knock version . this allowed any major weapon dealer to repair any of the following vehicles with out getting in trouble with the mighty Coalition states they were supposedly made during the coalition war as defense vehicle. with new model of combat vehicle were been made for that you have to look at Rifts-Black-Market.html
https://palladium-store.com/1001/produc ... arket.html
which added for Black Market internal operations and security. Major Black Market smuggling corridors and routes through Coalition territory. Traveling Black Market Merchants, Market Towns and Market Outlets.
And the following coming soon
https://palladium-store.com/1001/produc ... n-Two.html
https://palladium-store.com/1001/produc ... n-One.html
N.A.A.T is aware of the new vehicle coming down the pipe form Northern gun
And the fact that Kingdom of Ishpeming, a puppet-state propped up by NG. which is the perfect place to launch and shared these vehicles with all major weapon dealers but keep cost down and seen as second rate weapon systems but really to for one to show or see Coalition states are not ready for another war or make them think add additional use it was just in case the Coalition states lost the war and at that time none of these the following were used in the north American war with Coalition states
And Tolkeen never got a hands on these vechiles .this would have ectended or weaken even more the Coalition states . however we will see how each major players will rect upon getting these tempary and will be many by all major dealer of North America

But will see how south America and Europe react to these second hand rate vehicles that can do some serious damage in all three theaters .




North America all major weapon dealer have revised temporary combat vehicles and is a secret to the Coalition states and Tolkeen during the war and show case with days of the fall of Tolkeen
N.A.A.T will have these been made in secret location and then give to major dealer in North America and the know how to repaired abnd make more if need be. But this is just as a add on to well know units in North America and a perfect cover to make and use as well.
south America they are love and wanted toys to be used and and the know how to repaired abnd make more if need be.

Europe varies by government look below


North America
Wellington industries they are seen as defense vehicle and secret units only . and if need be fake a small mecanry combat unit but will replace with Wellington industries weapon systems and can make any of vechiles weapon systems they come with .


• XTA-16 is a self-propelled 2x152mm howitzer defense vehicle
• The XT-AAL-27 is a anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer defense vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer defense vehicle
• The XT-AA-53 is a surface-to-air missile defense vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound
G.A.W they are seen as defence vehicle and secret units only . and if need be fake a small mercenary combat unit but will replace with G.A.W weapon systems and can make any of vehicles weapon systems they come with . they were the most weakest of all and will be happy to repaired and make from the ground up and of the vehicles and will follow the same policy it always have

• XTA-16 is a self-propelled 2x152mm howitzer defense vehicle
• The XT-AAL-27 is a anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer defense vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer defense vehicle
• The XT-AA-53 is a surface-to-air missile defense vehicle
• MBT Trident MK2 defense vehicle
• The XTF-49 "Flamehound defense vehicle


Manistique Impreium been a puppet-state propped up by NG. which is the perfect place to launch and shared these vehicles with all major weapon dealers but keep cost down and seen as second rate weapon systems but really to for one to show. This will add more cover for N.A.A.T as well .
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile d
• MBT Trident MK2
• The XTF-49 "Flamehound

Lazo and New lazo will have lots of these vechile hidden in case they have to go to war and will have magic features add which will make them deadly combat vehicle. New lazo will at the ready in case the go to war and will run to Lazo if need be. But Lazo wont be rushing to help a little child unless it warrants it. They will be ready for the bemon wars when they come with hese combat vechiles but will heavy damage or destroyed .

• XTA-16 is a self-propelled 2x152mm howitzer defense vehicle
• The XT-AAL-27 is a anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon defence vehicle
• The XTA-34 is a self-propelled 200-mm howitzer defense vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile defense vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound


Northern gun just love getting there vehicle and launching them at frist from Ishpeming will help but it will spin out of control and will be shared by all after the war in North America and will used at first as defense vehicle. Many will replace the original weapon systems with Northern gun products. Which will help theirs sales .
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile defence vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon d
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2 vehicle
• The XTF-49 "Flamehound vehicle

Coalition states will be shocked at these defense vehicle been made by all major weapon dealers and will next to impossible to give a blame to any one but will see as what if the Coalition states lost the war .nice it made a united front to reduce war asets been ended up in enemy hands .
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile defence vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

north America Black market will love to get any new toys and will sell to who ever need combat vehicles and will add to Black Market internal operations and security, Black Market services, products, practices and customers.
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2 vehicle
• The XTF-49 "Flamehound vehicle

King dale will get also these combat vehicles and will happy at a very low cost . they too will be able to repaired and if need be make any of the combat vehicles from below
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon defence vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2 vehicle
• The XTF-49 "Flamehound vehicle

Free Quebec will react the same way with these combat vehicles as well.
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

Tundra ranger will love to have these combat vehicles for the time they link up with NAAT and NAMES both side are happy to help one another.
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound

Iron heart will love to have these combat vehicles for the time they link up with NAAT and NAMES both side are happy to help one another. They perferd there combat vehicles which are limited and they will make sure certain target (percoanl ) will be at the end of the barrel. XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound

Combat Medical services will findly have theres own escort support coming from NAAT and NAMES as help benafctor from a distances .they will manin be a defence units and will avoid been front line units .
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound

Merc town will be a boom town been sold by all major weapon dealers and to make any repires or modificatons . Free Quebec will be the frist to hear about these seond rate combat vehicles
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound

Larsen brigade will see at first as a second line defense vehicle but will see they are than able and cheap in their pockets to put to use .
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound

Air Superiority ,Inc they will only three model fro they airport will add additional surface-to-air and heavy howitzer protection as well.
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2


Tennessee Headhunters at frist they will be used as second line defense vehicle but just like Larsen brigade they are getting a big bang for there buck.
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound



Rifts New West will have the largest in reserved and hidden for NAAT and NAMES just in case .
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile defence vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

Bandito arms (B&A) will love to get any new toys and will sell to who ever need combat vehicles and will add to Black Market internal operations and security, Black Market services, products, practices and customers.

• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile defence vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

Silverado (S)& Colorado baronies (CB) will have here and there for small town ,and alles or outpots coming from N.A.A.T and NAMES
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile defence vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

North America Small kingdoms will love these god send toys for there own use . NAAT and NAMES will keep track of these North America Smaller kingdoms
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile defence vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

Arzno will love to get any new toys and will not these combat vehicles and will add to Arzno internal operations and security, Arzno services, will be able to repairs , maintain and make any of theses combat vehicles .

• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile defence vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

artist comment and description: The XT-AAL-27 is a anti-aircraft and missile defence vehicle. Its armed consist from two rapid-fire cannons, eight surface-to-air missiles and laser turrets - against guided missiles - ray of laser destroy the homing-heads,


Vehicles
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average energy life is15 to 20 years.
2. Radar: Can identify 72 and track up to 32 targets simultaneously at a range of 30 miles (48 km).
3. Combat Computer: Calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. It is linked to the targeting computer, weapon systems and radar.
4. Targeting Computer: Assists in the 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 on initiative and +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
6. Radio Communications: Long-range, directional communication system with an effective range of 500 miles (800 km). The typical giant robot also has a directional, short-range radiowith a five mile (8 km) range, plus a built-in loudspeaker; 80 decibels.
7. External Audio Pick-up: 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 12000 feet (182 m).
9. Ejector Seats: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet/305 m) and parachutto 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 systemsWith 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew 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 person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
12. Complete reinforced, environmental pilot and crew compartment: The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage.It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.

13. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons


In addition
14. Cyber-Link: The Warlords' pervasive use of cybernetics and cyborg warriors means most small vehicles, particularly combat and wilderness types, have jacks and hook-ups to link the cyborg pilot directly to the vehicle. This means a direct and instant feed of information to and from on-board computers, sensors, communication systems and weapons, making the vehicle a fast-responding extension of his own body (+5% to piloting skill, +1 on initiative, etc.; see the Cyber-Link description in the Cybernetics Section of Warlords of Russia™ for complete bonuses and details).

15. Gromeko Battlefield Computers: Takes care of communications,visual data and internal cybernetic systems (monitorspersonal damage). All communications are automatically encrypted/ decrypted by the sender/receiver units without their operators having to specify it. This can be turned off if desired, butrarely is (unless you want to "leak" some information).It also features "Enemy Profiling" for up to 600 different cyborg designs, styling, and armor, 1000 identifying insignias and marks, as well as 2000 monsters and demons — each rendered in full color with schematics of known weaknesses, armor,weapons, etc., capable of rotation and zoom to x25 magnification. The Gromeko functions as a kind of passive Friend or Foe Identification system, flashing words, or symbols for the majority who cannot read, on the monitor and HUD display. This vehiclemodel of the Gromeko is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 6,000 feet (1828 m). Requirements: A video camera with telescopiccapabilities (otherwise reduce range to 2000 feet/610 m).

16. Enviro-Sensors: An external and internal sensor systemthat monitors the environment outside and inside the vehicle.This is done on a molecular level and used to detect and measureimpurities, chemical, germ/biological and other dangerousagents (toxic gases,smoke, pollution, spores, radiation, etc.) inthe immediate area surrounding the vehicle. It can identify 6000elements, gases and agents as well as measure temperaturewind speed, humidity, barometric pressure and similar air andenvironmental aspects.The same is true inside the vehicle, with links to the life supportsystem to monitor conditions and warn of breaches anddangers inside. When exposed to gases, oxygen masks dropfrom concealed compartments in the ceiling (similar to those in20th Century airplanes) to protect crew and passengers.

17. Cyber Harness: A metal harness normally kept tilted up over the pilot, co-pilot, sensor operators and gunners. These pulldown over the user, and have cyber-jacks that link into the cyborg,to pilot the vehicle. The computer controls the vehiclesfunctions, and is controlled cybernetically by the user. While inthis condition, a cyborg may not move or take any effective action.The most incredible thing about this setup is that the cyborgcan simultaneously fire a number of weapons systems equal tohis level of experience! Warlords sitting in their Warthrones canusually access almost all their weapons at once!

18. Cybernetic Locking Mechanisms: Hatches and doors to sensitive areas, like engines, may be fitted with a cyber lock, which means the individual must link with the lock for it to open. While linked, the lock accepts information to open based on the Warlords "Symbol," a recognition pattern built into every Warlords cyborgs. Other systems, like energy weapons, railguns, ignition switches and more, have this feature.


19. Cyborg Containment Slings (CCS's): Most larger Russian vehicles come standard with cyborg containment slings,which are connected to the ceiling of the main troop compartment near the sides. 'Borgs may rest in these harness slingswhile a vehicle is in motion, for Russian vehicles tend to be onthe rough and bouncy side. Without the slings, there is a 50% chance every few minutes the vehicle is in motion (I'm thinking battlefield conditions) that anyone standing in the main compartment ) area will be thrown around and/or lose their footing.The CCS's can be exited immediately through a buckle release.

20. Other Common Sensor Systems: Perfect, crisp, 20/20 digital vision optics relay, video camera, Infrared/Ultraviolet 1,000 feet (304 m), Passive Nightvision 2,500 feet (762 m), andDigital Recorder (16 hours maximum data).

21. Long-Range Radio Communication System: Approx. 500 mile (800 km) range in the steppes and tundra, 300 miles (482.7 km) in the forests and around cities (interference) and 100-200 (160 to 320 km) in the mountains (Note: The interferencefrom the latter two is common to all ground vehicles, notjust Russian designs).

22. Radar: Can identify and track up to 56 aerial targets simultaneously at a range of 30 miles (48 km).

23. Power Source: Most large vehicles are nuclear powered, but many smaller vehicles are available with a choice of liquid fuel engines or electrical/solar powered engines. The average life of a small nuclear powered vehicle is 10 years, while large vehicles typically have 20 years.

24. Full environmental pilot and crew compartment: Russianrobot vehicles typically contain enough room to seat 2-4 cyborgs (4-8 human-sized passengers), and are sealed airtightand pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a fewhours (300 -400 feet/91-122 m maximum depth). However, unlessstated otherwise, the vehicle cannot propel itself underwaternor move along the bottom of a lake or sea floor.The following features are common on all larger Russian vehicles.
25. Computer controlled life support system. In Russian vehicles,this constantly monitors the status of the vehicles interior. Itchecks air quality, presence of harmful gases or radiation, excessiveheat and cold and so on. Any suspicious conditionswill be instantly red-lighted in the cockpit and all control stationsof the vehicle.
26. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or anyother toxic element. They will not open until overridden by aspecial code, electronically picked or blown apart. Blastdoors all have 100 M.D.C. Note: Small vehicles don't haveblast doors, and may not have an environmental compartment. Internal cooling and temperature control.
27. Air purification filters and circulation system, and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units inmost vehicles.
28. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear,plasma, and magic fires do full damage.
29. [/b][/u]Radiation shielded [/b][/u]to at least 1,000 rads (enough to make acharacter ill almost instantly).
30. Polarized and light sensitive/adjusting tinted observationwindows (when applicable).
31. Heads Up Display (HUD).Design



Stats
Height: 19 feet with radar dome
Width: 14 feet
Length 20 feet
Weight empty 10 tons
Cargo: 1000 pounds
Power System: as above
Cost: 4 million
Black Market Cost x1.5
speed 120 MPH
MDC
Main body 275
Side Blast door (2)
Heavy wheels (6)125
Mian weapon turret 200
20 MM cannon 175(2)
Rear Missile laucher 200(2)
laser turrets(1) 100
armoured windows 150(1)
rear armored engine 240
engine 100
Force field (1)240

Weapon systems summary
1. 20 MM cannon two rapid-fire cannons
2. eight surface-to-air missiles
3. laser turrets

Weapons systems
Type :
Damage : the following is just one cannon firing !!!!


20 MM cannon Quad fire
1D10X10 SDC OR 1MD
4D4 M.D for 16 round burst, 5d4 M.D for 20 round burst, 4D6 MD for 24 round burst, 4d4 M.D for 32 round burst, 6d6 M.D for 36 round burst , 1d4x10 M.D for 40 round burst , 2d4x10 M.D for 80 round burst , 2d6x10 M.D for 120 round burst, 4D4X10 for 160 round burst , 4d6x10 for 240 round , 4d8x10 for 320 round, 5d8 x10 for 400 hundred round, 8d6x10 for 480, and so

5D4 X10 S.D.C OR 2 M.D
4D4 M.D for 8 round burst, 4D6 M.D three round burst, 4D4 M.D for 8 round burst, 1d4x10 M.D for 20 round burst, 4 D6 MD for 12 round burst, 5D6+2 M.D for 32 round burst, 6D6 M.D for 36 round burst , 1D4X10 M.D for 40round burst , 4D4X10 M.D for 40 round burst , 4D6X10 M.D for round burst, 4D8X10 for 160 round burst


Range: 3 MILES for ground to air , 2 miles ground to ground combat
Rate of fire: burst
Payload: 2000 for each gun or AAA that a total of 8000 rounds
Bonus:


NOTE THIS IS FOR one machinegun ,or auto cannon BUT NOT RAIL GUN


1. lead: Simple cast, extruded, swaged, or otherwise fabricated lead slugs are the simplest form of bullets. At speeds of greater than 300 m/s (1000 ft/s) (common in most handguns), lead is deposited in rifled bores at an ever-increasing rate. Alloying the lead with a small percentage of tin and/or antimony serves to reduce this effect, but grows less effective as velocities are increased. A cup made of harder metal, such as copper, placed at the base of the bullet and called a gas check, is often used to decrease lead deposits by protecting the rear of the bullet against melting when fired at higher pressures, but this too does not solve the problem at higher velocities. Simple cast add+2 M.D.C, extruded + 5 M.D.C, swaged +10
2. Jacketed lead: Bullets intended for even higher-velocity applications generally have a lead core that is jacketed or plated with gilding metal, cupronickel, copper alloys, or steel; a thin layer of harder metal protects the softer lead core when the bullet is passing through the barrel and during flight, which allows delivering the bullet intact to the target. There, the heavy lead core delivers its kinetic energy to the target. Full metal jacket or ball bullets (cartridges with ball bullets are called ball ammunition) are completely encased in the harder metal jacket, except for the base. Some bullet jackets do not extend to the front of the bullet, to aid expansion and increase lethality; these are called soft point or hollow point bullets. Steel bullets are often plated with copper or other metals for corrosion resistance during long periods of storage. Synthetic jacket materials such as nylon and Teflon have been used, with limited success. Type lead core add+6 M.D.C. or plated add +6 M.D.C, or steel add + 10 M.D.C reduce range by 10% , hollow point bullets. Can add range by 20% add +1to 10 M.D.C damage
3. Blanks: Wax, paper, plastic, and other materials are used to simulate live gunfire and are intended only to hold the powder in a blank cartridge and to produce noise. The "bullet" may be captured in a purpose-designed device or it may be allowed to expend what little energy it has in the air. Some blank cartridges are crimped or closed at the end and do not contain any bullet.
4. Practice: Made from lightweight materials like rubber, Wax, wood, plastic, or lightweight metal, practice bullets are intended for short-range target work, only. Because of their weight and low velocity, they have limited range. Wood equal dame to vampires or related to this monsters reduce range by 20%
5. Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table
6. Incendiary: These bullets are made with an explosive or flammable mixture in the tip that is designed to ignite on contact with a target. The intent is to ignite fuel or munitions in the target area, thereby adding to the destructive power of the bullet itself. Look below
7. Exploding: Similar to the incendiary bullet, this type of projectile is designed to explode upon hitting a hard surface, preferably the bone of the intended target. Not to be mistaken for cannon shells or grenades with fuse devices, these bullets have only a cavity filled with a small amount of low explosive depending on the velocity and deformation upon impact to detonate. Add 50% damage
8. Tracer: These have a hollow back, filled with a flare material. Usually this is a mixture of magnesium metal, a perchlorate, and strontium salts to yield a bright red color, although other materials providing other colors have also sometimes been used. Tracer material burns out after a certain amount of time. Such ammunition is useful to the shooter as a means of learning how to point shoot moving targets with rifles. This type of round is also used by all branches of the United States military in combat environments as a signaling device to friendly forces. Normally it is loaded at a four to one ratio with ball ammunition and is intended to show where you are firing so friendly forces can engage the target as well. The flight characteristics of tracer rounds differ from normal bullets due to their lighter weight. add + 3 to strike in any mode of fire
9. Armor piercing: Jacketed designs where the core material is a very hard, high-density metal such as tungsten, tungsten carbide, depleted uranium, or steel. A pointed tip is often used, but a flat tip on the penetrator portion is generally more effective. Add 25% to damage to also to M.D.C or M.D.C hit point and knock table to any organic by 50%
10. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. Frangible: Designed to disintegrate into tiny particles upon impact to minimize their penetration for reasons of range safety, to limit environmental impact, or to limit the shoot-through danger behind the intended target. An example is the Glaser Safety Slug. M.D.C shot gun
12. Solid or Monolithic Solid: mono-metal bullets intended for deep penetration in big game animals and slender shaped very-low-drag projectiles for long range shooting are produced out of metals like oxygen free copper and alloys like copper nickel, tellurium copper and brass like highly machinable UNS C36000 Free-Cutting Brass. Often these projectiles are turned on precision CNC lathes. knock table 50% ,add 60%
13. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. 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 !!!!
16. Heavy Plasma same as above but 1d6 per melee round

Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
17. A.S.A.S.P bonus as above but critical 15

A.S.A.S.P bonus as above but critical 15
Range : 3 miles
Rate of fire: Burst
Payload: 1000 round per cannon
note/bonus /penalties : look above


Weapons systems mediun range air to air missile
[/b] [/u] Type : any mediun range missile
[u] [b] Damage :
any mediun range
Range : any mediun range
Rate of fire: one or any or all counts as one attck
Payload: eight(8) mediun range missile
note/bonus /penalties : any air target get add+3 to strike
Weight 250 pounds each missile


ATL-7 Anti-Tank Laser turret standard load out have one in left of cab Mark II
This was one-shot weapon that releases all the energies contained in a normal E-Clip in one single shot! The original shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it (cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-Clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. With new upgrades they are feed by it own nuclear power supply and main vehicle nuclear powred systems . this allow better ROF and payload.
Mega-Damage:variable ROF
3D6x 10+20 M.D. per blast shot! Light Brust Laser 2d4x10+10
Rate of Fire: Single shot only. Light Brust Laser Each shotempties an entire E-Clip!
Range: 10 ,000 feet
Payload: 1 shot per robot vechiles or vechiles with nuclear powered hand to hand unlimited
E-Clip. Cost: 100,000 credits

Re: N.A.AT

Posted: Fri Aug 24, 2012 2:02 am
by ZINO
Vehicles of Iron heart running but with time .there was no new military vehicles left to make new models when the Coalition states took over.
This is where N.A.A.T was able to see an opportunity to get and flood the market with European combat vehicles and was very carefully to make it look as if all major weapon dealer were among out with the knock version . This allowed any major weapon dealer to repair any of the following vehicles with out getting in trouble with the mighty Coalition states they were supposedly made during the coalition war as defense vehicle. With new model of combat vehicle were been made for that you have to look at Rifts-Black-Market.html
https://palladium-store.com/1001/produc ... arket.html
This added for Black Market internal operations and security. Major Black Market smuggling corridors and routes through Coalition territory. Traveling Black Market Merchants, Market Towns and Market Outlets.
And the following coming soon
https://palladium-store.com/1001/produc ... n-Two.html
https://palladium-store.com/1001/produc ... n-One.html
N.A.A.T is aware of the new vehicle coming down the pipe form Northern gun
And the fact that Kingdom of Ishpeming, a puppet-state propped up by NG. which is the perfect place to launch and shared these vehicles with all major weapon dealers but keep cost down and seen as second rate weapon systems but really to for one to show or see Coalition states are not ready for another war or make them think add additional use it was just in case the Coalition states lost the war and at that time none of these the following were used in the north American war with Coalition states
And Tolkeen never got a hands on these vehicles .this would have extended or weaken even more the Coalition states . however we will see how each major players will react upon getting these tempary and will be many by all major dealer of North America

But will see how south America and Europe react to these second hand rate vehicles that can do some serious damage in all three theaters .




North America all major weapon dealer have revised temporary combat vehicles and is a secret to the Coalition states and Tolkeen during the war and show case with days of the fall of Tolkeen
N.A.A.T will have these been made in secret location and then give to major dealer in North America and the know how to repaired and make more if need be. But this is just as a add on to well know units in North America and a perfect cover to make and use as well.
south America they are love and wanted toys to be used and the know how to repaired and make more if need be.

Europe varies by government look below


North America
Wellington industries they are seen as defense vehicle and secret units only . and if need be fake a small mercenary combat unit but will replace with Wellington industries weapon systems and can make any of vehicles weapon systems they come with .


• XTA-16 is a self-propelled 2x152mm howitzer defense vehicle
• The XT-AAL-27 is an anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer defense vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer defense vehicle
• The XT-AA-53 is a surface-to-air missile defense vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound
G.A.W they are seen as defense vehicle and secret units only . and if need be fake a small mercenary combat unit but will replace with G.A.W weapon systems and can make any of vehicles weapon systems they come with . they were the most weakest of all and will be happy to repaired and make from the ground up and of the vehicles and will follow the same policy it always have

• XTA-16 is a self-propelled 2x152mm howitzer defense vehicle
• The XT-AAL-27 is an anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer defense vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer defense vehicle
• The XT-AA-53 is a surface-to-air missile defense vehicle
• MBT Trident MK2 defense vehicle
• The XTF-49 "Flamehound defense vehicle


Manistique Impreium been a puppet-state propped up by NG. which is the perfect place to launch and shared these vehicles with all major weapon dealers but keep cost down and seen as second rate weapon systems but really to for one to show? This will add more cover for N.A.A.T as well .
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is an anti-aircraft and missile
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile d
• MBT Trident MK2
• The XTF-49 "Flamehound

Lazo and New Lazo will have lots of these vehicle hidden in case they have to go to war and will have magic features add which will make them deadly combat vehicle. New Lazo will at the ready in case the go to war and will run to Lazo if need be. But Lazo wont be rushing to help a little child unless it warrants it. They will be ready for the demon wars when they come with these combat vehicles but will heavy damage or destroyed .

• XTA-16 is a self-propelled 2x152mm howitzer defense vehicle
• The XT-AAL-27 is an anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon defense vehicle
• The XTA-34 is a self-propelled 200-mm howitzer defense vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile defense vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound


Northern gun just love getting there vehicle and launching them at first from Ishpeming will help but it will spin out of control and will be shared by all after the war in North America and will used at first as defense vehicle. Many will replace the original weapon systems with Northern gun products. Which will help theirs sales .
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is an anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon d
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2 vehicle
• The XTF-49 "Flamehound vehicle

Coalition states will be shocked at these defense vehicle been made by all major weapon dealers and will next to impossible to give a blame to any one but will see as what if the Coalition states lost the war .nice it made a united front to reduce war assets been ended up in enemy hands .
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is an anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

north America Black market will love to get any new toys and will sell to who ever need combat vehicles and will add to Black Market internal operations and security, Black Market services, products, practices and customers.
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is an anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2 vehicle
• The XTF-49 "Flamehound vehicle

King dale will get also these combat vehicles and will happy at a very low cost . they too will be able to repaired and if need be make any of the combat vehicles from below
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is an anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon defense vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2 vehicle
• The XTF-49 "Flamehound vehicle

Free Quebec will react the same way with these combat vehicles as well.
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is an anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

Tundra ranger will love to have these combat vehicles for the time they link up with NAAT and NAMES both side are happy to help one another.
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is an anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound

Iron heart will love to have these combat vehicles for the time they link up with NAAT and NAMES both side are happy to help one another. They prefers there combat vehicles which are limited and they will make sure certain target (personal ) will be at the end of the barrel. XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is an anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound

Combat Medical services will fondly have there own escort support coming from NAAT and NAMES as help benefactor from a distances .they will main be a defense units and will avoid been front line units .
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is an anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound

Merc town will be a boom town been sold by all major weapon dealers and to make any repairs’ or modifications . Free Quebec will be the first to hear about this second rate combat vehicles
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is an anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound

Larsen brigade will see at first as a second line defense vehicle but will see they are than able and cheap in their pockets to put to use .
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is an anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound

Air Superiority ,Inc they will only three model fro they airport will add additional surface-to-air and heavy howitzer protection as well.
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2


Tennessee Headhunters at first they will be used as second line defense vehicle but just like Larsen brigade they are getting a big bang for there buck.
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is an anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound



Rifts New West will have the largest in reserved and hidden for NAAT and NAMES just in case .
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is an anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

Bandito arms (B&A) will love to get any new toys and will sell to who ever need combat vehicles and will add to Black Market internal operations and security, Black Market services, products, practices and customers.

• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is an anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

Silverado (S)& Colorado baronies (CB) will have here and there for small town ,and allies or outpost coming from N.A.A.T and NAMES
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is an anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

North America Small kingdoms will love these god send toys for there own use . NAAT and NAMES will keep track of these North America Smaller kingdoms
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is an anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

Arzno will love to get any new toys and will not these combat vehicles and will add to Arzno internal operations and security, Arzno services, will be able to repairs , maintain and make any of theses combat vehicles .

• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is an anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

http://fc08.deviantart.net/fs70/i/2012/ ... 4tsgzk.jpg

http://thexhs.deviantart.com/art/XT-37- ... 6505&qo=44
XT-37by ~TheXHS
artist comment and descriptions The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon (as used in typical main battle tank), twin 12,7-mm machine-gun (for eliminate enemy troops and anti-aircraft usage) and two surface-to-air missiles.
Also equiped by smoke launchers.
Crew 3 (commander, gunner, driver) + 6 (troops also may use own personnal weapon)
In this picture I used colour pencil and soft pastel (one of my first work with pastel)





Vehicles
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average energy life is15 to 20 years.
2. Radar: Can identify 72 and track up to 32 targets simultaneously at a range of 30 miles (48 km).
3. Combat Computer: Calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. It is linked to the targeting computer, weapon systems and radar.
4. Targeting Computer: Assists in the 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 on initiative and +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
6. Radio Communications: Long-range, directional communication system with an effective range of 500 miles (800 km). The typical giant robot also has a directional, short-range radiowith a five mile (8 km) range, plus a built-in loudspeaker; 80 decibels.
7. External Audio Pick-up: 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 12000 feet (182 m).
9. Ejector Seats: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet/305 m) and parachutto 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 systemsWith 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew 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 person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
12. Complete reinforced, environmental pilot and crew compartment: The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage.It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.

13. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons


In addition
14. Cyber-Link: The Warlords' pervasive use of cybernetics and cyborg warriors means most small vehicles, particularly combat and wilderness types, have jacks and hook-ups to link the cyborg pilot directly to the vehicle. This means a direct and instant feed of information to and from on-board computers, sensors, communication systems and weapons, making the vehicle a fast-responding extension of his own body (+5% to piloting skill, +1 on initiative, etc.; see the Cyber-Link description in the Cybernetics Section of Warlords of Russia™ for complete bonuses and details).

15. Gromeko Battlefield Computers: Takes care of communications,visual data and internal cybernetic systems (monitorspersonal damage). All communications are automatically encrypted/ decrypted by the sender/receiver units without their operators having to specify it. This can be turned off if desired, butrarely is (unless you want to "leak" some information).It also features "Enemy Profiling" for up to 600 different cyborg designs, styling, and armor, 1000 identifying insignias and marks, as well as 2000 monsters and demons — each rendered in full color with schematics of known weaknesses, armor,weapons, etc., capable of rotation and zoom to x25 magnification. The Gromeko functions as a kind of passive Friend or Foe Identification system, flashing words, or symbols for the majority who cannot read, on the monitor and HUD display. This vehiclemodel of the Gromeko is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 6,000 feet (1828 m). Requirements: A video camera with telescopiccapabilities (otherwise reduce range to 2000 feet/610 m).

16. Enviro-Sensors: An external and internal sensor systemthat monitors the environment outside and inside the vehicle.This is done on a molecular level and used to detect and measureimpurities, chemical, germ/biological and other dangerousagents (toxic gases,smoke, pollution, spores, radiation, etc.) inthe immediate area surrounding the vehicle. It can identify 6000elements, gases and agents as well as measure temperaturewind speed, humidity, barometric pressure and similar air andenvironmental aspects.The same is true inside the vehicle, with links to the life supportsystem to monitor conditions and warn of breaches anddangers inside. When exposed to gases, oxygen masks dropfrom concealed compartments in the ceiling (similar to those in20th Century airplanes) to protect crew and passengers.

17. Cyber Harness: A metal harness normally kept tilted up over the pilot, co-pilot, sensor operators and gunners. These pulldown over the user, and have cyber-jacks that link into the cyborg,to pilot the vehicle. The computer controls the vehiclesfunctions, and is controlled cybernetically by the user. While inthis condition, a cyborg may not move or take any effective action.The most incredible thing about this setup is that the cyborgcan simultaneously fire a number of weapons systems equal tohis level of experience! Warlords sitting in their Warthrones canusually access almost all their weapons at once!

18. Cybernetic Locking Mechanisms: Hatches and doors to sensitive areas, like engines, may be fitted with a cyber lock, which means the individual must link with the lock for it to open. While linked, the lock accepts information to open based on the Warlords "Symbol," a recognition pattern built into every Warlords cyborgs. Other systems, like energy weapons, railguns, ignition switches and more, have this feature.


19. Cyborg Containment Slings (CCS's): Most larger Russian vehicles come standard with cyborg containment slings,which are connected to the ceiling of the main troop compartment near the sides. 'Borgs may rest in these harness slingswhile a vehicle is in motion, for Russian vehicles tend to be onthe rough and bouncy side. Without the slings, there is a 50% chance every few minutes the vehicle is in motion (I'm thinking battlefield conditions) that anyone standing in the main compartment ) area will be thrown around and/or lose their footing.The CCS's can be exited immediately through a buckle release.

20. Other Common Sensor Systems: Perfect, crisp, 20/20 digital vision optics relay, video camera, Infrared/Ultraviolet 1,000 feet (304 m), Passive Nightvision 2,500 feet (762 m), andDigital Recorder (16 hours maximum data).

21. Long-Range Radio Communication System: Approx. 500 mile (800 km) range in the steppes and tundra, 300 miles (482.7 km) in the forests and around cities (interference) and 100-200 (160 to 320 km) in the mountains (Note: The interferencefrom the latter two is common to all ground vehicles, notjust Russian designs).

22. Radar: Can identify and track up to 56 aerial targets simultaneously at a range of 30 miles (48 km).

23. Power Source: Most large vehicles are nuclear powered, but many smaller vehicles are available with a choice of liquid fuel engines or electrical/solar powered engines. The average life of a small nuclear powered vehicle is 10 years, while large vehicles typically have 20 years.

24. Full environmental pilot and crew compartment: Russianrobot vehicles typically contain enough room to seat 2-4 cyborgs (4-8 human-sized passengers), and are sealed airtightand pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a fewhours (300 -400 feet/91-122 m maximum depth). However, unlessstated otherwise, the vehicle cannot propel itself underwaternor move along the bottom of a lake or sea floor.The following features are common on all larger Russian vehicles.
25. Computer controlled life support system. In Russian vehicles,this constantly monitors the status of the vehicles interior. Itchecks air quality, presence of harmful gases or radiation, excessiveheat and cold and so on. Any suspicious conditionswill be instantly red-lighted in the cockpit and all control stationsof the vehicle.
26. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or anyother toxic element. They will not open until overridden by aspecial code, electronically picked or blown apart. Blastdoors all have 100 M.D.C. Note: Small vehicles don't haveblast doors, and may not have an environmental compartment. Internal cooling and temperature control.
27. Air purification filters and circulation system, and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units inmost vehicles.
28. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear,plasma, and magic fires do full damage.
29. [/b][/u]Radiation shielded [/b][/u]to at least 1,000 rads (enough to make acharacter ill almost instantly).
30. Polarized and light sensitive/adjusting tinted observationwindows (when applicable).
31. Heads Up Display (HUD).Design



Stats
Height: 19 feet
Width: 11 feet
Length 22 feet
Weight 15 tons empty
Cargo: 3000 pounds
Power System: look above
Cost: 4 million
Black Market Cost x 1.9
crew 3 (commander, gunner, driver) + 6 (troops also may use own personnal weapon)
speed 120 MPH
MDC
Main turret -350
Main gun 125 MM cannon- 150
Heavy machne gun -100
Main body-350
Wheels (6 total) -100 each
Side door (2)-300
surface-to-air missiles launcher
Force field (1)300

Weapon systems summary
1. 125-mm cannon
2. twin 12,7-mm machine-gun
3. two surface-to-air missiles.
4. smoke launchers
Weapons systems
[/b] [/u] Type :
[u] [b] Damage :

2 generation auto-cannon standard rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too
125-mm cannon 2D6X10M.D( max damage 120 ) blast radius
4D6X10 M.D Two round burst,

H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius

125-mm cannon 4d4x10 or 2d8x10 M.D (max damage 160)
4D8X10 M.D Two round burst,

A.P.F.S.D.S round NO blast radius

125-mm cannon -5d6x10 M.D( max damage 300 )


The "cartridge" energy weapon system
125-mm cannon 5D8X10M.D = 400 M.D

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!!!!

125-mm cannon 4D6X10
type Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 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 grater 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


Range : 4.5 miles
Rate of fire: burst or single fire form type of round
Payload: 4000 rounds
note/bonus /penalties : cannot move and fire main gun with a burst, single fire only and get +3 to stikre , but if moving -6 to stikre

Weapons systems WI-GL 20 Automatic grenade Launcher

WI-GL 20 Automatic grenade Launcher. Automatic grenade fire systems .
Damage :
can fire
1. Use amour piercing grenade 3d6x10 for 8 feet blast radius
2. Smoke for cover
3. Tear gas crowd control
4. Flag bang crowd control or other
Range : 7000 feet
Rate of fire: [/uburst only 10 shot
[u] Payload:
200 grenades each
note/bonus /penalties : add +1 to hit
Weight: 120 pounds empty
Bonus :
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
[u] Damage :

None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
other notes
Mega-Damage: HE rounds 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet



Weapons systems 12.7 mm Machinegun

Type 12.7 mm MDC machinegun pick damge type below and it one manchine gun firing!!!
Damage
Anti-material rifle and auto cannon caliber, from this these are heavy calibers
100 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, 1D4X10 fourth round burst , 1d6x10 for sixty round , 2d4x10 for eighty round, 1d10x10 for one hundred round, 2d6x10 for one hundred twenty round, and so
5D4 X10 S.D.C OR 2 M.D 1D4 M.D Two round burst,

1D6 M.D three round burst, 2D4 M.D four round burst, 1D10 M.D five round burst, 2D6 MD six round burst, 4D4 M.D eight round burst, 3D6 M.D nine round burst , 5D4 M.D ten round burst , 1D4X10 M.D twenty round burst , 1D6X10 M.D thirty round burst, 2D4X10 fourth round burst
5D6X10 S.D.C OR 3M.D

1D6 M.D Two round burst, 2D4+1 M.D three round burst, 3D4 M.D four round burst, 2D6+3 M.D five round burst, 3D6 MD six round burst,4D6 M.D eight round burst, 4D6+3M.D nine round burst , 5D6 M.D ten round burst , 1D6X10 M.D twenty round burst , 2D4X10+10 M.D thirty round burst, 2D6X10fourth round burst

5D8X10 OR 4 M.D OR 1D4 M.D

2d4 M.D Two round burst, 3d4 M.D three round burst, 4d4 M.D four round burst,5d4 M.D five round burst, 4d6 MD six round burst, 4d8 M.D eight round burst,6d6 M.D nine round burst ,1d4x10 M.D ten round burst , 2d4x10 M.D twenty round burst , 2d6x10 M.D thirty round burst, 4d4x10 fourth round burst , and so on

5D10 X10 OR 5 M.D

1D10 M.D Two round burst, 5D6 M.D three round burst, 1D4X10 M.D four round burst, 1D4X10+10 M.D five round burst, 1D6X10 MD six round burst, 2D4X10 M.D eight round burst,2D4X10+10 M.D nine round burst, 1D10X10 M.D ten round burst, 1D10X10 M.D twenty round burst, 5D4X10 fourth round burst , and so on

1D6X100 S.D.C OR 1D6 M.D

2D6 M.D Two round burst, 3D6 M.D three round burst,4D6 M.D four round burst, 5D6 M.D five round burst, 6D6 MD six round burst, 8D6 M.D eight round burst, 9D6 M.D nine round burst , 1D6X10M.D ten round burst , 2D6X10M.D twenty round burst , 3D6X10 M.D thirty round burst, 4D6X10 fourth round burst

2D4X100=800 S.D.C OR 2D4M.D

4D4 M.D Two round burst, 4D6 M.D three round burst, 4D8 M.D four round burst, 1D4X10 M.D five round burst, 1D4X10+8 MD six round burst, 8D8 M.D OR 1D6X10+4 eight round burst , 2D4X10 M.D ten round burst , 4D4X10 M.D twenty round burst , 4D6 X10 M.D thirty round burst, 4D8X10 fourth round burst AND SO

1D10X100 S.D.C OR 1d10=10 M.D

5d4 M.D Two round burst, 5d6 M.D three round burst, 1d4x10 M.D four round burst, 1d4x10+10 M.D five round burst, 1d6x10 MD six round burst, 2d4x10 M.D eight round burst, 1d10x10 M.D ten round burst , 5d4x10M.D twenty round burst , 5d6x10 M.D thirty round burst, 5d8x10 fourth round burst

2D6X100 S.D.C OR 2D6 M.D

4d6 M.D Two round burst,6d6 M.D three round burst, 1d4x10 +8 M.D four round burst, 1d6x10 M.D five round burst, 1d10x10 M.D eight round burst, 2d6x10 M.D ten round burst , 4d6x10 M.D twenty round burst , 6dx10 M.D thirty round burst, 8d6x10 fourth round burst

5D4 X100 S.D.C OR 5d4M.D
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10 M.D ten round burst , 5d8 x10 M.D twenty round burst ,
Range: 3 miles
Rate of fire: burst
Payload: 1000 round


Weapons systems surface-to-air missiles.
[/b] [/u] Type : surface-to-air missiles.
[u] [b] Damage :
mediun missiles.
Range : antb type
Rate of fire: one or two
Payload: two
note/bonus /penalties : to all air targets +4 strike, anti-ground targets -5 to strike

Re: N.A.AT

Posted: Fri Aug 24, 2012 2:08 am
by ZINO
i hope u get the ideas what I am thinking here any comments ???

Re: N.A.AT

Posted: Sat Aug 25, 2012 8:31 pm
by ZINO
http://fc05.deviantart.net/fs71/i/2011/ ... 4egd6e.jpg

http://thexhs.deviantart.com/art/XTA-36 ... 6505&qo=99
XTA-36by ~TheXHS

artist comment and descrition The XTA-36 is a self-propelled 2x152mm howitzer.


Vehicles of Iron heart running but with time .there was no new military vehicles left to make new models when the Coalition states took over.
This is where N.A.A.T was able to see an opportunity to get and flood the market with European combat vehicles and was very carefully to make it look as if all major weapon dealer were among out with the knock version . This allowed any major weapon dealer to repair any of the following vehicles with out getting in trouble with the mighty Coalition states they were supposedly made during the coalition war as defense vehicle. With new model of combat vehicle were been made for that you have to look at Rifts-Black-Market.html
https://palladium-store.com/1001/produc ... arket.html
This added for Black Market internal operations and security. Major Black Market smuggling corridors and routes through Coalition territory. Traveling Black Market Merchants, Market Towns and Market Outlets.
And the following coming soon
https://palladium-store.com/1001/produc ... n-Two.html

https://palladium-store.com/1001/produc ... n-One.html

N.A.A.T is aware of the new vehicle coming down the pipe form Northern gun
And the fact that Kingdom of Ishpeming, a puppet-state propped up by NG. which is the perfect place to launch and shared these vehicles with all major weapon dealers but keep cost down and seen as second rate weapon systems but really to for one to show or see Coalition states are not ready for another war or make them think add additional use it was just in case the Coalition states lost the war and at that time none of these the following were used in the north American war with Coalition states
And Tolkeen never got a hands on these vehicles .this would have extended or weaken even more the Coalition states . however we will see how each major players will react upon getting these tempary and will be many by all major dealer of North America

But will see how south America and Europe react to these second hand rate vehicles that can do some serious damage in all three theaters .




North America all major weapon dealer have revised temporary combat vehicles and is a secret to the Coalition states and Tolkeen during the war and show case with days of the fall of Tolkeen
N.A.A.T will have these been made in secret location and then give to major dealer in North America and the know how to repaired and make more if need be. But this is just as a add on to well know units in North America and a perfect cover to make and use as well.
south America they are love and wanted toys to be used and the know how to repaired and make more if need be.

Europe varies by government look below


North America
Wellington industries they are seen as defense vehicle and secret units only . and if need be fake a small mercenary combat unit but will replace with Wellington industries weapon systems and can make any of vehicles weapon systems they come with .


• XTA-16 is a self-propelled 2x152mm howitzer defense vehicle
• The XT-AAL-27 is an anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer defense vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer defense vehicle
• The XT-AA-53 is a surface-to-air missile defense vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound
G.A.W they are seen as defense vehicle and secret units only . and if need be fake a small mercenary combat unit but will replace with G.A.W weapon systems and can make any of vehicles weapon systems they come with . they were the most weakest of all and will be happy to repaired and make from the ground up and of the vehicles and will follow the same policy it always have

• XTA-16 is a self-propelled 2x152mm howitzer defense vehicle
• The XT-AAL-27 is an anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer defense vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer defense vehicle
• The XT-AA-53 is a surface-to-air missile defense vehicle
• MBT Trident MK2 defense vehicle
• The XTF-49 "Flamehound defense vehicle


Manistique Impreium been a puppet-state propped up by NG. which is the perfect place to launch and shared these vehicles with all major weapon dealers but keep cost down and seen as second rate weapon systems but really to for one to show? This will add more cover for N.A.A.T as well .
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is an anti-aircraft and missile
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile d
• MBT Trident MK2
• The XTF-49 "Flamehound

Lazo and New Lazo will have lots of these vehicle hidden in case they have to go to war and will have magic features add which will make them deadly combat vehicle. New Lazo will at the ready in case the go to war and will run to Lazo if need be. But Lazo wont be rushing to help a little child unless it warrants it. They will be ready for the demon wars when they come with these combat vehicles but will heavy damage or destroyed .

• XTA-16 is a self-propelled 2x152mm howitzer defense vehicle
• The XT-AAL-27 is an anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon defense vehicle
• The XTA-34 is a self-propelled 200-mm howitzer defense vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile defense vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound


Northern gun just love getting there vehicle and launching them at first from Ishpeming will help but it will spin out of control and will be shared by all after the war in North America and will used at first as defense vehicle. Many will replace the original weapon systems with Northern gun products. Which will help theirs sales .
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is an anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon d
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2 vehicle
• The XTF-49 "Flamehound vehicle

Coalition states will be shocked at these defense vehicle been made by all major weapon dealers and will next to impossible to give a blame to any one but will see as what if the Coalition states lost the war .nice it made a united front to reduce war assets been ended up in enemy hands .
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is an anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

north America Black market will love to get any new toys and will sell to who ever need combat vehicles and will add to Black Market internal operations and security, Black Market services, products, practices and customers.
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is an anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2 vehicle
• The XTF-49 "Flamehound vehicle

King dale will get also these combat vehicles and will happy at a very low cost . they too will be able to repaired and if need be make any of the combat vehicles from below
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is an anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon defense vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2 vehicle
• The XTF-49 "Flamehound vehicle

Free Quebec will react the same way with these combat vehicles as well.
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is an anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

Tundra ranger will love to have these combat vehicles for the time they link up with NAAT and NAMES both side are happy to help one another.
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is an anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound

Iron heart will love to have these combat vehicles for the time they link up with NAAT and NAMES both side are happy to help one another. They prefers there combat vehicles which are limited and they will make sure certain target (personal ) will be at the end of the barrel. XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is an anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound

Combat Medical services will fondly have there own escort support coming from NAAT and NAMES as help benefactor from a distances .they will main be a defense units and will avoid been front line units .
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is an anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound

Merc town will be a boom town been sold by all major weapon dealers and to make any repairs’ or modifications . Free Quebec will be the first to hear about this second rate combat vehicles
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is an anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound

Larsen brigade will see at first as a second line defense vehicle but will see they are than able and cheap in their pockets to put to use .
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is an anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound

Air Superiority ,Inc they will only three model fro they airport will add additional surface-to-air and heavy howitzer protection as well.
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2


Tennessee Headhunters at first they will be used as second line defense vehicle but just like Larsen brigade they are getting a big bang for there buck.
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is an anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound



Rifts New West will have the largest in reserved and hidden for NAAT and NAMES just in case .
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is an anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

Bandito arms (B&A) will love to get any new toys and will sell to who ever need combat vehicles and will add to Black Market internal operations and security, Black Market services, products, practices and customers.

• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is an anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

Silverado (S)& Colorado baronies (CB) will have here and there for small town ,and allies or outpost coming from N.A.A.T and NAMES
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is an anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

North America Small kingdoms will love these god send toys for there own use . NAAT and NAMES will keep track of these North America Smaller kingdoms
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is an anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

Arzno will love to get any new toys and will not these combat vehicles and will add to Arzno internal operations and security, Arzno services, will be able to repairs , maintain and make any of theses combat vehicles .

• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is an anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound



Vehicles
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average energy life is15 to 20 years.
2. Radar: Can identify 72 and track up to 32 targets simultaneously at a range of 30 miles (48 km).
3. Combat Computer: Calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. It is linked to the targeting computer, weapon systems and radar.
4. Targeting Computer: Assists in the 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 on initiative and +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
6. Radio Communications: Long-range, directional communication system with an effective range of 500 miles (800 km). The typical giant robot also has a directional, short-range radiowith a five mile (8 km) range, plus a built-in loudspeaker; 80 decibels.
7. External Audio Pick-up: 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 12000 feet (182 m).
9. Ejector Seats: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet/305 m) and parachutto 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 systemsWith 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew 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 person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
12. Complete reinforced, environmental pilot and crew compartment: The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage.It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.

13. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons


In addition
14. Cyber-Link: The Warlords' pervasive use of cybernetics and cyborg warriors means most small vehicles, particularly combat and wilderness types, have jacks and hook-ups to link the cyborg pilot directly to the vehicle. This means a direct and instant feed of information to and from on-board computers, sensors, communication systems and weapons, making the vehicle a fast-responding extension of his own body (+5% to piloting skill, +1 on initiative, etc.; see the Cyber-Link description in the Cybernetics Section of Warlords of Russia™ for complete bonuses and details).

15. Gromeko Battlefield Computers: Takes care of communications,visual data and internal cybernetic systems (monitorspersonal damage). All communications are automatically encrypted/ decrypted by the sender/receiver units without their operators having to specify it. This can be turned off if desired, butrarely is (unless you want to "leak" some information).It also features "Enemy Profiling" for up to 600 different cyborg designs, styling, and armor, 1000 identifying insignias and marks, as well as 2000 monsters and demons — each rendered in full color with schematics of known weaknesses, armor,weapons, etc., capable of rotation and zoom to x25 magnification. The Gromeko functions as a kind of passive Friend or Foe Identification system, flashing words, or symbols for the majority who cannot read, on the monitor and HUD display. This vehiclemodel of the Gromeko is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 6,000 feet (1828 m). Requirements: A video camera with telescopiccapabilities (otherwise reduce range to 2000 feet/610 m).

16. Enviro-Sensors: An external and internal sensor systemthat monitors the environment outside and inside the vehicle.This is done on a molecular level and used to detect and measureimpurities, chemical, germ/biological and other dangerousagents (toxic gases,smoke, pollution, spores, radiation, etc.) inthe immediate area surrounding the vehicle. It can identify 6000elements, gases and agents as well as measure temperaturewind speed, humidity, barometric pressure and similar air andenvironmental aspects.The same is true inside the vehicle, with links to the life supportsystem to monitor conditions and warn of breaches anddangers inside. When exposed to gases, oxygen masks dropfrom concealed compartments in the ceiling (similar to those in20th Century airplanes) to protect crew and passengers.

17. Cyber Harness: A metal harness normally kept tilted up over the pilot, co-pilot, sensor operators and gunners. These pulldown over the user, and have cyber-jacks that link into the cyborg,to pilot the vehicle. The computer controls the vehiclesfunctions, and is controlled cybernetically by the user. While inthis condition, a cyborg may not move or take any effective action.The most incredible thing about this setup is that the cyborgcan simultaneously fire a number of weapons systems equal tohis level of experience! Warlords sitting in their Warthrones canusually access almost all their weapons at once!

18. Cybernetic Locking Mechanisms: Hatches and doors to sensitive areas, like engines, may be fitted with a cyber lock, which means the individual must link with the lock for it to open. While linked, the lock accepts information to open based on the Warlords "Symbol," a recognition pattern built into every Warlords cyborgs. Other systems, like energy weapons, railguns, ignition switches and more, have this feature.


19. Cyborg Containment Slings (CCS's): Most larger Russian vehicles come standard with cyborg containment slings,which are connected to the ceiling of the main troop compartment near the sides. 'Borgs may rest in these harness slingswhile a vehicle is in motion, for Russian vehicles tend to be onthe rough and bouncy side. Without the slings, there is a 50% chance every few minutes the vehicle is in motion (I'm thinking battlefield conditions) that anyone standing in the main compartment ) area will be thrown around and/or lose their footing.The CCS's can be exited immediately through a buckle release.

20. Other Common Sensor Systems: Perfect, crisp, 20/20 digital vision optics relay, video camera, Infrared/Ultraviolet 1,000 feet (304 m), Passive Nightvision 2,500 feet (762 m), andDigital Recorder (16 hours maximum data).

21. Long-Range Radio Communication System: Approx. 500 mile (800 km) range in the steppes and tundra, 300 miles (482.7 km) in the forests and around cities (interference) and 100-200 (160 to 320 km) in the mountains (Note: The interferencefrom the latter two is common to all ground vehicles, notjust Russian designs).

22. Radar: Can identify and track up to 56 aerial targets simultaneously at a range of 30 miles (48 km).

23. Power Source: Most large vehicles are nuclear powered, but many smaller vehicles are available with a choice of liquid fuel engines or electrical/solar powered engines. The average life of a small nuclear powered vehicle is 10 years, while large vehicles typically have 20 years.

24. Full environmental pilot and crew compartment: Russianrobot vehicles typically contain enough room to seat 2-4 cyborgs (4-8 human-sized passengers), and are sealed airtightand pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a fewhours (300 -400 feet/91-122 m maximum depth). However, unlessstated otherwise, the vehicle cannot propel itself underwaternor move along the bottom of a lake or sea floor.The following features are common on all larger Russian vehicles.
25. Computer controlled life support system. In Russian vehicles,this constantly monitors the status of the vehicles interior. Itchecks air quality, presence of harmful gases or radiation, excessiveheat and cold and so on. Any suspicious conditionswill be instantly red-lighted in the cockpit and all control stationsof the vehicle.
26. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or anyother toxic element. They will not open until overridden by aspecial code, electronically picked or blown apart. Blastdoors all have 100 M.D.C. Note: Small vehicles don't haveblast doors, and may not have an environmental compartment. Internal cooling and temperature control.
27. Air purification filters and circulation system, and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units inmost vehicles.
28. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear,plasma, and magic fires do full damage.
29. [/b][/u]Radiation shielded [/b][/u]to at least 1,000 rads (enough to make acharacter ill almost instantly).
30. Polarized and light sensitive/adjusting tinted observationwindows (when applicable).
31. Heads Up Display (HUD).Design



Stats
Height: 39 feet with fully extended at 90 degrees to 21 feet lowered main gun
Width: 38 feet
Length 13 feet
Weight 20 tons empty
Cargo: 2 tons
Power System: look above
Cost: 5 million
Black Market Cost x 3
speed 40
MDC
Main turret (1) 350
Main guns(2) 150
Plow (1) 300
Hatch (1) 100
20 MM cannon (1) 100
force field (1) 400
tank threads (2) 200 each

Depleting the M.D.C. of the main body will shut down completely, rendering it useless.
Destroying one Treads disable tank

Weapon systems summary
• 2x152mm howitzer
• 20 MM cannon
• optional turret systems for Hatch any machine gun or grenade launcher
Weapons systems 2x152mm howitzer

Type :
Damage :
2 generation auto-cannon standard rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too
150 mm -3D6x10 M.D( max damage 180) blast radius
6d6x10 M.D both gun firing burst,
H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius
150 mm -4d6 x10 M.D ( max damage 240 )
8D6X10 M.D Two round burst, both gun firing burst
A.P.F.S.D.S round NO blast radius
150 mm -1d4x100 M.D( max damage 400 )

2D4X100 M.D Two round burst, both gun firing burst
The "cartridge" energy weapon system
155 MM 1D6X100 M.D= 600 M.D
2d6x100 both gun firing burst
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!!!!

150MM 5D8X10
1d4x100 both gun firing burst
type Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 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 grater 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


Range : 30 miles for indirect fire , direct fire 2 miles tops
Rate of fire: single shot or both cannon fitng conider both burst
Payload: 300 for three type of rounds
note/bonus /penalties :

Weapons systems 20 MM cannon

Type :
Damage :
2 generation auto-cannon standard rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too
20 mm – 3d6 M.D ( max damage 18 ) blast radius
6D6 M.D Two round burst, 9D6 M.D three round burst, N/A M.D four round burst, 2D4X10+10 M.D five round burst, N/AMD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 3D6X10 M.D ten round burst , 6D6X10M.D twenty round burst , 9D6X10 M.D thirty round burst, N/A fourth round burst

H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius


20 mm -5d4 M.D (max damage 20)
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10M.D ten round burst ,1d4x100 M.D twenty round burst , M.D thirty round burst, fourth round burst

A.P.F.S.D.S round NO blast radius

20 mm- 6d6 MD( max damage 36 )
1D6X10+12 M.D Two round burst, 1D10X10+8 M.D three round burst, N/A M.D four round burst, 3D6X10 M.D five round burst, 5D4X10+16 MD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 6D6X10M.D ten round burst ,12D6X10 M.D twenty round burst , N/A M.D thirty round burst, N/A fourth round burst

The "cartridge" energy weapon system
20 MM 1d4x10=40 M.D
3d4x10 burst foe three rounds !!!

Range : 6000 feet
Rate of fire: brust
Payload: 2000 rounds
note/bonus /penalties : none


Weapons systems optional turret systems
[u][b] Heavy M.D Machinegun: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 800

.50 calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun



or optional Weapons systems WI-GL 20 Automatic grenade Launcher

WI-GL 20 Automatic grenade Launcher. Automatic grenade fire systems .
Damage :
1. Use amour piercing grenade 3d6x10 for 8 feet blast radius
2. Smoke for cover
3. Tear gas crowd control
4. Flag bang crowd control or other
Range : ; 7000 feet
Rate of fire: [/u only 10 shot
[u] Payload:
200 grenades each
Bonus: add +1 to hit
Weight: 120 pounds empty
Bonus :
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage :
None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
other notes
Mega-Damage: HE rounds 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet




or optional Weapons systems 12.7 mm Machinegun

Type 12.7 mm MDC machinegun pick damge type below
Damage
Anti-material rifle and auto cannon caliber, from this these are heavy calibers
100 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, 1D4X10 fourth round burst , 1d6x10 for sixty round , 2d4x10 for eighty round, 1d10x10 for one hundred round, 2d6x10 for one hundred twenty round, and so

5D4 X10 S.D.C OR 2 M.D 1D4 M.D Two round burst,

1D6 M.D three round burst, 2D4 M.D four round burst, 1D10 M.D five round burst, 2D6 MD six round burst, 4D4 M.D eight round burst, 3D6 M.D nine round burst , 5D4 M.D ten round burst , 1D4X10 M.D twenty round burst , 1D6X10 M.D thirty round burst, 2D4X10 fourth round burst
5D6X10 S.D.C OR 3M.D

1D6 M.D Two round burst, 2D4+1 M.D three round burst, 3D4 M.D four round burst, 2D6+3 M.D five round burst, 3D6 MD six round burst,4D6 M.D eight round burst, 4D6+3M.D nine round burst , 5D6 M.D ten round burst , 1D6X10 M.D twenty round burst , 2D4X10+10 M.D thirty round burst, 2D6X10fourth round burst

5D8X10 OR 4 M.D OR 1D4 M.D

2d4 M.D Two round burst, 3d4 M.D three round burst, 4d4 M.D four round burst,5d4 M.D five round burst, 4d6 MD six round burst, 4d8 M.D eight round burst,6d6 M.D nine round burst ,1d4x10 M.D ten round burst , 2d4x10 M.D twenty round burst , 2d6x10 M.D thirty round burst, 4d4x10 fourth round burst , and so on

5D10 X10 OR 5 M.D

1D10 M.D Two round burst, 5D6 M.D three round burst, 1D4X10 M.D four round burst, 1D4X10+10 M.D five round burst, 1D6X10 MD six round burst, 2D4X10 M.D eight round burst,2D4X10+10 M.D nine round burst, 1D10X10 M.D ten round burst, 1D10X10 M.D twenty round burst, 5D4X10 fourth round burst , and so on

1D6X100 S.D.C OR 1D6 M.D

2D6 M.D Two round burst, 3D6 M.D three round burst,4D6 M.D four round burst, 5D6 M.D five round burst, 6D6 MD six round burst, 8D6 M.D eight round burst, 9D6 M.D nine round burst , 1D6X10M.D ten round burst , 2D6X10M.D twenty round burst , 3D6X10 M.D thirty round burst, 4D6X10 fourth round burst

2D4X100=800 S.D.C OR 2D4M.D

4D4 M.D Two round burst, 4D6 M.D three round burst, 4D8 M.D four round burst, 1D4X10 M.D five round burst, 1D4X10+8 MD six round burst, 8D8 M.D OR 1D6X10+4 eight round burst , 2D4X10 M.D ten round burst , 4D4X10 M.D twenty round burst , 4D6 X10 M.D thirty round burst, 4D8X10 fourth round burst AND SO

1D10X100 S.D.C OR 1d10=10 M.D

5d4 M.D Two round burst, 5d6 M.D three round burst, 1d4x10 M.D four round burst, 1d4x10+10 M.D five round burst, 1d6x10 MD six round burst, 2d4x10 M.D eight round burst, 1d10x10 M.D ten round burst , 5d4x10M.D twenty round burst , 5d6x10 M.D thirty round burst, 5d8x10 fourth round burst

2D6X100 S.D.C OR 2D6 M.D

4d6 M.D Two round burst,6d6 M.D three round burst, 1d4x10 +8 M.D four round burst, 1d6x10 M.D five round burst, 1d10x10 M.D eight round burst, 2d6x10 M.D ten round burst , 4d6x10 M.D twenty round burst , 6dx10 M.D thirty round burst, 8d6x10 fourth round burst

5D4 X100 S.D.C OR 5d4M.D
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10 M.D ten round burst , 5d8 x10 M.D twenty round burst ,
Range: 3 miles
Rate of fire: burst
Payload: 1000 round

Re: N.A.AT

Posted: Tue Aug 28, 2012 4:24 pm
by ZINO
http://fc04.deviantart.net/fs71/i/2011/ ... 3jgoq6.jpg

http://thexhs.deviantart.com/art/XT-AA- ... 505&qo=164
XT-AA-53by ~TheXHS

artist comment and description The XT-AA-53 is a surface-to-air missile (SAM) system. XT-AA-53 uses an advanced aerial interceptor missile and high performance radar systems.
Missile is propelled by a solid-fueled rocket motor at first stage and scramjet at second stage.

These Vehicles are design to be hidden and place in location we would and camouflage them and make pits to reduce detect as well. The most deadly are the one with TW abilities to stay out of sight literally. they will be the most feared ground to air unit for those who survive been shot down
OK ,Alpha , bravo, Charlie , delta , fox1 , echo , gamma , hotel , India ready “said Alpha 1 “
They were two coalition night wings for each call out.
All said ready
They were about to hit a major mercenary outfit.
What they knew was Larsen brigade
But as they were ready to make the bomb run,
Hotel 1 and 2 yelled over the radio DIVE, DIVE!!!!!!!
All coalition night wings pilots knew it meant SAM (or surface to air missiles ) but before any anyone dive ,Alpha , bravo, Charlie , delta , fox1 , echo , gamma were hit at speed of mach 8!!!
Hotel, India saw it coming so did the other pilots but were flying at top speed.
Dame!!! yelled India , they had no plane in the area but S.A.M are too fast for us !!!
Hotel 1 said “ lookout they are coming back dive and chaff !!!”
As before hotel 1 all were hit but him .
Hotel 1 dive just close to the ground till the missiles hit the ground seen a massive mushroom explosion
This was the worst day they just lost 17 night wings lost
Hotel 1 fly the deck , hotel 1 saw the last SAM and they were huge and were waiting for him ,but he was to low and moving slow . Hotel 1 was shock to ID them as cold war relics of the past !!!

This is the start of many coalition pilots nightmares.


Vehicles
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average energy life is15 to 20 years.
2. Radar: Can identify 72 and track up to 32 targets simultaneously at a range of 30 miles (48 km).
3. Combat Computer: Calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. It is linked to the targeting computer, weapon systems and radar.
4. Targeting Computer: Assists in the 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 on initiative and +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
6. Radio Communications: Long-range, directional communication system with an effective range of 500 miles (800 km). The typical giant robot also has a directional, short-range radiowith a five mile (8 km) range, plus a built-in loudspeaker; 80 decibels.
7. External Audio Pick-up: 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 12000 feet (182 m).
9. Ejector Seats: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet/305 m) and parachutto 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 systemsWith 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew 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 person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
12. Complete reinforced, environmental pilot and crew compartment: The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage.It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.

13. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons


In addition
14. Cyber-Link: The Warlords' pervasive use of cybernetics and cyborg warriors means most small vehicles, particularly combat and wilderness types, have jacks and hook-ups to link the cyborg pilot directly to the vehicle. This means a direct and instant feed of information to and from on-board computers, sensors, communication systems and weapons, making the vehicle a fast-responding extension of his own body (+5% to piloting skill, +1 on initiative, etc.; see the Cyber-Link description in the Cybernetics Section of Warlords of Russia™ for complete bonuses and details).

15. Gromeko Battlefield Computers: Takes care of communications,visual data and internal cybernetic systems (monitorspersonal damage). All communications are automatically encrypted/ decrypted by the sender/receiver units without their operators having to specify it. This can be turned off if desired, butrarely is (unless you want to "leak" some information).It also features "Enemy Profiling" for up to 600 different cyborg designs, styling, and armor, 1000 identifying insignias and marks, as well as 2000 monsters and demons — each rendered in full color with schematics of known weaknesses, armor,weapons, etc., capable of rotation and zoom to x25 magnification. The Gromeko functions as a kind of passive Friend or Foe Identification system, flashing words, or symbols for the majority who cannot read, on the monitor and HUD display. This vehiclemodel of the Gromeko is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 6,000 feet (1828 m). Requirements: A video camera with telescopiccapabilities (otherwise reduce range to 2000 feet/610 m).

16. Enviro-Sensors: An external and internal sensor systemthat monitors the environment outside and inside the vehicle.This is done on a molecular level and used to detect and measureimpurities, chemical, germ/biological and other dangerousagents (toxic gases,smoke, pollution, spores, radiation, etc.) inthe immediate area surrounding the vehicle. It can identify 6000elements, gases and agents as well as measure temperaturewind speed, humidity, barometric pressure and similar air andenvironmental aspects.The same is true inside the vehicle, with links to the life supportsystem to monitor conditions and warn of breaches anddangers inside. When exposed to gases, oxygen masks dropfrom concealed compartments in the ceiling (similar to those in20th Century airplanes) to protect crew and passengers.

17. Cyber Harness: A metal harness normally kept tilted up over the pilot, co-pilot, sensor operators and gunners. These pulldown over the user, and have cyber-jacks that link into the cyborg,to pilot the vehicle. The computer controls the vehiclesfunctions, and is controlled cybernetically by the user. While inthis condition, a cyborg may not move or take any effective action.The most incredible thing about this setup is that the cyborgcan simultaneously fire a number of weapons systems equal tohis level of experience! Warlords sitting in their Warthrones canusually access almost all their weapons at once!

18. Cybernetic Locking Mechanisms: Hatches and doors to sensitive areas, like engines, may be fitted with a cyber lock, which means the individual must link with the lock for it to open. While linked, the lock accepts information to open based on the Warlords "Symbol," a recognition pattern built into every Warlords cyborgs. Other systems, like energy weapons, railguns, ignition switches and more, have this feature.


19. Cyborg Containment Slings (CCS's): Most larger Russian vehicles come standard with cyborg containment slings,which are connected to the ceiling of the main troop compartment near the sides. 'Borgs may rest in these harness slingswhile a vehicle is in motion, for Russian vehicles tend to be onthe rough and bouncy side. Without the slings, there is a 50% chance every few minutes the vehicle is in motion (I'm thinking battlefield conditions) that anyone standing in the main compartment ) area will be thrown around and/or lose their footing.The CCS's can be exited immediately through a buckle release.

20. Other Common Sensor Systems: Perfect, crisp, 20/20 digital vision optics relay, video camera, Infrared/Ultraviolet 1,000 feet (304 m), Passive Nightvision 2,500 feet (762 m), andDigital Recorder (16 hours maximum data).

21. Long-Range Radio Communication System: Approx. 500 mile (800 km) range in the steppes and tundra, 300 miles (482.7 km) in the forests and around cities (interference) and 100-200 (160 to 320 km) in the mountains (Note: The interferencefrom the latter two is common to all ground vehicles, notjust Russian designs).

22. Radar: Can identify and track up to 56 aerial targets simultaneously at a range of 30 miles (48 km).

23. Power Source: Most large vehicles are nuclear powered, but many smaller vehicles are available with a choice of liquid fuel engines or electrical/solar powered engines. The average life of a small nuclear powered vehicle is 10 years, while large vehicles typically have 20 years.

24. Full environmental pilot and crew compartment: Russianrobot vehicles typically contain enough room to seat 2-4 cyborgs (4-8 human-sized passengers), and are sealed airtightand pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a fewhours (300 -400 feet/91-122 m maximum depth). However, unlessstated otherwise, the vehicle cannot propel itself underwaternor move along the bottom of a lake or sea floor.The following features are common on all larger Russian vehicles.
25. Computer controlled life support system. In Russian vehicles,this constantly monitors the status of the vehicles interior. Itchecks air quality, presence of harmful gases or radiation, excessiveheat and cold and so on. Any suspicious conditionswill be instantly red-lighted in the cockpit and all control stationsof the vehicle.
26. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or anyother toxic element. They will not open until overridden by aspecial code, electronically picked or blown apart. Blastdoors all have 100 M.D.C. Note: Small vehicles don't haveblast doors, and may not have an environmental compartment. Internal cooling and temperature control.
27. Air purification filters and circulation system, and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units inmost vehicles.
28. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear,plasma, and magic fires do full damage.
29. [/b][/u]Radiation shielded [/b][/u]to at least 1,000 rads (enough to make acharacter ill almost instantly).
30. Polarized and light sensitive/adjusting tinted observationwindows (when applicable).
31. Heads Up Display (HUD).Design



Stats
Height: 60 feet fully extended
Width: 13 feet
Length63 feet
Weight empty 20 tons
Cargo: 1000 pounds
Power System: look above
Cost: 4 million with missiles, with and full sensory suite 8 million
Black Market Cost none
speed 45 MPH
MDC
Main body cab one and two 250
cab one Radar dome
Tracks 100 each(2)
Optional weapon systems (1) 140 each
cab two missiles launcher(1) 200
force filed systems 400 (1)
Depleting the M.D.C. of the main body will shut down completely, rendering it useless.
Destroying one Treads disable tank

Weapon systems summary
1. (SAM) system second cab
2. 20 MM both cads have optional weapon systems look below
3. Flare/Chaff Launchers

Weapons systems cab 2 uses an advanced aerial interceptor missile and high performance radar systems.
[/b] [/u] Type :
[u] [b] Damage :
any long range missiles
Range : duble it due to size
Rate of fire: one or any or all
Payload: two
note/bonus /penalties :
N.A.A.T and N.A.M.E. S ALERT !!!
will not share this little secret it can act as a ground to ground artillery piece . They will be fire and forget add +6 to strike at long range attacks
Also they have enough fuel and range to keep up with any air target due to there speed mach 8 !! They will make several pass to hit (1D6) there air targets . Which few pilots will see coming too late and will rather bail from planes.
Blast radius is 50 feet for surface to air or better know as S.A.M
For ground target 25 feet
What special about these hyper speed guided rockets it that they use radar and atmosphere disturbance
Which all plane leave awake , this gives half the bonus to strike where the coalition is not awarded of this.

Weapons systems 20 MM cannon cab 1 or cab 2 pick one from below
NOTE Cab one radar dome gets
1. Radar: range 300 miles and link with cad 2
2. Combat Computer: add+1 to all ground to air
3. Targeting Computer: add+1 to all ground to air
4. Laser Targeting System: add+1 to all ground to air
5. Radio Communications: 40 miles range

Type : 20 mm
Damage : 20 mm look below
2 generation auto-cannon standard rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too
20 mm – 3d6 M.D ( max damage 18 ) blast radius
6D6 M.D Two round burst, 9D6 M.D three round burst, N/A M.D four round burst, 2D4X10+10 M.D five round burst, N/A MD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 3D6X10 M.D ten round burst , 6D6X10M.D twenty round burst ,

H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius


20 mm -5d4 M.D (max damage 20)
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10M.D ten round burst ,

A.P.F.S.D.S round NO blast radius

20 mm- 6d6 MD( max damage 36 )
1D6X10+12 M.D Two round burst, 1D10X10+8 M.D three round burst, N/A M.D four round burst, 3D6X10 M.D five round burst, 5D4X10+16 MD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 6D6X10M.D ten round burst ,

The "cartridge" energy weapon system
20 MM 1d4x10=40 M.D
3d4x10 burst foe three rounds !!!

Range : 6000 feet
Rate of fire: burst
Payload: 2000 rounds
note/bonus /penalties : none


Weapons systems optional turret systems
[u][b] Heavy M.D Machine gun: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 800

.50 calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun



or optional Weapons systems WI-GL 20 Automatic grenade Launcher

WI-GL 20 Automatic grenade Launcher. Automatic grenade fire systems .
Damage :
1. Use amour piercing grenade 3d6x10 for 8 feet blast radius
2. Smoke for cover
3. Tear gas crowd control
4. Flag bang crowd control or other
Range : ; 7000 feet
Rate of fire: [/u only 10 shot
[u] Payload:
200 grenades each
Bonus: add +1 to hit
Weight: 120 pounds empty
Bonus :
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage :
None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
other notes
Mega-Damage: HE rounds 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet




or optional Weapons systems 12.7 mm Machinegun

Type 12.7 mm MDC machinegun pick damage type below
Damage
Anti-material rifle and auto cannon caliber, from this these are heavy calibers
100 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, 1D4X10 fourth round burst , 1d6x10 for sixty round , 2d4x10 for eighty round, 1d10x10 for one hundred round, 2d6x10 for one hundred twenty round, and so

5D4 X10 S.D.C OR 2 M.D 1D4 M.D Two round burst,

1D6 M.D three round burst, 2D4 M.D four round burst, 1D10 M.D five round burst, 2D6 MD six round burst, 4D4 M.D eight round burst, 3D6 M.D nine round burst , 5D4 M.D ten round burst , 1D4X10 M.D twenty round burst , 1D6X10 M.D thirty round burst, 2D4X10 fourth round burst
5D6X10 S.D.C OR 3M.D

1D6 M.D Two round burst, 2D4+1 M.D three round burst, 3D4 M.D four round burst, 2D6+3 M.D five round burst, 3D6 MD six round burst,4D6 M.D eight round burst, 4D6+3M.D nine round burst , 5D6 M.D ten round burst , 1D6X10 M.D twenty round burst , 2D4X10+10 M.D thirty round burst, 2D6X10fourth round burst

5D8X10 OR 4 M.D OR 1D4 M.D

2d4 M.D Two round burst, 3d4 M.D three round burst, 4d4 M.D four round burst,5d4 M.D five round burst, 4d6 MD six round burst, 4d8 M.D eight round burst,6d6 M.D nine round burst ,1d4x10 M.D ten round burst , 2d4x10 M.D twenty round burst , 2d6x10 M.D thirty round burst, 4d4x10 fourth round burst , and so on

5D10 X10 OR 5 M.D

1D10 M.D Two round burst, 5D6 M.D three round burst, 1D4X10 M.D four round burst, 1D4X10+10 M.D five round burst, 1D6X10 MD six round burst, 2D4X10 M.D eight round burst,2D4X10+10 M.D nine round burst, 1D10X10 M.D ten round burst, 1D10X10 M.D twenty round burst, 5D4X10 fourth round burst , and so on

1D6X100 S.D.C OR 1D6 M.D

2D6 M.D Two round burst, 3D6 M.D three round burst,4D6 M.D four round burst, 5D6 M.D five round burst, 6D6 MD six round burst, 8D6 M.D eight round burst, 9D6 M.D nine round burst , 1D6X10M.D ten round burst , 2D6X10M.D twenty round burst , 3D6X10 M.D thirty round burst, 4D6X10 fourth round burst

2D4X100=800 S.D.C OR 2D4M.D

4D4 M.D Two round burst, 4D6 M.D three round burst, 4D8 M.D four round burst, 1D4X10 M.D five round burst, 1D4X10+8 MD six round burst, 8D8 M.D OR 1D6X10+4 eight round burst , 2D4X10 M.D ten round burst , 4D4X10 M.D twenty round burst , 4D6 X10 M.D thirty round burst, 4D8X10 fourth round burst

1D10X100 S.D.C OR 1d10=10 M.D

5d4 M.D Two round burst, 5d6 M.D three round burst, 1d4x10 M.D four round burst, 1d4x10+10 M.D five round burst, 1d6x10 MD six round burst, 2d4x10 M.D eight round burst, 1d10x10 M.D ten round burst , 5d4x10M.D twenty round burst , 5d6x10 M.D thirty round burst

2D6X100 S.D.C OR 2D6 M.D

4d6 M.D Two round burst,6d6 M.D three round burst, 1d4x10 +8 M.D four round burst, 1d6x10 M.D five round burst, 1d10x10 M.D eight round burst, 2d6x10 M.D ten round burst , 4d6x10 M.D twenty round burst

5D4 X100 S.D.C OR 5d4M.D
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10 M.D ten round burst , 5d8 x10 M.D twenty round burst ,
Range: 3 miles
Rate of fire: burst
Payload: 1000 round

Re: N.A.AT

Posted: Thu Aug 30, 2012 7:22 pm
by ZINO
http://fc04.deviantart.net/fs70/i/2011/ ... 3iox9n.jpg

http://thexhs.deviantart.com/art/XTF-49 ... 505&qo=169
XTF-49 Flamehoundby ~TheXHS
.

Description and artist comment The XTF-49 "Flamehound" is a light flame tank, equipped with two different kinds flamethrower - classic with stream of ignited flammable liquid and 8-tubed MLRS designed to fire thermobaric rockets (on this picture MLRS unit drew in an intermediate position - for fire it rise up look like T34 Calliope, in marching it laid behind the turret). Also this one carry 20 mm cannon and 12.7 mm machine-gun for selfdefence



Vehicles
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average energy life is15 to 20 years.
2. Radar: Can identify 72 and track up to 32 targets simultaneously at a range of 30 miles (48 km).
3. Combat Computer: Calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. It is linked to the targeting computer, weapon systems and radar.
4. Targeting Computer: Assists in the 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 on initiative and +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
6. Radio Communications: Long-range, directional communication system with an effective range of 500 miles (800 km). The typical giant robot also has a directional, short-range radiowith a five mile (8 km) range, plus a built-in loudspeaker; 80 decibels.
7. External Audio Pick-up: 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 12000 feet (182 m).
9. Ejector Seats: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet/305 m) and parachutto 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 systemsWith 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew 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 person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
12. Complete reinforced, environmental pilot and crew compartment: The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage.It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.

13. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons


In addition
1. Cyber-Link: The Warlords' pervasive use of cybernetics and cyborg warriors means most small vehicles, particularly combat and wilderness types, have jacks and hook-ups to link the cyborg pilot directly to the vehicle. This means a direct and instant feed of information to and from on-board computers, sensors, communication systems and weapons, making the vehicle a fast-responding extension of his own body (+5% to piloting skill, +1 on initiative, etc.; see the Cyber-Link description in the Cybernetics Section of Warlords of Russia™ for complete bonuses and details).

2. Gromeko Battlefield Computers: Takes care of communications,visual data and internal cybernetic systems (monitorspersonal damage). All communications are automatically encrypted/ decrypted by the sender/receiver units without their operators having to specify it. This can be turned off if desired, butrarely is (unless you want to "leak" some information).It also features "Enemy Profiling" for up to 600 different cyborg designs, styling, and armor, 1000 identifying insignias and marks, as well as 2000 monsters and demons — each rendered in full color with schematics of known weaknesses, armor,weapons, etc., capable of rotation and zoom to x25 magnification. The Gromeko functions as a kind of passive Friend or Foe Identification system, flashing words, or symbols for the majority who cannot read, on the monitor and HUD display. This vehiclemodel of the Gromeko is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 6,000 feet (1828 m). Requirements: A video camera with telescopiccapabilities (otherwise reduce range to 2000 feet/610 m).

3. Enviro-Sensors: An external and internal sensor systemthat monitors the environment outside and inside the vehicle.This is done on a molecular level and used to detect and measure impurities, chemical, germ/biological and other dangerous agents (toxic gases,smoke, pollution, spores, radiation, etc.) in the immediate area surrounding the vehicle. It can identify 6000elements, gases and agents as well as measure temperature wind speed, humidity, barometric pressure and similar air and environmental aspects.The same is true inside the vehicle, with links to the life supportsystem to monitor conditions and warn of breaches and dangers inside. When exposed to gases, oxygen masks drop from concealed compartments in the ceiling (similar to those in20th Century airplanes) to protect crew and passengers.

4. Cyber Harness: A metal harness normally kept tilted up over the pilot, co-pilot, sensor operators and gunners. These pull down over the user, and have cyber-jacks that link into the cyborg,to pilot the vehicle. The computer controls the vehicles functions, and is controlled cybernetics by the user. While in this condition, a cyborg may not move or take any effective action.The most incredible thing about this setup is that the cyborgcan simultaneously fire a number of weapons systems equal tohis level of experience! Warlords sitting in their Warthrones canusually access almost all their weapons at once!

5. Cybernetic Locking Mechanisms: Hatches and doors to sensitive areas, like engines, may be fitted with a cyber lock, which means the individual must link with the lock for it to open. While linked, the lock accepts information to open based on the Warlords "Symbol," a recognition pattern built into every Warlords cyborgs. Other systems, like energy weapons, railguns, ignition switches and more, have this feature.


6. Cyborg Containment Slings (CCS's): Most larger Russian vehicles come standard with cyborg containment slings,which are connected to the ceiling of the main troop compartment near the sides. 'Borgs may rest in these harness slingswhile a vehicle is in motion, for Russian vehicles tend to be onthe rough and bouncy side. Without the slings, there is a 50% chance every few minutes the vehicle is in motion (I'm thinking battlefield conditions) that anyone standing in the main compartment ) area will be thrown around and/or lose their footing.The CCS's can be exited immediately through a buckle release.

7. Other Common Sensor Systems: Perfect, crisp, 20/20 digital vision optics relay, video camera, Infrared/Ultraviolet 1,000 feet (304 m), Passive Nightvision 2,500 feet (762 m), andDigital Recorder (16 hours maximum data).

8. Long-Range Radio Communication System: Approx. 500 mile (800 km) range in the steppes and tundra, 300 miles (482.7 km) in the forests and around cities (interference) and 100-200 (160 to 320 km) in the mountains (Note: The interferencefrom the latter two is common to all ground vehicles, notjust Russian designs).

9. Radar: Can identify and track up to 56 aerial targets simultaneously at a range of 30 miles (48 km).

10. Power Source: Most large vehicles are nuclear powered, but many smaller vehicles are available with a choice of liquid fuel engines or electrical/solar powered engines. The average life of a small nuclear powered vehicle is 10 years, while large vehicles typically have 20 years.

11. Full environmental pilot and crew compartment: Russianrobot vehicles typically contain enough room to seat 2-4 cyborgs (4-8 human-sized passengers), and are sealed airtightand pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a fewhours (300 -400 feet/91-122 m maximum depth). However, unlessstated otherwise, the vehicle cannot propel itself underwaternor move along the bottom of a lake or sea floor.The following features are common on all larger Russian vehicles.
12. Computer controlled life support system. In Russian vehicles,this constantly monitors the status of the vehicles interior. Itchecks air quality, presence of harmful gases or radiation, excessiveheat and cold and so on. Any suspicious conditionswill be instantly red-lighted in the cockpit and all control stationsof the vehicle.
13. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or anyother toxic element. They will not open until overridden by aspecial code, electronically picked or blown apart. Blastdoors all have 100 M.D.C. Note: Small vehicles don't haveblast doors, and may not have an environmental compartment. Internal cooling and temperature control.
14. Air purification filters and circulation system, and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units inmost vehicles.
15. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear,plasma, and magic fires do full damage.
16. [/b][/u]Radiation shielded [/b][/u]to at least 1,000 rads (enough to make acharacter ill almost instantly).
17. Polarized and light sensitive/adjusting tinted observationwindows (when applicable).
18. Heads Up Display (HUD).Design


Stats
Height: 27 feet
Width: 15 feet
Length 29 feet
Weight 20 tons empty
Cargo: 1000 pounds
Power System: look above
Cost: 4 million
Black Market Cost time 1.4
speed 80 MPH



MDC
Main body 350
Frontal reactive armored 240
Threads 150 each(2)
Main turret 300
Main gun 150
Main turret guns (2) 100
Missile systems 100 (1)
Force field 300 (1)

* Depleting the M.D.C. of the main body will shut down completely, rendering it useless.
Destroying one Treads disable tank . if hitting Frontal reactive armored it the first to go before hiting Main body .
Weapon systems summary
1. flamethrower
2. 8-tubed MLRS
3. 20 mm cannon
4. 12.7 mm machine-gun
Weapons systems 20 mm cannon
[/b] [/u] Type :
[u] [b] Damage :

2 generation auto-cannon standard rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too
20 mm – 3d6 M.D ( max damage 18 ) blast radius
6D6 M.D Two round burst, 9D6 M.D three round burst, N/A M.D four round burst, 2D4X10+10 M.D five round burst, N/A MD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 3D6X10 M.D ten round burst , 6D6X10M.D twenty round burst , 9D6X10 M.D thirty round burst, N/A fourth round burst


H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius

20 mm -5d4 M.D (max damage 20)
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10M.D ten round burst ,1d4x100 M.D twenty round burst , M.D thirty round burst, fourth round burst

A.P.F.S.D.S round NO blast radius

20 mm- 6d6 MD( max damage 36 )
1D6X10+12 M.D Two round burst, 1D10X10+8 M.D three round burst, N/A M.D four round burst, 3D6X10 M.D five round burst, 5D4X10+16 MD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 6D6X10M.D ten round burst ,12D6X10 M.D twenty round burst , N/A M.D thirty round burst, N/A fourth round burst

The "cartridge" energy weapon system
20 MM 1d4x10=40 M.D

2d4x10 M.D Two round Burst, 3d4x10 M.D three round Burst , 4d4x10M.D four round Burst ,

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!!!!

20MM 1d4x10
2d4x10M.D Two round Burst, 3d4x10M.D three round Burst , 4d4x10M.D four round Burst , 5d4x10M.D five round Burst , 5d8x10M.D ten round Burst

type Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 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 grater 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

Range : 2 miles
Rate of fire: Burst
Payload: 2000 rounds
note/bonus /penalties :


Weapons systems 12.7 mm machine-gun
[/b] [/u] Type : 12.7 mm
[u] [b] Damage : single shot

Desert Eagle, S&W X-Frame, Alexander Arms .50 Beowulf, Guncrafter Industries 1911 .50, .50 caliber Paintball markers
5D6X10 S.D.C OR 3 M.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
Damage : Burst


Anti-material rifle and auto cannon caliber, from this these are heavy calibers
100 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, 1D4X10 fourth round burst , 1d6x10 for sixty round , 2d4x10 for eighty round, 1d10x10 for one hundred round, 2d6x10 for one hundred twenty round, and so

5D4 X10 S.D.C OR 2 M.D
1D4 M.D Two round burst,
1D6 M.D three round burst, 2D4 M.D four round burst, 1D10 M.D five round burst, 2D6 MD six round burst, 4D4 M.D eight round burst, 3D6 M.D nine round burst , 5D4 M.D ten round burst , 1D4X10 M.D twenty round burst , 1D6X10 M.D thirty round burst, 2D4X10 fourth round burst

5D6X10 S.D.C OR 3M.D
1D6 M.D Two round burst, 2D4+1 M.D three round burst, 3D4 M.D four round burst, 2D6+3 M.D five round burst, 3D6 MD six round burst,4D6 M.D eight round burst, 4D6+3M.D nine round burst , 5D6 M.D ten round burst , 1D6X10 M.D twenty round burst , 2D4X10+10 M.D thirty round burst, 2D6X10fourth round burst
5D8X10 OR 4 M.D OR 1D4 M.D
2d4 M.D Two round burst, 3d4 M.D three round burst, 4d4 M.D four round burst,5d4 M.D five round burst, 4d6 MD six round burst, 4d8 M.D eight round burst,6d6 M.D nine round burst ,1d4x10 M.D ten round burst , 2d4x10 M.D twenty round burst , 2d6x10 M.D thirty round burst, 4d4x10 fourth round burst , and so on

5D10 X10 OR 5 M.D
1D10 M.D Two round burst, 5D6 M.D three round burst, 1D4X10 M.D four round burst, 1D4X10+10 M.D five round burst, 1D6X10 MD six round burst, 2D4X10 M.D eight round burst,2D4X10+10 M.D nine round burst, 1D10X10 M.D ten round burst, 1D10X10 M.D twenty round burst, 5D4X10 fourth round burst , and so on

1D6X100 S.D.C OR 1D6 M.D

2D6 M.D Two round burst, 3D6 M.D three round burst,4D6 M.D four round burst, 5D6 M.D five round burst, 6D6 MD six round burst, 8D6 M.D eight round burst, 9D6 M.D nine round burst , 1D6X10M.D ten round burst , 2D6X10M.D twenty round burst , 3D6X10 M.D thirty round burst, 4D6X10 fourth round burst

2D4X100=800 S.D.C OR 2D4M.D

4D4 M.D Two round burst, 4D6 M.D three round burst, 4D8 M.D four round burst, 1D4X10 M.D five round burst, 1D4X10+8 MD six round burst, 8D8 M.D OR 1D6X10+4 eight round burst , 2D4X10 M.D ten round burst , 4D4X10 M.D twenty round burst , 4D6 X10 M.D thirty round burst, 4D8X10 fourth round burst AND SO

1D10X100 S.D.C OR 1d10=10 M.D

5d4 M.D Two round burst, 5d6 M.D three round burst, 1d4x10 M.D four round burst, 1d4x10+10 M.D five round burst, 1d6x10 MD six round burst, 2d4x10 M.D eight round burst, 1d10x10 M.D ten round burst , 5d4x10M.D twenty round burst , 5d6x10 M.D thirty round burst, 5d8x10 fourth round burst

2D6X100 S.D.C OR 2D6 M.D

4d6 M.D Two round burst,6d6 M.D three round burst, 1d4x10 +8 M.D four round burst, 1d6x10 M.D five round burst, 1d10x10 M.D eight round burst, 2d6x10 M.D ten round burst , 4d6x10 M.D twenty round burst ,

5D4 X100 S.D.C OR 5d4M.D

1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10 M.D ten round burst , 5d8 x10 M.D twenty round burst , fourth round burst
Range : 3 miles
Rate of fire: single shot Burst
Payload: 1000 rounds
note/bonus /penalties :

Weapons systems 8-tubed MLRS multiple launcher rocket systems
[/b] [/u] Type : medium range rocket /missiles fire and forget systems
[u] [b] Damage :
any type
Range : varies
Rate of fire: one or any or all count as one attack
Payload: 16
note/bonus /penalties : get only +2 to strike plus any weapon systems


Weapons systems M.D.C flamethrower it similar to N.E but base of human tech .
[/b] [/u] Type :
[u] [b] Damage :
5D4 single shot, 2D4X10 Burst
Range : 6000 FEET
Rate of fire: Burst single shot
Payload: single shot 1000 , Burst USE 10 single shot
note/bonus /penalties : dangerous will burn just about any target for 1d4 melees or 15 x4 seconds per hit , fire rules applies here , tank take 1/5 (20%) damage form fire ,plasma , and even magic fires due to insulation

Re: N.A.AT

Posted: Mon Sep 03, 2012 12:01 pm
by ZINO
will add new stuff soon

Re: N.A.AT

Posted: Thu Oct 11, 2012 10:17 pm
by ZINO
vehicles of Iron heart running but with time .there was was no new military vehicles left to make new models when the Coalition states took over .
This is where N.A.A.T was able to see an opportunity to get and flood the market with European combat vehicles and was very carefully to make it look as if all major weapon dealer were among out with the knock version . this allowed any major weapon dealer to repair any of the following vehicles with out getting in trouble with the mighty Coalition states they were supposedly made during the coalition war as defense vehicle. with new model of combat vehicle were been made for that you have to look at Rifts-Black-Market.html
https://palladium-store.com/1001/produc ... arket.html
which added for Black Market internal operations and security. Major Black Market smuggling corridors and routes through Coalition territory. Traveling Black Market Merchants, Market Towns and Market Outlets.
And the following coming soon
https://palladium-store.com/1001/produc ... n-Two.html
https://palladium-store.com/1001/produc ... n-One.html
N.A.A.T is aware of the new vehicle coming down the pipe form Northern gun
And the fact that Kingdom of Ishpeming, a puppet-state propped up by NG. which is the perfect place to launch and shared these vehicles with all major weapon dealers but keep cost down and seen as second rate weapon systems but really to for one to show or see Coalition states are not ready for another war or make them think add additional use it was just in case the Coalition states lost the war and at that time none of these the following were used in the north American war with Coalition states
And Tolkeen never got a hands on these vechiles .this would have ectended or weaken even more the Coalition states . however we will see how each major players will rect upon getting these tempary and will be many by all major dealer of North America

But will see how south America and Europe react to these second hand rate vehicles that can do some serious damage in all three theaters .




North America all major weapon dealer have revised temporary combat vehicles and is a secret to the Coalition states and Tolkeen during the war and show case with days of the fall of Tolkeen
N.A.A.T will have these been made in secret location and then give to major dealer in North America and the know how to repaired abnd make more if need be. But this is just as a add on to well know units in North America and a perfect cover to make and use as well.
south America they are love and wanted toys to be used and and the know how to repaired abnd make more if need be.

Europe varies by government look below


North America
Wellington industries they are seen as defense vehicle and secret units only . and if need be fake a small mecanry combat unit but will replace with Wellington industries weapon systems and can make any of vechiles weapon systems they come with .


• XTA-16 is a self-propelled 2x152mm howitzer defense vehicle
• The XT-AAL-27 is a anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer defense vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer defense vehicle
• The XT-AA-53 is a surface-to-air missile defense vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound
G.A.W they are seen as defence vehicle and secret units only . and if need be fake a small mercenary combat unit but will replace with G.A.W weapon systems and can make any of vehicles weapon systems they come with . they were the most weakest of all and will be happy to repaired and make from the ground up and of the vehicles and will follow the same policy it always have

• XTA-16 is a self-propelled 2x152mm howitzer defense vehicle
• The XT-AAL-27 is a anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer defense vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer defense vehicle
• The XT-AA-53 is a surface-to-air missile defense vehicle
• MBT Trident MK2 defense vehicle
• The XTF-49 "Flamehound defense vehicle


Manistique Impreium been a puppet-state propped up by NG. which is the perfect place to launch and shared these vehicles with all major weapon dealers but keep cost down and seen as second rate weapon systems but really to for one to show. This will add more cover for N.A.A.T as well .
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile d
• MBT Trident MK2
• The XTF-49 "Flamehound

Lazo and New lazo will have lots of these vechile hidden in case they have to go to war and will have magic features add which will make them deadly combat vehicle. New lazo will at the ready in case the go to war and will run to Lazo if need be. But Lazo wont be rushing to help a little child unless it warrants it. They will be ready for the bemon wars when they come with hese combat vechiles but will heavy damage or destroyed .

• XTA-16 is a self-propelled 2x152mm howitzer defense vehicle
• The XT-AAL-27 is a anti-aircraft and missile defense vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon defence vehicle
• The XTA-34 is a self-propelled 200-mm howitzer defense vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile defense vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound


Northern gun just love getting there vehicle and launching them at frist from Ishpeming will help but it will spin out of control and will be shared by all after the war in North America and will used at first as defense vehicle. Many will replace the original weapon systems with Northern gun products. Which will help theirs sales .
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile defence vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon d
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2 vehicle
• The XTF-49 "Flamehound vehicle

Coalition states will be shocked at these defense vehicle been made by all major weapon dealers and will next to impossible to give a blame to any one but will see as what if the Coalition states lost the war .nice it made a united front to reduce war asets been ended up in enemy hands .
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile defence vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

north America Black market will love to get any new toys and will sell to who ever need combat vehicles and will add to Black Market internal operations and security, Black Market services, products, practices and customers.
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2 vehicle
• The XTF-49 "Flamehound vehicle

King dale will get also these combat vehicles and will happy at a very low cost . they too will be able to repaired and if need be make any of the combat vehicles from below
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon defence vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2 vehicle
• The XTF-49 "Flamehound vehicle

Free Quebec will react the same way with these combat vehicles as well.
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

Tundra ranger will love to have these combat vehicles for the time they link up with NAAT and NAMES both side are happy to help one another.
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound

Iron heart will love to have these combat vehicles for the time they link up with NAAT and NAMES both side are happy to help one another. They perferd there combat vehicles which are limited and they will make sure certain target (percoanl ) will be at the end of the barrel. XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound

Combat Medical services will findly have theres own escort support coming from NAAT and NAMES as help benafctor from a distances .they will manin be a defence units and will avoid been front line units .
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound

Merc town will be a boom town been sold by all major weapon dealers and to make any repires or modificatons . Free Quebec will be the frist to hear about these seond rate combat vehicles
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound

Larsen brigade will see at first as a second line defense vehicle but will see they are than able and cheap in their pockets to put to use .
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound

Air Superiority ,Inc they will only three model fro they airport will add additional surface-to-air and heavy howitzer protection as well.
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2


Tennessee Headhunters at frist they will be used as second line defense vehicle but just like Larsen brigade they are getting a big bang for there buck.
• XTA-16 is a self-propelled 2x152mm howitzer vehicle
• The XT-AAL-27 is a anti-aircraft and missile vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon vehicle
• The XTA-34 is a self-propelled 200-mm howitzer vehicle
• The XTA-36 is a self-propelled 2x152mm howitzer vehicle
• The XT-AA-53 is a surface-to-air missile vehicle
• MBT Trident MK2
• The XTF-49 "Flamehound



Rifts New West will have the largest in reserved and hidden for NAAT and NAMES just in case .
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile defence vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

Bandito arms (B&A) will love to get any new toys and will sell to who ever need combat vehicles and will add to Black Market internal operations and security, Black Market services, products, practices and customers.

• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile defence vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

Silverado (S)& Colorado baronies (CB) will have here and there for small town ,and alles or outpots coming from N.A.A.T and NAMES
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile defence vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

North America Small kingdoms will love these god send toys for there own use . NAAT and NAMES will keep track of these North America Smaller kingdoms
• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile defence vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

Arzno will love to get any new toys and will not these combat vehicles and will add to Arzno internal operations and security, Arzno services, will be able to repairs , maintain and make any of theses combat vehicles .

• XTA-16 is a self-propelled 2x152mm howitzer
• The XT-AAL-27 is a anti-aircraft and missile defence vehicle
• The XT-37 is a six-wheeled amphibious infantry fighting vehicle. Armed by 125-mm cannon
• The XTA-34 is a self-propelled 200-mm howitzer
• The XTA-36 is a self-propelled 2x152mm howitzer
• The XT-AA-53 is a surface-to-air missile
• MBT Trident MK2
• The XTF-49 "Flamehound

artist comment and description The XTA-34 is a self-propelled 200-mm howitzer, had double waiststeering. In first module placed engine and crew, in rear - only cannon and ordnance for it. Transmission was fully electric. Cannon have mixed design - tremo-electrochemical stage (hight density propellant and plasma ignition cartridge) added coilgun stage for improve muzzle velocity.

http://fc02.deviantart.net/fs70/i/2012/ ... 53fi4d.jpg
http://thexhs.deviantart.com/art/XTA-34 ... 6505&qo=23
TA-34by ~TheXHS

Vehicles
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average energy life is15 to 20 years.
2. Radar: Can identify 72 and track up to 32 targets simultaneously at a range of 30 miles (48 km).
3. Combat Computer: Calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. It is linked to the targeting computer, weapon systems and radar.
4. Targeting Computer: Assists in the 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 on initiative and +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
6. Radio Communications: Long-range, directional communication system with an effective range of 500 miles (800 km). The typical giant robot also has a directional, short-range radiowith a five mile (8 km) range, plus a built-in loudspeaker; 80 decibels.
7. External Audio Pick-up: 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 12000 feet (182 m).
9. Ejector Seats: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet/305 m) and parachutto 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 systemsWith 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew 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 person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
12. Complete reinforced, environmental pilot and crew compartment: The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage.It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.

13. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons


In addition
14. Cyber-Link: The Warlords' pervasive use of cybernetics and cyborg warriors means most small vehicles, particularly combat and wilderness types, have jacks and hook-ups to link the cyborg pilot directly to the vehicle. This means a direct and instant feed of information to and from on-board computers, sensors, communication systems and weapons, making the vehicle a fast-responding extension of his own body (+5% to piloting skill, +1 on initiative, etc.; see the Cyber-Link description in the Cybernetics Section of Warlords of Russia™ for complete bonuses and details).

15. Gromeko Battlefield Computers: Takes care of communications,visual data and internal cybernetic systems (monitorspersonal damage). All communications are automatically encrypted/ decrypted by the sender/receiver units without their operators having to specify it. This can be turned off if desired, butrarely is (unless you want to "leak" some information).It also features "Enemy Profiling" for up to 600 different cyborg designs, styling, and armor, 1000 identifying insignias and marks, as well as 2000 monsters and demons — each rendered in full color with schematics of known weaknesses, armor,weapons, etc., capable of rotation and zoom to x25 magnification. The Gromeko functions as a kind of passive Friend or Foe Identification system, flashing words, or symbols for the majority who cannot read, on the monitor and HUD display. This vehiclemodel of the Gromeko is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 6,000 feet (1828 m). Requirements: A video camera with telescopiccapabilities (otherwise reduce range to 2000 feet/610 m).

16. Enviro-Sensors: An external and internal sensor systemthat monitors the environment outside and inside the vehicle.This is done on a molecular level and used to detect and measureimpurities, chemical, germ/biological and other dangerousagents (toxic gases,smoke, pollution, spores, radiation, etc.) inthe immediate area surrounding the vehicle. It can identify 6000elements, gases and agents as well as measure temperaturewind speed, humidity, barometric pressure and similar air andenvironmental aspects.The same is true inside the vehicle, with links to the life supportsystem to monitor conditions and warn of breaches anddangers inside. When exposed to gases, oxygen masks dropfrom concealed compartments in the ceiling (similar to those in20th Century airplanes) to protect crew and passengers.

17. Cyber Harness: A metal harness normally kept tilted up over the pilot, co-pilot, sensor operators and gunners. These pulldown over the user, and have cyber-jacks that link into the cyborg,to pilot the vehicle. The computer controls the vehiclesfunctions, and is controlled cybernetically by the user. While inthis condition, a cyborg may not move or take any effective action.The most incredible thing about this setup is that the cyborgcan simultaneously fire a number of weapons systems equal tohis level of experience! Warlords sitting in their Warthrones canusually access almost all their weapons at once!

18. Cybernetic Locking Mechanisms: Hatches and doors to sensitive areas, like engines, may be fitted with a cyber lock, which means the individual must link with the lock for it to open. While linked, the lock accepts information to open based on the Warlords "Symbol," a recognition pattern built into every Warlords cyborgs. Other systems, like energy weapons, railguns, ignition switches and more, have this feature.


19. Cyborg Containment Slings (CCS's): Most larger Russian vehicles come standard with cyborg containment slings,which are connected to the ceiling of the main troop compartment near the sides. 'Borgs may rest in these harness slingswhile a vehicle is in motion, for Russian vehicles tend to be onthe rough and bouncy side. Without the slings, there is a 50% chance every few minutes the vehicle is in motion (I'm thinking battlefield conditions) that anyone standing in the main compartment ) area will be thrown around and/or lose their footing.The CCS's can be exited immediately through a buckle release.

20. Other Common Sensor Systems: Perfect, crisp, 20/20 digital vision optics relay, video camera, Infrared/Ultraviolet 1,000 feet (304 m), Passive Nightvision 2,500 feet (762 m), andDigital Recorder (16 hours maximum data).

21. Long-Range Radio Communication System: Approx. 500 mile (800 km) range in the steppes and tundra, 300 miles (482.7 km) in the forests and around cities (interference) and 100-200 (160 to 320 km) in the mountains (Note: The interferencefrom the latter two is common to all ground vehicles, notjust Russian designs).

22. Radar: Can identify and track up to 56 aerial targets simultaneously at a range of 30 miles (48 km).

23. Power Source: Most large vehicles are nuclear powered, but many smaller vehicles are available with a choice of liquid fuel engines or electrical/solar powered engines. The average life of a small nuclear powered vehicle is 10 years, while large vehicles typically have 20 years.

24. Full environmental pilot and crew compartment: Russianrobot vehicles typically contain enough room to seat 2-4 cyborgs (4-8 human-sized passengers), and are sealed airtightand pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a fewhours (300 -400 feet/91-122 m maximum depth). However, unlessstated otherwise, the vehicle cannot propel itself underwaternor move along the bottom of a lake or sea floor.The following features are common on all larger Russian vehicles.
25. Computer controlled life support system. In Russian vehicles,this constantly monitors the status of the vehicles interior. Itchecks air quality, presence of harmful gases or radiation, excessiveheat and cold and so on. Any suspicious conditionswill be instantly red-lighted in the cockpit and all control stationsof the vehicle.
26. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or anyother toxic element. They will not open until overridden by aspecial code, electronically picked or blown apart. Blastdoors all have 100 M.D.C. Note: Small vehicles don't haveblast doors, and may not have an environmental compartment. Internal cooling and temperature control.
27. Air purification filters and circulation system, and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units inmost vehicles.
28. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear,plasma, and magic fires do full damage.
29. [/b][/u]Radiation shielded [/b][/u]to at least 1,000 rads (enough to make acharacter ill almost instantly).
30. Polarized and light sensitive/adjusting tinted observationwindows (when applicable).
31. Heads Up Display (HUD).Design

Description

Stats
Height: 40 feet with main gun fully extended to 90 degrees , 21 feet with ,ami gun lower
Width: 10 feet
Length 35 feet
Weight 12 tons empty
Cargo: 2 tons front cab , rear cab 1 ton
Power System: look above
Cost: 5 million
Black Market Costx 2
speed 90 MPH
MDC
Main body (rear ) 450
*Front cab 250
Connection unit 200
Threads (2) 200
Machine gun 125
Main turret cannon (Rear ) 200
Pylons (4) 150
* if destroy Front cab ,it will disable the vechile,but if rear cab is destroy front cab is still fully operational. If the cab take -50 MDC then will blow up front cab 3d4x10 with blast radius 10 feet , but rear cab will do 200 x rounds left and blast radius 500 feet . wheel can drive up to four wheel only .

Weapon systems summary
1. self-propelled 200-mm howitzer
2. machine turret
Weapons systems
[/b] [/u] Type : 200 mm cannon or 150 MM cannon
[u] [b] Damage :
varies by type
2 generation auto-cannon standard rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too

200 mm -8d6x10 M.D ( max damage 480 ) blast radius
2d4x 100+160 M.D

H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius

200 mm-1d6x100 M.D( max damage 480 )
2D6X100M.D Two round burst,

A.P.F.S.D.S round NO blast radius

200 mm -2D4X100 M.D ( max damage 1d6x100+100 )


The "cartridge" energy weapon system
150 MM 1D6X100 M.D= 600 M.D

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!!!!

200MM cannon 11D6X10 or 1d6x100+60 for both 2d6x100+120

type Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 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 grater 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
Range : standard range 40 miles for in direct fire , direct fire only in an emergency 2 miles
Rate of fire: single shopt or dual shot count as one attack
Payload: 200 of three type of rounds
note/bonus /penalties : none


[u] Weapons systems 12.7 mm Machinegun


Type 12.7 mm MDC machinegun pick damge type below
Damage
Anti-material rifle and auto cannon caliber, from this these are heavy calibers
100 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, 1D4X10 fourth round burst , 1d6x10 for sixty round , 2d4x10 for eighty round, 1d10x10 for one hundred round, 2d6x10 for one hundred twenty round, and so
5D4 X10 S.D.C OR 2 M.D 1D4 M.D Two round burst,

1D6 M.D three round burst, 2D4 M.D four round burst, 1D10 M.D five round burst, 2D6 MD six round burst, 4D4 M.D eight round burst, 3D6 M.D nine round burst , 5D4 M.D ten round burst , 1D4X10 M.D twenty round burst , 1D6X10 M.D thirty round burst, 2D4X10 fourth round burst
5D6X10 S.D.C OR 3M.D

1D6 M.D Two round burst, 2D4+1 M.D three round burst, 3D4 M.D four round burst, 2D6+3 M.D five round burst, 3D6 MD six round burst,4D6 M.D eight round burst, 4D6+3M.D nine round burst , 5D6 M.D ten round burst , 1D6X10 M.D twenty round burst , 2D4X10+10 M.D thirty round burst, 2D6X10fourth round burst

5D8X10 OR 4 M.D OR 1D4 M.D

2d4 M.D Two round burst, 3d4 M.D three round burst, 4d4 M.D four round burst,5d4 M.D five round burst, 4d6 MD six round burst, 4d8 M.D eight round burst,6d6 M.D nine round burst ,1d4x10 M.D ten round burst , 2d4x10 M.D twenty round burst , 2d6x10 M.D thirty round burst, 4d4x10 fourth round burst , and so on

5D10 X10 OR 5 M.D

1D10 M.D Two round burst, 5D6 M.D three round burst, 1D4X10 M.D four round burst, 1D4X10+10 M.D five round burst, 1D6X10 MD six round burst, 2D4X10 M.D eight round burst,2D4X10+10 M.D nine round burst, 1D10X10 M.D ten round burst, 1D10X10 M.D twenty round burst, 5D4X10 fourth round burst , and so on

1D6X100 S.D.C OR 1D6 M.D

2D6 M.D Two round burst, 3D6 M.D three round burst,4D6 M.D four round burst, 5D6 M.D five round burst, 6D6 MD six round burst, 8D6 M.D eight round burst, 9D6 M.D nine round burst , 1D6X10M.D ten round burst , 2D6X10M.D twenty round burst , 3D6X10 M.D thirty round burst, 4D6X10 fourth round burst

2D4X100=800 S.D.C OR 2D4M.D

4D4 M.D Two round burst, 4D6 M.D three round burst, 4D8 M.D four round burst, 1D4X10 M.D five round burst, 1D4X10+8 MD six round burst, 8D8 M.D OR 1D6X10+4 eight round burst , 2D4X10 M.D ten round burst , 4D4X10 M.D twenty round burst , 4D6 X10 M.D thirty round burst, 4D8X10 fourth round burst AND SO

1D10X100 S.D.C OR 1d10=10 M.D

5d4 M.D Two round burst, 5d6 M.D three round burst, 1d4x10 M.D four round burst, 1d4x10+10 M.D five round burst, 1d6x10 MD six round burst, 2d4x10 M.D eight round burst, 1d10x10 M.D ten round burst , 5d4x10M.D twenty round burst , 5d6x10 M.D thirty round burst, 5d8x10 fourth round burst

2D6X100 S.D.C OR 2D6 M.D

4d6 M.D Two round burst,6d6 M.D three round burst, 1d4x10 +8 M.D four round burst, 1d6x10 M.D five round burst, 1d10x10 M.D eight round burst, 2d6x10 M.D ten round burst , 4d6x10 M.D twenty round burst , 6dx10 M.D thirty round burst, 8d6x10 fourth round burst

5D4 X100 S.D.C OR 5d4M.D
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10 M.D ten round burst , 5d8 x10 M.D twenty round burst ,
Range: 3 miles
Rate of fire: burst
Payload: 1000 round
Range :
Rate of fire:
Payload:
note/bonus /penalties :

OR second Weapons systems replacement WI-GL 20 Automatic grenade Launcher

WI-GL 20 Automatic grenade Launcher. Automatic grenade fire systems .
Damage :
1. Use amour piercing grenade 3d6x10 for 8 feet blast radius
2. Smoke for cover
3. Tear gas crowd control
4. Flag bang crowd control or other
Range : ; 7000 feet
Rate of fire: only 10 shot
Payload
200 grenades each
note/bonus /penalties : add +1 to hit
Weight: 120 pounds empty
Bonus :
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage :
None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
other notes
Mega-Damage: HE rounds 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet

Re: N.A.AT

Posted: Fri Oct 12, 2012 9:15 pm
by ZINO
http://fc07.deviantart.net/fs70/i/2010/ ... 32cz9n.jpg
http://thexhs.deviantart.com/art/XT-AA- ... 505&qo=316
http://thexhs.deviantart.com/

Description
The XT-AA-24 is a tracked self-propelled anti-aircraft weapon armed with a surface-to-air gun and missile system. It is designed to provide day and night protection for infantry and tank regiments against low-flying aircraft, helicopters, and cruise missiles in all weather conditions


Vehicles
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average energy life is15 to 20 years.
2. Radar: Can identify 72 and track up to 32 targets simultaneously at a range of 30 miles (48 km).
3. Combat Computer: Calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. It is linked to the targeting computer, weapon systems and radar.
4. Targeting Computer: Assists in the 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 on initiative and +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
6. Radio Communications: Long-range, directional communication system with an effective range of 500 miles (800 km). The typical giant robot also has a directional, short-range radiowith a five mile (8 km) range, plus a built-in loudspeaker; 80 decibels.
7. External Audio Pick-up: 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 12000 feet (182 m).
9. Ejector Seats: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet/305 m) and parachutto 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 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew 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 person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
12. Complete reinforced, environmental pilot and crew compartment: The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage.It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.

13. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons


In addition
1. Cyber-Link: The Warlords' pervasive use of cybernetics and cyborg warriors means most small vehicles, particularly combat and wilderness types, have jacks and hook-ups to link the cyborg pilot directly to the vehicle. This means a direct and instant feed of information to and from on-board computers, sensors, communication systems and weapons, making the vehicle a fast-responding extension of his own body (+5% to piloting skill, +1 on initiative, etc.; see the Cyber-Link description in the Cybernetics Section of Warlords of Russia™ for complete bonuses and details).

2. Gromeko Battlefield Computers: Takes care of communications,visual data and internal cybernetic systems (monitorspersonal damage). All communications are automatically encrypted/ decrypted by the sender/receiver units without their operators having to specify it. This can be turned off if desired, butrarely is (unless you want to "leak" some information).It also features "Enemy Profiling" for up to 600 different cyborg designs, styling, and armor, 1000 identifying insignias and marks, as well as 2000 monsters and demons — each rendered in full color with schematics of known weaknesses, armor,weapons, etc., capable of rotation and zoom to x25 magnification. The Gromeko functions as a kind of passive Friend or Foe Identification system, flashing words, or symbols for the majority who cannot read, on the monitor and HUD display. This vehiclemodel of the Gromeko is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 6,000 feet (1828 m). Requirements: A video camera with telescopiccapabilities (otherwise reduce range to 2000 feet/610 m).

3. Enviro-Sensors: An external and internal sensor systemthat monitors the environment outside and inside the vehicle.This is done on a molecular level and used to detect and measureimpurities, chemical, germ/biological and other dangerousagents (toxic gases,smoke, pollution, spores, radiation, etc.) inthe immediate area surrounding the vehicle. It can identify 6000elements, gases and agents as well as measure temperaturewind speed, humidity, barometric pressure and similar air andenvironmental aspects.The same is true inside the vehicle, with links to the life supportsystem to monitor conditions and warn of breaches anddangers inside. When exposed to gases, oxygen masks dropfrom concealed compartments in the ceiling (similar to those in20th Century airplanes) to protect crew and passengers.

4. Cyber Harness: A metal harness normally kept tilted up over the pilot, co-pilot, sensor operators and gunners. These pulldown over the user, and have cyber-jacks that link into the cyborg,to pilot the vehicle. The computer controls the vehiclesfunctions, and is controlled cybernetically by the user. While inthis condition, a cyborg may not move or take any effective action.The most incredible thing about this setup is that the cyborgcan simultaneously fire a number of weapons systems equal tohis level of experience! Warlords sitting in their War thrones can usually access almost all their weapons at once!

5. Cybernetic Locking Mechanisms: Hatches and doors to sensitive areas, like engines, may be fitted with a cyber lock, which means the individual must link with the lock for it to open. While linked, the lock accepts information to open based on the Warlords "Symbol," a recognition pattern built into every Warlords cyborgs. Other systems, like energy weapons, rail guns, ignition switches and more, have this feature.


6. Cyborg Containment Slings (CCS's): Most larger Russian vehicles come standard with cyborg containment slings,which are connected to the ceiling of the main troop compartment near the sides. 'Borgs may rest in these harness slings while a vehicle is in motion, for Russian vehicles tend to be onthe rough and bouncy side. Without the slings, there is a 50% chance every few minutes the vehicle is in motion (I'm thinking battlefield conditions) that anyone standing in the main compartment ) area will be thrown around and/or lose their footing.The CCS's can be exited immediately through a buckle release.

7. Other Common Sensor Systems: Perfect, crisp, 20/20 digital vision optics relay, video camera, Infrared/Ultraviolet 1,000 feet (304 m), Passive Nightvision 2,500 feet (762 m), and Digital Recorder (16 hours maximum data).

8. Long-Range Radio Communication System: Approx. 500 mile (800 km) range in the steppes and tundra, 300 miles (482.7 km) in the forests and around cities (interference) and 100-200 (160 to 320 km) in the mountains (Note: The interference from the latter two is common to all ground vehicles, notjust Russian designs).

9. Radar: Can identify and track up to 56 aerial targets simultaneously at a range of 30 miles (48 km).

10. Power Source: Most large vehicles are nuclear powered, but many smaller vehicles are available with a choice of liquid fuel engines or electrical/solar powered engines. The average life of a small nuclear powered vehicle is 10 years, while large vehicles typically have 20 years.

11. Full environmental pilot and crew compartment: Russian robot vehicles typically contain enough room to seat 2-4 cyborgs (4-8 human-sized passengers), and are sealed airtight and pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a fewhours (300 -400 feet/91-122 m maximum depth). However, unlessstated otherwise, the vehicle cannot propel itself underwaternor move along the bottom of a lake or sea floor.The following features are common on all larger Russian vehicles.
12. Computer controlled life support system. In Russian vehicles,this constantly monitors the status of the vehicles interior. Itchecks air quality, presence of harmful gases or radiation, excessive heat and cold and so on. Any suspicious condition swill be instantly red-lighted in the cockpit and all control stationsof the vehicle.
13. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or any other toxic element. They will not open until overridden by a special code, electronically picked or blown apart. Blastdoors all have 100 M.D.C. Note: Small vehicles don't have blast doors, and may not have an environmental compartment. Internal cooling and temperature control.
14. Air purification filters and circulation system, and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units inmost vehicles.
15. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear,plasma, and magic fires do full damage.
16. [/b][/u]Radiation shielded [/b][/u]to at least 1,000 rads (enough to make acharacter ill almost instantly).
17. Polarized and light sensitive/adjusting tinted observationwindows (when applicable).
20. Heads Up Display
21.
u] Flare/Chaff Launchers (8)- [/u]A modern addition, meant to improve XHC-236 survivability against missile weaponry.
Range: Close Defense 1000 feet
Damage:
Standard
None; similar to Triax-style chaff/smoke give a 25 feet cover for each shot fired ,hight intensity flares ( for day light operations only)
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 200(x10)
Weight add: 100 pounds per 24
NOTE basically the same but energy base reduce weight by 50%
This is just for one
01-70 Enemy Missile or volley detonates in chaff and threat is neutralized
75-90 Missile/Volley diverts and may pursue/lock on to other targets
91-00 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
R.O.F: single or burst
Payload: unlimited

Stats
Height: 21 feet , full extended 31 feet
Width: 14 feet
Length 39 feet
Weight 20 tons empty
Cargo: 2 tons
Power System: look above
Cost: 3 million
Black Market Cost x3

M.D.C
Main body 450
Force fields 240
Treads 200 each(2)
Main turret 200
Main gun 30 MM (2)125
A.T.L systems 100 (1)
optional weapon system mounts Machines gun or Grenade launcher systems 75
Fix Grenade launcher systems (2)55

Weapon systems summary
1. surface-to-air missile system
2. surface-to-air gun 40 MM
3. A.T.L (anti tank laser) systems
4. Fix Grenade launcher systems pick one Weapons systems WI-GL 20 Automatic grenade Launcher or Bandit 6000 Grenade Launcher Knock Off

Weapons systems main anti air weapon systems long range
Type any long range missiles fire and forget systems
Damage any long range missiles
Range any long range missiles
Rate of fire: one or any or all counts as one attack
Payload: 16 total


Weapons systems
Type 40 MM cannon
Damage
2 generation auto-cannon standard rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too
40 mm -4d6 M.D ( max damage 24) blast radius
1D4X10+8 M.D Two round burst, 1D6X10+12 M.D three round burst, 1D10X10 M.D four round burst,2D6X10 M.D five round burst,

H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius

40 mm
-5d6 M.D (max damage 30)
1D6X10M.D Two round burst, 2D4X10+10 M.D three round burst, 2D6X10 M.D four round burst, N/A ] M.D five round burst, 3D6 X10 M.D six round burst,

A.P.F.S.D.S round NO blast radius

40 mm- 5d10 M.D( max damage 50 )
5D10 M.D( max damage 50 ) blast radius
1d10X10 M.D Two round burst, 4D4X10 M.D three round burst, 5D4X10 M.D four round burst, 4D6X10+10 M.D five round burst, 5D6X10 MD six round burst, 5D8X10 M.D eight round burst, N/A M.D nine round burst ,

The "cartridge" energy weapon system
40 MM 1D10X10 M.D=100 M.D

5d4x10M.D Two round Burst, 5d8x10 M.D three round Burst,

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!!!!
40MM 1D6X10

2d6x10 M.D Two round Burst, 3d6x10 M.D three round Burst , 4d6x10 M.D four round Burst , 5d6x10 M.D five round Burst , 6d6x10 M.D six round Burst

LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 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 grater 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

Range 3 miles for gorund to air
Rate of fire: Burst
Payload: 4000 rounds
note :
fires one gun at atime due to the recaoil systems cannot handle both gun firing and been know to jam if roll 1 to 4 on a 20 sided dice
• can add with the following very commom used
[b] Weapons systems laser Vulcan guns
this weapon consists of six rotating barrels laser cannon ,cycling through like a regular gating gun ,firing one rapid barrel ,or can fre all sx barrel doing a massive amount of fire it similart to Iron hammer main battle tank from from rifts mecanry book page 107 [/b]
[/b] [/u] Type : beam
[u] [b] Damage :
3d4x10,only nuclear powered can fired all six barrel 6 will do 4d6x10+30
Range : 6000 feet
Rate of fire: hand to hand
Payload: nuclear powered unlimitec any other 500 brust
not/bonus /penalties : weight 12000 pounds,if you roll 2 to 4 will over heat and cool dwn in 1d4 meles or 15 x 4 seconds

OR

Heavy M.D Machinegun: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 800

OR

.50 calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun

OR


Weapons systems WI-GL 20 Automatic grenade Launcher

WI-GL 20 Automatic grenade Launcher. Automatic grenade fire systems .
Damage can fire
1 Use amour piercing grenade 3d6x10 for 8 feet blast radius
2 Smoke for cover
3 Tear gas crowd control
4 Flag bang crowd control or other
Range; 7000 feet
Rate of fire burst only 10 shot
Payload: 200 grenades each
Bonus: add +1 to hit
Weight: 120 pounds empty
Bonus :
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
other notes
Mega-Damage: HE rounds 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet
NOTE grenade systems smoke, tear gas,
Mega-Damage: 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet

OR

Weapons systems
Bandit 6000 Grenade Launcher Knock Off
Weight: Gun: 40 Ibs (18 kg), plus the grenade drum, 20 (9 kg)—can be used with or without the drum (grenades must be hand loaded) Elite or special forces will have autoloader .
Mega-Damage: 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 2000 feet (610 m)!
Payload: 12; an additional 50 grenades are packed into the ammo-drum. It takes one melee round (15 seconds) to reload the weapon by hand with 12 grenades (or one melee action to load two).
Bonus: Laser targeting and telescopic scope optional (6000 cr.).later heavy drum 40 weight 60 lds (27kg)
Cost: 30,000- credits for the gun, 50 credits per grenade. Good availability



O.C.C conventional fighter pilots class

This type of OCC fall under specialized class of fighter pilots that a niche in rifts earth and phase world for many merc outfits or Independent nations or Planet found as well. They started showing up right before the coalition war about 15 years. They are a sub culture with in many merc outfits and even other kingdoms, or small nation for North America to South America. What is scary this OCC is similar to North America Empire US military quick start during new cold war and many phase worlds are so similar that also scary as well. Well for phase world this could apply as a reserve forces or independent military class with so many world in CWW ,UWW and this applies to private defense companies ( oh NE fighter pilots ).
Rifts earth propeller pilot / Rifts earth attack gunship fighter pilot/ Rifts earth Transport gunship fighter pilot
These are WWII plane designs from the America Empire to German and Japanese type aircraft G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms
, are making different design and cost are low which helps easy choice a company size merc out fit to large merc army . They are used from escort, air support, air to air and there many merc companies large and small that can offered it.
Wellington industries, King dale are also give support as to weapons and adding extra feature since they are playing catch up. However Arzno is ahead making a killing since a few engineers decide to get G.A.W, Ishpeming (ISP), Manistique Impreium (M.I), Northern gun to help make manufacturing factory and are sending funds to Arzno and expand it base of operation and add a few techno wizards from Lazo, New lazo (N.L), Stromspire . Arzno has enough resources to give air support to The Great Trade Road better safety top travel which many bandits can’t beat them in the air or in resources.
Free Quebec has a small merc outfit as spies and acting as independent merc outfit. While Coalition states see as a waste of time and money, however has suffered several bad engagements. It is cheaper than a military hover cycle and are been many by the hundreds .North America Black market
Larsen brigade, Air Superiority Inc (which is base in Merc town), Tennessee Headhunters, Iron Heart Avenger, Tundra ranger are having an expansion to air support as well mostly small squad of merc outfit that need to stay in work.
Also G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms are manufacturing factory AC 130 for major mercenary outfits like Larsen brigade ,Air Superiority ,Inc .Tennessee Headhunters and secretly Iron Heart Avenger has gotten of hold of a few AC130 . but it doesn’t stop there as mention above the need foe cheap and improved military hardware has allowed to have gunship pilots or better known as’ attack choppers , helicopter gunships” , or as “attack heli “ which they don’t mind at all . They are in high demand in north America, Japan, south America as well.
update
in Europe there is an explosion for the need of plots from hover cycle to transport pilots for N.G.R to private sector in security or commercial use at increase of (x 1.5 ) commercial , (x1.75 ) to 2 times pay ,security or mercenary 2.5 to 4 for combat operations ,N.G.R are allow quietly as consults .
NOTE: these MOS are found thru out most of the world, but only in north America is where they specialist

Hover cycle specialist
• For Rifts earth General skills
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts
• M.O.S Hover cycle specialist (Rifts earth)
• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
• M.O.S Rifts Earth space fighter
• M.O.S Rifts Earth Transporter ship fighter :
• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth
• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth



Hover cycle specialist
Hover cycle specialist are the most common from gangs , mercenary company ,military forces they are found in north America , Germany, Japan , as well in phase world . They are know to be specialist in several Hover cycle but it varies due experience. Able to make death defining stunts at a certain level, however there are few who are high level characters and are consider like gods among hover cyclists.
Rifts earth Jet fighter pilot /Trans-atmospheric fighter pilot


General skills

For Rifts earth General skills
• Language Native 88%+1 per level
• Literacy Native 40+5% per Level
• Math basic 45%+5% per level
• If trained by merc outfit add 3d6% or nation add 20 %MOS
• Hand to Hand: Basic only

r oll for the following 5d6% for all or each skill set GM choice or player choice
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts Earth M.O. S

Radio: Basic
Airplane (single engine to four engines)
Specific Airplane picks two add +10 plus any other like MOS bonus
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol

M.O.S Hover cycle specialist (Rifts earth)
Hovercycle
Hover Craft (Ground)
Specific picks Hovercycle or Hover Craft (Ground) two add +10 plus any other like MOS bonus
Weapon Systems
Read (& Operate) Sensory Equipment
Navigation
Radio: Basic
W.P. Automatic and Semiautomatic Rifles
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Energy Weapons

• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
Jet Aircraft
Jet Fighters
Specific Jet Fighters picks two add +10 plus any other like MOS bonus
Radio: Basic
Read (& Operate) Sensory Equipment
Weapon Systems
Navigation
Jet Packs
W.P. Energy Pistol

• M.O.S Rifts Earth space fighter ( Russian space station )
(Mutant in orbit / colonies)
*Spacecraft, Small - 60%+3%
Spacecraft advance pick two types
Specific Spacecraft Small picks two add +10 plus any other like MOS bonus
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Read (& Operate) Sensory Equipment
Radio: Basic
Ship to ship combat
Space Fighter
Weapon Systems
Navigation: Space
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation

• M.O.S Rifts Earth Transporter ship fighter :
(Rifts Mutant orbits Transport ships)
Pilots type of engine: pick two Transport ships
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Radio: Basic
Read (& Operate) Sensory Equipment
Spacecraft, General
Spacecraft Advanced medium size to large
Ship to ship combat medium size to large
Specific picks combat medium size to large two add +10 plus any other like MOS bonus
Orbital navigation
Navigation: Space
Navigation: Interplanetary
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation
Weapon Systems
W.P. Energy Pistol

• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth
Specific Helicopter picks two add +10 plus any other like MOS bonus
Read (& Operate) Sensory Equipment
Optic Systems
Radio: Basic
Weapon Systems
Navigation
Pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival

• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth
Airplane (single engine four engines) pick AC 130 or AC 129 air castle
Radio: Basic
Radio: Scramblers
Weapon Systems
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P. Revolver ,W.P. Automatic Pistol, W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival


O.C.C Related skills 6 for rifts earth / add 1 at level 3,7,9,11,15
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: any
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: any
Physical skills:
Pilot skills: any
Pilot related: any
Rogue: any rifts earth only
Science: Technical:
WP: any
Wilderness: any rifts earth only

O.C.C secondary skills 5
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: none
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: none
Physical skills: as per rules
Pilot skills: as per rules
Pilot related: any
Rogue: all
Science: Technical:
WP: any
Wilderness: none

Rifts co-pilots OCC
They are the unsung heroes for the last 10 to 90 years .they are specialist as back –up pilots or sensory pilots. Rifts co pilot’s are not all equals but are good in what they do. No one knows where they came from but they have been useful since any can remember and they the unseen for a long time in North America, but that change recently with the coalition wars. It was a dark moment where Pilots were need badly in both fronts, for Rifts co pilots OCC it a time to rejoice in combat to help in an area that many were unseen. They became useful in both sides of the war. The need for a Rifts co pilots OCC to help pilot land, air, sea (well in river really) they are happy to for a good pay of course. On the coalition front they help pilots and support crews for payment and to get a job or various reasons and on the Tolkien for the money or gloried or were anti-coalition reasons they came to help even if they were familiar with magic (still they did pretty well which impress many on both sides during the war).Like rift tank operators they were good in what they did and stuck with it till the very end. In Europe /NGR are the most demanding OCC needed, and the most respected in Europe. During the war they have fallen in three areas of expertise communication Specialist, or pilot’s specialist or General Copilot class. In the North America they became well known in the coalition wars in both sides of the war and this has sharpened their skills (those that survive the war). They specialize in what they do. They were unknown until the coalition wars broke out in North America. Some say that they belong to the U.S.A Empire Military, co-pilots of the old and have survived somehow, but no one really knows. However they are known to watch the pilots back when they go to combat or type of missions. Because Rifts co-pilots varies greatly in what do. Rifts co pilots have become a specialist in that area; still not all Rifts co-pilots are the same which is why they stick to what they know best. In reality this OCC came directly from the old USA empire military forces of the air force support personal and /or assist pilots in military jet fighters, hovercrafts, and gunship support. The coalition is very worry with all these pilots that are coming out from all major cities / Mercenary Company which are better than the coalition pilots with the right hardware.

Rifts Copilot class O.C.C Related all get the following
Attribute Requirements: 10 Higher in P.S, P.E, and M.E add 1d4x10% +10

Wardrobe and grooming 50%+4% per
Body Building & Weight Lifting
Physical labor
W.P Heavy military weapons
W.P Heavy M.C weapons
W.P Energy pistol
W.P pistol
Imitate Voice/sound 42%+2/36%+4 per level
Literacy Native 40+5% per Level
Language Native 88%+1 per level
Mathematics: Basic & Advanced 45%+5% per level
Hand to Hand: Basic only no upgrade

Pick one M.O.S

M.O.S #1
COPILOT COMMUNICATIONS SPECIALIST Note: add 1d4x10% +10 to skill, pick one
PICK 1D4+3 SKILL FROM COMMUNICATIONS
PLIOT 1D4 (no robot or power amour type or Mecha)
PILOT RELATED ALL

M.O.S #2
COPILOT SPECIALISTS Note: add 1d4x10% +10 to skill pick
PICK 1D4+3 IN PILOT (giant size or two to pilot Mecha)
PICK 1D4 COMMUNICATIONS
PILOT RELATED ALL
Pick one M.O.S

M.O.S#3
GENERAL Copilot class Note: add 1d4x10% +10
Radio: Basic 45 %+5 per level
Navigation: Air, Land, Water 40% +5 % per level
Electronic Countermeasures30%+5% per level
Cryptography25% +5% per level
Laser communications 30 %+5% per level
Sensory equipment 30 %+5% per level
TV/Video 25%+5% per level
Surveillance 30%+5 % per level
Imitate Voice/sound 42%+2/36%+4 per level



Note pick one from numbers 1 to 5





1. Any flying Vehicles, pick only 1D4+3 Military add skills Parachuting for Military air Vehicles only
2. Ground Vehicles, pick only 1D4 Military add skills trap/mine detection add1d4x10+5% IN THIS CASE TANK GUNNER
3. Sea Vehicles only pick only 1D4 Military add swimming add SCUBA skills
4. Robot & power armor pick only 1D4 Military 1D4 Giant size Elites
5. all hovercrafts pick either skill from #2 or #3



OCC related skills
4 other skills and one(1) 3,6,9,11 and ADD 5d4%+10%
Communications: Any (+5)
Domestic: Any
Electrical: O.C.C related Espionage: only wilderness survival , Detect Ambush, Detect Conceal, Land Navigation, NBC Warfare , Tracking, Wilderness Survival, Traps Trap/Mine Detection,
Mechanical: O.C.C related
Medical :First aid only
Military :Any(+15)
Physical : limited to Hand to Hand: Basic the rest are allowed any
Pilot any
Pilot Related: look O.C.C Rogue: none
Science: math and Chemistry only Technical: only Computer Operations only W.P: any Wilderness: hunting and navigation only
Secondary Skills
4 more secondary skills from "other" without bonuses (only I.Q IF any)


Bonus
add+2 to any range weapon ,+1 attacks for pilot +3 initiative +1d4+1 to dodge/roll and this are natural skill (,these skill work only in military Vehicles ) The Pilot get the following +1to all, +1D10+10% piloting and add +2 attacks to the pilot( do not apply this to any military jets with no V.T.O.L abilities ).

For the Co pilots
#2 to 5 only Detect ambush, prowl 30%+5 add 1d4x10+5 % added this is considered a natural abilities under 120 MPH

Re: N.A.AT

Posted: Fri Oct 12, 2012 9:20 pm
by ZINO
http://fc01.deviantart.net/fs70/i/2011/ ... 4a3p5e.jpg

http://thexhs.deviantart.com/art/XT-35- ... 505&qo=130


Description
The XT-35 is a light armored vehicle, armed with a double-barreled, rapid-fire 30 mm gun, 4 anti-tank missiles and smoke grenades. 3x3 wheelbase gave him a all-terrain capability and high speed, to compensate light armor


Vehicles
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average energy life is15 to 20 years.
2. Radar: Can identify 72 and track up to 32 targets simultaneously at a range of 30 miles (48 km).
3. Combat Computer: Calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. It is linked to the targeting computer, weapon systems and radar.
4. Targeting Computer: Assists in the 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 on initiative and +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
6. Radio Communications: Long-range, directional communication system with an effective range of 500 miles (800 km). The typical giant robot also has a directional, short-range radiowith a five mile (8 km) range, plus a built-in loudspeaker; 80 decibels.
7. External Audio Pick-up: 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 12000 feet (182 m).
9. Ejector Seats: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet/305 m) and parachutto 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 systemsWith 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew 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 person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
12. Complete reinforced, environmental pilot and crew compartment: The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage.It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.

13. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons


In addition
14. Cyber-Link: The Warlords' pervasive use of cybernetics and cyborg warriors means most small vehicles, particularly combat and wilderness types, have jacks and hook-ups to link the cyborg pilot directly to the vehicle. This means a direct and instant feed of information to and from on-board computers, sensors, communication systems and weapons, making the vehicle a fast-responding extension of his own body (+5% to piloting skill, +1 on initiative, etc.; see the Cyber-Link description in the Cybernetics Section of Warlords of Russia™ for complete bonuses and details).

15. Gromeko Battlefield Computers: Takes care of communications,visual data and internal cybernetic systems (monitorspersonal damage). All communications are automatically encrypted/ decrypted by the sender/receiver units without their operators having to specify it. This can be turned off if desired, butrarely is (unless you want to "leak" some information).It also features "Enemy Profiling" for up to 600 different cyborg designs, styling, and armor, 1000 identifying insignias and marks, as well as 2000 monsters and demons — each rendered in full color with schematics of known weaknesses, armor,weapons, etc., capable of rotation and zoom to x25 magnification. The Gromeko functions as a kind of passive Friend or Foe Identification system, flashing words, or symbols for the majority who cannot read, on the monitor and HUD display. This vehiclemodel of the Gromeko is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 6,000 feet (1828 m). Requirements: A video camera with telescopiccapabilities (otherwise reduce range to 2000 feet/610 m).

16. Enviro-Sensors: An external and internal sensor systemthat monitors the environment outside and inside the vehicle.This is done on a molecular level and used to detect and measureimpurities, chemical, germ/biological and other dangerousagents (toxic gases,smoke, pollution, spores, radiation, etc.) inthe immediate area surrounding the vehicle. It can identify 6000elements, gases and agents as well as measure temperaturewind speed, humidity, barometric pressure and similar air andenvironmental aspects.The same is true inside the vehicle, with links to the life supportsystem to monitor conditions and warn of breaches anddangers inside. When exposed to gases, oxygen masks dropfrom concealed compartments in the ceiling (similar to those in20th Century airplanes) to protect crew and passengers.

17. Cyber Harness: A metal harness normally kept tilted up over the pilot, co-pilot, sensor operators and gunners. These pulldown over the user, and have cyber-jacks that link into the cyborg,to pilot the vehicle. The computer controls the vehiclesfunctions, and is controlled cybernetically by the user. While inthis condition, a cyborg may not move or take any effective action.The most incredible thing about this setup is that the cyborgcan simultaneously fire a number of weapons systems equal tohis level of experience! Warlords sitting in their Warthrones canusually access almost all their weapons at once!

18. Cybernetic Locking Mechanisms: Hatches and doors to sensitive areas, like engines, may be fitted with a cyber lock, which means the individual must link with the lock for it to open. While linked, the lock accepts information to open based on the Warlords "Symbol," a recognition pattern built into every Warlords cyborgs. Other systems, like energy weapons, railguns, ignition switches and more, have this feature.


19. Cyborg Containment Slings (CCS's): Most larger Russian vehicles come standard with cyborg containment slings,which are connected to the ceiling of the main troop compartment near the sides. 'Borgs may rest in these harness slingswhile a vehicle is in motion, for Russian vehicles tend to be onthe rough and bouncy side. Without the slings, there is a 50% chance every few minutes the vehicle is in motion (I'm thinking battlefield conditions) that anyone standing in the main compartment ) area will be thrown around and/or lose their footing.The CCS's can be exited immediately through a buckle release.

20. Other Common Sensor Systems: Perfect, crisp, 20/20 digital vision optics relay, video camera, Infrared/Ultraviolet 1,000 feet (304 m), Passive Nightvision 2,500 feet (762 m), andDigital Recorder (16 hours maximum data).

21. Long-Range Radio Communication System: Approx. 500 mile (800 km) range in the steppes and tundra, 300 miles (482.7 km) in the forests and around cities (interference) and 100-200 (160 to 320 km) in the mountains (Note: The interferencefrom the latter two is common to all ground vehicles, notjust Russian designs).

22. Radar: Can identify and track up to 56 aerial targets simultaneously at a range of 30 miles (48 km).

23. Power Source: Most large vehicles are nuclear powered, but many smaller vehicles are available with a choice of liquid fuel engines or electrical/solar powered engines. The average life of a small nuclear powered vehicle is 10 years, while large vehicles typically have 20 years.

24. Full environmental pilot and crew compartment: Russianrobot vehicles typically contain enough room to seat 2-4 cyborgs (4-8 human-sized passengers), and are sealed airtightand pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a fewhours (300 -400 feet/91-122 m maximum depth). However, unlessstated otherwise, the vehicle cannot propel itself underwaternor move along the bottom of a lake or sea floor.The following features are common on all larger Russian vehicles.
25. Computer controlled life support system. In Russian vehicles,this constantly monitors the status of the vehicles interior. Itchecks air quality, presence of harmful gases or radiation, excessiveheat and cold and so on. Any suspicious conditionswill be instantly red-lighted in the cockpit and all control stationsof the vehicle.
26. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or anyother toxic element. They will not open until overridden by aspecial code, electronically picked or blown apart. Blastdoors all have 100 M.D.C. Note: Small vehicles don't haveblast doors, and may not have an environmental compartment. Internal cooling and temperature control.
27. Air purification filters and circulation system, and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units inmost vehicles.
28. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear,plasma, and magic fires do full damage.
29. [/b][/u]Radiation shielded [/b][/u]to at least 1,000 rads (enough to make acharacter ill almost instantly).
30. Polarized and light sensitive/adjusting tinted observationwindows (when applicable).
31. Heads Up Display (HUD).Design


Stats
Height: 14 feet
Width: 15 feet
Length25 deet
Weight empty 12 tons
Cargo: 2 tons
Power System: look above
Cost: 2 million
Black Market Cost

MDC
Main body 300
Force fields 240
Wheel 55 each
Main turret 225
Main gun 100 (2)
Machines gun optional 100(1)
optional weapon system mounts100(1)
Grenade launcher systems (2) 55


Weapon systems summary
1. rapid-fire 30 mm gun(x2) can replace with any rail gun but the BOOM GUN
2. 4 anti-tank missiles (medium range missiles )
3. smoke grenades

Weapons systems
Type
Damage Note this single fire ,double the damage or times x 2

2 generation auto-cannon standard rounds
20 mm L.E.A.P:
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
20 mm – 3d6 M.D ( max damage 18 ) blast radius
6D6 M.D Two round burst, 9D6 M.D three round burst, N/A M.D four round burst, 2D4X10+10 M.D five round burst, N/AMD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 3D6X10 M.D ten round burst ,
Note this single fire double the damage and triple the rounds for both cannon fire

H.E.A.P: Heavy Explosive armor piercing rounds
Times three blast radius

20 mm -5d4 M.D (max damage 20)
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10M.D ten round burst ,
Note this single fire double the damage and triple the rounds for both cannon fire

A.P.F.S.D.S round
NO blast radius

20 mm- 6d6 MD( max damage 36 )
1D6X10+12 M.D Two round burst, 1D10X10+8 M.D three round burst, N/A M.D four round burst, 3D6X10 M.D five round burst, 5D4X10+16 MD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 6D6X10M.D ten round burst ,12D6X10 M.D twenty round burst , N/A M.D thirty round burst, N/A fourth round burst
Note this single fire double the damage and triple the rounds for both cannon fire

The "cartridge" energy weapon system
19 TO 20 MM 1d4x10=40 M.D

30 MM U ltra light MM 1d4x10=40 M.D
2d4x10 M.D Two round Burst, 3d4x10 M.D three round Burst , 4d4x10M.D four round Burst , 5d4x10M.D five round Burst , 5d8x10 M.D ten round Burst
Note this single fire double the damage and triple the rounds for both cannon fire

Range: 3 MILES for ground to air , 2 miles ground to ground combat
Rate of fire: burst
Payload: 2000 for each gun or AAA that a total of 8000 rounds
Bonus:

Range : 3 miles
Rate of fire: Burst
Payload: 1000 round per cannon
note/bonus /penalties : look above





Weapons systems
Type fire and forget medium range missiles
Damage any type
Rangevaries
Rate of fire: one or any or all
Payload: 4


Weapons systems smoke Grenade launcher systems
Type smoke
Damage none but blacks all IR(infared /heat optics).
Range 1 feet to 3000 feet
Rate of fire: any
Payload: 30
Blast radiuis 30 per Grenade

O.C.C conventional fighter pilots class

This type of OCC fall under specialized class of fighter pilots that a niche in rifts earth and phase world for many merc outfits or Independent nations or Planet found as well. They started showing up right before the coalition war about 15 years. They are a sub culture with in many merc outfits and even other kingdoms, or small nation for North America to South America. What is scary this OCC is similar to North America Empire US military quick start during new cold war and many phase worlds are so similar that also scary as well. Well for phase world this could apply as a reserve forces or independent military class with so many world in CWW ,UWW and this applies to private defense companies ( oh NE fighter pilots ).
Rifts earth propeller pilot / Rifts earth attack gunship fighter pilot/ Rifts earth Transport gunship fighter pilot
These are WWII plane designs from the America Empire to German and Japanese type aircraft G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms
, are making different design and cost are low which helps easy choice a company size merc out fit to large merc army . They are used from escort, air support, air to air and there many merc companies large and small that can offered it.
Wellington industries, King dale are also give support as to weapons and adding extra feature since they are playing catch up. However Arzno is ahead making a killing since a few engineers decide to get G.A.W, Ishpeming (ISP), Manistique Impreium (M.I), Northern gun to help make manufacturing factory and are sending funds to Arzno and expand it base of operation and add a few techno wizards from Lazo, New lazo (N.L), Stromspire . Arzno has enough resources to give air support to The Great Trade Road better safety top travel which many bandits can’t beat them in the air or in resources.
Free Quebec has a small merc outfit as spies and acting as independent merc outfit. While Coalition states see as a waste of time and money, however has suffered several bad engagements. It is cheaper than a military hover cycle and are been many by the hundreds .North America Black market
Larsen brigade, Air Superiority Inc (which is base in Merc town), Tennessee Headhunters, Iron Heart Avenger, Tundra ranger are having an expansion to air support as well mostly small squad of merc outfit that need to stay in work.
Also G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms are manufacturing factory AC 130 for major mercenary outfits like Larsen brigade ,Air Superiority ,Inc .Tennessee Headhunters and secretly Iron Heart Avenger has gotten of hold of a few AC130 . but it doesn’t stop there as mention above the need foe cheap and improved military hardware has allowed to have gunship pilots or better known as’ attack choppers , helicopter gunships” , or as “attack heli “ which they don’t mind at all . They are in high demand in north America, Japan, south America as well.
update
in Europe there is an explosion for the need of plots from hover cycle to transport pilots for N.G.R to private sector in security or commercial use at increase of (x 1.5 ) commercial , (x1.75 ) to 2 times pay ,security or mercenary 2.5 to 4 for combat operations ,N.G.R are allow quietly as consults .
NOTE: these MOS are found thru out most of the world, but only in north America is where they specialist

Hover cycle specialist
• For Rifts earth General skills
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts
• M.O.S Hover cycle specialist (Rifts earth)
• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
• M.O.S Rifts Earth space fighter
• M.O.S Rifts Earth Transporter ship fighter :
• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth
• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth



Hover cycle specialist
Hover cycle specialist are the most common from gangs , mercenary company ,military forces they are found in north America , Germany, Japan , as well in phase world . They are know to be specialist in several Hover cycle but it varies due experience. Able to make death defining stunts at a certain level, however there are few who are high level characters and are consider like gods among hover cyclists.
Rifts earth Jet fighter pilot /Trans-atmospheric fighter pilot


General skills

For Rifts earth General skills
• Language Native 88%+1 per level
• Literacy Native 40+5% per Level
• Math basic 45%+5% per level
• If trained by merc outfit add 3d6% or nation add 20 %MOS
• Hand to Hand: Basic only

r oll for the following 5d6% for all or each skill set GM choice or player choice
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts Earth M.O. S

Radio: Basic
Airplane (single engine to four engines)
Specific Airplane picks two add +10 plus any other like MOS bonus
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol

M.O.S Hover cycle specialist (Rifts earth)
Hovercycle
Hover Craft (Ground)
Specific picks Hovercycle or Hover Craft (Ground) two add +10 plus any other like MOS bonus
Weapon Systems
Read (& Operate) Sensory Equipment
Navigation
Radio: Basic
W.P. Automatic and Semiautomatic Rifles
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Energy Weapons

• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
Jet Aircraft
Jet Fighters
Specific Jet Fighters picks two add +10 plus any other like MOS bonus
Radio: Basic
Read (& Operate) Sensory Equipment
Weapon Systems
Navigation
Jet Packs
W.P. Energy Pistol

• M.O.S Rifts Earth space fighter ( Russian space station )
(Mutant in orbit / colonies)
*Spacecraft, Small - 60%+3%
Spacecraft advance pick two types
Specific Spacecraft Small picks two add +10 plus any other like MOS bonus
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Read (& Operate) Sensory Equipment
Radio: Basic
Ship to ship combat
Space Fighter
Weapon Systems
Navigation: Space
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation

• M.O.S Rifts Earth Transporter ship fighter :
(Rifts Mutant orbits Transport ships)
Pilots type of engine: pick two Transport ships
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Radio: Basic
Read (& Operate) Sensory Equipment
Spacecraft, General
Spacecraft Advanced medium size to large
Ship to ship combat medium size to large
Specific picks combat medium size to large two add +10 plus any other like MOS bonus
Orbital navigation
Navigation: Space
Navigation: Interplanetary
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation
Weapon Systems
W.P. Energy Pistol

• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth
Specific Helicopter picks two add +10 plus any other like MOS bonus
Read (& Operate) Sensory Equipment
Optic Systems
Radio: Basic
Weapon Systems
Navigation
Pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival

• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth
Airplane (single engine four engines) pick AC 130 or AC 129 air castle
Radio: Basic
Radio: Scramblers
Weapon Systems
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P. Revolver ,W.P. Automatic Pistol, W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival


O.C.C Related skills 6 for rifts earth / add 1 at level 3,7,9,11,15
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: any
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: any
Physical skills:
Pilot skills: any
Pilot related: any
Rogue: any rifts earth only
Science: Technical:
WP: any
Wilderness: any rifts earth only

O.C.C secondary skills 5
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: none
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: none
Physical skills: as per rules
Pilot skills: as per rules
Pilot related: any
Rogue: all
Science: Technical:
WP: any
Wilderness: none

Rifts co-pilots OCC
They are the unsung heroes for the last 10 to 90 years .they are specialist as back –up pilots or sensory pilots. Rifts co pilot’s are not all equals but are good in what they do. No one knows where they came from but they have been useful since any can remember and they the unseen for a long time in North America, but that change recently with the coalition wars. It was a dark moment where Pilots were need badly in both fronts, for Rifts co pilots OCC it a time to rejoice in combat to help in an area that many were unseen. They became useful in both sides of the war. The need for a Rifts co pilots OCC to help pilot land, air, sea (well in river really) they are happy to for a good pay of course. On the coalition front they help pilots and support crews for payment and to get a job or various reasons and on the Tolkien for the money or gloried or were anti-coalition reasons they came to help even if they were familiar with magic (still they did pretty well which impress many on both sides during the war).Like rift tank operators they were good in what they did and stuck with it till the very end. In Europe /NGR are the most demanding OCC needed, and the most respected in Europe. During the war they have fallen in three areas of expertise communication Specialist, or pilot’s specialist or General Copilot class. In the North America they became well known in the coalition wars in both sides of the war and this has sharpened their skills (those that survive the war). They specialize in what they do. They were unknown until the coalition wars broke out in North America. Some say that they belong to the U.S.A Empire Military, co-pilots of the old and have survived somehow, but no one really knows. However they are known to watch the pilots back when they go to combat or type of missions. Because Rifts co-pilots varies greatly in what do. Rifts co pilots have become a specialist in that area; still not all Rifts co-pilots are the same which is why they stick to what they know best. In reality this OCC came directly from the old USA empire military forces of the air force support personal and /or assist pilots in military jet fighters, hovercrafts, and gunship support. The coalition is very worry with all these pilots that are coming out from all major cities / Mercenary Company which are better than the coalition pilots with the right hardware.

Rifts Copilot class O.C.C Related all get the following
Attribute Requirements: 10 Higher in P.S, P.E, and M.E add 1d4x10% +10

Wardrobe and grooming 50%+4% per
Body Building & Weight Lifting
Physical labor
W.P Heavy military weapons
W.P Heavy M.C weapons
W.P Energy pistol
W.P pistol
Imitate Voice/sound 42%+2/36%+4 per level
Literacy Native 40+5% per Level
Language Native 88%+1 per level
Mathematics: Basic & Advanced 45%+5% per level
Hand to Hand: Basic only no upgrade

Pick one M.O.S

M.O.S #1
COPILOT COMMUNICATIONS SPECIALIST Note: add 1d4x10% +10 to skill, pick one
PICK 1D4+3 SKILL FROM COMMUNICATIONS
PLIOT 1D4 (no robot or power amour type or Mecha)
PILOT RELATED ALL

M.O.S #2
COPILOT SPECIALISTS Note: add 1d4x10% +10 to skill pick
PICK 1D4+3 IN PILOT (giant size or two to pilot Mecha)
PICK 1D4 COMMUNICATIONS
PILOT RELATED ALL
Pick one M.O.S

M.O.S#3
GENERAL Copilot class Note: add 1d4x10% +10
Radio: Basic 45 %+5 per level
Navigation: Air, Land, Water 40% +5 % per level
Electronic Countermeasures30%+5% per level
Cryptography25% +5% per level
Laser communications 30 %+5% per level
Sensory equipment 30 %+5% per level
TV/Video 25%+5% per level
Surveillance 30%+5 % per level
Imitate Voice/sound 42%+2/36%+4 per level



Note pick one from numbers 1 to 5





1. Any flying Vehicles, pick only 1D4+3 Military add skills Parachuting for Military air Vehicles only
2. Ground Vehicles, pick only 1D4 Military add skills trap/mine detection add1d4x10+5% IN THIS CASE TANK GUNNER
3. Sea Vehicles only pick only 1D4 Military add swimming add SCUBA skills
4. Robot & power armor pick only 1D4 Military 1D4 Giant size Elites
5. all hovercrafts pick either skill from #2 or #3



OCC related skills
4 other skills and one(1) 3,6,9,11 and ADD 5d4%+10%
Communications: Any (+5)
Domestic: Any
Electrical: O.C.C related Espionage: only wilderness survival , Detect Ambush, Detect Conceal, Land Navigation, NBC Warfare , Tracking, Wilderness Survival, Traps Trap/Mine Detection,
Mechanical: O.C.C related
Medical :First aid only
Military :Any(+15)
Physical : limited to Hand to Hand: Basic the rest are allowed any
Pilot any
Pilot Related: look O.C.C Rogue: none
Science: math and Chemistry only Technical: only Computer Operations only W.P: any Wilderness: hunting and navigation only
Secondary Skills
4 more secondary skills from "other" without bonuses (only I.Q IF any)


Bonus
add+2 to any range weapon ,+1 attacks for pilot +3 initiative +1d4+1 to dodge/roll and this are natural skill (,these skill work only in military Vehicles ) The Pilot get the following +1to all, +1D10+10% piloting and add +2 attacks to the pilot( do not apply this to any military jets with no V.T.O.L abilities ).

For the Co pilots
#2 to 5 only Detect ambush, prowl 30%+5 add 1d4x10+5 % added this is considered a natural abilities under 120 MPH

Re: N.A.AT

Posted: Fri Oct 12, 2012 9:27 pm
by ZINO
http://fc07.deviantart.net/fs71/i/2011/ ... 3d232d.jpg
http://thexhs.deviantart.com/art/XT-AA- ... 505&qo=196


Description
The XT-AA-38 is mobile AA vehicle. This one equipment laser stantion (to destroy all optical avionics and IR homing head), missiles and 30mm rapid-firing cannon.


Vehicles
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average energy life is15 to 20 years.
2. Radar: Can identify 72 and track up to 32 targets simultaneously at a range of 30 miles (48 km).
3. Combat Computer: Calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. It is linked to the targeting computer, weapon systems and radar.
4. Targeting Computer: Assists in the 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 on initiative and +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
6. Radio Communications: Long-range, directional communication system with an effective range of 500 miles (800 km). The typical giant robot also has a directional, short-range radiowith a five mile (8 km) range, plus a built-in loudspeaker; 80 decibels.
7. External Audio Pick-up: 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 12000 feet (182 m).
9. Ejector Seats: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet/305 m) and parachutto 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 systemsWith 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew 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 person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
12. Complete reinforced, environmental pilot and crew compartment: The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage.It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.

13. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons


In addition
14. Cyber-Link: The Warlords' pervasive use of cybernetics and cyborg warriors means most small vehicles, particularly combat and wilderness types, have jacks and hook-ups to link the cyborg pilot directly to the vehicle. This means a direct and instant feed of information to and from on-board computers, sensors, communication systems and weapons, making the vehicle a fast-responding extension of his own body (+5% to piloting skill, +1 on initiative, etc.; see the Cyber-Link description in the Cybernetics Section of Warlords of Russia™ for complete bonuses and details).

15. Gromeko Battlefield Computers: Takes care of communications,visual data and internal cybernetic systems (monitorspersonal damage). All communications are automatically encrypted/ decrypted by the sender/receiver units without their operators having to specify it. This can be turned off if desired, butrarely is (unless you want to "leak" some information).It also features "Enemy Profiling" for up to 600 different cyborg designs, styling, and armor, 1000 identifying insignias and marks, as well as 2000 monsters and demons — each rendered in full color with schematics of known weaknesses, armor,weapons, etc., capable of rotation and zoom to x25 magnification. The Gromeko functions as a kind of passive Friend or Foe Identification system, flashing words, or symbols for the majority who cannot read, on the monitor and HUD display. This vehiclemodel of the Gromeko is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 6,000 feet (1828 m). Requirements: A video camera with telescopiccapabilities (otherwise reduce range to 2000 feet/610 m).

16. Enviro-Sensors: An external and internal sensor systemthat monitors the environment outside and inside the vehicle.This is done on a molecular level and used to detect and measureimpurities, chemical, germ/biological and other dangerousagents (toxic gases,smoke, pollution, spores, radiation, etc.) inthe immediate area surrounding the vehicle. It can identify 6000elements, gases and agents as well as measure temperaturewind speed, humidity, barometric pressure and similar air andenvironmental aspects.The same is true inside the vehicle, with links to the life supportsystem to monitor conditions and warn of breaches anddangers inside. When exposed to gases, oxygen masks dropfrom concealed compartments in the ceiling (similar to those in20th Century airplanes) to protect crew and passengers.

17. Cyber Harness: A metal harness normally kept tilted up over the pilot, co-pilot, sensor operators and gunners. These pulldown over the user, and have cyber-jacks that link into the cyborg,to pilot the vehicle. The computer controls the vehiclesfunctions, and is controlled cybernetically by the user. While inthis condition, a cyborg may not move or take any effective action.The most incredible thing about this setup is that the cyborgcan simultaneously fire a number of weapons systems equal tohis level of experience! Warlords sitting in their Warthrones canusually access almost all their weapons at once!

18. Cybernetic Locking Mechanisms: Hatches and doors to sensitive areas, like engines, may be fitted with a cyber lock, which means the individual must link with the lock for it to open. While linked, the lock accepts information to open based on the Warlords "Symbol," a recognition pattern built into every Warlords cyborgs. Other systems, like energy weapons, railguns, ignition switches and more, have this feature.


19. Cyborg Containment Slings (CCS's): Most larger Russian vehicles come standard with cyborg containment slings,which are connected to the ceiling of the main troop compartment near the sides. 'Borgs may rest in these harness slingswhile a vehicle is in motion, for Russian vehicles tend to be onthe rough and bouncy side. Without the slings, there is a 50% chance every few minutes the vehicle is in motion (I'm thinking battlefield conditions) that anyone standing in the main compartment ) area will be thrown around and/or lose their footing.The CCS's can be exited immediately through a buckle release.

20. Other Common Sensor Systems: Perfect, crisp, 20/20 digital vision optics relay, video camera, Infrared/Ultraviolet 1,000 feet (304 m), Passive Nightvision 2,500 feet (762 m), andDigital Recorder (16 hours maximum data).

21. Long-Range Radio Communication System: Approx. 500 mile (800 km) range in the steppes and tundra, 300 miles (482.7 km) in the forests and around cities (interference) and 100-200 (160 to 320 km) in the mountains (Note: The interferencefrom the latter two is common to all ground vehicles, notjust Russian designs).

22. Radar: Can identify and track up to 56 aerial targets simultaneously at a range of 30 miles (48 km).

23. Power Source: Most large vehicles are nuclear powered, but many smaller vehicles are available with a choice of liquid fuel engines or electrical/solar powered engines. The average life of a small nuclear powered vehicle is 10 years, while large vehicles typically have 20 years.

24. Full environmental pilot and crew compartment: Russianrobot vehicles typically contain enough room to seat 2-4 cyborgs (4-8 human-sized passengers), and are sealed airtightand pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a fewhours (300 -400 feet/91-122 m maximum depth). However, unlessstated otherwise, the vehicle cannot propel itself underwaternor move along the bottom of a lake or sea floor.The following features are common on all larger Russian vehicles.
25. Computer controlled life support system. In Russian vehicles,this constantly monitors the status of the vehicles interior. Itchecks air quality, presence of harmful gases or radiation, excessiveheat and cold and so on. Any suspicious conditionswill be instantly red-lighted in the cockpit and all control stationsof the vehicle.
26. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or anyother toxic element. They will not open until overridden by aspecial code, electronically picked or blown apart. Blastdoors all have 100 M.D.C. Note: Small vehicles don't haveblast doors, and may not have an environmental compartment. Internal cooling and temperature control.
27. Air purification filters and circulation system, and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units inmost vehicles.
28. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear,plasma, and magic fires do full damage.
29. [/b][/u]Radiation shielded [/b][/u]to at least 1,000 rads (enough to make acharacter ill almost instantly).
30. Polarized and light sensitive/adjusting tinted observationwindows (when applicable).
31. Heads Up Display (HUD).
Flare/Chaff Launchers (2)- A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense 1000 feet
Damage:
Standard
None; similar to Triax-style chaff/smoke ,hight intensity flares ( for day light operations only)
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 200
Weight add: 100 pounds per 24
NOTE basically the same but energy base reduce weight by 50%
01-70 Enemy Missile or volley detonates in chaff and threat is neutralized
75-90 Missile/Volley diverts and may pursue/lock on to other targets
91-00 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
R.O.F: single or burst
Payload: unlimited


Stats
Height: 39 feet with radar dome
Width: 15 feet
Length 33 feet
Weight 30 tons empty
Cargo: 2000 pounds
Power System: look above
Cost: 9 million
Black Market Costtimes 1.9

MDC

Main body 350
Force fields 240
Treads 100 each(2)
Main turret/radr 100
Main gun laser 200 (1)
Secondary gun 30 MM cannon (1)
Quad missiles systems (1)
Front cab 150

Weapon systems summary
• Destroyer LASER optical avionics and IR homing head syetms
• Missiles
• 30mm rapid-firing cannon


Weapons systems Destroyer LASER optical avionics and IR homing head syetms
Type ANTI TANK LASER MARK 3
Damage 5D6X10+20
Range 2 miles
Rate of fire: single shot
Payload: unlimited
note: light beam shot hit cockpict if any fly vehicle under 650 MPH given pilots -1d4x10 to pilots get -1d2+3 to strike ,parry ,dodge ,creatures get -1d8+2 to strike ,parry ,dodge and able to hit as many as four targets ,if pilots is not wesringbody armour of any type MDC they take 1d4x10 SDC due to radiation effect and consider none leathal radiation poisoning taking the pilotout for 1d6 months

Weapons systems quad Missiles
Type any long range missiles
Damage any long range missiles
Range any long range missiles
Rate of fire: one or any or all count as one attack
Payload: 4


Weapons systems 30mm rapid-firing cannon
Type
Damage
2 generation auto-cannon standard rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too
30 mm-5d4 M.D( max damage 20) blast radius
1D4X10 M.D Two round burst, 1D6X10 M.D three round burst, 2D4X10 M.D four round burst, 1D10X10 M.D five round burst, 2D6X10 MD six round burst, 4D4X10 M.D eight round burst, 3D6X10 M.D nine round burst , 5D4X10 M.D ten round burst ,5D8X10 M.D twenty round burst , 1D6X100 OR 10D6X10 M.D thirty round burst, 2D4X100 fourth round burst

H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius

30 mm -4d6 M.D (max damage 24)
8d6 M.D 1D4X10+8 M.D Two round burst, N/A M.D three round burst, 1D10X10 M.D four round burst,2D6X10 M.D five round burst, N/A M.D six round burst, 5D4X10 M.D eight round burst, N/A M.D nine round burst , 4D6X10 M.D ten round burst , 8D6X10 M.D twenty round burst ,12D6X10 M.D thirty round burst, N/A M.D fourth round burst

A.P.F.S.D.S round NO blast radius

30 mm 1d4x10 M.D( max damage 40 )
2D4X10 M.D Two round burst, 3D4X10 M.D three round burst, 4D4DX10M.D four round burst, 5D4X10 M.D five round burst, 4D6X10 MD six round burst, 4D8X10 M.D eight round burst, 6D6X10 M.D nine round burst , 5D8X10 M.D OR 1D4X100 M.D ten round burst , 2D4X10 M.D twenty round burst , 2D6X100 M.D thirty round burst, 4D4X100 fourth round burst


OR

The "cartridge" energy weapon system
30 MM 2D4X10 M.D= 80 M.D

30 MM 2D4X10 M.D= 80 M.D
4D4X10M.D Two round Burst, 4D8X10 M.D four round Burst

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 M.D Per round, 3d4x10 +20 M.D three round Burst , 5d4x10 M.D four round Burst ,


type Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 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 grater 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



Range 2 MILES STANDARD MILES UNLESS OTHERWISE LOOK AT ROUNDS TYPES
Rate of fire: BRUST
Payload: 4000 ROUNDS

O.C.C conventional fighter pilots class

This type of OCC fall under specialized class of fighter pilots that a niche in rifts earth and phase world for many merc outfits or Independent nations or Planet found as well. They started showing up right before the coalition war about 15 years. They are a sub culture with in many merc outfits and even other kingdoms, or small nation for North America to South America. What is scary this OCC is similar to North America Empire US military quick start during new cold war and many phase worlds are so similar that also scary as well. Well for phase world this could apply as a reserve forces or independent military class with so many world in CWW ,UWW and this applies to private defense companies ( oh NE fighter pilots ).
Rifts earth propeller pilot / Rifts earth attack gunship fighter pilot/ Rifts earth Transport gunship fighter pilot
These are WWII plane designs from the America Empire to German and Japanese type aircraft G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms
, are making different design and cost are low which helps easy choice a company size merc out fit to large merc army . They are used from escort, air support, air to air and there many merc companies large and small that can offered it.
Wellington industries, King dale are also give support as to weapons and adding extra feature since they are playing catch up. However Arzno is ahead making a killing since a few engineers decide to get G.A.W, Ishpeming (ISP), Manistique Impreium (M.I), Northern gun to help make manufacturing factory and are sending funds to Arzno and expand it base of operation and add a few techno wizards from Lazo, New lazo (N.L), Stromspire . Arzno has enough resources to give air support to The Great Trade Road better safety top travel which many bandits can’t beat them in the air or in resources.
Free Quebec has a small merc outfit as spies and acting as independent merc outfit. While Coalition states see as a waste of time and money, however has suffered several bad engagements. It is cheaper than a military hover cycle and are been many by the hundreds .North America Black market
Larsen brigade, Air Superiority Inc (which is base in Merc town), Tennessee Headhunters, Iron Heart Avenger, Tundra ranger are having an expansion to air support as well mostly small squad of merc outfit that need to stay in work.
Also G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms are manufacturing factory AC 130 for major mercenary outfits like Larsen brigade ,Air Superiority ,Inc .Tennessee Headhunters and secretly Iron Heart Avenger has gotten of hold of a few AC130 . but it doesn’t stop there as mention above the need foe cheap and improved military hardware has allowed to have gunship pilots or better known as’ attack choppers , helicopter gunships” , or as “attack heli “ which they don’t mind at all . They are in high demand in north America, Japan, south America as well.
update
in Europe there is an explosion for the need of plots from hover cycle to transport pilots for N.G.R to private sector in security or commercial use at increase of (x 1.5 ) commercial , (x1.75 ) to 2 times pay ,security or mercenary 2.5 to 4 for combat operations ,N.G.R are allow quietly as consults .
NOTE: these MOS are found thru out most of the world, but only in north America is where they specialist

Hover cycle specialist
• For Rifts earth General skills
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts
• M.O.S Hover cycle specialist (Rifts earth)
• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
• M.O.S Rifts Earth space fighter
• M.O.S Rifts Earth Transporter ship fighter :
• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth
• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth



Hover cycle specialist
Hover cycle specialist are the most common from gangs , mercenary company ,military forces they are found in north America , Germany, Japan , as well in phase world . They are know to be specialist in several Hover cycle but it varies due experience. Able to make death defining stunts at a certain level, however there are few who are high level characters and are consider like gods among hover cyclists.
Rifts earth Jet fighter pilot /Trans-atmospheric fighter pilot


General skills

For Rifts earth General skills
• Language Native 88%+1 per level
• Literacy Native 40+5% per Level
• Math basic 45%+5% per level
• If trained by merc outfit add 3d6% or nation add 20 %MOS
• Hand to Hand: Basic only

r oll for the following 5d6% for all or each skill set GM choice or player choice
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts Earth M.O. S

Radio: Basic
Airplane (single engine to four engines)
Specific Airplane picks two add +10 plus any other like MOS bonus
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol

M.O.S Hover cycle specialist (Rifts earth)
Hovercycle
Hover Craft (Ground)
Specific picks Hovercycle or Hover Craft (Ground) two add +10 plus any other like MOS bonus
Weapon Systems
Read (& Operate) Sensory Equipment
Navigation
Radio: Basic
W.P. Automatic and Semiautomatic Rifles
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Energy Weapons

• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
Jet Aircraft
Jet Fighters
Specific Jet Fighters picks two add +10 plus any other like MOS bonus
Radio: Basic
Read (& Operate) Sensory Equipment
Weapon Systems
Navigation
Jet Packs
W.P. Energy Pistol

• M.O.S Rifts Earth space fighter ( Russian space station )
(Mutant in orbit / colonies)
*Spacecraft, Small - 60%+3%
Spacecraft advance pick two types
Specific Spacecraft Small picks two add +10 plus any other like MOS bonus
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Read (& Operate) Sensory Equipment
Radio: Basic
Ship to ship combat
Space Fighter
Weapon Systems
Navigation: Space
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation

• M.O.S Rifts Earth Transporter ship fighter :
(Rifts Mutant orbits Transport ships)
Pilots type of engine: pick two Transport ships
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Radio: Basic
Read (& Operate) Sensory Equipment
Spacecraft, General
Spacecraft Advanced medium size to large
Ship to ship combat medium size to large
Specific picks combat medium size to large two add +10 plus any other like MOS bonus
Orbital navigation
Navigation: Space
Navigation: Interplanetary
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation
Weapon Systems
W.P. Energy Pistol

• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth
Specific Helicopter picks two add +10 plus any other like MOS bonus
Read (& Operate) Sensory Equipment
Optic Systems
Radio: Basic
Weapon Systems
Navigation
Pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival

• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth
Airplane (single engine four engines) pick AC 130 or AC 129 air castle
Radio: Basic
Radio: Scramblers
Weapon Systems
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P. Revolver ,W.P. Automatic Pistol, W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival


O.C.C Related skills 6 for rifts earth / add 1 at level 3,7,9,11,15
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: any
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: any
Physical skills:
Pilot skills: any
Pilot related: any
Rogue: any rifts earth only
Science: Technical:
WP: any
Wilderness: any rifts earth only

O.C.C secondary skills 5
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: none
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: none
Physical skills: as per rules
Pilot skills: as per rules
Pilot related: any
Rogue: all
Science: Technical:
WP: any
Wilderness: none

Rifts co-pilots OCC
They are the unsung heroes for the last 10 to 90 years .they are specialist as back –up pilots or sensory pilots. Rifts co pilot’s are not all equals but are good in what they do. No one knows where they came from but they have been useful since any can remember and they the unseen for a long time in North America, but that change recently with the coalition wars. It was a dark moment where Pilots were need badly in both fronts, for Rifts co pilots OCC it a time to rejoice in combat to help in an area that many were unseen. They became useful in both sides of the war. The need for a Rifts co pilots OCC to help pilot land, air, sea (well in river really) they are happy to for a good pay of course. On the coalition front they help pilots and support crews for payment and to get a job or various reasons and on the Tolkien for the money or gloried or were anti-coalition reasons they came to help even if they were familiar with magic (still they did pretty well which impress many on both sides during the war).Like rift tank operators they were good in what they did and stuck with it till the very end. In Europe /NGR are the most demanding OCC needed, and the most respected in Europe. During the war they have fallen in three areas of expertise communication Specialist, or pilot’s specialist or General Copilot class. In the North America they became well known in the coalition wars in both sides of the war and this has sharpened their skills (those that survive the war). They specialize in what they do. They were unknown until the coalition wars broke out in North America. Some say that they belong to the U.S.A Empire Military, co-pilots of the old and have survived somehow, but no one really knows. However they are known to watch the pilots back when they go to combat or type of missions. Because Rifts co-pilots varies greatly in what do. Rifts co pilots have become a specialist in that area; still not all Rifts co-pilots are the same which is why they stick to what they know best. In reality this OCC came directly from the old USA empire military forces of the air force support personal and /or assist pilots in military jet fighters, hovercrafts, and gunship support. The coalition is very worry with all these pilots that are coming out from all major cities / Mercenary Company which are better than the coalition pilots with the right hardware.

Rifts Copilot class O.C.C Related all get the following
Attribute Requirements: 10 Higher in P.S, P.E, and M.E add 1d4x10% +10

Wardrobe and grooming 50%+4% per
Body Building & Weight Lifting
Physical labor
W.P Heavy military weapons
W.P Heavy M.C weapons
W.P Energy pistol
W.P pistol
Imitate Voice/sound 42%+2/36%+4 per level
Literacy Native 40+5% per Level
Language Native 88%+1 per level
Mathematics: Basic & Advanced 45%+5% per level
Hand to Hand: Basic only no upgrade

Pick one M.O.S

M.O.S #1
COPILOT COMMUNICATIONS SPECIALIST Note: add 1d4x10% +10 to skill, pick one
PICK 1D4+3 SKILL FROM COMMUNICATIONS
PLIOT 1D4 (no robot or power amour type or Mecha)
PILOT RELATED ALL

M.O.S #2
COPILOT SPECIALISTS Note: add 1d4x10% +10 to skill pick
PICK 1D4+3 IN PILOT (giant size or two to pilot Mecha)
PICK 1D4 COMMUNICATIONS
PILOT RELATED ALL
Pick one M.O.S

M.O.S#3
GENERAL Copilot class Note: add 1d4x10% +10
Radio: Basic 45 %+5 per level
Navigation: Air, Land, Water 40% +5 % per level
Electronic Countermeasures30%+5% per level
Cryptography25% +5% per level
Laser communications 30 %+5% per level
Sensory equipment 30 %+5% per level
TV/Video 25%+5% per level
Surveillance 30%+5 % per level
Imitate Voice/sound 42%+2/36%+4 per level



Note pick one from numbers 1 to 5





1. Any flying Vehicles, pick only 1D4+3 Military add skills Parachuting for Military air Vehicles only
2. Ground Vehicles, pick only 1D4 Military add skills trap/mine detection add1d4x10+5% IN THIS CASE TANK GUNNER
3. Sea Vehicles only pick only 1D4 Military add swimming add SCUBA skills
4. Robot & power armor pick only 1D4 Military 1D4 Giant size Elites
5. all hovercrafts pick either skill from #2 or #3



OCC related skills
4 other skills and one(1) 3,6,9,11 and ADD 5d4%+10%
Communications: Any (+5)
Domestic: Any
Electrical: O.C.C related Espionage: only wilderness survival , Detect Ambush, Detect Conceal, Land Navigation, NBC Warfare , Tracking, Wilderness Survival, Traps Trap/Mine Detection,
Mechanical: O.C.C related
Medical :First aid only
Military :Any(+15)
Physical : limited to Hand to Hand: Basic the rest are allowed any
Pilot any
Pilot Related: look O.C.C Rogue: none
Science: math and Chemistry only Technical: only Computer Operations only W.P: any Wilderness: hunting and navigation only
Secondary Skills
4 more secondary skills from "other" without bonuses (only I.Q IF any)


Bonus
add+2 to any range weapon ,+1 attacks for pilot +3 initiative +1d4+1 to dodge/roll and this are natural skill (,these skill work only in military Vehicles ) The Pilot get the following +1to all, +1D10+10% piloting and add +2 attacks to the pilot( do not apply this to any military jets with no V.T.O.L abilities ).

For the Co pilots
#2 to 5 only Detect ambush, prowl 30%+5 add 1d4x10+5 % added this is considered a natural abilities under 120 MPH

Re: N.A.AT

Posted: Fri Oct 12, 2012 9:33 pm
by Veritas476
You have some very interesting stuff here, ZINO. I look forward to seeing more.

Re: N.A.AT

Posted: Fri Oct 12, 2012 9:41 pm
by ZINO
http://fc04.deviantart.net/fs70/i/2012/ ... 55cxx2.jpg
http://thexhs.deviantart.com/art/KPTSV- ... 6505&qo=17

KPTSV sniper rifle
Description My first attempt to design small arms.
The КПТСВ sniper rifle is a high-caliber anti-tank sniper rifle.
Key features - bullet with SCRAMjet inside, although muzlle speed was only Mach 2, but when propellant burnout - bullet have speed Mach 8 - Mach 10.
Second features - laser guidance system - rifle have laser (stike +3 aim ), bullet have laser tracking system (stike +2 aim ),busrt add +2


So far KPTSV sniper rifle in rifts is the new silent killer at extreme range for robot man size vehicles on down even burg killer for N.A.A.T , N.A.M.E.S , Russian troops and Elite A.M.C special forces

M.D.C
Rifle main body 75
Barrel 25
Tri pod legs 10 each(2)
Sight 35
Rifle butt 45
Drum 25
Stats
Folded 3 feet fully extened 5 feet height 10 inche with secpe
Weight empty 25 pounds add drum 10 pounds
Weapons systems
Type 24.13 MM SCRAMjet
Damage varies by round look below

1d10 X100 S.D.C OR 1 M.D
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, 1D4X10 fourth round burst , 1d6x10 for sixty round , 2d4x10 for eighty round, 1d10x10 for one hundred round, 2d6x10 for one hundred twenty round, and so

5D4 X100 S.D.C OR 2 M.D 1D4 M.D Two round burst,
1D6 M.D three round burst, 2D4 M.D four round burst, 1D10 M.D five round burst, 2D6 MD six round burst, 4D4 M.D eight round burst, 3D6 M.D nine round burst , 5D4 M.D ten round burst , 1D4X10 M.D twenty round burst , 1D6X10 M.D thirty round burst, 2D4X10 fourth round burst

5D6X100 S.D.C OR 3M.D
1D6 M.D Two round burst, 2D4+1 M.D three round burst, 3D4 M.D four round burst, 2D6+3 M.D five round burst, 3D6 MD six round burst,4D6 M.D eight round burst, 4D6+3M.D nine round burst , 5D6 M.D ten round burst , 1D6X10 M.D twenty round burst , 2D4X10+10 M.D thirty round burst, 2D6X10fourth round burst

5D8X100 OR 4 M.D OR 1D4 M.D
2d4 M.D Two round burst, 3d4 M.D three round burst, 4d4 M.D four round burst,5d4 M.D five round burst, 4d6 MD six round burst, 4d8 M.D eight round burst,6d6 M.D nine round burst ,1d4x10 M.D ten round burst , 2d4x10 M.D twenty round burst , 2d6x10 M.D thirty round burst, 4d4x10 fourth round burst , and so on


5D10 X100 OR 5 M.D
1D10 M.D Two round burst, 5D6 M.D three round burst, 1D4X10 M.D four round burst, 1D4X10+10 M.D five round burst, 1D6X10 MD six round burst, 2D4X10 M.D eight round burst,2D4X10+10 M.D nine round burst, 1D10X10 M.D ten round burst, 1D10X10 M.D twenty round burst, 5D4X10 fourth round burst , and so on

1D6X100 S.D.C OR 1D6 M.D OR 6MD.
2D6 M.D Two round burst, 3D6 M.D three round burst,4D6 M.D four round burst, 5D6 M.D five round burst, 6D6 MD six round burst, 8D6 M.D eight round burst, 9D6 M.D nine round burst , 1D6X10M.D ten round burst , 2D6X10M.D twenty round burst , 3D6X10 M.D thirty round burst, 4D6X10 fourth round burst


2D4X100=800 S.D.C OR 2D4M.D OR 8 M.D
4D4 M.D Two round burst, 4D6 M.D three round burst, 4D8 M.D four round burst, 1D4X10 M.D five round burst, 1D4X10+8 MD six round burst, 8D8 M.D OR 1D6X10+4 eight round burst , 2D4X10 M.D ten round burst , 4D4X10 M.D twenty round burst , 4D6 X10 M.D thirty round burst, 4D8X10 fourth round burst AND SO

1d10 M.D.C =1000 S.D.COR 10 M.D
5d4 M.D Two round burst, 5d6 M.D three round burst, 1d4x10 M.D four round burst, 1d4x10+10 M.D five round burst, 1d6x10 MD six round burst, 2d4x10 M.D eight round burst, 1d10x10 M.D ten round burst , 5d4x10M.D twenty round burst , 5d6x10 M.D thirty round burst, 5d8x10 fourth round burst

2D6X100 S.D.C OR 2D6 M.D OR 12M.D
4d6 M.D Two round burst,6d6 M.D three round burst, 1d4x10 +8 M.D four round burst, 1d6x10 M.D five round burst, 1d10x10 M.D eight round burst, 2d6x10 M.D ten round burst , 4d6x10 M.D twenty round burst , 6dx10 M.D thirty round burst, 8d6x10 fourth round burst

4D4X100 S.D.C OR 16 M.D 4D4 M.D OR 16 M.D
4d8 M.D Two round burst, 4d8 M.D three round burst, 1d6x10+4 M.D four round burst, 2d4x10 M.D five round burst, 2d6x10+8 MD six round burst, 4d4x10 M.D ten round burst , 4d8 x10 M.D twenty round burst

5D4 X100 S.D.C OR 5d4M.D OR 20 M.D
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10 M.D ten round burst , 5d8 x10 M.D twenty round burst , fourth round burst
Range 2 miles or over 11,000 feetcan go further for every 1500 feet beyond range -1 to stirke
Rate of fire: sinle shot , brust of one to four rounds ,heavy brust
Payload: 60 round drum
NOTE

1. lead: Simple cast, extruded, swaged, or otherwise fabricated lead slugs are the simplest form of bullets. At speeds of greater than 300 m/s (1000 ft/s) (common in most handguns), lead is deposited in rifled bores at an ever-increasing rate. Alloying the lead with a small percentage of tin and/or antimony serves to reduce this effect, but grows less effective as velocities are increased. A cup made of harder metal, such as copper, placed at the base of the bullet and called a gas check, is often used to decrease lead deposits by protecting the rear of the bullet against melting when fired at higher pressures, but this too does not solve the problem at higher velocities. Simple cast add+2 M.D.C, extruded + 5 M.D.C, swaged +10
2. Jacketed lead: Bullets intended for even higher-velocity applications generally have a lead core that is jacketed or plated with gilding metal, cupronickel, copper alloys, or steel; a thin layer of harder metal protects the softer lead core when the bullet is passing through the barrel and during flight, which allows delivering the bullet intact to the target. There, the heavy lead core delivers its kinetic energy to the target. Full metal jacket or ball bullets (cartridges with ball bullets are called ball ammunition) are completely encased in the harder metal jacket, except for the base. Some bullet jackets do not extend to the front of the bullet, to aid expansion and increase lethality; these are called soft point or hollow point bullets. Steel bullets are often plated with copper or other metals for corrosion resistance during long periods of storage. Synthetic jacket materials such as nylon and Teflon have been used, with limited success. Type lead core add+6 M.D.C. or plated add +6 M.D.C, or steel add + 10 M.D.C reduce range by 10% , hollow point bullets. Can add range by 20% add +1to 10 M.D.C damage
3. Blanks: Wax, paper, plastic, and other materials are used to simulate live gunfire and are intended only to hold the powder in a blank cartridge and to produce noise. The "bullet" may be captured in a purpose-designed device or it may be allowed to expend what little energy it has in the air. Some blank cartridges are crimped or closed at the end and do not contain any bullet.
4. Practice: Made from lightweight materials like rubber, Wax, wood, plastic, or lightweight metal, practice bullets are intended for short-range target work, only. Because of their weight and low velocity, they have limited range. Wood equal dame to vampires or related to this monsters reduce range by 20%
5. Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table
6. Incendiary: These bullets are made with an explosive or flammable mixture in the tip that is designed to ignite on contact with a target. The intent is to ignite fuel or munitions in the target area, thereby adding to the destructive power of the bullet itself. Look below
7. Exploding: Similar to the incendiary bullet, this type of projectile is designed to explode upon hitting a hard surface, preferably the bone of the intended target. Not to be mistaken for cannon shells or grenades with fuse devices, these bullets have only a cavity filled with a small amount of low explosive depending on the velocity and deformation upon impact to detonate. Add 50% damage
8. Tracer: These have a hollow back, filled with a flare material. Usually this is a mixture of magnesium metal, a perchlorate, and strontium salts to yield a bright red color, although other materials providing other colors have also sometimes been used. Tracer material burns out after a certain amount of time. Such ammunition is useful to the shooter as a means of learning how to point shoot moving targets with rifles. This type of round is also used by all branches of the United States military in combat environments as a signaling device to friendly forces. Normally it is loaded at a four to one ratio with ball ammunition and is intended to show where you are firing so friendly forces can engage the target as well. The flight characteristics of tracer rounds differ from normal bullets due to their lighter weight. add + 3 to strike in any mode of fire
9. Armor piercing: Jacketed designs where the core material is a very hard, high-density metal such as tungsten, tungsten carbide, depleted uranium, or steel. A pointed tip is often used, but a flat tip on the penetrator portion is generally more effective. Add 25% to damage to also to M.D.C or M.D.C hit point and knock table to any organic by 50%
10. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. Frangible: Designed to disintegrate into tiny particles upon impact to minimize their penetration for reasons of range safety, to limit environmental impact, or to limit the shoot-through danger behind the intended target. An example is the Glaser Safety Slug. M.D.C shot gun
12. Solid or Monolithic Solid: mono-metal bullets intended for deep penetration in big game animals and slender shaped very-low-drag projectiles for long range shooting are produced out of metals like oxygen free copper and alloys like copper nickel, tellurium copper and brass like highly machinable UNS C36000 Free-Cutting Brass. Often these projectiles are turned on precision CNC lathes. knock table 50% ,add 60%
13. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. 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 !!!!
16. Heavy Plasma same as above but 1d6 per melee round

Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
17. A.S.A.S.P bonus as above but critical 15

Re: N.A.AT

Posted: Fri Oct 12, 2012 9:47 pm
by ZINO

Re: N.A.AT

Posted: Mon Oct 15, 2012 7:54 pm
by ZINO
Veritas476 wrote:You have some very interesting stuff here, ZINO. I look forward to seeing more.

I hope I can live to your expectation
I am humble by your words
thank you

Re: N.A.AT

Posted: Mon Oct 15, 2012 8:00 pm
by ZINO
http://fc09.deviantart.net/fs70/i/2010/ ... ntming.jpg

http://giantming.deviantart.com/art/Hin ... 724&qo=110


artist comment Hind IIby *giantming

vehicle
1. Nuclear Powered: Which means they have an effectively unlimited
fuel capacity and power source. Average life: 15 to 20 years.
2. Radar: Can identify and track up to 24 targets simultaneously at
a range of 10 miles (16 km).
3. Combat Computer: Calculates, stores, and transmits data onto the heads-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. Ten mile range (16 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 or SAMAS.
6. Radio Communication: Long-range, directional communication system 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. Complete Environmental Battle Armor: Suitable for use in all hostile environments, including under water (150 foot/46 m max. depth) and space. The following features are included.
• 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.
Eight hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 400 degrees
centigrade. Normal fires do no damage. Nuclear, plasma, and magic
fires do full damage.
• Radiation shielding.


In addition
1. Cyber-Link: The Warlords' pervasive use of cybernetics and cyborg warriors means most small vehicles, particularly combat and wilderness types, have jacks and hook-ups to link the cyborg pilot directly to the vehicle. This means a direct and instant feed of information to and from on-board computers, sensors, communication systems and weapons, making the vehicle a fast-responding extension of his own body (+5% to piloting skill, +1 on initiative, etc.; see the Cyber-Link description in the Cybernetics Section of Warlords of Russia™ for complete bonuses and details).

2. Gromeko Battlefield Computers: Takes care of communications,visual data and internal cybernetic systems (monitorspersonal damage). All communications are automatically encrypted/ decrypted by the sender/receiver units without their operators having to specify it. This can be turned off if desired, butrarely is (unless you want to "leak" some information).It also features "Enemy Profiling" for up to 600 different cyborg designs, styling, and armor, 1000 identifying insignias and marks, as well as 2000 monsters and demons — each rendered in full color with schematics of known weaknesses, armor,weapons, etc., capable of rotation and zoom to x25 magnification. The Gromeko functions as a kind of passive Friend or Foe Identification system, flashing words, or symbols for the majority who cannot read, on the monitor and HUD display. This vehiclemodel of the Gromeko is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 6,000 feet (1828 m). Requirements: A video camera with telescopiccapabilities (otherwise reduce range to 2000 feet/610 m).

3. Enviro-Sensors: An external and internal sensor systemthat monitors the environment outside and inside the vehicle.This is done on a molecular level and used to detect and measureimpurities, chemical, germ/biological and other dangerousagents (toxic gases,smoke, pollution, spores, radiation, etc.) inthe immediate area surrounding the vehicle. It can identify 6000elements, gases and agents as well as measure temperaturewind speed, humidity, barometric pressure and similar air andenvironmental aspects.The same is true inside the vehicle, with links to the life supportsystem to monitor conditions and warn of breaches anddangers inside. When exposed to gases, oxygen masks dropfrom concealed compartments in the ceiling (similar to those in20th Century airplanes) to protect crew and passengers.

4. Cyber Harness: A metal harness normally kept tilted up over the pilot, co-pilot, sensor operators and gunners. These pulldown over the user, and have cyber-jacks that link into the cyborg,to pilot the vehicle. The computer controls the vehiclesfunctions, and is controlled cybernetically by the user. While inthis condition, a cyborg may not move or take any effective action.The most incredible thing about this setup is that the cyborgcan simultaneously fire a number of weapons systems equal tohis level of experience! Warlords sitting in their Warthrones canusually access almost all their weapons at once!

5. Cybernetic Locking Mechanisms: Hatches and doors to sensitive areas, like engines, may be fitted with a cyber lock, which means the individual must link with the lock for it to open. While linked, the lock accepts information to open based on the Warlords "Symbol," a recognition pattern built into every Warlords cyborgs. Other systems, like energy weapons, railguns, ignition switches and more, have this feature.


6. Cyborg Containment Slings (CCS's): Most larger Russian vehicles come standard with cyborg containment slings,which are connected to the ceiling of the main troop compartment near the sides. 'Borgs may rest in these harness slingswhile a vehicle is in motion, for Russian vehicles tend to be onthe rough and bouncy side. Without the slings, there is a 50% chance every few minutes the vehicle is in motion (I'm thinking battlefield conditions) that anyone standing in the main compartment ) area will be thrown around and/or lose their footing.The CCS's can be exited immediately through a buckle release.

7. Other Common Sensor Systems: Perfect, crisp, 20/20 digital vision optics relay, video camera, Infrared/Ultraviolet 1,000 feet (304 m), Passive Nightvision 2,500 feet (762 m), andDigital Recorder (16 hours maximum data).

8. Long-Range Radio Communication System: Approx. 500 mile (800 km) range in the steppes and tundra, 300 miles (482.7 km) in the forests and around cities (interference) and 100-200 (160 to 320 km) in the mountains (Note: The interferencefrom the latter two is common to all ground vehicles, notjust Russian designs).

9. Radar: Can identify and track up to 56 aerial targets simultaneously at a range of 30 miles (48 km).

10. Power Source: Most large vehicles are nuclear powered, but many smaller vehicles are available with a choice of liquid fuel engines or electrical/solar powered engines. The average life of a small nuclear powered vehicle is 10 years, while large vehicles typically have 20 years.

11. Full environmental pilot and crew compartment: Russianrobot vehicles typically contain enough room to seat 2-4 cyborgs (4-8 human-sized passengers), and are sealed airtightand pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a fewhours (300 -400 feet/91-122 m maximum depth). However, unlessstated otherwise, the vehicle cannot propel itself underwaternor move along the bottom of a lake or sea floor.The following features are common on all larger Russian vehicles.
12. Computer controlled life support system. In Russian vehicles,this constantly monitors the status of the vehicles interior. Itchecks air quality, presence of harmful gases or radiation, excessiveheat and cold and so on. Any suspicious conditionswill be instantly red-lighted in the cockpit and all control stationsof the vehicle.
13. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or anyother toxic element. They will not open until overridden by aspecial code, electronically picked or blown apart. Blastdoors all have 100 M.D.C. Note: Small vehicles don't haveblast doors, and may not have an environmental compartment. Internal cooling and temperature control.
14. Air purification filters and circulation system, and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units inmost vehicles.
15. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear,plasma, and magic fires do full damage.
16. [/b][/u]Radiation shielded [/b][/u]to at least 1,000 rads (enough to make acharacter ill almost instantly).
17. Polarized and light sensitive/adjusting tinted observationwindows (when applicable).
18. Heads Up Display (HUD).Design


Stat
Vehicle Type: Heavy Attack Helicopter
Crew: three pilot ,copilot , weapon expert
M.D.C. by Location:
[1]

Main Rotors 120 each total 6
Tail (1) 210
wings (2) 125
Landing Gear (3): 50
Reinforced Cockpit: (2)240

[2] Main Body: 375
Standard force felids 100
Russian force felids 240


[1]

Destroying the main top rotor will knock the helicopter out of the sky! Roll under the piloting skill -30% for a successful crash landing (due to the reinforced nature of the gunship , crew takes only half damage from an impact) .
[2]

Destroying the main body will creash to the ground ,if it goes to the negateisve in one attack blow up in a big fire ball 50 feet equal to the damge at half , and will fall doing eaqul to whatever on the gorund !!!!

speed:

Driving on Ground (Taxiing): Only possible for take offs and landings as well as for parking and storage. Speed is 40 mph (64 kph) when traveling and not on take off or landing.

Flying
Nuclear: Hover to 220 mph with 100 mph cruise speed and has a ceiling of 35,000 feet . The full helicopter has great maneuverability and VTOL capabilities.

Maximum Effective Range:
Nuclear: Effectively Unlimited but does overheat when operated for long periods of time. The new hind engines will overheat after 80 hours of continuous operation when running at top speed and 180 hours when run at under 120 MPH
Statistical :
Wingspan: 40 feet
Length: 40 feet
Width: 10 feet
Height: 20 feet
Weight: 10 tons empty
Power Source: Conventional none
Nuclear: Nuclear Fusion, Should have an average life-span of 8 years.
Cargo: Minimal (Storage for small equipment),
Black Market Cost: (Nuclear Version): 5 to 16 million credits.



Weapon systems summary
1. ATL (2) standard left and right side under gunship
2. 80 MM cannon standard center of gunship
3. Hard point :misslies pods , SRM ,MRM ,LRM grenade Launcher Heavy M.D Machinegun total hard points 8 or 4 per wing
4. Flare/Chaff Launchers (2)- A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense 1000 feet
Damage:
Standard
None; similar to Triax-style chaff/smoke ,hight intensity flares ( for day light operations only)
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 200
Weight add: 100 pounds per 24
NOTE basically the same but energy base reduce weight by 50%
This is just for one
01-70 Enemy Missile or volley detonates in chaff and threat is neutralized
75-90 Missile/Volley diverts and may pursue/lock on to other targets
91-00 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
R.O.F: single or burst
Payload: unlimited



Weapons systems 80 MM main gun (1) one only under cockpit or center or gunship
Type varies by cannon
Damage varies by cannon
2 generation auto-cannon standard rounds
L.E.A.P:
Light explosive amour piercing rounds bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too

80 MM Damage 5D10 M.D( max damage 50 ) blast radius 5 FEET
10X10 M.D Two round burst, 4D4X10 M.D three round burst, 5D4X10 M.D four round burst, 4D6X10+10 M.D five round burst, 5D6X10 MD six round burst


H.E.A.P: Heavy Explosive armor piercing rounds
Times three blast radius

80 MM Damage 1d6x10 M.D (max damage 60 )
2d6x10M.D Two round burst, 3d6x10M.D three round burst, 4d6x10 M.D four round burst, 5d6x10 M.D five round burst, 6d6x10 MD six round burst,

A.P.F.S.D.S round NO blast radius

80 MM Damage 2d6x10( max damage 120 )
4D6X10 M.D Two round burst, 3D6X10 M.D three round burst, 8D6X10 M.D four round burst, 1D6X100 M.D five round burst

The "cartridge" energy weapon system
80 MM Damage 4D6X10 M.D =240 M.D


Two round Burst, 8D6X10

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!!!!

80 MM Damage 2D6X10

Two round Burst 4D6X10 , FOUR round Burst 6D6X10 , EIGHT round Burst 8D6X10
type Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 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 grater 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
Range: 2 MILES , Defleaction shot (or angel shot ) 4 miles
Rate of fire: single or Burst varies by round and weapon mount
Payload:200 rounds
Weapons systems left and right side under gunship
Type ATL look below
Damage look below
Range look below
Rate of fire: look below
Payload: look below


ONE PER Hardpoint pick from below PICK ONE TYPE MACHINE GUN OR THE RAIL rail gun Heavy M.D Machinegun OR grenade Launcher , ATL-7 Anti-Tank Laser Rifle (New Babylon). FROM BELOW [u][b]

[u][b] ATL-7 Anti-Tank Laser Rifle standard load out have one in left and right side of manin body

This was one-shot weapon that releases all the energies contained in a normal E-Clip in one single shot! The original shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it (cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-Clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. With new upgrades they are feed by it own nuclear power supply and main vehicle nuclear powred systems . this allow better ROF and payload.
Mega-Damage:
3D6x 10+20 M.D. per shot dual shot 6d6x10+40 or 4d8x10
Rate of Fire: Single shot only per mellee
Range: 6,000 feet
Payload: 1 shot per robot vechiles or vechiles with nuclear powered hand to hand
E-Clip. Cost: 100,000 credits

Type rail gun
Damage from 3d6 to 2d4x10
Range: varies
Rate of fire: burst
Payload: varies (standard load x ten)
Bonus: varies

OR

Heavy M.D Machinegun: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 800

.50 calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun

1. lead: Simple cast, extruded, swaged, or otherwise fabricated lead slugs are the simplest form of bullets. At speeds of greater than 300 m/s (1000 ft/s) (common in most handguns), lead is deposited in rifled bores at an ever-increasing rate. Alloying the lead with a small percentage of tin and/or antimony serves to reduce this effect, but grows less effective as velocities are increased. A cup made of harder metal, such as copper, placed at the base of the bullet and called a gas check, is often used to decrease lead deposits by protecting the rear of the bullet against melting when fired at higher pressures, but this too does not solve the problem at higher velocities. Simple cast add+2 M.D.C, extruded + 5 M.D.C, swaged +10
2. Jacketed lead: Bullets intended for even higher-velocity applications generally have a lead core that is jacketed or plated with gilding metal, cupronickel, copper alloys, or steel; a thin layer of harder metal protects the softer lead core when the bullet is passing through the barrel and during flight, which allows delivering the bullet intact to the target. There, the heavy lead core delivers its kinetic energy to the target. Full metal jacket or ball bullets (cartridges with ball bullets are called ball ammunition) are completely encased in the harder metal jacket, except for the base. Some bullet jackets do not extend to the front of the bullet, to aid expansion and increase lethality; these are called soft point or hollow point bullets. Steel bullets are often plated with copper or other metals for corrosion resistance during long periods of storage. Synthetic jacket materials such as nylon and Teflon have been used, with limited success. Type lead core add+6 M.D.C. or plated add +6 M.D.C, or steel add + 10 M.D.C reduce range by 10% , hollow point bullets. Can add range by 20% add +1to 10 M.D.C damage
3. Blanks: Wax, paper, plastic, and other materials are used to simulate live gunfire and are intended only to hold the powder in a blank cartridge and to produce noise. The "bullet" may be captured in a purpose-designed device or it may be allowed to expend what little energy it has in the air. Some blank cartridges are crimped or closed at the end and do not contain any bullet.
4. Practice: Made from lightweight materials like rubber, Wax, wood, plastic, or lightweight metal, practice bullets are intended for short-range target work, only. Because of their weight and low velocity, they have limited range. Wood equal dame to vampires or related to this monsters reduce range by 20%
5. Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table
6. Incendiary: These bullets are made with an explosive or flammable mixture in the tip that is designed to ignite on contact with a target. The intent is to ignite fuel or munitions in the target area, thereby adding to the destructive power of the bullet itself. Look below
7. Exploding: Similar to the incendiary bullet, this type of projectile is designed to explode upon hitting a hard surface, preferably the bone of the intended target. Not to be mistaken for cannon shells or grenades with fuse devices, these bullets have only a cavity filled with a small amount of low explosive depending on the velocity and deformation upon impact to detonate. Add 50% damage
8. Tracer: These have a hollow back, filled with a flare material. Usually this is a mixture of magnesium metal, a perchlorate, and strontium salts to yield a bright red color, although other materials providing other colors have also sometimes been used. Tracer material burns out after a certain amount of time. Such ammunition is useful to the shooter as a means of learning how to point shoot moving targets with rifles. This type of round is also used by all branches of the United States military in combat environments as a signaling device to friendly forces. Normally it is loaded at a four to one ratio with ball ammunition and is intended to show where you are firing so friendly forces can engage the target as well. The flight characteristics of tracer rounds differ from normal bullets due to their lighter weight. add + 3 to strike in any mode of fire
9. Armor piercing: Jacketed designs where the core material is a very hard, high-density metal such as tungsten, tungsten carbide, depleted uranium, or steel. A pointed tip is often used, but a flat tip on the penetrator portion is generally more effective. Add 25% to damage to also to M.D.C or M.D.C hit point and knock table to any organic by 50%
10. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. Frangible: Designed to disintegrate into tiny particles upon impact to minimize their penetration for reasons of range safety, to limit environmental impact, or to limit the shoot-through danger behind the intended target. An example is the Glaser Safety Slug. M.D.C shot gun
12. Solid or Monolithic Solid: mono-metal bullets intended for deep penetration in big game animals and slender shaped very-low-drag projectiles for long range shooting are produced out of metals like oxygen free copper and alloys like copper nickel, tellurium copper and brass like highly machinable UNS C36000 Free-Cutting Brass. Often these projectiles are turned on precision CNC lathes. knock table 50% ,add 60%
13. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. 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 !!!!
16. Heavy Plasma same as above but 1d6 per melee round

Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
17. A.S.A.S.P bonus as above but critical 15


OR

Weapons systems 12.7 mm Machinegun

Type 12.7 mm MDC machinegun pick damge type below
Damage
Anti-material rifle and auto cannon caliber, from this these are heavy calibers
100 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, 1D4X10 fourth round burst , 1d6x10 for sixty round , 2d4x10 for eighty round, 1d10x10 for one hundred round, 2d6x10 for one hundred twenty round, and so
5D4 X10 S.D.C OR 2 M.D 1D4 M.D Two round burst,

1D6 M.D three round burst, 2D4 M.D four round burst, 1D10 M.D five round burst, 2D6 MD six round burst, 4D4 M.D eight round burst, 3D6 M.D nine round burst , 5D4 M.D ten round burst , 1D4X10 M.D twenty round burst , 1D6X10 M.D thirty round burst, 2D4X10 fourth round burst
5D6X10 S.D.C OR 3M.D

1D6 M.D Two round burst, 2D4+1 M.D three round burst, 3D4 M.D four round burst, 2D6+3 M.D five round burst, 3D6 MD six round burst,4D6 M.D eight round burst, 4D6+3M.D nine round burst , 5D6 M.D ten round burst , 1D6X10 M.D twenty round burst , 2D4X10+10 M.D thirty round burst, 2D6X10fourth round burst

5D8X10 OR 4 M.D OR 1D4 M.D

2d4 M.D Two round burst, 3d4 M.D three round burst, 4d4 M.D four round burst,5d4 M.D five round burst, 4d6 MD six round burst, 4d8 M.D eight round burst,6d6 M.D nine round burst ,1d4x10 M.D ten round burst , 2d4x10 M.D twenty round burst , 2d6x10 M.D thirty round burst, 4d4x10 fourth round burst , and so on

5D10 X10 OR 5 M.D

1D10 M.D Two round burst, 5D6 M.D three round burst, 1D4X10 M.D four round burst, 1D4X10+10 M.D five round burst, 1D6X10 MD six round burst, 2D4X10 M.D eight round burst,2D4X10+10 M.D nine round burst, 1D10X10 M.D ten round burst, 1D10X10 M.D twenty round burst, 5D4X10 fourth round burst , and so on

1D6X100 S.D.C OR 1D6 M.D

2D6 M.D Two round burst, 3D6 M.D three round burst,4D6 M.D four round burst, 5D6 M.D five round burst, 6D6 MD six round burst, 8D6 M.D eight round burst, 9D6 M.D nine round burst , 1D6X10M.D ten round burst , 2D6X10M.D twenty round burst , 3D6X10 M.D thirty round burst, 4D6X10 fourth round burst

2D4X100=800 S.D.C OR 2D4M.D

4D4 M.D Two round burst, 4D6 M.D three round burst, 4D8 M.D four round burst, 1D4X10 M.D five round burst, 1D4X10+8 MD six round burst, 8D8 M.D OR 1D6X10+4 eight round burst , 2D4X10 M.D ten round burst , 4D4X10 M.D twenty round burst , 4D6 X10 M.D thirty round burst, 4D8X10 fourth round burst AND SO

1D10X100 S.D.C OR 1d10=10 M.D

5d4 M.D Two round burst, 5d6 M.D three round burst, 1d4x10 M.D four round burst, 1d4x10+10 M.D five round burst, 1d6x10 MD six round burst, 2d4x10 M.D eight round burst, 1d10x10 M.D ten round burst , 5d4x10M.D twenty round burst , 5d6x10 M.D thirty round burst, 5d8x10 fourth round burst

2D6X100 S.D.C OR 2D6 M.D

4d6 M.D Two round burst,6d6 M.D three round burst, 1d4x10 +8 M.D four round burst, 1d6x10 M.D five round burst, 1d10x10 M.D eight round burst, 2d6x10 M.D ten round burst , 4d6x10 M.D twenty round burst , 6dx10 M.D thirty round burst, 8d6x10 fourth round burst

5D4 X100 S.D.C OR 5d4M.D
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10 M.D ten round burst , 5d8 x10 M.D twenty round burst ,
Range: 3 miles
Rate of fire: burst
Payload: 1000 round

OR
Weapon systems summary Type 14.5 mm MDC machine gun

Damage pick one
roll 1d10 and divde by 2
1. 5D6X10 S.D.C OR 3M.D ( is very common )
2. 5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
3. 5D10 X10 S.D.C OR 5 M.D
4. 1D6X100 S.D.C OR 1D6 M.D
5. 2D4X100 S.D.C OR 2D4M.D M.D

5D4 X10 S.D.C OR 2 M.D 1D4 M.D Two round burst,

1D6 M.D three round burst, 2D4 M.D four round burst, 1D10 M.D five round burst, 2D6 MD six round burst, 4D4 M.D eight round burst, 3D6 M.D nine round burst , 5D4 M.D ten round burst , 1D4X10 M.D twenty round burst , 1D6X10 M.D thirty round burst, 2D4X10 fourth round burst

5D6X10 S.D.C OR 3M.D

1D6 M.D Two round burst, 2D4+1 M.D three round burst, 3D4 M.D four round burst, 2D6+3 M.D five round burst, 3D6 MD six round burst,4D6 M.D eight round burst, 4D6+3M.D nine round burst , 5D6 M.D ten round burst , 1D6X10 M.D twenty round burst , 2D4X10+10 M.D thirty round burst, 2D6X10fourth round burst

1D4X100 OR 4 M.D OR 1D4 M.D

2d4 M.D Two round burst, 3d4 M.D three round burst, 4d4 M.D four round burst,5d4 M.D five round burst, 4d6 MD six round burst, 4d8 M.D eight round burst,6d6 M.D nine round burst ,1d4x10 M.D ten round burst , 2d4x10 M.D twenty round burst , 2d6x10 M.D thirty round burst, 4d4x10 fourth round burst , and so on

5D10 X10 OR 5 M.D

1D10 M.D Two round burst, 5D6 M.D three round burst, 1D4X10 M.D four round burst, 1D4X10+10 M.D five round burst, 1D6X10 MD six round burst, 2D4X10 M.D eight round burst,2D4X10+10 M.D nine round burst, 1D10X10 M.D ten round burst, 1D10X10 M.D twenty round burst, 5D4X10 fourth round burst , and so on

1D6X100 S.D.C OR 1D6 M.D OR 6 M.D

2D6 M.D Two round burst, 3D6 M.D three round burst,4D6 M.D four round burst, 5D6 M.D five round burst, 6D6 MD six round burst, 8D6 M.D eight round burst, 9D6 M.D nine round burst , 1D6X10M.D ten round burst , 2D6X10M.D twenty round burst , 3D6X10 M.D thirty round burst, 4D6X10 fourth round burst

2D4X100=800 S.D.C OR 2D4M.D OR 8 M.D Anti tank laser systems
4D4 M.D Two round burst, 4D6 M.D three round burst, 4D8 M.D four round burst, 1D4X10 M.D five round burst, 1D4X10+8 MD six round burst, 8D8 M.D OR 1D6X10+4 eight round burst , 2D4X10 M.D ten round burst , 4D4X10 M.D twenty round burst , 4D6 X10 M.D thirty round burst, 4D8X10 fourth round burst AND SO

[u][b] 1d10 M.D.C =1000 S.D.C OE 10 M.D


5d4 M.D Two round burst, 5d6 M.D three round burst, 1d4x10 M.D four round burst, 1d4x10+10 M.D five round burst, 1d6x10 MD six round burst, 2d4x10 M.D eight round burst, 1d10x10 M.D ten round burst , 5d4x10M.D twenty round burst , 5d6x10 M.D thirty round burst, 5d8x10 fourth round burst

2D6X100 S.D.C OR 2D6 M.DOR 12M.D

4d6 M.D Two round burst,6d6 M.D three round burst, 1d4x10 +8 M.D four round burst, 1d6x10 M.D five round burst, 1d10x10 M.D eight round burst, 2d6x10 M.D ten round burst , 4d6x10 M.D twenty round burst , 6dx10 M.D thirty round burst, 8d6x10 fourth round burst
4D4X100 S.D.C OR 16 M.D 4D4 M.D OR 16 M.D

4d8 M.D Two round burst, 4d8 M.D three round burst, 1d6x10+4 M.D four round burst, 2d4x10 M.D five round burst, 2d6x10+8 MD six round burst, 4d4x10 M.D ten round burst , 4d8 x10 M.D twenty round burst

5D4 X100 S.D.C OR 5d4M.D OR 20 M.D

1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10 M.D ten round burst , 5d8 x10 M.D twenty round burst , fourth round burst

Range 3 miles standard
Rate of fire: burst
Payload: 3000 rounds
Note:look below

MDC Bullets
for black powder, or muzzle loading firearms, were classically molded from pure lead. This worked well for low speed bullets, fired at velocities of less than 450 m/s (1475 ft/s). For slightly higher speed MDC bullets fired in modern firearms, a harder alloy of lead and tin or typesetter's lead (used to mold Linotype) works very well. For even higher speed MDC bullet use, MDC jacketed coated lead bullets are used. The common element in all of these, MDC lead, is widely used because it is very dense, thereby providing a high amount of mass—and thus, kinetic energy—for a given volume. MDC Lead is also cheap, easy to obtain, easy to work, and melts at a low temperature, which results in comparatively easy fabrication of bullets.


1. lead: Simple cast, extruded, swaged, or otherwise fabricated lead slugs are the simplest form of bullets. At speeds of greater than 300 m/s (1000 ft/s) (common in most handguns), lead is deposited in rifled bores at an ever-increasing rate. Alloying the lead with a small percentage of tin and/or antimony serves to reduce this effect, but grows less effective as velocities are increased. A cup made of harder metal, such as copper, placed at the base of the bullet and called a gas check, is often used to decrease lead deposits by protecting the rear of the bullet against melting when fired at higher pressures, but this too does not solve the problem at higher velocities. Simple cast add+2 M.D.C, extruded + 5 M.D.C, swaged +10
2. Jacketed lead: Bullets intended for even higher-velocity applications generally have a lead core that is jacketed or plated with gilding metal, cupronickel, copper alloys, or steel; a thin layer of harder metal protects the softer lead core when the bullet is passing through the barrel and during flight, which allows delivering the bullet intact to the target. There, the heavy lead core delivers its kinetic energy to the target. Full metal jacket or ball bullets (cartridges with ball bullets are called ball ammunition) are completely encased in the harder metal jacket, except for the base. Some bullet jackets do not extend to the front of the bullet, to aid expansion and increase lethality; these are called soft point or hollow point bullets. Steel bullets are often plated with copper or other metals for corrosion resistance during long periods of storage. Synthetic jacket materials such as nylon and Teflon have been used, with limited success. Type lead core add+6 M.D.C. or plated add +6 M.D.C, or steel add + 10 M.D.C reduce range by 10% , hollow point bullets. Can add range by 20% add +1to 10 M.D.C damage
3. Blanks: Wax, paper, plastic, and other materials are used to simulate live gunfire and are intended only to hold the powder in a blank cartridge and to produce noise. The "bullet" may be captured in a purpose-designed device or it may be allowed to expend what little energy it has in the air. Some blank cartridges are crimped or closed at the end and do not contain any bullet.
4. Practice: Made from lightweight materials like rubber, Wax, wood, plastic, or lightweight metal, practice bullets are intended for short-range target work, only. Because of their weight and low velocity, they have limited range. Wood equal dame to vampires or related to this monsters reduce range by 20%
5. Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table
6. Incendiary: These bullets are made with an explosive or flammable mixture in the tip that is designed to ignite on contact with a target. The intent is to ignite fuel or munitions in the target area, thereby adding to the destructive power of the bullet itself. Look below
7. Exploding: Similar to the incendiary bullet, this type of projectile is designed to explode upon hitting a hard surface, preferably the bone of the intended target. Not to be mistaken for cannon shells or grenades with fuse devices, these bullets have only a cavity filled with a small amount of low explosive depending on the velocity and deformation upon impact to detonate. Add 50% damage
8. Tracer: These have a hollow back, filled with a flare material. Usually this is a mixture of magnesium metal, a perchlorate, and strontium salts to yield a bright red color, although other materials providing other colors have also sometimes been used. Tracer material burns out after a certain amount of time. Such ammunition is useful to the shooter as a means of learning how to point shoot moving targets with rifles. This type of round is also used by all branches of the United States military in combat environments as a signaling device to friendly forces. Normally it is loaded at a four to one ratio with ball ammunition and is intended to show where you are firing so friendly forces can engage the target as well. The flight characteristics of tracer rounds differ from normal bullets due to their lighter weight. add + 3 to strike in any mode of fire
9. Armor piercing: Jacketed designs where the core material is a very hard, high-density metal such as tungsten, tungsten carbide, depleted uranium, or steel. A pointed tip is often used, but a flat tip on the penetrator portion is generally more effective. Add 25% to damage to also to M.D.C or M.D.C hit point and knock table to any organic by 50%
10. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. Frangible: Designed to disintegrate into tiny particles upon impact to minimize their penetration for reasons of range safety, to limit environmental impact, or to limit the shoot-through danger behind the intended target. An example is the Glaser Safety Slug. M.D.C shot gun
12. Solid or Monolithic Solid: mono-metal bullets intended for deep penetration in big game animals and slender shaped very-low-drag projectiles for long range shooting are produced out of metals like oxygen free copper and alloys like copper nickel, tellurium copper and brass like highly machinable UNS C36000 Free-Cutting Brass. Often these projectiles are turned on precision CNC lathes. knock table 50% ,add 60%
13. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. 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 !!!!
16. Heavy Plasma same as above but 1d6 per melee round

Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
17. A.S.A.S.P bonus as above but critical 15

OR

Weapons systems WI-GL 20 Automatic grenade Launcher
Automatic grenade fire systems .
Damage can fire
1. Use amour piercing grenade 3d6x10 for 8 feet blast radius
2. Smoke for cover
3. Tear gas crowd control
4. Flag bang crowd control or other
Range; 7000 feet
Rate of fire burst only 3 shot
Payload: 200 grenades each
Bonus: add +1 to hit
Weight: 120 pounds empty
Bonus :
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
other notes
Mega-Damage: HE rounds 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet

NOTE grenade systems smoke, tear gas,
Mega-Damage: 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet

OR

Weapons systems :Bandit 6000 Grenade Launcher Knock Off
Weight: Gun:
40 Ibs (18 kg), plus the grenade drum, 20 (9 kg)—can be used with or without the drum (grenades must be hand loaded) Elite or special forces will have autoloader .
Mega-Damage:
5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire:
One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range:
2000 feet (610 m)
Payload: 12; an additional 50 grenades are packed into the ammo-drum. It takes one melee round (15 seconds) to reload the weapon by hand with 12 grenades (or one melee action to load two).on gunships x10
Bonus: Laser targeting ( add +2 to stike ) and telescopic scope optional (6000 cr.). ( add +1 to stike ) later heavy drum [b] 40 weight 60 lds (27kg) on gunships x10
Cost: 30,000- credits for the gun, 50 credits per grenade. Good availability

[b] Weapons systems

Type Rockets pods , SRM ,MRM ,LRM [b]
[b] Damage
look below
Range
varies look below
Rockets pods
M&M varies
SRM , varies
MRM , varies
Rockets pods Heavy Exposive (H.E) 1D6 M.D.C or Armoured Perison 1D4 M.D.C (A.P)PER Rocket Blast radius 2 feet add 2 feet per Rockets
M&M Mini missiles varies Blast radius varies
SRM ,Short range missiles varies Blast radius varies
MRM ,Medium range missiles varies Blast radius varies
LRM long range missiles varies Blast radius varies
Rate of fire: one or any or all
Payload: look below
Rockets misslies pods 110 Rockets
M&M 24 per hard point
SRM 12 per hard point
MRM 4 per hard point
MRM 250 or 500 pounds each
SRM 33 pounds each
M&M 10 pounds each
Rockets missiles 2 pounds each
NOTE: weight

Mini-HUD System
All Borgs , robot and foot soldiers Weight: half pound !!! Special Forces, Commandos, Rangers, snipers and other personnel who warrant the system on
Special assignment.
+2 on initiative and +4 to strike with long-range weapons, in addition to any applicable W.P. bonuses and the obvious benefits of the optic enhancements (i.e. can see in darkness, read heat images, etc.). Cost: 5,000 credits.
Elite/ Special Forces for N.A.AT and N.A.M.E.S ONLY Bonuses: ADD +2 on initiative, +1 to strike, +1 to dodge



O.C.C conventional fighter pilots class

This type of OCC fall under specialized class of fighter pilots that a niche in rifts earth and phase world for many merc outfits or Independent nations or Planet found as well. They started showing up right before the coalition war about 15 years. They are a sub culture with in many merc outfits and even other kingdoms, or small nation for North America to South America. What is scary this OCC is similar to North America Empire US military quick start during new cold war and many phase worlds are so similar that also scary as well. Well for phase world this could apply as a reserve forces or independent military class with so many world in CWW ,UWW and this applies to private defense companies ( oh NE fighter pilots ).
Rifts earth propeller pilot / Rifts earth attack gunship fighter pilot/ Rifts earth Transport gunship fighter pilot
These are WWII plane designs from the America Empire to German and Japanese type aircraft G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms
, are making different design and cost are low which helps easy choice a company size merc out fit to large merc army . They are used from escort, air support, air to air and there many merc companies large and small that can offered it.
Wellington industries, King Dale are also give support as to weapons and adding extra feature since they are playing catch up. However Arzno is ahead making a killing since a few engineers decide to get G.A.W, Ishpeming (ISP), Manistique Impreium (M.I), Northern gun to help make manufacturing factory and are sending funds to Arzno and expand it base of operation and add a few techno wizards from Lazo, New Lazo (N.L), Stromspire . Arzno has enough resources to give air support to The Great Trade Road better safety top travel which many bandits can’t beat them in the air or in resources.
Free Quebec has a small merc outfit as spies and acting as independent merc outfit. While Coalition states see as a waste of time and money, however has suffered several bad engagements. It is cheaper than a military hover cycle and are been many by the hundreds .North America Black market
Larsen brigade, Air Superiority Inc (which is base in Merc town), Tennessee Headhunters, Iron Heart Avenger, Tundra ranger are having an expansion to air support as well mostly small squad of merc outfit that need to stay in work.
Also G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms are manufacturing factory AC 130 for major mercenary outfits like Larsen brigade ,Air Superiority ,Inc .Tennessee Headhunters and secretly Iron Heart Avenger has gotten of hold of a few AC130 . but it doesn’t stop there as mention above the need foe cheap and improved military hardware has allowed to have gunship pilots or better known as’ attack choppers , helicopter gunships” , or as “attack heli “ which they don’t mind at all . They are in high demand in North America, Japan, and South America as well.
update
in Europe there is an explosion for the need of plots from hover cycle to transport pilots for N.G.R to private sector in security or commercial use at increase of (x 1.5 ) commercial , (x1.75 ) to 2 times pay ,security or mercenary 2.5 to 4 for combat operations ,N.G.R are allow quietly as consults .
NOTE: these MOS are found thru out most of the world, but only in north America is where they specialist

Hover cycle specialist
• For Rifts earth General skills
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts
• M.O.S Hover cycle specialist (Rifts earth)
• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
• M.O.S Rifts Earth space fighter
• M.O.S Rifts Earth Transporter ship fighter :
• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth
• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth





Hover cycle specialist
Hover cycle specialist are the most common from gangs , mercenary company ,military forces they are found in north America , Germany, Japan , as well in phase world . They are know to be specialist in several Hover cycle but it varies due experience. Able to make death defining stunts at a certain level, however there are few who are high level characters and are consider like gods among hover cyclists.
Rifts earth Jet fighter pilot /Trans-atmospheric fighter pilot


General skills all get this skills

For Rifts earth General skills
• Language Native 88%+1 per level
• Literacy Native 40+5% per Level
• Math basic 45%+5% per level
• If trained by merc outfit add 3d6% or nation add 20 %MOS
• Hand to Hand: Basic only

roll for the following 5d6% for all or each skill set GM choice or player choice
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts Earth M.O. S

Radio: Basic
Airplane (single engine to four engines)
Specific Airplane picks two add +10 plus any other like MOS bonus
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol

M.O.S Hover cycle specialist (Rifts earth)
Hovercycle
Hover Craft (Ground)
Specific picks Hovercycle or Hover Craft (Ground) two add +10 plus any other like MOS bonus
Weapon Systems
Read (& Operate) Sensory Equipment
Navigation
Radio: Basic
W.P. Automatic and Semiautomatic Rifles
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Energy Weapons

• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
Primary Jet Aircraft :+ add 3d6%
Secondary Jet Fighter: +1d6 %
Specific Jet Fighters picks two add +10 plus any other like MOS bonus
Radio: Basic
Read (& Operate) Sensory Equipment
Weapon Systems
Navigation
Jet Packs
W.P. Energy Pistol

• M.O.S Rifts Earth space fighter ( Russian space station )
(Mutant in orbit / colonies)
*Spacecraft, Small - 60%+3%
Primary Jet Aircraft :+ add 3d6%
Secondary Jet Fighter: +1d6 %
Spacecraft advance pick two types
Primary Jet Aircraft :+ add 3d6%
Secondary Jet Fighter: +1d6 %
Specific Spacecraft Small picks two add +10 plus any other like MOS bonus
Primary Jet Aircraft :+ add 3d6%
Secondary Jet Fighter: +1d6 %
Pick two from below
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Read (& Operate) Sensory Equipment
Radio: Basic
Ship to ship combat
Space Fighter
Weapon Systems
Navigation: Space
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation

• M.O.S Rifts Earth Transporter ship fighter :
(Rifts Mutant orbits Transport ships)
Pilots type of engine: pick two Transport ships
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Radio: Basic
Read (& Operate) Sensory Equipment
Spacecraft, General
Spacecraft Advanced medium size to large
Ship to ship combat medium size to large
Specific picks combat medium size to large two add +10 plus any other like MOS bonus
Orbital navigation
Navigation: Space
Navigation: Interplanetary
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation
Weapon Systems
W.P. Energy Pistol

• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth
Specific Helicopter picks two add +10 plus any other like MOS bonus
Primary Jet Aircraft :+ add 3d6%
Secondary Jet Fighter: +1d6 %
Read (& Operate) Sensory Equipment
Optic Systems
Radio: Basic
Weapon Systems
Navigation
Pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival

• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth
Airplane (single engine four engines) pick AC 130 or AC 129 air castle
Radio: Basic
Radio: Scramblers
Weapon Systems
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P. Revolver ,W.P. Automatic Pistol, W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival


O.C.C Related skills 6 for rifts earth / add 1 at level 3,7,9,11,15
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: any
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: any
Physical skills:
Pilot skills: any
Pilot related: any
Rogue: any rifts earth only
Science: Technical:
WP: any
Wilderness: any rifts earth only

O.C.C secondary skills 5
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: none
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: none
Physical skills: as per rules
Pilot skills: as per rules
Pilot related: any
Rogue: all
Science: Technical:
WP: any
Wilderness: none

Rifts co-pilots OCC
T hey are the unsung heroes for the last 10 to 90 years .they are specialist as back –up pilots or sensory pilots. Rifts co pilot’s are not all equals but are good in what they do. No one knows where they came from but they have been useful since any can remember and they the unseen for a long time in North America, but that change recently with the coalition wars. It was a dark moment where Pilots were need badly in both fronts, for Rifts co pilots OCC it a time to rejoice in combat to help in an area that many were unseen. They became useful in both sides of the war. The need for a Rifts co pilots OCC to help pilot land, air, sea (well in river really) they are happy to for a good pay of course. On the coalition front they help pilots and support crews for payment and to get a job or various reasons and on the Tolkien for the money or gloried or were anti-coalition reasons they came to help even if they were familiar with magic (still they did pretty well which impress many on both sides during the war).Like rift tank operators they were good in what they did and stuck with it till the very end. In Europe /NGR are the most demanding OCC needed, and the most respected in Europe. During the war they have fallen in three areas of expertise communication Specialist, or pilot’s specialist or General Copilot class. In the North America they became well known in the coalition wars in both sides of the war and this has sharpened their skills (those that survive the war). They specialize in what they do. They were unknown until the coalition wars broke out in North America. Some say that they belong to the U.S.A Empire Military, co-pilots of the old and have survived somehow, but no one really knows. However they are known to watch the pilots back when they go to combat or type of missions. Because Rifts co-pilots varies greatly in what do. Rifts co pilots have become a specialist in that area; still not all Rifts co-pilots are the same which is why they stick to what they know best. In reality this OCC came directly from the old USA empire military forces of the air force support personal and /or assist pilots in military jet fighters, hovercrafts, and gunship support. The coalition is very worry with all these pilots that are coming out from all major cities / Mercenary Company which are better than the coalition pilots with the right hardware.

Rifts Copilot class O.C.C Related all get the following
Attribute Requirements: 10 Higher in P.S, P.E, and M.E add 1d4x10% +10
Wardrobe and grooming 50%+4% per
Body Building & Weight Lifting
Physical labor
W.P Heavy military weapons
W.P Heavy M.C weapons
W.P Energy pistol
W.P pistol
Imitate Voice/sound 42%+2/36%+4 per level
Literacy Native 40+5% per Level
Language Native 88%+1 per level
Mathematics: Basic & Advanced 45%+5% per level
Hand to Hand: Basic only no upgrade

Pick one M.O.S from below
M.O.S #1 COPILOT COMMUNICATIONS SPECIALIST Note: add 1d4x10% +10 to skill, pick one
PICK 1D4+3 SKILL FROM COMMUNICATIONS
PLIOT 1D4 (no robot or power amour type or Mecha)
PILOT RELATED ALL

M.O.S #2 COPILOT SPECIALISTS Note: add 1d4x10% +10 to skill pick
PICK 1D4+3 IN PILOT (giant size or two to pilot Mecha)
PICK 1D4 COMMUNICATIONS
PILOT RELATED ALL
Pick one M.O.S

M.O.S#3 GENERAL Copilot class Note: add 1d4x10% +10
Radio: Basic 45 %+5 per level
Navigation: Air, Land, Water 40% +5 % per level
Electronic Countermeasures30%+5% per level
Cryptography25% +5% per level
Laser communications 30 %+5% per level
Sensory equipment 30 %+5% per level
TV/Video 25%+5% per level
Surveillance 30%+5 % per level
Imitate Voice/sound 42%+2/36%+4 per level



Note pick one from numbers 1 to 5





1. Any flying Vehicles, pick only 1D4+3 Military add skills Parachuting for Military air Vehicles only
2. Ground Vehicles, pick only 1D4 Military add skills trap/mine detection add1d4x10+5% [b]IN THIS CASE GUNSHIP GUNNER

3. Sea Vehicles only pick only 1D4 Military add swimming add SCUBA skills
4. Robot & power armor pick only 1D4 Military 1D4 Giant size Elites
5. all hovercrafts pick either skill from #2 or #3 [/b]



O.C.C related skills 4
other skills and one(1) 3,6,9,11 and ADD 5d4%+10%
Communications: Any (+5)
Domestic: Any
Electrical: O.C.C related Espionage: only wilderness survival , Detect Ambush, Detect Conceal, Land Navigation, NBC Warfare , Tracking, Wilderness Survival, Traps Trap/Mine Detection,
Mechanical: O.C.C related
Medical :First aid only
Military :Any(+15)
Physical : limited to Hand to Hand: Basic the rest are allowed any
Pilot any
Pilot Related: look O.C.C Rogue: none
Science: math and Chemistry only Technical: only Computer Operations only W.P: any Wilderness: hunting and navigation only
Secondary Skills 4 more secondary skills from "other" without bonuses (only I.Q IF any)


Bonus
add+2 to any range weapon ,+1 attacks for pilot +3 initiative +1d4+1 to dodge/roll and this are natural skill (,these skill work only in military Vehicles ) The Pilot get the following +1to all, +1D10+10% piloting and add +2 attacks to the pilot( do not apply this to any military jets with no V.T.O.L abilities ).

For the Co pilots
#2 to 5 only Detect ambush, prowl 30%+5 add 1d4x10+5 % added this is considered a natural abilities under 120 MPH

SORRY FOR THE TYPE FOR MY BAD TYPING

Re: N.A.AT

Posted: Mon Oct 15, 2012 8:14 pm
by Veritas476
Nice helicopter design, ZINO. I haven't done one of my own yet so it is nice to see others doing them.

Re: N.A.AT

Posted: Mon Oct 15, 2012 8:15 pm
by ZINO
Veritas476 wrote:Nice helicopter design, ZINO. I haven't done one of my own yet so it is nice to see others doing them.

thank take a look at N.A.A.T Germany

Re: N.A.AT

Posted: Wed Oct 24, 2012 10:46 pm
by ZINO
http://fc04.deviantart.net/fs71/i/2012/ ... 5ccwci.jpg

http://thexhs.deviantart.com/art/XHC-34 ... 16505&qo=2



artist comment The XHC-342 is a cargo VTOL titlwing aircraft (but rotated only part of wing). This aircraft can carry one APC at cradle, or closed cabin for troopers or open cabin for APC /IFV OR tanks



vehicle Gunship
1. Nuclear Powered: Which means they have an effectively unlimited
fuel capacity and power source. Average life: 15 to 20 years.
2. Radar: Can identify and track up to 24 targets simultaneously at
a range of 10 miles (16 km).
3. Combat Computer: Calculates, stores, and transmits data onto the heads-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. Ten mile range (16 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 or SAMAS.
6. Radio Communication: Long-range, directional communication system 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. Complete Environmental : Suitable for use in all hostile environments, including under water (150 foot/46 m max. depth) and space. The following features are included.
• 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.
Eight hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 400 degrees
centigrade. Normal fires do no damage. Nuclear, plasma, and magic
fires do full damage.
• Radiation shielding.


In addition
1. Cyber-Link: The Warlords' pervasive use of cybernetics and cyborg warriors means most small vehicles, particularly combat and wilderness types, have jacks and hook-ups to link the cyborg pilot directly to the vehicle. This means a direct and instant feed of information to and from on-board computers, sensors, communication systems and weapons, making the vehicle a fast-responding extension of his own body (+5% to piloting skill, +1 on initiative, etc.; see the Cyber-Link description in the Cybernetics Section of Warlords of Russia™ for complete bonuses and details).

2. Gromeko Battlefield Computers: Takes care of communications,visual data and internal cybernetic systems (monitorspersonal damage). All communications are automatically encrypted/ decrypted by the sender/receiver units without their operators having to specify it. This can be turned off if desired, butrarely is (unless you want to "leak" some information).It also features "Enemy Profiling" for up to 600 different cyborg designs, styling, and armor, 1000 identifying insignias and marks, as well as 2000 monsters and demons — each rendered in full color with schematics of known weaknesses, armor,weapons, etc., capable of rotation and zoom to x25 magnification. The Gromeko functions as a kind of passive Friend or Foe Identification system, flashing words, or symbols for the majority who cannot read, on the monitor and HUD display. This vehiclemodel of the Gromeko is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 6,000 feet (1828 m). Requirements: A video camera with telescopiccapabilities (otherwise reduce range to 2000 feet/610 m).

3. Enviro-Sensors: An external and internal sensor systemthat monitors the environment outside and inside the vehicle.This is done on a molecular level and used to detect and measureimpurities, chemical, germ/biological and other dangerousagents (toxic gases,smoke, pollution, spores, radiation, etc.) inthe immediate area surrounding the vehicle. It can identify 6000elements, gases and agents as well as measure temperaturewind speed, humidity, barometric pressure and similar air andenvironmental aspects.The same is true inside the vehicle, with links to the life supportsystem to monitor conditions and warn of breaches anddangers inside. When exposed to gases, oxygen masks dropfrom concealed compartments in the ceiling (similar to those in20th Century airplanes) to protect crew and passengers.

4. Cyber Harness: A metal harness normally kept tilted up over the pilot, co-pilot, sensor operators and gunners. These pulldown over the user, and have cyber-jacks that link into the cyborg,to pilot the vehicle. The computer controls the vehiclesfunctions, and is controlled cybernetically by the user. While inthis condition, a cyborg may not move or take any effective action.The most incredible thing about this setup is that the cyborgcan simultaneously fire a number of weapons systems equal tohis level of experience! Warlords sitting in their Warthrones canusually access almost all their weapons at once!

5. Cybernetic Locking Mechanisms: Hatches and doors to sensitive areas, like engines, may be fitted with a cyber lock, which means the individual must link with the lock for it to open. While linked, the lock accepts information to open based on the Warlords "Symbol," a recognition pattern built into every Warlords cyborgs. Other systems, like energy weapons, railguns, ignition switches and more, have this feature.


6. Cyborg Containment Slings (CCS's): Most larger Russian vehicles come standard with cyborg containment slings,which are connected to the ceiling of the main troop compartment near the sides. 'Borgs may rest in these harness slingswhile a vehicle is in motion, for Russian vehicles tend to be onthe rough and bouncy side. Without the slings, there is a 50% chance every few minutes the vehicle is in motion (I'm thinking battlefield conditions) that anyone standing in the main compartment ) area will be thrown around and/or lose their footing.The CCS's can be exited immediately through a buckle release.

7. Other Common Sensor Systems: Perfect, crisp, 20/20 digital vision optics relay, video camera, Infrared/Ultraviolet 1,000 feet (304 m), Passive Nightvision 2,500 feet (762 m), andDigital Recorder (16 hours maximum data).

8. Long-Range Radio Communication System: Approx. 500 mile (800 km) range in the steppes and tundra, 300 miles (482.7 km) in the forests and around cities (interference) and 100-200 (160 to 320 km) in the mountains (Note: The interferencefrom the latter two is common to all ground vehicles, notjust Russian designs).

9. Radar: Can identify and track up to 56 aerial targets simultaneously at a range of 30 miles (48 km).

10. Power Source: Most large vehicles are nuclear powered, but many smaller vehicles are available with a choice of liquid fuel engines or electrical/solar powered engines. The average life of a small nuclear powered vehicle is 10 years, while large vehicles typically have 20 years.

11. Full environmental pilot and crew compartment: Russianrobot vehicles typically contain enough room to seat 2-4 cyborgs (4-8 human-sized passengers), and are sealed airtightand pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a fewhours (300 -400 feet/91-122 m maximum depth). However, unlessstated otherwise, the vehicle cannot propel itself underwaternor move along the bottom of a lake or sea floor.The following features are common on all larger Russian vehicles.
12. Computer controlled life support system. In Russian vehicles,this constantly monitors the status of the vehicles interior. Itchecks air quality, presence of harmful gases or radiation, excessiveheat and cold and so on. Any suspicious conditionswill be instantly red-lighted in the cockpit and all control stationsof the vehicle.
13. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or anyother toxic element. They will not open until overridden by aspecial code, electronically picked or blown apart. Blastdoors all have 100 M.D.C. Note: Small vehicles don't haveblast doors, and may not have an environmental compartment. Internal cooling and temperature control.
14. Air purification filters and circulation system, and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units inmost vehicles.
15. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear,plasma, and magic fires do full damage.
16. [/b][/u]Radiation shielded [/b][/u]to at least 1,000 rads (enough to make acharacter ill almost instantly).
17. Polarized and light sensitive/adjusting tinted observationwindows (when applicable).
Heads Up Display (HUD).Design

MDC

Nose gun optional hidden 120(1)
*** Main rotors 150 Each(6)
Wing (2) 240 each
** Main Body 300
Vercion one troop /rear cargo 200
Vercion rear Tank/IFV/APC transport 200
Main tail (2) 200
Engine(4) 240
Wheel(3) 35 Each
***Force filed 240
** Destroying the main body/ both Engine /one Main tail knocks the helicopter out of the sky and destroys it completely.
***Destroying XHC-342
of the THREE (3) main rotors will knock the XHC-342
off course (pilot loses initiative and three melee actions that round, or the next, to maintain control), speed is reduced by 20% and the pilot suffers a -20% on all subsequent piloting skill rolls. Destroying three rotors will knock the bird out of the sky! Roll under piloting skill -40% for a successful crash landing —the helicopter doesn't explode or disintegrate on impact. If successful, the xxxxx is wrecked, but crew and passengers are uninjured and crash damage is half. A crash will do 4D6xlO M.D. to the helicopter and crew, and 1D6xlO M.D. to a 50 foot (15.2 m) radius from the point of impact from flying debris, etc.
Force filed is the frist to take damage , recover full MDC in 12 hours or replace systems in 5 minutes add 2 tons

Speed:

Ground:
Flying:

can hover stationary, VTOL, and travel at a maximum flight speed of 550 mph (480 km). 150 MPH
Cruising and attack speeds
Altitude: A maximum ceiling (altitude) of 55,000 feet Combat height (the height in which air to ground attacks are possible): 5 feet or higher

Range: nuclear powered


Statistical Data
Height: 35 FEET cargo area 39 feet
Width: Body: 45 feet with rotors
Length : 42 feet
Main rotors 45 feet
Weight: 24 tons empty
Cargo: can lift up 90 tons !!!
Power System: look above
Cost:
Weapon Systems
crew

Weapons systems summary Optinal under belly weapon systems
Optinal under belly weapon systems with TAG target aquction systems for artirley or missiles attacks add +3 for stike add troops + 2 to stike ,+3 perception in the battle filed ,
Weapons systems
[/b] [/u] Type :
[u] [b] Damage :
any MDC machinegun or rail gun doing up to 2d6x10 damage
Range : varies
Rate of fire: varies
Payload: varies
note/bonus /penalties :

O.C.C conventional fighter pilots class

This type of OCC fall under specialized class of fighter pilots that a niche in rifts earth and phase world for many merc outfits or Independent nations or Planet found as well. They started showing up right before the coalition war about 15 years. They are a sub culture with in many merc outfits and even other kingdoms, or small nation for North America to South America. What is scary this OCC is similar to North America Empire US military quick start during new cold war and many phase worlds are so similar that also scary as well. Well for phase world this could apply as a reserve forces or independent military class with so many world in CWW ,UWW and this applies to private defense companies ( oh NE fighter pilots ).
Rifts earth propeller pilot / Rifts earth attack gunship fighter pilot/ Rifts earth Transport gunship fighter pilot
These are WWII plane designs from the America Empire to German and Japanese type aircraft G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms
, are making different design and cost are low which helps easy choice a company size merc out fit to large merc army . They are used from escort, air support, air to air and there many merc companies large and small that can offered it.
Wellington industries, King dale are also give support as to weapons and adding extra feature since they are playing catch up. However Arzno is ahead making a killing since a few engineers decide to get G.A.W, Ishpeming (ISP), Manistique Impreium (M.I), Northern gun to help make manufacturing factory and are sending funds to Arzno and expand it base of operation and add a few techno wizards from Lazo, New lazo (N.L), Stromspire . Arzno has enough resources to give air support to The Great Trade Road better safety top travel which many bandits can’t beat them in the air or in resources.
Free Quebec has a small merc outfit as spies and acting as independent merc outfit. While Coalition states see as a waste of time and money, however has suffered several bad engagements. It is cheaper than a military hover cycle and are been many by the hundreds .North America Black market
Larsen brigade, Air Superiority Inc (which is base in Merc town), Tennessee Headhunters, Iron Heart Avenger, Tundra ranger are having an expansion to air support as well mostly small squad of merc outfit that need to stay in work.
Also G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms are manufacturing factory AC 130 for major mercenary outfits like Larsen brigade ,Air Superiority ,Inc .Tennessee Headhunters and secretly Iron Heart Avenger has gotten of hold of a few AC130 . but it doesn’t stop there as mention above the need foe cheap and improved military hardware has allowed to have gunship pilots or better known as’ attack choppers , helicopter gunships” , or as “attack heli “ which they don’t mind at all . They are in high demand in north America, Japan, south America as well.
update
in Europe there is an explosion for the need of plots from hover cycle to transport pilots for N.G.R to private sector in security or commercial use at increase of (x 1.5 ) commercial , (x1.75 ) to 2 times pay ,security or mercenary 2.5 to 4 for combat operations ,N.G.R are allow quietly as consults .
NOTE: these MOS are found thru out most of the world, but only in north America is where they specialist

Hover cycle specialist
• For Rifts earth General skills
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts
• M.O.S Hover cycle specialist (Rifts earth)
• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
• M.O.S Rifts Earth space fighter
• M.O.S Rifts Earth Transporter ship fighter :
• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth
• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth



Hover cycle specialist
Hover cycle specialist are the most common from gangs , mercenary company ,military forces they are found in north America , Germany, Japan , as well in phase world . They are know to be specialist in several Hover cycle but it varies due experience. Able to make death defining stunts at a certain level, however there are few who are high level characters and are consider like gods among hover cyclists.
Rifts earth Jet fighter pilot /Trans-atmospheric fighter pilot


General skills

For Rifts earth General skills
• Language Native 88%+1 per level
• Literacy Native 40+5% per Level
• Math basic 45%+5% per level
• If trained by merc outfit add 3d6% or nation add 20 %MOS
• Hand to Hand: Basic only

r oll for the following 5d6% for all or each skill set GM choice or player choice
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts Earth M.O. S

Radio: Basic
Airplane (single engine to four engines)
Specific Airplane picks two add +10 plus any other like MOS bonus
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol

M.O.S Hover cycle specialist (Rifts earth)
Hovercycle
Hover Craft (Ground)
Specific picks Hovercycle or Hover Craft (Ground) two add +10 plus any other like MOS bonus
Weapon Systems
Read (& Operate) Sensory Equipment
Navigation
Radio: Basic
W.P. Automatic and Semiautomatic Rifles
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Energy Weapons

• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
Jet Aircraft
Jet Fighters
Specific Jet Fighters picks two add +10 plus any other like MOS bonus
Radio: Basic
Read (& Operate) Sensory Equipment
Weapon Systems
Navigation
Jet Packs
W.P. Energy Pistol

• M.O.S Rifts Earth space fighter ( Russian space station )
(Mutant in orbit / colonies)
*Spacecraft, Small - 60%+3%
Spacecraft advance pick two types
Specific Spacecraft Small picks two add +10 plus any other like MOS bonus
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Read (& Operate) Sensory Equipment
Radio: Basic
Ship to ship combat
Space Fighter
Weapon Systems
Navigation: Space
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation

• M.O.S Rifts Earth Transporter ship fighter :
(Rifts Mutant orbits Transport ships)
Pilots type of engine: pick two Transport ships
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Radio: Basic
Read (& Operate) Sensory Equipment
Spacecraft, General
Spacecraft Advanced medium size to large
Ship to ship combat medium size to large
Specific picks combat medium size to large two add +10 plus any other like MOS bonus
Orbital navigation
Navigation: Space
Navigation: Interplanetary
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation
Weapon Systems
W.P. Energy Pistol

• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth
Specific Helicopter picks two add +10 plus any other like MOS bonus
Read (& Operate) Sensory Equipment
Optic Systems
Radio: Basic
Weapon Systems
Navigation
Pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival

• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth
Airplane (single engine four engines) pick AC 130 or AC 129 air castle
Radio: Basic
Radio: Scramblers
Weapon Systems
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P. Revolver ,W.P. Automatic Pistol, W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival


O.C.C Related skills 6 for rifts earth / add 1 at level 3,7,9,11,15
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: any
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: any
Physical skills:
Pilot skills: any
Pilot related: any
Rogue: any rifts earth only
Science: Technical:
WP: any
Wilderness: any rifts earth only

O.C.C secondary skills 5
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: none
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: none
Physical skills: as per rules
Pilot skills: as per rules
Pilot related: any
Rogue: all
Science: Technical:
WP: any
Wilderness: none

Rifts co-pilots OCC
They are the unsung heroes for the last 10 to 90 years .they are specialist as back –up pilots or sensory pilots. Rifts co pilot’s are not all equals but are good in what they do. No one knows where they came from but they have been useful since any can remember and they the unseen for a long time in North America, but that change recently with the coalition wars. It was a dark moment where Pilots were need badly in both fronts, for Rifts co pilots OCC it a time to rejoice in combat to help in an area that many were unseen. They became useful in both sides of the war. The need for a Rifts co pilots OCC to help pilot land, air, sea (well in river really) they are happy to for a good pay of course. On the coalition front they help pilots and support crews for payment and to get a job or various reasons and on the Tolkien for the money or gloried or were anti-coalition reasons they came to help even if they were familiar with magic (still they did pretty well which impress many on both sides during the war).Like rift tank operators they were good in what they did and stuck with it till the very end. In Europe /NGR are the most demanding OCC needed, and the most respected in Europe. During the war they have fallen in three areas of expertise communication Specialist, or pilot’s specialist or General Copilot class. In the North America they became well known in the coalition wars in both sides of the war and this has sharpened their skills (those that survive the war). They specialize in what they do. They were unknown until the coalition wars broke out in North America. Some say that they belong to the U.S.A Empire Military, co-pilots of the old and have survived somehow, but no one really knows. However they are known to watch the pilots back when they go to combat or type of missions. Because Rifts co-pilots varies greatly in what do. Rifts co pilots have become a specialist in that area; still not all Rifts co-pilots are the same which is why they stick to what they know best. In reality this OCC came directly from the old USA empire military forces of the air force support personal and /or assist pilots in military jet fighters, hovercrafts, and gunship support. The coalition is very worry with all these pilots that are coming out from all major cities / Mercenary Company which are better than the coalition pilots with the right hardware.

Rifts Copilot class O.C.C Related all get the following
Attribute Requirements: 10 Higher in P.S, P.E, and M.E add 1d4x10% +10

Wardrobe and grooming 50%+4% per
Body Building & Weight Lifting
Physical labor
W.P Heavy military weapons
W.P Heavy M.C weapons
W.P Energy pistol
W.P pistol
Imitate Voice/sound 42%+2/36%+4 per level
Literacy Native 40+5% per Level
Language Native 88%+1 per level
Mathematics: Basic & Advanced 45%+5% per level
Hand to Hand: Basic only no upgrade

Pick one M.O.S

M.O.S #1
COPILOT COMMUNICATIONS SPECIALIST Note: add 1d4x10% +10 to skill, pick one
PICK 1D4+3 SKILL FROM COMMUNICATIONS
PLIOT 1D4 (no robot or power amour type or Mecha)
PILOT RELATED ALL

M.O.S #2
COPILOT SPECIALISTS Note: add 1d4x10% +10 to skill pick
PICK 1D4+3 IN PILOT (giant size or two to pilot Mecha)
PICK 1D4 COMMUNICATIONS
PILOT RELATED ALL
Pick one M.O.S

M.O.S#3
GENERAL Copilot class Note: add 1d4x10% +10
Radio: Basic 45 %+5 per level
Navigation: Air, Land, Water 40% +5 % per level
Electronic Countermeasures30%+5% per level
Cryptography25% +5% per level
Laser communications 30 %+5% per level
Sensory equipment 30 %+5% per level
TV/Video 25%+5% per level
Surveillance 30%+5 % per level
Imitate Voice/sound 42%+2/36%+4 per level



Note pick one from numbers 1 to 5





1. Any flying Vehicles, pick only 1D4+3 Military add skills Parachuting for Military air Vehicles only
2. Ground Vehicles, pick only 1D4 Military add skills trap/mine detection add1d4x10+5% IN THIS CASE TANK GUNNER
3. Sea Vehicles only pick only 1D4 Military add swimming add SCUBA skills
4. Robot & power armor pick only 1D4 Military 1D4 Giant size Elites
5. all hovercrafts pick either skill from #2 or #3



OCC related skills
4 other skills and one(1) 3,6,9,11 and ADD 5d4%+10%
Communications: Any (+5)
Domestic: Any
Electrical: O.C.C related Espionage: only wilderness survival , Detect Ambush, Detect Conceal, Land Navigation, NBC Warfare , Tracking, Wilderness Survival, Traps Trap/Mine Detection,
Mechanical: O.C.C related
Medical :First aid only
Military :Any(+15)
Physical : limited to Hand to Hand: Basic the rest are allowed any
Pilot any
Pilot Related: look O.C.C Rogue: none
Science: math and Chemistry only Technical: only Computer Operations only W.P: any Wilderness: hunting and navigation only
Secondary Skills
4 more secondary skills from "other" without bonuses (only I.Q IF any)


Bonus
add+2 to any range weapon ,+1 attacks for pilot +3 initiative +1d4+1 to dodge/roll and this are natural skill (,these skill work only in military Vehicles ) The Pilot get the following +1to all, +1D10+10% piloting and add +2 attacks to the pilot( do not apply this to any military jets with no V.T.O.L abilities ).

For the Co pilots
#2 to 5 only Detect ambush, prowl 30%+5 add 1d4x10+5 % added this is considered a natural abilities under 120 MPH

Re: N.A.AT

Posted: Thu Oct 25, 2012 5:53 pm
by ZINO
artist comment ; The DB-03M1 is a futuristic light troopers transporter with levitation system. This one can carry ten fully equiped troopers with speed 500 kph(310 mph). Design based at vpRaptor stuff - [link] and drew by his request

http://fc05.deviantart.net/fs71/i/2011/ ... 468gsc.jpg

http://thexhs.deviantart.com/art/DB-03M ... 505&qo=140
This is the first version made for North America
vehicle Gunship
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average life: 15 to 20 years.
2. Radar: Can identify and track up to 24 targets simultaneously at a range of 10 miles (16 km).
3. Combat Computer: Calculates, stores, and transmits data onto the heads-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. Ten mile range (16 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 or SAMAS.
6. Radio Communication: Long-range, directional communication system 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. Complete Environmental : Suitable for use in all hostile environments, including under water (150 foot/46 m max. depth) and space. The following features are included.
• 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.
Eight hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 400 degrees
centigrade. Normal fires do no damage. Nuclear, plasma, and magic
fires do full damage.
• Radiation shielding.


In addition
1. Cyber-Link: The Warlords' pervasive use of cybernetics and cyborg warriors means most small vehicles, particularly combat and wilderness types, have jacks and hook-ups to link the cyborg pilot directly to the vehicle. This means a direct and instant feed of information to and from on-board computers, sensors, communication systems and weapons, making the vehicle a fast-responding extension of his own body (+5% to piloting skill, +1 on initiative, etc.; see the Cyber-Link description in the Cybernetics Section of Warlords of Russia™ for complete bonuses and details).

2. Gromeko Battlefield Computers: Takes care of communications,visual data and internal cybernetic systems (monitorspersonal damage). All communications are automatically encrypted/ decrypted by the sender/receiver units without their operators having to specify it. This can be turned off if desired, butrarely is (unless you want to "leak" some information).It also features "Enemy Profiling" for up to 600 different cyborg designs, styling, and armor, 1000 identifying insignias and marks, as well as 2000 monsters and demons — each rendered in full color with schematics of known weaknesses, armor,weapons, etc., capable of rotation and zoom to x25 magnification. The Gromeko functions as a kind of passive Friend or Foe Identification system, flashing words, or symbols for the majority who cannot read, on the monitor and HUD display. This vehiclemodel of the Gromeko is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 6,000 feet (1828 m). Requirements: A video camera with telescopiccapabilities (otherwise reduce range to 2000 feet/610 m).

3. Enviro-Sensors: An external and internal sensor systemthat monitors the environment outside and inside the vehicle.This is done on a molecular level and used to detect and measureimpurities, chemical, germ/biological and other dangerousagents (toxic gases,smoke, pollution, spores, radiation, etc.) inthe immediate area surrounding the vehicle. It can identify 6000elements, gases and agents as well as measure temperaturewind speed, humidity, barometric pressure and similar air andenvironmental aspects.The same is true inside the vehicle, with links to the life supportsystem to monitor conditions and warn of breaches anddangers inside. When exposed to gases, oxygen masks dropfrom concealed compartments in the ceiling (similar to those in20th Century airplanes) to protect crew and passengers.

4. Cyber Harness: A metal harness normally kept tilted up over the pilot, co-pilot, sensor operators and gunners. These pulldown over the user, and have cyber-jacks that link into the cyborg,to pilot the vehicle. The computer controls the vehiclesfunctions, and is controlled cybernetically by the user. While inthis condition, a cyborg may not move or take any effective action.The most incredible thing about this setup is that the cyborgcan simultaneously fire a number of weapons systems equal tohis level of experience! Warlords sitting in their Warthrones canusually access almost all their weapons at once!

5. Cybernetic Locking Mechanisms: Hatches and doors to sensitive areas, like engines, may be fitted with a cyber lock, which means the individual must link with the lock for it to open. While linked, the lock accepts information to open based on the Warlords "Symbol," a recognition pattern built into every Warlords cyborgs. Other systems, like energy weapons, railguns, ignition switches and more, have this feature.


6. Cyborg Containment Slings (CCS's): Most larger Russian vehicles come standard with cyborg containment slings,which are connected to the ceiling of the main troop compartment near the sides. 'Borgs may rest in these harness slingswhile a vehicle is in motion, for Russian vehicles tend to be onthe rough and bouncy side. Without the slings, there is a 50% chance every few minutes the vehicle is in motion (I'm thinking battlefield conditions) that anyone standing in the main compartment ) area will be thrown around and/or lose their footing.The CCS's can be exited immediately through a buckle release.

7. Other Common Sensor Systems: Perfect, crisp, 20/20 digital vision optics relay, video camera, Infrared/Ultraviolet 1,000 feet (304 m), Passive Nightvision 2,500 feet (762 m), andDigital Recorder (16 hours maximum data).

8. Long-Range Radio Communication System: Approx. 500 mile (800 km) range in the steppes and tundra, 300 miles (482.7 km) in the forests and around cities (interference) and 100-200 (160 to 320 km) in the mountains (Note: The interferencefrom the latter two is common to all ground vehicles, notjust Russian designs).

9. Radar: Can identify and track up to 56 aerial targets simultaneously at a range of 30 miles (48 km).

10. Power Source: Most large vehicles are nuclear powered, but many smaller vehicles are available with a choice of liquid fuel engines or electrical/solar powered engines. The average life of a small nuclear powered vehicle is 10 years, while large vehicles typically have 20 years.

11. Full environmental pilot and crew compartment: Russianrobot vehicles typically contain enough room to seat 2-4 cyborgs (4-8 human-sized passengers), and are sealed airtightand pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a fewhours (300 -400 feet/91-122 m maximum depth). However, unlessstated otherwise, the vehicle cannot propel itself underwaternor move along the bottom of a lake or sea floor.The following features are common on all larger Russian vehicles.
12. Computer controlled life support system. In Russian vehicles,this constantly monitors the status of the vehicles interior. Itchecks air quality, presence of harmful gases or radiation, excessiveheat and cold and so on. Any suspicious conditionswill be instantly red-lighted in the cockpit and all control stationsof the vehicle.
13. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or anyother toxic element. They will not open until overridden by aspecial code, electronically picked or blown apart. Blastdoors all have 100 M.D.C. Note: Small vehicles don't haveblast doors, and may not have an environmental compartment. Internal cooling and temperature control.
14. Air purification filters and circulation system, and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units inmost vehicles.
15. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear,plasma, and magic fires do full damage.
16. [/b][/u]Radiation shielded [/b][/u]to at least 1,000 rads (enough to make acharacter ill almost instantly).
17. Polarized and light sensitive/adjusting tinted observationwindows (when applicable).
18. Heads Up Display (HUD).
19. Flare/Chaff Launchers (2)- A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense 1000 feet
Damage:
Standard
None; similar to Triax-style chaff/smoke ,hight intensity flares ( for day light operations only)
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 200
Weight add: 100 pounds per 24
NOTE basically the same but energy base reduce weight by 50%
01-70 Enemy Missile or volley detonates in chaff and threat is neutralized
75-90 Missile/Volley diverts and may pursue/lock on to other targets
91-00 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
R.O.F: single or burst
Payload: unlimited


MDC

Nose chin gun(1) 150
*** Main engines Each 200 (4)
** Main Body 300
Main tail (2) 200
Landing pads (4) 100Each
Crew compartment pods (12) 250 each plus force filed systems 200 for each
***Force filed 240
** Destroying the main body/ two Engine /Main tail will knocks the gunship out of the sky and destroys it completely.
***Destroying The DB-03M1 of the main engine will knock the The DB-03M1 off course (pilot loses initiative and three melee actions that round, or the next, to maintain control), speed is reduced by 20% and the pilot suffers a -20% on all subsequent piloting skill rolls. Destroying three rotors will knock the bird out of the sky! Roll under piloting skill -40% for a successful crash landing —the The DB-03M1 doesn't explode or disintegrate on impact. If successful, the The DB-03M1 is wrecked, but crew and passengers are uninjured and crash damage is half. A crash will do 4D6xlO M.D. to the helicopter and crew, and 1D6xlO M.D. to a 50 foot (15.2 m) radius from the point of impact from flying debris, etc.
Force filed is the frist to take damage , recover full MDC in 12 hours or replace systems in 5 minutes add 2 tons

Speed:

Ground: none hover only
Flying:

can hover stationary, VTOL, and travel at a maximum flight speed of 310 mph . 150 MPH
Cruising and attack speeds
Altitude: A maximum ceiling (altitude) of 45,000 feet Combat height (the height in which air to ground attacks are possible): 2 feet or higher

Range: 80 hours for continues flight time


Statistical Data
Height: 26 feet
Width: Body: 15 feet with engines
Length : 39 feet
Main rotorsnone
Weight: 35 tons empty
Cargo: 2000 pounds
Power System: look above
Cost: 15 miliion with no weapon systems
Weapon Systems
crew 3 plus 12 heavy infantry pods

Weapons systems summary
• Dual barrel A.T.L SYSTEMS AND 30MM CANNON
• Two side mounted 20 MM cannon
• Side mounted missiles systems
• Rear Dual barrel A.T.L SYSTEMS AND 30MM CANNON

Weapons systems chin mounted Dual barrel A.T.L SYSTEMS AND 30MM CANNON
[/b] [/u] Type :
[u] [b] Damage :

20 or 30 MM Cannon
2 generation auto-cannon standard rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too

20 mm – 3d6 M.D ( max damage 18 ) blast radius
6D6 M.D Two round burst, 9D6 M.D three round burst, N/A M.D four round burst, 2D4X10+10 M.D five round burst,

30 mm-5d4 M.D( max damage 20) blast radius
1D4X10 M.D Two round burst, 1D6X10 M.D three round burst, 2D4X10 M.D four round burst, 1D10X10 M.D five round burst, 2D6X10 MD six round burst, 4D4X10 M.D eight round burst, 3D6X10 M.D nine round burst , 5D4X10 M.D ten round burst ,5D8X10 M.D twenty round burst ,


H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius
20 mm -5d4 M.D (max damage 20)
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10M.D ten round burst ,

30 mm -4d6 M.D (max damage 24)
8d6 M.D 1D4X10+8 M.D Two round burst, N/A M.D three round burst, 1D10X10 M.D four round burst,2D6X10 M.D five round burst, N/A M.D six round burst, 5D4X10 M.D eight round burst, N/A M.D nine round burst , 4D6X10 M.D ten round burst , 8D6X10 M.D twenty round burst



A.P.F.S.D.S round NO blast radius

20 mm- 6d6 MD( max damage 36 )
1D6X10+12 M.D Two round burst, 1D10X10+8 M.D three round burst, N/A M.D four round burst, 3D6X10 M.D five round burst, 5D4X10+16 MD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 6D6X10M.D ten round burst

30 mm -1d4x10 M.D( max damage 40 )
2D4X10 M.D Two round burst, 3D4X10 M.D three round burst, 4D4DX10M.D four round burst, 5D4X10 M.D five round burst, 4D6X10 MD six round burst, 4D8X10 M.D eight round burst, 6D6X10 M.D nine round burst , 5D8X10 M.D OR 1D4X100 M.D ten round burst ,



The "cartridge" energy weapon system
20 MM 1D6X10 M.D=60 M.D
2d6x10 M.D Two round Burst, 3d6x10M.D three round Burst ,

30 MM 2D4X10 M.D= 80 M.D
4d4x10 M.D Two round Burst,4d8x10 M.D three round Burst ,



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!!!!
20MM 1d4x10
2d4x10 M.D Two round Burst,3d4x10 M.D three round Burst , 4d4x10 M.D four round Burst , 5d4x10 M.D five round Burst ,5d8x10 M.D ten round Burst

30MM 5D10
1d10x10M.D Two round Burst, 5d4x10 M.D four round Burst ,5d8x10 M.D six round Burst,5d10x10 ten round burst

type Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 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 grater 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



Range : Standard range 2 miles unless other wise mention
Rate of fire: burst
Payload: 2000 rounds
note/bonus /penalties :

ATL-7 Anti-Tank Laser Rifle (New Babylon). [/u] This was one-shot weapon that releases all the energies contained in a normal E-Clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it (cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-Clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. Now adding it own nuclesr poered ssystems and vechiles itcan be mounted as a heavy weapon systems.
Mega-Damage:
3D6x 10+20 M.D. per shot!
Rate of Fire:
Single shot only. Each shotempties an entire E-Clip! Later 3 per melee
Range: 6,000 feet (914 m)
Payload: 1 shot per robot vechiles or vechiles with nuclear powered hand to hand


note/bonus /penalties : all N.A.A.T use variable cannon

Or

Weapons systems laser Vulcan guns this weapon consists of six rotating barrels laser cannon ,cycling through like a regular gating gun ,firing one rapid barrel ,or can fre all sx barrel doing a massive amount of fire it similart to Iron hammer main battle tank from from rifts mecanry book page 107
[/b] [/u] Type :
[u] [b] Damage :
3d4x10,only nuclear powered can fired all six barrel 6 will do 4d6x10+30
Range : 6000 feet
Rate of fire: hand to hand
Payload: nuclear powered unlimitec any other 500 brust
not/bonus /penalties : weight 12000 pounds,if you roll 2 to 4 will over heat and cool dwn in 1d4 meles or 15 x 4 seconds


Or

Weapons systems WI-GL 20 Automatic grenade Launcher

WI-GL 20 Automatic grenade Launcher. Automatic grenade fire systems .
Damage can fire
21. Use amour piercing grenade 3d6x10 for 8 feet blast radius
22. Smoke for cover
23. Tear gas crowd control
24. Flag bang crowd control or other
Range; 7000 feet
Rate of fire burst only 10 shot
Payload: 200 grenades each
Bonus: add +1 to hit
Weight: 120 pounds empty
Bonus :
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
other notes
[u] [b] Knock off vercion [u] [b]
Mega-Damage: HE rounds 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet
[u][b] NOTE grenade systems
smoke, tear gas,
Mega-Damage: 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet



Weapons systems Two side mounted 20 MM cannon
[/b] [/u] Type :
[u] [b] Damage :
look above
Range : 3 miles
Rate of fire: brust
Payload: 3000 rounds
not/bonus /penalties : look above


Weapons systems Side mounted missiles systems
[/b] [/u] Type : mini missiles or short range missiles or medium range missiles
[u] [b] Damage :
varies
Range : varies
Rate of fire: one or any or all counts as one attack
Payload: pick one
mini missiles 24 short range missiles 12 medium range missiles 10
note/bonus /penalties : any missiles can use TOW systems add +2 to strike



Weapons systems Rear Dual barrel A.T.L( ANTI TANK LASER) SYSTEMS AND 30MM CANNON

[/b] [/u] Type :
[u] [b] Damage :
look above
Range : look above
Rate of fire: look above
Payload: look above
not/bonus /penalties : look above

O.C.C conventional fighter pilots class

This type of OCC fall under specialized class of fighter pilots that a niche in rifts earth and phase world for many merc outfits or Independent nations or Planet found as well. They started showing up right before the coalition war about 15 years. They are a sub culture with in many merc outfits and even other kingdoms, or small nation for North America to South America. What is scary this OCC is similar to North America Empire US military quick start during new cold war and many phase worlds are so similar that also scary as well. Well for phase world this could apply as a reserve forces or independent military class with so many world in CWW ,UWW and this applies to private defense companies ( oh NE fighter pilots ).
Rifts earth propeller pilot / Rifts earth attack gunship fighter pilot/ Rifts earth Transport gunship fighter pilot
These are WWII plane designs from the America Empire to German and Japanese type aircraft G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms
, are making different design and cost are low which helps easy choice a company size merc out fit to large merc army . They are used from escort, air support, air to air and there many merc companies large and small that can offered it.
Wellington industries, King dale are also give support as to weapons and adding extra feature since they are playing catch up. However Arzno is ahead making a killing since a few engineers decide to get G.A.W, Ishpeming (ISP), Manistique Impreium (M.I), Northern gun to help make manufacturing factory and are sending funds to Arzno and expand it base of operation and add a few techno wizards from Lazo, New lazo (N.L), Stromspire . Arzno has enough resources to give air support to The Great Trade Road better safety top travel which many bandits can’t beat them in the air or in resources.
Free Quebec has a small merc outfit as spies and acting as independent merc outfit. While Coalition states see as a waste of time and money, however has suffered several bad engagements. It is cheaper than a military hover cycle and are been many by the hundreds .North America Black market
Larsen brigade, Air Superiority Inc (which is base in Merc town), Tennessee Headhunters, Iron Heart Avenger, Tundra ranger are having an expansion to air support as well mostly small squad of merc outfit that need to stay in work.
Also G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms are manufacturing factory AC 130 for major mercenary outfits like Larsen brigade ,Air Superiority ,Inc .Tennessee Headhunters and secretly Iron Heart Avenger has gotten of hold of a few AC130 . but it doesn’t stop there as mention above the need foe cheap and improved military hardware has allowed to have gunship pilots or better known as’ attack choppers , helicopter gunships” , or as “attack heli “ which they don’t mind at all . They are in high demand in north America, Japan, south America as well.
update
in Europe there is an explosion for the need of plots from hover cycle to transport pilots for N.G.R to private sector in security or commercial use at increase of (x 1.5 ) commercial , (x1.75 ) to 2 times pay ,security or mercenary 2.5 to 4 for combat operations ,N.G.R are allow quietly as consults .
NOTE: these MOS are found thru out most of the world, but only in north America is where they specialist

Hover cycle specialist
• For Rifts earth General skills
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts
• M.O.S Hover cycle specialist (Rifts earth)
• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
• M.O.S Rifts Earth space fighter
• M.O.S Rifts Earth Transporter ship fighter :
• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth
• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth



Hover cycle specialist
Hover cycle specialist are the most common from gangs , mercenary company ,military forces they are found in north America , Germany, Japan , as well in phase world . They are know to be specialist in several Hover cycle but it varies due experience. Able to make death defining stunts at a certain level, however there are few who are high level characters and are consider like gods among hover cyclists.
Rifts earth Jet fighter pilot /Trans-atmospheric fighter pilot


General skills

For Rifts earth General skills
• Language Native 88%+1 per level
• Literacy Native 40+5% per Level
• Math basic 45%+5% per level
• If trained by merc outfit add 3d6% or nation add 20 %MOS
• Hand to Hand: Basic only

r oll for the following 5d6% for all or each skill set GM choice or player choice
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts Earth M.O. S

Radio: Basic
Airplane (single engine to four engines)
Specific Airplane picks two add +10 plus any other like MOS bonus
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol

M.O.S Hover cycle specialist (Rifts earth)
Hovercycle
Hover Craft (Ground)
Specific picks Hovercycle or Hover Craft (Ground) two add +10 plus any other like MOS bonus
Weapon Systems
Read (& Operate) Sensory Equipment
Navigation
Radio: Basic
W.P. Automatic and Semiautomatic Rifles
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Energy Weapons

• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
Jet Aircraft
Jet Fighters
Specific Jet Fighters picks two add +10 plus any other like MOS bonus
Radio: Basic
Read (& Operate) Sensory Equipment
Weapon Systems
Navigation
Jet Packs
W.P. Energy Pistol

• M.O.S Rifts Earth space fighter ( Russian space station )
(Mutant in orbit / colonies)
*Spacecraft, Small - 60%+3%
Spacecraft advance pick two types
Specific Spacecraft Small picks two add +10 plus any other like MOS bonus
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Read (& Operate) Sensory Equipment
Radio: Basic
Ship to ship combat
Space Fighter
Weapon Systems
Navigation: Space
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation

• M.O.S Rifts Earth Transporter ship fighter :
(Rifts Mutant orbits Transport ships)
Pilots type of engine: pick two Transport ships
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Radio: Basic
Read (& Operate) Sensory Equipment
Spacecraft, General
Spacecraft Advanced medium size to large
Ship to ship combat medium size to large
Specific picks combat medium size to large two add +10 plus any other like MOS bonus
Orbital navigation
Navigation: Space
Navigation: Interplanetary
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation
Weapon Systems
W.P. Energy Pistol

• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth
Specific Helicopter picks two add +10 plus any other like MOS bonus
Read (& Operate) Sensory Equipment
Optic Systems
Radio: Basic
Weapon Systems
Navigation
Pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival

• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth
Airplane (single engine four engines) pick AC 130 or AC 129 air castle
Radio: Basic
Radio: Scramblers
Weapon Systems
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P. Revolver ,W.P. Automatic Pistol, W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival


O.C.C Related skills 6 for rifts earth / add 1 at level 3,7,9,11,15
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: any
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: any
Physical skills:
Pilot skills: any
Pilot related: any
Rogue: any rifts earth only
Science: Technical:
WP: any
Wilderness: any rifts earth only

O.C.C secondary skills 5
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: none
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: none
Physical skills: as per rules
Pilot skills: as per rules
Pilot related: any
Rogue: all
Science: Technical:
WP: any
Wilderness: none

Rifts co-pilots OCC
They are the unsung heroes for the last 10 to 90 years .they are specialist as back –up pilots or sensory pilots. Rifts co pilot’s are not all equals but are good in what they do. No one knows where they came from but they have been useful since any can remember and they the unseen for a long time in North America, but that change recently with the coalition wars. It was a dark moment where Pilots were need badly in both fronts, for Rifts co pilots OCC it a time to rejoice in combat to help in an area that many were unseen. They became useful in both sides of the war. The need for a Rifts co pilots OCC to help pilot land, air, sea (well in river really) they are happy to for a good pay of course. On the coalition front they help pilots and support crews for payment and to get a job or various reasons and on the Tolkien for the money or gloried or were anti-coalition reasons they came to help even if they were familiar with magic (still they did pretty well which impress many on both sides during the war).Like rift tank operators they were good in what they did and stuck with it till the very end. In Europe /NGR are the most demanding OCC needed, and the most respected in Europe. During the war they have fallen in three areas of expertise communication Specialist, or pilot’s specialist or General Copilot class. In the North America they became well known in the coalition wars in both sides of the war and this has sharpened their skills (those that survive the war). They specialize in what they do. They were unknown until the coalition wars broke out in North America. Some say that they belong to the U.S.A Empire Military, co-pilots of the old and have survived somehow, but no one really knows. However they are known to watch the pilots back when they go to combat or type of missions. Because Rifts co-pilots varies greatly in what do. Rifts co pilots have become a specialist in that area; still not all Rifts co-pilots are the same which is why they stick to what they know best. In reality this OCC came directly from the old USA empire military forces of the air force support personal and /or assist pilots in military jet fighters, hovercrafts, and gunship support. The coalition is very worry with all these pilots that are coming out from all major cities / Mercenary Company which are better than the coalition pilots with the right hardware.

Rifts Copilot class O.C.C Related all get the following
Attribute Requirements: 10 Higher in P.S, P.E, and M.E add 1d4x10% +10

Wardrobe and grooming 50%+4% per
Body Building & Weight Lifting
Physical labor
W.P Heavy military weapons
W.P Heavy M.C weapons
W.P Energy pistol
W.P pistol
Imitate Voice/sound 42%+2/36%+4 per level
Literacy Native 40+5% per Level
Language Native 88%+1 per level
Mathematics: Basic & Advanced 45%+5% per level
Hand to Hand: Basic only no upgrade

Pick one M.O.S

M.O.S #1
COPILOT COMMUNICATIONS SPECIALIST Note: add 1d4x10% +10 to skill, pick one
PICK 1D4+3 SKILL FROM COMMUNICATIONS
PLIOT 1D4 (no robot or power amour type or Mecha)
PILOT RELATED ALL

M.O.S #2
COPILOT SPECIALISTS Note: add 1d4x10% +10 to skill pick
PICK 1D4+3 IN PILOT (giant size or two to pilot Mecha)
PICK 1D4 COMMUNICATIONS
PILOT RELATED ALL
Pick one M.O.S

M.O.S#3
GENERAL Copilot class Note: add 1d4x10% +10
Radio: Basic 45 %+5 per level
Navigation: Air, Land, Water 40% +5 % per level
Electronic Countermeasures30%+5% per level
Cryptography25% +5% per level
Laser communications 30 %+5% per level
Sensory equipment 30 %+5% per level
TV/Video 25%+5% per level
Surveillance 30%+5 % per level
Imitate Voice/sound 42%+2/36%+4 per level



Note pick one from numbers 1 to 5





1. Any flying Vehicles, pick only 1D4+3 Military add skills Parachuting for Military air Vehicles onlyIN THIS CASE gunship GUNNER
2. Ground Vehicles, pick only 1D4 Military add skills trap/mine detection add1d4x10+5% 3. Sea Vehicles only pick only 1D4 Military add swimming add SCUBA skills
4. Robot & power armor pick only 1D4 Military 1D4 Giant size Elites
5. all hovercrafts pick either skill from #2 or #3



OCC related skills
4 other skills and one(1) 3,6,9,11 and ADD 5d4%+10%
Communications: Any (+5)
Domestic: Any
Electrical: O.C.C related Espionage: only wilderness survival , Detect Ambush, Detect Conceal, Land Navigation, NBC Warfare , Tracking, Wilderness Survival, Traps Trap/Mine Detection,
Mechanical: O.C.C related
Medical :First aid only
Military :Any(+15)
Physical : limited to Hand to Hand: Basic the rest are allowed any
Pilot any
Pilot Related: look O.C.C Rogue: none
Science: math and Chemistry only Technical: only Computer Operations only W.P: any Wilderness: hunting and navigation only
Secondary Skills
4 more secondary skills from "other" without bonuses (only I.Q IF any)


Bonus
add+2 to any range weapon ,+1 attacks for pilot +3 initiative +1d4+1 to dodge/roll and this are natural skill (,these skill work only in military Vehicles ) The Pilot get the following +1to all, +1D10+10% piloting and add +2 attacks to the pilot( do not apply this to any military jets with no V.T.O.L abilities ).

For the Co pilots
#2 to 5 only Detect ambush, prowl 30%+5 add 1d4x10+5 % added this is considered a natural abilities under 120 MPH

Re: N.A.AT

Posted: Thu Oct 25, 2012 10:01 pm
by ZINO
artist comment The XHCA-132 is a combat and light transpot helicopter. Armament consist of two rapid-fire gun into automatic turrets below nacelles, and two point for air-to-surface missiles.
In this bird used NOTAR technology, and some elements of stealth (faceted fuselage).
Model based on my old concept - [link] and destinated to Northern Excursion mod for Battlefield 2142



http://fc06.deviantart.net/fs70/i/2011/ ... 49iiom.jpg

http://thexhs.deviantart.com/art/XHCA-1 ... 505&qo=127

rifts earth another Pre-rifts earth gunship and N.A.A.T , N.A.M.E.S & New Navy have this lost guship and seen as a long range gunship transport .
vehicle Gunship
1. Nuclear Powered: Which means they have an effectively unlimited
fuel capacity and power source. Average life: 15 to 20 years.
2. Radar: Can identify and track up to 24 targets simultaneously at
a range of 10 miles (16 km).
3. Combat Computer: Calculates, stores, and transmits data onto the heads-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. Ten mile range (16 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 or SAMAS.
6. Radio Communication: Long-range, directional communication system 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. Complete Environmental : Suitable for use in all hostile environments, including under water (150 foot/46 m max. depth) and space. The following features are included.
• 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.
Eight hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 400 degrees
centigrade. Normal fires do no damage. Nuclear, plasma, and magic
fires do full damage.
• Radiation shielding.


In addition
1. Cyber-Link: The Warlords' pervasive use of cybernetics and cyborg warriors means most small vehicles, particularly combat and wilderness types, have jacks and hook-ups to link the cyborg pilot directly to the vehicle. This means a direct and instant feed of information to and from on-board computers, sensors, communication systems and weapons, making the vehicle a fast-responding extension of his own body (+5% to piloting skill, +1 on initiative, etc.; see the Cyber-Link description in the Cybernetics Section of Warlords of Russia™ for complete bonuses and details).

2. Gromeko Battlefield Computers: Takes care of communications,visual data and internal cybernetic systems (monitorspersonal damage). All communications are automatically encrypted/ decrypted by the sender/receiver units without their operators having to specify it. This can be turned off if desired, butrarely is (unless you want to "leak" some information).It also features "Enemy Profiling" for up to 600 different cyborg designs, styling, and armor, 1000 identifying insignias and marks, as well as 2000 monsters and demons — each rendered in full color with schematics of known weaknesses, armor,weapons, etc., capable of rotation and zoom to x25 magnification. The Gromeko functions as a kind of passive Friend or Foe Identification system, flashing words, or symbols for the majority who cannot read, on the monitor and HUD display. This vehiclemodel of the Gromeko is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 6,000 feet (1828 m). Requirements: A video camera with telescopiccapabilities (otherwise reduce range to 2000 feet/610 m).

3. Enviro-Sensors: An external and internal sensor systemthat monitors the environment outside and inside the vehicle.This is done on a molecular level and used to detect and measureimpurities, chemical, germ/biological and other dangerousagents (toxic gases,smoke, pollution, spores, radiation, etc.) inthe immediate area surrounding the vehicle. It can identify 6000elements, gases and agents as well as measure temperaturewind speed, humidity, barometric pressure and similar air andenvironmental aspects.The same is true inside the vehicle, with links to the life supportsystem to monitor conditions and warn of breaches anddangers inside. When exposed to gases, oxygen masks dropfrom concealed compartments in the ceiling (similar to those in20th Century airplanes) to protect crew and passengers.

4. Cyber Harness: A metal harness normally kept tilted up over the pilot, co-pilot, sensor operators and gunners. These pulldown over the user, and have cyber-jacks that link into the cyborg,to pilot the vehicle. The computer controls the vehiclesfunctions, and is controlled cybernetically by the user. While inthis condition, a cyborg may not move or take any effective action.The most incredible thing about this setup is that the cyborgcan simultaneously fire a number of weapons systems equal tohis level of experience! Warlords sitting in their Warthrones canusually access almost all their weapons at once!

5. Cybernetic Locking Mechanisms: Hatches and doors to sensitive areas, like engines, may be fitted with a cyber lock, which means the individual must link with the lock for it to open. While linked, the lock accepts information to open based on the Warlords "Symbol," a recognition pattern built into every Warlords cyborgs. Other systems, like energy weapons, railguns, ignition switches and more, have this feature.


6. Cyborg Containment Slings (CCS's): Most larger Russian vehicles come standard with cyborg containment slings,which are connected to the ceiling of the main troop compartment near the sides. 'Borgs may rest in these harness slingswhile a vehicle is in motion, for Russian vehicles tend to be onthe rough and bouncy side. Without the slings, there is a 50% chance every few minutes the vehicle is in motion (I'm thinking battlefield conditions) that anyone standing in the main compartment ) area will be thrown around and/or lose their footing.The CCS's can be exited immediately through a buckle release.

7. Other Common Sensor Systems: Perfect, crisp, 20/20 digital vision optics relay, video camera, Infrared/Ultraviolet 1,000 feet (304 m), Passive Nightvision 2,500 feet (762 m), andDigital Recorder (16 hours maximum data).

8. Long-Range Radio Communication System: Approx. 500 mile (800 km) range in the steppes and tundra, 300 miles (482.7 km) in the forests and around cities (interference) and 100-200 (160 to 320 km) in the mountains (Note: The interferencefrom the latter two is common to all ground vehicles, notjust Russian designs).

9. Radar: Can identify and track up to 56 aerial targets simultaneously at a range of 30 miles (48 km).

10. Power Source: Most large vehicles are nuclear powered, but many smaller vehicles are available with a choice of liquid fuel engines or electrical/solar powered engines. The average life of a small nuclear powered vehicle is 10 years, while large vehicles typically have 20 years.

11. Full environmental pilot and crew compartment: Russianrobot vehicles typically contain enough room to seat 2-4 cyborgs (4-8 human-sized passengers), and are sealed airtightand pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a fewhours (300 -400 feet/91-122 m maximum depth). However, unlessstated otherwise, the vehicle cannot propel itself underwaternor move along the bottom of a lake or sea floor.The following features are common on all larger Russian vehicles.
12. Computer controlled life support system. In Russian vehicles,this constantly monitors the status of the vehicles interior. Itchecks air quality, presence of harmful gases or radiation, excessiveheat and cold and so on. Any suspicious conditionswill be instantly red-lighted in the cockpit and all control stationsof the vehicle.
13. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or anyother toxic element. They will not open until overridden by aspecial code, electronically picked or blown apart. Blastdoors all have 100 M.D.C. Note: Small vehicles don't haveblast doors, and may not have an environmental compartment. Internal cooling and temperature control.
14. Air purification filters and circulation system, and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units inmost vehicles.
15. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear,plasma, and magic fires do full damage.
16. [/b][/u]Radiation shielded [/b][/u]to at least 1,000 rads (enough to make acharacter ill almost instantly).
17. Polarized and light sensitive/adjusting tinted observationwindows (when applicable).
18. Heads Up Display (HUD).Design
19. fly by wire systems systems .has 4 systems
20. Flare/Chaff Launchers (2)- A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense 1000 feet
Damage:
Standard
None; similar to Triax-style chaff/smoke ,hight intensity flares ( for day light operations only)
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 200
Weight add: 100 pounds per 24
NOTE basically the same but energy base reduce weight by 50%
01-70 Enemy Missile or volley detonates in chaff and threat is neutralized
75-90 Missile/Volley diverts and may pursue/lock on to other targets
91-00 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
R.O.F: single or burst
Payload: unlimited


MDC

*** Main rotors 100(4)Each
Wing (2) 100
Missiles pods 125 each
** Main Body 275
Main tail (2) 150
Engine 250
Wheel 45 (3)Each
***Force filed 350
** Destroying the main body/ both Engine /one Main tail knocks the helicopter out of the sky and destroys it completely.
***Destroying XHCA-132of the main rotors will knock the XHCA-132 off course (pilot loses initiative and three melee actions that round, or the next, to maintain control), speed is reduced by 20% and the pilot suffers a -20% on all subsequent piloting skill rolls. Destroying three rotors will knock the bird out of the sky! Roll under piloting skill -40% for a successful crash landing —the helicopter doesn't explode or disintegrate on impact. If successful, the XHCA-132is wrecked, but crew and passengers are uninjured and crash damage is half. A crash will do 4D6xlO M.D. to the helicopter and crew, and 1D6xlO M.D. to a 50 foot (15.2 m) radius from the point of impact from flying debris, etc.
Force filed is the frist to take damage , recover full MDC in 12 hours or replace systems in 5 minutes add 2 tons

Speed:

Ground:
Flying: taxi only 20 MPH

can hover stationary, VTOL, and travel at a maximum flight speed of 175 mph . 75 to 100 MPH
Cruising and attack speeds
Altitude: A maximum ceiling (altitude) of 35,000 feet Combat height (the height in which air to ground attacks are possible): 2 feet or higher

Range: 520 hours of filght time


Statistical Data
Height: 19 feet
Width: Body: 14 feet
Length : 33 feet
Main rotors 30 feet
Weight: 10 tons empty
Cargo: 2000 pounds
Power System: look above
Cost: 15 million
Weapon Systems look below
crew 3 ,passengers 12

Weapons systems summary
• Wing mounted cannon with 360 degree angels
• Mislies launcher


Weapons systems Wing mounted cannon Dual barrel A.T.L SYSTEMS AND 30MM CANNON
[/b] [/u] Type :
[u] [b] Damage :

20 or 30 MM Cannon
2 generation auto-cannon standard rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too
20 mm – 3d6 M.D ( max damage 18 ) blast radius
6D6 M.D Two round burst, 9D6 M.D three round burst, N/A M.D four round burst, 2D4X10+10 M.D five round burst,

30 mm-5d4 M.D( max damage 20) blast radius
1D4X10 M.D Two round burst, 1D6X10 M.D three round burst, 2D4X10 M.D four round burst, 1D10X10 M.D five round burst, 2D6X10 MD six round burst, 4D4X10 M.D eight round burst, 3D6X10 M.D nine round burst , 5D4X10 M.D ten round burst ,5D8X10 M.D twenty round burst ,


H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius
20 mm -5d4 M.D (max damage 20)
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10M.D ten round burst ,

30 mm -4d6 M.D (max damage 24)
8d6 M.D 1D4X10+8 M.D Two round burst, N/A M.D three round burst, 1D10X10 M.D four round burst,2D6X10 M.D five round burst, N/A M.D six round burst, 5D4X10 M.D eight round burst, N/A M.D nine round burst , 4D6X10 M.D ten round burst , 8D6X10 M.D twenty round burst



A.P.F.S.D.S round NO blast radius

20 mm- 6d6 MD( max damage 36 )
1D6X10+12 M.D Two round burst, 1D10X10+8 M.D three round burst, N/A M.D four round burst, 3D6X10 M.D five round burst, 5D4X10+16 MD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 6D6X10M.D ten round burst

30 mm -1d4x10 M.D( max damage 40 )
2D4X10 M.D Two round burst, 3D4X10 M.D three round burst, 4D4DX10M.D four round burst, 5D4X10 M.D five round burst, 4D6X10 MD six round burst, 4D8X10 M.D eight round burst, 6D6X10 M.D nine round burst , 5D8X10 M.D OR 1D4X100 M.D ten round burst ,



The "cartridge" energy weapon system
20 MM 1D6X10 M.D=60 M.D
2d6x10 M.D Two round Burst, 3d6x10M.D three round Burst ,

30 MM 2D4X10 M.D= 80 M.D
4d4x10 M.D Two round Burst,4d8x10 M.D three round Burst ,



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!!!!
20MM 1d4x10
2d4x10 M.D Two round Burst,3d4x10 M.D three round Burst , 4d4x10 M.D four round Burst , 5d4x10 M.D five round Burst ,5d8x10 M.D ten round Burst

30MM 5D10
1d10x10M.D Two round Burst, 5d4x10 M.D four round Burst ,5d8x10 M.D six round Burst,5d10x10 ten round burst

type Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 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 grater 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



Range : Standard range 2 miles unless other wise mention
Rate of fire: burst
Payload: 2000 rounds
note/bonus /penalties :

ATL-7 Anti-Tank Laser Rifle (New Babylon). [/u] This was one-shot weapon that releases all the energies contained in a normal E-Clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it (cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-Clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. Now adding it own nuclesr poered ssystems and vechiles itcan be mounted as a heavy weapon systems.
Mega-Damage:
3D6x 10+20 M.D. per shot!
Rate of Fire:
Single shot only. Each shotempties an entire E-Clip! Later 3 per melee
Range: 6,000 feet (914 m)
Payload: 1 shot per robot vechiles or vechiles with nuclear powered hand to hand
note/bonus /penalties : all N.A.A.T use variable cannon

Weapons systems dual multi –purpose missle / torpedoes launcher systems pick one
[/b] [/u] Type :
[u] [b] Damage :
varies
Range : varies
Rate of fire: one or any or all counts as ne attack
Payload:
Mini missiles / torpedoes 24
Short range missiles / torpedoes 16
Medium range / torpedoes 8
Long range / torpedoes 4
note/bonus /penalties :

O.C.C conventional fighter pilots class

This type of OCC fall under specialized class of fighter pilots that a niche in rifts earth and phase world for many merc outfits or Independent nations or Planet found as well. They started showing up right before the coalition war about 15 years. They are a sub culture with in many merc outfits and even other kingdoms, or small nation for North America to South America. What is scary this OCC is similar to North America Empire US military quick start during new cold war and many phase worlds are so similar that also scary as well. Well for phase world this could apply as a reserve forces or independent military class with so many world in CWW ,UWW and this applies to private defense companies ( oh NE fighter pilots ).
Rifts earth propeller pilot / Rifts earth attack gunship fighter pilot/ Rifts earth Transport gunship fighter pilot
These are WWII plane designs from the America Empire to German and Japanese type aircraft G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms
, are making different design and cost are low which helps easy choice a company size merc out fit to large merc army . They are used from escort, air support, air to air and there many merc companies large and small that can offered it.
Wellington industries, King dale are also give support as to weapons and adding extra feature since they are playing catch up. However Arzno is ahead making a killing since a few engineers decide to get G.A.W, Ishpeming (ISP), Manistique Impreium (M.I), Northern gun to help make manufacturing factory and are sending funds to Arzno and expand it base of operation and add a few techno wizards from Lazo, New lazo (N.L), Stromspire . Arzno has enough resources to give air support to The Great Trade Road better safety top travel which many bandits can’t beat them in the air or in resources.
Free Quebec has a small merc outfit as spies and acting as independent merc outfit. While Coalition states see as a waste of time and money, however has suffered several bad engagements. It is cheaper than a military hover cycle and are been many by the hundreds .North America Black market
Larsen brigade, Air Superiority Inc (which is base in Merc town), Tennessee Headhunters, Iron Heart Avenger, Tundra ranger are having an expansion to air support as well mostly small squad of merc outfit that need to stay in work.
Also G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms are manufacturing factory AC 130 for major mercenary outfits like Larsen brigade ,Air Superiority ,Inc .Tennessee Headhunters and secretly Iron Heart Avenger has gotten of hold of a few AC130 . but it doesn’t stop there as mention above the need foe cheap and improved military hardware has allowed to have gunship pilots or better known as’ attack choppers , helicopter gunships” , or as “attack heli “ which they don’t mind at all . They are in high demand in north America, Japan, south America as well.
update
in Europe there is an explosion for the need of plots from hover cycle to transport pilots for N.G.R to private sector in security or commercial use at increase of (x 1.5 ) commercial , (x1.75 ) to 2 times pay ,security or mercenary 2.5 to 4 for combat operations ,N.G.R are allow quietly as consults .
NOTE: these MOS are found thru out most of the world, but only in north America is where they specialist

Hover cycle specialist
• For Rifts earth General skills
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts
• M.O.S Hover cycle specialist (Rifts earth)
• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
• M.O.S Rifts Earth space fighter
• M.O.S Rifts Earth Transporter ship fighter :
• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth
• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth



Hover cycle specialist
Hover cycle specialist are the most common from gangs , mercenary company ,military forces they are found in north America , Germany, Japan , as well in phase world . They are know to be specialist in several Hover cycle but it varies due experience. Able to make death defining stunts at a certain level, however there are few who are high level characters and are consider like gods among hover cyclists.
Rifts earth Jet fighter pilot /Trans-atmospheric fighter pilot


General skills

For Rifts earth General skills
• Language Native 88%+1 per level
• Literacy Native 40+5% per Level
• Math basic 45%+5% per level
• If trained by merc outfit add 3d6% or nation add 20 %MOS
• Hand to Hand: Basic only

r oll for the following 5d6% for all or each skill set GM choice or player choice
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts Earth M.O. S

Radio: Basic
Airplane (single engine to four engines)
Specific Airplane picks two add +10 plus any other like MOS bonus
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol

M.O.S Hover cycle specialist (Rifts earth)
Hovercycle
Hover Craft (Ground)
Specific picks Hovercycle or Hover Craft (Ground) two add +10 plus any other like MOS bonus
Weapon Systems
Read (& Operate) Sensory Equipment
Navigation
Radio: Basic
W.P. Automatic and Semiautomatic Rifles
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Energy Weapons

• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
Jet Aircraft
Jet Fighters
Specific Jet Fighters picks two add +10 plus any other like MOS bonus
Radio: Basic
Read (& Operate) Sensory Equipment
Weapon Systems
Navigation
Jet Packs
W.P. Energy Pistol

• M.O.S Rifts Earth space fighter ( Russian space station )
(Mutant in orbit / colonies)
*Spacecraft, Small - 60%+3%
Spacecraft advance pick two types
Specific Spacecraft Small picks two add +10 plus any other like MOS bonus
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Read (& Operate) Sensory Equipment
Radio: Basic
Ship to ship combat
Space Fighter
Weapon Systems
Navigation: Space
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation

• M.O.S Rifts Earth Transporter ship fighter :
(Rifts Mutant orbits Transport ships)
Pilots type of engine: pick two Transport ships
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Radio: Basic
Read (& Operate) Sensory Equipment
Spacecraft, General
Spacecraft Advanced medium size to large
Ship to ship combat medium size to large
Specific picks combat medium size to large two add +10 plus any other like MOS bonus
Orbital navigation
Navigation: Space
Navigation: Interplanetary
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation
Weapon Systems
W.P. Energy Pistol

• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth
Specific Helicopter picks two add +10 plus any other like MOS bonus
Read (& Operate) Sensory Equipment
Optic Systems
Radio: Basic
Weapon Systems
Navigation
Pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival

• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth
Airplane (single engine four engines) pick AC 130 or AC 129 air castle
Radio: Basic
Radio: Scramblers
Weapon Systems
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P. Revolver ,W.P. Automatic Pistol, W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival


O.C.C Related skills 6 for rifts earth / add 1 at level 3,7,9,11,15
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: any
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: any
Physical skills:
Pilot skills: any
Pilot related: any
Rogue: any rifts earth only
Science: Technical:
WP: any
Wilderness: any rifts earth only

O.C.C secondary skills 5
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: none
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: none
Physical skills: as per rules
Pilot skills: as per rules
Pilot related: any
Rogue: all
Science: Technical:
WP: any
Wilderness: none

Rifts co-pilots OCC
They are the unsung heroes for the last 10 to 90 years .they are specialist as back –up pilots or sensory pilots. Rifts co pilot’s are not all equals but are good in what they do. No one knows where they came from but they have been useful since any can remember and they the unseen for a long time in North America, but that change recently with the coalition wars. It was a dark moment where Pilots were need badly in both fronts, for Rifts co pilots OCC it a time to rejoice in combat to help in an area that many were unseen. They became useful in both sides of the war. The need for a Rifts co pilots OCC to help pilot land, air, sea (well in river really) they are happy to for a good pay of course. On the coalition front they help pilots and support crews for payment and to get a job or various reasons and on the Tolkien for the money or gloried or were anti-coalition reasons they came to help even if they were familiar with magic (still they did pretty well which impress many on both sides during the war).Like rift tank operators they were good in what they did and stuck with it till the very end. In Europe /NGR are the most demanding OCC needed, and the most respected in Europe. During the war they have fallen in three areas of expertise communication Specialist, or pilot’s specialist or General Copilot class. In the North America they became well known in the coalition wars in both sides of the war and this has sharpened their skills (those that survive the war). They specialize in what they do. They were unknown until the coalition wars broke out in North America. Some say that they belong to the U.S.A Empire Military, co-pilots of the old and have survived somehow, but no one really knows. However they are known to watch the pilots back when they go to combat or type of missions. Because Rifts co-pilots varies greatly in what do. Rifts co pilots have become a specialist in that area; still not all Rifts co-pilots are the same which is why they stick to what they know best. In reality this OCC came directly from the old USA empire military forces of the air force support personal and /or assist pilots in military jet fighters, hovercrafts, and gunship support. The coalition is very worry with all these pilots that are coming out from all major cities / Mercenary Company which are better than the coalition pilots with the right hardware.

Rifts Copilot class O.C.C Related all get the following
Attribute Requirements: 10 Higher in P.S, P.E, and M.E add 1d4x10% +10

Wardrobe and grooming 50%+4% per
Body Building & Weight Lifting
Physical labor
W.P Heavy military weapons
W.P Heavy M.C weapons
W.P Energy pistol
W.P pistol
Imitate Voice/sound 42%+2/36%+4 per level
Literacy Native 40+5% per Level
Language Native 88%+1 per level
Mathematics: Basic & Advanced 45%+5% per level
Hand to Hand: Basic only no upgrade

Pick one M.O.S

M.O.S #1
COPILOT COMMUNICATIONS SPECIALIST Note: add 1d4x10% +10 to skill, pick one
PICK 1D4+3 SKILL FROM COMMUNICATIONS
PLIOT 1D4 (no robot or power amour type or Mecha)
PILOT RELATED ALL

M.O.S #2
COPILOT SPECIALISTS Note: add 1d4x10% +10 to skill pick
PICK 1D4+3 IN PILOT (giant size or two to pilot Mecha)
PICK 1D4 COMMUNICATIONS
PILOT RELATED ALL
Pick one M.O.S

M.O.S#3
GENERAL Copilot class Note: add 1d4x10% +10
Radio: Basic 45 %+5 per level
Navigation: Air, Land, Water 40% +5 % per level
Electronic Countermeasures30%+5% per level
Cryptography25% +5% per level
Laser communications 30 %+5% per level
Sensory equipment 30 %+5% per level
TV/Video 25%+5% per level
Surveillance 30%+5 % per level
Imitate Voice/sound 42%+2/36%+4 per level

Note pick one from numbers 1 to 5

1. Any flying Vehicles, pick only 1D4+3 Military add skills Parachuting for Military air Vehicles only
2. Ground Vehicles, pick only 1D4 Military add skills trap/mine detection add1d4x10+5% IN THIS CASE GUNSHIP GUNNER
3. Sea Vehicles only pick only 1D4 Military add swimming add SCUBA skills
4. Robot & power armor pick only 1D4 Military 1D4 Giant size Elites
5. all hovercrafts pick either skill from #2 or #3

OCC related skills
4 other skills and one(1) 3,6,9,11 and ADD 5d4%+10%
Communications: Any (+5)
Domestic: Any
Electrical: O.C.C related Espionage: only wilderness survival , Detect Ambush, Detect Conceal, Land Navigation, NBC Warfare , Tracking, Wilderness Survival, Traps Trap/Mine Detection,
Mechanical: O.C.C related
Medical :First aid only
Military :Any(+15)
Physical : limited to Hand to Hand: Basic the rest are allowed any
Pilot any
Pilot Related: look O.C.C Rogue: none
Science: math and Chemistry only Technical: only Computer Operations only W.P: any Wilderness: hunting and navigation only
Secondary Skills
4 more secondary skills from "other" without bonuses (only I.Q IF any)


Bonus
add+2 to any range weapon ,+1 attacks for pilot +3 initiative +1d4+1 to dodge/roll and this are natural skill (,these skill work only in military Vehicles ) The Pilot get the following +1to all, +1D10+10% piloting and add +2 attacks to the pilot( do not apply this to any military jets with no V.T.O.L abilities ).

For the Co pilots
#2 to 5 only Detect ambush, prowl 30%+5 add 1d4x10+5 % added this is considered a natural abilities under 120 MPH

Re: N.A.AT

Posted: Sat Oct 27, 2012 1:13 pm
by ZINO
http://fc06.deviantart.net/fs14/i/2007/ ... uzzoid.jpg

http://muzzoid.deviantart.com/art/Akane ... 9415&qo=33


thank you tugodoomer !!!
artist comment my second take on my jet after getting a crit at ca.org .
i may still do a lil work on it enjoy. Akane mk2 by ~muzzoid


Description

This a light weight heavy combat jet fighter used just about anyone that could affored back in the days of the mankind golded age .

vehicle
1. Nuclear Powered: Which means they have an effectively unlimited
fuel capacity and power source. Average life: 15 to 20 years.
2. Radar: Can identify and track up to 24 targets simultaneously at
a range of 100 miles (16 km).
3. Combat Computer: Calculates, stores, and transmits data onto the heads-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. 100 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 system 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. Complete Environmental : Suitable for use in all hostile environments, including under water (150 foot/46 m max. depth) and space. The following features are included.
• 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.
Eight hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 400 degrees
centigrade. Normal fires do no damage. Nuclear, plasma, and magic
fires do full damage.
• Radiation shielding.


In addition
1. Cyber-Link: The Warlords' pervasive use of cybernetics and cyborg warriors means most small vehicles, particularly combat and wilderness types, have jacks and hook-ups to link the cyborg pilot directly to the vehicle. This means a direct and instant feed of information to and from on-board computers, sensors, communication systems and weapons, making the vehicle a fast-responding extension of his own body (+5% to piloting skill, +1 on initiative, etc.; see the Cyber-Link description in the Cybernetics Section of Warlords of Russia™ for complete bonuses and details).

2. Gromeko Battlefield Computers: Takes care of communications,visual data and internal cybernetic systems (monitorspersonal damage). All communications are automatically encrypted/ decrypted by the sender/receiver units without their operators having to specify it. This can be turned off if desired, butrarely is (unless you want to "leak" some information).It also features "Enemy Profiling" for up to 600 different cyborg designs, styling, and armor, 1000 identifying insignias and marks, as well as 2000 monsters and demons — each rendered in full color with schematics of known weaknesses, armor,weapons, etc., capable of rotation and zoom to x25 magnification. The Gromeko functions as a kind of passive Friend or Foe Identification system, flashing words, or symbols for the majority who cannot read, on the monitor and HUD display. This vehiclemodel of the Gromeko is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 60000 feet 0Requirements: A video camera with telescopiccapabilities (otherwise reduce range to 20000 feet/

3. Enviro-Sensors: An external and internal sensor systemthat monitors the environment outside and inside the vehicle.This is done on a molecular level and used to detect and measureimpurities, chemical, germ/biological and other dangerousagents (toxic gases,smoke, pollution, spores, radiation, etc.) inthe immediate area surrounding the vehicle. It can identify 6000elements, gases and agents as well as measure temperaturewind speed, humidity, barometric pressure and similar air andenvironmental aspects.The same is true inside the vehicle, with links to the life supportsystem to monitor conditions and warn of breaches anddangers inside. When exposed to gases, oxygen masks dropfrom concealed compartments in the ceiling (similar to those in20th Century airplanes) to protect crew and passengers.

4. Cyber Harness: A metal harness normally kept tilted up over the pilot, co-pilot, sensor operators and gunners. These pulldown over the user, and have cyber-jacks that link into the cyborg,to pilot the vehicle. The computer controls the vehiclesfunctions, and is controlled cybernetically by the user. While inthis condition, a cyborg may not move or take any effective action.The most incredible thing about this setup is that the cyborgcan simultaneously fire a number of weapons systems equal tohis level of experience! Warlords sitting in their Warthrones canusually access almost all their weapons at once!

5. Cybernetic Locking Mechanisms: Hatches and doors to sensitive areas, like engines, may be fitted with a cyber lock, which means the individual must link with the lock for it to open. While linked, the lock accepts information to open based on the Warlords "Symbol," a recognition pattern built into every Warlords cyborgs. Other systems, like energy weapons, railguns, ignition switches and more, have this feature.


6. Cyborg Containment Slings (CCS's): Most larger Russian vehicles come standard with cyborg containment slings,which are connected to the ceiling of the main troop compartment near the sides. 'Borgs may rest in these harness slingswhile a vehicle is in motion, for Russian vehicles tend to be onthe rough and bouncy side. Without the slings, there is a 50% chance every few minutes the vehicle is in motion (I'm thinking battlefield conditions) that anyone standing in the main compartment ) area will be thrown around and/or lose their footing.The CCS's can be exited immediately through a buckle release.

7. Other Common Sensor Systems: Perfect, crisp, 20/20 digital vision optics relay, video camera, Infrared/Ultraviolet 10,000 feet Passive Nightvision 20,500 feet andDigital Recorder (16 hours maximum data).

8. Long-Range Radio Communication System: Approx. 500 mile (800 km) range in the steppes and tundra, 300 miles (482.7 km) in the forests and around cities (interference) and 100-200 (160 to 320 km) in the mountains (Note: The interferencefrom the latter two is common to all ground vehicles, notjust Russian designs).

9. Radar: Can identify and track up to 56 aerial targets simultaneously at a range of 30 miles (48 km).

10. Power Source: Most large vehicles are nuclear powered, but many smaller vehicles are available with a choice of liquid fuel engines or electrical/solar powered engines. The average life of a small nuclear powered vehicle is 10 years, while large vehicles typically have 20 years.

11. Computer controlled life support system. In Russian vehicles,this constantly monitors the status of the vehicles interior. It checks air quality, presence of harmful gases or radiation, excessiveheat and cold and so on. Any suspicious conditionswill be instantly red-lighted in the cockpit and all control stationsof the vehicle.
12. Air purification filters and circulation system, and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units inmost vehicles.
13. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear,plasma, and magic fires do full damage.
14. [/b][/u]Radiation shielded [/b][/u]to at least 1,000 rads (enough to make acharacter ill almost instantly).
15. Polarized and light sensitive/adjusting tinted observationwindows (when applicable).
16. Heads Up Display (HUD).
17. Anti-Missile Chaff/Flare Dispenser (2 ): Use the same effects as the TRIAX 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.) per location two per main wing total four , one at rear wings (2),rear main tail (2), under Cockpit compartment (1) ,main body (2)
Effect:
01-50 Enemy missile or missile volley detonates in chaff cloud - Missile 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, missile 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: 100 chaff, 100 flares. Each time the system is engaged, the system fires off one chaff and 1D4 flares PER Dispenser
18. The fighter has all the standard features of a standard fighter (same as standard robot minus loudspeaker and microphone) plus these special features listed below.
19. Stealth Feature: the stealth features are not as efficient as those on American/coalition aircraft and has a -20 % to be detected because of its stealth. The fighter does not have an ordnance back but has recessed hard points so missiles or other ordnance do not reduce stealth by as much as might be expected. Stealth is not reduced from the top and sides but each hard point with ordnance reduces stealth by 5% from the bottom for missiles and bombs. The fighter's stealth is reduced by 10% for mini-missile pods.
20. Phazontron ZPZ-12 Phased-Array Radar: Medium/Long Range Phased Array Radar capable of tracking both air targets and ground targets. The radar system also has terrain following capacity. The fighter can track up to 36 targets simultaneously and can target and fire on up to 12 targets simultaneously. Range: 250 miles (217.1 nm/ 402.2 km)
21. FLIR: Forward Looking Infrared. Allows pilot to get visuals on targets at night.
22. Laser Navigational System: Allow flight at low altitude without use of Radar. Gives a map of the Terrain.
23. Internal Active Jamming Gear: Causes -20% to detection but when it is active, other vehicles/ bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
24. E.S.M.: Radar Detector, Passively detects other radars being operated.

Crew: One
M.D.C. by Location: GotterDammerung
Forward Mounted Gun (1 or 2; Wing Base): 25 each
Missile Hard Points (8): 10 each
[1] Wings (2): 90 each
[2] Elevators (2): 50 each
[2] Rudders (2): 50 each
Cockpit: 80
[3] Engines (2): 100
Landing Gear (3): 5 each
[4] Main Body: 150
russian ,N.A.A.T & N.A.M.E.S ONLY!!! Heavy forces filed (1) 400
[u][b] Notes:

[1] Destroying a Wing 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 -10 to dodge, and a -30% 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 -2 penalty to dodge as well as giving a 10% 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. Damage to the main body will also reduce the aircraft's stealth, for every 10% of damage to the main body, reduce the aircraft's stealth by 10% of its total.

Speed:
Driving on Ground (Taxiing): Only possible for take offs and landings as well as for parking and storage. Speed is 40 mph (64 kph) when traveling and not on take off or landing. Because of the vectoring of the thrusters, the fighter can take off in a short distance,under 90 feet.
Flying: The fighter can go up to a maximum speed of Mach 3.4 . Its cruise speed is up to Mach 1.0 (741.5 mph/ 1,193.3 kph) and has a maximum altitude is about 75,000 feet.
Maximum Effective Range: Effectively Unlimited. Thrusters overheat after 8 hours of use from 200 mph (321.9 k ph) to 600 mph (965.6 kph), and 4 hours of use over 600 mph (965.6 kph).

Statistical Data:
Height: 18 feet
Wingspan: 55.1 feet
Length: 74.2 feet
Weight: 10 tons empty.
Power System: Nuclear Fusion, Should have an average lifespan of 8 years.
Cargo: 120 pounds does not include hard points
Black Market Cost: Not available. Other than any operated by the the N.A.A.T or N.A.M.E.S and Russian core units ,New Sovietskiy, The jet has never been know to have been recovered by enemies or mercenaries. Such an aircraft would sell for 40 to 90 million credits on the black market.


Combat Bonuses:
+1to strike
+2 to dodge
+7 to dodge over 400 MP{H
+20% to piloting



Weapon systems summary
1. 50 MM cannon Vulcan gun and beam ATL
2. 8 internal hard points 2 tons per hard point systems in main body
a. 18 SRM
b. one LRM
c. four MRM
d. 24 M&M



Weapons systems 50 mm CANNON
[/b] [/u] Type :
[u] [b] Damage :

2 generation auto-cannon standard rounds 50 mm -5d6 MD( max damage 30 ) blast radius

L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too

1D6X10 M.D Two round burst,2D4X120+10 M.D three round burst,2D6X10 M.D four round burst, 3D4X10+30 M.D five round burst, 3D6X10 MD six round burst, 4D6X10 M.D eight round burst,


H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius 50 mm -6d6 MD (max damage 36)



N/A M.D Two round burst, , 1D10X10 +8 M.D three round burst, N/A M.D four round burst, 3D6X10M.D five round burst, N/A M.D six round burst, N/A M.D eight round burst, N/A M.D nine round burst ,6D6X10 M.D ten round burst ,

A.P.F.S.D.S round NO blast radius50 mm -1d6x10 MD( max damage 60 )


1D6X10( max damage 60 ) blast radius
2D6X10 M.D Two round burst, 3D6X10 M.D three round burst,4D6X10 M.D four round burst, 5D6X10M.D five round burst, 6D6X10 MD six round burst,

The "cartridge" energy weapon system 50 MM 3D4X10 M.D OR 2D6X10 = 120 M.D single shot


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 -!!!
50MM 2D4X10 OR 1D8X10 ONLY



type Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 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 grater 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

Range : 5 Miles
Rate of fire: signle shot or brust varies by cannon
Payload: 200 rounds
note/bonus /penalties : look above

ATL-7 Anti-Tank Laser Rifle standard load out have one in left of main body
This was one-shot weapon that releases all the energies contained in a normal E-Clip in one single shot! The original shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it (cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-Clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. With new upgrades they are feed by it own nuclear power supply and main vehicle nuclear powred systems . this allow better ROF and payload.
Mega-Damage:
3D6x 10+20 M.D. per shot!
Rate of Fire: Single shot only. Each shotempties an entire E-Clip!
Range: 6,000 feet
Payload: 1 shot per robot vechiles or vechiles with nuclear powered hand to hand unlimited
A E-Clip. Cost: 100,000 credits

Weapons systems internal bay
[/b] [/u] Type : as internal bay pick two
[u] [b] Damage :
as hard point
Range : as hard point
Rate of fire: one or any or all
Payload:
18 SRM short range missiles
1 LRM long range missile
4 MRM medouim range misslies
24 M&M mini missiles

note/bonus /penalties : none


Weapons systems air to air point SRM in main wings
[/b] [/u] Type : air to air point SRM
[u] [b] Damage :
as SRM
Range : as SRM
Rate of fire: as SRM
Payload: 8 SRM Per wig
note/bonus /penalties : as SRM




O.C.C conventional fighter pilots class

This type of OCC fall under specialized class of fighter pilots that a niche in rifts earth and phase world for many merc outfits or Independent nations or Planet found as well. They started showing up right before the coalition war about 15 years. They are a sub culture with in many merc outfits and even other kingdoms, or small nation for North America to South America. What is scary this OCC is similar to North America Empire US military quick start during new cold war and many phase worlds are so similar that also scary as well. Well for phase world this could apply as a reserve forces or independent military class with so many world in CWW ,UWW and this applies to private defense companies ( oh NE fighter pilots ).
Rifts earth propeller pilot / Rifts earth attack gunship fighter pilot/ Rifts earth Transport gunship fighter pilot
These are WWII plane designs from the America Empire to German and Japanese type aircraft G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms
, are making different design and cost are low which helps easy choice a company size merc out fit to large merc army . They are used from escort, air support, air to air and there many merc companies large and small that can offered it.
Wellington industries, King dale are also give support as to weapons and adding extra feature since they are playing catch up. However Arzno is ahead making a killing since a few engineers decide to get G.A.W, Ishpeming (ISP), Manistique Impreium (M.I), Northern gun to help make manufacturing factory and are sending funds to Arzno and expand it base of operation and add a few techno wizards from Lazo, New lazo (N.L), Stromspire . Arzno has enough resources to give air support to The Great Trade Road better safety top travel which many bandits can’t beat them in the air or in resources.
Free Quebec has a small merc outfit as spies and acting as independent merc outfit. While Coalition states see as a waste of time and money, however has suffered several bad engagements. It is cheaper than a military hover cycle and are been many by the hundreds .North America Black market
Larsen brigade, Air Superiority Inc (which is base in Merc town), Tennessee Headhunters, Iron Heart Avenger, Tundra ranger are having an expansion to air support as well mostly small squad of merc outfit that need to stay in work.
Also G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms are manufacturing factory AC 130 for major mercenary outfits like Larsen brigade ,Air Superiority ,Inc .Tennessee Headhunters and secretly Iron Heart Avenger has gotten of hold of a few AC130 . but it doesn’t stop there as mention above the need foe cheap and improved military hardware has allowed to have gunship pilots or better known as’ attack choppers , helicopter gunships” , or as “attack heli “ which they don’t mind at all . They are in high demand in north America, Japan, south America as well.
update
in Europe there is an explosion for the need of plots from hover cycle to transport pilots for N.G.R to private sector in security or commercial use at increase of (x 1.5 ) commercial , (x1.75 ) to 2 times pay ,security or mercenary 2.5 to 4 for combat operations ,N.G.R are allow quietly as consults .
NOTE: these MOS are found thru out most of the world, but only in north America is where they specialist

Hover cycle specialist
• For Rifts earth General skills
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts
• M.O.S Hover cycle specialist (Rifts earth)
• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
• M.O.S Rifts Earth space fighter
• M.O.S Rifts Earth Transporter ship fighter :
• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth
• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth



Hover cycle specialist
Hover cycle specialist are the most common from gangs , mercenary company ,military forces they are found in north America , Germany, Japan , as well in phase world . They are know to be specialist in several Hover cycle but it varies due experience. Able to make death defining stunts at a certain level, however there are few who are high level characters and are consider like gods among hover cyclists.
Rifts earth Jet fighter pilot /Trans-atmospheric fighter pilot


General skills

For Rifts earth General skills
• Language Native 88%+1 per level
• Literacy Native 40+5% per Level
• Math basic 45%+5% per level
• If trained by merc outfit add 3d6% or nation add 20 %MOS
• Hand to Hand: Basic only

oll for the following 5d6% for all or each skill set GM choice or player choice
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts Earth M.O. S

Radio: Basic
Airplane (single engine to four engines)
Specific Airplane picks two add +10 plus any other like MOS bonus
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol

M.O.S Hover cycle specialist (Rifts earth)
Hovercycle
Hover Craft (Ground)
Specific picks Hovercycle or Hover Craft (Ground) two add +10 plus any other like MOS bonus
Weapon Systems
Read (& Operate) Sensory Equipment
Navigation
Radio: Basic
W.P. Automatic and Semiautomatic Rifles
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Energy Weapons

• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
Jet Aircraft
Jet Fighters
Specific Jet Fighters picks two add +10 plus any other like MOS bonus
Radio: Basic
Read (& Operate) Sensory Equipment
Weapon Systems
Navigation
Jet Packs
W.P. Energy Pistol

• M.O.S Rifts Earth space fighter ( Russian space station )
(Mutant in orbit / colonies)
*Spacecraft, Small - 60%+3%
Spacecraft advance pick two types
Specific Spacecraft Small picks two add +10 plus any other like MOS bonus
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Read (& Operate) Sensory Equipment
Radio: Basic
Ship to ship combat
Space Fighter
Weapon Systems
Navigation: Space
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation

• M.O.S Rifts Earth Transporter ship fighter :
(Rifts Mutant orbits Transport ships)
Pilots type of engine: pick two Transport ships
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Radio: Basic
Read (& Operate) Sensory Equipment
Spacecraft, General
Spacecraft Advanced medium size to large
Ship to ship combat medium size to large
Specific picks combat medium size to large two add +10 plus any other like MOS bonus
Orbital navigation
Navigation: Space
Navigation: Interplanetary
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation
Weapon Systems
W.P. Energy Pistol

• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth
Specific Helicopter picks two add +10 plus any other like MOS bonus
Read (& Operate) Sensory Equipment
Optic Systems
Radio: Basic
Weapon Systems
Navigation
Pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival

• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth
Airplane (single engine four engines) pick AC 130 or AC 129 air castle
Radio: Basic
Radio: Scramblers
Weapon Systems
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P. Revolver ,W.P. Automatic Pistol, W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival


O.C.C Related skills 6 for rifts earth / add 1 at level 3,7,9,11,15
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: any
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: any
Physical skills:
Pilot skills: any
Pilot related: any
Rogue: any rifts earth only
Science: Technical:
WP: any
Wilderness: any rifts earth only

O.C.C secondary skills 5
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: none
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: none
Physical skills: as per rules
Pilot skills: as per rules
Pilot related: any
Rogue: all
Science: Technical:
WP: any
Wilderness: none

Re: N.A.AT

Posted: Sat Oct 27, 2012 5:22 pm
by ZINO
http://fc09.deviantart.net/fs70/i/2010/ ... 300epf.jpg

http://thexhs.deviantart.com/gallery/37648786#/d300epf

thank you TheXHS
http://thexhs.deviantart.com/
Description
artist comment Heavy cargo flarecraft (ekranoplan, ground effect vehicle).
Concept


vehicle
1. Nuclear Powered: Which means they have an effectively unlimited
fuel capacity and power source. Average life: 15 to 20 years.
2. Radar: Can identify and track up to 150 targets simultaneously at
a range of 200 miles (16 km).
3. Combat Computer: Calculates, stores, and transmits data onto the heads-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. 100 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 system with an effective range of about 900 miles, as well as a directional, short-range radio. Range is 50 miles . Plus a built-in loudspeaker; 80 decibels.
7. Complete Environmental : Suitable for use in all hostile environments, including under water (1500 foot/46 m max. depth) and space. The following features are included.
[ b] • 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.
Eight hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 400 degrees
centigrade. Normal fires do no damage. Nuclear, plasma, and magic
fires do full damage.
• Radiation shielding. [/b]

In addition
1. Cyber-Link: The Warlords' pervasive use of cybernetics and cyborg warriors means most small vehicles, particularly combat and wilderness types, have jacks and hook-ups to link the cyborg pilot directly to the vehicle. This means a direct and instant feed of information to and from on-board computers, sensors, communication systems and weapons, making the vehicle a fast-responding extension of his own body (+5% to piloting skill, +1 on initiative, etc.; see the Cyber-Link description in the Cybernetics Section of Warlords of Russia™ for complete bonuses and details).

2. Gromeko Battlefield Computers: Takes care of communications,visual data and internal cybernetic systems (monitorspersonal damage). All communications are automatically encrypted/ decrypted by the sender/receiver units without their operators having to specify it. This can be turned off if desired, butrarely is (unless you want to "leak" some information).It also features "Enemy Profiling" for up to 600 different cyborg designs, styling, and armor, 1000 identifying insignias and marks, as well as 2000 monsters and demons — each rendered in full color with schematics of known weaknesses, armor,weapons, etc., capable of rotation and zoom to x25 magnification. The Gromeko functions as a kind of passive Friend or Foe Identification system, flashing words, or symbols for the majority who cannot read, on the monitor and HUD display. This vehiclemodel of the Gromeko is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 60000 feet 0 Requirements: A video camera with telescopiccapabilities (otherwise reduce range to 20000 feet/

3. Enviro-Sensors: An external and internal sensor systemthat monitors the environment outside and inside the vehicle.This is done on a molecular level and used to detect and measureimpurities, chemical, germ/biological and other dangerousagents (toxic gases,smoke, pollution, spores, radiation, etc.) inthe immediate area surrounding the vehicle. It can identify 6000elements, gases and agents as well as measure temperaturewind speed, humidity, barometric pressure and similar air andenvironmental aspects.The same is true inside the vehicle, with links to the life supportsystem to monitor conditions and warn of breaches anddangers inside. When exposed to gases, oxygen masks dropfrom concealed compartments in the ceiling (similar to those in20th Century airplanes) to protect crew and passengers.

4. Cyber Harness: A metal harness normally kept tilted up over the pilot, co-pilot, sensor operators and gunners. These pulldown over the user, and have cyber-jacks that link into the cyborg,to pilot the vehicle. The computer controls the vehiclesfunctions, and is controlled cybernetically by the user. While inthis condition, a cyborg may not move or take any effective action.The most incredible thing about this setup is that the cyborgcan simultaneously fire a number of weapons systems equal tohis level of experience! Warlords sitting in their Warthrones canusually access almost all their weapons at once!

5. Cybernetic Locking Mechanisms: Hatches and doors to sensitive areas, like engines, may be fitted with a cyber lock, which means the individual must link with the lock for it to open. While linked, the lock accepts information to open based on the Warlords "Symbol," a recognition pattern built into every Warlords cyborgs. Other systems, like energy weapons, railguns, ignition switches and more, have this feature.


6. Cyborg Containment Slings (CCS's): Most larger Russian vehicles come standard with cyborg containment slings,which are connected to the ceiling of the main troop compartment near the sides. 'Borgs may rest in these harness slingswhile a vehicle is in motion, for Russian vehicles tend to be onthe rough and bouncy side. Without the slings, there is a 50% chance every few minutes the vehicle is in motion (I'm thinking battlefield conditions) that anyone standing in the main compartment ) area will be thrown around and/or lose their footing.The CCS's can be exited immediately through a buckle release.

7. Other Common Sensor Systems: Perfect, crisp, 20/20 digital vision optics relay, video camera, Infrared/Ultraviolet 10,000 feet Passive Nightvision 20,500 feet andDigital Recorder (16 hours maximum data).

8. Long-Range Radio Communication System: Approx. 500 mile (800 km) range in the steppes and tundra, 300 miles (482.7 km) in the forests and around cities (interference) and 100-200 (160 to 320 km) in the mountains (Note: The interferencefrom the latter two is common to all ground vehicles, notjust Russian designs).

9. Radar: Can identify and track up to 56 aerial targets simultaneously at a range of 30 miles (48 km).

10. Power Source: Most large vehicles are nuclear powered, but many smaller vehicles are available with a choice of liquid fuel engines or electrical/solar powered engines. The average life of a small nuclear powered vehicle is 10 years, while large vehicles typically have 20 years.

11. Computer controlled life support system. In Russian vehicles,this constantly monitors the status of the vehicles interior. It checks air quality, presence of harmful gases or radiation, excessiveheat and cold and so on. Any suspicious conditionswill be instantly red-lighted in the cockpit and all control stationsof the vehicle.
12. Air purification filters and circulation system, and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units inmost vehicles.
13. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear,plasma, and magic fires do full damage.
14. [/b][/u]Radiation shielded [/b][/u]to at least 1,000 rads (enough to make acharacter ill almost instantly).
15. Polarized and light sensitive/adjusting tinted observationwindows (when applicable).
16. Heads Up Display (HUD).
17. Anti-Missile Chaff/Flare Dispenser (22): Use the same effects as the TRIAX 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.) per location two per main wing total four , one at rear wings (2),rear main tail (2), under Cockpit compartment (1) ,main body (2)
Effect:
01-50 Enemy missile or missile volley detonates in chaff cloud - Missile 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, missile 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: 100 chaff, 100 flares. Each time the system is engaged, the system fires off one chaff and 1D4 flares PER Dispenser
later energy base Flare ROF 24 For each (total 22)
18. Towed Decoys (5): mounts two dispensers for towed decoys with one near the tip of each wing but merged as part of the wing itself and are not obvious. Each dispenser has two towed decoys. The decoys are not as advanced as those carried on American fighters built at the same time. These drones are dragged about 500 feet behind the aircraft on a thin cable. Each is a specially designed radar lure that creates a radar image to mimic the aircraft. If decoys are not destroyed, they can be recovered and repaired. Rifts Earth decoy systems are assumed to not operate against Phase World weapons due to technological difference.
M.D.C.: 5
Effects: The decoy has an 85% chance of fooling ordinary(like those of the Coalition) non military radars and non smart guided missiles, the decoy has a 35% chance of fooling TRIAX military level radars , and the decoy has a 10% chance of fooling advanced military radars (Like those of the New Navy/phase world ) and smart missiles.
Maximum Effective Range: Not Applicable although decoy is deployed 500 feet from the aircraft
Rate of Fire: One can be deployed at a time and requires 1D4 ATTACKS to deploy (Reel Out) another decoy
Payload: tpoatl 20 Decoys 5 each)
19. The fighter has all the standard features of a standard fighter (same as standard robot minus loudspeaker and microphone) plus these special features listed below.
20. Phased-Array Radar: Medium/Long Range Phased Array Radar capable of tracking both air targets and ground targets. The radar system also has terrain following capacity. The fighter can track up to 360 targets simultaneously and can target and fire on up to 120 targets simultaneously. Range:starting at 40 miles away 1050 miles
21. FLIR: Forward Looking Infrared. Allows pilot to get visuals on targets at night.
22. Laser Navigational System: Allow flight at low altitude without use of Radar. Gives a map of the Terrain.
23. Internal Active Jamming Gear: Causes -15% to detection but when it is active, other vehicles/ bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
Combat Bonuses:
+3 to strike and missiles any
+2 to dodge
+1 roll
+2to dodge while traveling over 300 mph
+35% to piloting, S.T.O.L+20%
M.D.C
[2] Elevators (3):35
[2] Rudders (3):25
[1] Cockpit(3):250
[3] Engines (2): 300
Landing Gear (3):50
[4] Main Body:1000
Maing wing [2] 450 each
Tail wing [2] 250 each
Ramp (3) 300 each
Heavy forces filed [2] 350
Notes:

[1] Destroying a Wing will cause the plane to crash Destroying Cockpit will cause the plane to crash Destroying
[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 -10 to dodge, and a -30% 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 -2 penalty to dodge as well as giving a 10% 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. Damage to the main body will also reduce the aircraft's basic stealth, for every 10% of damage to the main body, reduce the aircraft's stealth by 10% of its total.

Speed:
Driving on Ground (Taxiing):10 MPH on runway
Flying: 400 MPH
Maximum Effective Range: 96 hours of flight

Statistical Data:
Height : 100 feet
Wingspan299 feet
Length 190 feet
Weight empty 45 tons
Power System: Nuclear Fusion, look above flight time 560 hours at any speed
Cargo 2000 tons toal or 500 tons
Black Market Cost: Not available. Only N.A.A.T or N.A.M.E.S & Russian Core unts

Weapon systems summary

Weapons systems MRM ,SRM ,M.D.C Rocket
Type : the only thing it has are missiles systems which will surprise may pilots it 360 degree targeting systems three of each and x5 payload
Damage :
Varies by type
SRM short range missiles 24
MRM medium range missiles 12
LRM long range missiles 6
Range : Varies by type
Rate of fire: one or ant or all !!!
Payload:
Per launcher
SRM short range missiles 24
MRM medium range missiles 12
LRM long range missiles 6
Total
Varies by type
SRM short range missiles 432
MRM medium range missiles 72
LRM long range missiles 36
note/bonus /penalties : that six all are hidden in main centre of the hull


RIFTS Elite Combat Fighter Pilots
RIFTS Elite Combat Fighter Pilots started appear when military jet / choppers were introduce to many mercenary company that were ready buy from Iron heart, golden age weapons and many others company . Many mercenary companies don’t have dedicated fighter pilots like the coalition’s states or N.G.R forces .That why they became to be seen in more and more 10 or less years before the coalition wars started in North America and are been seem in Europe as well looking for work . There two fields that came out of this one a very common OCC Combat Jet Fighter Pilots or better known as fix wing pilots and the second is rotary wing pilots which is look at down by power amour Pilots .But when there is a down pilots that when they are seen as angles with open wings to pick them up in the middle of combat zone or injured personals. However rotary wing pilots still are needed in the filed not just for combat but for rescue .Where other mission a jet fighter can not do. Many robot pilots see rotary wing pilots as second class old tech. But why does the coalition army have military coppers and so does NGR? They are well train and go well with rifts co pilots OCC. Many have been welcome to join many mercenary companies for control of the sky and close air support teams or C.A.S.T missions or High Altitude Support Teams (H.A.S.T) for fix wing pilots or Combat Jet Fighter Pilots. The coalition does not see this OCC as true military pilots but in reality they are military Pilots with what they can get there hands on. In Europe /NGR are the most demanding OCC needed but limited , and the most respected as well. What few people know is that this OCC if from the USA Air Force and later adopted by the US Navy/ Marine forces . But something different from other man at arm they dress very well and have been identify for there well matter and dress very well which has help their appearance and other situation.

RIFTS Elite Fighter Pilots Pick one M.O.S
M.O.S Air Fighter Pilots (common known as fix wings pilots) all get ADD 5d6% +10% one time
Literacy Native 40%+5 % per level
Language Native 88%+1% per level
Mathematics: Basic & Advanced 45%+5% per level
Radio: Basic45%+5% per level
Sensory equipment 30%+5% per level
Sign language 30%+5% per level
Parachuting 40%+5% per level
First Aid 45%+5% per level
Wilderness Survival 30%+5% per level
Computer Operations 40%+5% per level
Parachuting 40%+5% per level
Pilots Airplane 50%+5% per level
Pilots jet Aircrafts 40%+5% per level
*Pilots Military Jet Fighters (pick 1d4+1 models add+10%, +1 to all) 40%+5% per level
Navigation 40%+5% per level
Weapon systems 40%+5% per level
W.P Heavy M.D.C weapons
W.P. Automatic Pistol
W.P. Energy Pistol

M.O.S GUNSHIP PILOTS (known as common rotary wing pilots) ADD 1D4X10+10 % one time
Literacy Native 40%+5 % per level
Language Native 88%+1% per level
Mathematics: Basic & Advanced 45%+5% per level
Radio: Basic45%+5% per level
Sensory equipment 30%+5% per level
Sign language 30%+5% per level
First Aid45%+5% per level
Wilderness Survival30%+5% per level
Computer Operations 40%+5% per level
Navigation40%+5% per level
Weapon systems 40%+5% per level
Pilot hovercrafts or hover cycles, skycycles, and rockets 70%+5% per level
# Pilot military combat helicopters /combat hovercrafts (pick 1d4+1 models Add +10% and +1 to all) 52%+3% per level
W.P Heavy M.D.C weapons
W.P. Energy Pistol

W.P Heavy military weapons
W.P. Automatic Pistol







*Fix wings pilots get pick one abilities
(JETFIGHTER )

1) Super sonic military plane get the following add +2 attacks; add +2 to any range weapons add 15% +1d4+1, initiative, dodge, roll note this is for general military planes
2)Elite military combat jets only add +2attacks, add +2 to any range weapons +3 roll, +25 % piloting skill, 1d4+1 initiative , these skill work only in military Vehicles Detect concealment /ambush, detect traps only, prowl 30%+5 add 1d4x10 % added this is considered a natural abilities . Note this applies to a specific type of military jets only.

3)V.T.O.L/ or S.T.O.L either sub sonic or super sonic aircraft add +2 attacks, add +2 to any range weapons +1 to dodge ,roll, initiative, +20% piloting ,only V.T.O.L these skill work only in military V.T.O.L Vehicles Detect concealment /ambush, detect traps only, prowl 30%+5 add 1d4x10 % added this is considered a natural abilities
4) Engage multiple targets when attacking / strike with any weapons divvied strike roll by even numbers if attacking two target in one attack melee divvied by 2, or attacking four targets in one attack melee divvied by 4 and so on (can go into negative if the pilot wish and add any other penalty as well) .But must be facing both target at the same time when attacking and have initiative only. Add 1 attack, add +1 to any range weapons, and add +1d 4+1 to M.E, P.P, P.E, P.S and 1d 10 years to the pilot


#Rotary wing pilots pick one abilities (GUNSHIP OR TRANSPORT)
1)Any helicopters add +2 attacks, add +2 to any range weapons +3 roll, +25 % piloting skill, +1 initiative , these skill work only in military Vehicles Detect concealment /ambush, detect traps only, prowl 25%+5 add 1d4x10 % added this is considered a natural abilities
2) Elite military. (Note this applies to a specific type of military gunships only.)
note this is for specific military combat helicopters only add +2attacks, add +2 to any range weapons +3 roll, +25 % piloting skill, 1d4+1 initiative, Dodge ,Roll , these skill work only in military Vehicles Detect concealment /ambush, detect traps only, prowl 30%+5 add 1d4x10 % added this is considered a natural abilities
Engage multiple targets when attacking / strike with any weapons divvied strike roll by even numbers if attacking two target in one attack melee divvied by 2, or attacking four targets in one attack melee divvied by 4 and so on (can go into negative if the pilot wish and add any other penalty as well) .But must be facing both target at the same time when attacking and have initiative only. Add 1 attack, add +1 to any range weapons, and add +1d 4+1 to M.E, P.P, P.E, P.S and 1d 10 years to the pilot
OCC related skills 1d4+1 other skills ADD 5d4% +10% (I.Q IF any).one (1) skill at level 3, 6,8,10
communications: Any (+5%)
Domestic: Any
Electrical :O.C.C related Espionage: only wilderness survival, Camouflage, Counter Tracking, Detect Ambush, Detect Conceal, Land Navigation, NBC/WMD, Tracking, Wilderness Survival, Field Armored, Traps Trap/Mine Detection,(+10%)
Mechanical: none
Medical: First aid only
Military: Any (+15)
Physical: limited to Hand to Hand: Basic, the rest allowed any
Pilot: limited any Ground Vehicles and Hover Vehicles +20 %only
Pilot Related: any (+10%)
Rogue: any
Science: Any except math and Chemistry Technical: only Computer Operations, Computer Programming, Cyber jacking, Computer Hacking Demolitions, Demolitions Disposal, Weapons Training, Salvage, Literacy, Language (+10%)
WP: any
Wilderness: hunting and navigation only
Secondary Skills 4 skills more secondary skills from "other" without bonuses (only I.Q IF any).


O.C.C conventional fighter pilots class

This type of OCC fall under specialized class of fighter pilots that a niche in rifts earth and phase world for many merc outfits or Independent nations or Planet found as well. They started showing up right before the coalition war about 15 years. They are a sub culture with in many merc outfits and even other kingdoms, or small nation for North America to South America. What is scary this OCC is similar to North America Empire US military quick start during new cold war and many phase worlds are so similar that also scary as well. Well for phase world this could apply as a reserve forces or independent military class with so many world in CWW ,UWW and this applies to private defense companies ( oh NE fighter pilots ).
Rifts earth propeller pilot / Rifts earth attack gunship fighter pilot/ Rifts earth Transport gunship fighter pilot
These are WWII plane designs from the America Empire to German and Japanese type aircraft G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms
, are making different design and cost are low which helps easy choice a company size merc out fit to large merc army . They are used from escort, air support, air to air and there many merc companies large and small that can offered it.
Wellington industries, King dale are also give support as to weapons and adding extra feature since they are playing catch up. However Arzno is ahead making a killing since a few engineers decide to get G.A.W, Ishpeming (ISP), Manistique Impreium (M.I), Northern gun to help make manufacturing factory and are sending funds to Arzno and expand it base of operation and add a few techno wizards from Lazo, New lazo (N.L), Stromspire . Arzno has enough resources to give air support to The Great Trade Road better safety top travel which many bandits can’t beat them in the air or in resources.
Free Quebec has a small merc outfit as spies and acting as independent merc outfit. While Coalition states see as a waste of time and money, however has suffered several bad engagements. It is cheaper than a military hover cycle and are been many by the hundreds .North America Black market
Larsen brigade, Air Superiority Inc (which is base in Merc town), Tennessee Headhunters, Iron Heart Avenger, Tundra ranger are having an expansion to air support as well mostly small squad of merc outfit that need to stay in work.
Also G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms are manufacturing factory AC 130 for major mercenary outfits like Larsen brigade ,Air Superiority ,Inc .Tennessee Headhunters and secretly Iron Heart Avenger has gotten of hold of a few AC130 . but it doesn’t stop there as mention above the need foe cheap and improved military hardware has allowed to have gunship pilots or better known as’ attack choppers , helicopter gunships” , or as “attack heli “ which they don’t mind at all . They are in high demand in north America, Japan, south America as well.
update
in Europe there is an explosion for the need of plots from hover cycle to transport pilots for N.G.R to private sector in security or commercial use at increase of (x 1.5 ) commercial , (x1.75 ) to 2 times pay ,security or mercenary 2.5 to 4 for combat operations ,N.G.R are allow quietly as consults .
NOTE: these MOS are found thru out most of the world, but only in north America is where they specialist

Hover cycle specialist
• For Rifts earth General skills
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts
• M.O.S Hover cycle specialist (Rifts earth)
• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
• M.O.S Rifts Earth space fighter
• M.O.S Rifts Earth Transporter ship fighter :
• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth
• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth



Hover cycle specialist
Hover cycle specialist are the most common from gangs , mercenary company ,military forces they are found in north America , Germany, Japan , as well in phase world . They are know to be specialist in several Hover cycle but it varies due experience. Able to make death defining stunts at a certain level, however there are few who are high level characters and are consider like gods among hover cyclists.
Rifts earth Jet fighter pilot /Trans-atmospheric fighter pilot


General skills

For Rifts earth General skills
• Language Native 88%+1 per level
• Literacy Native 40+5% per Level
• Math basic 45%+5% per level
• If trained by merc outfit add 3d6% or nation add 20 %MOS
• Hand to Hand: Basic only

roll for the following 5d6% for all or each skill set GM choice or player choice
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts Earth M.O. S

Radio: Basic
Airplane (single engine to four engines)
Specific Airplane picks two add +10 plus any other like MOS bonus
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol

M.O.S Hover cycle specialist (Rifts earth)
Hovercycle
Hover Craft (Ground)
Specific picks Hovercycle or Hover Craft (Ground) two add +10 plus any other like MOS bonus
Weapon Systems
Read (& Operate) Sensory Equipment
Navigation
Radio: Basic
W.P. Automatic and Semiautomatic Rifles
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Energy Weapons

• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
Jet Aircraft
Jet Fighters
Specific Jet Fighters picks two add +10 plus any other like MOS bonus
Radio: Basic
Read (& Operate) Sensory Equipment
Weapon Systems
Navigation
Jet Packs
W.P. Energy Pistol

• M.O.S Rifts Earth space fighter ( Russian space station )
(Mutant in orbit / colonies)
*Spacecraft, Small - 60%+3%
Spacecraft advance pick two types
Specific Spacecraft Small picks two add +10 plus any other like MOS bonus
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Read (& Operate) Sensory Equipment
Radio: Basic
Ship to ship combat
Space Fighter
Weapon Systems
Navigation: Space
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation

• M.O.S Rifts Earth Transporter ship fighter :
(Rifts Mutant orbits Transport ships)
Pilots type of engine: pick two Transport ships
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Radio: Basic
Read (& Operate) Sensory Equipment
Spacecraft, General
Spacecraft Advanced medium size to large
Ship to ship combat medium size to large
Specific picks combat medium size to large two add +10 plus any other like MOS bonus
Orbital navigation
Navigation: Space
Navigation: Interplanetary
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation
Weapon Systems
W.P. Energy Pistol

• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth
Specific Helicopter picks two add +10 plus any other like MOS bonus
Read (& Operate) Sensory Equipment
Optic Systems
Radio: Basic
Weapon Systems
Navigation
Pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival

• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth
Airplane (single engine four engines) pick AC 130 or AC 129 air castle
Radio: Basic
Radio: Scramblers
Weapon Systems
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P. Revolver ,W.P. Automatic Pistol, W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival


O.C.C Related skills 6 for rifts earth / add 1 at level 3,7,9,11,15
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: any
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: any
Physical skills:
Pilot skills: any
Pilot related: any
Rogue: any rifts earth only
Science: Technical:
WP: any
Wilderness: any rifts earth only

O.C.C secondary skills 5
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: none
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: none
Physical skills: as per rules
Pilot skills: as per rules
Pilot related: any
Rogue: all
Science: Technical:
WP: any
Wilderness: none

Rifts co-pilots OCC They are the unsung heroes for the last 10 to 90 years .they are specialist as back –up pilots or sensory pilots. Rifts co pilot’s are not all equals but are good in what they do. No one knows where they came from but they have been useful since any can remember and they the unseen for a long time in North America, but that change recently with the coalition wars. It was a dark moment where Pilots were need badly in both fronts, for Rifts co pilots OCC it a time to rejoice in combat to help in an area that many were unseen. They became useful in both sides of the war. The need for a Rifts co pilots OCC to help pilot land, air, sea (well in river really) they are happy to for a good pay of course. On the coalition front they help pilots and support crews for payment and to get a job or various reasons and on the Tolkien for the money or gloried or were anti-coalition reasons they came to help even if they were familiar with magic (still they did pretty well which impress many on both sides during the war).Like rift tank operators they were good in what they did and stuck with it till the very end. In Europe /NGR are the most demanding OCC needed, and the most respected in Europe. During the war they have fallen in three areas of expertise communication Specialist, or pilot’s specialist or General Copilot class. In the North America they became well known in the coalition wars in both sides of the war and this has sharpened their skills (those that survive the war). They specialize in what they do. They were unknown until the coalition wars broke out in North America. Some say that they belong to the U.S.A Empire Military, co-pilots of the old and have survived somehow, but no one really knows. However they are known to watch the pilots back when they go to combat or type of missions. Because Rifts co-pilots varies greatly in what do. Rifts co pilots have become a specialist in that area; still not all Rifts co-pilots are the same which is why they stick to what they know best. In reality this OCC came directly from the old USA empire military forces of the air force support personal and /or assist pilots in military jet fighters, hovercrafts, and gunship support. The coalition is very worry with all these pilots that are coming out from all major cities / Mercenary Company which are better than the coalition pilots with the right hardware.

Rifts Copilot class O.C.C Related all get the following
Attribute Requirements: 10 Higher in P.S, P.E, and M.E add 1d4x10% +10
Wardrobe and grooming 50%+4% per
Body Building & Weight Lifting
Physical labor
W.P Heavy military weapons
W.P Heavy M.C weapons
W.P Energy pistol
W.P pistol
Imitate Voice/sound 42%+2/36%+4 per level
Literacy Native 40+5% per Level
Language Native 88%+1 per level
Mathematics: Basic & Advanced 45%+5% per level
Hand to Hand: Basic only no upgrade

Pick one M.O.S
M.O.S #1 COPILOT COMMUNICATIONS SPECIALIST Note: add 1d4x10% +10 to skill, pick one
PICK 1D4+3 SKILL FROM COMMUNICATIONS
PLIOT 1D4 (no robot or power amour type or Mecha)
PILOT RELATED ALL
M.O.S #2 COPILOT SPECIALISTS Note: add 1d4x10% +10 to skill pick
PICK 1D4+3 IN PILOT (giant size or two to pilot Mecha)
PICK 1D4 COMMUNICATIONS
PILOT RELATED ALL
Pick one M.O.S
M.O.S#3 GENERAL Copilot class Note: add 1d4x10% +10
Radio: Basic 45 %+5 per level
Navigation: Air, Land, Water 40% +5 % per level
Electronic Countermeasures30%+5% per level
Cryptography25% +5% per level
Laser communications 30 %+5% per level
Sensory equipment 30 %+5% per level
TV/Video 25%+5% per level
Surveillance 30%+5 % per level
Imitate Voice/sound 42%+2/36%+4 per level



Note pick one from numbers 1 to 5





1. Any flying Vehicles, pick only 1D4+3 Military add skills Parachuting for Military air Vehicles only
2. Ground Vehicles, pick only 1D4 Military add skills trap/mine detection add1d4x10+5% IN THIS CASE GUNNER
3. Sea Vehicles only pick only 1D4 Military add swimming add SCUBA skills
4. Robot & power armor pick only 1D4 Military 1D4 Giant size Elites
5. all hovercrafts pick either skill from #2 or #3



OCC related skills 4 other skills and one(1) 3,6,9,11 and ADD 5d4%+10%
Communications: Any (+5)
Domestic: Any
Electrical: O.C.C related Espionage: only wilderness survival , Detect Ambush, Detect Conceal, Land Navigation, NBC Warfare , Tracking, Wilderness Survival, Traps Trap/Mine Detection,
Mechanical: O.C.C related
Medical :First aid only
Military :Any(+15)
Physical : limited to Hand to Hand: Basic the rest are allowed any
Pilot any
Pilot Related: look O.C.C Rogue: none
Science: math and Chemistry only Technical: only Computer Operations only W.P: any Wilderness: hunting and navigation only
Secondary Skills 4 more secondary skills from "other" without bonuses (only I.Q IF any)


Bonus add+2 to any range weapon ,+1 attacks for pilot +3 initiative +1d4+1 to dodge/roll and this are natural skill (,these skill work only in military Vehicles ) The Pilot get the following +1to all, +1D10+10% piloting and add +2 attacks to the pilot( do not apply this to any military jets with no V.T.O.L abilities ).

For the Co pilots #2 to 5 only Detect ambush, prowl 30%+5 add 1d4x10+5 % added this is considered a natural abilities under 120 MPH

Re: N.A.AT

Posted: Sun Oct 28, 2012 10:29 pm
by ZINO
sorry will be out for a few day locking things down live in the NYC train and bus have shut down here

Re: N.A.AT

Posted: Wed Oct 31, 2012 5:44 pm
by ZINO
http://th06.deviantart.net/fs42/PRE/i/2 ... DoomER.jpg

http://tugodoomer.deviantart.com/art/he ... 897&qo=261

http://tugodoomer.deviantart.com/

Thank you tugodoomer!!!

artist comment pencil speed art sketch

In order to make as many robot vehicle N.A.A.T have used the old work horse called hard suits. At the beginning of the golden age of man they became the staple of what was coming down the road .when it came down the , this new arena open volume and many ARM Tech rick. And was the foundation of all robot vehicles to come in rifts earth which was lost in the second Dark Age. However they severed a critical role to save humanity.


The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mecha, but it offers major advantages to war fighters in confined urban areas.

Chaos Earth note ARM TECH (Advanced Research Military Technology) is the leading the amour tech in leaving infantry units in the new M.D.C age.
The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mechas, but it offers major advantages to war fighters in confined urban areas. Add prowl +25 if they have this skills

Rifts note
This has been sold as defend base robot vehicle unit cheap easy to make and repaired , able to stand up against any robot vehicle unit in north America . light weight and able to stand up to even a glitter boy robot vehicles, many hate been hit by a 20 MM rail gun with active impact rounds which has a massive choice of fire power . still light in MDC but force filed help counter this .
Features
1. Radar: 5 miles or 45 miles Weight add: 1 to 2 tons

2. Combat computer: add +2 strikes rail gun, +3 auto cannon ,+4 dodge when in flight at max, also add +3 attacks, weight 1ton

3. Laser targeting add +1 to all weapons systems

4. Radio standard 5 miles, or N.A.A.T uses 30 miles Weight add: 1 to 2 tons

5. External audio pick up: same as robots

6. Ejection systems: 1 ton add giant size robot . man size 200 pounds

7. N.A.A.T ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 1 tons

8. Voice actuated locking systems

9. Complete environmental pilot and crew compartment Weight add: 2 tons giant size robot . man size 200 pounds

10. 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 Weight add: 1 tons giant size robot . man size 100 pounds

11. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 3 tons giant size robot . man size 200 pounds

12. 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 Weight add: 1 tons giant size robot . man size 100 pounds

13. N.A.A.T ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 250 M.D.C or less to any location this applies to Force field as well. On the second hit is 250 M.D.C and third hit 245 M.D.C and the firth hit 240 or after been hit 50 times then take full damage!!!1

14. 15. Any female pilot or partial Borg get a plus 1d4 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

15. U.S Military 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!!!!

1. Flare/Chaff Launchers (2) -A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters that fly into it. Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
2. 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

3. U.S Military Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!

4. Basic EVA systems (back up)


5. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting

6. Special coms suite for 7 heavy basic exo-suit must be at least 1000 feet and has link the following 1. , 2. , 3. , 4. , 11., 13., 14. note damage is 80 M.D.C THEN 75 AS SO ON , 15., 16., 19., 21., 22.note all same but skill 10%

M.D.C Stats
Head / helmet / top hatchet 120
Gun Left and right gun 100 each
Legs : 200
Feet 75
*Main body 250
Force field 240 (1)
*Depleting the M.D.C. of the main body will shut the robot down completely, rendering it useless. Going into the negative -1d4x10 M.D.C., then blow up if the robot or powered armored/suit giant size 2d6x10 man size 2d4x10.

Stats
Height 11 feet
Length 9 feet
Width 5 feet
Weight 1 ton empty
Cost 900,000 starting!!!
Black market 1.5 million

Speed
Running 250 MPH
Jump jets from 1 feet to 500 feet in any direction ,can hover at a maximum height 500 Feet
Under water depth walking 10 MPH / under water 15 MPH, surface 35 MPH

Weapon systems summary
1. 7.65 mm
2. 20 MM rail gun
3. Grenade Launcher

Weapon systems 7.65 mm
Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D


5D6X10 S.D.C OR 3M.D
1D6 M.D Two round burst, 2D4+1 M.D three round burst, 3D4 M.D four round burst, 2D6+3 M.D five round burst, 3D6 MD six round burst,4D6 M.D eight round burst, 4D6+3M.D nine round burst , 5D6 M.D ten round burst , 1D6X10 M.D twenty round burst , 2D4X10+10 M.D thirty round burst, 2D6X10fourth round burst

5D8X10 OR 4 M.D OR 1D4 M.D
2d4 M.D Two round burst, 3d4 M.D three round burst, 4d4 M.D four round burst,5d4 M.D five round burst, 4d6 MD six round burst, 4d8 M.D eight round burst,6d6 M.D nine round burst ,1d4x10 M.D ten round burst , 2d4x10 M.D twenty round burst , 2d6x10 M.D thirty round burst, 4d4x10 fourth round burst , and so on
Rate of fire:
Range: 5000 feet
Payload 3000 rounds each can transfer rounds from one gun to another if one damage or destroy
Note/bonus or other look below

Type of M.D.C Materials

Bullets for black powder, or muzzle loading firearms, were classically molded from pure M.D.C lead. This worked well for low speed bullets, fired at velocities of less than 450 m/s (1475 ft/s). For slightly higher speed bullets fired in modern firearms, a harder M.D.C alloy of M.D.C lead and tin or M.D.C typesetter's lead (used to mold Linotype) works very well. For even higher speed bullet use, jacketed coated lead bullets are used. The common element in all of these, M.D.C lead, is widely used because it is very dense, thereby providing a high amount of mass—and thus, kinetic energy—for a given volume. Lead is also cheap, easy to obtain, easy to work, and melts at a low temperature, which results in comparatively easy fabrication of bullets.


1. lead: Simple cast, extruded, swaged, or otherwise fabricated lead slugs are the simplest form of bullets. At speeds of greater than 300 m/s (1000 ft/s) (common in most handguns), lead is deposited in rifled bores at an ever-increasing rate. Alloying the lead with a small percentage of tin and/or antimony serves to reduce this effect, but grows less effective as velocities are increased. A cup made of harder metal, such as copper, placed at the base of the bullet and called a gas check, is often used to decrease lead deposits by protecting the rear of the bullet against melting when fired at higher pressures, but this too does not solve the problem at higher velocities. Simple cast add+2 M.D.C, extruded + 5 M.D.C, swaged +10
2. Jacketed lead: Bullets intended for even higher-velocity applications generally have a lead core that is jacketed or plated with gilding metal, cupronickel, copper alloys, or steel; a thin layer of harder metal protects the softer lead core when the bullet is passing through the barrel and during flight, which allows delivering the bullet intact to the target. There, the heavy lead core delivers its kinetic energy to the target. Full metal jacket or ball bullets (cartridges with ball bullets are called ball ammunition) are completely encased in the harder metal jacket, except for the base. Some bullet jackets do not extend to the front of the bullet, to aid expansion and increase lethality; these are called soft point or hollow point bullets. Steel bullets are often plated with copper or other metals for corrosion resistance during long periods of storage. Synthetic jacket materials such as nylon and Teflon have been used, with limited success. Type lead core add+6 M.D.C. or plated add +6 M.D.C, or steel add + 10 M.D.C reduce range by 10% , hollow point bullets. Can add range by 20% add +1to 10 M.D.C damage
3. Blanks: Wax, paper, plastic, and other materials are used to simulate live gunfire and are intended only to hold the powder in a blank cartridge and to produce noise. The "bullet" may be captured in a purpose-designed device or it may be allowed to expend what little energy it has in the air. Some blank cartridges are crimped or closed at the end and do not contain any bullet.
4. Practice: Made from lightweight materials like rubber, Wax, wood, plastic, or lightweight metal, practice bullets are intended for short-range target work, only. Because of their weight and low velocity, they have limited range. Wood equal dame to vampires or related to this monsters reduce range by 20%
5. Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table
6. Incendiary: These bullets are made with an explosive or flammable mixture in the tip that is designed to ignite on contact with a target. The intent is to ignite fuel or munitions in the target area, thereby adding to the destructive power of the bullet itself. Look below
7. Exploding: Similar to the incendiary bullet, this type of projectile is designed to explode upon hitting a hard surface, preferably the bone of the intended target. Not to be mistaken for cannon shells or grenades with fuse devices, these bullets have only a cavity filled with a small amount of low explosive depending on the velocity and deformation upon impact to detonate. Add 50% damage
8. Tracer: These have a hollow back, filled with a flare material. Usually this is a mixture of magnesium metal, a perchlorate, and strontium salts to yield a bright red color, although other materials providing other colors have also sometimes been used. Tracer material burns out after a certain amount of time. Such ammunition is useful to the shooter as a means of learning how to point shoot moving targets with rifles. This type of round is also used by all branches of the United States military in combat environments as a signaling device to friendly forces. Normally it is loaded at a four to one ratio with ball ammunition and is intended to show where you are firing so friendly forces can engage the target as well. The flight characteristics of tracer rounds differ from normal bullets due to their lighter weight. add + 3 to strike in any mode of fire
9. Armor piercing: Jacketed designs where the core material is a very hard, high-density metal such as tungsten, tungsten carbide, depleted uranium, or steel. A pointed tip is often used, but a flat tip on the penetrator portion is generally more effective. Add 25% to damage to also to M.D.C or M.D.C hit point and knock table to any organic by 50%
10. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. Frangible: Designed to disintegrate into tiny particles upon impact to minimize their penetration for reasons of range safety, to limit environmental impact, or to limit the shoot-through danger behind the intended target. An example is the Glaser Safety Slug. M.D.C shot gun
12. Solid or Monolithic Solid: mono-metal bullets intended for deep penetration in big game animals and slender shaped very-low-drag projectiles for long range shooting are produced out of metals like oxygen free copper and alloys like copper nickel, tellurium copper and brass like highly machinable UNS C36000 Free-Cutting Brass. Often these projectiles are turned on precision CNC lathes. knock table 50% ,add 60%
13. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. 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 !!!!
16. Heavy Plasma same as above but 1d6 per melee round

Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well


Weapon systems 20MM rail gun cannon

Damage:
A.S.A.S.P bonus as above but critical 15

OR

2 generation auto-cannon standard rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too
20 mm – 3d6 M.D ( max damage 18 ) blast radius
6D6 M.D Two round burst, 9D6 M.D three round burst, N/A M.D four round burst, 2D4X10+10 M.D five round burst, N/AMD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 3D6X10 M.D ten round burst , 6D6X10M.D twenty round burst , 9D6X10 M.D thirty round burst, N/A fourth round burst

H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius

20 mm -5d4 M.D (max damage 20)
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10M.D ten round burst ,1d4x100 M.D twenty round burst , M.D thirty round burst, fourth round burst

A.P.F.S.D.S round NO blast radius

20 mm- 6d6 MD( max damage 36 )
1D6X10+12 M.D Two round burst, 1D10X10+8 M.D three round burst, N/A M.D four round burst, 3D6X10 M.D five round burst, 5D4X10+16 MD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 6D6X10M.D ten round burst ,12D6X10 M.D twenty round burst , N/A M.D thirty round burst, N/A fourth round burst

The "cartridge" energy weapon system
20 MM 1d4x10=40 M.D

2d4x10 M.D Two round Burst, 3d4x10 M.D three round Burst , 4d4x10 M.D four round Burst , 5d4x10 M.D five round Burst , M.D ten round Burst

OR

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!!!!
20MM 1d4x10
Burst
2d4x10 M.D Two round Burst, 3d4x10 M.D three round Burst , 4d4x10 M.D four round Burst , 5d4x10 M.D five round Burst , 5d8x10 M.D ten round Burst


type Rounds
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 grater or add +2 to strike to hit the target and in night as well

A.S.A.S.P bonus as above but critical 15

Rate of fire: Burst
Range: 2 miles
Payload: 2000 rounds each (x2) total 4000 rounds can transfer from one gun to another if one damage or destroy
Note/bonus or other

Weapon systems grenade Launcher systems pick one

WI-GL 20 Automatic grenade Launcher. Automatic grenade fire systems.
Damage
1. Use amour piercing grenade 3d6x10 for 8 feet blast radius
2. Smoke for cover
3. Tear gas crowd control
4. Flag bang crowd control or other
Range 7000 feet
Rate of fire burst only 10 shot
Payload: 200 grenades each
Bonus: add +1 to hit
Weight: 120 pounds empty
Bonus :
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
other notes
Mega-Damage: [b] [b] NOTE grenade systems smoke, tear gas,

HE rounds 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet

OR

Weapons systems
Light Boom gun from the GB:
need ploy need due to weight light rail gun similar to the boom gun 2d4x10 M.D.C, burst must use pylons 4d4x10 M.D.C, range 2 miles, payload 300 burst
CAN USED AS remote or manual turrets has weapon

OR

Weapons systems
Bandit 6000 Grenade Launcher Knock Off
Weight: Gun:
40 Ibs (18 kg), plus the grenade drum, 20 (9 kg)—can be used with or without the drum (grenades must be hand loaded) Elite or special forces will have autoloader .
Mega-Damage:
5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire:
One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 2000 feet (610 m)!
Payload:
12; an additional 50 grenades are packed into the ammo-drum. It takes one melee round (15 seconds) to reload the weapon by hand with 12 grenades (or one melee action to load two).
Bonus: Laser targeting and telescopic scope optional (6000 cr.).later heavy drum 40 weight 60 lds (27kg)
Cost: 30,000- credits for the gun, 50 credits per grenade. Good availability

Re: N.A.AT

Posted: Sun Nov 04, 2012 9:08 pm
by ZINO
http://th01.deviantart.net/fs36/PRE/f/2 ... DoomER.jpg


http://tugodoomer.deviantart.com/galler ... 8#/d1nrskr

artist commnets
Airborne troopby ~TugoDoomER
Digital Art / Drawings / Sci-Fi ©2008-2012 ~TugoDoomER
If in half an hour to a landing company reinforcements all company can be written down in irrevocable losses do not make the way.


Description


In order to make as many robot vehicle N.A.A.T have used the old work horse called hard suits . at the beginning of the golden age of man they became the staple of what was coming down the road .when it came down the , this new arena open volume and many ARM Tech rick. And was the foundation of all robot vehicles to come in rifts earth which was lost in the second dark age . however they severed a critical role to save humanity .


The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mecha, but it offers major advantages to war fighters in confined urban areas.

Chaos Earth note ARM TECH ( Advanced Research Military Technology ) is the leading the amour tech in leaving infantry units in the new M.D.C age.
The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mechas, but it offers major advantages to war fighters in confined urban areas. Add prowl +25 if they have this skills

This the heavy assault version for the Russian/American air drop suit to the heavily combat areas know to rift earths and also the heaviest loss in combat but have join to pilot these suits . they are seen as paratroop support or deep insertion units .

N.A.A.T Robot Pilots
Many Mercenaries said it was a myth, to the coalition it was a joke. But that in the North American war call the coalition wars, and there attacks are to be afraid. They have seen to attack up three targets, there tactics are simple hit two target gun , will waiting to hit the third target with missiles systems with mini-missiles , short range missiles , medium range missiles to long range missiles. When first seem in action it man many mercenaries to the coalition Robot pilots see then as special forces anti amour / robot fighter .That was a mouth full , and frozen many pilots know that fought against the deck , this was a terror to any heavy Mecha , robots , power amour even techno – wizards are afraid in combat. But something was also learn the hard way they will fight of groups of three to six and hen a target is disable , or surrender , they go to the next target. Later many are learn by a barrel of a Mecha gun or rail gun there several types of robot elites. They will take any advantage in the fog of war, even if cost there lives. They have take target take more powerful like dragons, to large mercenaries company and have come on (but heavy damage). Something that is common to the Robot Elite’s Pilots is that they don’t show of or get cocky disputation. They will act like a regular robot pilot, and will only show what the do in combat. They saying is” action specks louder than words” and keep there principles. This has confuse many robot pilots, they are taught but are gentleman at all times, and something different from other man at arm they dress very well and have been identify for there well matter and dress very well which has help their appearance and other situation.


All get the folllowing 1d4x10%+10%


Language Native 88%+1 per level
Literacy Native 40+5% per Level
Math basic /advance 45%+5% per level
Camouflage 20%+5% per level
Radio basic 45%+5%
Navigation: Land, Air, Water 40%+5% per level
Weapon stsems 40%+5% per level
Sensory Equipment 30%+5%
Sign Language 25%+5% per level
Wardrobe and grooming 50%+4% per level
Pick one MOS

M.O.S ground robot only
Wilderness survival 30%+5% per level
Pilot 4 ground mecha (single seater) all (4) robot combat elite
Robot comba absic (land only)
Pick two any land vehicles
Force march
Hand to hand expert
W.P handguns
W.P energy pistol
W.P Heavy Military weapons
W.P Heavy M.D weapons

M.O.S Air /light
Pilot 3 flying mecha (single seater) any fllyrobot combat elite pick two any land vehicles
Force march
Hand to hand expert
W.P handguns
W.P energy pistol
W.P Heavy Military weapons
W.P Heavy M.D weapons

M.O.S Sea
Pilot 2 sea mecha (single seater) all robot combat elite
Swimming 50%+5% per level
SCUBA 50%+5% per level
Hand to hand expert
W.P harpoon & Spear Gun
W.P handguns
W.P energy pistol


M.O.S Giant/heavy
Pilot 3 giant/ robot combat elite
Wilderness survival 30%+5% per level
Pick two any land vehicles
Force march
Hand to hand expert
W.P handguns
W.P energy pistol
W.P Heavy Military weapons
W.P Heavy M.D weapon


OCC related skills 6 and add 1 at level 3,6,8,10,15 (ADD 5d6%)

Communications: any +15%
Cowboy: general only +15% land or air only
Domestic: any
Electrical: None
Espionage: any
Mechanical: any
Medical: None
Military: any
Physical: any
Pilot: buy MOS only the same with Vechles
Pilot Related: any
Rogue: any
Science: None
Technical: any
WP: any
Wilderness: MOS land or MOS air are allowed
Secondary Skills 4




NOTE All get the following :Modify there Mecha(s)/robot(s) if they don’t have a weapon system on both sides in forearms , shoulder and hips, or backs as well in wing add 100 M.D.C To Main body and to arms , legs ,head, and to reinforce cockpit compartment and to main wings ( fins) add a NGR force felid of 100 MDC recover in 24 hour if depleted ,if not depleted recovers 10 MDC PER 30 minutes
Abilities All get the following: if they stay in their filed of MOS and have to pilot a robot different, they get only +1 to all and wepons traimg.Howvevr if get on air to grionf MOS they-3 to all .they will not blcak out, get dizzy, or loss sence of direction (where up or down).Immnue to all type unknown mecha or techno mecha related.Will any do thing to imprved combat ablities evn use magic up geardeds and know lastest mecha in their fild of MOS. They aslo get the following. Each MOS get certin abilites which is as follows. Must have a cider jack to do the following
Abilities All get the following: Add+ 2to P.P, P.S, P.E, M.E, All get the following (this is their tarde mark) able to attck two targets and a third target in one attack. this how it work any wapon sytem that is direct line of sight can fire at tow different at the same time but divided it srtike rolls, the thrid attck cmoes from in direct attcks it misslies systems lock on to the thrid target no penaties on the (that why no one wants to be last) add 2 attacks .and a horror facror /awe 8 add 1 level 3, 6, 9, 12, at level 15 add 1d4+1 who know what he is N.A.A.T Robot Elite’s Pilots .
Abilities All get the following: able shoot rail gun or any projectile at 50% furthered and missiles only
Abilities All get the following: Battle rage add another +2 attacks , strike (all type),add +1d4+1 to horror factor , -2 to dodge , roll ,parry, add speed to Mecha 50% for 1d20 minutes , Add Mecha take 2d4x10 damages to legs for non flying Mecha , for flying or sea Mecha damage does to propulsion systems
M.O.S ground robot / M.O.S ground robot only Add +2 strike or parry, can make pwer move a 30% faster, but mecha take 6d6MDC damage in legs ,due to push mecha beyond it limits
M.O.S Air /light the face saying “death from above “ if shooting at the head add +3 to strike or on call shots add+2, add +2 to dodge in the air only, if pilot has a P.P 19 or higher they + 2 auto dodge and any other add Bonus ,make surprise attack from they air +3 initiative( must be declared buy player) can make power move a 30% faster, but mecha take 6d6MDC damage in legs ,due to push mecha beyond it limits
M.O.S Sea Add +2 stike or parry, can make pwer move a 30% faster, but mecha take 6d6MDC damage in legs and porpution systems due to push mecha beyond it limtes , sea attack up and go back in the water must have at leasst 12 feet deep+3 to strke or on a call shots add+2, if pilot has a P.P 19 or higher they + 2 auto dodge add Bounes must be in the water ,make surprise attack from they sea +3 initiative( must be declared buy player),





ROBOT/ MECHAFeatures
1. Radar: 5 miles Weight add: add 100lds or 45 miles Weight add: 500lds
2. Combat computer: add +2 strikes rail gun, +3 auto cannon ,+4 dodge when in flight at max, also add +3 attacks, -1 to dodge
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, Weight add: 50 ld or N.A.A.T uses 30 miles Weight add: 100ld
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional Weight add: 100lds
7. Ejection systems: add 100lds
8. N.A.A.T ONLY ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 250 pounds
9. . Voice actuated locking systems
10. Complete environmental pilot or crew compartment Weight add: 100lds
11. N.A.A.T ONLY ADD ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 50lds
12. . Nuclear powered N.A.A.T ONLY ,Special Forces 1 year, 2 year.4 year or 10 year max Weight add: for each add 1000 lds
13. N.A.A.T ONLY ADD 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 Weight add: 50 lds
14. N.A.A.T ONLY ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 100 M.D.C or less to any location this applies to Force field as well. On the second hit is 95 M.D.C and third hit 90 M.D.C so on Weight add: 1000 ld.
15.Any female pilot or partial Borg get a plus 1d4 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
16. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240

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

17. N.A.A.T ONLY ADD U.S Military Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!

18. This the can be heavy combat armored, which is deign to protect and very comfortable as 7 heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well.
19. N.A.A.T ONLY ADD U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
Weight add: 100lds
20. Basic EVA systems (back up) Weight add: 100lds




M.D.C

Main body 350
Main force field Main body - force field-200, emergency force field-100
Upper Arms (2) 175
Arms force field (2) - force field-200, emergency force field-100
Lower Arms (2) 200
Small arms (2) 120
Small arms - force field-100, emergency force field-50 (2)
Upper Legs (2) 250
Lower Legs (2)200
Legs force field (2) - force field-200, emergency force field-100
Feet (2)150
Head 100
Head- force field-200, emergency force field-100
Reinforce cockpit compartment:100
Flex armored
N.A.A.T Main force field Main body /primary force field 300, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators 100
Rear thrusters 240 (2)
Stats
Height 10 feet
Length 7 feet
Width 5 feet
Weight
Speed
Range: unlimited
Flying 400 MPH max height 10,000 feet
Running: 100 MPH
Walk1 to 5 MPH


Hand to hand: Use super natural or robotic P.S 40 note add 3 three attacks if trained but must start at frist level ONLY!!

Weapons systems summary


1. Weapons systems ATL rifle ( in left arm)

2. Weapons systems two heavy machine gun per forearm

3. Weapons systems human size rifle

4. Weapons systems hip mini missiles


Weapons systems ATL rifle ( in left arm)
Type beam
Damage : 3d6x10+20
Range: 3000 feet
Rate of fire: hand to hand
Payload: nuclear powered clip 1 year !!!



Weapons systems two heavy machine gun per forearm (total four )


Heavy M.D Machinegun: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst

Two Heavy M.D Machinegun firing 5d6+2 short burst, 5d10 medium burst, 2D4X10 long burst

All four Heavy M.D Machinegun firing 1d6x10+4 short burst, 1d10x10 medium burst, 4D4X10 long

Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 3 miles
Payload: 300 rounds
.50 calibers
Damage:
3D6 short burst, 6D6 medium burst, 1D6X10 long burst

Two Heavy M.D Machinegun firing 6D6 short burst, 2d4x10+4 medium burst, 2D6X10 long burst

All four Heavy M.D Machinegun firing 2d4x10+8 short burst, 2d6x10 medium burst, 4D6X10 long

R.O.F: as above
Payload: as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun

Weapons systems human size rifle
Type : any type AK 47 SERIES
Damage : varies
Range varies
Rate of fire: varies
Payload: varies
Bonus: varies

Weapons systems hip mini missiles
Type mini missiles
Damage varies
Range varies
Rate of fire: one or any or all counts as one attack
Payload: 30 each leg or 60 total
Bonus: varies

Re: N.A.AT

Posted: Mon Jan 21, 2013 6:41 pm
by ZINO
abtex wrote:Nice convert to gaming stats.

so so sorry for not replying to you soon
thank you abtex

Re: N.A.AT

Posted: Mon Jan 21, 2013 10:26 pm
by Snake Eyes
Nice work there ZINO, i like this last one, the H.ARM Suit

Re: N.A.AT

Posted: Mon Jan 21, 2013 10:45 pm
by ZINO
Snake Eyes wrote:Nice work there ZINO, i like this last one, the H.ARM Suit

thank u
and to the artist
Been kicking the can player love it even more !!! thank U again man:)

Re: N.A.AT

Posted: Tue Jan 22, 2013 12:23 am
by Snake Eyes
ZINO wrote:
Snake Eyes wrote:Nice work there ZINO, i like this last one, the H.ARM Suit

thank u
and to the artist
Been kicking the can player love it even more !!! thank U again man:)

Yes, definitely, the artist did a great job

Re: N.A.AT

Posted: Tue Jan 22, 2013 8:34 am
by ZINO
Snake Eyes wrote:
ZINO wrote:
Snake Eyes wrote:Nice work there ZINO, i like this last one, the H.ARM Suit

thank u
and to the artist
Been kicking the can player love it even more !!! thank U again man:)

Yes, definitely, the artist did a great job

agree I am sooo dieing for his next art work
he rocks man

Re: N.A.AT

Posted: Sat Mar 02, 2013 2:04 am
by Aramanthus
Very nice. I like the new additions.

Re: N.A.AT

Posted: Sat Mar 02, 2013 1:52 pm
by ZINO
Snake Eyes wrote:
ZINO wrote:
Snake Eyes wrote:Nice work there ZINO, i like this last one, the H.ARM Suit

thank u
and to the artist
Been kicking the can player love it even more !!! thank U again man:)

Yes, definitely, the artist did a great job

these artist rock man
It was in in line with what I was thinking for years
and BOOM they allowed me with out them I could NEVER made it this far
thanks to them

Re: N.A.AT

Posted: Sat Mar 02, 2013 1:53 pm
by ZINO
Aramanthus wrote:Very nice. I like the new additions.

thank You but hum which one ? :oops:
sorry man

Re: N.A.AT

Posted: Mon Mar 04, 2013 9:01 pm
by ZINO
hi I gotten a few email about this thread
I wish you join in and post your comments
the artist and love what we are doing and thanks TO them IT GOT WHERE IT GOTTEN
thank you all of you artist I am humble
but plz come and joins use thank you for the questions wish again you post them It just I like europe and have move space thier still there a lot going on some ask what A.M.C and other NATO
many know what is N.A.A.T and N.A.M.E.S
there a lot of data that I Lost and very slowly recover and ask again artist their permission FIRST
then we can got and post but sometime I rather let the artist read what I wrote and they like it
there are time I off and well change to their liking
my rule K.I.S.S keep it simple and straight
again I am very slow now
to post got to follow guide line and thank you all of you
last thank you taalismn I am humble by your work and you are close to your 100 page !!! very close wish you the best
I been playing with the other thread
as well

dead regin A.R.M Tech been playing this epic adding S.D.C vehicles and others
N.A.AT been busy here with the book in the black market and I am sooo waiting for these books northern gun 1 and 2
Non A.U.L forces during and after invid wars
can their be a smart gun in rift P.W? working on some stuff
C.E:ARM TECH this has been epic N.E.M.A i one side , A.R.M TECH and other security forces , the US armed forces ,Demons and last aliens!!!! it just a been shooting gallery here
last looking forward for robotech tactical games
it been slow between work , family , rest, and other thing I want to thank you if not and playing Mass effect 3 the last DLC :D but sad as well :-(
love this game wish PB get their hand On this I wish ( NEVER GONNA HAPPEN I KNOW I KNOW IMHO )
but still I wish

Re: N.A.AT

Posted: Fri Mar 08, 2013 11:35 pm
by Aramanthus
I am looking forward to seeing more new material.

Re: N.A.AT

Posted: Mon Jun 17, 2013 8:26 am
by ZINO
The golem series were from golden age of man where the communist countries were play catch up with the western powers. They came out with really stopping gaps at the time but were imported version. They are well known robot vehicles and mainly used by small or staring security from in Europe, or stating mercenary out fists. They are also are beginning pilots robot vehicle for last line or second line unit were in number mean everything fast or need fast glass cannon robot vehicles .
Where quantity is quality said by Stalin
form the old communist party in world war two. The golem fills the gaps form Russia to the Middle East to India to the Africa and many other parts of the world. They been around for a few months now and many love over the counter robot vehicle in Europe. But now thanks to NGR they are available in north and South America which will give N.A.T.O, A.M.C, N.A.A.T and N.A.M.E.S a huge boom in revenue both in Europe and North America. The main advantage was N.A.A.T and N.A.M.E.S could keep up with demands.
Golem heavy tank golem
Golem bot 2 call AKA skinny legs or model 712
Golem Bot 3 or golem bot 180 series
Golem Bot four (4) or golem 080
Gloem Bot 5 long range A.A.A robot vehicle or golem 10
Golem Bot 6 bot 6 all purpose robot vehicle or Golem Bot 151

Response :
America in general will see as over the counter robot vehicle for the common mercenary started up groups or cannon flooder robot vehicle . Cheap easy to fix ( interchange parts!!!! This means + 20 in the field but in a simple shop repair area even low tech towns +35%). This will be a major boom for small towns where is the only options . Plus ammunition is everywhere and sold in larger amounts . This will always be common unit to buy for rookie robot pilots ( mainly level 1 to 3 ) . They can have no pilots too and cost extra still can be very useful in either labor unit or defended units . Easy access to get ,and cheap make even by cheap well hardware, but all MDC level !!!!

New lazo / lazo
Several units have arrived to act as non-magical combat units all models how is unknown . But many know now New lazo added for defined . one major use is the AAA MODEL BEEN ADD. Even the coalition is not aware of this .due to the fact that these units are the perfect abilities to hid in urban area and place no will even think to be at. Last there been adding magic features as well making even harder to get IFF . only lazo and new lazo are able to id one another .!!!

Northern gun
Has allowed to sell, repair and now adding in 6 to 9 months to make these model but as knock off version 30% less MDC all features are add, no magic ,and are excellent training wheels for young to no experience robot pilots that are begin to use. And keep the good toys back .


Coalition states /Free Quebec (F.Q) are seen only additional targets, but if the ever encounter a true golem AA A model unit. It wills another deadly wake up call. This unit can hide and shot even their best aircraft of the sky . simply but small . they are like sniper from the ground, in reality they will be a major headache for the collation.it will a repeat of history the USA empire face during the new cold war , to the point that grounds forces and orbital satellite systems for some time had to take out and not the air force job. For many 99% will self-destruct before give any value data

North America Black market (N.A.B.M)
will buy the cheapest units A.S.A.P , and will be mostly fossil fuel or battery powered units due the cost and to throw body at the enemy target to slow the police for name sake .



King dale :
will sell only the cheap models golem class ,ammo and will be seen as defends robot vehicle only

Tundra ranger
Will love the new robot vehicle addition and will only get battery powered units or best units

Tennessee Headhunters:/ G.A.W/. Wellington industries (W.I)
G.A.W. will get all model (any model ) repaired and maintain and will give GAW a new avenue for money for they will later add this training to other combat robot vehicles to labor units .

Air Superiority ,Inc.
Will get all golem and the main fossil fuel systems will be the cheapest and will only want it to cover base and airfield protections.

G.A.W/chipwells armaments
Will make loads of money as well other rival companies due to the fact the abilities to make these unit will just be a test run for some of the major weapon dealer for north America but will help others they will main work on fossil fuel systems unit and battery were from the golden age , GAW will be able to work more on nuclear powered units then chipwells armaments. Still this perfect for chipwells armaments low buttom budgets robot vechiles

El Paso & Ciudad Juarez
Look at balck market north America

south America:
Columbia

They also getting all model for allied town and battery power units will be seen as second line combat units last all nuclear powered units will be add to family factions and military as well as main combat units .they will modified them to build them for anti- vampire combat units as well .


Europe :
N.G.R governments /Kingdom of Tarnow

Will be love and hated the golem combat units the first units were been deploy all over Europe ,Asia, middle east as rouge robot vehicles , and other counties that could only buy them would buy the battery powered units. At the time the nuclear version were only at Russia only. Again they flood the market where those nations could not get the new toys . however Kingdom of Tarnow doubles all mdc location due to magic abilities turning first S.D.C to M.D.C ,which very few know.it history will be known in NGR and will not let coalition know about it. And will later act like Ops long lost tech they were stopping gap tech ,which will work very well in rifts earth

more to come
sorry for misspelled words will fix later

Re: N.A.AT

Posted: Sun Jul 07, 2013 6:36 pm
by ZINO
ok this is a big file look at the links first then
read descriptions


tank-golem

http://th06.deviantart.net/fs70/PRE/i/2 ... DoomER.jpg

http://tugodoomer.deviantart.com/art/ta ... 210&qo=113

http://i686.photobucket.com/albums/vv23 ... 1373235436

http://th05.deviantart.net/fs70/PRE/i/2 ... DoomER.jpg
Tank-golem's attack
Description
SAI speedart
pencil A4
original by ~shinigami195

Нарушитель периметра завязал бой с охранными ботам, в виду большого износа узкоспециализированных военных машин пакеты боевых программ получили даже киберсистемы гражданского назначения, так мирные строители и агроботы, используя живучесть своих основных узлов, пытались прикрыть тщедушных универсалов гуманоидного типа, вооруженных древним баллистическим оружием. Система глобальной обороны шла на вынужденные шаги, жертвуя неприспособленными к войне механизмами, ранее неактивные протоколы защиты раскручивали маховик военной машины, относительно мирно спавшей последние столетия, в недрах комплекса вновь запускались автоматизированные линии сборки боевых сервмашин, древнего и ужасного наследия людей... Дерзкий налет разбудил спящего гиганта, так что неожиданный поворот событий вполне удовлетворил адъютанта.


The intruder tied the perimeter of the battle with security bots in the form of a large depreciation of highly specialized military vehicles fighting software packages have even kibersistemy civil or peace builders and agroboty using the survivability of its main units, tried to cover up the puny humanoid-type vans, armed with old ballistic weapons. Global Defense System was forced on the steps, sacrificing unfit for war machinery, previously inactive security protocols whirled the flywheel of the war machine, relatively peacefully sleeping the last century, in the bowels of the complex re-run the automated assembly line combat servmashin, ancient and terrible legacy of the people ... Audacious raid awakened a sleeping giant, so that unexpected turn of events is quite satisfied adyutanta.iznosa packages specialized military vehicles military programs were even civil kibersistemy as peace builders and agroboty using the survivability of its main units, tried to cover up the puny humanoid-type vans, armed with ancient ballistic weapons. Global Defense System was forced on the steps, sacrificing unfit for war machinery, previously inactive security protocols whirled the flywheel of the war machine, relatively peacefully sleeping the last century, in the bowels of the complex re-run the automated assembly line combat servmashin, ancient and terrible legacy of the people ... Audacious raid awakened a sleeping giant, so that unexpected turn of events is quite satisfied adjutant.

Демонессы плутали в недрах базы машин и танк-голему не оставалось ничего другого как вести бой, уводя противника от гланых ворот... Казалось в голема вселился дух разрушения, почти не прекращаясь обрушивался стальной шквал на корпуса несчастных агроботов и универсалов... Бой продолжается.
In English now
Demonessy strayed into the bowels of the base machine and tank golem had no choice as to fight, leading opponent of Glan gate ... It seemed a golem possessed by the spirit of destruction, almost without stopping barrage was falling steel for cover accidents agrobotov and station wagons ... The battle continues.


http://th06.deviantart.net/fs70/PRE/i/2 ... DoomER.jpg
http://tugodoomer.deviantart.com/art/ta ... 210&qo=113



The golem series were from golden age of man where the communist countries were play catch up with the western powers. They came out with really stopping gaps at the time but were imported version. They are well known robot vehicles and mainly used by small or staring security from in Europe, or stating mercenary out fists. They are aloe are starting robot vehicle to last line or second line unit were number mean everything or need fast glass cannon robot vehicles . Where quantity is quality said by Stalin form the old communist party in world war two. The golem fills the gaps form Russia to the Middle East to India to the Africa and many other parts of the world. They been around for a few months now and many love over the counter robot vehicle in Europe. But now thanks to NGR they are available in north and South America which will give N.A.T.O, A.M.C, N.A.A.T and N.A.M.E.S a huge boom in revenue both in Europe and North America. The main advantage was N.A.A.T and N.A.M.E.S could keep up with demands.
Golem heavy tank golem one and two
Golem bot 2 call AKA skinny legs or model 712
Golem Bot 3 or golem bot 180 series
Golem Bot four (4) or golem 080
Gloem Bot 5 long range A.A.A robot vechile or golem 10
Golem Bot 6 bot 6 all purpose robot vehicle or Golem Bot 151

Response :
America in general will see as over the counter robot vehicle for the common mercenary started up groups or cannon flooder robot vehicle . Cheap easy to fix ( interchange parts!!!! This means + 20 in the field but in a simple shop repair area even low tech towns +35%). This will be a major boom for small towns where is the only options . Plus ammunition is everywhere and sold in larger amounts . This will always be common unit to buy for rookie robot pilots ( mainly level 1 to 3 ) . They can have no pilots too and cost extra still can be very useful in either labor unit or defended units . Easy access to get ,and cheap make even by cheap well hardware, but all MDC level !!!!

New lazo / lazo
Several units have arrived to act as non-magical combat units all models how is unknown . But many know now New lazo added for defined . one major use is the AAA MODEL BEEN ADD. Even the coalition is not aware of this .due to the fact that these units are the perfect abilities to hid in urban area and place no will even think to be at. Last there been adding magic features as well making even harder to get IFF . only lazo and new lazo are able to id one another .!!!

Northern gun
Has allowed to sell, repair and now adding in 6 to 9 months to make these model but as knock off version 30% less MDC all features are add, no magic ,and are excellent training wheels for young to no experience robot pilots that are begin to use. And keep the good toys back .


Coalition states /Free Quebec (F.Q) are seen only additional targets, but if the ever encounter a true golem AA A model unit. It wills another deadly wake up call. This unit can hide and shot even their best aircraft of the sky . simply but small . they are like sniper from the ground, in reality they will be a major headache for the collation.it will a repeat of history the USA empire face during the new cold war , to the point that grounds forces and orbital satellite systems for some time had to take out and not the air force job. For many 99% will self-destruct before give any value data

North America Black market (N.A.B.M)
will buy the cheapest units A.S.A.P , and will be mostly fossil fuel or battery powered units due the cost and to throw body at the enemy target to slow the police for name sake .



King dale :
will sell only the cheap models golem class ,ammo and will be seen as defends robot vehicle only

Tundra ranger
Will love the new robot vehicle addition and will only get battery powered units or best units

Tennessee Headhunters:/ G.A.W/. Wellington industries (W.I)
G.A.W. will get all model (any model ) repaired and maintain and will give GAW a new avenue for money for they will later add this training to other combat robot vehicles to labor units .

Air Superiority ,Inc.
Will get all golem and the main fossil fuel systems will be the cheapest and will only want it to cover base and airfield protections.

G.A.W/chipwells armaments
Will make loads of money as well other rival companies due to the fact the abilities to make these unit will just be a test run for some of the major weapon dealer for north America but will help others they will main work on fossil fuel systems unit and battery were from the golden age , GAW will be able to work more on nuclear powered units then chipwells armaments. Still this perfect for chipwells armaments low buttom budgets robot vechiles

El Paso & Ciudad Juarez
Look at balck market north America

south America:
Columbia

They also getting all model for allied town and battery power units will be seen as second line combat units last all nuclear powered units will be add to family factions and military as well as main combat units .they will modified them to build them for anti- vampire combat units as well .


Europe :
N.G.R governments /Kingdom of Tarnow

Will be love and hated the golem combat units the first units were been deploy all over Europe ,Asia, middle east as rouge robot vehicles , and other counties that could only buy them would buy the battery powered units. At the time the nuclear version were only at Russia only. Again they flood the market where those nations could not get the new toys . however Kingdom of Tarnow doubles all mdc location due to magic abilities turning first S.D.C to M.D.C ,which very few know.it history will be known in NGR and will not let coalition know about it. And will later act like Ops long lost tech they were stopping gap tech ,which will work very well in rifts earth

rifts earth update

There are two type of heavy tank golem and will be seen as second class robot, one heavy close combat robot vehicle to medium range .this robot vehicle is in the front combat , 80 MM cannon to 110 MM cannon ,one heavy 20 MM cannon Vulcan gun to 50 MM cannon Vulcan gun,. Pilot heavy machine gun, plasma torched weapon systems in left palm, drier/pilot controlled. Top optional weapon turret .side mounted heavy machine gun in main turret. The last weapon systems is two spot light to blind target or cook them if need be. The first golem was more in line with battle tanks and later the second design was made form general robot vehicle.

The second tank golem has no main turret but can have an optional weapon turret. two arm light medium to long range light PPC particle beam cannon, short range missiles systems, medium range as well and mini missiles ,it has two side hidden heavy mounted machine guns ,as it final weapon loud out . Each work fine and have good to ok armored, however still seen as a second class robot vehicles in NGR and other power bloc in rifts earth. However it a god send to minor powered bloc in rifts earth founded in Europe, the Soviet Union to south, and North America.

both have these Features
1. Radar: 5 miles or 45 miles Weight add: 1 to 2 tons
2. Combat computer: add +2 strikes rail gun, +3 auto cannon ,-1 dodge for tank golem one , but add +3 to dodge for tank golem two
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, or N.A.A.T uses 30 miles
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional
7. Ejection systems: 1 ton add
8. N.A.A.T ADD Self-Destruct systems note use a 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
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
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 reactive amour: able to reflect any beam or physical attack range weapons (no damage) 250 M.D.C or less to any location this applies to Force field as well. On the second hit is 100 M.D.C and third hit 95 M.D.C and the firth hit 90 and so on.
15. Any female pilot or partial Borg get a plus 1d4 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 shield Male pilots get this at third level
16. Basic EVA systems (back up)
17. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting

M.D.C The frist robot vechile that looks like a tank with legs or tank golem one
Main body 500
Frontal armoured 800
Russian Main commercial version primary force field- 300 force field-150, emergency force field-100
[1] Upper Arms (2) 200
[1] Lower Arms (2)200
Upper Legs (2)200
[1] Lower Legs (2)200
[1] Feet (2)100
Head/turret Reinforce cockpit compartment:none , body armor only
N.A.A.T primary force field 420, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators100

Notes:
[1] These locations are small and difficult targets to strike, requiring the attacker to make a "called shot," but even then the attacker is -4 to strike.
[2] Note that the Head/turret is +1 in addition to normal called shot penalties to hit. Destroying the Head/turret will expose the crew , leaving crew with body armor as its only protection. Note: The head is not a small and difficult target to hit. Thus, it can only be hit when a character makes a called shot and even then the attacker is +1 to strike.
[3] Depleting the Main Body M.D.C. will shut the vehicle down making it useless. Frontal armored cover the front and sides/back top/rear buttom and Head/turret area as well it take twice as much damage so a 30 point of Mega Damage will do only 15 UNTIL it reaches 100 MDC,then the main body take damage.
Note: Robot/Power Armor drone/borg locations are laser resistant. Each layer of armor is 100 MDC. A variable laser weapon must be reset every 100 M.D.C. or it will only do half damage. If a laser does enough damage to damage the next layer, it will only do half damage to the next layer if set to do full damage to the layer above.
[4] The force field will stop energy attacks and fast moving objects. Slow moving objects can pas through. It Regenerates one (1) M.D.C. per melee unless overloaded and then cannot be activated for 12 hours if overloaded. The force field pulls its power off of the power plant.


http://th06.deviantart.net/fs70/PRE/i/2 ... DoomER.jpg

http://tugodoomer.deviantart.com/art/ta ... 210&qo=113

tank golem one right side look at link above looks like a tank with legs

Statistical Data
Height 22 feet
Length 17 feet without tank gun added , with tank gun 22 feet
width 15 feet
Weight 20 tons empty add 4 tons Generators
Power System: Nuclear Fusion, average energy life is 25 years for main for forces , commercial verions any type of fossil fuel runs for 24 hours no beam weapons , battery power systems 30 days and any beam weapons can be used
Cost Nuclear Fusion 12 million , 5 million commercial verions fossil fuel , 8million battery power systems
Black Market Cost: look above

Speed
Range: varies
Flightnone
Flying Range: jump 10 feet to 35 running start of 10 feet
Running max speed 55 MPH
Walk 2 to 12 MPH
Maximum Ocean Depth: not possible

Hand to hand: Use robotic P.S 45

The second tank golem background no turrent
Height 17 feet
Length 22 feet
width 15 feet
Weight 20 tons empty add 4 tons Generators not adding misslies
Power System: Nuclear Fusion, average energy life is 25 years for main for forces , commercial verions any type of fossil fuel runs for 24 hours no beam weapons , battery power systems 30 days and any beam weapons can be used
Cost Nuclear Fusion 9 million , 3 million commercial verions fossil fuel , 7 million battery power systems
Black Market Cost: add 1d4x10%

Speed
Range: varies
Flightall model 100 MPH max height 500 feet
Flying Range: 90 minute flight time max
Running 80 MPH
Walk 2 to 10 MPH
Maximum Ocean Depth: not possible

Hand to hand:
The frist tank golem robotic P.S 60
The second tank golem robotic P.S 45


tank golem one right side or in the back ground
•80 MM cannon to 110 MM cannon
•one robt Vulcan heavy 20 MM cannon vuclan gun to 50 MM cannon vuclan gun
•Pilt heavy machine gun ,
•plasma troched weapon systems
•optional weapon tuerret

Weapons systems summary The second tank golemon the left side back ground

•two light PPC particale beam
•short range misslies systems, mediumrange as well and mini misslies
•two hidden heavy machine guns


type: pick one one or dual barrel same typew of tank rifle caliber rounds 80 MM cannon to 110 MM cannon
Weight: built in systems
Mega-Damage:
Slug rounds only
Weapons systems these weapon systems are sold to allies and open market
First generation rounds this single round fire for one cannon MAINLY THIS ONES WITH MODEL B
100 MMM cannon heat round DAMAGE 1d4x10 M.D.C , 2d4x10M.D Two round burst, 3d4x10M.D three round burst, 4d4x10 M.D four round burst,5d4x10 M.D five round burst, 4d6x10 MD six round burst, 4d8x10 M.D eight round burst, 5d8x10 M.D ten round burst ,

120MM cannon heat round [/b] DAMAGE
1d6x10 M.D.C ,
2d6x10M.D Two round burst,
3d6x10 three round shot

Or pick one from below


2 generation auto-cannon standard rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too
80 - 89 mm -5D10 M.D( max damage 50 ) blast radius
1d10x10 M.D Two round burst,

90 -99 mm -1D6X10( max damage 60 ) blast radius
2D6X10 M.D Two round burst,
100 - 110 mm -2D4X10 M.D( max damage 80) blast radius
4D4X10 M.D Two round burst,

H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius
80 - 89 mm -1d6x10 M.D (max damage 60 )
2d6x10M.D Two round burst,

90 -99 mm- 2d4x10 (max damage 80)
4d4X10 M.D Two round burst,

100 - 110 mm -1d10x10 M.D (max damage 100)
5d4x10 M.D Two round burst

A.P.F.S.D.S round NO blast radius
80 - 89 mm -2d6x10( max damage 120 )
4D6X10 M.D Two round burst,

90 -99 mm -4d4x10 ( max damage 160)
4D8X10 M.D Two round burst,

100 - 110 mm -3d6x10 M.D( max damage 180)
6d6x10 M.D Two round burst,

The "cartridge" energy weapon system single shot only
80 TO 89 MM 4D6X10 M.D =240 M.D
90 TO 99 MM 5D6X10 M.D = 300 M.D
100 TO 110 MM 6D6X10 M.D = 360 M.D


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 only.
70MM 3D4X10
90MM 4D4X10
100 MM 3D6X10
110 MM 5D4X10M.D

Rate of Fire: single shot
Effective Range:
Payload: 200 rounds
Note:
type Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 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 grater 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


type one heavy 20 MM cannon Vulcan gun to 50 MM cannon Vulcan gun pick one
Weight:
Mega-Damage: pick one type of caliber
Weapons systems these weapon systems are sold to allies and open market
First generation rounds this single round fire for one cannon MAINLY THIS ONES WITH MODEL B

20 MM cannon
DAMAGE
3d4+2 M.D.C ,
4d6+4 M.D Two round burst,
1d4x10+2 M.D three round burst,
5d10+6 M.D four round burst,
1d6x10+10 M.D five round burst,
2d410+4MD six round burst,
1d10+12 M.D eight round burst,
2d6x10+6 M.D nine round burst ,
3d4x10+20 M.D ten round burst ,
4d6x10+40 M.D twenty round burst ,

Or

30 MM cannon [b] DAMAGE
5d6 M.D.C ONE ROUND
1d6x10 M.D Two round burst,
2d4x10+10 M.D three round burst,
2d6x10 M.D four round burst,
4dx10M.D five round burst
3d6x10 MD six round burst,

40 MM cannon
DAMAGE
6d6 M.D.C ONE ROUND,
1D6X10+12 M.D Two round burst,
1D10X10+8 M.D three round burst,
N/A M.D four round burst,
3D6X10 M.D five round burst,
5D4X10+16 MD six round burst,
N/A M.D eight round burst,
N/A M.D nine round burst ,
6D6X10M.D ten round burst ,
12D6X10 M.D twenty round burst ,



50 MM cannon DAMAGE
5d10 M.D.C, ONE ROUND
5D10 M.D( max damage 50 ) blast radius
1d10X10 M.D Two round burst,
4D4X10 M.D three round burst,
5D4X10 M.D four round burst,
4D6X10+10 M.D five round burst,
5D6X10 MD six round burst,
5D8X10 M.D eight round burst,

2 generation auto-cannon standard rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too
20 - 29 mm – 3d6 M.D ( max damage 18 ) blast radius
6D6 M.D Two round burst,
9D6 M.D three round burst,
N/A M.D four round burst,
2D4X10+10 M.D five round burst,
N/A MD six round burst,
N/A M.D eight round burst,
N/A M.D nine round burst ,
3D6X10 M.D ten round burst ,
6D6X10M.D twenty round burst ,
9D6X10 M.D thirty round burst,
N/A fourth round burst

30 - 39 mm-5d4 M.D( max damage 20) blast radius
1D4X10 M.D Two round burst,
1D6X10 M.D three round burst,
2D4X10 M.D four round burst,
1D10X10 M.D five round burst,
2D6X10 MD six round burst,
4D4X10 M.D eight round burst,
3D6X10 M.D nine round burst ,
5D4X10 M.D ten round burst ,
5D8X10 M.D twenty round burst ,
1D6X100 OR 10D6X10 M.D thirty round burst,
2D4X100 fourth round burst

40 - 49 mm -4d6 M.D ( max damage 24) blast radius
1D4X10+8 M.D Two round burst,
1D6X10+12 M.D three round burst,
1D10X10 M.D four round burst,
2D6X10 M.D five round burst,
N/A MD six round burst,
5D4X10 M.D eight round burst,
N/A M.D nine round burst ,
4D6X10 M.D ten round burst ,
8D6X10 M.D twenty round burst ,
N/A M.D thirty round burst,
N/A fourth round burst

50 - 59 mm -5d6 MD( max damage 30 ) blast radius
1D6X10 M.D Two round burst,
2D4X120+10 M.D three round burst,
2D6X10 M.D four round burst,
3D4X10+30 M.D five round burst,
3D6X10 MD six round burst,
4D6X10 M.D eight round burst,
N/A M.D nine round burst ,

H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius

20 - 29 mm -5d4 M.D (max damage 20)
1d4x10 M.D Two round burst,
1d6x10 M.D three round burst,
2d4x10 M.D four round burst,
1d10x10 M.D five round burst,
2d6x10 MD six round burst,
4d4x10 M.D eight round burst,
3d6x10 M.D nine round burst ,
5d4x10M.D ten round burst ,
1d4x100 OR 5D8X10 M.D twenty round burst ,

30 - 39 mm -4d6 M.D (max damage 24)
8d6 M.D 1D4X10+8 M.D Two round burst,
N/A M.D three round burst,
1D10X10 M.D four round burst,
2D6X10 M.D five round burst,
N/A M.D six round burst,
5D4X10 M.D eight round burst,

40 - 49 mm -5d6 M.D (max damage 30)
1D6X10M.D Two round burst,
2D4X10+10 M.D three round burst,
2D6X10 M.D four round burst,
N/A M.D five round burst,
3D6 X10 M.D six round burst,
4D6X10 M.D eight round burst,
50 - 59 mm -6d6 MD (max damage 36)
N/A M.D Two round burst, ,
1D10X10 +8 M.D three round burst,
N/A M.D four round burst,
3D6X10M.D five round burst,


A.P.F.S.D.S round NO blast radius

20 - 29 mm
6d6 MD( max damage 36 )
1D6X10+12 M.D Two round burst,
1D10X10+8 M.D three round burst,
N/A M.D four round burst,
3D6X10 M.D five round burst,
5D4X10+16 MD six round burst,
N/A M.D eight round burst,
N/A M.D nine round burst ,
6D6X10M.D ten round burst ,
12D6X10 M.D twenty round burst ,
N/A M.D thirty round burst,
N/A fourth round burst

30 - 39 mm
1d4x10 M.D( max damage 40 )
2D4X10 M.D Two round burst,
3D4X10 M.D three round burst,
4D4DX10M.D four round burst,
5D4X10 M.D five round burst,
4D6X10 MD six round burst,
4D8X10 M.D eight round burst,
6D6X10 M.D nine round burst ,
5D8X10 M.D OR 1D4X100 M.D ten round burst ,
2D4X10 M.D twenty round burst ,
2D6X100 M.D thirty round burst,
4D4X100 fourth round burst

40 - 49 mm- 5d10 M.D( max damage 50 )
5D10 M.D( max damage 50 ) blast radius
1d10X10 M.D Two round burst,
4D4X10 M.D three round burst,
5D4X10 M.D four round burst,
4D6X10+10 M.D five round burst,
5D6X10 MD six round burst,
5D8X10 M.D eight round burst,

50 - 59 mm - 1d6x10 MD( max damage 60 )
1D6X10( max damage 60 ) blast radius
2D6X10 M.D Two round burst,
3D6X10 M.D three round burst,
4D6X10 M.D four round burst,
5D6X10M.D five round burst,

The "cartridge" energy weapon system

20 MM 1d4x10=40 M.D
1d4x10 M.D( max damage 40 )
2D4X10 M.D Two round burst,
3D4X10 M.D three round burst,
4D4DX10M.D four round burst,
5D4X10 M.D five round burst,
4D6X10 MD six round burst,
4D8X10 M.D eight round burst,
6D6X10 M.D nine round burst ,
5D8X10 M.D OR 1D4X100 M.D ten round burst ,


21 TO 29 MM
1D6X10(damage 60 )
2D6X10 M.D Two round burst,
3D6X10 M.D three round burst,
4D6X10 M.D four round burst,
5D6X10M.D five round burst,
6D6X10 MD six round burst,
3D6X100 M.D thirty round burst,
4D6X100 fourth round burst


30 TO 39 MM
1d4x10 M.D one round
2D4X10 M.D= 80 M.D M.D Two round burst,
4d8x10M.D three round burst,

40 TO 49 MM
1D10X10 M.D=100 M.D
5d4x10 M.D Two round burst,
5d6x10 M.D three round burst,
5d8x10 M.D four round burst,
5d10x10 M.D five round burst,

50 TO 59 MM
3D4X10 M.D OR 2D6X10 = 120 M.D
2d6x10 M.D Two round burst,
3d6x10 M.D three round burst,
4d6x10 M.D four round burst,
5d6x10 M.D five round burst,
6d6x10 MD six round burst,


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!!!! 20MM 1d4x10
30MM 5D10
1d10 x10 M.D Two round burst,
5d4x10 M.D Two round burst,
5d6x10 M.D three round burst,
5d8x10 M.D four round burst,
5d10x10 M.D five round burst,

40MM 1D6X10
2d4x10 M.D Two round burst,
2d6x10 M.D three round burst,
4d4x10 M.D four round burst,
3d6x10 M.D five round burst,
5d4x10 MD six round burst,
4d6x10M.D eight round burst,
5d6x10M.D nine round burst ,
4d8x10 M.D ten round burst ,
5d8x10M.D twenty round burst ,

50MM
2D4X10 OR 1D8X10
5d4x10 M.D Two round burst,
5d6x10 M.D three round burst,
5d8x10 M.D four round burst,
5d10x10 M.D five round burst,

Rate of Fire: brust
Effective Range: 2 miles standard
Payload: 200 rounds
type Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 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 grater 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

Weapons systems laser Vulcan guns this weapon consists of six rotating barrels laser cannon ,cycling through like a regular gating gun ,firing one rapid barrel ,or can fre all sx barrel doing a massive amount of fire it similart to Iron hammer main battle tank from from rifts mecanry book page 107
Type: [/u]
Damage :
3d4x10,only nuclear powered can fired all six barrel 6 will do 4d6x10+30
Range : 6000 feet
Rate of fire: hand to hand
Payload: nuclear powered unlimited any other 500 burst
notebonus /penalties : weight 12000 pounds, if you roll 2 to 4 will over heat and cool dwn in 1d4 melee or 15 x 4 seconds

Heavy M.D Machinegun: pick one below frist generation
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 800

.50 calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun

Or[u][b]

[u][b] type: 12.7 mm

Weight:
Mega-Damage: Anti-material rifle and auto cannon caliber, from this these are heavy calibers
100 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, 1D4X10 fourth round burst , 1d6x10 for sixty round , 2d4x10 for eighty round, 1d10x10 for one hundred round, 2d6x10 for one hundred twenty round, and so
5D4 X10 S.D.C OR 2 M.D
1D4 M.D Two round burst,
1D6 M.D three round burst, 2D4 M.D four round burst, 1D10 M.D five round burst, 2D6 MD six round burst, 4D4 M.D eight round burst, 3D6 M.D nine round burst , 5D4 M.D ten round burst , 1D4X10 M.D twenty round burst , 1D6X10 M.D thirty round burst, 2D4X10 fourth round burst
5D6X10 S.D.C OR 3M.D
1D6 M.D Two round burst, 2D4+1 M.D three round burst, 3D4 M.D four round burst, 2D6+3 M.D five round burst, 3D6 MD six round burst,4D6 M.D eight round burst, 4D6+3M.D nine round burst , 5D6 M.D ten round burst , 1D6X10 M.D twenty round burst , 2D4X10+10 M.D thirty round burst, 2D6X10fourth round burst
5D8X10 OR 4 M.D OR 1D4 M.D
2d4 M.D Two round burst, 3d4 M.D three round burst, 4d4 M.D four round burst,5d4 M.D five round burst, 4d6 MD six round burst, 4d8 M.D eight round burst,6d6 M.D nine round burst ,1d4x10 M.D ten round burst , 2d4x10 M.D twenty round burst , 2d6x10 M.D thirty round burst, 4d4x10 fourth round burst , and so on
5D10 X10 OR 5 M.D
1D10 M.D Two round burst, 5D6 M.D three round burst, 1D4X10 M.D four round burst, 1D4X10+10 M.D five round burst, 1D6X10 MD six round burst, 2D4X10 M.D eight round burst,2D4X10+10 M.D nine round burst, 1D10X10 M.D ten round burst, 1D10X10 M.D twenty round burst, 5D4X10 fourth round burst , and so on
1D6X100 S.D.C OR 1D6 M.D
2D6 M.D Two round burst, 3D6 M.D three round burst,4D6 M.D four round burst, 5D6 M.D five round burst, 6D6 MD six round burst, 8D6 M.D eight round burst, 9D6 M.D nine round burst , 1D6X10M.D ten round burst , 2D6X10M.D twenty round burst , 3D6X10 M.D thirty round burst, 4D6X10 fourth round burst
2D4X100=800 S.D.C OR 2D4M.D
4D4 M.D Two round burst, 4D6 M.D three round burst, 4D8 M.D four round burst, 1D4X10 M.D five round burst, 1D4X10+8 MD six round burst, 8D8 M.D OR 1D6X10+4 eight round burst , 2D4X10 M.D ten round burst , 4D4X10 M.D twenty round burst , 4D6 X10 M.D thirty round burst, 4D8X10 fourth round burst AND SO
1D10X100 S.D.C OR 1d10=10 M.D
5d4 M.D Two round burst, 5d6 M.D three round burst, 1d4x10 M.D four round burst, 1d4x10+10 M.D five round burst, 1d6x10 MD six round burst, 2d4x10 M.D eight round burst, 1d10x10 M.D ten round burst , 5d4x10M.D twenty round burst , 5d6x10 M.D thirty round burst, 5d8x10 fourth round burst
2D6X100 S.D.C OR 2D6 M.D
4d6 M.D Two round burst,6d6 M.D three round burst, 1d4x10 +8 M.D four round burst, 1d6x10 M.D five round burst, 1d10x10 M.D eight round burst, 2d6x10 M.D ten round burst , 4d6x10 M.D twenty round burst , 6dx10 M.D thirty round burst, 8d6x10 fourth round burst
5D4 X100 S.D.C OR 5d4M.D
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10 M.D ten round burst , 5d8 x10 M.D twenty round burst , fourth round burst
Rate of Fire:
Effective Range:
Note: look below
Payload: [/u as above
[u] Bullets for high end M.D black powder,
or muzzle loading firearms, were classically molded from pure M.D.C lead. This worked well for low speed bullets, fired at velocities of less than 450 m/s (1475 ft/s). For slightly higher speed bullets fired in modern firearms, a harder M.D.C alloy of M.D.C lead and tin or M.D.C typesetter's lead (used to mold Linotype) works very well. For even higher speed bullet use, jacketed coated lead bullets are used. The common element in all of these, M.D.C lead, is widely used because it is very dense, thereby providing a high amount of mass—and thus, kinetic energy—for a given volume. Lead is also cheap, easy to obtain, easy to work, and melts at a low temperature, which results in comparatively easy fabrication of bullets.
1. lead: Simple cast, extruded, swaged, or otherwise fabricated lead slugs are the simplest form of bullets. At speeds of greater than 300 m/s (1000 ft/s) (common in most handguns), lead is deposited in rifled bores at an ever-increasing rate. Alloying the lead with a small percentage of tin and/or antimony serves to reduce this effect, but grows less effective as velocities are increased. A cup made of harder metal, such as copper, placed at the base of the bullet and called a gas check, is often used to decrease lead deposits by protecting the rear of the bullet against melting when fired at higher pressures, but this too does not solve the problem at higher velocities. Simple cast add+2 M.D.C, extruded + 5 M.D.C, swaged +10
2. Jacketed lead: Bullets intended for even higher-velocity applications generally have a lead core that is jacketed or plated with gilding metal, cupronickel, copper alloys, or steel; a thin layer of harder metal protects the softer lead core when the bullet is passing through the barrel and during flight, which allows delivering the bullet intact to the target. There, the heavy lead core delivers its kinetic energy to the target. Full metal jacket or ball bullets (cartridges with ball bullets are called ball ammunition) are completely encased in the harder metal jacket, except for the base. Some bullet jackets do not extend to the front of the bullet, to aid expansion and increase lethality; these are called soft point or hollow point bullets. Steel bullets are often plated with copper or other metals for corrosion resistance during long periods of storage. Synthetic jacket materials such as nylon and Teflon have been used, with limited success. Type lead core add+6 M.D.C. or plated add +6 M.D.C, or steel add + 10 M.D.C reduce range by 10% , hollow point bullets. Can add range by 20% add +1to 10 M.D.C damage
3. Blanks: Wax, paper, plastic, and other materials are used to simulate live gunfire and are intended only to hold the powder in a blank cartridge and to produce noise. The "bullet" may be captured in a purpose-designed device or it may be allowed to expend what little energy it has in the air. Some blank cartridges are crimped or closed at the end and do not contain any bullet.
4. Practice: Made from lightweight materials like rubber, Wax, wood, plastic, or lightweight metal, practice bullets are intended for short-range target work, only. Because of their weight and low velocity, they have limited range. Wood equal dame to vampires or related to this monsters reduce range by 20%
5. Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table
6. Incendiary: These bullets are made with an explosive or flammable mixture in the tip that is designed to ignite on contact with a target. The intent is to ignite fuel or munitions in the target area, thereby adding to the destructive power of the bullet itself. Look below
7. Exploding: Similar to the incendiary bullet, this type of projectile is designed to explode upon hitting a hard surface, preferably the bone of the intended target. Not to be mistaken for cannon shells or grenades with fuse devices, these bullets have only a cavity filled with a small amount of low explosive depending on the velocity and deformation upon impact to detonate. Add 50% damage
8. Tracer: These have a hollow back, filled with a flare material. Usually this is a mixture of magnesium metal, a perchlorate, and strontium salts to yield a bright red color, although other materials providing other colors have also sometimes been used. Tracer material burns out after a certain amount of time. Such ammunition is useful to the shooter as a means of learning how to point shoot moving targets with rifles. This type of round is also used by all branches of the United States military in combat environments as a signaling device to friendly forces. Normally it is loaded at a four to one ratio with ball ammunition and is intended to show where you are firing so friendly forces can engage the target as well. The flight characteristics of tracer rounds differ from normal bullets due to their lighter weight. add + 3 to strike in any mode of fire
9. Armor piercing: Jacketed designs where the core material is a very hard, high-density metal such as tungsten, tungsten carbide, depleted uranium, or steel. A pointed tip is often used, but a flat tip on the penetrator portion is generally more effective. Add 25% to damage to also to M.D.C or M.D.C hit point and knock table to any organic by 50%
10. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. Frangible: Designed to disintegrate into tiny particles upon impact to minimize their penetration for reasons of range safety, to limit environmental impact, or to limit the shoot-through danger behind the intended target. An example is the Glaser Safety Slug. M.D.C shot gun
12. Solid or Monolithic Solid: mono-metal bullets intended for deep penetration in big game animals and slender shaped very-low-drag projectiles for long range shooting are produced out of metals like oxygen free copper and alloys like copper nickel, tellurium copper and brass like highly machinable UNS C36000 Free-Cutting Brass. Often these projectiles are turned on precision CNC lathes. knock table 50% ,add 60%
13. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. 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 !!!!
16. Heavy Plasma same as above but 1d6 per melee round

Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
17. A.S.A.S.P bonus as above but critical 15



WI-FT1 Plasma Flamethrower.
This fearsome weapon is the brainchild of a collaboration between Golden Age Weaponsmiths and
Wellington Industries. Golden Age researchers recognized the flamethrower as an ideal shock weapon, and Wellington researchers adapted normal plasma weapon systems to produce a short-ranged, but continuous
stream of Mega-Damage flames. A separate team working on the same project developed a form of plasma-based napalm that is used with another model of flamethrower (see the WI-NFT-1, below). Primarily
a terror weapon, the flamethrower is also ideal for attacking certain monsters, lightly armored ground troops, vehicles, bunkers and other hardened positions.
Weight: 30 Ibs (13.5 kg) or 45 ibs (20 kg) with plasma tank.
Mega-Damage: A short plasma burst does 3D6 M.D.
A concentrated plasma burst (counts as two attacks; 7 seconds) does 1D4xlO+10 M.D. Or the attacker can cover an area with plasma: up to 10 feet (3.0 m) can be covered with each hand to hand melee attack/action,
so a character with four hand to hand attacks could cover an area or length of 40 feet/12.2 m); everybody in the area affected takes 2D6 M.D. Rate of Fire: Single shot or concentrated burst.
Range: 500 feet (152 m).
[/b]Payload: [/b]Standard E-Clip holds 8 bursts, a long E-Clip holds 16 plasma bursts. A plasma tank holds 100 "shots." Cost: 30,000 credits. A plasma tank costs 1,200 credits and is disposable.


type optional weapon turret pick one from below :

40 mm Grenade Launcher. An incredibly common weapon used by infantry in the late modern age. Assault rifles commonly had single- shot grenade launchers fitted under the barrel, while multi-shot grenade
launchers were carried as a squad support weapon or mounted on vehicles (especially jeeps and helicopters).
Weight: 11 Ibs (.5 kg).
S.D.C. Ordnance: 5D6 points of damage to a 10 foot (3 m) area.
Mega-Damage: first gen ammo 1D6 or 2D6 M.D. depending on the type of grenade, to a 12 foot (3.6 m) area. Rate of Fire: Varies. Single-shot and certain magazine-fed grenade launchers are Aimed fire only.
M.D. launchers and rifles. This version is a prototype round First generation Mega-Damage: 1D6 M.D. grenades cost 275 credits, 2D6 M.D. grenades
Weapons systems these weapon systems are sold to allies and open market
First generation rounds this single round fire for one cannon MAINLY THIS ONES WITH MODEL B
2 generation rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too
40 mm Grenade Launcher. -4d6 M.D ( max damage 24) blast radius
1D4X10+8 M.D Two round burst, 1D6X10+12 M.D three round burst, 1D10X10 M.D four round burst,2D6X10 M.D five round burst, N/A MD six round burst, 5D4X10 M.D eight round burst, N/A M.D nine round burst , 4D6X10 M.D ten round burst
H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius
40 mm Grenade Launcher. -5d6 M.D (max damage 30)
1D6X10M.D Two round burst, 2D4X10+10 M.D three round burst, 2D6X10 M.D four round burst, N/A M.D five round burst, 3D6 X10 M.D six round burst, 4D6X10 M.D eight round burst, N/A M.D nine round burst , 5D6X10 M.D ten round burst ,
A.P.F.S.D.S round NO blast radius
40 mm Grenade Launcher. - 5d10 M.D( max damage 50 )
5D10 M.D( max damage 50 ) blast radius
1d10X10 M.D Two round burst, 4D4X10 M.D three round burst, 5D4X10 M.D four round burst, 4D6X10+10 M.D five round burst, 5D6X10 MD six round burst, 5D8X10 M.D eight round burst,
The "cartridge" energy weapon system
40 mm Grenade Launcher. 1D10X10 M.D=100 M.D
5d4x10 M.D Two round Burst, 5d6x10 M.D three round Burst , 5d8x10 M.D four round Burst ,
Third generation ram jet 40 mm Grenade Launcher
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
40 mm Grenade Launcher. 1D6X10 M.D
2d6x10 M.D Two round Burst, 3d6x10 M.D three round Burst , 4d6x10 M.D four round Burst , 5d6x10M.D five round Burst ,
type Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 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 grater 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
Rate of Fire: are Burst firing only.
Range:
1,200 feet (365.7 m).
Payload: Many carried a single shot and had to be reloaded after each use. Multi-shot grenade launchers used magazines, belts or drums ranging from 6 shots to 100 shots.
Cost: 1200 credits for a single-shot S.D.C. grenade launcher, 4,000-6,000 credits for multi-shot rifles, and 18,000-24,000 for M.D. launchers and rifles. 1D6 M.D. grenades cost 275 credits, 2D6 M.D. grenades cost 550 credits.
All are banned and illegal in most civilized communities.

Weapons systems summary FOR The second tank golem left side

Weapons systems

type: x2 optional top turret heavy machine gun or Grenade launcher
Weight: look above
Mega-Damage: look above
Rate of Fire: look above
Effective Range: look above
Note: look above
Payload look above : [/u


[u] type:
two light PPC particale beam
Weight: 450 pounds each
Mega-Damage: 5d10+25 each
Rate of Fire: single blast equals hand to hand and robot add as well
Effective Range: 10,0000 feet
Note: look at NGR book lighting rod weapon page number 128 ,weapon systems # 1 for side effects
Payload: unlimited


type: short range misslies systems, medium range as well and mini misslies
Mega-Damage: varies
Rate of Fire: can not fire all misslies , PICK ONE only the same type
Effective Range: varies
Payload: pick two types of missiles systems :
short range missiles weight 33 pounds , medium range weight 120 for all NAAT and Elites Units others 250 pounds standard weight , mini missiles 10 pounds weight for Each
short range missiles , 48 missiles total
medium range , 24 missiles total 48 total,
mini missiles , 98 missiles total 106
Note:
Short range missiles, 48 missiles each 96 missiles total weight 3146 pounds
Medium range, 24 missiles total 48 missiles total, weight total 5760 pounds or 12,000 pounds
Mini missiles, 98 missiles total 960 pounds
type: two hidden heavy machine guns look above frist gernertion or lasted mechine gun
Weight: look above
Mega-Damage: look above
Rate of Fire: look above
Effective Range: look above
Note: look above
Payload look above :

Type: add techno wizard tech abilities varies two offensive and two defensive and a fifth option
Weight: look above
Mega-Damage: look above
Rate of Fire: look above
Effective Range: look above
Note: look above
Payload look above :

Re: N.A.A.T

Posted: Sun Jul 07, 2013 7:00 pm
by ZINO
http://fc00.deviantart.net/fs71/i/2010/ ... DoomER.jpg

http://tugodoomer.deviantart.com/art/bo ... -157387778

http://i686.photobucket.com/albums/vv23 ... 1373237599


golem bot 2 call AKA skinny legs or model 712
artist comment While tank tops golem distract the marshes


Description

The golem series were from golden age of man where the communist countries were play catch up with the western powers. They came out with really stopping gaps at the time but were imported version. They are well known robot vehicles and mainly used by small or staring security from in Europe, or stating mercenary out fists. They are aloe are starting robot vehicle to last line or second line unit were number mean everything or need fast glass cannon robot vehicles . Where quantity is quality said by Stalin form the old communist party in world war two. The golem fills the gaps form Russia to the Middle East to India to the Africa and many other parts of the world. They been around for a few months now and many love over the counter robot vehicle in Europe. But now thanks to NGR they are available in north and South America which will give N.A.T.O, A.M.C, N.A.A.T and N.A.M.E.S a huge boom in revenue both in Europe and North America. The main advantage was N.A.A.T and N.A.M.E.S could keep up with demands.
Golem heavy tank golem one and two
Golem bot 2 call AKA skinny legs or model 712
Golem Bot 3 or golem bot 180 series
Golem Bot four (4) or golem 080
Gloem Bot 5 long range A.A.A robot vechile or golem 10
Golem Bot 6 bot 6 all purpose robot vehicle or Golem Bot 151

Response :
America in general will see as over the counter robot vehicle for the common mercenary started up groups or cannon flooder robot vehicle . Cheap easy to fix ( interchange parts!!!! This means + 20 in the field but in a simple shop repair area even low tech towns +35%). This will be a major boom for small towns where is the only options . Plus ammunition is everywhere and sold in larger amounts . This will always be common unit to buy for rookie robot pilots ( mainly level 1 to 3 ) . They can have no pilots too and cost extra still can be very useful in either labor unit or defended units . Easy access to get ,and cheap make even by cheap well hardware, but all MDC level !!!!

New lazo / lazo
Several units have arrived to act as non-magical combat units all models how is unknown . But many know now New lazo added for defined . one major use is the AAA MODEL BEEN ADD. Even the coalition is not aware of this .due to the fact that these units are the perfect abilities to hid in urban area and place no will even think to be at. Last there been adding magic features as well making even harder to get IFF . only lazo and new lazo are able to id one another .!!!

Northern gun
Has allowed to sell, repair and now adding in 6 to 9 months to make these model but as knock off version 30% less MDC all features are add, no magic ,and are excellent training wheels for young to no experience robot pilots that are begin to use. And keep the good toys back .


Coalition states /Free Quebec (F.Q) are seen only additional targets, but if the ever encounter a true golem AA A model unit. It wills another deadly wake up call. This unit can hide and shot even their best aircraft of the sky . simply but small . they are like sniper from the ground, in reality they will be a major headache for the collation.it will a repeat of history the USA empire face during the new cold war , to the point that grounds forces and orbital satellite systems for some time had to take out and not the air force job. For many 99% will self-destruct before give any value data

North America Black market (N.A.B.M)
will buy the cheapest units A.S.A.P , and will be mostly fossil fuel or battery powered units due the cost and to throw body at the enemy target to slow the police for name sake .



King dale :
will sell only the cheap models golem class ,ammo and will be seen as defends robot vehicle only

Tundra ranger
Will love the new robot vehicle addition and will only get battery powered units or best units

Tennessee Headhunters:/ G.A.W/. Wellington industries (W.I)
G.A.W. will get all model (any model ) repaired and maintain and will give GAW a new avenue for money for they will later add this training to other combat robot vehicles to labor units .

Air Superiority ,Inc.
Will get all golem and the main fossil fuel systems will be the cheapest and will only want it to cover base and airfield protections.

G.A.W/chipwells armaments
Will make loads of money as well other rival companies due to the fact the abilities to make these unit will just be a test run for some of the major weapon dealer for north America but will help others they will main work on fossil fuel systems unit and battery were from the golden age , GAW will be able to work more on nuclear powered units then chipwells armaments. Still this perfect for chipwells armaments low buttom budgets robot vechiles

El Paso & Ciudad Juarez
Look at balck market north America

south America:
Columbia

They also getting all model for allied town and battery power units will be seen as second line combat units last all nuclear powered units will be add to family factions and military as well as main combat units .they will modified them to build them for anti- vampire combat units as well .


Europe :
N.G.R governments /Kingdom of Tarnow

Will be love and hated the golem combat units the first units were been deploy all over Europe ,Asia, middle east as rouge robot vehicles , and other counties that could only buy them would buy the battery powered units. At the time the nuclear version were only at Russia only. Again they flood the market where those nations could not get the new toys . however Kingdom of Tarnow doubles all mdc location due to magic abilities turning first S.D.C to M.D.C ,which very few know.it history will be known in NGR and will not let coalition know about it. And will later act like Ops long lost tech they were stopping gap tech ,which will work very well in rifts earth




skinny legs
is rapid deploy unit light weight heavy hitter it can function as a rapid combat drone , light weight city robot vehicles OR Light weight borg robot vechile look below .it main drawback it light MDC and one weapon systems .still many time you need speed to get to a target and live long enough for heaver unit to help or become the target to protect whatever objective it maybe. Speed and flight make an ideas recon robot vehicles add force fields and it can take a lot more punishment then it should .which is standard to allied troop and not in the commercial sold .still NGR troops love(+55% robot pilots kills add if not then base is 50% !!!! in combat ,non-combat role 90%) to try it just for kicks and love the speed demon . the reason why it can do high speed is the frame arms and legs add the rear robot jet thruster make perfect but having ok armored for a man size robot vehicle. Last this was really taken from the chip well ideas cheap ,easy to make and repair which chip well and Triax T-21 Terrain Hopper Power Armor is getting royalties over this Idea to chip well only !!!!! Think of this robot vehicle as a glass cannon tactic extreme fire power but lack of armored.one last ideas is able to take any light burg and connect with it and make a Borg much or turn into a Borg vehicle. it will cost more but it worthy it speed ,fire power and if the Borg vehicles suit is destroyed then the light Borg can pop out like ejection systems either continue to fight or run .this has given light Borg addition protection.


golem Bot /Brog skills
Native Language (probably Russian or English ; at 92%)
Language: (probably Russian or English (+20%)
Language: One of choice (+15%)
Radio: Basic (+15%)
Radio: One of choice or Computer Operation (+10%)
Pilot Hovercycle (+10%)
Pilot: Two skills of choice (+10%)
Military Etiquette (+10%)
Climbing (+10%)
Swimming (+10%)
W.P. Paired Weapons
W.P. Automatic Rifle
W.P. Energy Rifle
W.P. Two of Choice (any)
Hand to Hand: Basic, but can be changed to Expert for the cost of one O.C.C. Related skill, or to Martial Arts (or Assassinif anarchist or evil) for the cost of two skills.

O.C.C. Related Skills:
Select three MOS skills (with a +15% bonus each) from any category regardless of whether or not it's normally available (i.e. can pick skills from Espionage, Electrical, Mechanical, Science, etc., which aren't otherwise available, or from an available category just to get the higher
bonus). In addition, select two Military or Piloting skills, and three other skills of choice from the list below. One additional skill is selected at levels 4, 8 and 12. All new skills start at level one proficiency.
Communications: Any (+10%)
Domestic: Any (+5%)
Electrical: None
Espionage: Intelligence and Sniper only.
Mechanical: Basic and Automotive Mechanics only (+5%)
Medical: First Aid only (+5%)
Military: Any (+10%)
Physical: Any that are still appropriate.
Pilot: Any (+5%)
Pilot Related: Any (+10%)
Rogue: Any (+2%)
Science: Math only (+5%)
Technical: Any (+10%)
W.P.: Any, except additional Trick Shooting skills.
Wilderness: Any

Secondary Skills:
The character also gets to select two secondary skills from the list, excluding those marked "None," at levels 2,4, 8 and 13. 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


Cybernetics humanoid : Typical Bionics:
The following stats, weapons and features are typical of the Light Machine. Customizing, personal tastes, and additional bionics acquired as rewards for heroism, duty, and rank, as well as authorized purchases, may come later. Of course there are reasonable limitations. Those not associated with a Warlord are on their own in acquiring additional bionics and start with one less weapon, one less head feature, and don't have the Gromeko FFI system. Average Size: Roughly human, typically six feet (1.8 m).
Weight: 250-350 pounds (112.5 to 157.5 kg).
Power Source: Nuclear
M.D.C. by Location:
* Palm Lasers (2) — 12 each
* Concealed Vibro-Blades (2) — 50 each
* Ion Beam Wrist Blaster — 10
* Arms (2) — 60 each
* Hands (2) —25 each
Legs (2) — 85 each
* Feet (2) —25 each
** Head — 80; it may be flesh outside, but underneath is a metal skull, plus it is usually protected with additional M.D.C. from a helmet and visor or helmet and face plate from bionic
body armor; typically 80 M.D.C. Many 'Borgs, especially full conversion Heavy Machines, wear a bionic or metal face plate reminiscent of the ancient Samurai. The face plate can look
high-tech, human or monstrous.
*** Main Body — 170 plus M.D.C. from conventional body armor (any of the Russian, Triax or imported environmental body armor suits: 30-100 M.D.C.) or light (140 M.D.C.) or medium
cyborg armor (180); Light Machines cannot wear heavy cyborg armor. Bionic or Cyborg armor is heavier and thicker than normal body armor, but can be more easily accommodated
by the augmented mechanical body with minimal penalty (-10% to prowl, acrobatics, gymnastics, swim, climb, palming, and similar skills).
Damage Notes:
* A single asterisk indicates a small and/or difficult target to hit. The attacker must make a "Called Shot" and even then he is -4 to strike. The hands and Vibro-Blades are extremely
difficult targets to hit, and are -5 to strike on a Called Shot.
** Destroying the head of a cyborg will kill the character! This is where the brain is housed and when it's gone, that character is dead. However, the rest of the body can be salvaged
and reused.
*** Depleting the M.D.C. of the main body will effectively destroy the artificial body, but emergency systems will keep the brain and vital organs alive for 12 hours. Recovery
of the damaged body will enable Cyber-Docs to place the character on a life support system that will keep him alive until a new bionic frame becomes available. Failure to find the brain within 12 hours means the character dies. Massive amounts of damage (100+ M.D.C. below zero), completely destroy the 'Borg, with no hope of recovery.

Bionic Attributes:
• Tactile sensitivity: At least 50%; typically 85%
• Bionic P.S. of 28-30 (S.D.C. damage); power punch and
leap kick do 1D4 M.D.
• Bionic P.P. of 20-24
• Face: P.B. Modifier: Pick one.
1. Natural face, roll 3D6 as usual (+1D6 if a 16-18 is
rolled).
2. 3D6+6 if a sculpted human face is used and the character wants to be attractive (may be the original face tweaked and modified to look better).
3. 1D6+4 if the face is the standard robotic one without any human facial features (as depicted in the illustration).
4. 1D4+3 if a monstrous, frightening or inhuman face (animal, insect, etc.) is used; Horror Factor 10.
• Bionic Speed Running: 120 mph (192 km).
• Leaping: Super-powerful hydraulic leg pistons are capable of launching the full conversion Light Machine 15 feet (4.6 m) high or 25 feet (7.6 m) lengthwise; increase by 50% with a
running start.
• Speed & Flight Options: Cyberjet Nodes for jet assisted leaps, increased speed and limited hovering, or human or Borg jet packs (see cybernetic equipment section for details),
or by vehicle.
Bonuses:
• +3 on initiative. •
• +1 to pull punch.
• +1 to strike and parry.
Cost: Around 1.4 million for the Warlords, 2.6 to 3.5 million
credits on the open market.
Standard Cybernetic Systems (non-weapon types):
1. Full 20/20 Enhanced Color Vision (to line-of-sight).
2. Targeting Sight (+1 to strike) and light filters.
3. Telescopic Eye with Passive Nightvision (5000 ft/1524 m).
4. Multi-System Eye Socket.
5. Universal headjack/ear implant with Augmentation
6. Amplified Audio
7. Built-in Language Translator
8. Built-in Radio Transmitter & Receiver (5 miles/8 km)
9. Cyberlink Vehicle Interface (2; one in hand and head).
10. Gromeko Friend or Foe Identification Computer.
11. Bionic Lung with gas filter & oxygen storage cell.

Weapon systems
1. Concealed Vibro-Blades (2): Each forearm has a retractable Vibro-Short Sword that can be extended at will and locked into place.
Primary Purpose: Anti-Personnel
Damage: 2D4 M.D. each.
Attacks Per Melee Round: Melee weapons; each strike counts as
one attack.
Payload: Unlimited; draws on the 'Borg's power supply.
2. Ion Palm/Wrist Blaster (1 or 2): This item can be built into one or both hands/wrists. It too retracts when not in use and extends to fire. When only one unit is used in one hand, the
other hand typically has a different weapon system, often a chemical spray, garrote wrist wire, or wrist needle and drug dispenser. The ion blaster is designed for close combat, assault
and defense
Primary Purpose: Assault
Mega-Damage: 3D6 M.D. per blast.
Range: 500 feet (152m).
Rate of Fire: Each blast counts as one melee attack. If the cyborg points both arms at the same target and fires both blasters simultaneously, the damage is doubled (6D6 M.D.) and it counts
as one melee attack. However, this can only be done when the cyborg is standing still and the target is at least two times human- size. Running and trying to shoot is the equivalent of
shooting wild and is done at -6 to strike, and all other combat bonuses are reduced by half.
Payload: Effectively unlimited; runs on internal power supply.
3. Additional Arm Weapons (to start): One arm will have a forearm weapon in addition to the Vibro-Blade.
4. Additional Hand Features or Weapons (to start): Two hand weapons of choice. The G.M. may modify or restrict certain items.
5. Additional Leg Features or Weapons (to start): One leg feature or weapon of choice for only one leg. The other has none.
6. Select type of face. If human, the character can select either the Type AA-1 Cyber-Disguise or two face/head or eye features.
7. Optional Weapons. In addition to bionic weapons and features, the character will own and use a variety of conventionalweapons.
8. Vibro-Blade or other blade weapons may be plated in silver to combat supernatural beings vulnerable to such things.
9. Chemical Sprays may fire holy water — water or oil blessed by a priest and used against vampires and certain other supernatural beings.

ROBOT BORG VECHILE CLASS add on for borgs Features or drone Features or pilot combat robot vechile Features
1. Radar: 5 miles Weight add: add 100lds or recon unit 45 miles Weight add: 500lds
2. Combat computer: add +2 strikes rail gun, +3 auto cannon , also add +3 attacks, +5 to dodge
3. Laser targeting add +1 to all weapons systems
4. Back Radio standard 5 miles, Weight add: 50 ld or N.A.A.T uses 30 miles Weight add: 100ld
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional Weight add: 100lds
7. Ejection systems: add 100lds BORG
8. N.A.A.T ONLY ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 250 pounds
9. . Voice actuated locking systems
10. Complete environmental pilot or crew compartment Weight add: 100lds
11. N.A.A.T ONLY ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 50lds
12. . Nuclear powered N.A.A.T ONLY ,Special Forces 1 year, 2 year.4 year or 10 year max Weight add: for each add 1000 lds
13. N.A.AT ONLY 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 Weight add: 50 lds
14. N.A.A.T ONLY ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 100 M.D.C or less to any location this applies to Force field as well. On the second hit is 95 M.D.C and third hit 90 M.D.C so on Weight add: 1000 ld.
15. .Any female pilot or partial Borg get a plus 1d4 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, Male pilots get this at third level
16. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 600 pounds total
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
Recon unit can carry enery flares
17. U.S Military Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +5 auto dodge +1 plus any other bonus !!!
18. This the can be heavy combat armored, which is deign to protect and very comfortable as 7 heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well.
19. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
Weight add: 100lds
20. Basic EVA systems (back up) Weight add: 100lds

Statistical Data
Height 8 feet without jet pack, with jetpack add 3 feet more
Length 5 feet
witdh 4 feet
Weight empty standard 2 tons ,Generators add 1 ton
Power System: Nuclear Fusion, average energy life is 25 years for main for forces , drone only battery power systems 30 days and any beam weapons can be used
Cost Nuclear Fusion 1 million ,drone commercal battery power 500,000
Black Market Cost: 1.5 million

Speed
Range: unlimted
Flying Range: 48 hour at any speed cool down for 1d4 hours
Running max speed 220 MP
Range: unlimited ,but 72 hours max flight systems over heat need 1d4 hour cool down time
Flying 400 MPH
Running up to 220 MPH
Walk 2 to 25 MPH
Leaping:
The integrated jet pack enables the power armor toleap great heights and distances. A height of approximately 15 feet (4.6 m) straight up or lengthwise is possible unassisted by the thrusters. A jet thruster assisted leap from a stationary positioncan propel the unit up to 100 feet (30.5 m) high and across without actually attaining flight or requiring a running start.Power Jumping and travel: Getting a running start will enable the individual to leap up to 300 feet (91.5 m) lengthwise. The height of the leap is controlled by the pilot and generally ranges between 20 to 50 feet (6 to 15 m), with 20 or 30 feet of height being the norm. By leaping, landing, continuing to run a few dozen yards/meters, and power leaping again, the T-21 pilot can attain and maintain, an impressive ground speed of 170 mph (272 km), even through light forest (speed should be reduced 40% through dense vegetation or hazardous errain to avoid accidents). Directional control is nearly total, but engaging the Built in jet pack to avoid a collision or bad landing may slow one's speed. Also, the flight capabilities enable the pilot to stop in mid-air if necessary
Maximum Ocean Depth: 1000 feet jet pack can switch be used under water ,

Hand to hand: Use robotic P.S 30

M.D.C
Main body 200
Main commercial version primary force field- 300 force field-150, emergency force field-100
[1] Upper Arms (2) 100
[1] Lower Arms (2)100
Upper Legs (2)100
[1] Lower Legs (2)100
[1] Feet (2)20
Head 55
Reinforce cockpit compartment:none
N.A.A.T primary force field 420, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators100
Jet pack 200(2)

Stats
Notes:
[1] These locations are small and difficult targets to strike, requiring the attacker to make a "called shot," but even then the attacker is -4 to strike.
[2] Note that the Head is -3 in addition to normal called shot penalties to hit. Destroying the head will expose the pilot's head, leaving only the pilot's body armor helmet as its only protection. Note: The head is a small and difficult target to hit. Thus, it can only be hit when a character makes a called shot and even then the attacker is -3 to strike.jet Pack note even if it loss one jet pack it speed not affected .
[3] Depleting the Main Body M.D.C. will shut the vehicle down making it useless..
Note: Power Armor drone/borg locations are laser resistant. Each layer of armor is 100 MDC. A variable laser weapon must be reset every 100 M.D.C. or it will only do half damage. If a laser does enough damage to damage the next layer, it will only do half damage to the next layer if set to do full damage to the layer above.
[4] The force field will stop energy attacks and fast moving objects. Slow moving objects can pas through. It Regenerates one (1) M.D.C. per melee unless overloaded and then cannot be activated for 12 hours if overloaded. The force field pulls its power off of the power plant.

Hand to hand: Use super natural or robotic P.S 30

Weapons systems any Heavy over and under Heavy Rifle

Type any human or giant size ,any Heavy over and under Rifle or rail gun or any beam gun as well( NO heavy boom gun)
Damage varies by gun
Range varies by gun
Rate of fire: varies by gun
Payload: all beams weapon systems times 10 plus carries ten clips ,balsitic systems time 2.5

Weapons systems shoulder Mini – missile x2

Type mini missles in jet pack
Damage varies
Range varies
Rate of fire: one or any or all counts as one attack
Payload: 24 each or 48 total
Bonus: varies

Re: N.A.AT

Posted: Thu Jul 11, 2013 11:05 pm
by ZINO
Description Golem Bot 3 or golem bot 180 series



http://fc00.deviantart.net/fs71/i/2010/ ... DoomER.jpg

http://i686.photobucket.com/albums/vv23 ... 1373237599


The golem series were from golden age of man where the communist countries were play catch up with the western powers. They came out with really stopping gaps at the time but were imported version. They are well known robot vehicles and mainly used by small or staring security from in Europe, or stating mercenary out fists. They are aloe are starting robot vehicle to last line or second line unit were number mean everything or need fast glass cannon robot vehicles . Where quantity is quality said by Stalin form the old communist party in world war two. The golem fills the gaps form Russia to the Middle East to India to the Africa and many other parts of the world. They been around for a few months now and many love over the counter robot vehicle in Europe. But now thanks to NGR they are available in north and South America which will give N.A.T.O, A.M.C, N.A.A.T and N.A.M.E.S a huge boom in revenue both in Europe and North America. The main advantage was N.A.A.T and N.A.M.E.S could keep up with demands.
Golem heavy tank golem one and two
Golem bot 2 call AKA skinny legs or model 712
Golem Bot 3 or golem bot 180 series
Golem Bot four (4) or golem 080
Gloem Bot 5 long range A.A.A robot vechile or golem 10
Golem Bot 6 bot 6 all purpose robot vehicle or Golem Bot 151

Response :
America in general will see as over the counter robot vehicle for the common mercenary started up groups or cannon flooder robot vehicle . Cheap easy to fix ( interchange parts!!!! This means + 20 in the field but in a simple shop repair area even low tech towns +35%). This will be a major boom for small towns where is the only options . Plus ammunition is everywhere and sold in larger amounts . This will always be common unit to buy for rookie robot pilots ( mainly level 1 to 3 ) . They can have no pilots too and cost extra still can be very useful in either labor unit or defended units . Easy access to get ,and cheap make even by cheap well hardware, but all MDC level !!!!

New lazo / lazo
Several units have arrived to act as non-magical combat units all models how is unknown . But many know now New lazo added for defined . one major use is the AAA MODEL BEEN ADD. Even the coalition is not aware of this .due to the fact that these units are the perfect abilities to hid in urban area and place no will even think to be at. Last there been adding magic features as well making even harder to get IFF . only lazo and new lazo are able to id one another .!!!

Northern gun
Has allowed to sell, repair and now adding in 6 to 9 months to make these model but as knock off version 30% less MDC all features are add, no magic ,and are excellent training wheels for young to no experience robot pilots that are begin to use. And keep the good toys back .


Coalition states /Free Quebec (F.Q) are seen only additional targets, but if the ever encounter a true golem AA A model unit. It wills another deadly wake up call. This unit can hide and shot even their best aircraft of the sky . simply but small . they are like sniper from the ground, in reality they will be a major headache for the collation.it will a repeat of history the USA empire face during the new cold war , to the point that grounds forces and orbital satellite systems for some time had to take out and not the air force job. For many 99% will self-destruct before give any value data

North America Black market (N.A.B.M)
will buy the cheapest units A.S.A.P , and will be mostly fossil fuel or battery powered units due the cost and to throw body at the enemy target to slow the police for name sake .



King dale :
will sell only the cheap models golem class ,ammo and will be seen as defends robot vehicle only

Tundra ranger
Will love the new robot vehicle addition and will only get battery powered units or best units

Tennessee Headhunters:/ G.A.W/. Wellington industries (W.I)
G.A.W. will get all model (any model ) repaired and maintain and will give GAW a new avenue for money for they will later add this training to other combat robot vehicles to labor units .

Air Superiority ,Inc.
Will get all golem and the main fossil fuel systems will be the cheapest and will only want it to cover base and airfield protections.

G.A.W/chipwells armaments
Will make loads of money as well other rival companies due to the fact the abilities to make these unit will just be a test run for some of the major weapon dealer for north America but will help others they will main work on fossil fuel systems unit and battery were from the golden age , GAW will be able to work more on nuclear powered units then chipwells armaments. Still this perfect for chipwells armaments low buttom budgets robot vechiles

El Paso & Ciudad Juarez
Look at balck market north America

south America:
Columbia

They also getting all model for allied town and battery power units will be seen as second line combat units last all nuclear powered units will be add to family factions and military as well as main combat units .they will modified them to build them for anti- vampire combat units as well .


Europe :
N.G.R governments /Kingdom of Tarnow

Will be love and hated the golem combat units the first units were been deploy all over Europe ,Asia, middle east as rouge robot vehicles , and other counties that could only buy them would buy the battery powered units. At the time the nuclear version were only at Russia only. Again they flood the market where those nations could not get the new toys . however Kingdom of Tarnow doubles all mdc location due to magic abilities turning first S.D.C to M.D.C ,which very few know.it history will be known in NGR and will not let coalition know about it. And will later act like Ops long lost tech they were stopping gap tech ,which will work very well in rifts earth


Description Golem Bot 3 or golem bot 180 series


They the opposite of the skinny legs heavy combat drone or can be as well robot vehicle ,also use as a labor/rescue drone or robot vechile.it carries hidden hip missiles and lower leg (hidden missiles )as well in the back .it can carry any heavy robot hand held weapon systems ,plus heavy force fields as well .it hidden 20 MM Vulcan weapon systems and hidden missiles make ideal for urban combat or close quarter combat to heavy long range hitter .
This make as a cheap shock troop in North America ,simple to repair, pilot and easy for starting pilots .this unit are mainly for patrols ,escort, where heavy combat may be coming .like the Old Russian tactics larger groups always help this robot vehicle.this will be used as pilot robot vechile or a drone unit .


M.D.C
Main body start at 275 to the max 750 max
Main body Russian commercial primary force field-250 ,force field-150, emergency force field-100
Upper Arms (2) 275
Lower Arms cover (2)450 each
Lower Arms (2)250
Upper Legs (2)275
Lower Legs (2)275
Feet (2)45
Head 100
Reinforce cockpit compartment:150
N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators 100

Notes:
[1] These locations are small and difficult targets to strike, requiring the attacker to make a "called shot," but even then the attacker is -4 to strike.
[2] Note that the Head is -3 in addition to normal called shot penalties to hit. Destroying the head will expose the pilot's head, leaving only the pilot's body armor helmet as its only protection. Note: The head is a small and difficult target to hit. Thus, it can only be hit when a character makes a called shot and even then the attacker is -3 to strike.
[3] Depleting the Main Body M.D.C. will shut the Glitter Boy down making it useless.. Note: All Power Armor locations are laser resistant. Each layer of armor is 100 MDC. A variable laser weapon must be reset every 100 M.D.C. or it will only do half damage. If a laser does enough damage to damage the next layer, it will only do half damage to the next layer if set to do full damage to the layer above.
[4] The force field will stop energy attacks and fast moving objects. Slow moving objects can pas through. It Regenerates one (1) M.D.C. per melee unless overloaded and then cannot be activated for 12 hours if overloaded. The force field pulls its power off of the power plant.
ROBOT BORG VECHILE CLASS
Features
1. Radar: 5 miles Weight add: add 100lds or recon unit 45 miles Weight add: 500lds
2. Combat computer: add +2 strikes rail gun, +3 auto cannon , also add +3 attacks, -1 to dodge over 300 MDC
3. Laser targeting add +1 to all weapons systems
4. Back Radio standard 5 miles, Weight add: 50 ld or N.A.A.T uses 30 miles Weight add: 100ld
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional Weight add: 100lds
7. Ejection systems: add 100lds BORG /pilot
8. N.A.A.T ONLY ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 250 pounds
9. . Voice actuated locking systems
10. Complete environmental pilot or crew compartment Weight add: 100lds
11. N.A.A.T ONLY ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 50lds
12. . Nuclear powered N.A.A.T ONLY ,Special Forces 1 year, 2 year.4 year or 10 year max Weight add: for each add 1000 lds
13. N.A.AT ONLY 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 Weight add: 50 lds
14. N.A.A.T ONLY ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 100 M.D.C or less to any location this applies to Force field as well. On the second hit is 95 M.D.C and third hit 90 M.D.C so on Weight add: 1000 ld.
15. .Any female pilot or partial Borg get a plus 1d4 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, Male pilots get this at third level
16. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 600 pounds total
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
Recon unit can carry enery flares
17. U.S Military Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +5 auto dodge +1 plus any other bonus !!!
18. This the can be heavy combat armored, which is deign to protect and very comfortable as 7 heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well.
19. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
Weight add: 100lds
20. Basic EVA systems (back up) Weight add: 100lds

Statistical Data
Height 10 feet
Length 7 feet
width 6 feet
Weight 2000 pounds empty lowest armored but 1000 pounds to weight for every hundred points ,Generators add 100 pounds
Power System: Nuclear Fusion, average energy life is 25 years
Cost 2,000,000
Black Market Cost: add 30% at max MD can reduce cost by 5% cost for 100 Md each time till reaching 200 and change !!!

Speed
Range: unlimited
Flight 100 MPH built in systems in main body max height 200 feet
Running 50 MPH
Walk 2 to 12 MPH
Flying Range: 100 MPH , ,but 72 hours max flight systems over heat need 1d4 hour cool down time
Maximum Ocean Depth: 25,000 feet need to add water propulsion systems add 10%b cost plus use rifts source book one

Hand to hand: Use super natural P.S 40

Weapons systems
20 mm Vulcan gun one beam weapon systems and one ballistic one of each or both the same ,a favorite tactic add a heavy weapon rifle can extended and fire link which what every hand held robot rifle or gun !!!!

Type 20 mm Vulcan gun ballistic in left or right forearm
Damage
Pick one from below
Weapons systems 20 mm Vulcan gun
these weapon systems are sold to allies and open market
First generation rounds this single round fire for one cannon MAINLY THIS ONES WITH MODEL B
NOTE: 20 MM cannon slug rounds this will be use only in north America , L.E.A.P: Light explosive amour piercing rounds will do half damage but range will be triple that , example 3d4+2 M.D.C will do a 1d6+1 M.D.C
DAMAGE
3d4+2 M.D.C ,update forgot to add this L.E.A.P: Light explosive amour piercing rounds 1d6+1
20 MM cannon
DAMAGE
3d4+2 M.D.C single round ,L.E.A.P: Light explosive amour piercing rounds 1d6+2 or 1d8 or 2d4 M.D
4d6+4 M.D Two round burst, L.E.A.P: Light explosive amour piercing rounds 2d6+2 M.D
1d4x10+2 M.D three round burst, L.E.A.P: Light explosive amour piercing rounds 5d4+1
5d10+6 M.D four round burst,L.E.A.P: Light explosive amour piercing rounds 4d6+3 M.D
1d6x10+10 M.D five round burst, L.E.A.P: Light explosive amour piercing rounds 5d6+5 M.D
2d410+4MD six round burst, L.E.A.P: Light explosive amour piercing rounds 1d4x10+2 M.D
1d10+12 M.D eight round burst, L.E.A.P: Light explosive amour piercing rounds 5d10+6 M.D
2d6x10+6 M.D nine round burst , L.E.A.P: Light explosive amour piercing rounds 1d6x10+3 M.D
3d4x10+20 M.D ten round burst ,L.E.A.P: Light explosive amour piercing rounds 1d6x10+10 M.D
4d6x10+40 M.D twenty round burstL.E.A.P: Light explosive amour piercing rounds 2d6x10+20 M.D

2 generation auto-cannon standard rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too
20 mm – 3d6 M.D ( max damage 18 ) blast radius
6D6 M.D Two round burst,
9D6 M.D three round burst,
N/A M.D four round burst,
2D4X10+10 M.D five round burst,

Range 3 miles standard rounds
Rate of fire: brust
Payload: 2000 rounds standard
Bonus:

Type 20 mm laser beam Vulcan gun in left or right forearm
Damage 3d4x10
Range 4000 feet
Rate of fire: brust
Payload: unlimited


Weapons systems heavy M.R.M main body V.T.O.L systems or medium range vertical take off Launchers missiles systems , these missiles go vertical up and then at 5 feet feet have a second Launch systems .it rally s soft Launch and then a standard Launch, but A.I system will notify if Unable too
Type vertical take off launcher missile system
Damage any medium range missiles type
Range varies
Rate of fire: varies one or any or all count as one attack
Payload: hold total of six medium range missiles
Bonus: varies

Weapons systems HIP Mini – missileX2
Type varies
Damage varies
Range varies
Rate of fire: varies one or any or all count as one attack
Payload: 24 each ot 48 total
Bonus: varies

Weapons systems lower leg Mini – missile X2
Type varies
Damage varies
Range varies
Rate of fire: varies one or any or all count as one attack
Payload: 20 total or 10 in each lower leg
Bonus: varies

Type all human size or giant size hand held but can not use the BOOM gun from a gilltter boy ( that the one that does 3D6x10 only )
Damage varies
Range varies
Rate of fire: varies
Payload: all beam weapons get x10 to payload , and all ballistic weapon ssytems get 2 time the payload
Bonus: varies

Re: N.A.AT

Posted: Mon Jul 15, 2013 2:11 pm
by ZINO
Description golem Bot four (4) or golem 080 http://fc00.deviantart.net/fs71/i/2010/ ... DoomER.jpg

http://i686.photobucket.com/albums/vv23 ... 1373237599

http://i686.photobucket.com/albums/vv23 ... 0d9f4d.jpg note this is not my art just identity each robot drone unit

The golem series were from golden age of man where the communist countries were play catch up with the western powers. They came out with really stopping gaps at the time but were imported version. They are well known robot vehicles and mainly used by small or staring security from in Europe, or stating mercenary out fists. They are aloe are starting robot vehicle to last line or second line unit were number mean everything or need fast glass cannon robot vehicles . Where quantity is quality said by Stalin form the old communist party in world war two. The golem fills the gaps form Russia to the Middle East to India to the Africa and many other parts of the world. They been around for a few months now and many love over the counter robot vehicle in Europe. But now thanks to NGR they are available in north and South America which will give N.A.T.O, A.M.C, N.A.A.T and N.A.M.E.S a huge boom in revenue both in Europe and North America. The main advantage was N.A.A.T and N.A.M.E.S could keep up with demands.
Golem heavy tank golem one and two
Golem bot 2 call AKA skinny legs or model 712
Golem Bot 3 or golem bot 180 series
Golem Bot four (4) or golem 080
Gloem Bot 5 long range A.A.A robot vechile or golem 10
Golem Bot 6 bot 6 all purpose robot vehicle or Golem Bot 151

Response :
America in general will see as over the counter robot vehicle for the common mercenary started up groups or cannon flooder robot vehicle . Cheap easy to fix ( interchange parts!!!! This means + 20 in the field but in a simple shop repair area even low tech towns +35%). This will be a major boom for small towns where is the only options . Plus ammunition is everywhere and sold in larger amounts . This will always be common unit to buy for rookie robot pilots ( mainly level 1 to 3 ) . They can have no pilots too and cost extra still can be very useful in either labor unit or defended units . Easy access to get ,and cheap make even by cheap well hardware, but all MDC level !!!!

New lazo / lazo will use as drones only
Several units have arrived to act as non-magical combat units all models how is unknown . But many know now New lazo added for defined . one major use is the AAA MODEL BEEN ADD. Even the coalition is not aware of this .due to the fact that these units are the perfect abilities to hid in urban area and place no will even think to be at. Last there been adding magic features as well making even harder to get IFF . only lazo and new lazo are able to id one another .!!!

Northern gun
Has allowed to sell, repair and now adding in 6 to 9 months to make these model but as knock off version 30% less MDC all features are add, no magic ,and are excellent training wheels for young to no experience robot pilots that are begin to use. And keep the good toys back .


Coalition states /Free Quebec (F.Q) are seen only additional targets, but if the ever encounter a true golem AA A model unit. It wills another deadly wake up call. This unit can hide and shot even their best aircraft of the sky . simply but small . they are like sniper from the ground, in reality they will be a major headache for the collation.it will a repeat of history the USA empire face during the new cold war , to the point that grounds forces and orbital satellite systems for some time had to take out and not the air force job. For many 99% will self-destruct before give any value data

North America Black market (N.A.B.M) will love this vehicle for surveillance
will buy the cheapest units A.S.A.P , and will be mostly fossil fuel or battery powered units due the cost and to throw body at the enemy target to slow the police for name sake .


King dale : recon unit
will sell only the cheap models golem class ,ammo and will be seen as defends robot vehicle only

Tundra ranger all types
Will love the new robot vehicle addition and will only get battery powered units or best units

Tennessee Headhunters:/ G.A.W/. Wellington industries (W.I) use as recon units
G.A.W. will get all model (any model ) repaired and maintain and will give GAW a new avenue for money for they will later add this training to other combat robot vehicles to labor units .

Air Superiority ,Inc. drone unit and pilot will be borg unit
Will get all golem and the main fossil fuel systems will be the cheapest and will only want it to cover base and airfield protections.

G.A.W/chipwells armaments will repair them with ease at a 25% discount why no one knows
Will make loads of money as well other rival companies due to the fact the abilities to make these unit will just be a test run for some of the major weapon dealer for north America but will help others they will main work on fossil fuel systems unit and battery were from the golden age , GAW will be able to work more on nuclear powered units then chipwells armaments. Still this perfect for chipwells armaments low button budgets robot vehicles

El Paso & Ciudad Juarez look above
Look at black market north America

south America:
Columbia
retool for vampire
They also getting all model for allied town and battery power units will be seen as second line combat units last all nuclear powered units will be add to family factions and military as well as main combat units .they will modified them to build them for anti- vampire combat units as well .


Europe :
N.G.R governments /Kingdom of Tarnow
over counter fast recon unit
Will be love and hated the golem combat units the first units were been deploy all over Europe ,Asia, middle east as rouge robot vehicles , and other counties that could only buy them would buy the battery powered units. At the time the nuclear version were only at Russia only. Again they flood the market where those nations could not get the new toys . however Kingdom of Tarnow doubles all mdc location due to magic abilities turning first S.D.C to M.D.C ,which very few know.it history will be known in NGR and will not let coalition know about it. And will later act like Ops long lost tech they were stopping gap tech ,which will work very well in rifts earth

http://i686.photobucket.com/albums/vv23 ... 1373237599


Golem Bot four (4) or gloem 080 is call cyber hell hounds or grey hound or golem hound ( due to it speed)this can be a heavy combat drone or can use a human cyborg ,a true fast medium combat unit ,for long range recon to guard duty .they always combine the drone with cyborg unit. They call them gery hound due to the fact it been reported that the AI always finish mission objective after the fact the cyborg is dead, which is difficult but not impossible to do. Other call them cyber hell hounds or grey hound ( due to it speed) making a fast reputation .these units use are people cripple for any reason and have a good ME .this unit can stand up right too like a human but to get maximum speed it on all fours . They AI are great for just about any environment from Urban to forest to plains, and even cliff to canyon areas.

golem Bot /Brog skills
Native Language (probably Russian or English ; at 92%)
Language: (probably Russian or English (+20%)
Language: One of choice (+15%)
Radio: Basic (+15%)
Radio: One of choice or Computer Operation (+10%)
Pilot Hover cycle (+10%)
Pilot: Two skills of choice (+10%)
Military Etiquette (+10%)
Climbing (+10%)
Swimming (+10%)
W.P. Paired Weapons
W.P. Automatic Rifle
W.P. Energy Rifle
W.P. Two of Choice (any)
Hand to Hand: Basic, but can be changed to Expert for the cost of one O.C.C. Related skill, or to Martial Arts (or Assassinif anarchist or evil) for the cost of two skills.

O.C.C. Related Skills:
Select three MOS skills (with a +15% bonus each) from any category regardless of whether or not it's normally available (i.e. can pick skills from Espionage, Electrical, Mechanical, Science, etc., which aren't otherwise available, or from an available category just to get the higher bonus). In addition, select two Military or Piloting skills, and three other skills of choice from the list below. One additional skill is selected at levels 4, 8 and 12. All new skills start at level one proficiency.
Communications: Any (+10%)
Domestic: Any (+5%)
Electrical: None
Espionage: Intelligence and Sniper only.
Mechanical: Basic and Automotive Mechanics only (+5%)
Medical: First Aid only (+5%)
Military: Any (+10%)
Physical: Any that are still appropriate.
Pilot: Any (+5%)
Pilot Related: Any (+10%)
Rogue: Any (+2%)
Science: Math only (+5%)
Technical: Any (+10%)
W.P.: Any, except additional Trick Shooting skills.
Wilderness: Any

Secondary Skills:
The character also gets to select two secondary skills from the list, excluding those marked "None," at levels 2,4, 8 and 13. 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


Cybernetics humanoid: Typical Bionics: inside borg vehicle
The following stats, weapons and features are typical of the Light Machine. Customizing, personal tastes, and additional bionics acquired as rewards for heroism, duty, and rank, as well as authorized purchases, may come later. Of course there are reasonable limitations. Those not associated with a Warlord are on their own in acquiring additional bionics and start with one less weapon, one less head feature, and don't have the Gromeko FFI system. Average Size: Roughly human, typically five to six feet (1.8 m).
Weight: 250-350 pounds (112.5 to 157.5 kg).
Power Source: Nuclear
M.D.C. by Location:
* Palm Lasers (2) — 12 each
* Concealed Vibro-Blades (2) — 50 each
* Ion Beam Wrist Blaster — 10
* Arms (2) — 60 each
* Hands (2) —25 each
Legs (2) — 85 each
* Feet (2) —25 each
** Head — 80; it may be flesh outside, but underneath is a metal skull, plus it is usually protected with additional M.D.C. from a helmet and visor or helmet and face plate from bionic
body armor; typically 80 M.D.C. Many 'Borgs, especially full conversion Heavy Machines, wear a bionic or metal face plate reminiscent of the ancient Samurai. The face plate can look
high-tech, human or monstrous.
*** Main Body — 170 plus M.D.C. from conventional body armor (any of the Russian, Triax or imported environmental body armor suits: 30-100 M.D.C.) or light (140 M.D.C.) or medium
cyborg armor (180); Light Machines cannot wear heavy cyborg armor. Bionic or Cyborg armor is heavier and thicker than normal body armor, but can be more easily accommodated
by the augmented mechanical body with minimal penalty (-10% to prowl, acrobatics, gymnastics, swim, climb, palming, and similar skills).
Damage Notes:
* A single asterisk indicates a small and/or difficult target to hit. The attacker must make a "Called Shot" and even then he is -4 to strike. The hands and Vibro-Blades are extremely
difficult targets to hit, and are -5 to strike on a Called Shot.
** Destroying the head of a cyborg will kill the character! This is where the brain is housed and when it's gone, that character is dead. However, the rest of the body can be salvaged
and reused.
*** Depleting the M.D.C. of the main body will effectively destroy the artificial body, but emergency systems will keep the brain and vital organs alive for 12 hours. Recovery
of the damaged body will enable Cyber-Docs to place the character on a life support system that will keep him alive until a new bionic frame becomes available. Failure to find the brain within 12 hours means the character dies. Massive amounts of damage (100+ M.D.C. below zero), completely destroy the 'Borg, with no hope of recovery.

Bionic Attributes:
• Tactile sensitivity: At least 50%; typically 85%
• Bionic P.S. of 28-30 (S.D.C. damage); power punch and
leap kick do 1D4 M.D.
• Bionic P.P. of 20-24
• Face: P.B. Modifier: Pick one.
1. Natural face, roll 3D6 as usual (+1D6 if a 16-18 is
rolled).
2. 3D6+6 if a sculpted human face is used and the character wants to be attractive (may be the original face tweaked and modified to look better).
3. 1D6+4 if the face is the standard robotic one without any human facial features (as depicted in the illustration).
4. 1D4+3 if a monstrous, frightening or inhuman face (animal, insect, etc.) is used; Horror Factor 10.
• Bionic Speed Running: 120 mph (192 km).
• Leaping: Super-powerful hydraulic leg pistons are capable of
launching the full conversion Light Machine 15 feet (4.6 m)
high or 25 feet (7.6 m) lengthwise; increase by 50% with a
running start.
• Speed & Flight Options: Cyberjet Nodes for jet assisted
leaps, increased speed and limited hovering, or human or
'Borg jet packs (see cybernetic equipment section for details),
or by vehicle.
Bonuses:
• +3 on initiative. •
• +1 to pull punch.
• +1 to strike and parry.
Cost: Around 1.4 million for the Warlords, 2.6 to 3.5 million
credits on the open market.
Standard Cybernetic Systems (non-weapon types):
1. Full 20/20 Enhanced Color Vision (to line-of-sight).
2. Targeting Sight (+1 to strike) and light filters.
3. Telescopic Eye with Passive Nightvision (5000 ft/1524 m).
4. Multi-System Eye Socket.
5. Universal headjack/ear implant with Augmentation
6. Amplified Audio
7. Built-in Language Translator
8. Built-in Radio Transmitter & Receiver (5 miles/8 km)
9. Cyberlink Vehicle Interface (2; one in hand and head).
10. Gromeko Friend or Foe Identification Computer.
11. Bionic Lung with gas filter & oxygen storage cell.

Weapon systems
1. Concealed Vibro-Blades (2): Each forearm has a retractable Vibro-Short Sword that can be extended at will and locked into place.
Primary Purpose: Anti-Personnel
Damage: 2D4 M.D. each.
Attacks Per Melee Round: Melee weapons; each strike counts as
one attack.
Payload: Unlimited; draws on the 'Borg's power supply.
2. Ion Palm/Wrist Blaster (1 or 2): This item can be built into one or both hands/wrists. It too retracts when not in use and extends to fire. When only one unit is used in one hand, the
other hand typically has a different weapon system, often a chemical spray, garrote wrist wire, or wrist needle and drug dispenser. The ion blaster is designed for close combat, assault
and defense
Primary Purpose: Assault
Mega-Damage: 3D6 M.D. per blast.
Range: 500 feet (152m).
Rate of Fire: Each blast counts as one melee attack. If the cyborg points both arms at the same target and fires both blasters simultaneously, the damage is doubled (6D6 M.D.) and it counts
as one melee attack. However, this can only be done when the cyborg is standing still and the target is at least two times human- size. Running and trying to shoot is the equivalent of
shooting wild and is done at -6 to strike, and all other combat bonuses are reduced by half.
Payload: Effectively unlimited; runs on internal power supply.
3. Additional Arm Weapons (to start): One arm will have a forearm weapon in addition to the Vibro-Blade.
4. Additional Hand Features or Weapons (to start): Two hand weapons of choice. The G.M. may modify or restrict certain items.
5. Additional Leg Features or Weapons (to start): One leg feature or weapon of choice for only one leg. The other has none.
6. Select type of face. If human, the character can select either the Type AA-1 Cyber-Disguise or two face/head or eye features.
7. Optional Weapons. In addition to bionic weapons and features, the character will own and use a variety of conventional weapons.
8. Vibro-Blade or other blade weapons may be plated in silver to combat supernatural beings vulnerable to such things.
9. Chemical Sprays may fire holy water — water or oil blessed by a priest and used against vampires and certain other supernatural beings.


golem Bot four (4) or golem 080 or AKA ROBOT BORG VEHICLE CLASS Features
1. Radar: 5 miles Weight add: add 100lds or recon unit 45 miles Weight add: 500lds
2. Combat computer: add +2 strikes rail gun, +3 auto cannon , also add +3 attacks, +5 to dodge
3. Laser targeting add +1 to all weapons systems
4. Back Radio standard 5 miles, Weight add: 50 ld or N.A.A.T uses 30 miles Weight add: 100ld
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional Weight add: 100lds
7. Ejection systems: add 100lds BORG
8. N.A.A.T ONLY ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 250 pounds
9. . Voice actuated locking systems
10. Complete environmental pilot or crew compartment Weight add: 100lds
11. N.A.A.T ONLY ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 50lds
12. . Nuclear powered N.A.A.T ONLY ,Special Forces 1 year, 2 year.4 year or 10 year max Weight add: for each add 1000 lds
13. N.A.AT ONLY 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 Weight add: 50 lds
14. N.A.A.T ONLY ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 100 M.D.C or less to any location this applies to Force field as well. On the second hit is 95 M.D.C and third hit 90 M.D.C so on Weight add: 1000 ld.
15. .Any female pilot or partial Borg get a plus 1d4 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, Male pilots get this at third level
16. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 600 pounds total
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
Recon unit can carry enery flares
17. U.S Military Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +5 auto dodge +1 plus any other bonus !!!
18. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
Weight add: 100lds
19. Basic EVA systems (back up) Weight add: 100lds
20. Optics Band: this was an optics band for headband type optical system most often used in research, micro-repairs and scientific study. Its range is limited as it is designed for close work, not long-distance or urnab combat surveillance.
Features include:
• Infrared and Ultraviolet Optic System: Range: 200 feet (61 m)
maximum.
• Magnification Lens (to the 400th power): Range: 7 feet (2.1 m).
• Night Sight:Range: 200 feet (61 m).
• Adjustable Color Filters.
21. Pocket Night Viewer: Range: 800 feet (244 m). This is a mini-night sight, usually a monocular style, easily concealed and portable.
22. A.I system can be added as well look at rifts source book one



Statistical Data
Height 9 ½ feet ,lowest height 3 feet
Length 14 feet
width 6 feet
Weight 1000 pounds empty Generators add 1000 pounds
Power System: Nuclear Fusion, average energy life is 25 years
Cost 1,000,000
Black Market Cost: add 1d4x10% with no weapon systems

Speed
Range: unlimited
Flight max height 400 feet
Flying Range: 200MPH
Running Range: 300 MPH on four or three legs unlimited , two legs 150 MPH Walking 2 to 12 MPH

Maximum Ocean Depth: 1000 feet
Leaping:
The integrated jet pack enables the power armor to leap great heights and distances. A height of approximately 15 feet (4.6 m) straight up or lengthwise is possible unassisted by the thrusters. A jet thruster assisted leap from a stationary positioncan propel the unit up to 100 feet (30.5 m) high and across without actually attaining flight or requiring a running start.
Power Jumping and travel:
Getting a running start will enable the individual to leap up to 300 feet (91.5 m) lengthwise. The height of the leap is controlled by the pilot and generally ranges between 20 to 50 feet (6 to 15 m), with 20 or 30 feet of height being the norm. By leaping, landing, continuing to run a few dozen yards/meters, and power leaping again, the pilot can attain and maintain, an impressive ground speed of 170 mph(272 km), even through light forest (speed should be reduced 40% through dense vegetation or hazardous errain to avoidaccidents). Directional control is nearly total, but engaging the jet pack to avoid a collision or bad landing may slow one's speed. Also, the flight capabilities enable the pilot to stop in mid-air if necessary


Hand to hand: Use super natural or robotic P.S 40

M.D.C

Main body 350
Main body primary force field-250 force field-150, emergency force field-100
[1] Upper Legs (4)150
[1] Lower Legs (4)180
Small arms(3) 120 each
[1] Feet (2) 45
[2] intenal Head 100
[2] Armored head dome 290
Reinforce cockpit compartment:290
N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators 100


Notes:
[1] These locations are small and difficult targets to strike, requiring the attacker to make a "called shot," but even then the attacker is -4 to strike.
[2] Note that the Head(dome )/ is -1 in addition to normal called shot penalties to hit(due to it size). Destroying the head will expose the pilot's head(100 M.D.C ), leaving only the pilot's body armor helmet as its only protection. Note: The head is a not that difficult target to hit. Thus, it can only be hit when a character makes a called shot and even then the attacker is -1 to strike.A.I systems takes over if dome head hit negative 1(-1) or greater with 90% chance, intenal Head must reach zero for borg to die
[3] Depleting the Main Body M.D.C. will shut the robot suit down making it useless.. Note: All Power Armor locations are laser resistant. Each layer of armor is 100 MDC. A variable laser weapon must be reset every 100 M.D.C. or it will only do half damage. If a laser does enough damage to damage the next layer, it will only do half damage to the next layer if set to do full damage to the layer above.
[4] The force field will stop energy attacks and fast moving objects. Slow moving objects can pas through. It Regenerates one (1) M.D.C. per melee unless overloaded and then cannot be activated for 12 hours if overloaded. The force field pulls its power off of the power plant.

Weapons systems summuary
Hand to hand: Use super natural P.S 45 ALL FOUR LEGS
• two machine guns
• A.T.L systems

Weapons systems hand to hand center main body
Wilk's Laser bayonet
The Wilk's Laser bayonet grew out of the technology used for the laser scalpel. Adventurers wanted a hand to hand weapon that was more powerful than the average Vibro-Blade. The Wilk's Laser bayonet was the first attempt at this The Wilk's Laser bayonet projects a stable laser field eight inches (0.21 m) from the generator hilt The laser is projected in the visible light spectrum and resembles a magic energy blade or psi-sword. It is still considered experimental and sold with no warranty and a warning about safety. This unit carries several Wilk's Laser bayonet
One in each legs and one in each small arms total 5 Wilk's Laser bayonet

Weight: 1 Ib (0.45 kg)
Mega-Damage: 3D6 M.D. per strike of the weapon.or 2d4x10+10 M.D all counts as two attacks
Rate of Fire: As per hand to hand attacks.
Effective Range: built-in Hand-held like any knife; cannot be thrown
Note: The laser knife cannot be used to parry any type of attack; it cuts everything it touches.
Payload: 30+lD4xlO minutes per standard E-Chip; unpredictable duration 1d6 minutes only GM knows .
; Unlimited draws on the 'Borg's power supply.


Weapons systems two machine guns robot dome
Heavy M.D Machine gun: pick one below , showing one set of damage
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 800 rounds

.50 calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun


Weapons systems A.T.L systems robot dome
ATL-7 Anti-Tank Laser Rifle or beam cannon
This was a one-shot weapon that releases all the energies contained in a normal E-Clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it (cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-Clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. The same design was kept but add a mini nuclear add to weight 100 pounds for cyborgs and power armor troopers can use it as a rifle without trouble. No recoil when fire and can have an extended range which is love by many. the and finally addition to this heavy weapon systems is there variable laser systems but only N.A.A.T , N.A.M.E.S , N.A.T.O , Russian core unit and allied forces in A.M.C as well .
Mega-Damage:
3D6x 10+20 M.D. per shot!
Weight 100 pounds standard
Rate of Fire: Single shot only equal to hand to hand only . standard clip :Each shot empties an entire E-Clip!
Range: 3,000 feet (914 m)
Payload: standard 1 shot per E-Clip. Cost: 100,000 credits; poor availability even in South America. But nuclear powered
Weapon system: # A.T.L AKA anti-tank Variable heavy laser 8 this is similar to A.T.L anti-tank-7 for infantry use found in South America.
Damage: 6d6 X10
Range: 2 miles
Rate of fire: hand to hand only
Payload: Unlimited
Bonus: take 1d4 attacks to Identify robot or Mecha with reflection abilities

Re: N.A.AT

Posted: Fri Jul 19, 2013 9:29 pm
by Aramanthus
Your entry has a lot of merit. It fills a niche in the "Rfit's" setting that is needed. Please keep up the great work.